I really can't be bothered to care about a DLC to a game I will probably never play. This shit should have been part of the game day one, it's painfully obvious Varuu'n were going to be a major faction and cut at the last moment.
The only exposure I will get out of it will likely be the inevitable MATN video and maybe the Patrician one if he's going to bother making a followup to his 9 hour epic. If anybody here actually plans on trying the DLC out, do feel free to let us know if it completely overhauls the entire game and makes installing a 100GB+ 70$ game worthwhile.
Speaking of which, it should be pointed out that Outer Worlds had two DLC packs, which could be compared to how Fallout New Vegas handled it's DLC as far as quality is concerned. Watch Shattered Space get mogged, once again, by Tim Cain's game even in that department.
If the enemies were aliens they'd have to get creative and come up with why the aliens would want to shoot at us, and we can't have that because it'd take away from the devs' dilating time.
If the enemies were aliens they'd have to get creative and come up with why the aliens would want to shoot at us, and we can't have that because it'd take away from the devs' dilating time.
They already have enemies that shoot at you though. The Varuun Zealots.
Unless they're going to re-establish the weapon preferences to enemy factions, there's really nothing that differentiates Spacer, Ecliptic, Zealot and Crimson Fleet besides their armor.
That's what I'm saying. At launch, Varuun only used their unique Particle Beam weapons. Crimson Fleet used their unique ballistic weapons, Ecliptic used lasers and Spacers used a mix of everything. (it's possible this extended to friendly factions too with New Atlantis using Allied Armaments and Freestar using Laredo, but I didn't pay enough attention to notice nor am I going to do the research now)
At some point they patched it so everyone used everything instead of having a specific weapon type. I still have no idea if it was supposed to make it harder or easier to find the Varuun particle beam weapons, but I'm convinced it had to do with that because they're the best weapons in the game.
The pain blade, another useless melee weapon that you can loot when you never play melee throughout the entire game.
I wish the loot system was based on the type of enemy and the perks that you have unlocked. Nothing more annoying than looting a legendary weapon and it's just another fucking knife.
In this video they mention handcrafted content, and don't say anything about procedural generation. Maybe Bethesda started noticing the popular criticisms of Starfield's design.
The pain blade, another useless melee weapon that you can loot when you never play melee throughout the entire game.
I wish the loot system was based on the type of enemy and the perks that you have unlocked. Nothing more annoying than looting a legendary weapon and it's just another fucking knife.
It depends, I think it's based on RNG too. Same thing with the clothes that you might be able to loot, 90% of the time you can't get what they are wearing.
I'm pretty sure they'll drop whatever weapons they are using
But as far as their armor goes, it's random if what they are wearing is lootable. They'll also have other shit randomly on them. So maybe they'll have some legendary RNG bullshit weapon on them that they weren't using, or they might just have like a fucking ham cube.
I THOUGHT Fallout 4 was like this, but it's been so long since I played I might be misremembering.
Fallout 4 was their last game where you could take everything a NPC had on him, including the clothes and armors, leaving the person with his underwear.
Fallout 4 was their last game where you could take everything a NPC had on him, including the clothes and armors, leaving the person with his underwear.
Huh, I wonder what game I'm thinking of cause I swear when I first played Starfield I was thinking that I was annoyed with the system with another game already so it was extra annoying to see it again.
It depends, I think it's based on RNG too. Same thing with the clothes that you might be able to loot, 90% of the time you can't get what they are wearing.
This is the kind of crap that should have been ironed out even before playtesting. Legendary <enemy type> should only spawn with legendary <weapon type correlating to enemy type> and in this case should also do the time honored Bethesda tradition of equipping their highest value gear so you know what the heck they even have.
This is the kind of crap that should have been ironed out even before playtesting. Legendary <enemy type> should only spawn with legendary <weapon type correlating to enemy type> and in this case should also do the time honored Bethesda tradition of equipping their highest value gear so you know what the heck they even have.
Edit: I guess they released a beta update yesterday.
