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Patch 2.0.7 is now live!


Qui_Sum

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  • Boxelware Team

After performing well on the beta branch, patch 2.0.7 is now live on default!

 

 

Gameplay
"Some of the changes and bugfixes in this update were already introduced on the default branch, but are listed here now for the sake of completion."
  • Added possibility to repeat the dialog with a wreckage in "A lost friend"
  • Player now starts with 3 Turrets named exactly the same as hint suggests into tutorial to avoid confusion
  • Mining/Salvaging carriers now need proper working fighter/squad/pilot configurations to get full yields on Mining/Salvaging Operations
  • Mining/Salvaging ships now return to the sector they were sent away from upon return

 

Balancing
"We're adjusting the Procurement Contract a little to base it more on reality when procuring large amounts of goods. Right now it's possible to very quickly procure huge amounts of goods, that would never be available in some regions. We'll keep an eye on the numbers and will be adjusting when they don't feel right."
  • Procure command now takes more time when very large amounts of a single good are bought
    • Once a certain threshold of value (per single good) is reached, it takes +45min per time the threshold is overstepped
    • Threshold ¢1.500.000 at the outer edge, ¢30.000.000 at the core
    • Threshold is still always at least 100 of a single good (in case you enjoy procuring Mining Robots or Accelerators)

     
UI
  • Xsotan artifacts II and V now say "arbitrary" instead of "armed or unarmed"
  • Shortened German translation of label in scout command UI for better alignment
  • When under attack, the map now shows the name of the attacked station or ship

 

Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"
  • [UBR] Fixed a crash in dedicated server tool UI
  • [UBR] Fixed an issue where Building Knowledge wasn't properly dropped in multiplayer
  • [UBR] Fixed an issue where trader in black market mission got destroyed too fast to safe them
  • Fixed some script crashes in scout command
  • Fixed in-sector orders sometimes not longer being persistent over restart
  • Fixed an issue where strategy mode buttons weren't working properly
  • [UBR] Smuggler Hideouts now handle missions and captains the same way as the Smuggler's Markets do
  • [UBR] Fixed an issue with Commodore captains and the “careful” trait
  • [UBR] Fixed an issue where operation exodus would give an invalid code fragment
  • The cavaliers mission “Protect the Transport” can now handle dialog partners being killed during dialog
  • [UBR] Fixed an issue in AI mission where player couldn't find AI again after they were destroyed by it
  • [UBR] Fixed several issues in investigate missing freighters mission
    • The mission can no longer send player to the other side of the barrier
    • Player now needs to dock to the station to receive potatoes
  • Fixed an issue with crew strikes
  • Fixed an issue in torpedo introduction mission if player had already started it in an old version
  • [UBR] Fixed a script crash in player profile
  • [UBR] Fixed a crash in Strategy Mode
  • [UBR] Added offset in captain's certificate to account for difference in shown vs actual level
  • [UBR] Orderchain is now cleared on relog if an invalid order is contained
  • [UBR] Saved Designs auto save now checks if folder is write-accessible before trying to save to it, giving an error message if not
  • [UBR] Only 1/3 of resources delivered during a resource shortage are added to the stock of the station now to avoid exploit by instantly rebuying for a better price
  • [UBR] Fixed an issue where captains had a size of four instead of two crew members
  • [UBR] Fixed an issue where some bosses won’t spawn if a player switches to ship instead of jumping in themselves
  • [UBR] Fixed an issue where dialogs were interrupted after loading screen leading to missions being stuck
  • [UBR] Factions can no longer have none coaxial weapons with coaxial in their name
  • [UBR] Fixed an issue where turrets' autofire states were reset after scaling the ship
  • [UBR] Fixed autopiloted ships trying to boost to target position and immediately stopping again
  • [UBR] Trade and procure commands now show error if ship has no cargo bay and doesn't allow to press start
  • [UBR] Fixed an out of memory crash
  • [UBR] Fixed an issue where ships would stand still while mining/salvaging while their defensive turrets were firing
  • [UBR] Fixed an issue where a pirate in the bounty hunt mission wasn't properly registered as a friend during a dialog
  • [UBR] Fixed an issue where Scout command didn't uncover some sectors
  • Fixed an issue where final exodus beacon's indicator was visible in building UI
  • [UBR] Fixed an issue where sell command UI was filled wrongly when reinspecting configuration of a sent-away ship
  • [UBR] Fixed an issue where auto turrets were reset when scaling the ship
  • [UBR] Fixed an issue where "Damage" property was wrongly compared in tooltips
  • [UBR] Fixed an issue where building stats configuration would stay open when closing Build Mode
  • [UBR] Fixed an issue where some UI grid selections didn't scroll back up when cleared
  • [UBR] Fixed an issue where the boxes displaying the amount of cargo to dump did not scroll
  • [UBR] Fixed an issue that led to AI ships attacking gates
  • [UBR] Fixed an issue where prices of subsystems could overflow
  • [UBR] Fixed and issue where the name of one color in the building menu was not displayed
  • [UBR] Fixed an issue in Trade Contract where captain perks could reduce time of flight too much
  • [UBR] Fixed an issue where generation of captains' perks wasn't deterministic, leading to other captains being received in the captain mission than displayed in their certificate
  • Fixed an issue where obsolete or destroyed ships could be selected on the galaxy map
  • Fixed several issues in bounty hunt mission, captain mission and a family storyline mission
  • [UBR] Fixed an issue where camera didn't properly reset when exiting Strategy Mode
  • [UBR] Fixed an issue where blueprint filtering in turret factory didn't properly reset when changing tabs
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