10 days ago - /u/Giraffasaur_ - Direct link

https://preview.redd.it/g7sziaviy5sd1.png?width=1559&format=png&auto=webp&s=b44c304f1f74934360393e717f62aceb2279f46b

Titans brought massive encounters and a few tiny bugs. Today, update 1.3.43094 releases on PC and Xbox, brings a bunch of community-requested fixes and tweaks to our space adventure.

Find the full changelog here:

Steam - https://store.steampowered.com/news/app/1128920/view/4704662705468142784

Website - https://www.everspace.game/en/?p=4411

External link →
10 days ago - /u/Giraffasaur_ - Direct link

https://preview.redd.it/g7sziaviy5sd1.png?width=1559&format=png&auto=webp&s=b44c304f1f74934360393e717f62aceb2279f46b

Titans brought massive encounters and a few tiny bugs. Today, update 1.3.43094 releases on PC and Xbox, brings a bunch of community-requested fixes and tweaks to our space adventure.

Find the full changelog here:

Steam - https://store.steampowered.com/news/app/1128920/view/4704662705468142784

Website - https://www.everspace.game/en/?p=4411

External link →
10 days ago - /u/Giraffasaur_ - Direct link

Originally posted by compulsive_looter

Did you change EMP Mines intentionally? They don't seem to trigger the Thundercore effect anymore.

Also, the game still fails to honor the choice of "Mute audio when focus is lost", every restart has it reset to mute.

Thanks for the reports, we'll check these out.

10 days ago - /u/Giraffasaur_ - Direct link

Originally posted by compulsive_looter

Please let me know about the EMP mines if you can. FWIW, EMP missiles (i. e. Whirlwind) still trigger the Thundercore chain-lightning.

We double-checked on our end and Thundercore's ability is working on enemies affected by EMP mines, though keep in mind the duration from the mines is shorter than the EMP missiles and the EMP device itself.

Originally posted by compulsive_looter

Thanks very much for checking. I must be imagining things then... although the pulsating sound-effect from the chain lightning is pretty unmistakable. I have no trouble seeing (and hearing) it at work when I use EMP missiles. And I am quite sure it worked with mines before the update.

Alright, I'll keep this one in my sights and dig a tad deeper. If something is off, we'll find it!

Originally posted by compulsive_looter

Just a quick update: today I reshuffled my primary and secondary weapons a little bit on the Bomber (did not touch any modules) and voilà - the chain lightning is working again. I guess one script or another must have been stuck.

Btw, is there a limit on how many audio tracks UE5 can mix down at any time? I seem to lose some of them during particularly busy encounters. For example, the missile lock-on sound at Dreadnought events. I may be able to hear it at first, but then I lose it. Turning around to see if they are still on my tail is not a good idea - I learned that the hard way.

Glad to know this has resolved, though we'll keep an eye on it to see if we can somehow get it stuck again.

Regarding audio tracks: Yes, there is an inevitable limit, and this is common in many games, with a slew of exceptions based on the game's intent. We like to push the capabilities to the limit for the most immersive experiences, though there are limits that simply cannot be exceeded. It gets really techy and detailed why these systems and sounds work this way, but the short of it is based on functionality, optimization, and performance.