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Now that there are new perks added to the game, I have a question or two:

1) When I select a salvaging perk that increases my blueprint EXP, does that apply only to the blueprint for the particular item I'm salvaging, or does it also apply to bonus EXP gained for the NEXT level blueprint of the same type? i.e. if I already know the blueprint for the item I'm salvaging, will the blueprint perk give me ANY benefits?

2) For weaponry, there are 5 tiers: Initiate, Apprentice, Journeyman, Adept, and Master with bonuses to damage that are 5%, 10%, 15%, 15%, and 20%. Should those last two be 20% and 25%, or is there really no difference between journeyman and adept (i.e. level 65 perk does nothing). or are those perks cumulative, so that Adept is 15% MORE damage than Journeyman who was also 15% MORE effective than apprentice?

Observations:

1) Incursions still happen even with incursions set to "never" in the game settings - It's a while before they start showing up, but they attack the moment I leave a station or enter a star system. Going into a station or leaving the star system results in "Incursion mission cancelled" so I KNOW that it's an incursion. However... It seems that shutting down the game and starting up again makes this go away! Rather than being a problem with the setting (or a difference of opinion on what the word "Never" means), I wonder if this isn't a memory leak or some other bug that only appears when the game has been running continuously for a long period of time.

2) After gaining several levels in crafting, I have ship's components that are at 130%. However, when I go into space, the newly purchased components (and stock components) start getting repaired - all the way up to 130%. This seems strange, since my crafting perk shouldn't apply to items that I didn't personally craft. I don't know if this is actually a bug, but it seems wrong.

3) To make things even more odd, if I go into the ship screen and use the spacebar to speed up the "repair" to 130%, the person that gets the experience for the repair is my main character and not the person assigned to the ship repair station, and there doesn't seem to be a way to select which crew member does this repair

4) There is no way to see what turrets are available on your ship without going to a ship merchant and looking up the default description. My current Atlas shows what IS mounted, but not what could be, and the text descriptions below say all 5 mounts are "Light turrets" which they definitely are NOT. I'm not sure if that's supposed to be a description of the hardpoint (which is wrong) or the weapon mounted there (which is ALSO wrong - see next item)

5) Those 5 "Light turrets" all have heavy mining lasers mounted in them, so either the ship no longer checks to see whether a weapon is heavy or light before allowing it to be mounted, or heavy mining lasers are considered "light turrets". Either way... there's a bug in there somewhere. I had the same issue with my Basilisk, so the error is not specific to the Atlas.

6) In ground movement, the selected NPC moves into the forward position (sometimes known as "Taking point"). However, when the party reverses direction, this NPC will remain in the same relative formation until everyone stops moving and only then move back into "point position". This is NOT how taking point is supposed to work! The selected NPC should always start moving first, and the other NPCs should follow after so that the selected NPC remains in the lead position even after changing direction. For tactical combat planning, having the "Point man" following behind everyone is a disaster when the party encounters enemies before they reach their assigned destination, and the party's "Tank" is in the rear. Having the selected NPC move FIRST would eliminate this formation error.
Attachments:
turrets.jpg (173 Kb)
Post edited November 05, 2020 by Toccatta
This question / problem has been solved by StellarTacticsimage
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Toccatta: Now that there are new perks added to the game, I have a question or two:

1) When I select a salvaging perk that increases my blueprint EXP, does that apply only to the blueprint for the particular item I'm salvaging, or does it also apply to bonus EXP gained for the NEXT level blueprint of the same type? i.e. if I already know the blueprint for the item I'm salvaging, will the blueprint perk give me ANY benefits?

2) For weaponry, there are 5 tiers: Initiate, Apprentice, Journeyman, Adept, and Master with bonuses to damage that are 5%, 10%, 15%, 15%, and 20%. Should those last two be 20% and 25%, or is there really no difference between journeyman and adept (i.e. level 65 perk does nothing). or are those perks cumulative, so that Adept is 15% MORE damage than Journeyman who was also 15% MORE effective than apprentice?

Observations:

1) Incursions still happen even with incursions set to "never" in the game settings - It's a while before they start showing up, but they attack the moment I leave a station or enter a star system. Going into a station or leaving the star system results in "Incursion mission cancelled" so I KNOW that it's an incursion. However... It seems that shutting down the game and starting up again makes this go away! Rather than being a problem with the setting (or a difference of opinion on what the word "Never" means), I wonder if this isn't a memory leak or some other bug that only appears when the game has been running continuously for a long period of time.

2) After gaining several levels in crafting, I have ship's components that are at 130%. However, when I go into space, the newly purchased components (and stock components) start getting repaired - all the way up to 130%. This seems strange, since my crafting perk shouldn't apply to items that I didn't personally craft. I don't know if this is actually a bug, but it seems wrong.

