Starfield

Any word on the patch with city maps? I know they're going to a 6 week patch cycle, last update was mid December I think. Want to wait for that patch before diving in.
It's 6 weeks starting in 2024, not from the previous patch.

In 2024, we'll be updating roughly every six weeks starting with our next major update in February.
 
It's 6 weeks starting in 2024, not from the previous patch.

In 2024, we'll be updating roughly every six weeks starting with our next major update in February.

Thanks. I wonder if they started their "6 weeks timer" on January 1. Last update on Steam appears to be December 11. I do understanding wanting to ensure each patch goes smoothly, but hope they don't stay on a forced 6 week schedule. If they have something ready to go in 4 weeks, they should release it.
 
It's 6 weeks starting in 2024, not from the previous patch.

In 2024, we'll be updating roughly every six weeks starting with our next major update in February.
Hopefully that 6 week timer includes at least 2 weeks of testing. Forza Motorsport is on a fixed 4-week update schedule and that is turning out pretty poorly as it seems the number of new bugs introduced with each patch mirrors the number of fixes.
 
Oh my god. I'm not expecting 12/10 plot from a game like this, but this plot hole I just came across made me just sit there staring blankly at the monitor for like 5 minutes just contemplating my life choices.

I'm turning in that crazy Vae Vitcus guy to the council of buttheads, and they ask me if I have evidence of his involvement with the terrormorphs. And I'm just like bitch what he's in super-ultra-max security down there, you can't tell me every inch of that thing isn't monitored and recorded with a whole team of people analyzing everything this guy says and we just had this whole conversation out loud over an intercom system. Theres no way. I don't believe it.
 
Oh my god. I'm not expecting 12/10 plot from a game like this, but this plot hole I just came across made me just sit there staring blankly at the monitor for like 5 minutes just contemplating my life choices.

I'm turning in that crazy Vae Vitcus guy to the council of buttheads, and they ask me if I have evidence of his involvement with the terrormorphs. And I'm just like bitch what he's in super-ultra-max security down there, you can't tell me every inch of that thing isn't monitored and recorded with a whole team of people analyzing everything this guy says and we just had this whole conversation out loud over an intercom system. Theres no way. I don't believe it.
I believe the area he is in isn't monitored in order to keep eliminate audio/video of him leaking out.
 
https://twitter.com/BethesdaStudios/status/1745850216471752751

Next week, on January 17, we’ll be putting our biggest @StarfieldGame update yet into Steam Beta with over 100 fixes and improvements, with a planned release date for all players two weeks later. Here’s some of what you can expect:

This update contains a multitude of fixes to Quests. Eye of the Storm issues such as being unable to dock with the Legacy or data transfer not starting, and Temples not showing up in Into the Unknown, will no longer prevent Constellation from exploring the cosmos.

Additionally, this update brings stability improvements and numerous graphic improvements ranging from additional widescreen support to improved textures, lighting, and shadows.

Other fixes and improvements include sun disk geometry, planet ring shadows, bulldozed objects reappearing when returning to an Outpost, ship hatches marked inaccessible, and another fix for asteroids following ships. The full update notes will be posted next week when the Steam Beta is released!
 
Why are people review bombing on Steam Mostly Negative again.
You could just flip through them and they themselves tell you why. There are some trolls in there (but also in fairness, there are also "positive reviews" that are equally as vapid. I saw one that was a "positive review", and it just said: "IDK".) The "Most Helpful" reviews do a fairly long breakdown on way the game is poor.
 
the reviews are weird, i see some with over 400 hours yet 'not recommended' lol. i can't put 400 hours in a game i enjoy let alone one that i dislike. this has to be some kind of record of the most hated played game ever.

That's my take. For me to put that much time into a game I wouldn't recommend would require the developer to ruin the game or something like that. I guess I could see that with a competitive game (like Street Fighter, Overwatch, or Destiny) where the devs borked over something you really liked. Otherwise, maybe you liked the game more than you think?
 
Eh I take hours played with a grain of salt. Now maybe not many people are like me, but I've been known to leave a game on overnight/ all day if I get caught up doing something else.

Or shoot, even doing other things at the PC with a game alt tabbed.
 
Eh I take hours played with a grain of salt. Now maybe not many people are like me, but I've been known to leave a game on overnight/ all day if I get caught up doing something else.

