ANNOUNCEMENT January Update - Patch Notes

Hey @Rubbernuke,

We have integrated the Oodle Network compression library to try and optimise the networking bandwidth for players.
Hey @Frillop Freyraum,

The Pirate Attack state still exists in addition to the new Terrorist Attack state.
Hey @Screenmonster,

Powerplay system effects are applied to any star systems flagged as Exploited by a given Power. This is unrelated to how the government ethos is calculated for any given Control system.
Hey @ferus,

As this issue was related to the shared cockpit UI, the fix should work on both SRVs and ships. If you encounter any future issues related to this after the January Update, please head over to our Issue Tracker and log an incident so the team can look into it.
Hey @Misaniovent,

All of the fixes covered in the OP are the ones coming with the January Update. Future fixes will be addressed in subsequent update Patch Notes.
Hey @AndrewJohnson,

With the feedback shared with us during the January Update beta, the team have updated the rebuy costs for each crew member depending on the crew member's rank.

Please see below for the updated rebuy costs:

Harmless = 20,000 cr
Mostly Harmless = 40,000 cr
Novice = 70,000 cr
Competent = 120,000 cr
Expert = 200,000 cr
Master = 325,000 cr
Dangerous = 650,000 cr
Deadly = 1,250,000 cr
Elite = 2,250,000 cr
Hey @Kenjiro,

Have you previously reported this via the Issue Tracker? If not, would you be able to log it so the team can investigate this?
Hey @100.rub,

Heat-related ship statistics are not currently shown in-game but we've passed this feedback on to the development team for future consideration.
Hey @davinator791,

In this example, the price the commodities will sell at will be the price you see when at the in-game Transaction window. If the price for these commodities change during that transaction, you will still receive the number of credits that is listed in the open transcation window.
Great communications, cheers Stephen :)
 
Of course Elite's in-front of you when playing it, do you play games backwards? 😂

qaEdzDy.gif
As you seem to know demonstrate?
 
Some good steps in here like the fighter lag issue, VO rebalance and the rebuy cost rebalance for NPC crew (we will see how the numbers are in the main game).
I am also liking the implementation of Oodle, hopefully this will generally improve a lot of networking related issues like the blue tunnel lag or various timeouts as well as improve traffic quality in larger instances.

Eager to try it out soonTM.
 
Hey @AndrewJohnson,

With the feedback shared with us during the January Update beta, the team have updated the rebuy costs for each crew member depending on the crew member's rank.

Please see below for the updated rebuy costs:

Harmless = 20,000 cr
Mostly Harmless = 40,000 cr
Novice = 70,000 cr
Competent = 120,000 cr
Expert = 200,000 cr
Master = 325,000 cr
Dangerous = 650,000 cr
Deadly = 1,250,000 cr
Elite = 2,250,000 cr
Now that NPC crew rebuy is an option upon death, Medicorp's idea about it should more than ever be taken into consideration by FDEV. At least for its NPC part. It would add moment to moment new personal narrative, and a stronger bind to NPC.

We belong to Wing Atlantis, MediCorp, Search & Rescue !

Our goal is to search and rescue pilots and passengers marooned on an escape pod, after their ship is destroyed.

We think it would be fun to launch such salvage operations to rescue missed-in-action pilots with our Medicorp T6s. Besides, we could provide a presence during the events and offer free rescue service to those who would need it.

In order to achieve this kind of mission, we would appreciate if escape pods could spawn each time a player or npc ship is destroyed. The escape pod could spawn just in the same way as the materials for the engineers. It would be great if we could get such an improvement in a further update of the game. No modification in respawn method is required. The only goal would be the pleasure to be able to grab escape pods in the middle of a conflict zone. Of course, some new features related to these esacpe pods could emerge in the future.
 
Hey @ferus,

As this issue was related to the shared cockpit UI, the fix should work on both SRVs and ships. If you encounter any future issues related to this after the January Update, please head over to our Issue Tracker and log an incident so the team can look into it.

Great, I'm glad to hear that. It just confused me a little why this was filed under SRV fixes.
 
What's this Noodle Network thing? Is that like Ramen Noodles?
Its compression technology for network traffic that has to be used on each client in the network...

