Patch Notes Update Update 2.1.03 Incoming

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Michael,
"- When determining the rank of NPC ships, use the player's combat rank" - you are not spawning any lower Rank NPC that may attack us right? Meaning they will still spawn as both CLEAN/WANTED but not engage us because they show some intelligence? I think it SHOULD be capped at 1 Rank above player combat rank who attack but all ranks are still spawned. I have hated to have only 3 Ranks consistently attack me (I'm Dangerous) and seen very little change in their styles of attack now. Only capping the top ranks it should ;)
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Oh so if we now pledge we get 10% easier game - LOL omg!!! I'll need to pledge just because (meh!)
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Now then, you have fixed tons BUT...the single most important fix is...
DO NOT RELEASE UNTIL ALL FIXES DONE AND MAKE BETA TESTING WORTHWHILE
 
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Michael, developers...

This patch is great.

But!

I have a single point to make, which is - storage!

When you introduced Engineers, you also introduced cargo-as-a-reward. Often, this cargo-as-reward is something which an Engineer would want, for one of their modifications.

This means that as time goes on, a player now has to cart cargo around with them everywhere they go, which does two things;

1) Increases the likelihood that a pirate sees said cargo

2) Extra weight of ship and less cargo space for other normal gameplay cargo.

It seems to me that it would have been logical to implement cargo storage at stations, at the time Engineers was released. Either that, or in the absence of cargo storage, have made Engineers not require cargo items for modifications, instead only using collected materials, and have missions only give materials as rewards.

You could have designed Engineers such that some materials necessary for some modifications were only available from missions, if you didn't have the time to implement Storage.

The Engineers implementation as it stands is designed to create too much burden and hassle on the player due to the reasons stated above. My question is; what are your thoughts on this and are there any plans afoot to change this situation for the near future?
 
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Engineers

- Ensure we have up-to-date data when opening the workshop so that we correctly show 'alternative' progress
- Players can now spend favours (reputation levels) to control experimental effects on blueprints
- Filter option is not always reset when navigating to the recipe selection panel fixed
- Back button working on pinned and help popups
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That's a good start. Can we please also have info if you have plans to reduce the tedium and make working for Engineers a little more fun? If yes, could we please have some pointers on what the plan could be?

- Permit Missions should now give a permit
- Fix for Settlement not spawning mission required skimmers
- Some mission generation optimisations
- If we don't have space for all the reward materials, only add what we can
- Use a more reliable way of finding commander ids so that mission update requests aren't handed invalid commander ids
- Micro resource space deficiency should be called out in the rewards section not additional
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Awesome changes in there. One thing I missed was: Prevent mission updates with the request to deliver in zero minutes. It's awesome if you get a short timeline for delivery, but it's frustrating if you get an impossible one, which fails already when you receive the update.
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- Add state to Powers Assassin and Powers Security ships to allow them to threaten the player before attacking
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Sounds interesting, might be a good thing. :)
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- Doubled the height of the foundation wall of the large biome, so that it can be bedded into more undulating landscapes without the terrain intersecting through the centre
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Ah. Finally the buildings reach the floor. Much appreciated. :)

- Prevent ammo from going over the normal maximum when modifications have reduced the clip size, which also caused absurd costs to show in restock menu
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Interesting. Comparing these patch notes to a lot of the fixed problems having been reported during Beta 2/3 gives some insight into your patch cycles.
It might be sarcastic, but I've seen this "milestones are kept, quality is delivered later" already in other places, so unlike for many others, this gives me at least some confidence back that some issues might get fixed.
 
What does "tightened up the difficulty" mean? Make it more difficult? And, So mods will appear on Master and above as opposed to Deadly and Elite only? I had trouble understanding where the difference lies.

Thanks and great update, I hope.
 
Fantastic!

Now can you please add System Security Level to the Galaxy Map, so we can all see it, without needing to do the merry dance...

- Select System
- Select System Map
- Wait 5-10 seconds for it to load
- BACK
- Select System
- Select System Map
- Wait 5-10 seconds for it to load
- BACK
- Select System
- Select System Map
- Wait 5-10 seconds for it to load
- BACK
- Select System
- Select System Map
- Wait 5-10 seconds for it to load
- BACK

Actually, nobody does this, because it's unusable that way. ;)

So very few people are aware of Security Level topology as they travel about the galaxy.


It would be great if they could see it. Please!
They could do the slider thing like with poulation so we can still see system types. Maybe even give a jump calculation that goes through the highest security systems possible in the shortest distance possible.
 
