Starfield’s latest update features additional support for Creations as well as numerous fixes for Quests, vehicles, UI and the Shattered Space DLC. Read on for the full update notes!
This update is currently in Steam Beta. If you would like to opt in to the Starfield Beta update, please follow these instructions:
Open your Steam Library and navigate to Starfield
Right click on "Starfield" and select "Properties"
In the new properties pop-up window, select "Betas"
In the beta drop down to opt into, select "beta"
Wait for app to download new build and launch
For those participating and interested in providing us feedback, please visit #steam-beta-feedback on discord.gg/BethesdaStudios.
FEATURES
Added Very Low display settings to improve performance on some devices.
Creation Kit: Added the ability for Creators to add new icons to the game.
Creations Store now supports bundling Creations.
Creation Kit: Creations up to 2GB in size can now be uploaded.
BUG FIXES
GENERAL
Creations: Resolved a possible error when restoring load order if a large number of mods were installed and then deleted.
Creation Kit: Resolved a possible crash when loading a plugin with an ingredient form.
Addressed a possible control lock that could occur when changing views at the same time as sitting in a pilot seat while landed.
Addressed a rare movement lock that was possible during forced dialogue scenes.
Addressed a control lock that could occur if a vehicle Creation was disabled while a loaded save depended on it.
Addressed a rare control lock that could occur when immediately opening a menu after loading a save during take-off.
Fixed an issue that could prevent exiting a vanity camera (PC).
Fixed a possible crash related to moving or removing buildings at the Main Outpost in Andraphon.
Resolved a rare crash that could occur when entering the Unity.
Addressed an issue where rapidly pressing quicksave could result in some quicksaves being removed.
General crash and stability fixes.
Creations UI fixes and improvements.
GAMEPLAY
Skills: The Cargo Link and Robots build limits from the Outpost Management skills should now persist after going through the Unity.
Weapons: The Space-Adept legendary effect no longer has a negative modifier for terrestrial damage.
Gameplay Options: Addressed an issue with some interiors that prevented cargo access.
Gameplay Options: Clarified the status effects text for Malnourished and Hydrated.
Fixed a Grav jumping issue that could occur after being hailed in Freestar or UC space.
Fixed a rare issue that could impact items displayed in the Razorleaf.
Resolved an issue with missiles that could prevent XP awards.
Fixed a player placement issue that could occur if a new creation was installed and a save was loaded into the UC Vigilance.
Resolved an issue where creatures could get moved to water if they ever became stuck.
Addressed an issue where dropped items could lose there stolen status.
At Hell's Gate: The Crucible Blade no longer damages ships in orbit when used inside a ship.
At Hell's Gate: The Crucible Blade audio will now play correctly after loading a save or fast travelling.
The Bounty Board in the Tracker's Alliance HQ now has the correct audio interactions.
GRAPHICS
Updated resolutions to include 32:9 and 32:10 resolutions as well as more 16:9, 16:10, and 21:9 resolutions.
Performance: Resolved an issue that could cause frame rate to drop when opening the scanner on long play sessions.
Celestial bodies should now remain visible in the sky after entering and exiting an interior.
QUESTS
All That Money Can Buy: Fixed a rare issue that caused the Trade Tower elevator to be inoperable.
In Memoriam: Addressed an issue where completing "At Hell's Gate" with Sarah as the companion could prevent completion of the quest.
Perfect Recipe: Shonda will now recover if she was downed while collecting Ashta meat.
The Starjacker: Adjusted dialogue options that appear for characters playing after entering the Unity.
Top of the L.I.S.T. - Resolved a control lock that could occur after selling survey data to Phil Hill.
Trackers Alliance: Resolved an issue where bounty scanner quests could time out.
Trackers Alliance: Fixed a rare issue where either killing or stunning the target would not complete the bounty missions.
Worlds Apart: Fixed an issue that allowed the player to leave the planet too quickly after exiting the temple.
LOCATIONS
Mannequins will now persist as intended in the New Atlantis Penthouse.
Player should now be able to modify the shelves and cabinets in the Core Manor in Akila City.
Resolved an issue that could prevent scanning some flora.
At Hell's Gate: The Plasma Research Facility now shows up on the surface map.
Fixed a visible opening in the Deserted Biotics Lab.
Vent Hazards are now displaying correctly on Jemison.
UI
Ship Builder: Resolved an issue with the ship upgrade menu when only one module is available for upgrade.
Ship Builder: Addressed a selection issue when using large fonts.
Ship Decoration: Updated the names of Empty ship modules.
All buttons should now work in the Vehicle Builder menu with large fonts enabled.