3) To make things even more odd, if I go into the ship screen and use the spacebar to speed up the "repair" to 130%, the person that gets the experience for the repair is my main character and not the person assigned to the ship repair station, and there doesn't seem to be a way to select which crew member does this repair

4) There is no way to see what turrets are available on your ship without going to a ship merchant and looking up the default description. My current Atlas shows what IS mounted, but not what could be, and the text descriptions below say all 5 mounts are "Light turrets" which they definitely are NOT. I'm not sure if that's supposed to be a description of the hardpoint (which is wrong) or the weapon mounted there (which is ALSO wrong - see next item)

5) Those 5 "Light turrets" all have heavy mining lasers mounted in them, so either the ship no longer checks to see whether a weapon is heavy or light before allowing it to be mounted, or heavy mining lasers are considered "light turrets". Either way... there's a bug in there somewhere. I had the same issue with my Basilisk, so the error is not specific to the Atlas.

6) In ground movement, the selected NPC moves into the forward position (sometimes known as "Taking point"). However, when the party reverses direction, this NPC will remain in the same relative formation until everyone stops moving and only then move back into "point position". This is NOT how taking point is supposed to work! The selected NPC should always start moving first, and the other NPCs should follow after so that the selected NPC remains in the lead position even after changing direction. For tactical combat planning, having the "Point man" following behind everyone is a disaster when the party encounters enemies before they reach their assigned destination, and the party's "Tank" is in the rear. Having the selected NPC move FIRST would eliminate this formation error.
Hi Toccatta,

I will join in this and hopefully reply constructively to a couple of points.

1) Savaging. I usually salvage items that can have blueprints individually. This allows the small scrolling screen to be examined easier to see what was salvaged. Occasionally I find I get "bonus" Exp towards the next level of that item. Only occassionally though. This is why I still salvage items for items that I already have blueprints for.

2) I haven't got that far yet, so would also like to know the answer.

Observations:
1) For no reason, I always thought that "incursions" were when raiders/scavvers attacked the system you were in, and you get a message relayed asking for your help near a certain planet. This can be accepted or declined, gives a reward when completed, and doesn't happen very often. I tend to find I get "jumped" by them more often when I am carrying black market goods. Your interpretation could be the correct one if you are "jumped", escape, and get the message you refer to. By "jumped" I mean the Orange highlighted enemies that usually attack in ones twos or threes and when your crew member announces it.

2) If the items were crafted to 130% this could be because the ship repair crewmember sees 130% as the new 100%. However if they were purchased (at 100%) then either the person allocated to ship repair can do 130% repairs or this is something that appears to have been overlooked.

3) Have you tried using the crew manager (J). This allows you to reallocate ship crew to ground crew. (If you have both). I have a separate ship repair guy who stays on the ship. If you move them temporarily to ground crew, then you check their stats, levels, perks etc, and when they are highlighted (I assume) hit space to do the repairs. I find whoever is highlighted gets the repair Exp. When you are done, rearrange the crew to your liking in crew manager (J). Only works in space.

4 / 5) I agree that it would be helpful to see your current potential for turrets (light / heavy / missile etc). However, I find (on my Frontier) that I am not able to fit incorrect turrets / missiles (light / heavy). So I would guess the description for the Atlas is wrong. Probably.

6) Technically, I agree that point is point, and they should always move first if the group mode is selected and change of direction is ordered. However, I don't find this a problem and usually form up just far away from a door or likely trouble spot before moving on.

I hope you get at least something out of this, and hope I didn't misunderstand too many points. If you have an Atlas, you are much further ahead than me curently. (Though I did start again when the last big update came out about a month ago).

My crew are levels 14 - 18, about 20 - 30 on space skills and 10 - 60 on ground skills. (I am trying to spread the Exp across several weapons this time). I have only explored and scanned 14 sectors, and after using mining drones to collect about 6k ore / refined ore I just using them now for income. I have 3 or 4 ship blueprints from destroying enemies and salvaging parts ( I sometimes visit red systems to do some harvesting). I like the ship boarding but am concentarting more on salvaging for blueprints at the moment.

I have 60m credits, a Frontier, and when I trade it's only for at least 1m credit profit.

Your Atlas is way ahead of me, but I am enjoying the journey, and smelling the roses on the way.
As to the repair situation, I found that you CAN use the crew manager to force a specific NPC to make fast repairs - but you have to ensure that your repair tech is in your ground crew, then select that person as the current "active" npc, and do the repair. This is particularly clumsy if you're on a planet or a space station, because you can't directly change your ground crew except in space - and the repair position is part of space crew. That may or may not even be a member of your ground crew. If it isn't... you have to go into space to reorganize your crew, which seems really silly, since you've already assigned a specific NPC as your repair tech.

This is the NPC that SHOULD be doing your repairs. Otherwise, why even have a repair position to assign an NPC to?
Post edited November 06, 2020 by Toccatta
I did read through this. Coffee is kicking in so I thought I would post here:

"1) When I select a salvaging perk that increases my blueprint EXP, does that apply only to the blueprint for the particular item I'm salvaging, or does it also apply to bonus EXP gained for the NEXT level blueprint of the same type? i.e. if I already know the blueprint for the item I'm salvaging, will the blueprint perk give me ANY benefits?"
Yes, you will get bonus experience toward the next level schematic.

