Update 18 | Update Notes

I believe this means that when you have multiple CSL's, only one will be filling up, gathering the caustic substance from your hull. The other one will remain empty. (Until the 1st one runs out of sinks? That's a guess.)
Does this mean that previously if you deployed two caustic sinks at once, the same amount of caustic substance would go to both (in other words essentially "duplicating" the caustic substance being gotten rid of), so in other words the second sink was being just wasted, but now only one is filled at a time, so the other one isn't wasted?
 

rootsrat

Volunteer Moderator
Does this mean that previously if you deployed two caustic sinks at once, the same amount of caustic substance would go to both (in other words essentially "duplicating" the caustic substance being gotten rid of), so in other words the second sink was being just wasted, but now only one is filled at a time, so the other one isn't wasted?
Reading other people's replies, I was wrong, so I don't think that's it after all.
 
In my case, it took yesterday entire night, for my game to update. It took like 1 hour to start sync files after pressing "update" and then it took like 7 or 8 hours, to complete. It took long enough.



Any idea's as to when they'll be able to fix missiles. Both seekers and rockets just dont work with some ships.
From my limited testing, seems like its being fixed. Not seeing any reports about medium nanite launchers not workin either.


Once updated to U18, and left planetary starport I was docked at, grabed my missile cutter and quite soon I did found some shieldless T-9 in open (flew by very unlucky cmdr - as in PVP, this bug occured by most of time), and I used medium seekers only against it until it died to see if any would stop fire after while. In U17, medium seekers would stop firing after few shots or when first lock-on was lost, and not firing anymore either when it lock-on again on target... while in that case, at U18, it did work as it should, much to my suprise, as it was not stated in patch notes about it being fixed or even worked on.

Poor T-9 got boom, and each of my medium seekers (medium hardpoints on cutter wings/nacells) did indeed fire without problems, with multiple lock-ons during at it. Right after, I went to nav beacon to fully empty my remaining missiles, and was able to fire on each my selected targets without problems.


Would be nice if anyone can confirm it on thier own ends, to check if thier missile bulids are working and if not, leaving details such as what ship, wich hardpoint and what kind of launcher it is.


As others have reported, it looks like the shadow flickering that existed in U12 and U13, that was fixed in U14, is back
Indeed. I did noticed that as well, as before updating to U18, I was docked in planetary starport, and there was no flickering before. Of course, that was first thing I noticed in U18.

Only other annoying bug I noticed right away, was very loud carrier menu music, if not docked in carrier.


Hmm... almost as if update 18 was actually mush of older versions with some tweaks, few things got broken (again), wich where fixed before.
I mean, it feels like as if certain things that where "reversed" to previous state, wich possibly explain why its 30gb and little of new content and why some fixed issues are problem again.
 
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As others have reported, it looks like the shadow flickering that existed in U12 and U13, that was fixed in U14, is back:
Source: https://www.youtube.com/watch?v=evNTSADV99Q
Regression bugs? Who would of thought...
notagain.jpg
 
I believe this means that when you have multiple CSL's, only one will be filling up, gathering the caustic substance from your hull. The other one will remain empty. (Until the 1st one runs out of sinks? That's a guess.)
As discussed on Lave last night, I was baffled by this "fix" because caustic sinks always behaved like that for me, with only one filling up at a time (on ships where I had more than one fitted). Oh well, perhaps that was not everyone's experience.
 
As discussed on Lave last night, I was baffled by this "fix" because caustic sinks always behaved like that for me, with only one filling up at a time (on ships where I had more than one fitted). Oh well, perhaps that was not everyone's experience.
can confirm, they always behaved that way for me; I was equally confused by the "fix". As confused as with the "VR carrier management screen" fix - I never had that issue either, but apparently for some, it still appears somewhere in 3D space.
 