Render

- Make the render feature system more robust against GraphicsConfig.xml being broken
- Increased distance for tiling rates on rocky and metal worlds to improve the distance you can see surface details from the materials. Also brightened the surfaces slightly
- Sort the stars based on the new lighting curve - addresses some lighting issues in systems with black holes
- Fix for cases where stellar background textures could fail to render correctly
- Fix ring detail texture resolution so that it isn't synced to main ring texture size
- Smaller authored ring textures as we don't need 4096 x 128 for the coarse colour/spacing information
- Fix for NaNs showing up in PlanetRingFog shader

Is any of this ^^ going to give me ULTRA quality/resolution on planets now?

After the original 2.1 update the surface detail and overall realism of planetary textures was removed and replaced by bland, lifeless LOW resolution textures despite having all rendering settings set to the ULTRA preset and/or MAXED to highest settings possible. In addition to the loss of surface detail and high resolution, my frame rates had degraded from the previous locked 60fps at 1080p 60hz, to an unstable fps with drops and stutters as low as single digits for millisecond periods. In ALL areas of the game! Including deep space with no significant assets or bodies to render!

Considering my gaming PC includes an overclocked 980ti, Intel i7 6700k @ 4.7Ghz, and the game installed on my Samsung 950 PRO M.2 NVMe SSD system drive, having ANY of the above graphics and performance issues on a machine as powerful as this indicates some significant issues with the game code somewhere! I have made no changes to my original 2.0 settings which delivered exceptional performance and graphics quality!

The items listed under RENDER don't seem to specifically address the specific complaints I included in several bug reports, but I will keep my fingers crossed that whatever was causing all the degraded performance since the 2.1 updates will finally be resolved with this new one.

When I can fire up GTA5 and other graphic intensive games on this same rig and get a locked 60fps in 4k with all graphic settings maxed, there is no excuse for any fps or graphics quality issues with Horizons at 1080p 60Hz! It certainly has nothing to do with my PC, that is blatantly obvious.
 
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Main game power distributors were too good on eng/sys across the board and have been brought back to 2.0 levels

Can someone please explain what this actually means? Will my ship be less maneuverable with 2 pips to eng now?
 
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WOW thats a big update, you guys really have been burning the midnight oil, nice job guys.. Will be very happy when the lag is sorted when entering station services, galaxy map and logging out. Since the last update ive only had around 8-10 buzz crashes so these updates are really changing the experience, keep up the good work guys.

Oh and please give us the Panther Clipper at some stage. Ive got all these credits with nothing left to spend them on.
 
When you go to create a blueprint, after the normal experimental effect chance, you'll get an option in the UI to change (or force) the effect.

It costs one level to choose an effect, and another level to force one. It's free to remove an effect.

Hopefully this makes sense? :)

Thats pretty harsh, man. :(

Otherwise, thanks for the much needed update.
 
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Great news on the update tweaks.

Still, bigger cargo SRV's and an audio selection option for in-game comms/traffic control to directed another audio device would be nice :)
 
There's no closing a can of tears once open. Only hope now is that people drown in them.

Sorry, not sorry. More than a little frustrated by all the NPC complaining that's been going around.

I understand this game isn't built around me though, so we'll see how it plays out. Some of the NPC spawning changes do sound to be a bit of an improvement.
 
Michael, developers...

This patch is great.

But!

I have a single point to make, which is - storage!

When you introduced Engineers, you also introduced cargo-as-a-reward. Often, this cargo-as-reward is something which an Engineer would want, for one of their modifications.

This means that as time goes on, a player now has to cart cargo around with them everywhere they go, which does two things;

1) Increases the likelihood that a pirate sees said cargo

2) Extra weight of ship and less cargo space for other normal gameplay cargo.

It seems to me that it would have been logical to implement cargo storage at stations, at the time Engineers was released. Either that, or in the absence of cargo storage, have made Engineers not require cargo items for modifications, instead only using collected materials, and have missions only give materials as rewards.

You could have designed Engineers such that some materials necessary for some modifications were only available from missions, if you didn't have the time to implement Storage.

The Engineers implementation as it stands is designed to create too much burden and hassle on the player due to the reasons stated above. My question is; what are your thoughts on this and are there any plans to afoot to change this situation for the near future?

Which is a guarantee that the smaller ship owners are less likely to play the Engineer RNG game. And means, only the larger ship owners will be able to. Sux to have an Asp and below.
 
Can someone please explain what this actually means? Will my ship be less maneuverable with 2 pips to eng now?

you capacitors will be much smaller, so if you dont have many pips in engines, you will be able to boost a lot.

I think this is a very BAD change, in 2.1 even shielded ships which had put all pips to sys and wep were finally able to move around a bit...
 
I hate to be churlish, but does this include a fix for the 'disconnect from matchmaking servers' on approach to *any*planet that has affected a minority of us? Without this fix, the whole 'Engineers' part of the game is unplayable, as are planetary missions, and exploring loses a lot of its charm if I can't land and appreciate the view.
Was hoping this would be fixed in this update ?
 
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