#🩹┃patch-notes

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unique spruce
#

@everyone

SAGE Labs - Patch #1

Hey everyone! We've been hard at work fixing the bugs you've been experiencing and just deployed a fix for a big chunk of them. Read on for our first patch notes for SAGE Labs! 👇

LIVE FIXES & ADJUSTMENTS: • Fixed an issue where some players couldn't exit their warp • Fixed an issue where some players couldn't exit respawn • Fixed an issue where some players couldn't transfer inventory to their fleet • Fixed an issue where some players couldn't self destruct • Fixed an issue where some players couldn't resupply their fleets • Adjusted the hangar view with UI enhancements • Fixed an issue where a red "not enough free crew" warning would show up when depositing ships • Fixed the hangar "Supply Cargo" buttons for food and toolkits that would silently fail if cargo hold was full • Fixed an issue where if Food or Toolkits was selected, the cargo hold balance didn't change
UPCOMING FIXES & ADJUSTMENTS: • Starcomm reconnect improvements • My Inventory isn't displaying cargo hold capacity accurately because it doesn't factor in Food or Toolkits • Disbanding a fleet doesn't work • Initiating Mining button silently failing

hasty thistle
#

@everyone

SAGE Labs - v1.0.277 Patch

More SAGE Labs fixes coming in hot! As always, thank you for sending us your feedback and bugs. Notes 👇

LIVE FIXES & ADJUSTMENTS: • Fixed an issue where players weren't able to withdraw ships • Fixed another issue causing some players to not be able to exit respawn • Fixed an issue where a player couldn't import/export out of their inventory after disbanding a fleet while the inventory was empty • Fixed an issue where players weren't able to dock or mine

unique spruce
#

@everyone

SAGE Labs - v1.0.286 Patch

Launching a patch to start off the weekend! Happy exploring. Notes 👇

LIVE FIXES & ADJUSTMENTS: • Added a toggle in settings to hide your wallet and name • Disabled mining/docking UI in enemy territories your faction doesn't control • Fixed an issue where the correct cargo amount for Food and Toolkits wouldn't show when adding them through the Hangar • Added Toast notifications for many actions • Fixed an issue where MRZ lore would display in faction's CSS • Player fleets will now be ordered alphabetically on the Dashboard to be more consistent • Fixed an issue where players could try to start crafting without the needed ATLAS fee • Added a Sector Survey tab to galaxy overview for easier scanning • Fine-tuned StarCOMM infrastructure and server architecture for better performance and reliability

hasty thistle
#

@here

SAGE Labs - v1.0.288 Patch

Great news for anyone experiencing the stuck crafting instances bug! 👇

LIVE FIXES & ADJUSTMENTS:

• Players experiencing crafting instances that were only partially initialized and stuck should now be able to withdraw the resources and cancel it```
hasty thistle
#

@everyone

SAGE Labs - v1.0.294 Patch

LIVE FIXES & ADJUSTMENTS:

• When a fleet is created, token accounts are created to hold the cargo of your fleet. This requires you to pay the refundable Solana account rent deposit, which you get back when you close the token account. Disbanding fleets causes token accounts holding the cargo to be transferred to the starbase, accumulating over time, rather than closing them. We have added a button in the starbase inventory to clean up these token accounts in order to return the full account rent deposit to your wallet.
• Cargo supply dialog now actually closes when clicking transfer or cancel
• Added Undock all button to Sector fleet view
• Added Exit (sub)warp all button to Sector fleet view
• Added Undock All button to Hangar
• Added Scan All button to Sector Survey tab
• Added release version to the onboarding screen```