Or shoot, even doing other things at the PC with a game alt tabbed.

Do you review it then though? And do you leave a game on overnight for 50 days? Because 400 hours would be 8hrs a night for 50 days!

The people that feel the need to tell everyone how bad the game is in page long reviews are clearly passionate about the game and probably did really spend 400 hours playing it.

I'm still wondering how someone could possibly legitimately dislike a single player game and play it for 400 hours. But those people tend to get very angry when you ask them.

I personally think they really do like the game, but just wish it was better.
 
Do you review it then though? And do you leave a game on overnight for 50 days? Because 400 hours would be 8hrs a night for 50 days!

The people that feel the need to tell everyone how bad the game is in page long reviews are clearly passionate about the game and probably did really spend 400 hours playing it.

I'm still wondering how someone could possibly legitimately dislike a single player game and play it for 400 hours. But those people tend to get very angry when you ask them.

I personally think they really do like the game, but just wish it was better.
Maybe, idk. Just saying it's not totally accurate.

Honestly seeking out negative reviews and trying to spin them as actually favorable seems like coping. The playerbase has fallen off a cliff vs say, BG3. The largely negative reception is most likely accurate.
 
Maybe, idk. Just saying it's not totally accurate.

Honestly seeking out negative reviews and trying to spin them as actually favorable seems like coping. The playerbase has fallen off a cliff vs say, BG3. The larg noely negative reception is most likely accurate.
I'm not coping, I don't even like the game. I played a bit, decided I didn't like it, and then stopped playing. As a rational person I only play games I enjoy.

I feel the same about every single player game people claim to dislike and play for 400 hours. IMO it's irrational. Play a different game you actually do like and have more fun. Or what I think is more likely true is that they actually did like it. But are very passionate about it and wish it was even better, and the bad reviews are their way of coping.
 
803 hours in and still having a blast with Starfield.

1705443838317.png


Finally got part of the resources supply chain up and running. The biggest issue I've ran into is there can't be multiple inbound resources from different system outposts to one outpost. I had planned on having a central hub to disperse resources from but the game code isn't designed that way. So, now I'm setting up several hubs across centrally located systems in the galaxy. From there I can disperse resources from any one of the mission boards missions fairly quickly. Still aways away from getting the outposts setup yet it'll come together soon once He3 is allocated to the central intersystem outposts. As it stands, I'm currently in the process of setting up at least one He3 production in each system that allows for it.

It's been a long journey of planning but I'll get the systems setup soon enough. :)

Edit: Once this is setup I'll be making credits hand over fist with very little effort and not having to steal ships.
 
Play a different game you actually do like and have more fun.

If only it was that simple.

You have 4 days to play a game. You have two games that each take 4 days to finish that you want to play, so you pick one of those two. You spend 1 day playing a game, and find out that it isn't that good. Your options are:

1) Try and finish it, hope it gets better and enjoy what you can even if it is kind of shitty.

2) Stop playing it, and wait another 2-3 months until you can spend another 4 days to finish the other game because you don't have enough time to finish it now.

And then you also have the money aspect. If people paid for something and they don't like it, they will probably complain about it while still getting what value they think they can get out of it. People seldom do charge backs for every game they don't like.

Likewise if you go to a restaurant and get crappy food, you will probably still eat and pay for it. You already wasted your time, you're hungry, and you already ate a quarter of your meal. Unless it is truly awful or unsafe to eat, most people will finish eating the meal, pay, and then complain about the restaurant and probably not come back. How many people do you see get up mid meal and walk out without paying? Or even take two bites, decide the food sucks, but happily pays for it and leaves with an empty stomach? Not many.
 
If only it was that simple.

You have 4 days to play a game. You have two games that each take 4 days to finish that you want to play, so you pick one of those two. You spend 1 day playing a game, and find out that it isn't that good. Your options are:

1) Try and finish it, hope it gets better and enjoy what you can even if it is kind of shitty.

2) Stop playing it, and wait another 2-3 months until you can spend another 4 days to finish the other game because you don't have enough time to finish it now.

And then you also have the money aspect. If people paid for something and they don't like it, they will probably complain about it while still getting what value they think they can get out of it. People seldom do charge backs for every game they don't like.

