Update 11.1 Patch Notes

Thank you for the patch.... But when will the crew of my Fleet Carrier formerly recognise me as the commander and owner of their place of work? Every time I approach my carrier and dock I feel like a complete stranger to all my employees. May I ask FDev to please fix this by just adding a few more applicable words and phrases to the NPC scripts of my crew. This would make owning a carrier more realistic and enjoyable.
I feel like you missed an opportunity to finish your post with "Make it so".
 
A patch is due to go live this afternoon at 14:00 UTC to implement the changes listed below. Downtime is expected to last around 30 minutes. These changes follow feedback and issue reports after the release of Update 11:

Fleet Carrier Bartenders​

  • The Fleet Carrier Bartender material capacity has been increased to 1000, from 100.
  • Fixed a disconnection caused at the Fleet Carrier bartender when two players try to buy, sell or transfer the same items simultaneously.

Stability​

  • Fixed a crash that triggered when jumping in a Fleet Carrier.
  • Fixed a crash that triggered when players were escorted to their chair for a Fleet Carrier jump.

Livery​

  • Fixed Commanders being able to stand up before the jump completion notification.
  • Fixed Fleet Carrier owners being added to a new instance when updating livery options.
  • Fixed a bug preventing the default Drake Layout for the Fleet Carrier being re-selected.

Protect Missions​

  • Fixed AI sometimes not prioritising disabling the Cargo Loader shield during Protect missions.
  • Fixed the Cargo Loader state sometimes not updating when hacked by AI during Protect Missions.

Other​

  • Fixed players floating and losing access to menus when exiting seated position.
  • Fixed an issue causing crew avatars to be duplicated when Carrier facilities are installed in quick succession.
  • Fixed truncated mission text in some languages
  • Fixed Engineers not progressing when requirements are met.

(you're welcome)
The other dots are redacted/top secret ninja stealth changes!

:D S
 
Well they did address a bug in carriers that has existed for the better part of a year so there is hope, considering this has been a popular user request since carriers were released.

But i wouldn't bank on it happening anytime soon. Besides actual bug fixes it seems like the priority is going to be on narrative developments and that will likely culminate in on foot thargoids in the not too distant future. There likely wont be much time for detail work like that. However trivial we imagine it might be.
I wanna rocket punch a thargoid
 
For somebody who is so awesome (self-declared), you really do miss the point very frequently.....
not just self declared. multi-nationally declared by other people. due to extreme awesomeness.

in any case, saying someone is 'missing the point' and never actually producing one doesn't make you clever.

i would have recognised a point if one existed. points and me go way back. i have a Mr. Pointy.
 
I wanna rocket punch a thargoid
conventional weapons will likely not do much damage. You'll have to get special anti-xeno weapons to be effective against them. I would fully expect the on-foot combat to mimic and mirror the ship combat ...like it does in most other ways already. So fingers cross on anti-xeno missiles for that rocket punch.

How cool would it be if thargoids just pulsed you on the ground and your weapons were disabled as well as your suit thrusters, only minimal life support still on, and you were effectively helpless as the thargoid approached you and just stabbed you thru the chest with an arm spike or back handed you in the head and broke your helmet open so you die like arnold in total recall almost did.

Just total boss level characters that players will try to take out by ship because they need a team of players on-foot to really handle. But taking them out by ship would be no easy feat either because they'd move and jump around too quickly. Also, their skin is able to adapt to their surroundings making them very hard to see from a ship.

Also, thargoids can spit corrosive fluid that will eat thru your suit and cannot be neutralized without returning to a ship or settlement ...leading to your death if you can't reach neither in time.

It would be nice to have an opponent in the game that just rolls over players who think they can just go in solo and rely on their engineered gear to do all the heavy lifting.
 
Just to add on to my comment earlier about needing a larger item limit size - I apparently just sold out all 1000 items in my Carrier and made

62,377,182 Credits

Demand is off the charts! Is it possible that we can get the Galactic Average of Odyssey lootables increased by a factor of ten to help offset demand?

Also - new Salvaging career confirmed! :D
 
Just to add on to my comment earlier about needing a larger item limit size - I apparently just sold out all 1000 items in my Carrier and made

62,377,182 Credits

Demand is off the charts! Is it possible that we can get the Galactic Average of Odyssey lootables increased by a factor of ten to help offset demand?

Also - new Salvaging career confirmed! :D

Either that or make the means of acquiring such materials directly more fun. Either way would reduce demand to purchase.
 
Disembark Bug is always there
Screenshot_00011.jpg
 
Do you realise how mean spirited your posts towards Ender are coming across? Maybe you guys have some 'bantz' understanding here I don't know, but it's not particularly evident in your posts tbh.

Yup we do Opie, it has been going on for a very long time, and tbf Ender gives as good as he gets - which is why you will often see these kind of strange and brutal exchanges!

Edit - autocorrect on your name
 
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