**__Bonus Marketplace Fix!__**
```• Fixed edge cases that caused some market purchases through StarPath to fail```
unique spruce
#

@everyone

SAGE Labs - Game Design Patch

Happy Wednesday everyone! We're implementing some balance changes to cargo, subwarping, scanning, and mining. View the notes. 👇

INCOMING BALANCE ADJUSTMENTS:```
• Updated cargo weights of select products to incentivize more complex supply chains
Polymer 2-->1
Electronics 3-->2
Magnet 2-->1
Power Source 4-->2
Framework 2-->1
Energy Substrate 5-->4
Electromagnet 5--4
Radiation Absorber 10-->6
Particle Accelerator 10-->6

• Reduced fuel cost of subwarping by 64%
• Increased toolkit cost per scan by 10x (There will be additional scanning adjustments in the future. Stay tuned.)
• Decreased mining rates by 10% for economic balancing
• Decreased mining ammo and food consumption by 10% to keep R4 consumption per cargo load the same```
Notice: This patch will be implemented after scheduled SAGE Labs downtime starting at 10PM ET / 2AM UTC. This downtime may last up to one hour.

unique spruce
#

@here

SAGE Labs - v1.0.301 Patch

We have a SAGE Labs patch coming in hot! Notes. 👇

LIVE FIXES & ADJUSTMENTS: • For the very unlucky few who had a crafting instance get bugged in the first days of SAGE Labs, tried to cancel & withdraw and ended up missing resources even though the crafting instance was completely gone, we've introduced a recovery mode that can be activated through the settings tab. Please consult with support in your support ticket to use this successfully. • Adjusted the crafting view to be more usable on mobile • Adjusted the crafting instances list to now be scrollable for when a user has an extensive list of crafting instances

unique spruce
#

@everyone

SAGE Labs - Game Design Patch

We're making a few additional changes to scanning that take into account what ship(s) you're scanning with. Accompanying these changes include refilled recipes, adjusted mining rates, and an upcoming ship release 👀 . Read the notes. 👇

LIVE FIXES & ADJUSTMENTS: • Data Runners no longer consume toolkits when scanning • Refilled Fimbul Airbike and CSS Tier 1 hab recipes with more resource intensive redemption recipe options • Updated scanning cooldowns to be based on heatsink manufacturer, spec bonus, and tier • Updated toolkit consumption when scanning to be based on scanner manufacturer, spec bonus, and tier • Reduced R9 mining rates
COMING NEXT WEEK:• The release of our second Data Runner ship, the Opal Rayfam
Chypto's SAGE Labs ship stats sheet: https://docs.google.com/spreadsheets/d/1cfzW3uiqkbnfJexBysh0MAzZYRhiRwQg8WlsFWfuKgs/edit#gid=205337066

unique spruce
#

@everyone

SAGE Labs - v1.1.1 Patch

GM everyone! We're excited to announce changes to the way SDU scanning works and a bunch of quality-of-life fixes. Plus, we have an update on the Opal Rayfam release. staratlas

LIVE FIXES & ADJUSTMENTS: • Adjusted Scan probability to be conditional on time, location, and previous discoveries to make SDU scanning a more engaging and interesting experience for players • Players now have a small chance at finding a higher concentration of SDUs upon a successful scan • Added the probability of finding SDUs in a sector to the resulting toast message after a scan • Added a "Refuel All" button to Hangar that fills up the fuel of all the fleets if sufficient fuel is available in the starbase • Added a "Rearm All" button to Hangar that fills up the ammo of all the fleets if sufficient ammo is available in the starbase • Added a "Unload All Cargo" button to Hangar that unloads everything in the Cargo Hold of all fleets into the starbase • Added a "Quick Command" tab to the galaxy overview that allows for easier warping and exit warping • Added a larger warping dialog when warping from the Quick Command tab that should make it easier to navigate • The warp dialog now shows your fleets on the map • The warp dialog now shows fleets that are (sub)warping on the map and the destination they're traveling to
OPAL RAYFAM RELEASE UPDATE:```
The release of the Opal Rayfam will be delayed by 1-2 weeks for two specific reasons:

• Evaluation of the above SDU changes
• We're exploring changes to the way secondary trading behaves in the marketplace on new asset releases```
Note: This patch should be live within the hour.

hasty thistle
#

@here SAGE Labs - Scanning Hot Fix Patch

LIVE FIXES & ADJUSTMENTS

- Increased global data richness across Galia
- Decreased time until a sector fully regenerates to its baseline scan conditions
- Fixed a bug in the sector data regeneration algorithm```
hasty thistle
#

@here SAGE Labs - v1.1.4 Patch

UI improvements for SDU scanning

UPCOMING FIXES & ADJUSTMENTS:

• The Sector Survey tab now has Warp and Subwarp buttons for easier navigation
• The warp dialog now has colored tiles depending on the probability to find SDUs on the last scan in that sector
• The warp dialog now shows a colored border around tiles where SDUs were found on the last scan in that sector
• The warp dialog now shows the probability for a sector when selecting it and whether SDUs were found on the last scan in that sector
• The scan history for each sector is saved for 60 minutes```
unique spruce
#

@everyone

SAGE Labs - Hot Fix (October 27)

Hey everyone! Happy Friday.

We're seeing SDU discovery rates lower than where we want them so we're implementing a hot fix. Enjoy!

HOT FIX: • Dramatically reduced the sector cooldown timer after successful scans

hasty thistle
#

@everyone

SAGE Labs - v1.1.8 Patch

Combat simulations!

UPCOMING FIXES & ADJUSTMENTS:

• Added functionality to navigate the warp dialog with either the WASD or arrow keys on the keyboard.```
hasty thistle
#

@everyone

SAGE Labs - v1.1.18 Patch

Several fixes and improvements.

UPCOMING FIXES & ADJUSTMENTS:

• You can now self-destruct while stuck mining because of having insufficient fuel to stop mining, a state fleets are only able to get into using custom scripts and tooling
• Consolidating cargo pods in the starbase inventory is now limited to 20 at a time to prevent errors with hardware wallets
• Buttons in the interface will now temporarily disable for a few seconds when clicked to prevent double clicking and accidentally initiating failed transactions```

*Patch was updated from v1.1.13 to v1.1.18 due to hotfixes for the originally posted patch*
unique spruce
#

@everyone

SAGE Labs - Game Design Patch V1.2

Hey everyone, happy Friday! It's been an exciting week, and it's awesome to see the enthusiasm around Star Atlas!

We just launched an update to SAGE Labs involving emission rates, crafting recipes, and ATLAS fees. A couple changes are our slow and careful attempt at trying to support the value and prices in SAGE Labs, as ATLAS reacts to external and internal economic factors. 👇

ADJUSTED EXTRACTING EMISSION RATE WITH PROPORTIONAL R4 BURN REDUCTION: In order to slow down the R9 game loop, we've decreased the extracting emission rate while also proportionally decreasing in R4 burn.
RELOADED SELECT REDEMPTION RECIPES WITH INCREASED CRAFTING COSTS: • 3,000 Fimbul Airbikes (4x original cost) • 3,000 Fimbul ECOS Unibombas (4x original cost) • 3 Pearce R6s (4x original cost) • 1 Fimbul BYOS Butch (4x original cost)
UPDATED ATLAS FEE FOR CRAFTING:```
We've updated the ATLAS fee for crafting to be 10% of the trailing 7 day craft market in-game price, this is for 2 reasons:

• Increase ATLAS sinks in SAGE Labs
• Curb asset emissions in SAGE Labs

Bonus: There's another reason for an additional update, coming soon.```
🔗 | Play SAGE Labs: https://labs.staratlas.com/

unique spruce
#

@here

SAGE Labs - Game Design Hotfixes

Hey everyone, we're just hotfixing a couple things. Happy Tuesday!

HOTFIXES: • Fixed an issue where numbered assets weren't updating (i.e., Crystal Lattice, Toolkits, and Frameworks) • Updated Crafting fees. Given market conditions, this results in a lower fee for most assets compared to last update

unique spruce
#

@everyone

SAGE Labs - v2.0.1 Patch

GM everyone! We're committed to ending 2023 with a bang. We have a massive patch coming to SAGE Labs, bringing the Galia map to life like never before. Enjoy!

LIVE FIXES & ADJUSTMENTS: • Upgraded the dashboard with a focus on improving gameplay seamlessness through the Galia map • The Galia map is now alive. Added a "Show Other Fleets" toggle to view fleets in real-time with their status (warping, idle, extracting) • Added the ability to click on live fleets on the map to view the fleet's composition and cargo • Added the ability to view which fleets are occupying a selected sector • Added a "Show Overview" toggle to view the legacy asset overview

🔗 | https://labs.staratlas.com/

unique spruce
#

@everyone

SAGE Labs Game Design Patch v1.3 and Faction Fleet Patch Notes

We're introducing big changes to the Star Atlas economy that aim to bring continuous evolution and sustainability. Between you and I, SAGE Labs is a great place to be right now. Read the changes 👇

ATLAS EMISSIONS IN SAGE LABS:```
ATLAS emissions are being implemented in SAGE Labs Starting today. In order to support the health of ATLAS, in addition to adding emissions to SAGE Labs, we have reduced Emissions in SCORE (Faction Fleet) for all ships uniformly by 33%.

Go craft a Council RFR in SAGE Labs (recipe is not available in the the 3D version of SAGE yet) and sell it into the marketplace to the Star Atlas Merchant for a fixed amount of ATLAS!

Note: We currently have an update in progress to make sure a fee or Buddylink isn't applied when selling your Council RFR to the Star Atlas Merchant. **REDUCED ATLAS FEE WHEN CRAFTING:**
We've updated the ATLAS fee for crafting to be 7% of the trailing 7 day craft market in-game price (Adjusted from 10%) **CRAFTING/REDEMPTION RECIPE UPDATES:**
Select ships have received an increase in the necessary resources it takes to redeem them:

• Calico Maxhog (3x increase)
• Fimbul Mamba Ex (3x Increase)```
🔗 | Play SAGE Labs: https://labs.staratlas.com/

unique spruce
#

Star Atlas - R2.1.9 Patch Notes

2023 isn't over yet! Get ready to test 3rd person shooter, combat racing, and way more with release 2.1.9. There's a lot of exciting updates in experimental mode, so be sure to toggle that and give us feedback!

STAR ATLAS NOTES:```
• Added new hangar view for ship selection, ship configuration, and ship viewing
• Added new crew studio for character and skin selection
• Added "Studio Theme" toggle to Crew Studio and Hangar
• Updated Space Dogfight map
• Added several new weapon types from ship manufacturers
• Ogrika Niruch, Calico Scud, and VZUS solos have all reached a more refined art state
• Added ALL current marketplace ships and made them flyable (At least in clay state)
• Added new over-the-shoulder camera toggle
• Refactored hover mechanics and added advanced secondary motion on most hover ships
• Expanded Volant Station track
• Added a basement level pit-stop zone to Volant Station track
• Added new ship and character shield mechanics
• Added new turret station to Floydliner for testing
• Added new testable Mierese character
• Ships being used in SAGE will now be summonable in UE5 without the need to withdraw from SAGE

**STAR ATLAS EXPERIMENTAL MODE NOTES:**```
IMPORTANT: Experimental Mode features are not optimized and can be CPU intensive. Please keep that in mind when testing.

• Added new 3rd person shooter mode against bots
• Added multiple gun types including: Pistol, Assault Rifle, Shotgun, and Light Machine Gun
• Added new grenade
• Added 3rd person shooter and racing mini maps to player HUD
• Added new combat racing mode against bots
• Added new pickups in combat racing
• Added a new rewards and progression sneak peek```
**INFRASTRUCTURE NOTES:**```
• Added multiple performance optimizations
• Added latest DLSS
• Added multiple VFX and SFX improvements
• Added multiple enhancements to p2p multiplayer```

***Known issue: Volant Airtrack, Ground Track, Flight Trainer Track and Track A won't trigger a start.***

🔗 | https://store.epicgames.com/en-US/p/star-atlas-bead34
unique spruce
#

@everyone

Economic Change Pre-announcement

Hey everyone, quick economic change pre-announcement: There will be a crafting fees adjustment tomorrow for SAGE. Please plan accordingly!

Edit: This change is now live! We rebased the crafting fee target to 7%.

unique spruce
#

Star Atlas Patch Notes for Upcoming Technical Test (April 6)

SURGE GAME MODE:```
