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Huge changes in the Experimental branch right now

Experimental 12/10

  • A new difficulty setting has been added which allows players to lock themselves out of any further difficulty settings changes. Once enabled, this action is permanent.

  • The strength of starship specialisation bonuses have been increased, so that higher-grade ships receive greater inherent bonuses to their stats. This scales steeply with both class and ship specialisation, so that eg the Explorer class ships will have significantly further warp ranges.

  • As well as damage, shield and warp bonuses, starships now also have an inherent agility-based stat, which benefits all maneuverability upgrades in the same way as the other specialisation stats affect their relevant upgrades.

  • Stat bonuses on procedural jetpack upgrades have been increased.

  • Stat bonuses on procedural hazard protection upgrades have been increased.

  • Stat bonuses on procedural pulse engine upgrades have been increased.

  • Stat bonuses on procedural hyperdrive upgrades have been increased.

  • The drop rate of Spawning Sacs retrieved by the living frigate from fleet expeditions has been increased.

  • Significantly reduced the likelihood of incoming damage to break a piece of technology while the Exosuit shields are charged.

  • Fixed a number of issues where different popups would take the same scrolling input.

  • Fixed an issue that prevented changing tabs in the freighter inventory while hovering over an empty slot.

  • Fixed an issue that caused critically damaged Hazard Protection to appear to become recharged and functional when sitting in the starship.

  • Hazard Protection now notes on the HUD when it is critically damaged.

  • When reporting a base, the owner’s name is now more clearly displayed in the UI.

  • Fixed an issue that caused missions to fail to recognise when Exocraft technology was correctly charged.

  • Fixed an issue that caused some items (such as projectile ammunition) to build the wrong amount when first crafted.

  • Fixed an issue that allowed players to salvage their only operational starship.

  • Fixed an issue that could strand players on the space station if they managed to dock with a broken pulse engine.

  • Fixed an issue that could leave some players floating in space when reloading their save.

  • Fixed an issue that prevented players with very large inventories from seeing all their items when transferring to another inventory, such as a storage container.

  • Fixed a number of clashes between changing inventory tabs and changing stack sizes.

  • Fixed an issue that could cause some newly acquired inventory items to be visually missing from the main inventory.

  • The “Starting Slots” difficulty setting now adds additional inventory slots as well as additional companion and squadron slots.

  • The visual quality of stars has been improved when using TAA and FSR 2.0.

  • The visual effects for the final Atlas Station of the Artemis path have been improved.

  • Fixed a network matchmaking issue.

  • Fixed an Xbox Series S/X crash related to the file system.

  • Fixed a PlayStation 5 crash.

  • Fixed an inventory-related crash that could occur when loading the game.

  • Fixed a memory-related crash on PlayStation 5.

  • Fixed a crashed related to the recipe page within the information portal.

submitted by /u/_No_Mans_Skywalker_
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Two Questions:

1st – Does anyone actually fly an Explorer? Is there a reason to flying an Explorer? I can see the merit to flying a Hauler, when you’re doing a trade route. You can pack a whole lot more commodities into its hull, making for greater profit. And, obviously, the Fighter lets you kill things faster.

As I understand it, the Exotics and Solars are basically improved Fighters, but are harder to find. And I presume Sentinel ships are similarly so. So, I can see good reason to fly a Fighter (or Fighter “variant”) frequently, given how often space battles happen.

But, is there a real benefit to using an Explorer? I get that they have a bonus to the distance they can warp, but… is that actually worth while? With a few mods, any other ship seems to get a pretty respectable distance, too. If I warp into a system and suddenly find myself in a battle that I want to take part in, can my Explorer still compete (assuming I’ve got adequate weapons and mods installed) or am I forced to find a space station, teleport home, swap ships, and then teleport back if I want to fight something… which, obviously, likely means the fight is over when I get back.

Or is the only purpose to flying an Explorer skipping systems and covering extensive distances quickly i.e. warp to furthest system, arriving, then immediately repeating the process x number of times, without stopping. What about the Freighter? I feel like a ship that size should have a hefty distance it can travel, but I’ve never fiddled with them much so I don’t know the extent of their warping capabilities.

2nd – Is there ANY other, more efficient way of farming Di-Hydrogen and/or Tritium? Or is manually grinding it for an hour the only method? Yes, I’m aware Di-Hydrogen can be crafted into Jelly and then crafted back into DH for a profit, but, considering the time it takes to do so, for the amount gained, I see grinding it a far more efficient method. Is there no collector that can be used to farm these two vital resources?

submitted by /u/LSilvador
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