Features
Creation Kit: The automated process used to create models for Distant LOD is now available
General
General performance and stability improvements
Resolved an issue that limited the number of loaded creations to 255
Lighting changes and enhancements have been made throughout the game
Made several visual improvements and bug fixes for weapon models
Improved player headtracking when exiting dialogue
The player's camera should no longer be jostled when jumping
Gameplay
The Annihilator Particle Beam damage-over-time effect no longer affects Companions
Robots and Turrets will now take damage from EM weapons
Crafting: Addressed an issue with The Boom Pop! Dynamite recipe
Elite Crew: Autumn Macmillan no longer repeats herself when asking about her sister
Addressed an issue with Crowd behavior near The Well elevator in the New Atlantis Spaceport when combat is initiated
Quests
Brownout: Addressed an issue with progression after speaking with Joyce Osaka in New Homestead
Due In Full: Addressed a rare issue with The Delinquent Space Ship appearing
Eye Witness: Player can no longer enter the destroyed ship on the spaceport landing pad
Hostile Intelligence: Addressed an issue that could cause the door to the Security Office to be inaccessible if they fast travel away and wait during this quest objective
In Memoriam: Addressed an issue that could prevent progression during the "Speak with Sarah" objective that takes place near the waterfall
In Memoriam: Fixed an issue that could prevent the objective "Proceed to Cassiopeia I" from completing if the planet had been visited previously
Leader of the Pack: Addressed an issue that could prevent the Ashta Alpha from being aggressive
Legacy's End: Addressed an issue that could prevent interaction with Delgado if siding with SysDef
Legacy's End: Released Crimson Fleet prisoners will no longer target Ikande after obtaining weapons
Managing Assets: Addressed a rare issue that could prevent Tomo from appearing at Paradiso
One Giant Leap: Fixed an issue that could cause incorrect music to play during the Unity Scene
One Giant Leap: Addressed an issue with Audio that could occur during the credits
One Small Step: Resolved a rare camera issue that could occur if the first Crimson Fleet ship in the tutorial is boarded
Revelation: Addressed an issue with Quest Target consistency in the final encounter
Rook Meets King: Dmitri Moldavski will now respond as intended if Austin Rake is killed during the encounter
Rook Meets King: Addressed an issue where one of the Ragana crew was using the incorrect weapon animations
Rough Landings: Fixed a rare issue with Milena Axelrod's ship to appearing
The Best There Is: Addressed an issue that could prevent Huan from moving to the Jade Swan after the first meeting
The Best There Is: The Jade Swan is now accessible if the player still has the "Search and Seizure" quest active
The Best There Is: Addressed an issue that could make the UC Vigilance difficult to locate because it was very far away
The Showdown: Resolved an issue that could cause the door to the Strikers Hangout to remain locked
Locations
Akila: Updated some textures in the Slums
Akila: Resolved a collision issue with bunk beds
Deserted Biotics Lab: Fixed missing panels on the exterior floor
Lair of the Mantis: Resolved a minor texture issue that could appear on some panels
Londinion Steam Tunnels: Fixed collision in an area that could allow players to get out of bounds
Maheo I: Closed an open gap on the roof of Sonny Di Falco's Mansion
Neon: Nyx's Apartment: Fixed an issue with collision in the area
Neon: Addressed a collision issue with grated panels in Ebbside
New Atlantis: Addressed small areas where water in the lake North of New Atlantis could appear to intersect terrain
Stroud-Eklund Staryard: Addressed collision in an area
The Clinic: Addressed a visual issue that could appear in Dr. Cassidy's office
The Red Mile: Addressed a collision issue under the platforms in the final area
Ships
Ship Builder: A new option has been added to the game settings to allow for toggling Flip Merge behavior use
Ship Builder: Fixed an audio issue that could occur when deleting a hab
Ship Builder: Fixed a crash that could occur when modifying a ship that contained a live mine
Addressed an issue that could allow non-sellable ships to be sold to vendors
Vehicle
Addressed an issue with Set Active in the Vehicle menu when using a gamepad
Fixed an issue with the position of Wheel VFX
Addressed an issue with opening the Favorites menu while entering the vehicle
Name plates and health bars will now display consistently while in a vehicle
Settings for look sensitivity will now affect the vehicle camera
Kaiser and Vasco will no longer both sit in the Rev-8 when following the player
The vehicle icon will no longer display in interior maps
The vehicle lights will no longer be automatically on when loading a save
The fast travel distance for the vehicle is now in-line with other POIs and landed ships
UI
Xbox Display Settings: Resolved an issue where setting the frame rate target to 60 would automatically revert the priority back to performance
Removed a debug string that would display when uploading saves on Xbox to Customer Service
Updated the Skills menu to resolve an issue in Large Font Mode for certain languages
Resources with long names are now truncated for Large Font Mode when scanning
Resolved an issue with Large Font Mode in the Barter Menu when selling higher quantities of items
Temporary text will no longer display if you quickly select the "Continue" option from the Main Menu
Ship registration costs will now display the accurate amount both on vendors and the hangar menu
Addressed Mass display when selling items from ship cargo
Skill Challenge pop-ups will now have truncated text instead of shrunken text where applicable
Resolved an issue with gravity wells appearing on the Missions Menu when opening it from the Starmap
Location names and quest objectives will now truncate properly on the planet map
Creations store title displays fully in all languages
A message prompt will appear when trying to load a save where a Creation is unavailable on the current platform
Weapons will default to their original skin in menus if a weapon skin creation is disabled
Addressed an issue with sorting for Best Results in Creations menu
Addressed an incorrect notification of insufficient credits when an exceptionally large number of credits are available
Ammo counts should now display correctly for values over 100,000
The damage popup can now display numbers larger than 4 digits
Addressed an issue caused by aiming down sights while pickpocketing a character
Crew menu will now correctly display when someone is assigned to the player's home
The repair button is no longer visible in the hangar inspect menu
Resolved an issue with waiting that could briefly cause unintended text to appear
Healing items now preview the amount of health restored
Storage containers will now have their weight updated when all items are cleared from them
The ship marker in the scanner will display at the correct location when docked at a space station
Crafting completion confirmation prompt will now be spaced correctly for longer titles
Tunneling creatures will no longer show their nameplates or quest targets when tunneling
Scanner Anomalies can now be a landing target while piloting a ship in orbit
Audio
Increased center channel audio usage for surround sound setups
Addressed an issue that could cause power allocation audio to play repeatedly while the engine system is damaged with one power allocated
Ecliptic Mercenary voices now use the same filtering in all languages
Basically a bunch of bug fixes, but I am going to laugh if the new new lighting changes they implement break photo mode that they just fixed last month after the first new lighting changes were added.
I'm mostly posting this to laugh at the people on reddit who were sure that this "big update" before the expansion would be some huge POI overhaul that would save the base game.
Although I did recently see a discussion where they are questioning why there ever was a Colony War when they seemingly don't use their own planets that much, let alone the 1000 other planets in all the other systems Bethesda felt was necessary. So some of them are waking up.