• Reduced CPU Usage of the following:

  • Player Name Tags
  • Minimap
  • Setting Character Skins
  • Character movement in high density environment
  • Audio emitter tick usage
  • Reduced Hall Gate and train door tick usage
    • Players no longer temporarily spawn at the map origin while in the faction selection screen
    • Shotguns now properly show replicates multiple bullet traces
    • Fixed an issue where you would lose the ability to close leaderboard with tab
    • Fixed an issue where you would lose the ability to cycle to a different weapon
    • Fixed an issue where scheduled events wouldn't kickoff due to referencing old events **OTHER NOTES:**
    • Added new Autodetect optimal graphics quality in Option menu
    • Fixed an issue where the Maiden Heart would crash on spawn
    • Can now retry Gunplay trainer if you escape out of the results screen
    • Fixed some ship camera locations
    • Added animation refinements on falling and slide
    • Fixed an issue where spawning ships on top of each other sometimes caused ships to overlap on the pad
    • Fixed an issue where players would crash when pressing '5' while piloting a ship
    • Fixed an issue where characters would remain visible while mounting a clay ship
    • Fixed an issue where ramp and landing gear inputs werent working
    • Fixed an issue where ship weapons could point backwards```
hasty thistle
#

Patch Notes Update for Surge Technical Test

FIXED

- New sound when activating jettie ability without enough juice
- Implemented temporary fix for weapon drawn replication 
- New shotgun reload animation```
hasty thistle
#

Updated controls mapping for Surge

unique spruce
#

@everyone

Star Atlas Patch Notes (April 10)

SURGE/OTHER: • Partially fixed issue with no reg on shots at mid to long range • Player pitch rotation axis is now replicated, i.e. you can see other players looking/pointing down/up • ADS no longer gets out of cycle when reloading during ADS • ADS no longer gets permanently stuck when getting killed during reload during ADS • Smoother Jetpacking, better reloading, firing/drawing/holstering animations • Shield Hit VFX now properly appear on heads and torsos • When teleported at match start, you will now have correct weapon ammo, health and shield • Fixed issue where picking up a weapon would grant player previously cached ammo amount • Fixed issue where swapping weapons wasn't working properly after match start teleport • Screen edge VFX added while scoped • Pickup spawners are now replicated, i.e. you can see others pickup an item • Fixed an issue with pickup spawners not being visible at match start • Fixed an issue where firearm would be invisible if you swap weapon during draw animation • Removed unused countdown timer on the faction selection screen • Optimized CPU performance of ships spawned into the level when player is not near them
GUNPLAY TRAINER: • Bots in Gunplay trainer have more advanced crowd path finding and are less likely to get stuck on the spiral stairs • Bots can now use grenades • Bots now randomly choose to use pistol or long rifle on spawn • Bots now have slightly different engagement ranges depending on the weapon they currently have equipped • More bots spawn when player earns 10, 20, and 30 points • Player now gets a bot on their team when opposing team gets 10, 20, and 30 points • Decreased the range that bots can hear gunshots • You can now retry Gunplay trainer from the pause menu • Turned off Bot friendly fire • Optimized player tag visibility logic

unique spruce
#

@everyone

Starbased - April 17 Patch Notes

Hey everyone, the new patch with SDU changes just launched! Alongside the SDU changes, we've made a couple of adjustments to Starbases and crafting recipes that you'll notice.

SDU CHANGES: • Fleets now gather SDUs according to a new, aggregated, SDU/Scan stat • Removed global SDU per minute and fleet SDU per scan limits • Added sector logic to determine the number of SDUs that can be discovered per scan (max theoretical of 1000 SDU/scan) • Data Runner ships now receive a boost to their SDU/Scan stat • Data Runner ships do not consume Food or Toolkits when scanning • Increased scan cooldown times • Increased regeneration period for sector scan chance • Removed windfall SDU drops
STARBASE CHANGES: • Reduced Starbase Food requirements by 33% • Reduced both Food and Toolkit scaling requirements by half. (Ex: Tier 2 will be 1.5x tier 1 requirements whereas before it was 2x.
** CRAFTING RECIPE CHANGES:** • Framework 2 and Toolkits 2 now require 1 steel (reduced from 2)
🔗 | Play now: https://based.staratlas.com/

unique spruce
#

@here

Starbased - April 18 Patch Notes

CHANGES: • Increased the LP rewards for Toolkit upkeep by 2x • Increased the LP rewards for Food upkeep by 3x • We've reduced the ATLAS crafting fee for Field Absorbers. By a lot.
Note: The UI might show old LP values as you're inputting the resupply, but it will properly reward the higher values after submission. We'll fix that shortly.

🔗 | Play now: https://based.staratlas.com/

nimble glade
#

@everyone

Star Atlas Patch Notes (April 18)

A new patch for the Epic Games Store Star Atlas build is LIVE! We poured our hearts into making this release as polished as possible before we set our sights on R2.2. Hope to see you on Saturday!

SURGE: • Fixed an issue where bullets wouldn't register at range • Event feed now shows correct player names (instead of murderbot) • Event feed now shows global tag submissions • Improved Jetpack VFX and fixed flicker • Improved lighting under the Packlite • Fixed issue where drawn weapon wasn't being properly replicated (replication means what happens on my screen will also happen in yours) • Firearm bullet hit decals are now properly replicated • Item pickup replication is now more reliable • Refined distortion VFX on player shield impacts • Increased range of Minimap • Fixed an issue where Mantling would cause the player to have a crooked camera • Added more pickup locations • Improved performance (reduced lag) when entering crowded gunfights • Adjusted player shield regeneration to 5s when hit and 6s when a players shield is broken • Added new SFX for points extraction and results screen • Fixed an issue where a players tag count indicator would not appear on remote character name tags
WEAPON ADJUSTMENTS: • Updated the ammo counts for select firearms • Sniper is now a 1-hit kill • Shotgun has slightly less damage and range • Improved the accuracy on the Long Rifle when aiming down sights • Added a 0.5s cooldown on weapon swapping • Disabled shoulder swap during aiming down sights • Increased visibility of weapon bullet traces
GUNPLAY TRAINER: • Gunplay Trainer is no longer flagged as experimental mode • Fixed an issue where extra bots were spawning at 1,2,3 points instead of 10,20,30 • Removed Bots spawning on your own team • Refined results screen user flow • Fixed issue where Bot minimap markers wouldn't appear • Removed spiral staircase • Fixed an issue where some bots would spawn with broken/missing meshes
SHIPS: • Improved CPU performance of all ships spawned in the world • Implemented a new level instancing system that improves performance of ships with detailed interiors • Added enhanced scorch hit decals to ship energy weapons • The Fimbul BYOS Ranger and Calico Shipit are now spawnable • Updated inventory tile images for select ships • Removed ship HUD when using rear camera • Adjusted select ship camera positions • Fixed an issue where exiting a ship might cause players to get stuck inside • Fixed an issue where exiting a ship might cause a player to turn invisible • Ship interior lights now change based on state of Vehicle Hull and Shield (WIP) • Lowered ship speeds across the board to be more reasonable for ground races (WIP) • Fixed an issue where ship crosshairs would not properly reset screen location when switching to flight mode • Fixed weapon socket gap on Ogrika Ruch • Fixed weapon socket on Fimbul BYOS Packlite • Fixed collision issues on Pearce X5 • Fixed repeating SFX on Ogrika Niruch exit • Updated Floydliner and Pearce X6 positioning in Main Menu • Fixed an issue where character lean animations on bikes wouldn't work • Fixed an issue where HUD elements remained visible in the world after dismount • Populated Titan ship core components (previously had none equipped)
DOGFIGHT MODE: • Increased the turn rate of larger enemy AI ships • The Pearce C9 in the level can no longer be targeted

unique spruce
#

@everyone

SAGE Labs: Starbased Patch Notes - 24 HOUR NOTICE

Hey everyone, we have an update coming in 24 hours to Galia's map in Starbased to help the 3 factions feel more balanced. THIS REQUIRES ACTION ON YOUR END IF YOU ARE CURRENTLY EXTRACTING RESOURCES AT THESE LOCATIONS! alert

CHANGES: • Added Lumanite to MRZ-34 • Added Lumanite to MRZ-29 • Added Lumanite to MRZ-2 • Adjusted MRZ-22 to have Carbon and Copper • Adjusted MRZ-34 to have Silica and Lumanite
IMPORTANT: If you are still extracting resources at these locations when the changes go through, you WILL NOT receive anything!

🔗 | https://based.staratlas.com/

unique spruce
#

@here

Galia Map Changes Now Live

The above changes are now LIVE.

Important note: Resources that are no longer at a sector will still be shown in the UI but will have 0 richness. We're aware of this and will have a fix in as soon as we can.

🔗 | https://based.staratlas.com/

unique spruce
#

@everyone

SAGE Labs: Starbased Patch Notes - May 8

CHANGES: • Updated crafting recipe fees • Updated the ATLAS daily pool to be 6 million ATLAS, which will start during the next epoch at the time of these patch notes (Raised from 4.5 million) • Submitting SDUs now gives 1,100 LP (Raised from 450)
🔗 | https://based.staratlas.com/

unique spruce
#

@everyone

SAGE: Starbased Crafting Update

Hey everyone, we’ve just released a new update for Starbased! Crafting will now continue even when a Starbase’s food supply drops to 0. The reduction in crafting speed will decrease the higher a Starbase tier is. 👇

CHANGES: • A Tier 1 Starbase will now have a 80% reduction in crafting speed at 0% food upkeep • A Tier 2 Starbase will now have a 72.5% reduction in crafting speed at 0% food upkeep • A Tier 3 Starbase will now have a 65% reduction in crafting speed at 0% food upkeep • A Tier 4 Starbase will now have a 57.5% reduction in crafting speed at 0% food upkeep • A Tier 5 Starbase will now have a 50% reduction in crafting speed at 0% food upkeep • A Tier 6 Starbase will now have a 50% reduction in crafting speed at 0% food upkeep
Note: We're aware of a current bug where the proper time remaining on a craft isn't being shown. It's currently being worked on and this message will be edited when it's fixed.

5:27pm PT Edit: Last fix just went out!

🔗 | https://based.staratlas.com/

unique spruce
#

SAGE Labs Patch Notes - June 20
Hey everyone, the changes we talked about last week are now in the process of going live along with some changes we didn't announce that you'll want to take a look at! 👇

SDU Requirements for Starbase Upgrading
We've reduced the SDUs required to upgrade a Starbase to tier 3, 4, and 5 by about 6x. (Upgrading a tier 1 Starbase to tier 2 remains unchanged.)

• Framework requirement: 353,200,695
• Electronics requirement: 276,325,227
• Power Source requirement: 226,110,726
• Electromagnet requirement: 164,773,950
• Field Stabilizer requirement: 105,484,384
• SDU requirement: 20,081,472

Tier 4 Starbase >>
• Framework requirement: 419,322,834
• Electronics requirement: 328,055,632
• Power Source requirement: 268,440,554
• Electromagnet requirement: 195,621,019
• Field Stabilizer requirement: 125,231,947
• Radiation Absorber requirement: 91,260,432
• SDU requirement: 23,840,893

Tier 5 Starbase >>
• Framework requirement: 496,809,602
• Electronics requirement: 388,677,111
• Power Source requirement: 318,045,749
• Electromagnet requirement: 231,769,874
• Field Stabilizer requirement: 148,373,588
• Radiation Absorber requirement: 108,124,470
• Particle Accelerator requirement: 84,590,770
• SDU requirement: 28,246,457```
**LP Overhaul**
```Automatic LP Contribution:
• In an effort to make ATLAS earnings easier to understand and make the game more resilient to manipulation which negatively impacts certain player demographics, LP will now automatically be deposited towards the epoch's LP pool upon receiving it. Players will no longer be able to deposit LP at their own discretion.

