We'd like to talk about the recent patches and a change we have just made to the live game.
Since the release of Fleet Carriers we've made changes intended to balance the overwhelming effect of overlapping hotspots, with the latest update resolving the cause of this issue and bringing hotspots back in line with our original goals. Singular hotspots now provide a significant bonus to a resources' frequency over the rest of the ring and areas where multiple hotspots overlap are still more lucrative than their non-overlapped counterparts, but at much more reasonable levels.
One effect of the latest patch that we felt could be improved further was how it impacts tritium. The reduction in availability of tritium, most notably at overlapping hotspots, has made getting around the galaxy by mining the commodity more time consuming than we would like. In order to maintain the new, more natural distribution of tritium within icy asteroid rings, we will instead be increasing its effect.
Tritium is now twice as potent, allowing Fleet Carriers to consume 50% less fuel (this includes the base tritium requirement) and effectively doubling the capacity of their fuel tank. This change should be effective immediately but players may still see old values until they next log in
Thank you as always to our community for your ongoing feedback.
We're pleased to confirm that the patch described in our Known Issues post from earlier this week is expected this Monday 3 August at 11:00 UTC with an estimated 15 minutes of downtime. Please find the Patch Notes and Known Issues below:
Patch Notes
Mining
Fixed an issue whereby surface deposits created after cracking a motherlode would flag themselves as depleted.
Fixed issues related to diminishing returns for commodities in overlapping hotspots.
Crashes and Stability
Fixed an issue where loading into an instance in a system with a large amount of Fleet Carriers would cause very long load times (potentially long enough to cause a disconnect).
Fleet Carriers
Fixed an issue which stopped Fighters being restocked from a Fleet Carrier.
Fixed a number of issues related to Fleet Carrier positioning:
Better enforcement of the 16 carrier limit per body.
Preventing departing Fleet Carriers from taking up one of the 16 slots from the body they've just left.
Further work to ensure Carriers are positioned away from other nearby body sites, such as other Fleet Carriers.
Known Issues
Fleet Carriers
When opening the Fleet Carrier naming pop up in the Livery, an additional unwanted character will be added to the start and end of the name. These characters will need to be manually deleted to prevent them being included.
Please note that the above notes are liable to change as adjustments are made and changes are added or removed. Tweaks may be made up until the time of launch.
Thanks for your feedback on the latest patch! We understand that some of the changes had unexpected effects and want to address them:
Overlapping Hotspots Commodity Distribution With Patch 3 we implemented a change that was primarily intended to bring down the effects of multiple overlapping hotspots, especially on rarer commodities (such as Low Temperature Diamonds). We're currently looking at data from the live game to determine the actual impact that it is having and will review this based on our projections. If the data does not meet our expectations we will be making changes accordingly.
Tritium One of the most noted points of feedback we've seen so far is that the rarity of Tritium has been negatively impacted. We'd like to make it clear that any negative impact on locating and mining Tritium is unintentional and the intention is for Tritium to remain as accessible as it was prior to Patch 3.
Limited Purchasing on Fleet Carriers Fleet Carrier purchase orders are now limited to a maximum order of 2bn Credits. This was omitted from the patch notes and we apologise for any confusion this has caused.
Console Players A small update will take place tomorrow around midday for Xbox and Playstation users. This update won't contain any noticeable changes, but lays the groundwork for future bug fixes.
Finally, we would like to thank you all for your great feedback, we have been listening and watching and we appreciate your patience and support.
UPDATE: We are investigating the issues above, and are working on a patch. We will update you with the date for this patch as soon as we have it. Thank you for your continued patience.
This patch brings a number of bug fixes and info on some known issues. The patch is expected to go live at 10:00 UTC on Wednesday, 15 July with minimal downtime. Please note that these patch notes may be edited before the update is due to go live as changes are added, removed or adjusted.
Patch Notes
Fleet Carriers
A bug preventing transactions in a Fleet Carrier's market when the transaction amount was greater than the Fleet Carrier's remaining unreserved credits was fixed.
An issue which occurred when setting the price of a commodity on a Fleet Carrier to greater than 1 million credits was fixed.
Salvage commodities normally limited to search & rescue contacts, like Black Boxes or Personal Effects should now work correctly at Fleet Carriers in the open and black markets.
An issue which lead to some Fleet Carriers having a service only partially installed was fixed. Affected carriers have now had any of these services properly installed, but with some small side effects (see Known Issues for details).