As discussed on Lave last night, I was baffled by this "fix" because caustic sinks always behaved like that for me, with only one filling up at a time (on ships where I had more than one fitted). Oh well, perhaps that was not everyone's experience.
I think they've actually broken them - they used to work like you say - and I'm pretty sure only the ones with caustic would 'fire' when asked - now even the ones that haven't been used will deplete (I have them all on one trigger). And also they don't always remove corrosion from the hull when fired - pretty sure they used to, but now you seem to need to empty the sink again if the hull is corroding (at least some of the time). Ah well, that's fdev 🤷‍♀️
 
Reading other people's replies, I was wrong, so I don't think that's it after all.
I understand it this way:

If you get multiple caustic damage effects, lets say like 3 and only have 1 CSL, then the First caustic damage effect will be neutralized, while the second and the third Effekt are still giving caustic damage. After the First effect has been neutralized, then the second caustic damage effect will be neutralized by the CSL, while the third is still giving caustic damage. One at a time.

But if you have Multiple CSLs, then multiple cautic damage effects will be neutralized.

o7
 
At first, I get excited by this update, but once again I feel disappointed. It has a taste of unfinished job.
Main point of this update is about taking down Titan... but here is the spoiler part.


To conclude
Its just about farming, farming. Yes, the first attempt required a wing of 20+ cmdrs… Thargoids wars is a good think for players workings together to achieve a goal. But for players like me, that use to plays in small groups (hard to have more than 2 or 3 of my friends connected at the same times) This kind of activity is just not doable for us. I just feel put apart of those activity. And I just go back to uninteresting old farming mechanism….
While there's no way a solo Cmdr can get the exposed core down to zero percent, I was in solo today and I was able to nanite torpedo 4 or 5 thermal vents in one pass (giving myself a decent amount of time on the exposed core) and get it down to about 95% (using a single aegis multi canon) which gave a combat bond payout and (presumably) contributed something towards the progress bar. I actually found it a fairly satisfying solo game loop and spent a very enjoyable hour or so doing that. I probably won't do an awful lot more but for what it's worth I didn't feel the need to find a large wing in order to enjoy it.
 
I think they've actually broken them - they used to work like you say - and I'm pretty sure only the ones with caustic would 'fire' when asked - now even the ones that haven't been used will deplete (I have them all on one trigger). And also they don't always remove corrosion from the hull when fired - pretty sure they used to, but now you seem to need to empty the sink again if the hull is corroding (at least some of the time). Ah well, that's fdev 🤷‍♀️
I am 100% sure, at least for me, the behavior is the same pre- and post-U18. I have all caustics on one trigger, firing the trigger ejects all of them, used or not, and they fill one after the other. Absolutely no change for me.
 
unless we get 4 new AX ships.. just remember we who built up our fleet carriers and did the engineer material grind instead of AX got proper screwed, we have a right to feel left out. At the end for all that play time we are left with useless ships with no content to use them in. Perhaps, in the spirit of the games original design, it is you who needs to understand that it is ONLY the players who went full "goid" that got any provision in new content for years.. off the horse pal, you don't get to tell everyone else what they are allowed to be annoyed by. You think its comical that a significant proportion of the player base got sidelined? you must be fun at parties.. i wonder how it would be if the shoe was on the other foot.
Update 19 includes a PowerPlay overhaul, coinciding with President-elect Winters taking office. I should think much of that will have less to do with Thargoids.
 
As discussed on Lave last night, I was baffled by this "fix" because caustic sinks always behaved like that for me, with only one filling up at a time (on ships where I had more than one fitted). Oh well, perhaps that was not everyone's experience.
I think the fix specifically referred to caustic missiles. I understood it to mean that regular caustic damage would fill up sinks individually, while missile damage was filling them all up simultaneously.

No idea if that's actually the case, though.
 
I am 100% sure, at least for me, the behavior is the same pre- and post-U18. I have all caustics on one trigger, firing the trigger ejects all of them, used or not, and they fill one after the other. Absolutely no change for me.
Agreed. No observable difference to the behaviour of how they absorb caustic or how they are operated (even with regards to how they auto-cycle if your ship gets caustic while being dismissed).