Likewise if you go to a restaurant and get crappy food, you will probably still eat and pay for it. You already wasted your time, you're hungry, and you already ate a quarter of your meal. Unless it is truly awful or unsafe to eat, most people will finish eating the meal, pay, and then complain about the restaurant and probably not come back. How many people do you see get up mid meal and walk out without paying? Or even take two bites, decide the food sucks, but happily pays for it and leaves with an empty stomach? Not many.
Yeah that makes sense for a normal amount of playtime. Not 400+ hours.
 
https://bethesda.net/en/article/7rN...update-1-9-47-0-notes-january-18-2024-in-beta

Our latest update is now available in our Steam Beta.​

This update brings over a hundred fixes and adjustments, most of which focus on quality-of-life improvements and quest fixes. Our full list of patch notes is below. We believe we got that pesky asteroid follower this time....
We’re grateful for all the feedback we’ve seen and received and will continue to monitor and track your issues and critiques. As we noted last year, we’ll continue to have a steady stream of updates about every six weeks, so if you don’t see your issue addressed below, don’t lose faith! Keep sharing your feedback and issues so we can do our best to prioritize.
Thank you again and see you in Starfield!

FIXES AND IMPROVEMENTS
ANIMATION
  • Fixed player character’s eyes remaining closed instead of blinking in third person view.
  • Addressed rare cases where small animation pops could be seen in third person.
CREATURES AND ENEMIES
  • Fixed incorrectly invisible creatures on some planets.
  • Fixed an issue that could occur on some enemies causing them to stand instead of falling to the ground.
CREW AND COMPANIONS
  • Fixed crew members and companions positioning near the cockpit after fast traveling to the ship.
  • Companions: Fixed a possible control-lock when talking to a companion without entering a dialogue while simultaneously trying to exit the ship.
GENERAL
  • Fixed an issue that prevented Windows users saving if their username featured certain characters (PC).
  • Fixed rare save game corruptions on PC (MSS and Steam).
  • Fixed an issue that could lead to a control lock or a crash after loading a quicksave while in the targeting mode.
  • Fixed player marker following the camera on the surface map.
  • Fixed a rare issue that could prevent access to the main menu on when prompted to “Press any button to Start” (Xbox).
  • Body type should no longer reset to default when loading a Starborn save from the main menu.
  • Fixed flickering on Neon’s Trade Tower elevator panel.
  • Improved the appearance of the Ryujin Kiosk material during nighttime.
  • Fixed rare issue with how Cydonia’s panel could display the hours without incident.
  • Added Optimizations to cloud syncing of save games (MSS/Xbox).
  • Improved how crowds behave when desired target is reserved.
  • Fixed an issue that could cause airlock doors to sometimes appear floating in sky when arriving at locations.
  • Fixed unintended text appearing on the shipbuilder’s UI.
  • Fixed game session not properly resuming from shutdown in Energy Save mode (Xbox).
  • Various stability improvements.
GRAPHICS
  • Improved widescreen support (32:9, 21:9 and 16:10).
  • Added support for stars displaying sun disk geometry.
  • Shadows can now be seen on planet rings from planet surface.
  • Improved eyes and skin on crowd characters.
  • Improved reflection on water.
  • Improved contact shadows on character skin (Xbox and PC Medium/High/Ultra).
  • Improved contact shadows on character cloth (PC High/Ultra).
  • Improved contact shadows on first person (PC Ultra).
  • Improved lighting in character generation menu.
  • Reduced the appearance of some minor artifacts during cutscene camera transitions.
  • Fixed flickering on a number of VFX (Sandstorm, corrosive liquid pools, waterfall).
  • Fixed a rare issue where the camera would lock while in handscanner mode whenever watching flying fauna (Xbox).
  • Fixed potential control lock when opening a game menu a moment before triggering a dialogue with another character.
  • Addressed various shadow popping, flickering and artifact issues.
  • Improved the visibility of the sun’s lens flare during sunrise and sunset.
  • Fixed a rare issue where foam or grime would not show up.
  • Fixed rare flickering VFX that could occur in space (Xbox Series S).