Mining
An issue which allowed launching a fighter to restore sub-surface deposits on asteroids was fixed.
A bug with material distribution in overlapping hotspots was fixed and hotspost themselves we rebalanced. Now, the effect that each hotspot has on the base rarity of a commodity has been doubled. To counter this, hotspots of the same type which overlap will be less effective. The aim of thsese changes is to reduce the massive impact of overlapping hotspots while still ensuring they provide a higher yield than non-overlapping hotspots.
Avatars
A bug which affected the way hair options were selected for dark skinned characters was fixed. Early Game Experience
An incorrect destination given in the first mission was fixed.
Arx
An issue which prevented featured items in the store from being selected was fixed.
Trading
Fixed a problem with the Low Temperature Diamond commodity not decreasing its demand level as players sell commodity units to a market that demands it when the faction controlling that market has any state active in that starsystem.
Known Issues
Fleets Carriers
As above, an issue with partially installed services has been fixed. Previously, these services were not accounted for in the Fleet Carrier capacity, meaning this fix may result in some Fleet Carriers going beyond maximum capacity. Affected players may notice in addition to being overfilled, their Fleet Carriers now have a crew member named Fred Bloggs. While he is a hard working crew member, Fleet Carrier owners who do not which to keep Fred Bloggs may replace him as you would any crew member when the Fleet Carrier is in an Administration system.
The capacity of overfilled Fleet Carriers will display as full (25,000/25,000). The used capacity can be reduced by removing cargo from the cargo bay, uninstalling services or cancelling/reducing purchase orders. This can be done to ensure your Fleet Carrier is not overfilled. Until this is done, purchase orders set in the market management interface may not work correctly. Commanders selling commodities to a Fleet Carrier which is over capacity will receive a "Transaction Cancelled: Commodity no longer required" message.
Stability Issues
Players may find they are having issues with being disconnected from the game when loading into systems with many Fleet Carriers present. We are aware of this issue and are working towards a solution in a future update.
We apologise for any inconvenience caused by the stability issues and as above, we are working to resolve them as quickly as possible. Thank you for your feedback and understanding!
We're happy to announce that the next patch is expected on Wenesday 15 July. It will contain various bug fixes and the patch notes will be added to this post on Monday.
Today's patch brings a number of changes, primarily focusing on stability and Fleet Carrier fixes. These are due to go live at 10:00 UTC with 15 minutes of downtime expected.
Fleet Carriers
Setting a price for a commodity in the market management screen is now much faster.
Players can now use "-" when entering ship IDs.
Fixed an issue that placed Fleet Carriers in the barycentre when jumping to a binary system, even if space was present around the primary star.
Fixed an issue which could cause Fleet Carrier landing pads to be displaced.
Removed superpower faction logos from Fleet Carriers.
Fixed a bug which prevented SRVs from being restocked at Fleet Carriers.
Fixed the timing so that when transferring a ship to a carrier the "Incoming Message" audio now plays at the same time as the message arrives rather than immediately upon requesting the transfer.
Fixed a problem with stolen mission cargo getting stuck after being sold to a Fleet Carrier.
Fixed an issue positioning Fleet Carriers near stellar bodies with highly eccentric orbits.
Fixed some issues with bookmarking Fleet Carriers.
Fixed an issue with Limpets sometimes not being restockable at a Fleet Carrier.
Fixed an issue with Fleet Carrier shipyards incorrectly interacting with Powerplay control system effects.
Fixed an issue causing ship inventory numbers to be displayed incorrectly after selling items to a Fleet Carrier.
Background Simulation
Adjusted the way Retreat and Expansion conflicts are resolved.
Mining
Surface and sub-surface deposits on asteroids will no longer immediately respawn when re-entering the instance or switching to a ship launched fighter.
Galaxy Map
Fixed an issue which stopped Squadron Bookmarks appearing.
Installations
Fixed an issue with combat bonds not being correctly awarded for scenario objectives when over four players contributed.
Commodities
Galactic average prices were updated.
Stability Changes
Fixed an Orange Sidewinder connection issue when dropping into an instance with a Starport and Carrier Vendor.
Fixed a crash when entering the Commodity Market on a Fleet Carrier.
Fixed a crash when entering Holo-Me customisation at a Fleet Carrier.
Fixed a crash when purchasing a Fleet Carrier and immediately viewing it in the galaxy map.