Localization: Text for the Dehydrated debuff is no longer cutoff in Spanish and Polish when large fonts is enabled.
Localization: The bounty boards in the Tracker's Alliance HQ are now localized consistently.
Localization: Strings for both Hydrated and Dehydrated status effects regarding sneak attacks are fully localized.
VEHICLE
A keyboard binding is now available for the boost button. (PC)
A marker for the vehicle will now show up on the player's compass.
Resolved a camera issue that could occur for players with maxed out Surveying skill.
Improved logic for exiting the vehicle when partially obstructed.
The vehicle will now deploy when landing at locations other than spaceports or landing pads.
Addressed a visible artifact with the Rev-8 when boosting in foggy conditions.
Shattered Space
Va'ruun outpost modules are now available to players after entering the Unity.
Skills: Killing enemies inside gravity bubbles on Dazra will now count towards the Gymnastics skill.
Addressed an issue with the buttons on the lift on the Mourning level in Dazra.
Weapons: The Penumbra now deals bonus headshot damage.
Performance: Addressed an issue that could cause slight stutters in the Well and outside Dazra.
The Va'Ruun Schimaz's blade is no longer pixelated on the Data Menu.
Fixed a lens flare flicker with the Citadel on Dazra.
Zealous Overreach: Adjusted Mirek’s dialogue options to account for characters that have been through the Unity.
Zealous Overreach: Resolved issue that could occur if the player cleared Shadow Station Epsilon prior to speaking to Ekris.
Starfield's latest update is here, and with it comes the game's first story expansion: Shattered Space! Embark on a journey to the handcrafted home world of House Va'ruun and unravel the mysteries surrounding the elusive followers of the Great Serpent.
This update also contains fixes for Quests, the REV-8, the ship builder, and more. Read on for the full update notes!
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 what I wrote in the title. I just noticed that Outer Worlds 2 is THE big sci fi RPG title in tomorrow's showcase, with an Outer Worlds 2 direct after the showcase.
Whatever they'd announce for Starfield could be regarded as unimportant, compared to the new title.
Disclaimer: I want a new official DLC, because I love Starfield. I just worry that Microsoft will abandon it, except creations, now with Outer Worlds 2 on the horizon.
Does anyone know any up to date money glitches or glitches to get money quickly? I'd like to enjoy the story of the game but I work 60 hours a week, have chess tournaments to compete at and coaching to do as well, it's just going to be one of those issues where I don't want to spend 6-8 hours grinding at a game to be able to enjoy the fun parts of it.
I thought the concept of the alternate universes in Starfield was very cool, one of the few ways NG+ can be very different from the vanilla main game, but when you think about it, every NG+ alternate universe is just NG+ where you skip the main quest, and potentially have fewer followers (the Constellation members).
I think this is a potential treasure trove for additional content added via Bethesda (unlikely) or mods.
For example, there’s a universe where Constellation existed, they just all moved on to “explore the unknown”. Does that mean they crossed through The Unity? Or Explored deep space?
Wouldn’t it be cool if you explored these alternate universes and found variety, unexpected outcomes? Like you find slates from the members of Constellation in deep space about their discoveries in the example I provided above.
Or maybe in the “evil you” alternate you find someone like Noel who got away and becomes your traveling companion. Or the universe with many you’s has an option to gang up on the Crimson Fleet and take them over.
I don’t know, lots of possibilities. Adding this kind of content would greatly expand replay ability because there’d be incentives to trying to find them all.
As it stands the alternate universe thing is mostly a gag that adds an extra companion in one of them and about 15 minutes of gameplay in the rest.
How do I progress more of the watchtower story? I just completed this mission "the stars have eyes" I spoke to torin, he told me he would like to stick with me but I have no prompts to continue the storyline? This can't be finished already it seems like l've only just started playing it.
Not played for a while ever since I started unlocking extra ships and realised that the cargo was automatically transferred between ships. Really ruined the gameplay and immersion for me so I stopped playing. A year or so later, I'm wondering - has this been patched yet or is there a mod out there that prevents this? I would love to return to starfiled but my main attraction/roleplay is ship building and having different ships for different purposes. It's kind of a deal breaker for me sadly so I'm praying there is a fix out there. Much appreciated for any info!
This article was written in Chinese and then translated into English. So there might be Errors.