In other news, this item from the update 17 release notes:
  • Missions to restore power to settlements in Thargoid-controlled systems now have more varied text to help better distinguish the different variants.
seems to actually have made it into the game with this update. Better late than never!
 
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While there's no way a solo Cmdr can get the exposed core down to zero percent, I was in solo today and I was able to nanite torpedo 4 or 5 thermal vents in one pass (giving myself a decent amount of time on the exposed core) and get it down to about 95% (using a single aegis multi canon) which gave a combat bond payout and (presumably) contributed something towards the progress bar. I actually found it a fairly satisfying solo game loop and spent a very enjoyable hour or so doing that. I probably won't do an awful lot more but for what it's worth I didn't feel the need to find a large wing in order to enjoy it.
P.S. just been watching Karhaa soloing and getting the core down close to 75% ... it's actually a really fun challenge seeing how many vents you can hit before they close and then how low you can get the core before it retracts.

Source: https://www.twitch.tv/karhaa
 
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Greetings Commander!

Update 18 has arrived and the war with the Thargoids has entered the end game!

This update includes an exciting update to the story and several fixes. The update is approximately 30GB in size.

Features of Note:

  • The research has finished, the prototypes have been made, and a production pipeline has been established - Rescue Megaships now stock Guardian Nanite Torpedo Pylons. Aegis has stated "We and all of humanity await news from any intrepid Commander able to bring this tool to bear against the Titans. Good luck".

Issue Tracker:
  • System Authority and Power Play agents have been supplied with calming tea and soothing music, so will now no longer have unprovoked aggressive tendencies. They will leave the anger to the pirates as is tradition. (Issue ID 62015)
  • SRV and ship shadows will no longer disappear in VR and flatscreen. (Issue ID 42913)

