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cyberpunk_2077

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#1  Edited By cyberpunk_2077
Member since 2015 • 627 Posts

@PETERAKO: Perhaps they'll add more benefits in the future. Stick with Haulers and Fighters.

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#2 cyberpunk_2077
Member since 2015 • 627 Posts

@mark1974: haha that's brill

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#3 cyberpunk_2077
Member since 2015 • 627 Posts

@mark1974: nice bases there.

Will try out the update today.

Looks awesome.

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#4 cyberpunk_2077
Member since 2015 • 627 Posts

PATCH 1.37 LIVE NOW

Hello,

Today we’re releasing Patch 1.37, which introduces a number of improvements including a new ship control scheme for PC players, an upload all discoveries option and improved trade product prices. This patch will be available today on PC and PS4 – read on for full patch notes!

PC control scheme

In this patch, we’ve added a new tethered ship control scheme for PC mouse & keyboard players. This option can be toggled, and changes ship controls to be cursor based, meaning you’ll be able to direct your ship easily using your mouse. In addition, PC mouse and keyboard players can now look around the ship’s cockpit by holding the ALT key. This new option will be active by default, and can be toggled back to the original control scheme via the General Options menu.

Other changes and improvements

  • Allowed economy Scanner to be used from the Quick Menu to locate an outpost
  • Improved prices trade outposts offer for trade goods
  • Added ability to hold backspace to delete text in text entry fields
  • Improved pagination of tech and product build windows
  • Improved pricing of freighters and freighter trade-in values
  • Added economy information to the galactic map for systems the player has already visited
  • Added a quick menu option to scan for outposts using an economy scanner
  • Increased tech fragment rewards for tech debris
  • Added a penalty to standing for killing civilian ships
  • Updated and improved terrain editing effects
  • Changed farmer missions to count plants grown anywhere towards requirements, including outside of player bases
  • Improved rewards given from factory and harvester buildings to avoid awarding known recipes
  • Improved fog and weather effects in low flight mode
  • Reduced FPS when the game is not in focus
  • Added categories to the item transfer window
  • Added a new send window to aid in transferring items
  • Improved planet temperature ranges
  • Improved storms on lush planets
  • Improved price comparison text on the ship purchase screen
  • Added “Upload All” button on the discovery page
  • Improved trade product pricing
  • Improved price modifiers for different economy types

Bug fixes

  • Players who find themselves a long way away from their mission destination can now use the log to reset the mission. The mission log will highlight missions and destinations over several thousand light years away with a red icon. Holding R3 or the middle mouse button over this icon will reset the mission to the most recent safe stage, allowing progress to continue.
  • Fixed an issue where some players did not receive all of the portal glyphs. If you experienced this issue, the next time you find a portal glyph, those that were previously missed should be restored.
  • Restored missing Atlas Seed blueprints to affected players
  • Fixed an issue that caused players to skip certain Atlas Stations
  • Reduced chance of multiple missions sending you to the same destination
  • Fixed landing of S-class ships
  • Fixed an issue in displaying temperature modifiers on hot planets
  • Fixed an issue with a particular Factory Raid mission which would prevent completion
  • Prevented failed timed missions remaining on the mission board indefinitely
  • Fixed issue where certain missions would incorrectly show markers in the galactic map
  • Fixed issue where planters on a player’s freighter would break whenever the freighter was moved
  • Fixed an exploit with teleporting between systems to trade
  • Prevented gas harvesters being constructed on planets with no atmosphere to harvest
  • Fixed number visibility when moving inventory items
  • Fixed an issue where player could not build item stacks in creative mode
  • Fixed issue where the economy description on the galactic map had untranslated text
  • Fixed issue where units would function incorrectly for players with more than the maximum amount
  • Fixed issues where maintenance components would require different repairs after rebooting the game
  • Fixed an issue where delivery missions were occasionally failing to register as complete
  • Prevented bounty missions failing if you choose not to attempt them immediately
  • Prevented terrain editing effects showing while you are in your vehicle
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#5 cyberpunk_2077
Member since 2015 • 627 Posts

@henrythefifth: Nice Deer lol

You can just save and sell them however making units will get easier as you progress. Try get your multi tool upgrades- Fauna and Flora analyzers!

As far as the pearls go you never really need them as such other than to sell them.

Will you be heading towards the HUB anytime soon?

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#6 cyberpunk_2077
Member since 2015 • 627 Posts

@PETERAKO:

[GUIDE V2] A guide to understanding the current Starship and Freighter economy in Atlas Rises

https://www.reddit.com/r/NMSGalacticHub/comments/6zflbg/guide_v2_a_guide_to_understanding_the_current/

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#7 cyberpunk_2077
Member since 2015 • 627 Posts

@PETERAKO:

Space, handling and stats bonuses.

Haulers have better shield

Fighters have better damage

Explorers have better warp

Shuttles are basic

Exotics are all rounders

Then the class type effects the level of bonus they get

S Best

A

B

C Worst

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#8 cyberpunk_2077
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@mark1974: just manufacturing, update due soon so may get easier to get the bps

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#9 cyberpunk_2077
Member since 2015 • 627 Posts

@mark1974: OK, spent plenty of time in kaka collecting nanites, researching mining tool spawns for masamune and unlocking blueprints using that one facility you marked.

Kept resetting after a few minutes. Just had to move to other areas.

I did however feel very lonely for some bizarre reason.

There were other ships but perhaps it was the few fauna and lack of colour.

I then found my self in God's playground lol love the name.

Collected nanites and glyphs (6) now.

This morning however I managed to take on a role in piracy myself and boy was it rewarding.

Yep I feel very guilty however 1000 nanites in 25 minutes is not bad I must say.

Will do this a few more time.

All in all very productive.

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#10 cyberpunk_2077
Member since 2015 • 627 Posts

@mark1974 said:

@cyberpunk_2077: Ha, I was just messing with you. If you want to move and build something different you definitely should. I think that's part of the fun. I'll probably move at some point too, assuming I find something good. Just post a comm ball on the old planet saying that the Living Glass Company is out of business. Wouldn't it be great if they let us have two bases?

Haha That would be a good idea and yes more than 1 base would be great too.

I think I'll be on the go for a while now....I have decided that I'll continue exploring, tracking down Nanites, Blueprints and upgrading my fighters weapons.

I'm looking to get myself all the Ballista and Beam upgrades. Not too worried about the Cannon. It's great having access to more than one ship as Each craft is specialized for specific roles. My Hauler is the Storage unit that helps with warping...saying that I've yet to try out the freighter.

The fighter will be designed for exploring and destroying the space pirates. One thing that could have been better are the slot layout on my fighter but I shall get on with it.

@henrythefifth said:

Well, I'm gonna have to go online before my base appears in your game, Mark. -I could try do that today, and also try to rename the planet. Now how does one rename planets???

Here's few more shots. In the first, mother saucerhead is feeding her child! Awwww!

Nice shots Henry, I must say that I do like your explorer.