  • Fixed rare hair flickering (Xbox Series X/S).
  • Fixed occasional flicker on digiframes and TV screens.
  • Adjusted the appearance of bloom when activating the handscanner.
  • Improved the appearance of clouds during weather transitions.
  • Fixed rare cases where alignment of grass and wind could appear disconnected.
  • Reduced bloom intensity effect while motion blur is active (PC).
  • Addressed issues with concealment effect not always applying when using the handscanner.
  • Fixed visible edge of the ocean in the distance when seen from a very high point of view.
  • Fixed rare white flickering dots around characters' hair during cut scenes.
  • Fixed a readability issue in the Starmap when using large menu font mode.
  • Fixed inventory menu occasionally failing to generate previews when using a mouse (PC).
  • Fixed a brief Depth of Field issue that sometimes occurred when aiming, alt-tabbing or leaving a dialogue screen.
  • Fixed occasional lighting transition issues after loading or exiting a location.
  • Fixed an issue that could cause intermittent bands to appear in distance fog.
  • Fixed a rare issue that could cause fog color to appear inconsistent.
  • Fixed a rare issue that could cause rocks to disappear near the player on the surface of a planet.
  • Fixed a crash that could occur when switching to DLSS with dynamic resolution active (PC).
  • Fixed flickering and delayed shadows sometimes occurring after unpausing the game.
  • Fixed various FSR2 and DLSS artifacts (noise, black dots, ghosting).
  • Fixed flickering when using the handscanner with DLSS enabled.
  • Fixed initial lighting conditions when landing on a planet.
  • Improved lighting at 73 locations.
  • Fixed various geometry, texture, and ghosting issues.
OUTPOSTS
  • Fixed a rare missing terrain issue that could occur after fast traveling to an outpost near New Atlantis.
  • Fixed an issue that could cause bulldozed objects to reappear when returning to an outpost.
  • Fixed and issue that caused hazard damage to remain even when the hazard was removed by bulldozing in outposts.
  • Fixed an issue where outpost’s cargo links would be removed from the terminal list if connected, disconnected, then reconnected to another cargo link during the cargo ship landing sequence.
  • Fixed an issue where weapon cases built by the player in an Outpost would populate with weapons and ammo after reloading the game.
POWERS
  • Fixed a rare issue that could cause the Phased Time power to remain enabled.
  • Fixed the extreme speed that could occur in zero G when using the Phased Time power.
  • Solar Flare Power now accounts for critical hits.
QUESTS AND RANDOM ENCOUNTERS
  • Absolute Power: Fixed missing slate in the safe preventing from completing the optional objective “Locate Evidence to Extort Ayumi Komiko”.
  • Background Checks: Fixed possible control-lock that could occur if caught by security.
  • Derelict Ship: Fixed an issue preventing the player from reaching the pilot seat if they did not have access to advanced locks.
  • Drinks on the House: Fixed rare occurrence where the door to Sub 12 could remain locked.
  • Echoes of the Past: Fixed Delgado getting stuck at bottom of stairs during "Continue Exploring the Lock" that could occur if The Lock was left during Delgado's history dialogue.
  • Echoes of the Past: Resolved an issue that could cause Mathis' and Delgado’s guns to be invisible.
  • Eye of the Storm: Fixed an issue that could cause data transfer to not start after placing the Data Core.
  • Eye of the Storm: Fixed an issue where the docking prompt would be missing on the Legacy ship if the player undocked with the Legacy and then reloaded a save before having started the mission.
  • Executive Level: Fixed an issue where players could get stuck on a chair in the Ryujin Industries HQ conference room.
  • Failure to Communicate: Fixed an issue that prevented the player from finishing the quest if they downed all the members of the defense pact (Alban Lopez, Jacquelyn Lemaire, and Chanda Banda).
  • Further Into the Unknown: Fixed a rare crash that could occur when trying to dock with The Eye.
  • Groundpounder: Fixed an issue where the door to Lezama could sometimes be locked if the player left the location during the quest and came back later.
  • Hostile Intelligence: Fixed blocked doors in the Steam Tunnels room where the Terrormorph transformation occurs.