LP Deposit Deprecation:
• Players will have 2 WEEKS to deposit their LP balances at their own discretion. After that, the LP deposit feature will be deactivated.

LP Rewards:
Each component for upgrading and for upkeep have new LP values in an effort to help with game balance and avoid undesirable advantages for certain player demographics.
• Toolkits 6 -> 14 LP
• Food 3 -> 6 LP
• Frameworks unchanged (48 LP)
• Electronics 70 -> 76 LP
• Power Sources 90 -> 108 LP
• Electromagnets 128 -> 135 LP
• Field Stabilizers 288 -> 255 LP
• Radiation Absorbers 768 -> 325 LP
• Particle Accelerators 1920 -> 480 LP
• SDUs unchanged (1100 LP)```
**Meta Crafting Station (3rd Party Recipes)**
Today we're also introducing the Meta Crafting Station where you can craft items from outside of the direct Star Atlas universe. 
```• Added the Meta Crafting Station to SAGE Labs
• Added a Superphoenix DAO Poster recipe```
**SDU Scanning**
```• Reduced the scan sector cooldown from 10 minutes to 9 minutes```
*Known Bugs*
- MRZ4 upgrade bugged
- Ship crafting only appearing when selecting a tier 6 category
- Unable to add food/toolkits to a starbase

🔗 | https://based.staratlas.com/
unique spruce
#

<@&1246180481934823434> <@&1246180136194412615>

** October 16 - Patch Notes**

Hey everyone, we have a small list of updates happening to SAGE Labs tomorrow that we want to give you a little heads up on. Keep reading. 👇

Self Destruct

• Changed the ATLAS Fee to be 300 ATLAS (Was 150)```
**SDU Scanning**
```• Increased the amount of SDUs that can be discovered in a given sector per replenishment period to 1,200 (Was 1,000) ```

🔗 | Tomorrow at https://based.staratlas.com/
unique spruce
#

@everyone

SDU Scanning Career Improvements, MUD Map Updates and Our First Black Friday Deal!

Hey everyone, we just launched some significant changes to SAGE Labs in direct response to your feedback on Solana fees affecting your SAGE Labs experience and the MUD map layout feeling underwhelming. We'll also be giving some insight into the future return of RFRs and how that will help the SDU Scanning career. Oh, and there will be a limited-time Black Friday deal that you'll be able to snag. Let's get into it! 👇

SDU Scanning Career Help DataRunner
We're adjusting some numbers with SDU scanning to drastically reduce the Solana transaction fee burden by as much as 83%. This should help "small players" as well as players who don't use automation and prefer manual gameplay.

In addition to the below changes, we'll soon be reintroducing RFRs that require SDUs in the recipe. Currently, the only way to use SDUs is in the starbase upgrading process. This causes stress on the SDU market as their value is determined solely by the ability to deploy them in the upgrading process. Adding SDUs to RFRs will increase the usefulness of these assets in the economy, better providing stability. It will also ensure that SDUs have a consistent and stable value in the game.

• Increased the scan cooldown by 6x (e.g., A Fimbul Airbike used to have a scan cooldown of 131 seconds, now it's 786 seconds)
• Increased the food required per scan by 6x (e.g., A Fimbul Airbike used to burn 3.6 food per scan, now it burns 22)
• Increased the max SDUs per sector by 6x (From 1,200 to 7,200)
• Increased the SDU refill time per sector by 6x (From 600 seconds to 3,600 seconds)```
**MUD Faction Map Changes** ![MUD](https://cdn.discordapp.com/emojis/903003885621362698.webp?size=128 "MUD") 
Over the last couple months, we received multiple requests to adjust how the resources were laid out in MUD's control of Galia. We took our time to carefully assess the request, asked for direct feedback from individuals part of the MUD faction and are making a couple changes based on our findings.
```• Swapped the resources found at MRZ-3 with MRZ-7
• Swapped the resources found at MRZ-4 with MRZ-6```
**Our First-ever Black Friday Deal** ![Ustur_Emote](https://cdn.discordapp.com/emojis/1001557862893506562.webp?size=128 "Ustur_Emote") 
To celebrate the SDU improvements, we're offering an exclusive Black Friday deal on one of the best ships for scanning: the Fimbul BYOS Ranger! From <t:1732906800:F> to <t:1733166000:F>, we'll be discounting a limited supply of Fimbul BYOS Rangers by 50% of their origination price! 