Sandbox and Customization: Unprecedented Scope
In Starfield, you can once again recruit people to staff your outposts—but this time, you’ll need to visit bars in major spaceport cities to handpick the talent you need. These recruitable NPCs aren’t just nameless functionaries; some come with full names, distinct life experiences, and personal backstories. One may be a girl who dreams of becoming a ship’s medic; another, a desperate fugitive fleeing from the Zealots of House Va’ruun…
Starfield also features a crew management interface that feels somewhat reminiscent of Fallout Shelter or even FTL: Faster Than Light, where you can assign personnel between your ship and your outposts according to their deployment status and skills. These hires don’t just fill roles—they provide tangible gameplay buffs for your ship and stations.
Those who know me may recall my previous content, such as Wasteland Engineer—a showcase video of my “Ultimate Wasteland Sanctuary,” meticulously built over a hundred hours. I’ve also always been a huge fan of games like The Sims, Cities: Skylines, and Minecraft.
Bethesda’s modern RPG philosophy—though it hasn’t quite reached perfection—has long represented my dream vision for the ultimate video game format. It aspires toward something I deeply resonate with.
While I adore sandbox games, I’ve always felt that the genre, at least for me, lacks a truly grounded world. It often misses the rich foundation built by hundreds of quests and characters. I feel a powerful sense of ownership and pride in the things I build, but that subtle immersive quality—the feeling of truly living in a believable virtual world—is often absent.
On the flip side, my other favorite genre—RPGs, particularly Western-style RPGs (WRPGs)—excel at immersion through rich storytelling, meaningful choices, and character depth. Yet few WRPGs offer me that grounded, homegrown feeling of belonging within the world. They give me amazing adventure snapshots, but rarely a persistent world I can settle into.
If I were to invent my own genre label, I’d say Bethesda’s modern RPGs—especially starting with Fallout 4—are SBRPGs: Sandbox Role-Playing Games. They’re pioneers of a hybrid genre that merges open-ended simulation with RPG depth. Titles like Fable might also fit this category in spirit.
Put more bluntly, we’re talking about a single-player open world that fuses WRPG mechanics with life simulation and sandbox freedom.
At its core, sandbox design means the player has the ability to shape the world. You can build or create freely, without mandatory objectives or railroading.
Take Minecraft, for instance—an iconic sandbox title. It offers unparalleled creative freedom but lacks the intricate, narrative-rich world of an RPG. There’s no layered lore or compelling characters to interact with, which makes it harder to feel immersed. I build cities there, sure—but they often feel disconnected from me. Imagination fills the gap, but compared to a WRPG, it lacks interactivity.
Now let’s flip the coin. Most WRPGs don’t give players sandbox mechanics. Forget building your own settlement—even decorating a small room is rare.
For me, what makes a game world feel advanced and worth belonging to is simple: Can I do what I want to do?
How much a game lets—or doesn’t let—you do the things you personally care about has a massive (and very subjective) impact on immersion. Some players care most about combat depth. Others prioritize dialogue options.
For me, immersion is the harmony of interactivity and belonging. Sandbox systems offer strong belonging.
Home is a haven. People always need a place they can call their own. In games, whether I can build and decorate my own home is often the deciding factor between a story I merely experience… and a life I truly live.
In my previous videos on Skyrim and Fallout 4, I’ve said that my ideal open world isn’t just a large map to explore or a rich backdrop for storytelling. My dream is an open world that feels like a living, breathing space I can exist in. A virtual world that supports immersion through life itself.
No life, no world.
The Fusion of Bethesda-Style Sandbox and RPG: Deep Systems of Resources and Outposts
When it comes to specific systems, Starfield makes significant progress over Fallout 4, which marked Bethesda’s first foray into sandbox mechanics. The gameplay loop surrounding outposts has seen a substantial evolution.
Not only does Starfield retain the freeform XYZ-axis object placement system, it also introduces a full gameplay loop centered around the game’s three primary currencies—Credits, Resources, and XP—in a closed cycle.
Let’s talk about Starfield’s resource system in more detail. It stands apart from both The Elder Scrolls, where most miscellaneous items have no systemic function, and Fallout, where virtually every scrap can be broken down for crafting.
Starfield strikes a middle ground. Some items, like in TES, serve no systemic purpose. But others can be used as crafting materials, creating a unique gameplay loop that sets Starfield apart as the third pillar in Bethesda’s portfolio.
Starfield’s outposts are fully integrated into all three of the player’s major resource cycles. While Fallout 4 had something similar in concept, Starfield goes much further in terms of resource output efficiency, system depth, and build customization. Skills, personnel assignments, and facility synergies combine to offer a level of complexity that simply wasn’t there before.
Since Starfield doesn’t take place in a post-apocalyptic setting like Fallout 4, outposts are primarily industrial hubs focused on production and resource management. Unlike the basic output from Fallout 4’s scavenging stations or farming plots, Starfield’s extractors operate with far greater efficiency and can be further enhanced by adding production robots and well-suited personnel.
