News Engineers Blueprints Materials Update

Zac Antonaci

Head of Communications
Frontier
Greetings Commanders.

You may remember recently that we shared some plans and changes that will be making their way to our next point release (2.1.05) as a direct response to your feedback, thank you again.

You can read the full post here. But as a reminder, the changes included are...

- Adjusting the way the surface scanner works to allow you to see what materials are available from any given planet. This should make locating materials far easier.
- Making a number of changes to the lowest level blueprints. This includes improving the positive effects of low level upgrade results as well as reducing the cost and simplifying the materials needed.
- Increasing the number of units you get for each instance of a material you find. This means instead of getting one unit of a material, you will get multiple units of that material. This will allow you to increase the number of attempts at each Engineer.
- Increasing the number of materials spawned when surface mining. Again, to make the process easier and the materials easier to gather.
- The likelihood of finding rare materials in these instances will also be increased, meaning it will be easier to use higher level blueprints.
- And we will be reviewing the balance and locations of non-planet salvage and reviewing the possible USS locations for each material

Ahead of this update we wanted to share the rebalancing that has been done to the materials required for blueprints to give you information ahead of time so that those of you searching for materials can factor this into your collecting and gameplay.

You can see a full list of the new blueprints requirements that will be added in the next point update (2.1.05) by downloading it from the link below.

http://hosting.zaonce.net/community/newsletter/blueprints_requirements.xls


This point release is still being finalised and we’re hoping to give more details on the exact date in the next couple of weeks. :D

Thanks again for your continued support and patience.

Fly safe Commanders.

EDIT: The information in this sheet shows changes to the materials needed in blueprints. These are not the complete blueprints, you will still need commodities for rank 2 blueprints and above.
 
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Wow, if I'm reading that spreadsheet right, the requirements are significantly lower. Only 1 material required for many grade-1 mods, and only 3 for grade 5. Should speed things up a lot.
 
Will some of the overlaps be looked at as well, as some of them a pretty extreme such as the FSD Long range blueprints. Apart from that, all looking good.
 
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Hello Zac thanks for such good news.

I may have a question : what about old unused material ? Will there be converted ? Or should we delete them by our side when update will drop ?
 
Greetings Commanders.

You may remember recently that we shared some plans and changes that will be making their way to our next point release (2.1.05) as a direct response to your feedback, thank you again.

You can read the full post here. But as a reminder, the changes included are...

- Adjusting the way the surface scanner works to allow you to see what materials are available from any given planet. This should make locating materials far easier.
- Making a number of changes to the lowest level blueprints. This includes improving the positive effects of low level upgrade results as well as reducing the cost and simplifying the materials needed.
- Increasing the number of units you get for each instance of a material you find. This means instead of getting one unit of a material, you will get multiple units of that material. This will allow you to increase the number of attempts at each Engineer.
- Increasing the number of materials spawned when surface mining. Again, to make the process easier and the materials easier to gather.
- The likelihood of finding rare materials in these instances will also be increased, meaning it will be easier to use higher level blueprints.
- And we will be reviewing the balance and locations of non-planet salvage and reviewing the possible USS locations for each material

Ahead of this update we wanted to share the rebalancing that has been done to the materials required for blueprints to give you information ahead of time so that those of you searching for materials can factor this into your collecting and gameplay.

You can see a full list of the new blueprints requirements that will be added in the next point update (2.1.05) by downloading it from the link below.

http://hosting.zaonce.net/community/newsletter/blueprints_requirements.xls


This point release is still being finalised and we’re hoping to give more details on the exact date in the next couple of weeks. :D

Thanks again for your continued support and patience.

Fly safe Commanders.

Please accept a virtual hug

BRB, there is a street outside that needs someone to dance in it...
 
Huge thanks for this update and the .xls file provided!

Question: Does it mean that there is now just one piece of each material type needed for each of the blueprints or there are just numbers missing in that .xls? If it is missing, is it possible to provide also the numbers?
 