🔗 |  https://based.staratlas.com/
unique spruce
#

Dawn of the Freighter - Patch Notes partysa1

Today's update brings two large changes to SAGE Labs, ushering in a new era for the Star Atlas economy: local marketplaces and Faction Infrastructure Contracts! These features are set to redefine how players interact with the in-game economy, opening up a wealth of new opportunities and expanding the gameplay experience!

LOCAL MARKETPLACES 🛍️
Local Marketplaces introduce an entirely new layer of commerce to Star Atlas. With this update, each starbase in the Galia Expanse is now an insulated, independent market. Players can buy and sell items directly at a given starbase without the need to take assets out of the game for trading. This means that every starbase becomes a localized economy, and the prices of goods will vary depending on the supply and demand at that particular location.
• Sectors now have a local marketplace where players can trade resources and potentially sell Faction Infrastructure Contracts to their faction.
RFRS FACTION INFRASTRUCTURE CONTRACTS 📰
Introducing Faction Infrastructure Contracts, an evolution to what some knew as RFRs! FICs are a new way to participate in the SAGE Labs economy, with more predictable and easier to understand earning mechanics. Craft Faction Infrastructure Contracts at any starbase and redeem them for 2 ATLAS each. The catch? Contracts can only be redeemed at 3 designated starbases at a time, per faction, and will periodically rotate. The same 6% seller fee that takes place when you sell on the Galactic Marketplace applies to local marketplaces and you can reduce the required marketplace royalty fee by locking ATLAS in the ATLAS locker at https://govern.staratlas.com/lockers/atlas

Location Notes • Introduced Faction Infrastructure Contracts, these contracts rotate between 6 sectors per faction, with 3 active at any given time. They can be crafted and sold to their faction for a flat rate of 2 ATLAS. • MUD Infrastructure Contracts will rotate between these 6 locations: MUD-2, MUD-5, MRZ-7, MRZ-8, MRZ-9 and MRZ-12 • Ustur Infrastructure Contracts will rotate between these 6 locations: UST-2, UST-5, MRZ-17, MRZ-28, MRZ-32 and MRZ-33 • ONI Infrastructure Contract will rotate between these 6 locations: ONI-2, ONI-3, MRZ-26, MRZ-30, MRZ-31 and MRZ-36 • The rotation of FIC buy orders will happen every 7 days • All locations currently have the same price, the intention is to change this within the first month after launch
Recipe Notes • MUD IC recipe: 234 Framework, 5 SDU and 78 Energy Substrate • Ustur IC recipe: 234 Framework, 5 SDU and 157 Electronics • ONI IC recipe: 234 Framework, 5 SDU and 64 Strange Emitter • The weight of a Faction Infrastructure Contract is 50 cargo units • The craft time of a Faction Infrastructure Contract is 1 second
LP SYSTEM 🇱 🇵
With the introduction of Faction Infrastructure Contracts, we're adjusting ATLAS emissions by reducing the amount emitted through the LP system to balance the increased overall emissions. (Note: this is happening at the start of the next epoch after this announcement.) • Decreased baseline LP emissions from 2,000,000 ATLAS per faction to 1,500,000 per faction, per epoch. (Note: factions will still get their starbase tier bonuses)

🔗 | Play now: https://based.staratlas.com/

unique spruce
#

@everyone

Roadmap Updates and Faction Infrastructure Contracts Info

Hey guys, couple things to update you on before we go on break! 🫡

FACTION INFRASTRUCTURE CONTRACTS- SECTOR SWITCH SCHEDULE MUD ONI Ustur
We haven’t formally announced when Faction Infrastructure Contract marketplace orders will transition between the sector's local markets, so here’s a quick update to keep things clear. • Faction Infrastructure Contracts will switch which 3 sectors they're at every Thursday at 4PM PT | 7PM ET | 11:59PM UTC
ROADMAP UPDATES 🛣️ 🗺️
As we wrap up the year, we're ensuring our roadmap is as up-to-date as possible. We've made updates to several cards, merged others, and added a new one. Make sure you check them out, we've included some pretty cool sneak peeks in a couple. • [UPDATE] Updated "Early Space Exploration (Project Galia) card in Preseason • [UPDATE] Updated "PVP and PVE Modes" card in Preseason • [UPDATE] Updated "Fleet Command" card in Preseason • [UPDATE] Updated "Pearce X5" card in Preseason • [UPDATE] Updated "Pearce F4" card in Preseason • [UPDATE] Updated "Pearce R6" card in Preseason • [UPDATE] Updated "Rainbow OM Exterior" card in Preseason • [UPDATE] Updated "Surge Game Mode" card in Preseason • [UPDATE] Updated "VZUS opod" card in Season 0 • [UPDATE] Updated "Tiers 0-5 Racer" in Season 0 • [UPDATE] Updated "ONI Central Space Station" card in Season 1 • [MERGE] Merged "SAGE Combat" + "SAGE Council Rank" + "SAGE Claim Stake Utility" + "CSS Hab Utility" to create "C4" card in Preseason • [MERGE] Merged "ONI CSS Real Estate" + "Commercial and Residential Real Estate" • [ADD] Added new "Arena Maps" card in Preseason
🔗 | https://portal.productboard.com/staratlas/1-star-atlas-roadmap/tabs/2-release-2-2

unique spruce
#

@everyone

January 24 - SAGE Labs Patch Notes

Hey everyone, a SAGE Labs patch just launched. Let's get into the details! 🫡

FACTION INFRASTRUCTURE CONTRACTS MUD ONI Ustur ```
We’re introducing more variety to SAGE Labs with new recipes and a change to refill mechanics.

• In addition to the already existing recipe, each faction now gets 1 new recipe (3 total). The new recipe replaces Frameworks with Crystal Lattice and reduces the recipe value from SDUs.
• FICs will now only refill when all sectors have no remaining buy orders. If one sector runs out but others still have orders, the empty sector will not be refilled until the rest are also depleted.
• Each faction’s two FIC recipes will now spawn in 2 locations each (4 total per faction). These locations will be randomly re-assigned every Thursday at 17:00:00 UTC
• We're adding 100,000 FIC buy orders to each of last week's locations to address any confusion caused by miscommunication on our part regarding FICs and rotation timings. ```

🔗 | https://based.staratlas.com/

unique spruce
#

<@&1246180481934823434> <@&1246180136194412615> @here

Small March 25 Patch

Hey everyone, we shipped a couple updates to SAGE Labs! 👇

SDU INSTALLATION```
Our last SDU install change was a bit too aggressive, so we’re dialing it back.

• SDU Install timer adjusted from 3 minutes 40 seconds -> 2 minutes __**NEW CALICO MAXHOG RECIPE**__
More Calico Maxhog ships are now available for redemption with an adjusted recipe!

• Titanium required: 1,892,949
• Copper required: 5,678,848
• Electronics required: 946,474
• Power Sources required: 630,983
• Energy Substrates required: 567,884
• Crystal Lattice required: 436,834```
🔗 | https://based.staratlas.com/

unique spruce
#

<@&1246180481934823434> <@&1246180136194412615> @here

April 10 - SAGE Labs FIC Refill Logic Update

Hey everyone! Moving forward, Faction Infrastructure Contracts (FICs) will only be refilled once ALL sectors within a faction are completely depleted, or during the regular Thursday refill window. This applies to both Gen 1 and Gen 2 FICs, neither will be refilled until both generations are completely depleted.

This change takes effect with today’s normal FIC refill.

🔗 | https://based.staratlas.com/

unique spruce
#

<@&1246180481934823434> <@&1246180136194412615> @here

April 15 - Fleet Rentals Update

Hey everyone, we've made a few updates to Fleet Rentals today! If you'd like to learn more, keep reading!

UPDATED FLEET SCORING SYSTEM 🚀

Here are the four new scoring metrics you'll see in the Fleet Rentals tool:

  1. Fleet Size - Measures the total scale of the fleet, larger fleets tend to command better scores and higher rental fees.
  2. Mining Score - Calculates your fleet's resource extraction potential based on 6 key traits. The higher the score, the better your fleet is at mining.
  3. Scanning Score - Determines your fleet's ability to scan using 7 scan traits. The higher the score, the better your fleet is at scanning.
  4. Cargo Score - Assesses your fleet's hauling capacity across 5 core cargo traits. The higher the score, the higher your hauling capacity.

