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Found two bugs
- Sandbox: The two tabs "Player Ship" and "Mercenary" are scrolling over the whole screen
- Faction tax is applied incorrectly. It should behave like base tax (being added, regardless if it is a buy or sell transaction). Only difference to base tax is, that the faction tax percentage is tied to the relation.
Instead faction tax is negative if selling and positive if buying. If the tax percentage is negative (=good relation =faction discount) then the signs just switch around.

and this
- I accidentally docked at a raiders outpost (auto-dock) which I should scan for a mission and a person inside happily offered me a mission. First I feared to get shot or worse (all the dark red lights), but then I had a nice talk :-)
i will check that tax stuff, make sure all the calcs are correct.

as for the hideouts, not a bug, if you dock with a hideout, they will offer missions to kill pilots who attacked them. be careful, these are pilots and not raiders. taking these missions will drop faction standing with that pilots faction. (and cops will come to the fight, as you are attacking a civilian).
It's been awhile since I've had time to play, so these issues might not be tied to this specific patch.

1) Orbit speed. Changing between 1-10 doesn't seem to impact the speed of my ship anymore.
2) Warp animation. I like it in theory, but in practice warping isn't any faster than using autopilot and is objectively worse since it requires a passive slot. This seems ridiculuous. (My opinion is that both warp times and afterburner's effects should be cut in half.)
3) Afterburner. Please give us a setting to make it a permanent toggle. Having to turn it on over and over and over and over again is the one truly annoying aspect of the game. Bonus points if it were to be automatically suppressed--but not toggled off--when orbiting something.
4) Could you make it so that mercenaries gain levels in the engine core tech as they level up? I feel like they lose energy at an OK rate when fighting, but mine seem to burn much of their energy flying around on afterburner, which doesn't seem ideal. What's the point of using the afterburner to get to an enemy if you don't have enough energy left to shoot when you get there?

PS: I should point out that I'm flying a Demi with Mass Reducation 10, Thrust 9, and only Afterburner 1. I'm not using any passives to improve mass, thrust, or afterburn.
thanks momo for the explanation! He was in fact offering me to mine some rock away (ID 10 in scripting/npc_structure_missions.txt). It wasn't a kill mission.

Some more stuff, still 128b:
- Using a small very fast ship together with much slower mercs doesn't slow the fleet down. The fleet is traveling at the players ship speed (regardless of formation lock). This makes the Fleet Navigation skill useless.
(- Mining mercs are unable to mine special ore for missions) Edit -> intentional
- If the player ship doesn't have enough cargo space for a transport mission and you use mercs, then the "objective complete" does not appear and in the target station the mission won't end. Same if you do multiple runs and put everything in storage. The mission ends properly if the station is re-entered or the game is reloaded or you switch to a bigger player ship and put everything in there.
Post edited January 31, 2022 by m85go
+1 for the afterburner. Maybe another Extras option "Afterburner always on" would be in order?
- Ship details view: Tooltips for modules not working (but works in Garage)
- Garage: Scrolling the ships stats at the bottom of the screen by grabbing the background instead of the scrollbar doesn't work (but works in Ship Details view)
- Battle Cruisers/Carriers have almost twice as much cargo space than Transport Cruisers/Carriers.
- Pilot view: The skill 'Fabrication Engineer' doesn't show if filtered for 'Service' or any other filter than 'All' although it's listed as Type=Service. BUT if 'Service' is selected and then selected AGAIN, the skill is shown.
Post edited January 30, 2022 by m85go
When I give my mercenaries an order to engage a specific target, their stance shifts to red but they remain in formation. Is this intentional? I would expect them to fly off and engage the target.
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m85go: thanks momo for the explanation! He was in fact offering me to mine some rock away (ID 10 in scripting/npc_structure_missions.txt). It wasn't a kill mission.

Some more stuff, still 128b:
- Using a small very fast ship together with much slower mercs doesn't slow the fleet down. The fleet is traveling at the players ship speed (regardless of formation lock). This makes the Fleet Navigation skill useless.
This was pointed out lmost 2 years ago by me but this is the way Momo set it after so many people complaining about mercs unable to keep up with the player. I hope Momo will take another look at this at some point.

- Mining mercs are unable to mine special ore for missions
This is intentional
Post edited January 31, 2022 by Daering
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m85go: - Using a small very fast ship together with much slower mercs doesn't slow the fleet down. The fleet is traveling at the players ship speed (regardless of formation lock). This makes the Fleet Navigation skill useless.
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Daering: This was pointed out lmost 2 years ago by me but this is the way Momo set it after so many people complaining about mercs unable to keep up with the player. I hope Momo will take another look at this at some point.

- Mining mercs are unable to mine special ore for missions
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Daering: This is intentional
Mining missions are not possible even with mining mercs if you sit in a Mosquito, because you don't have the cargo hold AND cannot have the mercs do their job. I never understood the need for "special ore". What's special about it? Only the gameplay restrictions. I pay a "specialist" with the right skills & equipment to do professional mining as I need my skill points and module slots for other things.

Formation speed:
Well, can't have everything in life like big ships with tons of cargo also zip away :-D
Maybe put formation lock to good use? If the lock is active the fleet flies with the speed of the slowest vessel (which could be the player or a merc). Without formation lock each ship goes as fast as it can. All the ships already catch up automatically entering a station or warping, so traveling isn't really hindered.
Simplifications are ok if they remove annoyances a player can't help otherwise, but this way it would make players rethink/optimize their fleet composition, ships and skills for activities inside a sector. That's the fun part, right?

And here, interestingly, on a gameplay level, the two issues are related: Too much restriction=no choice vs. too less restriction=missing incentive to choose.
Post edited February 01, 2022 by m85go
Travel is a mess, in general, as pointed out in my first post. It's possible to stack obscene bonuses for speed, presumably so that people flying around in Dreadnaughts can do so faster than Frigates. But if that's going to be the case, what purpose do warp drives even serve now that the gates have all been moved so close together? It just makes you commit a passive slot as well as cargo space for the orbs because warp drives don't even consume warp drive fuel. Mercs just compound the mess. Both with traveling as a fleet and because of their love of flying around on afterburners to drain their energy, which regens painfully slowly. That doesn't really matter, though, because you can just dock for a second to instantly recharge it all (and heal them), even though they don't dock. Of course their hull and shields don't actually do anything (so why are they displayed at all rather than their actual health stat?), and you cannot repair them with repair drones. Of course, you cannot even target them at all.
Post edited February 01, 2022 by basileus