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Experimental Branch Update - November 21, 2022

Experimental Branch 21/11

  • The Exobiology, Blighted, Leviathan and Polestart Expeditions have been recreated as Redux editions.

  • Redux expeditions are shorter versions of the primary version of the main expedition, with the same rewards, designed to offer players a chance to gain any rewards they missed from the year’s expeditions.

  • The Redux expeditions will run over the holiday period and will be available on all platforms, including Nintendo Switch.

  • As well as their previous rewards, Redux expeditions will also award bonus Quicksilver to all platforms.

  • Community expeditions now carry a set of minimum difficulty settings, similar to Permadeath mode.

  • Fixed an issue that caused the upper half of the mission details UI to occasionally spill out of its box. The entire mission description panel will now adjust its height and scroll as appropriate.

  • Fixed an issue that caused the Life Support guide entry to unlock even when the Life Support difficulty setting was disabled.

  • An “Other” filter has been added to the Quicksilver Synthesis Companion’s shop interface.

  • Fixed an issue that caused the glow to be missing when locking on to a marker with the Pulse Drive.

  • Fixed an issue that caused the glow around locked-on or tagged markers to occasionally be the wrong shape for that particular marker.

  • Fixed an issue that caused fleet debrief markers to be visible while visiting another player’s freighter.

  • Fixed an issue that caused an animation glitch on certain cockpit components while in pulse engine flight.

  • Fixed an issue that caused supercharged slots to fail to appear in newly-purchased ships until the game had been reloaded.

  • Fixed an issue that could cause ship landing gear to appear to be raised while the ship was landed.

  • Fixed an issue that could cause your previously owned ship to immediately vanish if exchanging it for another ship at a trade outpost.

  • Fixed an issue that could cause your previously owned ship to become uninteractable if exchanging it for a crashed ship.

  • Fixed an issue that caused your previously owned ship to be available to reclaim for free after exchanging it with an NPC for their ship.

  • Fixed an issue that caused the correct trade-in price to be missing when exchanging a Multi-Tool.

  • Fixed an issue that could occasionally cause incorrect text on the subtitle of the exchange button while purchasing ships.

  • Fixed a rare issue that could cause an extra mission marker to become stuck on the screen during the tutorial.

  • Fixed an issue that caused the scrollbar to always display on Guide pages, even when scrolling was not needed.

  • Fixed an issue that caused the “Summon Companion” icons to always appear greyed out.

  • Fixed an issue that could cause additional or incorrect expedition rendezvous markers to occasionally appear on the Galaxy Map.

  • Fixed a collision issue that could allow players to fall out of the Space Anomaly if they jetpacked in a specific location.

  • Fixed an issue that made it very difficult to use the Analysis Visor while riding a creature, as the visor would always detected the ridden creature rather than the current target.

  • Fixed an issue that could cause Multi-Tools to become immediately fully repaired after a reload.

  • Fixed an issue that could cause unfixable damage to become stuck in Multi-Tools.

  • Fixed a number of issues that could cause the Exosuit Upgrade Chart reminder to appear on screen either after all inventory slots had been unlocked or after already using or discarding the chart.

  • Fixed an issue that allowed inventory filters to be clickable underneath the currently active popup.

  • Fixed an issue that prevent ship maneuverability stats to be missing when comparing an available starship with your current ship.

  • Fixed an issue that caused the inventory to always default to opening on the Multi-Tool when starting a new session, even if there was no damaged technology in the current Multi-Tool inventory.

  • Broken technology is now highlighted more strongly in red to improve visibility within an inventory.

  • Fixed an issue that caused the Mission Board to occasionally give the wrong reward instead of the one promised by the UI.

  • Fixed an issue that caused some information to be cut off in specific enlarged mission notifications.

  • Fixed an issue that caused the Neutron Cannon to fail to register any damage potential to the Multi-Tool UI.

  • Fixed an issue that could cause some ship jittering at low speeds when using “locked” mouse controls to pilot the ship.

  • Fixed an issue that caused too little salt to be available in particular underwater biomes.

  • Fixed an issue that caused too few ferrite dust rocks to be placed on swampy worlds.

  • Fixed a visual glitch in the third person character animation when running on slopes.

  • Fixed an issue that could cause teleport destinations to fail to add automatically when visiting a base.

  • Fixed an issue that could add an invalid freighter teleport destination to be added to the list.

  • Fixed an issue that could cause the ship to automatically take off after reloading a save made within a landed ship.

  • Fixed an issue that caused a UI mismatch for nanite costs when purchasing blueprints from a planet-based technology merchant.

  • Fixed an issue that caused some cost details to be missing from NPC dialogue options on the Nintendo Switch.

  • Added additional filtering and ordering options to the list of Expedition rewards found at the Quicksilver Synthesis Companion.

  • Multi-Tools collected from Sentinel Hives are now free, though will have damaged slots that need repairing.

  • Fixed an issue that prevented the cinematic black bars from being skipped in certain circumstances.

  • Fixed a visual UI glitch when skipping the black bars.

  • Fixed an issue that could prevent the “No” option from functioning in the new game warning when starting a community expedition as your only save.

  • Fixed an issue that prevented autosaving with 1 health pip even when the player is in no immediate danger of dying.

  • Fixed an issue that allowed players to join invite-only groups in particular circumstances.

  • Fixed a number of networking issues.

  • Fixed an issue that caused some data types to be scrambled for mod authors.

  • Fixed a rare hang when warping to a new galaxy.

  • Fixed a rare but consistent crash that could occur when loading a save.

submitted by /u/_No_Mans_Skywalker_
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Approximate Location

Why is it that these can only seemingly be found on foot?

If I land and scan and it’s 600m north, say. Can’t be bothered to walk so get in my ship and fly roughly 1000m north. Land and scan again. Now I’m 2000m away in a completely different direction. Same if I get in my exocraft.

I might be imagining it but it feels like as soon as I get in a vehicle, it moves. Also with delivery missions it’s a trade outpost I’m looking for but the ship based scan, which otherwise will detect them, doesn’t. And if I land and scan for trade outpost with an exocraft, it finds another one further away.

In short I still find this mechanic incredibly infuriating and just abandoned a delivery mission as I really couldn’t be arsed with this tedium. We can teleport anywhere in the galaxy but haven’t got the tech to narrow down the location of something on a planet any better than a 17th century sailor with a compass and sextant. Yeah this is a whinge and I know some people like it but to me it only detracts from the enjoyment of this game. We have creative mode for those who don’t like grinding, I feel like there should be an option for this also. Or just get rid of it.

submitted by /u/Horror_of_the_Deep
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Community

Stuck on radiated water planet.

I’m stuck on a very small island without rocks or dihydrogen around me. I cannot build a portable refiner, can’t make starship launch fuel (that’s why I’m stuck), and there isn’t a nearby island within miles. There are zero rocks underwater, radiation is a big problem, no matter what I do, I cannot find anything for me to get off. And despite uranium supposedly being a huge resource here, there is none in the vicinity.

submitted by /u/TraditionalRead2967
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So uh... The first free freighter....

So uh... The first free freighter....

It’s supposed to be an S-class right? 😅

I still haven’t clicked the claim button because I’m still sort of in shock. I went through the dog fight event, checked out the freighter and was a B-class, but I had to shut off the game. I didn’t realize it didn’t save. When I reverted the save and did it again, the RNG seemed to have blessed me with a S Capital ship after the single accidental save scum.

I haven’t been playing that long and don’t fully understand what I’m looking at as far as quality. How good is she as freighters go?

submitted by /u/Aquafoot
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