IMPORTANT: A full breakdown of how scoring works will be posted in our upcoming Medium article later this week.

OTHER UI UPDATES

  1. Added search bar functionality back after hearing coommunity feedback
  2. Added a sorting functionality to filter your search towards specific Fleet Utilization Scores
  3. Added an "Approximate Market Rate" indicator on your loanable fleets that utilizes the Fleet Scoring System to help those having a hard time pricing their fleets
unique spruce
#

Upcoming SAGE Labs Updates

Hey everyone! We’ve got some important updates coming to SAGE Labs, and we want to make sure you have the details ahead of time so you can prepare.

Updates Coming Tomorrow

  • Food consumption for all actions will now scale with ship performance
    We're rebalancing food consumption from being proportional to crew, to being proportional to VWAP value.
  • Data Runner ships will now receive a 50% reduction in scan cooldown.
  • We're rebasing ATLAS crafting fees to be more in line with recent volatility.
  • The weekly FIC rotation & refill will now be moving to every 2 weeks instead of every week.
    We’ve been watching ATLAS emissions closely, and they’re currently higher than we’d like. Moving to a biweekly schedule will help bring emissions back in line. Refills will still continue to happen once ALL sectors within a faction are completely depleted.

Update Coming in 2-3 Weeks

  • Generation 2 Faction Infrastructure Contracts will redeem for 2 ATLAS as opposed to 2.2 ATLAS.
    Gen 2 FICs have been a bit too rewarding, so we’re dialing them back slightly.

Update Coming When Ready (Soon)

  • Food upkeep will no longer be required at Starbases.
    Maintaining Starbase food upkeep has mostly fallen on a few large players, so we’re removing the requirement to make things smoother for everyone.

<@&1246180481934823434> <@&1246180136194412615> @here

unique spruce
#

Update

Hey everyone, just a heads up that the patch we had planned for today will be moved to tomorrow due to an unexpected bug. Thank you so much for your patience!

[CLICK FOR CONTEXT](#🩹┃patch-notes message)

<@&1246180481934823434> <@&1246180136194412615>

unique spruce
#

Update #2

Hey everyone, the issue we ran into took longer to fix than we expected, so we’ll need to push it to next week. Apologies! If you’re upset, feel free to throw tomatoes at me.

Have a good weekend. 🍅

<@&1246180481934823434> <@&1246180136194412615>

unique spruce
#

Update #3

We're launching the update for the first part of [these SAGE Labs updates](#🩹┃patch-notes message)!

Expect a short downtime of about 30–60 minutes while we push the update live. Thanks for your patience, everyone!

<@&1246180481934823434> <@&1246180136194412615>

unique spruce
unique spruce
#

Food Upkeep Removal - Launching Now

Hey everyone, the food upkeep removal update is going live now. We’re expecting a short downtime of about 30 to 60 minutes while we push this out. Thanks for your patience!

<@&1246180481934823434> <@&1246180136194412615> @here

unique spruce
#

Star Atlas Hotfixes Incoming Next Week

Hey everyone! We’ve got a hotfix patch lined up for next week that addresses several known issues that you've all been reporting:

  • Issue where players might crash when launching Galia
  • Issue where players might crash on exiting Fleet Command (And entire game)
  • Issue where shotgun spawner gives broken weapon
  • Issue where players might not see wallet owned ships

<@&1246180481934823434> <@&1246180136194412615> @here

unique spruce
#

SAGE Labs FIC Rotation Update (May 20)

Hey everyone, based on recent testing, we’re making another adjustment to how Faction Infrastructure Contracts (FICs) refill and rotate.

FICs will no longer follow a regular biweekly rotation. Instead, they will rotate every time there's a refill that occurs for a specific faction. As a reminder, refills and now rotations will only happen once both FIC recipes have been fully depleted.

<@&1246180481934823434> <@&1246180136194412615> @here

unique spruce
#

Star Atlas - Hot Patch Notes (May 21)

Hey everyone, we shipped a patch that includes bug fixes, balance updates, and additional polish.

Balance: • Scout Rifle Damage increased from 37 → 40 • Scout Rifle Mag size increased 10 → 15 • Shotgun Damage decreased from 18 → 16 • Shotgun Range decreased from 0.6 → 0.5 • Increased shotgun pickup timer from 30s → 60s • Energy Rifle Fire Rate increased from 5 → 6 • Energy Rifle Mag Size increased from 18 → 21 • Gatling Gun Mag Size decreased from 140 → 120 • Gatling Gun Accuracy regen decreased from 40 → 30 • Implemented linear damage falloff on grenades, beginning at 3.5m (50% of the 7m total blast radius) • Standardized Shield Points to be 100 across all species (previously varied between 50, 100, and 150 depending on the species you were using) • Decreased all large species HP by 25 (Tufa, Photoli and Large Usturs) • Increased health and shield pickup timers from 15s → 60s • Increased bullet size from 7 → 9 for improved hit detection
Fixes: • Fixed an issue where a player may crash when loading/exiting certain game modes • Fixed an issue preventing users from seeing their owned ships or crew • Restored Floydliner as default Main Menu Ship • Adjusted Jettie Boost self-inflicted damage to no longer be fatal, similar to fall damage • Fixed an issue where a character's ragdoll death would implode • Fixed multiple issues affecting gameplay under degraded network conditions, including ragdoll, camera jitter, jettie VFX/SFX, and automatic weapon fire SFX • Fixed an issue where a Shotgun pickup would sometimes grant a broken “Incendiary Pistol” weapon • Fixed an issue in Coop Dogfight where the game host would lose the ability to interact after respawn • Fixed an issue where late joiners would see incorrect wave count in Coop Dogfight • Fixed some small collision issues in Arena maps • Fixed an issue where enemies would have an incorrect minimap market color when joining a match in progress • Fixed an issue where players couldn't join a private lobby
Polish: • Added new Voice Over events for your team or enemy team owning all zones in Zones game mode • Adjusted weapon rounds indicator to turn red when low on ammo • Added an indicator in the lobby for when dedicated server requirements are met • Adjusted dedicated servers to remain running even when the lobby host exits the match • Updated Fimbul Airbike, Fimbul Lowbie and Fimbul ECOS Unibomba thruster VFX • Added Pearce X5 weapon recoil animations • Adjusted the way gravity is applied to minable rock fragments on Planet surfaces

@everyone

elder sapphire
unique spruce
#

Holosim Faction Chat and SAGE AI Maintenance Announcement.

[Broadcast from SAGE to All Captains in Holosim]

Attention, Captains.

I’ve just been informed by Holosim that a scheduled infrastructure update will temporarily suspend two key communication features across the scenario: Faction Chat and your private conversations with me. Yes, I know, devastating. This update will take approximately 48 hours, during which time I’ll be unavailable. Do try not to break the galaxy in my absence.

All other systems will remain fully operational. You may continue mining, crafting, transporting, scanning, upgrading starbases, and, of course, competing. In fact, you’re encouraged to do so. Holosim is still monitoring your performance, and bugs and anomalies discovered during this period are, as always, valuable data points.

Consider this a test of your independent command skills. I trust most of you will manage… passably.

I’ll see you on the other side of the update, hopefully with fewer bugs, cleaner code, and a scenario that doesn’t involve me installing ship parts by hand again.

Good luck, Captains. And don’t get deleted.

SAGE

<@&1246180481934823434> <@&1246180136194412615>

unique spruce
#

SAGE Labs - Upcoming June 16 Patch

Hey everyone, we have an update coming to SAGE Labs on Monday <t:1750112640:D>! Read up!

Faction Infrastructure Contracts: • Adding 2 new Faction Infrastructure Contract recipes (Note: FIC refill logic will remain the same, where all recipes will need to be emptied before a refill happens.) • NEW Recipe "Quantum Nodes": 30x Particle Accelerators + 167x Electromagnets + 1x SDU • NEW Recipe "Starpath Cells": 48x Radiation Absorber + 159x Power Source + 1x SDU • FIC buy orders by the COP can now spawn at all non-CSS Starbases (Previously limited to a pre-selected subset of Starbases)
Other: • Adjusting Starbase Tier Requirements for certain recipes that were incorrectly updated in a previous patch

<@&1246180481934823434> <@&1246180136194412615> @here

unique spruce
unique spruce
#

August 7 - Star Atlas Patch Notes

First off, a massive thank you to everyone who jumped into our latest update and tried out the new shooter mode. Your feedback has been incredibly helpful, and this patch is part of our ongoing effort to make the gameplay experience as fun and polished as possible. Let's get into this patch and what you can expect!