"2) For weaponry, there are 5 tiers: Initiate, Apprentice" - It's a bug in the display value. I'll look into it. Thanks for letting me know.

Observations:
1) I had a report on this happening elsewhere. I'll check into it. With incursions set to never - you should never get the popup that gives you the accept/decline options. However, you will still be attacked by enemies that are within range, if carrying smuggled goods or if in hostile systems. The message "incursion mission canceled" is a bug and it is just using a shared message. I'll need to write an edge case so an appropriate message is displayed.

2) This is likely just the assigned ship repair crew member repairing a rounded value. 130% technically could be 129.59% and you are getting a few minor repairs from the assigned crew member. Also, there are repair bonuses from the repair perks that apply base durability bonuses. So, if the repair crew member in the ship repair slot has these bonuses, they can increase the base durability of purchased ship equipment to as much as 125%. Not sure if your repair crew member has any perks selected yet that improve base durability.

3) This is an issue that will be resolved in the next content patch with dedicated assignments for ground repair, hacking, salvaging, and crafting. I wanted to give players options to have both a dedicated ship repair crew member and a dedicated ground repair crew member. The idea is, if your ship repair crew member is in your away team, ship repairs should not take place because you are not on the ship etc. This all needs some work and will be addressed.

4) I did notice that turret info in the scrolling list below turrets in the ship screen needs to be updated - so a bug. Thanks for letting me know.

5) A heavy mount point can also mount a light turret/missile in that slot. When I updated that display, it will be corrected.

6) Not something I can change. The solution is single movement mode or a click and group rotate before movement.
Thank you for taking the time to read my question and respond. On a few issues, I may not have expressed myself well.

The attacks to which I refer are NOT the ones that come from getting too close to a RED enemy and then being scanned or from being in hostile territory. They are all specifically the ones where a member of your crew reports an "anomaly" and then the orange incursion enemies appear. These repeat endlessly despite any attempts to break the cycle (with ONE exception). Moving into a station will cause the attack to stop until leaving the station again, after which they will resume. Moving to a new star system will cause "Incursion Mission Cancelled" to appear, but you will immediately detect another anomaly on entering the new system, and the attack will begin again.

The one exception is shutting down the entire game and starting it back up again. Doing so eliminates the problem for several hours. I know that isn't much help, but hopefully it will eliminate a few possible causes.

Also, I understand that a heavy mount can also mount a light turret... however, the opposite is NOT true, and the atlas does not have 5 heavy turrets. THAT was the intended significance of the image. It should not have been possible to mount 5 heavy lasers in an atlas unless either the code to check the turret type wasn't functioning OR the heavy mining lasers are incorrectly appearing as light turrets.

I should point out that bonzer is not the only one that has mentioned to me an inability to reproduce this error. I'm still running Windows 7, and although I can't imagine how the OS could be responsible for this particular issue, I can't rule it out either.

Oh... and when my equipment starts upgrading itself to 130%, my crafting person DOES have the perks to allow items to be crafted to this level, but the NPC assigned to the ship's repair station has NO repair perks at all, so these mysterious repairs I'm seeing have nothing to do with repair perks that the repair person has - or ANY of my crew, for that matter. None of them have even a level 5 perk in repair.

Also, if I use the "PRESS [SPACEBAR] TO REPAIR" option to quickly make repairs, the items immediately go to 130% durability. What's unusual about that is that the main character (who was the one doing the repair) has neither crafting NOR repair perks. Although the person who normally does my crafting DOES have the perks to allow items to be crafted at 130%, the components in question were not custom crafted. In one case, it was a part I had recently purchased from a vendor, and in another, it was a stock component. See attached images

[update] on that same basilisk where those two components are equipped, I also have a stock targeting computer at 100%. While on the space station, I was not able to repair it. It was listed at 100/100 in the mouseover tool-tip. However a few seconds after leaving the station, I got a message that the ship's targeting computer was under repair, and on returning to the station, the part was then listed as 101/130. I was then able to fast repair it to 130/130.

I should also point out that the NPC that tried and failed to do the initial repair at 100% is the SAME NPC assigned to the ship's repair station, who had no difficulty repairing the part once in space (and then finishing the repair back on the station again), so it cannot be a difference in skills or perk selections.
Attachments:
Post edited November 07, 2020 by Toccatta
Ok, thanks for the details Tocatta. I'll look into these issues. I am seeing some odd behavior with repair values being displayed. I've made notes of all of this.

"The attacks to which I refer are NOT the ones that come from getting too close to a RED enemy and then being scanned or from being in hostile territory."
A question regarding these attacks - are these in hostile systems? Or all systems. And, do you have contraband in your cargo hold?
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StellarTactics: A question regarding these attacks - are these in hostile systems? Or all systems. And, do you have contraband in your cargo hold?
I have not entered any hostile star systems yet this game. Every system in which it occurred was a neutral system, and I have never carried contraband. In many of these cases, my cargo hold was empty.