Patch Notes 1.42a

Patch Notes 1.42a

Hi, there fellow Captains. A small update patch today. With a mix of changes updates and fixes. A quick shout out to those reporting bugs and issues, plus a special mention to Ram2000 for his help going over the recent changes.

Speed / Performance Issue With each main update, we have been adding more and more content. More methods and systems under the hood. These are great for content and moving the game forward, but it seems I got a bit carried away at some stage recently :)

I narrowed down the issue, and this patch will remove any slow down performance issues that have been introduced lately. Apologies if this caused you issues.

Kurgan dock Seems there were some errant terminals on Kurgan Dock that refused to acknowledge your presence :) These have now been resolved.

I have also fixed the terminals on the lower deck. These were not correctly auto-completing missions if you had the correct resources.

Shopping List The text for the shopping list 1 through 4 did not make it clear that whilst each part was a single mission, to complete them you need ALL four parts of the shopping list to fully complete. Return to ZED back on the Belanzano with all four parts to complete that stage of the mission. This has now been updated.

Asteroids I have decided to make some changes to the Asteroid 'HP' Values. These were all static and after feedback and watching the mining 'in the wild' it became apparent a small shuffle was in order.

So each ore now has a value based on its rarity. With the High law level ores having a lower HP and the Lower law level (rare) asteroids having a larger HP.

Sector Six After reviewing players visiting Sector Six in Feris it was apparent that we needed to stop the onslaught of attacks whilst 'reading the warning' :) You should now find you can enter the sector, read the statement from the pirates BEFORE they try to tear strips off your ships hull.

Miner / Pirate Attack A small bug slipped in the last update that meant that all Asteroid Mining attacks were generating the same higher level Pirates. I have now re-coded this so the attacking Pirate forces are based on the local law level.

So sticking to Law Level 12, 11 will spawn the lower / easier level 1,2 type pirates whilst moving deeper into 10,9,8 etc will spawn harder and harder pirates.

George Town At this time the selection of handheld weapons is slim. (intentionally) but it had become apparent that some of you were missing the Crytec Phaser on New Orion. (four-part crate with self-assembly).

So until I add the crafting weapon collection system, I have ensured that should you NOT have the Crytek Phaser (or better) the guards will offer you a 'spare' laser to ensure you have something a little better than the base laser pistol.

They will only offer this IF you have unlocked the George Town pass and started working for the NPC's before entering the desert.

George Town - Respawn There is a separate medical centre on George Town, so it made very little sense to ship you back to Starbase-51 if / when you were incapacitated and respawned.

So now any respawns on George town will take you to the 'local' Med centre.

Lastly, I fixed the mission log for Albert Caruthers. There was an inconsistency in what he claimed to want and the actual amount he would accept :)

Coops