In-game notification said downtime (which started 25 minutes ago) was expected to be 40 minutes. Hopefully it goes smooth, I have a lot of steel to move.
4 Hours .... the In game message is..... inaccurateIn-game notification said downtime which started 25 minutes ago was expected to be 40 minutes. Hopefully it goes smooth, I have a lot of steel to move.
This is because too many people are jumping , the delay exists to make sure the server don't Melt.What about fix Fleet Carrier "no slot time"? It's impossible to use the fc in the game right now.
To be fair - when the CG was active - it was supposed to be finished before Trailblazers launched, but due to Commanders locking down the system for a week, FDev had to extend the CG time for an extra week, and this bumped it into Trailblazers launch. Due to that, it was always going to be the case that players would prioritise their own colonisation efforts to that of the CG in launch week of a new feature, it is just human nature.I was coming here to make a similar point... The CGs were extended an additional week because neither one was getting completed, and here we are a week into Trailblazers and they're still not done. It makes no sense to have competing resources in a CG and new feature at the same time. Either delay Trailblazers until the CGs are done, or cut the CGs short and say "oh well." Bad optics, for sure. I worked as hard as I could to get into the top 25% of both CGs and was looking forward to having them done before Trailblazers. I really hope they don't extend the CG's another week for nothing.
That was standard message you see every week. Not changed to reflect actual downtime for this patch, which will be longer - from 7 to 11 UTC in best case scenario.In-game notification said downtime (which started 25 minutes ago) was expected to be 40 minutes. Hopefully it goes smooth, I have a lot of steel to move.
Not 100% impossible, you just have to try it enough times and the system will give you a place. Last time I had to make 11 attempts before it worked, super annoying, but not impossibleWhat about fix Fleet Carrier "no slot time"? It's impossible to use the fc in the game right now.
Ah gotcha, thanks for the clarity. I'm on vacation this week so it's the only reason why I'm around during maintenance, normally I'd be asleep.That was standard message you see every week. Not changed to reflect actual downtime for this patch, which will be longer - from 7 to 11 UTC in best case scenario.
Server side fixes are only part of the update notes, so its more than likely you will need to download a patch.Is this a Serverside Patch or do I need to update my Client ?
I Play the Epic Games Client on Geforce Now, and Client Patches took 3-5 Days for these Clients (Steam Accounts are blessed with immediate Patches....)
Yes, one day closer to the Panther Clipper.Are we there yet?
Is that delay because Geforce Now is running remotely on someone else's servers, and they are slow to patch their clients?Is this a Serverside Patch or do I need to update my Client ?
I Play the Epic Games Client on Geforce Now, and Client Patches took 3-5 Days for these Clients (Steam Accounts are blessed with immediate Patches....)
GFN is hosted game streaming, and need to have the update applied at their end - you can't install it yourself (you can try, but it crashes the game session).Is that delay because Geforce Now is running remotely on someone else's servers, and they are slow to patch their clients?
I use min-ed-launcher. Takes a bit of fiddling to set up. If Geforce Now is hosted then that won't work for you.
"Please note that the pause for System Colonisation will be resolved separately to this update when we are confident the issues have been resolved."Greetings Commanders,
We are releasing Trailblazers Update 1 on Thursday March 6th. This update will address a number of reported issues.
Release Schedule (All times in UTC)
These times are estimates and are subject to change.
- 07:00 - Servers offline for maintenance
- 11:00 - Servers back online and update available
Please note that the pause for System Colonisation will be resolved separately to this update when we are confident the issues have been resolved.
Update Notes
Features of Note
Journal Additions: The following Journal entries are now logged:
Bug Fixes:
- The powerplay data in the event "Location" and "FSDJump" supplied regardlesss of if the Commander is pledged to a power or not.
- "PowerplayCollect"
- "PowerplayDeliver"
- "PowerplayMerits"
- "PowerplayRank"
- "CarrierLocation"
- Added a new status flag for the npc crew to indicate if they're active or not.
- Added a new status flag SupercruiseOvercharge for overcharge status.
- Added a new status flag SupercruiseAssist for whether assist is active.
- Ensured that the lightsOn status flag is active when the flashlight is active.
Server side fixes:
- Fixed claimed systems showing as unclaimed for players
- Fixed instances of colonisation ships not arriving in claimed systems
- Fixed a crash when viewing system maps with fleet carrier stacks
- Fixed a crash related to Powerplay ranks
- Fixed instances of crashes when completing another Commanders construction effort in a multiplayer instance
- Fixed hardlock when navigating through the "Financial Support" screen during the death flow when having a large number of ships
- Fixed softlock when navigating facility selection screens
- Fixed instances Colonisation ships transfer UI becoming unresponsive with keyboard & mouse
- Fixed instances of exposed text strings in purchase flows
- Fixed Architect view persisting when switching between Powerplay mode & Architect mode on the Galaxy Map
- Fixed Galaxy Map filters resetting
- Fixed System Information from going blank when switching between map modes when viewing on the System Map
- Fixed instance of Facility Details being blank when navigating the facility selection screens
- Fixed issues with backing out of My Colonies screen on controller
- Fixed lack of controller functionality on Colonisation tutorial screens
- Improved autodock in asteroid bases
- Fixed Powerplay helpscreen images being missing
- Fixed various typos in Colonisation text
- Adjusted flickering landing pad light on newly constructed outposts
- Fixed Thargoid Titan debris being misplaced/clumped together
- Improving colonisation information digest for client refresh rate and stability;
- Allowing players to login if they can't be moved to finished markets by our code;
- Ensuring systems can't be claimed by two commanders at once;
- Improving failed claim cleanup flow to ensure faster unblocking of colonisable systems;
I agree we need a super-hauler, of around 3x the capacity of a t9/cutter, so around 2400t, with SCO stability. It should be a lot slower in SCO drive - maybe max 2500c and take a long time to get up to that speed and a similar time to slow back down again (inertia) and, like the t9, it should be slow to manouver (It's massive so it should behave like it's massive). It should take up pretty much all the lading pad space - be basically a big oblong-cube with a window at the front; I seem to think the Panther was sort of like that anyway (although, I never played that version)? If it takes 1 1/2 times as long to do a run as a fully loaded T9, but delivers 3x the cargo, it would be worth it, I think.Yes, one day closer to the Panther Clipper.