  • Into the Unknown: Fixed a rare issue that could prevent the quest from starting after completing The Old Neighborhood.
  • Into the Unknown: Fixed a rare issue where a Temple location might not populate when receiving the “Go to” objective.
  • Legacy’s End: Fixed an issue that could prevent interacting with Delgado when he was behind the glass inside in the command center of The Key.
  • Legacy’s End: Fixed a debris pile where to player could become stuck while trying to reach the Mess Hall.
  • Missed Beyond Measure: Fixed a dialogue between Sarah and Walter not playing at The Lodge.
  • No Sudden Moves: Fixed companions not following player during personal quests.
  • On The Run: Fixed various issues related to Mei Devine becoming inaccessible the objective updated to “Listen to Mei Devine’s Introduction”.
  • On The Run: Fixed a possible control lock when sitting at the table to talk to Jade MacMillan.
  • One Small Step: Fixed a rare issue that could prevent Lin / Heller from exiting the airlock.
  • Operation Starseed: Fixed a bad view that could occur if the Beagle was boarded after a long idle.
  • Power From Beyond: Fixed an issue that caused missing Starborn temples and scanner disturbances that could prevent obtaining all Starborn powers from that universe.
  • Rough Landings: Resolved an issue that could occur during the “Meet up with Milena Axelrod” objective that could prevent ships from appearing at the desired location.
  • Shadows in Neon: Fixed an issue that could occur when repeatedly using the door to Jaylen Pryce's office before he progressed to Neon Core.
  • Supra et Ultra: Fixed a control lock that could occur when entering the Flight Simulator while a guard is attempting arrest.
  • Tapping the Grid: Fixed inaccessible junction boxes that could occur after the Hunter attacks the Lodge.
  • The Best There Is: Fixed an issue that could prevent objective from advancing when talking to Naeva and Jasmine in the engineering room.
  • The Empty Nest: Fixed and issue that could cause Sam Coe’s gun to be invisible when inside Jacob’s house.
  • The Heart of Mars: Fixed another location that could potentially prevent recovering The Heart of Mars.
  • The Pale Lady: Fixed rare case of inaccessible ship crew log data slate making it impossible to complete the encounter.
  • Top of the L.I.S.T.: Phil Hill should now accept survey data for Sumati.
  • War Relics: Resolved an issue that could prevent Kaiser from moving to the mission site.
  • Where Hope is Built: Fixed a crash that could occur with a specific set of player behaviors.
SHIPS AND SHIP CUSTOMIZATION
  • Fixed another case that could cause an asteroid to follow a ship in space.
  • Fixed ship hatch being marked inaccessible after swapping to a new home ship.
  • Fixed an issue where the ship could end up in an unintended state by simultaneously attempting fast travel during a grav jump.
  • Fixed a view issue that could occur when fast traveling during ship targeting mode.
  • Fixed an issue that could occur when entering Ship Targeting mode immediately after selecting a Grav Jump.
  • Fixed an issue that caused non-functional ladders to appear when the player modified their ship with a Taiyo All-In-One Berth Top A and a Deimos 1x1.
  • Fixed an issue where the Legendary ship could take too long to resume firing after the weapons were repaired.
  • Space combat should now match ground combat difficulty increase with successive trips through the Unity.
  • Fixed an issue where loading an exit save made while docked to a space station could cause names of ships to change.
  • Fixed marker not pointing to the current home ship after performing a save/load between different ships.
  • Fixed in issue that could cause the Frontier to incorrectly appear if a non-home ship was removed from a landing pad.
SKILLS
  • REJUVENATION: Rejuvenation skill VFX no longer replay whenever the handscanner is opened in third person.
  • SURVEYING: Fixed surveying challenge progress issue with mineral resource.
  • TARGETING CONTROL SYSTEMS: Fixed inconsistencies with level 3 and 4.
WEAPONS AND ITEMS
  • Fixed incorrect reload amounts that could occur when consuming a Trauma Pack.
  • Fixed FOV and zoom issues with weapon scopes.
  • Fixed weapon sound effects occasionally continuing to play after killing an enemy.
  • Fixed turret state not being restored properly after and save and load.
  • Fixed an issue that could cause the helmet light to not reappear in third person after a save and load.
 
