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12/27/24 - 0.727

Fixed - When using player generated custom portraits, the paper doll area of the inventory was not displayed correctly.

Fixed - Corrected portraits of Kchor and Fabricants in the recruit display.
VER 0.728

I'm posting a few bug fixes and updates today. Here are the notes:

UPDATED - INT EXP bonuses for the following skills: HACKING, FIRST AID, CRAFTING, REPAIR and SALVAGING.
UPDATED - Descriptions are now displayed when rolling over icons on the minimap/radar.
UPDATED - A visual reminder for players to re-center the camera is now placed on screen in cases where the camera has been scrolled away from the active crew leader.
UPDATED - In the CREW MANAGER, you can now drop portraits to the right side of the screen on both the portrait and name fields.
UPDATED - The next weapon special attack skill tier level is now displayed when rolling over special attacks on the action bar.
UPDATED - Stat descriptions updated. Added information displaying various STAT influences. I'll be doing a bit of UI work to break these influences out so present better in the future.
UPDATED - When new players first start the game - game FPS is set to 60fps instead of uncapped. This does not affect current settings for existing players - only new installs. A warning is displayed when uncapping frame rate to let players know that uncapping the frame rate could cause stability issues on some systems.
UPDATED - Various UI fixes/tweaks

FIXED - Fabricant player portrait genders were swapped and did not match voice.
FIXED - Random crew members being stuck when entering a new area. Previously required crouch->stand to fix as a workaround.
FIXED - Occasionally, crew members were be left behind when moving after entering a new area and require a second click.
FIXED - Occasionally, when entering a new area, the incorrect weapon was displayed for the selected crew member.
FIXED - Zoom In/Zoom Out buttons on map were inverted.
FIXED - The psionics selection bar remained hidden if you swapped to a weapon and then back to the amplifier while not in combat.
FIXED - Default psionic effect descriptions are now translated.
FIXED - Grenade status effects from assigned perks were not being applied. Perk +DMG bonuses were working as expected (+DMG)
FIXED - In space, approaching a target and selecting other orbital bodies via the system object list while approaching would reset the approach target. This would cause odd issues like arriving at a jump point and circling it etc.
VER 0.730

I'm posting a few updates and fixes today. This is not the BETA patch. I'm working on it. This patch is larger than usual because of material changes to support the GPU support mentioned below.

UPDATED - On some laptops/PCs where the system GPU does not support the required graphics features (mostly Intel GPUs), the game now displays a message at the main menu explaining that an alternate renderer needs to be used. Selecting "EXIT" configures this alternate renderer and exits the game. The next time the game is launched the new settings are used which should support systems that were crashing when using grenades, certain weapon skills and when entering space. Dynamic shadows, rendered curves and SSAO are not supported by this renderer. However, the game still looks pretty good and runs well.

To be clear, this change will not impact most players using gaming PC's.

Save games are not affected by this change. For best results, use a NVidia or AMD GPU which will provide full support for all graphics functions available in the game.

The Steam overlay is disabled in this mode.

Dynamic shadows are disabled in this mode.

Ambient occlusion is disabled in this mode.

Rendered vertex curves are disabled in this mode.

UPDATED - Increased the ground equipment schematic drop rate.
UPDATED - Adjusted weapon damage based on quality tier. This is a global weapon modifier and should apply to new and existing weapons in your inventory.
UPDATED - Scenes should be a bit brighter now - extended the dynamic lighting attached to the camera when you scroll around the level.
UPDATED - Minor changes to UI SFX that annoy me.
UPDATED - Restored equipment border color indicators in inventory.

Fixed - Starting equipment for SMG - fire modes set to BURST and FULL AUTO - single fire removed. This may require equipping and unequipping the weapon.
Fixed - If using simplified icons - rollover info now displays the correct icons for slotted weapon mods.
Fixed - If using simplified icons - when trading stacked items to vendors or station storage now displays correct icons.
Fixed - In cargo storage, when sorting by ore, both refined and unrefined ore are displayed.
Fixed - A bug that require the player to press the approach icon before being able to dock or land on planets introduced in the last patch.
Fixed - A number of errors and missing strings in the French translation.
Fixed - A few missing string entries for localization.
Fixed - Enemy HP display on rollover info window would occasionally be out of sync.
Post edited February 19, 2025 by StellarTactics
VER 0.731

A few updates and fixes - mostly related to the Ruins after the Dauntless. This is a fairly large download as resources were updated to make the fixes below.

ADDED - Added enemy variants in the Ruins after the Dauntless. It's not just Arachs now.
UPDATED - Added exit indicators on the radar and map in the Ruins after the Dauntless. This should make it easier for players to identify the exits.
UPDATED - Border colors for quality are only displayed when color icons are selected in the video options panel. If you are using the new simplified icons, quality is displayed in the icon itself.
FIXED - The display on the radar and map were broken in the Ruins after the Dauntless. This was related to a bad material z-order that was clipping the map geometry.
FIXED - Z-order clipping of several objects in Ruins after Dauntless.
I'm posting a hotfix today for the following issues. This is a data only patch so no version change:

FIXED - In the "Raider Laboratory" mission area, one of the mission area exits was broken.
FIXED - Various pathing errors in the same mission area.
SMG = no single fire mode? Why? Seems an arbitrary and pointless change to something, that has no effect on tactics. Plus smg's normally have a single fire mode in real life. Losing this in the future seems as silly as adding muskets.
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Shmacky-McNuts: SMG = no single fire mode? Why? Seems an arbitrary and pointless change to something, that has no effect on tactics. Plus smg's normally have a single fire mode in real life. Losing this in the future seems as silly as adding muskets.
This has already been explained here.

And if you'd like more information about the issue, please post it in the question about that issue instead of in the sticky patch notes thread (which really should be just for the developer to post information about the patches - questions, comments, or bug notices should probably go in their own thread to keep this one "short and sweet")
Post edited 2 days ago by Toccatta
Thanks for the link. But I am posting in a proper area. It addresses something he posted. Plus my point is still valid, as he did not make any sense making such a change.

In your link, you point out a similar concern. Lets hope the change isnt permanent.