Rebel Galaxy

Rebel Galaxy

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Rebel Galaxy > General Discussions > Topic Details
travis  [developer] Oct 25, 2015 @ 2:33pm
Patch 1.05 Notes (Live)
IMPORTANT: NOTE THAT THE SAVE VERSION INCREASES WITH BUILD 1.05 - SAVES CREATED OR UPDATED IN 1.05 ARE INCOMPATIBLE WITH ANY PRIOR VERSIONS OF THE GAME

1) Tactical options for all 16 turrets on Blackgate are available

2) Subsystem damage on turrets past 12 wasn't being stored, but now is

3) If you abandon a dead drop or retrieval mission then pick up the cargo AFTERWARD, it isn't marked for delivery, so you can eject or sell it. Also, retrieval mission cargo that gets jettisoned to a container due to other equipment on board the ship that was destroyed properly retains its tracking data

4) Can't bypass guild rank requirements in tradein situations

5) As a precautionary measure, if saves fail to compress at save time, don't write ANYTHING, to ensure that backups never get overrun. You will receive a message box in this circumstance, letting you know what happened.

6) If you have no missions, the on-station mission log won't erroneously show hidden mission data, and works the same as in-flight mission log now.

7) If you enter Charon, then immediately leave (or dock and undock), a gold diamond will be placed on the gate so that you don't have to go to the map to remember where it is.

8) Protect against an unbelievably rare chance that a mission could fail and complete at the same time

9) PC Steam Achievement stat resets fixed. I believe I've uncovered a Steam stats bug, which I've worked around now and it seems to work again. Very specific circumstances.

10) Mac Steam achievements should work again

11) Fix for scanning traders in a merchant protect mission after the mission is terminated causing a crash

12) Potential DX9 crash fixes for some users?

13) FIXED WEIRD SAVE PATH ISSUES!

14) Some new tweaks added to keep mission ships that are approaching you from following you ALL THE WAY ACROSS THE DAMN SOLAR SYSTEM if you decide to bug out.

15) Display of button on death screen was mapped to the 'A' control, not the 'Confirm' control which could lead to confusion if one was remapped. Also now always accepts ESC.

16) On dreadnaught ships w/ broadside beams there were cases where a near hit wouldn't register. Fixed.

17) Atmospheric damage scales w/ shield capacity, so that you don't become effectively invincible to atmo damage later.

18) Added camera zoom settings, just for you! (Located in the in-game settings menu)

19) Can't run 2 simultaneous copies of the game. Sneaking suspicion this was how some folks got save corruption, by simultaneously trying to save on 2 copies at the same time (since both receive controller input)

(Note for users with 'leftover' delivery/dead drop components. These will 'clean up' upon loading a game, after there are no dead drop or delivery missions in your log, and no story missions that require any deliveries. After that they shouldn't recur)
Last edited by travis; Oct 27, 2015 @ 1:47pm
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Showing 1-15 of 117 comments
obliviondoll Oct 25, 2015 @ 2:48pm 
Originally posted by travis:
3) If you abandon a dead drop or retrieval mission then pick up the cargo AFTERWARD it isn't marked for delivery, so you can eject or sell it. Also, retrieval mission cargo that gets jettisoned to a container due to other equipment on board the ship that was destroyer properly retains its tracking data

I still have a "DELIVERY" item sitting in my cargo hold from an early story mission (ID chip). I'm about 90% sure I'm not going to have any more use for it going forward, so I'm wondering if that's likely to be fixed by this update? It's only 1 unit of cargo, so it doesn't hurt much, but it's a little odd still seeing it there.
travis  [developer] Oct 25, 2015 @ 3:04pm 
Originally posted by obliviondoll:
Originally posted by travis:
3) If you abandon a dead drop or retrieval mission then pick up the cargo AFTERWARD it isn't marked for delivery, so you can eject or sell it. Also, retrieval mission cargo that gets jettisoned to a container due to other equipment on board the ship that was destroyer properly retains its tracking data

I still have a "DELIVERY" item sitting in my cargo hold from an early story mission (ID chip). I'm about 90% sure I'm not going to have any more use for it going forward, so I'm wondering if that's likely to be fixed by this update? It's only 1 unit of cargo, so it doesn't hurt much, but it's a little odd still seeing it there.