I’m waiting for the patch to migrate to live before trying it. I hope it fixes the most egregious of the bugs I’ve encountered, though I’ll hazard a guess that it hasn’t changed how the Payloads trait ‘works’.
 
Well, crap. Got bit by a corrupted save shortly after my last post. Haven't fired up the game to see how far I have to go back to get a good save. This was right after completing another outpost which provided resources to a settlement.
 
Well, crap. Got bit by a corrupted save shortly after my last post. Haven't fired up the game to see how far I have to go back to get a good save. This was right after completing another outpost which provided resources to a settlement.

Does the game have unlimited quick/manual saves? I hope it does, one of the best things about Fallout.
 
I do a lot of manual saves and also quicksaves. There’s a setting that also quicksaves for you upon certain conditions—I have mine on default still. However, sometimes you don’t find bugs until you’re pretty far into a sequence, like my discovery of the payloads trait bug, you may have to go back a few levels to get out of it. At that point, it didn’t or doesn’t matter how often you saved; you’re still eliminating a lot of forward progress.
 
Last week's patch just left beta (official release).

https://bethesda.net/en/game/starfi...update-1-9-47-0-notes-january-18-2024-in-beta

STARFIELD UPDATE 1.9.51.0 NOTES – JANUARY 30, 20​

Let there be LIGHT....ing improvements! Our latest update has moved out of Steam Beta and is now available for all Starfield players. The patch notes have remained the same as previously released during the beta except for a version number change and one additional PC crash fix noted below.
We’re grateful for all the feedback we’ve seen and received and will continue to monitor and track your issues and critiques. As we noted last year, we’ll continue to have a steady stream of updates about every six weeks, so if you don’t see your issue addressed below, don’t lose faith! Keep sharing your feedback and issues so we can do our best to prioritize.
Thank you again and see you in Starfield!