ARX
Fixed a bug which meant that selected Fleet Carrier paint jobs would be removed when entering an instance.
The downtime will begin at 09:50 UTC, and we expect maintenance to conclude by 10:30 UTC.
In the meantime, here are the patch notes for what we're changing:
Commodity Market
Reduced repeat speed on market selection arrows on Compare Market screen.
Mining
Reduced the largest possible yield when subsurface mining for Low Temperature Diamonds by around 25%.
Decreased the effectiveness of the peripheries of Low Temperature Diamond hotspots.
Overlapping hotspots for Low Temperature Diamonds, when coupled with the new Subsurface Mining changes, were more effective than the centre of the hotspot itself. This change increases the drop-off of the hotspot's ring, reducing the likelihood that a double-overlapped hotspot is more lucrative than either of the hotspot's centrepoints. A well-placed triple hotspot will still be very effective at increasing the likelihood of finding Low Temperature Diamonds. This change does not affect any other hotspots or minerals.
Crashes/Stability
Fixed a disconnect triggered by selling exploration data at a Fleet Carrier.
Fixed an occasional crash when entering a system with a Fleet Carrier.
Fixed an issue with some bookmarks being missing.
Fleet Carriers
Fixed an issue which could cause a Fleet Carrier purchase transaction to fail.
Skybox will now correctly update after a Fleet Carrier jump without having to re-enter the instance.
Fixed a bug which allowed players to install additional Carrier services even if they didn't have capacity.
Fixed an issue with duplicate Fleet Carrier call-signs - this will cause all Fleet Carrier call signs to be regenerated as of 3.7.01.
Fixed some issues with stats not correctly updating.
Fixed an issues with carrier jump sequence not always proceeding correctly.
Arx & Customisation
Fixed an issues which caused some Fleet Carrier nameplates to be obscured.
Fixed the colour of landing pad 7 holo-marker on Fleet Carriers.
Fixed a crash that could occur when switching Fleet Carrier Layout.
Audio
Fixed missing ATC voices at starports.
Fixed issue with outfitting ambiance audio layering up on top of itself when going between outfitting and livery.
Fixed an issue with Engineer Remote Workshop ambiance persisting into the main game, and can layer up on itself too.
Text
Fixed missing titles for the audio logs associated with the Golconda.
Missions
Fixed an issue where a collect/source mission would request commodities on sale at the same location.
Fixed an issue which caused mission critical updates to not appear in the inbox.
Journal
Added a speculative fix for an issue that could cause the game to add excessive NavRoute entries to the journal when looking at the Galaxy Map.
Powerplay
Fixed the missing cooldown time which would allow players to repeatedly obtain their allocation of powerplay materials.
Background Simulation and Galaxy
Reinstated missing locations.
Ongoing balancing of Faction influence normalisation.
We'll add an update here once the servers are live again,
Thank you for sharing your feedback since the launch of Fleet Carriers! As a result, we will be having scheduled maintenance tomorrow at 09:30 (UTC) expected to last approximately an hour.
This patch will address various bugs and issues that you have reported to us, with the patch notes to come tomorrow.
Yesterday we launched the Fleet Carriers update. Thank you to all the Commanders who have shared issues they've faced so far. To address these, we are planning maintenance later today at 15:00 UTC which will require some downtime expected to last up to an hour. This post describes the key issues we intend to resolve during this downtime.
Missions
Some Commanders had their missions removed unexpectedly. This especially affected Commanders undertaking longer missions. We will restore missions from before the update to minimise the impact on players. Due to the structure of the missions system, this means that any missions taken after the update will disappear. We'll implement this in a way to make this as fair as possible - more details will be shared on this after the maintenance.
Powerplay
A server issue meant that Commanders were able to unfairly advance their chosen Power rapidly. Knowing the importance of Powerplay to many of our more experienced players, we have thought carefully about which steps to take next. As such, we have decided to rollback the Powerplay system to undo the effects of the disruption. This means that Powerplay will return to its state from before the update. This decision was made in the interest of maintaining fair play throughout the community.
Missing Sites
The same server disruption caused an issue whereby sites such as Dav's Hope, the Jameson Crash Site, Guardian sites etc. were not present after the update. These will be restored gradually throughout the course of today, with the bulk being re-added after the downtime.
Thank you all for your feedback! Please continue to use the Issue Tracker and sharing any new issues on the Known Issues thread.