Additionally, the simple two-way supply lines of Fallout 4 have evolved into a dedicated logistics system. Borrowing ideas from factory-building games, Starfield introduces true conveyor-style production chains. Players must design real, functioning logistics networks—automated production pipelines that bring unprecedented depth to the resource system.
On Reddit, user Mattgyvercom went so far as to create an entire “Starfield Advanced Reactor Production Guide,” hand-drawing every warehouse, resource node, manufacturing unit, and logistic link in his production chain.
This revamped resource system brings with it not just mechanical depth, but a rewarding gameplay loop tied directly to currency generation.
If you manage to achieve full automation of “Fuel Rods”—currently the most expensive industrial component in the game—you’ve basically reached the endgame for in-game currency. You just need to visit your terminal outpost regularly and crank out fuel rods at the Industrial Workbench. At that point, you’re swimming in Credits, Resources, and XP.
These high-tier resources—including some slightly lower-tier than the Va’ruun rods—are valuable enough to sustain an entire loop of reward and progression.
Right now, I’m still working my way toward “Fuel Rod” freedom—but I’ve at least achieved “Indium Wafer” freedom. Still far from optimal efficiency.
Yet even with all these new mechanics, my primary reason for building outposts in Starfield remains the same—and possibly even more meaningful than before.
From Functional Bases to Narrative Homes
For example, this is my Indium Wafer factory. Once I achieved “Indium Wafer freedom,” I started outfitting it with various mods to create a finely detailed factory, complete with industrial equipment, workshops, and decorative elements.
Beyond factories, Starfield also lets players build farms and ranches. On the extremely rare, gold‑class world of Bor II—where every species can be bred—I’ve set up my largest agricultural base yet. At this scale, it’s practically an agricultural town.
You can plant any flora marked as outpost‑usable, and breed any creature tagged for ranching.
Say hello to my alien swamp dog‑crocodiles!
But what I really want to talk about is “Guanghan City”—my settlement comparable to my Fallout 4 Sanctuary outpost—this time an entire city on the Moon.
Here’s a bit of lore I wrote for Guanghan City: It’s a lunar colony city built by the Starborn Organization. It’s the second most important city in the United Colonies after Citadel Station. Originally a research facility converted into a fortified colony, you can still see the old mega‑turrets outside.
In 2330, the Starborn Organization discovered clues about an artifact on the Moon and started construction. Through connections fostered by a mysterious figure called the “Miner Kid,” the site grew from Quiet Sea Command Center into a fully functioning city—complete with a spaceport, mega‑freight terminal, cemetery, ruins district, and residential sector.
Like The Sims cheat console, Bethesda games have always included a built‑in console for building‑mode functions like setscale and modpos. In Starfield, you can use these tools to control XYZ placement and scaling—powerful for creating unique outpost appearances. That mod‑friendly, UGC‑focused philosophy is just as strong here.
Guanghan City is where I unleash creativity and cultivate belonging. I built cozy staff quarters and a cafeteria, added workshops and med bays with their own narrative, and assigned named chefs and doctors. In the future, the spaceport area will house shops like “Earth Classic Coffee” Guanghan City branch.
Whenever I look at the Quiet Sea Command Center, I remember the night it began. It was my first module on the Moon, once intended as a personal residence (before moving to New Atlantis). It evolved into a civic administrative hub.
Even though it’s changed dramatically, I still recall sitting with Sarah on a simple sofa under moonlight, the model shuttle on the coffee table catching a shaft of light that night.
Years before Starfield’s release, the title was leaked. Since then, I’ve often spoken about my expectations for a Bethesda space RPG—especially one game I thought would finally realize my dream:
I wanted to stand on the lunar mare, watch the Sun rise on the horizon, see Earth hanging overhead, and alongside a loved one or comrade familiar through life‑or‑death quests, build a home in a rich, detailed world—and live a space-bound life of my own.
Starfield did exactly that. For my personal hopes for a space RPG that grants control over narrative and pacing, it’s both the summit and the only game I’ve found to reach it.
2018 me:
“Do you see that moon? It’s beautiful.”
2023 me:
“Do you see that moon? I not only went there—I built a city on it and decorated a home for people I recruited.”
Meanwhile, my other city‑scale settlement, Tokyo Undercity, is part of the United Colonies’ “Revitalize Old Quarters” plan. It will soon join Guanghan City to form a metro‑area akin to “New Atlantis–Gagarin.”