FIXES AND IMPROVEMENTS
ANIMATION
  • Fixed player character’s eyes remaining closed instead of blinking in third person view.
  • Addressed rare cases where small animation pops could be seen in third person.
CREATURES AND ENEMIES
  • Fixed incorrectly invisible creatures on some planets.
  • Fixed an issue that could occur on some enemies causing them to stand instead of falling to the ground.
CREW AND COMPANIONS
  • Fixed crew members and companions positioning near the cockpit after fast traveling to the ship.
  • Companions: Fixed a possible control-lock when talking to a companion without entering a dialogue while simultaneously trying to exit the ship.
GENERAL
  • [ADDED TO 1.9.51] Addressed a crash that could occur when changing from Fullscreen to Windowed mode. (PC)
  • Fixed an issue that prevented Windows users saving if their username featured certain characters (PC).
  • Fixed rare save game corruptions on PC (MSS and Steam).
  • Fixed an issue that could lead to a control lock or a crash after loading a quicksave while in the targeting mode.
  • Fixed player marker following the camera on the surface map.
  • Fixed a rare issue that could prevent access to the main menu on when prompted to “Press any button to Start” (Xbox).
  • Body type should no longer reset to default when loading a Starborn save from the main menu.
  • Fixed flickering on Neon’s Trade Tower elevator panel.
  • Improved the appearance of the Ryujin Kiosk material during nighttime.
  • Fixed rare issue with how Cydonia’s panel could display the hours without incident.
  • Added Optimizations to cloud syncing of save games (MSS/Xbox).
  • Improved how crowds behave when desired target is reserved.
  • Fixed an issue that could cause airlock doors to sometimes appear floating in sky when arriving at locations.
  • Fixed unintended text appearing on the shipbuilder’s UI.
  • Fixed game session not properly resuming from shutdown in Energy Save mode (Xbox).
  • Various stability improvements.
GRAPHICS
  • Improved widescreen support (32:9, 21:9 and 16:10).
  • Added support for stars displaying sun disk geometry.
  • Shadows can now be seen on planet rings from planet surface.
  • Improved eyes and skin on crowd characters.
  • Improved reflection on water.
  • Improved contact shadows on character skin (Xbox and PC Medium/High/Ultra).
  • Improved contact shadows on character cloth (PC High/Ultra).
  • Improved contact shadows on first person (PC Ultra).
  • Improved lighting in character generation menu.
  • Reduced the appearance of some minor artifacts during cutscene camera transitions.
  • Fixed flickering on a number of VFX (Sandstorm, corrosive liquid pools, waterfall).
  • Fixed a rare issue where the camera would lock while in handscanner mode whenever watching flying fauna (Xbox).
  • Fixed potential control lock when opening a game menu a moment before triggering a dialogue with another character.
  • Addressed various shadow popping, flickering and artifact issues.
  • Improved the visibility of the sun’s lens flare during sunrise and sunset.
  • Fixed a rare issue where foam or grime would not show up.
  • Fixed rare flickering VFX that could occur in space (Xbox Series S).
  • Fixed rare hair flickering (Xbox Series X/S).
  • Fixed occasional flicker on digiframes and TV screens.
  • Adjusted the appearance of bloom when activating the handscanner.
  • Improved the appearance of clouds during weather transitions.
  • Fixed rare cases where alignment of grass and wind could appear disconnected.
  • Reduced bloom intensity effect while motion blur is active (PC).
  • Addressed issues with concealment effect not always applying when using the handscanner.
  • Fixed visible edge of the ocean in the distance when seen from a very high point of view.
  • Fixed rare white flickering dots around characters' hair during cut scenes.
  • Fixed a readability issue in the Starmap when using large menu font mode.
  • Fixed inventory menu occasionally failing to generate previews when using a mouse (PC).
  • Fixed a brief Depth of Field issue that sometimes occurred when aiming, alt-tabbing or leaving a dialogue screen.
  • Fixed occasional lighting transition issues after loading or exiting a location.
  • Fixed an issue that could cause intermittent bands to appear in distance fog.
  • Fixed a rare issue that could cause fog color to appear inconsistent.
  • Fixed a rare issue that could cause rocks to disappear near the player on the surface of a planet.
  • Fixed a crash that could occur when switching to DLSS with dynamic resolution active (PC).
  • Fixed flickering and delayed shadows sometimes occurring after unpausing the game.
  • Fixed various FSR2 and DLSS artifacts (noise, black dots, ghosting).
  • Fixed flickering when using the handscanner with DLSS enabled.
  • Fixed initial lighting conditions when landing on a planet.
  • Improved lighting at 73 locations.
  • Fixed various geometry, texture, and ghosting issues.
OUTPOSTS
  • Fixed a rare missing terrain issue that could occur after fast traveling to an outpost near New Atlantis.
  • Fixed an issue that could cause bulldozed objects to reappear when returning to an outpost.
  • Fixed an issue that caused hazard damage to remain even when the hazard was removed by bulldozing in outposts.
  • Fixed an issue where outpost’s cargo links would be removed from the terminal list if connected, disconnected, then reconnected to another cargo link during the cargo ship landing sequence.
  • Fixed an issue where weapon cases built by the player in an Outpost would populate with weapons and ammo after reloading the game.
POWERS
  • Fixed a rare issue that could cause the Phased Time power to remain enabled.
  • Fixed the extreme speed that could occur in zero G when using the Phased Time power.
  • Solar Flare Power now accounts for critical hits.
QUESTS AND RANDOM ENCOUNTERS
  • Absolute Power: Fixed missing slate in the safe preventing from completing the optional objective “Locate Evidence to Extort Ayumi Komiko”.
  • Background Checks: Fixed possible control-lock that could occur if caught by security.