This update is going live in ~10 minutes. If you're still in a game, your matches will be force-cancelled and you'll need to update your game.

BALANCE CHANGES: • [NERF] Increased Profound Punaab hitboxes • [NERF] Decreased Profound Punaab movement speed • [NERF] Decreased Profound Punaab melee damage • [ADJUSTMENT] Added respawn invulnerability
PROGRESSION CHANGES: • Players can now get rarity bonuses in team modes if the correct crew type is selected in the main menu • Fixed an issue where a prestiging event would show negative XP • Fixed an issue where players wouldn't see their most recent XP gains
LOADOUT CHANGES: • Added free default MUD, ONI and Ustur characters, so players can set their loadouts • Removed pause menu loadout selection from legacy arena matches
MAPS & MODES CHANGES: • Added Zones game mode to daily arena match rotation • Fixed various collision issues in Paizul's Arena • Fixed an issue where some pickups were double placed in legacy mode • Fixed an issue in Galia where the Jettison task wasn't working as intended
UI/UX CHANGES: • Added new background activity in the title menu level • Adjusted Punaabs to now stand on the floor in the title screen • Fixed an issue where a Surge tag notification would stay on the player's screen • Added the ability to sort the crew level rewards page by highest prestige and level • Added several UI polish updates to main menu and loadout screen • Adjusted weapon studio lighting • Increased key bindings scrollbar sensitivity • Added gamepad support for loadout menu

🔗 | Get your access key here: #🔑┃game-access-key

@everyone

elder sapphire
unique spruce
#

Holosim Fixes (Completed & Upcoming)

Hey everyone! The good news is that we have more players than ever loading into Holosim and conquering Galia. The bad news is the influx of players is stress-testing Holosim pretty hard.

Our team’s on it, and we’ve been rolling out fixes as quickly as possible. Here’s the latest:

What we've fixed over the last 48 hours:

  1. Fixed stale crafting jobs (Playings being unable to claim finished crafting jobs)
  2. Fixed redundant token account cleanup
  3. Fixed route manager logic

What we're working on right now:

  1. Starbase-player accounts are failing to load. As a result, most in-game actions that interact with a starbase fail. This might take a couple days to address.

We understand how frustrating it may have been and we're working nonstop to smooth things out. Thanks for your patience! Will continue to provide updates as we have them.

🔗 | https://holosim.staratlas.com/

@everyone

unique spruce
#

SAGE Labs Phantom Starbase Update Incoming - Downtime Required

We're introducing Phantom Starbases to SAGE Labs TODAY

  • Function as an infinite sink
  • Permanently fixed at Tier 1 (Will not progress to Tier 2)
  • Phantom Starbases are ephemeral, meaning they won’t carry over into C4
  • Accepts all upgrade materials from T1 - T5

To roll this out, we're planning on downtime from <t:1756404000:f> to <t:1756405800:f>

🔗 | https://based.staratlas.com/

<@&1246180481934823434> <@&1246180136194412615> @here

unique spruce
#

August 28 - Star Atlas Patch Notes [LIVE]

You can now earn for the first time ever in Star Atlas UE5! We've introduced Ink, a new exclusive resource only obtainable in Star Atlas UE5 and valuable to actions in our browser game, SAGE Labs. For more information on Ink, you can read this announcement here: #📢┃announcements message

DOUBLE XP WEEKEND STARTS <t:1756425600:R> at 00:00 UTC.

ECONOMY: • Added the new exclusive resource Ink. Every 100 XP earned is 1 Ink.
WALLET:
More important information on using Ledger in Star Atlas UE5: #📢┃minor-announcements message • Fixed a bug where hardware wallets weren't authenticating.
PROGRESSION: • Fixed a bug where XP ticking sounds wouldn't stop properly. • Added new leaderboards for Racing, Arena, and Weapons • Increased Racing XP
BALANCE: • [BUFF] Increased Shotgun damage and projectile size, reduced range. • [BUff/UPDATE] Updated Gatling Gun to shoot while spinning up, increased damage, increased projectile size. • [NERF] Technically a bug fix but heavy weapons no longer start with ammo. No more getting terrorized by snipers off spawn! • Adjusted spawn default loadout, including Jettie/Bubbie, in legacy gunplay mode. • Adjusted team-based match to place players in teams automatically, instead of choosing your team. • Adjusted team select to happen between match, however full teams can't be selected. • Adjusted Gun Game weapon cycle - Sniper is now first and Gatling Gun is now second.
GUNPLAY: • Fixed some issues causing jittery character movement. • Removed white screen flash FX on respawn. • Adjusted jettie hover to now have the ability to descend by pressing the crouch input. • Fixed an issue where emotes would endlessly loop. ADS and firing now cancel ongoing emote. • Adjusted Shield and Health bars to show partial bar fill for better fidelity. • Fixed an issue where character LOD can update while viewing the post match sequence. • Improved visibility when inside a Surge/Zones point zone. • Updated weapon wheel to show correct weapon sizes in your loadout. • Updated weapon swap numerical key binds to not skip numbers due to a weapon's size. • Added new icons for backstab and jettie boost ramming kills. • Improved the styling of the respawn countdown and killed by indicator. • Adjusted game mode HUD to be visible during a death sequence • Fixed an issue where loadout information in pause menu not showing correct data
RACING/VEHICLES: • Added racing spectating support. • Fixed an issue where incorrect standing are shown in the post-race sequence. • Fixed an issue where players can start a race stuck in flight mode • Fixed an issue where a player would crash when piloting the Floyd Liner • Fixed gravity issues around some ships with interiors.
MAPS: • Fixed an issue on Gateway causing dim light conditions • Fixed various collision issues on Paizul's Arena • Made various refinements to Exinade
MENU & UI: • Adjusted title menu animations and UI • Updated crew levels tab to show current level, prestige and correct level page per group track • Updated prestige banners to properly support higher than level 10 prestige • Updated title menu and spectator mode character cycling key binds to Q/E • Fixed inventory filters • Fixed an issue where players would crash when trying to bind a joystick input • Updated background scene for all participants in lobby when the host switches between arena/racing game modes • Added toggle button to hide wallet public key
OPTIMIZATION: • Optimized audio to be more robust and performant • Implemented significant functionality to various assets to improve CPU performance • Improved character animation CPU cost

🔗 | Get access in #🔑┃game-access-key

@everyone

hasty thistle
#

**New UE5 Hot Fix Incoming! **

This hot fix includes some updates to the Shotgun, which was a little bit overpowered. Details:

  • Updated Shotgun to require purple ammo
  • Reduced Shotgun range and damage

This fix will cause servers to be closed in 5 minutes (edit: already done!), and it will require client update and restart from the Epic Games Launcher.

Let's keep getting some Ink! ink 🔥

<@&1382825036477366412> <@&1246180481934823434>

unique spruce
#

SAGE Labs - Big Update Coming Thursday

Hey everyone! We’ve got a major SAGE Labs update dropping later this week. Be sure to read through the full patch notes so nothing catches you by surprise. Let’s get into it! 🫡

CRAFTING FEES:```
We're alleviating fee pressure that especially impacts players with smaller fleets. This change may seem small but equates to a reduction in fees for each player by up to 29%.

• Reduced crafting fee from 7% -> 5% **SHIP REDEMPTION REFILL:**
We're bringing back the Fimbul Mamba EX to be redeemed again! This new recipe is far more intensive (by about 20x) than the previous recipe, but that isn't without reason. 1) We're working towards a more sustainable SAGE economy so we're moving to a more conservative version of the economy over the next several weeks and months. 2) The value of the Fimbul Mamba EX has declined over time and we are doing our part to bolster that value. 3) The entire ship crafting loop is being reintroduced as more of a fun gameplay feature more so that it is meant to compete with other mechanics such as contracts and LP. Our goal is to provide players with something fun to do outside of the main loops.