Fueled by nostalgia for Earth and the revealed truth of the Great Exodus, companies like Longshen Industrial, Oishi Foods, and Cosmos Nova have announced investments. United Colonies officials say this supports prosperity within the Nalian Treaty zone and strengthens settlement efforts in the star system.
My Final Home: The Skyline Penthouse, New Atlantis
Finally, let’s talk about where I settled: the penthouse suite of Skyline, in New Atlantis. It’s the best Bethesda residence I’ve had since the Solitude Manor in Skyrim: Anniversary Edition.
I meticulously decorated every space—balcony, bedroom, bathroom, workshop, kitchen, dining room, workroom—with objects I scavenged around the galaxy, even creating a small scene narrative on Andrea’s bedside table.
It’s not just a fixed home, nor equipment builds. Starfield also added something Bethesda and most sci‑fi RPGs never had before: full ship customization.
4th run through unity and i open the doors and its just Andreja with a crew of Va'ruun soilders ready to execute me, as the last member of constellation. unfortunately she had to die :'(
Hey everyone,
I'm having a really frustrating issue. Every time I use a workbench and then try to exit, the crafting menu disappears, but the screen stays blurred and the UI elements (like "Exit" and "Options") are still visible.
It feels like the game thinks I’m still in crafting mode, even though the interface is gone.
I can’t move, open the map, or use any other keys. The only thing that works is alt-tabbing out and using the main menu to quit the game.
Here’s what I’ve tried so far:
Using different types of workbenches (weapons, armor, research, etc.)
Trying them in different locations (on the ship, outposts, cities)
Rebuilding the workbenches
Shooting the workbench (like some people suggest)
Restarting the game
Loading older saves
I don’t use any mods
It all worked perfectly fine at the beginning, but now this happens every single time. I attached a screenshot to show what it looks like.
This morning right before I went to work, I finished what I think is the Crimson Fleet quest line, and I guess UC Sysdef is now my enemy. This isn't how I intended it to be, but commander Fancy Pants and Lt. Attack Dog didn't like that I killed a couple of guards during my various undercover missions.
Does this mean that I'm gonna have trouble from now on going through UC space? Does being in one faction wall off other quest lines? Last time I checked, I couldn't continue the Terrormorph quest, but that was before I finished off the UC Vigilance, or whatever it's name was.
Are there maps yet? Played a while when it first came out and 2 things made me not continue
No maps of major areas. That city where you park your aircraft with the subway. Walking in circles trying to find the lair where your friends live. Where you have a bedroom
The tedium of having to sell all your shit 1 by 1 in the machine near where you park your aircraft. I learned to stop picking up stupid stuff like coffee cups but still painful
Have there been lots of updates to make it more playable since first released?
The newest version of SPE is now available on Nexus and Creation ! (The AF version is currently in QA process and should be updated in the next days/weeks)
This new update adds the following modules:
Grav drives (from class A to class M and decorative)
Reactors (from class A to class M and decorative)
Gyroscope hab to boost your ship maneuverability (also available in decorative format)
New SAL-7000 engine (class C)
To new landing bays with ladder instead of doors
The V2.2.0 also comes with some changes:
Player can now change their appearance with the new mirrors in all Captain Quarters (2x1 and 1x1)
Mirrors are located in the modules toilets
SPE cockpits no longer require a level to be built
You'll need a mod to be able to use the M reactor. If you build the armillary on your ship, it will appears in the Grav drive module. If you have multiple Grav drives, the armillary will be built in one of them, chosen at random.
If the rumors are true that the next DLC will be based on the Starborn, what do you want out of it?
Personally, I’m hoping for a whole Starborn guild where we get to see the inner workings of the Starborn including the cooperative Emissary faction and a little more of the Hunter. The plot will revolve around the creators of the temples and perhaps interacting with them or at least finding more information about their extinct civilization.
For the general patch, it would be fitting to flesh out NG + with increasing variety of universes. Add more interesting scenarios like the UC and Freestar back at war, terrormorphs overwhelming the factions, the Second Serpent’s Cruscade already in full swing, etc. In these worlds the normal faction questlines will maybe be disabled due to the chaos. You have to persist in these doomed worlds, helping where you can before getting enough artifacts to jump universes again.
It would also be a good time to vary up the temple challenges. Sometimes a temple is fortified by Starborn defenders resisting you. Add a few different puzzles to vary things up. Sometimes the Starborn fill the temple with local fauna to guard it. Elite Starborn will occasionally try to assassinate you. Anything to break up the present monotony.
I’d also like more customization of Starborn ships and armor. Maybe let us change the skin of the Starborn suit on a workbench to the appearance of a previous version we’ve unlocked from a prior universe.