  • Derelict Ship: Fixed an issue preventing the player from reaching the pilot seat if they did not have access to advanced locks.
  • Drinks on the House: Fixed rare occurrence where the door to Sub 12 could remain locked.
  • Echoes of the Past: Fixed Delgado getting stuck at bottom of stairs during "Continue Exploring the Lock" that could occur if The Lock was left during Delgado's history dialogue.
  • Echoes of the Past: Resolved an issue that could cause Mathis' and Delgado’s guns to be invisible.
  • Eye of the Storm: Fixed an issue that could cause data transfer to not start after placing the Data Core.
  • Eye of the Storm: Fixed an issue where the docking prompt would be missing on the Legacy ship if the player undocked with the Legacy and then reloaded a save before having started the mission.
  • Executive Level: Fixed an issue where players could get stuck on a chair in the Ryujin Industries HQ conference room.
  • Failure to Communicate: Fixed an issue that prevented the player from finishing the quest if they downed all the members of the defense pact (Alban Lopez, Jacquelyn Lemaire, and Chanda Banda).
  • Further Into the Unknown: Fixed a rare crash that could occur when trying to dock with The Eye.
  • Groundpounder: Fixed an issue where the door to Lezama could sometimes be locked if the player left the location during the quest and came back later.
  • Hostile Intelligence: Fixed blocked doors in the Steam Tunnels room where the Terrormorph transformation occurs.
  • Into the Unknown: Fixed a rare issue that could prevent the quest from starting after completing The Old Neighborhood.
  • Into the Unknown: Fixed a rare issue where a Temple location might not populate when receiving the “Go to” objective.
  • Legacy’s End: Fixed an issue that could prevent interacting with Delgado when he was behind the glass inside in the command center of The Key.
  • Legacy’s End: Fixed a debris pile where to player could become stuck while trying to reach the Mess Hall.
  • Missed Beyond Measure: Fixed a dialogue between Sarah and Walter not playing at The Lodge.
  • No Sudden Moves: Fixed companions not following player during personal quests.
  • On The Run: Fixed various issues related to Mei Devine becoming inaccessible the objective updated to “Listen to Mei Devine’s Introduction”.
  • On The Run: Fixed a possible control lock when sitting at the table to talk to Jade MacMillan.
  • One Small Step: Fixed a rare issue that could prevent Lin / Heller from exiting the airlock.
  • Operation Starseed: Fixed a bad view that could occur if the Beagle was boarded after a long idle.
  • Power From Beyond: Fixed an issue that caused missing Starborn temples and scanner disturbances that could prevent obtaining all Starborn powers from that universe.
  • Rough Landings: Resolved an issue that could occur during the “Meet up with Milena Axelrod” objective that could prevent ships from appearing at the desired location.
  • Shadows in Neon: Fixed an issue that could occur when repeatedly using the door to Jaylen Pryce's office before he progressed to Neon Core.
  • Supra et Ultra: Fixed a control lock that could occur when entering the Flight Simulator while a guard is attempting arrest.
  • Tapping the Grid: Fixed inaccessible junction boxes that could occur after the Hunter attacks the Lodge.
  • The Best There Is: Fixed an issue that could prevent objective from advancing when talking to Naeva and Jasmine in the engineering room.
  • The Empty Nest: Fixed and issue that could cause Sam Coe’s gun to be invisible when inside Jacob’s house.
  • The Heart of Mars: Fixed another location that could potentially prevent recovering The Heart of Mars.
  • The Pale Lady: Fixed rare case of inaccessible ship crew log data slate making it impossible to complete the encounter.
  • Top of the L.I.S.T.: Phil Hill should now accept survey data for Sumati.
  • War Relics: Resolved an issue that could prevent Kaiser from moving to the mission site.
  • Where Hope is Built: Fixed a crash that could occur with a specific set of player behaviors.
SHIPS AND SHIP CUSTOMIZATION
  • Fixed another case that could cause an asteroid to follow a ship in space.
  • Fixed ship hatch being marked inaccessible after swapping to a new home ship.
  • Fixed an issue where the ship could end up in an unintended state by simultaneously attempting fast travel during a grav jump.
  • Fixed a view issue that could occur when fast traveling during ship targeting mode.
  • Fixed an issue that could occur when entering Ship Targeting mode immediately after selecting a Grav Jump.
  • Fixed an issue that caused non-functional ladders to appear when the player modified their ship with a Taiyo All-In-One Berth Top A and a Deimos 1x1.
  • Fixed an issue where the Legendary ship could take too long to resume firing after the weapons were repaired.
  • Space combat should now match ground combat difficulty increase with successive trips through the Unity.
  • Fixed an issue where loading an exit save made while docked to a space station could cause names of ships to change.
  • Fixed marker not pointing to the current home ship after performing a save/load between different ships.
  • Fixed in issue that could cause the Frontier to incorrectly appear if a non-home ship was removed from a landing pad.
SKILLS
  • REJUVENATION: Rejuvenation skill VFX no longer replay whenever the handscanner is opened in third person.
  • SURVEYING: Fixed surveying challenge progress issue with mineral resource.
  • TARGETING CONTROL SYSTEMS: Fixed inconsistencies with level 3 and 4.
WEAPONS AND ITEMS
  • Fixed incorrect reload amounts that could occur when consuming a Trauma Pack.
  • Fixed FOV and zoom issues with weapon scopes.
  • Fixed weapon sound effects occasionally continuing to play after killing an enemy.
  • Fixed turret state not being restored properly after and save and load.
  • Fixed an issue that could cause the helmet light to not reappear in third person after a save and load.
 
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