So.. no Thargoids then,...
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Oo
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Spike553
loool.
are you serious ?
i think
this is the greatest patch ever
So.. no Thargoids then,...
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Oo
>
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Spike553
.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
.- 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
.- Add state to Powers Assassin and Powers Security ships to allow them to threaten the player before attacking
.- 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
.- 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
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.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!
- Fixed softlock when quickly selecting refuel/repair/restock after opening station services
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
- 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
Main game power distributors were too good on eng/sys across the board and have been brought back to 2.0 levels
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?![]()
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?
Can someone please explain what this actually means? Will my ship be less maneuverable with 2 pips to eng now?
Oh god.
fictional character used in longest running LARP ever.Is that a good or bad thing? [???]