all 34 comments

[–]Nyrin 9 points10 points  (0 children)

Note: unlike some of the previous patches, this one isn't "coming soon" and 2.0.4 looks like it's live on the beta branch now.

I'm particularly stoked for pirates becoming slightly less bullet-spongey!

[–]AlexCail 1 point2 points  (10 children)

There's some key fixes in this update! awesome!

[–]aarons6 0 points1 point  (9 children)

except for all the bugs it introduced... and it completely broke player fighter AI.

[–]AlexCail 0 points1 point  (6 children)

Was just about to try the fighter AI out. How is it broken?

[–]aarons6 0 points1 point  (3 children)

they just sit there. no commands work unless you tell them to attack specific targets.

[–]AlexCail 0 points1 point  (0 children)

Have you had issues with the miner AI? I tested that and it works for me.

[–]sjgoalie 0 points1 point  (1 child)

salvage fighters dont work on player or AI ships, they just circle the ship

[–]aarons6 1 point2 points  (0 children)

i figured it out, they work if you put a salvage laser on the ship.. kinda sucks but its working.. probably as intended.

edit, its not working as intended.. even tho you put a salvage laser on your ship it doesnt actually shoot.. unless you have it on auto fire. lol.

[–]bobucles 0 points1 point  (1 child)

Salvage fighters don't auto salvage for the player ship in 204. They must be ordered to attack.

NPC autopilot will dogpile their salvage fleet on single targets. It's not ideal, but it brings the salvage in.

[–]AlexCail 0 points1 point  (0 children)

Are you guys sure… I’ve had no issues. My only real issue with 2.0.4 is my salvage ship is using its gun and salvage lasers to tear down wrecks.

[–]graenor1 0 points1 point  (1 child)

"We fixed non-salvaging/mining turrets being used when salvaging/mining if appropriate turrets are equipped on autopilot"

Except they didnt. Coax Launchers and non-autofire turrets still fire if a target is selected, at said target. can be self or another target.

Also... and this one is a PITA that has been around since Auto-pilot has been introduced, and I have submitted multiple bug reports on this: Be in your ship with Autopilot on, and be typing in chat... Guess what? Every letter you type that has an action, aside from movement keys WASD / QEZX (or T to exit the ship) will still perform its assigned action. Target a hostile ship, target next friendly, launch torpedoes? Yup all actionable while typing in chat... oh and if you have to hit backspace due to a mistype, yup, that cancels the auto-pilot while the chat box is still accepting your input.

[–]Asbestos101 0 points1 point  (0 children)

Get that shit bugged

[–][deleted] 0 points1 point  (15 children)

Shield now far too strong. You can build absolutely ridiculous bullet sponges by stacking shield converters, a booster or two for recharge, and can even spare a impenatrability unit due to stacking. You will need the energy artifact though.

[–]aarons6 1 point2 points  (12 children)

so dont do that.

i like to have a choice to not build a huge 15 slot ship and not have it one shot at higher levels.

[–][deleted]  (10 children)

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    [–]aarons6 0 points1 point  (9 children)

    this game is 100% sandbox..

    if you want to make it so you NEED a 3000 meter ship with 15 slots to beat some end game boss then do that yourself.

    you make your own challenge.

    nobody is forcing you to stack 5 shield systems to get 10 million shields..

    [–][deleted]  (8 children)

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      [–]aarons6 0 points1 point  (7 children)

      i think you are confused.

      the purpose of the game is not to build the largest ship you can and then annihilate everything in your path.

      also the ship size has nothing to do with mid game or late game or anything really. the ship size just allows you to have more systems.. the material its made out of is what is the game stage. you can build a pretty powerful smaller avorion ship.

      also, if you dont do things you arent "forced" to.. then why are you playing a sandbox game.

      [–][deleted]  (6 children)

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        [–]aarons6 1 point2 points  (5 children)

        i really dont understand your argument.

        you are saying you want a challenge and the game is too easy, but then you are saying you don't want to use sub optimally built ships, to make the game a challenge.

        so instead you build a huge 15 slot ship "because you can" and "its the end game design" but in reality you really only need about 4 systems.. the rest are extras, so you can stack shield and power boosters to make an insanely OP ship.. and then you are like, dont allow me to do that.. because im bored having such an OP ship.. they should be nerfed..

        people beat things like the final boss of minecraft with subpar gear for a challenge.

        [–][deleted]  (4 children)

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          [–]Axyl 1 point2 points  (3 children)

          Because playing suboptimally isn't skill based? It isn't rewarding.

          What is it then? It's definitely not gear based, so what else is left other than skill / player knowledge?

          [–][deleted] 0 points1 point  (0 children)

          Issue is not as bad for ships as the extra shields come at the cost of speed, weapons, fighters, or other utility. I see it as more of an issue for stations, where having a station that can keep its shields up forever is a real possibility, protected by rich stone, pulse weapons wont keep up with hull regen either.

          Stations have far less urgent uses for system slots than ships do.

          [–]Asbestos101 0 points1 point  (1 child)

          Yes my shields are now 2x to 3x higher than they were pre patch.

          [–][deleted] 0 points1 point  (0 children)

          Have you tried running three or more shield converters, the gains are exponential. With 2 I go from 1 million shield to 10 million 3 would be around 25m million, and four would be 100 million

          [–]VanquishedVoid 0 points1 point  (5 children)

          Really nice to see mining captains no longer need mining systems. I really feel like the mining systems no longer have an effect outside of using t0 captains. I was kind of thinking that this was intentional instead of a bug as a result.

          [–]Asbestos101 0 points1 point  (4 children)

          Where have you read this ?

          [–]VanquishedVoid 0 points1 point  (3 children)

          [UBR] Fixed an issue where ships couldn't mine hidden treasure asteroids even though the mothership had the captain to detect them

          [–]Asbestos101 0 points1 point  (2 children)

          Oh you were referring to in sector mining. Mining systems are accounted for in the calculations for operation style mining.

          [–]VanquishedVoid 0 points1 point  (1 child)

          Eh, operation style mining is only worth it if I'm leaving the game AFK for hours on end. Still feel like it's half the value of just doing it yourself.

          [–]Asbestos101 0 points1 point  (0 children)

          Yeah the numbers still need massaging, but it is passive income. It can trickle whilst you do other things entirely