Bugs/Adjustments

Locations and Environments:
  • Daha Deti 1 A has been renamed to Lumitar in memory of a lost colleague and friend.
  • The on-foot free camera is now prevented from passing through ship hangar walls.
AI and Enemies
  • SRV pilots will no longer be prevented from docking at an unlocked engineer base if the SRV had recently been piloted by a crew member who was not recognised by the engineer.
  • Thargoid ships around Titans have had their optician prescriptions adjusted and will no longer detect players at unexpectedly high ranges.
  • Fixed Thargoid scouts sometimes going idle when they attempt to leave a Titan instance.
  • Fixed recon limpets not being able to reach their intended max speeds.
  • Players are no longer assigned murder crimes for dealing non-hostile damage to objects that are later killed. Time travel justice is just too much work.
  • Thargoid ships have had their alcohol levels adjusted and will now consistently exit from Spires without jittering or rubber banding.
  • Thargon swarms now dock more reliably with Hydra class Interceptors.
Ships, Suits, and Modules
  • The avatar image of telepresent multicrew members now depicts them in their flight suit, rather than as a generic holograms.
  • Caustic sinks will now drain existing caustic one at a time.
Fleet Carriers
  • A system in a Thargoid probing state can no longer be selected as a fleet carrier jump destination.
UI
  • Fleet Carrier captain's avatar is now correctly depicted in 'jump completed' and 'weekly upkeep' messages.
  • Introduced "Gravity Well" cockpit message to replace "Slow Down" when travelling at excessive speed near celestial bodies.
  • The option to share a bookmark to your squadron will now only be present if you have permission to share it. The remove bookmark quick action now only removes your personal bookmark, not the squadron one.
  • The displayed count of commanders present in on-foot conflict zones now updates correctly as commanders join the fight.
  • Transferring items between backpack and ship storage is now correctly reflected in the ship's storage UI.
  • Nav beacons now display the correct activity type icons on the ship navigation panel in systems being invaded by Thargoids.
  • The reset to orbit button is now disabled until players have completed the tutorial and have a commander.
  • The fleet carrier countdown to jump timer now updates correctly when viewed from an on foot terminal.
  • Asteroid bases are now labelled as such in the 'Points of Interest' section of the System Map.
  • A route set on the galaxy map will now be correctly recalculated after reloading the game.
  • The caustic damage removed notification now appears as a positive notification rather than a negative one.
  • Influence and reputation are no longer listed in mission rewards in cases where no influence or reputation are awarded.
  • Levelling up an engineer whilst in the workshop UI now unlocks higher tier modifications without requiring the workshop to be closed and reopened.
  • The FSS scanner Info panel now correctly lists the factions in an AX conflict zone.
  • Scythe collection drones will now show up as "Unknown" in the Contacts panel until the owning Scythe has been scanned.
  • Corrected some phrasing in the weekly influence graph of the Galaxy Map.
  • Resolved outdated descriptive text on the Titan's locations.
  • Thargoid Wakes are no longer targetable at extremely large ranges.
  • Corrected some minor grammatical errors.
Graphics
  • Fixed an issue where one of the Federation branded adverts seen at stations could load an incorrect background image
  • Fixed a positioning issue with some of the floating adverts outside stations, which could clip into the docking portal
  • The loading screen for the Eagle now shows the missing wing-tip geometry
  • Adjusted how some rocks snap to the ground at Spire sites
  • Fixed one of the wrecked Type9 models missing some geometry on the highest LOD
  • Adjusted some meshes on the Spires to prevent the camera from intersecting through the model
  • Fixed some visual issues with the Wheel prop, seen at some Agricultural settlements
  • Fixed streaming issues with the Thargoid Rewards shipkits, where the model and texture data were taking an excessive amount of time to load
  • Fixed a missing animation on the Huge Pulse Laser, so that the weapon barrel recoils as intended
  • Adjusted a shader used for glass materials on some buildings for a new version which improves visuals and stops rendering errors with hologram adverts
  • Fixed the flipped vanity cameras on the Empire Fighter
  • Fixed some scatter rocks which would interfere with payer spawning at a settlement
  • Fixed a problem with the DiamondBack Explorer Science shipkit not retaining the correct paintjob colours
  • Adjusted the hangar cameras for the Imperial Cutter due to them intersecting with some geometry
  • Adjusted the height map used for a Tourist settlement, so that the SRV can deploy more easily from a landing pad
  • Fixed the landing gear on the DiamondBack so that it doesn't appear in front of the hatch
  • The default VR Camera for the Fleet Carrier Management Screen is now orientated correctly
  • Fixed some UI Schematics for the abrasion points seen at Titans
  • Fixed some issues with paintjobs UVs on the Federation Corvette and Gunship
  • Minor fix to the Christmas Jumper cosmetic items
  • Fixed some LODs and decal issues on the Empire Fighter
  • Adjusted some dirt and damage maps used for the Diamondback Explorer to improve quality
Thargoid War
  • Fixed an issue where escape pods saved from star systems with Thargoid Spire Sites would sometimes not contribute to the war effort.
  • Improved reporting of counter-attack states

Time to collect your Guardian Nanite Torpedos and challenge the Titans!

Known Issue
Greetings Commanders,

We are aware of an issue when fighting the Thargoid Titan that it may become stuck in an 'Exposed' state. If this occurs please reset your instance.

We are working to resolve this issue as soon as possible.
Could the live summary video be subtitled into other languages such as Portuguese and Spanish?
 
While there's no way a solo Cmdr can get the exposed core down to zero percent, I was in solo today and I was able to nanite torpedo 4 or 5 thermal vents in one pass (giving myself a decent amount of time on the exposed core) and get it down to about 95% (using a single aegis multi canon) which gave a combat bond payout and (presumably) contributed something towards the progress bar. I actually found it a fairly satisfying solo game loop and spent a very enjoyable hour or so doing that. I probably won't do an awful lot more but for what it's worth I didn't feel the need to find a large wing in order to enjoy it.
I did this in Open last night but this morning switched back to Solo, too many muppets messing around and setting off more flak than London saw in the 40s

O7
 
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