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Datamined Wakes for FSD range level 5? Strange wake solutions were painful enough. Can't we keep it as that? I'm happy with change from polonium to arsenic, though. I already have some arsenic.

Looking forward to the changes, though!
 
You can read the full post here. But as a reminder, the changes included are...

- Adjusting the way the surface scanner works to allow you to see what materials are available from any given planet. This should make locating materials far easier.
- Making a number of changes to the lowest level blueprints. This includes improving the positive effects of low level upgrade results as well as reducing the cost and simplifying the materials needed.
- Increasing the number of units you get for each instance of a material you find. This means instead of getting one unit of a material, you will get multiple units of that material. This will allow you to increase the number of attempts at each Engineer.
- Increasing the number of materials spawned when surface mining. Again, to make the process easier and the materials easier to gather.
- The likelihood of finding rare materials in these instances will also be increased, meaning it will be easier to use higher level blueprints.
- And we will be reviewing the balance and locations of non-planet salvage and reviewing the possible USS locations for each material

Sounds good!
 

Ozric

Volunteer Moderator
Wow that's a massive drop! It's certainly an impressive change.

It does bring up a couple of questions though. If you're going to really drop it to only 1 of each material/component required, is there really a need to increase the drop rate, drop chance and increased rare drop?

It sounds like you will end up with masses and masses of unused materials.

p.s I hope they're still rare
 
Wow that's a massive drop! It's certainly an impressive change.

It does bring up a couple of questions though. If you're going to really drop it to only 1 of each material/component required, is there really a need to increase the drop rate, drop chance and increased rare drop?

It sounds like you will end up with masses and masses of unused materials.

p.s I hope they're still rare

Not inevitably, you can spin the wheel of RNG more often and you won't be so heavily punished for the bad results. ;)
 
I hope that any future "rebalances" against engineered modules only affect those crafted after this patch. Yes, you have listened to the community but it's going to be a massive kick in the teeth to those that have put in the time and effort previously if you make retrospective changes now,
 
Greetings Commanders.

You may remember recently that we shared some plans and changes that will be making their way to our next point release (2.1.05) as a direct response to your feedback, thank you again.

You can read the full post here. But as a reminder, the changes included are...

- Adjusting the way the surface scanner works to allow you to see what materials are available from any given planet. This should make locating materials far easier.
- Making a number of changes to the lowest level blueprints. This includes improving the positive effects of low level upgrade results as well as reducing the cost and simplifying the materials needed.
- Increasing the number of units you get for each instance of a material you find. This means instead of getting one unit of a material, you will get multiple units of that material. This will allow you to increase the number of attempts at each Engineer.
- Increasing the number of materials spawned when surface mining. Again, to make the process easier and the materials easier to gather.
- The likelihood of finding rare materials in these instances will also be increased, meaning it will be easier to use higher level blueprints.
- And we will be reviewing the balance and locations of non-planet salvage and reviewing the possible USS locations for each material

Ahead of this update we wanted to share the rebalancing that has been done to the materials required for blueprints to give you information ahead of time so that those of you searching for materials can factor this into your collecting and gameplay.

You can see a full list of the new blueprints requirements that will be added in the next point update (2.1.05) by downloading it from the link below.

http://hosting.zaonce.net/community/newsletter/blueprints_requirements.xls


This point release is still being finalised and we’re hoping to give more details on the exact date in the next couple of weeks. :D

Thanks again for your continued support and patience.

Fly safe Commanders.

Many thanks for removing Commodity requirements from Blueprints. No more headache due to lack of Cargo racks on our ships!
 

Ozric

Volunteer Moderator
I hope that any future "rebalances" against engineered modules only affect those crafted after this patch. Yes, you have listened to the community but it's going to be a massive kick in the teeth to those that have put in the time and effort previously if you make retrospective changes now,

What about at 2.1 with the commanders who had kept their weapons from Gamma for the previous year and a half or so :)
 
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