I'm looking at adding a catch-all to 'clean out' any lurking cargo, as long as you have zero missions associated with delivering stuff.
Ifret Oct 25, 2015 @ 3:08pm 
Was going to post a bug report on the Polaris about the turret option for turret 13, does this get fixed along with the Blackgate?
Last edited by Ifret; Oct 25, 2015 @ 3:43pm
axios2006 Oct 25, 2015 @ 3:12pm 
Actually tactical options of turrets reset when changing ship. If intended, please add a warn for the player. Thanks.
Folian Oct 25, 2015 @ 3:19pm 
Will you also fix the bug where you keep encountering the wrong enemies on side missions?
Nele_BiH Oct 25, 2015 @ 3:36pm 
cann you please add quick save button i cannot save game at all or load or anything cann someone pls help me'
travis  [developer] Oct 25, 2015 @ 4:28pm 
Originally posted by Ifret:
Was going to post a bug report on the Polaris about the turret option for turret 13, does this get fixed along with the Blackgate?

Yes!
travis  [developer] Oct 25, 2015 @ 4:28pm 
Originally posted by nenad0803:
cann you please add quick save button i cannot save game at all or load or anything cann someone pls help me'

If you can't save at all then something else is going on - there are several threads in the support forum on this. It is likely that you are somehow not running with administrative privileges -
FCZUR Oct 25, 2015 @ 4:35pm 
Since you can already save by exiting to title and then continuing game consider adding 'Save Game' button in the menu. Just a suggestion.
Folian Oct 25, 2015 @ 5:52pm 
a tip for a feature is to add priority list for turrets, like if set to fighters it wil shoot at fighters first, but when they are all shot down they will contionue to fire at other targets
Last edited by Folian; Oct 25, 2015 @ 5:57pm
Sparlexna Oct 25, 2015 @ 8:19pm 
Well I finished the main storyline and got the bigest ship with all tier 6 equipment (all particle laser tier 6) now I got nothin to progress :/ a new game + or some kind of dlc-expansion or atleast some "even bigger (maybe station-size) ships" would be great. the game is running good but on "trader protect" missions if you "scan" the ally ship it crashes. tried on 2 missions with 3 times each -_-

I also wanted to say the alien dreadnaughts looked too good I really want them (their destroyers were bigger than the biggest usable dreadnaught) and I would really really like a way to actually get my hands on them big dreadnaughts.

What I really hate is ;
1->the "warp inhibited" when my way is clear but I am passing by a tiny rock with my very heavy armored dreadnaught.
2->I couldnt find any "even longer" tracking beam (why isnt there a 3rd tier)
3->(I dont want to spoil the story so...) I would have loved that "somehow" we were able to get a "free warp device" that enables us to warp to any system without having to go one by one. that would have saved ALOT of time.
4-> trading becomes useless after mid-late game.
5->why arent there a tier 7 or alien style stuff on "charon" system? I was expecting an exotic upgrade to my ship there but turns out I already had everything I could get.
6-> even tho I have maxed militia rep whenever I say "would you help me" to a milita ship. they simply say "no scrub get lost" (or thats how it feels like) could you make a way to be an "actual milita" or atleast get them to work for us somehow.


All and all I must admit I loved the game and I might even go for a criminal way of playing with a new game. Hope you reply with your oppinions travis.

PS: I would loved to actually run my own station in future ;) maybe a mobile one :D
PS2: I beleve your next added thing should be adding a "priority" function to turrets. cause "only" modes are not working out good.
Last edited by Sparlexna; Oct 25, 2015 @ 8:21pm
It's Shas Oct 26, 2015 @ 3:02am 
I seem to have found a bug.
I have the industrial tractor beam (range 2sm) but the only thing I can attract at 2sm is cargo.
Ordonance, the big cargo boxes, dead drops still can only be attracted at 1.2 sm.

obliviondoll Oct 26, 2015 @ 3:17am 
Originally posted by It's Shas:
I seem to have found a bug.
I have the industrial tractor beam (range 2sm) but the only thing I can attract at 2sm is cargo.
Ordonance, the big cargo boxes, dead drops still can only be attracted at 1.2 sm.

I had this before the patch too. Don't think it's a new one.
HekatonCheires Oct 26, 2015 @ 3:29am 
bio-speciman something like this, still in my inventory.. it's not remove after quest finish.
twitch.tv/Remni Oct 26, 2015 @ 9:35am 
A Priority funcion for the turrets would be amazing. Would also like to actaully SEE the Rep for the Merchants and Mercenary Guilds. Currently you can only see your rank and you never actually see any kind of meter where the guild points are even going to. Just an updated Rep system in general would be nice, something more comprehensive
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Rebel Galaxy > General Discussions > Topic Details
Date Posted: Oct 25, 2015 @ 2:33pm
Posts: 117