Basicly its like using small Zip files for all data on a network connection...
Each players device on the network compresses the raw data then sends it over the network... Then the other clients uncompress the data when they get the data at there end... and then they have the same raw data ..
Due to the compression the data bit rate needed are even lower on ISP and LAN connections... the negative is the processing extra task that the clients need to do...
On battery devices like mobiles or tablets this is a bad idea so is not popular... as ED is meant to be played on mains powered devices it don't realy matter...
 
Last edited:
Or you can just use the old method of waiting in the FSS to finish it's scan to know for sure.

The choice is yours.

Yeah, but you already know for sure that the planet has geological and/ or biological locations if it keeps scanning, so I don't see why this changes anything..

My problem with how it works now is the long waiting time when your looking for other locations like Human, Thargoid or Guardian signals.. So for example if a planet has a Thargoid signal and geological signals you still have to wait for the scan to finish before it shows up.. You could argue that this makes sense, but if the planet only has a Thargoid signal it pops up instantly..

*Edit

Never mind, I already found out I didn't read well enough... 🤫
 
Last edited:
tbh, i am not very fond of the crew rebuy cost increase.
Still got the feeling, that those complaining the most about the change, are those who fear the power of elite-crew in PvP situations - which is vastly different from those hire&fire npcs. (and i mean that for both sides, the "Pirate" and the "Prey" side in PvP)

I bet there are loads of fixes, they havent listed..... probably small but still... they will be there.
I like updates, all good for me
that sounds a little bit to optimistic...
didn't have time for the beta, so i couldn't test out if they had fixed at least one of my long standing (reported) bugs without telling.
 
Hey @AndrewJohnson,

With the feedback shared with us during the January Update beta, the team have updated the rebuy costs for each crew member depending on the crew member's rank.

Please see below for the updated rebuy costs:

Harmless = 20,000 cr
Mostly Harmless = 40,000 cr
Novice = 70,000 cr
Competent = 120,000 cr
Expert = 200,000 cr
Master = 325,000 cr
Dangerous = 650,000 cr
Deadly = 1,250,000 cr
Elite = 2,250,000 cr

Will there be any point in having multiple NPC crew at this point? I can see why it was useful in the pas to have up to 3, since it was nice to have a backup crew member in case you lost of a crew member due to being destroyed. But now, assuming you have ship rebuy + NPC crew rebuy (which will now become RULE #1: NEVER FLY WITHOUT REBUY + NPC RESCUE), there doesn't seem to be any reason to have more than 1 NPC crew hired. And, in fact, there would seem to be a strong incentive to NOT have more than 1 NPC crew. I have three ELITE NPC crew members, all of whom I've trained up from Harmless (so they all take 10% of my earnings). I've accepted this 30% "NPC Crew tax" and have paid out nearly 2 billion credits to my crew over the years. Don't get me wrong, I think it's great that we can now rescue NPC crew, but I hope that I there will eventually be some type of gameplay where having three Elite NPCs is worth the grind to train them and the money I've paid them. Perhaps I'll be able to deploy them as a fighter escort to my fleet carrier when fleet carriers become available to Pilot Federation members.
 
Will there be any point in having multiple NPC crew at this point? I can see why it was useful in the pas to have up to 3, since it was nice to have a backup crew member in case you lost of a crew member due to being destroyed. But now, assuming you have ship rebuy + NPC crew rebuy (which will now become RULE #1: NEVER FLY WITHOUT REBUY + NPC RESCUE), there doesn't seem to be any reason to have more than 1 NPC crew hired. And, in fact, there would seem to be a strong incentive to NOT have more than 1 NPC crew. I have three ELITE NPC crew members, all of whom I've trained up from Harmless (so they all take 10% of my earnings). I've accepted this 30% "NPC Crew tax" and have paid out nearly 2 billion credits to my crew over the years. Don't get me wrong, I think it's great that we can now rescue NPC crew, but I hope that I there will eventually be some type of gameplay where having three Elite NPCs is worth the grind to train them and the money I've paid them. Perhaps I'll be able to deploy them as a fighter escort to my fleet carrier when fleet carriers become available to Pilot Federation members.
There's a max I believe of three extra seats on some ships. I'm betting the npc's will be filling them.
 
Without reading all the posts, will the networking fixes further reduce the server disconnects, eg: Mauve Adder. Or are there plans to address this recurring error message?
 
Top Bottom