Voyagers Update 6.0

The 2 dudes by the couch, what’s their names? Never even get a moment of my time.

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I always forget their actual names so I just call them Bert & Ernie.

I only really ever remember Hesperus name because if I wasn’t already so attached to my original Traveller species head, I would be using Iteration Hesperus instead.

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Hesperus’ pal is Gemini - every time I see him, I’m reminded of the Loudon Wainwright line “You gotcha dead cat, and you gotcha dead dog, and on a moonlit night, you gotcha dead toad-frog”.

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Definitely a toad-frog if ever I seen one.

100,000+ on steam ;0;

Half way to the tenth anniversary goal :wink: We could actually pull this off if timed with another groundbreaking update next August. I don’t know what they could do to grab everyones attention as much as bespoke ships you can dance and then glitch through with friends <3

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Now that I have finished the expedition, I am trying to up the stats on my corvette. I added the exp weapon. Added 3 mods to it. I see no change in damage potential

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In my main game, I maxed out the slots on a corvette, and added loads of class S tech upgrades. They make a huge difference.

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The corvette building pieces add weapons or upgrades, each additional upgrade from a building part is reduced in stats from the one placed before it.

Any parts beyond the third piece adding to a specific tech, will be cosmetic only and provide no tech slot. (This is separate from the other tech module upgrade limit, which means with these added module bonuses plus traditional ship tech upgrades, you can theoretically get better stats on corvettes than any other ship in the game)

The unique weapon from the expedition is a phase beam, so if you already have another phase beam weapon and three corvette modules that add to the phase beam bonus, you won’t notice a difference by adding the dead eye laser variant.

If this isn’t the case but you are adding to an already existing ship, the below bug explanation could be part of the cause you’re experiencing.

However I have noticed a big bug with this when it comes to re editing and already built ship

You can lose all the module bonuses from places pieces even if you don’t touch them.

For example, I was editing my tortoise…

It has landing bonus from three of the four landing legs I gave it and a few misc from reactors adding to shield and warp drive as well as two of each weapon adding additional bonus to three different weapons and with engine boosters adding bonuses to pulse drive.

I didn’t move or replace any of the core components, I just made changes to the hull parts, moved some around and added some to the underside.

All of the tech slots bonuses added by corvette modules are gone entirely from the ships tech slot area now as are all their bonuses.

I haven’t checked since if a restart restored this (it worked for the duplicating corvette tech errors) but will update if it does when I return to the game shortly.

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As far as I can tell (limited understanding of underlying process), there is an order in which the bonuses should be calculated. When you build a corvette, or edit an existing one, you don’t add the pieces in this order - so the calculations are off. However, when you start the game up, your corvette is recalculated in the order intended. As long as you don’t change anything, the bonuses should remain the same for subsequent start-ups.

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A restart seemed to do the trick and all my missing tech from corvette modules has reappeared within the starship menu.

@sheralmyst

I said earlier the dead eye cannon was for the phase beam but I was mistaken and it actually provides a bonus to/installs the positron ejector.

It just also seems to shoot a phase beam laser for me when that weapon is selected :person_shrugging:

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Jumped into my Mall Runner after being around all these huge Corvettes and it felt like I was flying a flea.

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Well my daughter’s game is dead. She was entering the atmosphere of a planet and the screen went black and crashed and it is stuck there. She even opted into 3xperimental and no difference

She did have a backup though and it works.

Unfortunately it is from before the expedition so she now has to start over.

I told her keep MP off and stay on experimental branch and I will give her a lift for the milestone.

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Sounds similar to a shader issue that crops up on console from time to time when entering atmosphere of specific planets.

If it happens again try clearing the shader cache and see if it remedies it

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She found her backup was 100 hours old so she reloaded the borked one and it worked. Go figure.

Any way, MP is kinda fun in these ships. but the sentinel milestone doubled up on us and gave us double of everything. We ran for our lives.

Funny thing was, we met in space for the skydive.

When we landed we found the sentinel battle had never deactivated for me.

In combat you cannot call your ship and mine was still way above the planet.

So we jumped on her ship and I told her to book it to the space station. All I could do was watch out the rear window and wish these things had a rear gunner position.

I saw my ship in the distance and waved goodbye

After some fancy maneuvers, we entered the space station

Watching the pilot is really quite amusing

My daughter’s ship

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I’m on PC but after each update and sometimes after significant patches, I run my system cleanup program that includes cleaning out the shader cache. My ego says that helps. :smiley:

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