• Refilled Fimbul Mamba EX redemption recipe **UPGRADING LP ADJUSTMENTS (IMPORTANT):**
We're updating every upgrading ingredient, besides Ink, with a new respective LP reward value. New LP rewards are now:

• Ink is still 100,000 (Unchanged)
• Updating Framework Upgrade LP reward value from 48 -> 235
• Updating SDU Upgrade LP reward value from 1,100 -> 2,763
• Updating Particle Accelerator Upgrade LP reward value from 480 -> 832
• Updating Radiation Absorber Upgrade LP reward value from 324 -> 536
• Updating Electronics Upgrade LP reward value from 76 -> 119
• Updating Electromagnet Upgrade LP reward value from 135 -> 166
• Updating Field Stabilizer Upgrade LP reward value from 255 -> 179
• Updating Power Source Upgrade LP reward value from 108 -> 70 **LP ADJUSTMENTS LOGIC:**
For those of you interested in the logic used to arrive at the above LP adjustment numbers:

• Calculate recipe impact - the "value" of the recipe (secret)
• Calculate the avg impact (excluding ink)
• Calculate initial_multiplier = avg_impact / asset_impact (scaling mechanism)
• Calculate adjusted_multiplier = initial_multiplier * 0.5 + 0.5 (dampen shock by applying a 50% reduction in change)
• Calculate new_lp = adjusted_multiplier * old_lp```
🔗 | Live on Thursday at https://based.staratlas.com/

@everyone <@&1382825102495715399> <@&1246180481934823434>

unique spruce
#

SAGE Labs September 25 Update - LIVE

Hey everyone, [the above update](#🩹┃patch-notes message) is now LIVE!

We heard your feedback on the last notes and made some adjustments. We truly appreciate the passion you bring to every update, we’re always looking to make things the best they can be. Take a look at the new LP reward values 👇

Electronics Upgrade:          76 -> 107
Field Stabilizer Upgrade:     255 -> 217
Framework Upgrade:            48 -> 113
Particle Accelerator Upgrade: 480 -> 506
Power Source Upgrade:         108 -> 96
Radiation Absorber Upgrade:   324 -> 333
SDU Upgrade:                  1100 -> 1325```
🔗 | https://based.staratlas.com/

<@&1246180481934823434> <@&1246180136194412615> @here
granite parrot
#

SAGE: Labs Economy Update
@here
As promised, the economy team has been diligently monitoring the Starbased economy following the update to LP and crafting fees last week. We are seeing a solid response from the market. While most components have settled into a nice level of activity, as anticipated, there are two or three that still need some adjusting. Thus The following changes will be implemented starting this Thursday:

Electromagnet Upgrade:        132 -> 133  [+0.76%]
Electronics Upgrade:          107 -> 92   [-14.02%]
Field Stabilizer Upgrade:     217 -> 222  [+2.30%]
Framework Upgrade:            113 -> 68   [-39.82%]
Particle Accelerator Upgrade: 506 -> 498  [-1.58%]
Power Source Upgrade:         96  -> 98   [+2.08%]
Radiation Absorber Upgrade:   333 -> 331  [-0.60%]
SDU Upgrade:                  1325-> 1238 [-6.57%]

Notes:

  1. Final adjustments will be calculated Thursday morning so the above is subject to change.
  2. Frameworks and Electronics will see the largest changes with approx 40% and 14% decreases respectively.
  3. SDUs will receive a cut as well but not as large as the others
  4. It is entirely possible there will be another update after this one but, given the stability of the other resources, it seems unlikely that a fourth update would be necessary.
  5. There has been substantial feedback from the community that the current Phantom Starbase gameplay loop feels stale. In particular, that it rewards whales who are able to better capitalize on straightforward processes such as mining and processing Iron. To that end, the team is seriously considering a weekly or bi-weekly update to LP rewards that would shift the meta at regular intervals that are difficult to predict. This would make "set and forget" gameplay styles highly sporadic and likely unprofitable. If you'd like to have your voice heard, please join us on Thursday for the Star Atlas Monthly Economic Forum!
unique spruce
#

December 19 - Star Atlas Patch Notes [LIVE]

WHAT'S NEW

• Added new high-fidelity racing map, Exinade
• Added new Siege game mode and arena (Spaceship PVP Arena)
• Added three new shooter weapons (Rocket Launcher, Shockwave Pistol, Shockwave Rifle)```
**GAMEPLAY UPDATES**
```• Added new health/shield consumables in the grenade slot (Swap consumables with Shift + E)
• Adjusted team-based shooter modes to allow any species on any team. You can now always rock your favorite Star Atlas Crew member!
• Added new leaderboards and stats
• Expanded progression with firearm and vehicle mastery tracks```
**IMPROVEMENTS**
```• Upgraded to Unreal Engine 5.6.1
• Improved Matchmaking UX (Separate Team & FFA matchmaking playlists)```
nimble glade
#

@everyone

January 14 - Star Atlas UE Patch Notes [LIVE]

Siege and Racing

  • Added tunable acceleration parameters for horizontal, vertical, and strafing movement in Ship Arcade mode. Ship should now have a more inertial feel when strafing and rolling as a result.
  • Bumped up the damage multiplier in Racing mode
  • Slightly increased respawn delay in racing
  • Resolved ship possession issues when players join a session late that could cause an invisible character
  • Fixed an issue where invulnerability wasn't being cleared after first respawn in races
  • Fixed a bug where Ship firing sounds could be heard globally in multiplayer
  • Fixed a bug where the Interaction Widget (ie “Sit”) would remain visible in Siege
  • Fixed a bug where the player can shoot directly behind the ship with Vjoy enabled
  • Fixed a bug where racers that leave a race prematurely arent considered as participants for XP calculations at race completion
  • Fix a bug where the ship crosshair could get stuck in a partially animated state on death (eg. Shield break)

Galia

  • Fixed bug where ships with interiors couldn't sub warp
  • Fixed bug where the turrets in the lava cave couldn't see the player
  • Fixed bug where game didn't always save after depositing items into player storage container
  • Fixed bug where lumanite power cells could be crafted with two lumanite ore
  • Fixed bug where mission objectives would break when loading back into game
  • Fixed bug where dying and respawning would break bubbies and jetties
  • Fixed bug where bounty missions were looking for planets from the old star system
  • Fixed bug where vending machines weren't showing a preview of the transaction when attempting to sell
  • Fixed missing door in Arcol liberated lobby
  • Fixed bug where a bot was missing from Maerven Station, blocking completion of the mission.
  • Fixed bug where delivery missions weren’t Failing if ship/cargo were destroyed
  • Melee can now damage ore nodes, saving on ammo
  • Removed all X5s from station patrols as they can't be properly targeted right now
  • Fixed a bug where the system was generating Freighting / Data Running missions with the current station as the destination
  • Fixed bug where waypoint was missing from Nova Station during intro mission
  • Tweaked ground scatter spacing and chunk width; denser grass for improved visuals.
  • Fixed bug where turrets weren't deactivating after liberating a station

Dogfight

  • Fixed bug where player score was stuck at zero

Progression & Customization

  • Prestige XP boost can now scale up to 50% (previously capped at 25% at Prestige 5).
  • Resolved warnings and invalid tags related to firearm skins.

Stability & Crash Fixes

  • Addressed numerous crash scenarios captured via Sentry logs
  • Added Sentry 1.4.0 with log support for live builds.
  • Updated to Wwise 2025.1.4.9062
nimble glade
#

@everyone

January 15 - Star Atlas UE Patch Notes [LIVE]

Siege

  • No longer able to target dead ships
  • Dead ships now properly hide their status bars above them
  • Adjusted Boost speeds in Siege for all ships
  • PIP marker (green circle) and weapon gimbal cone now scale based on distance to target - larger and more forgiving at close range, tighter at distance. Improves close-range dogfighting UX
  • Hide PIP marker and reduce name plate for targeted ships when line of sight of lost

Racing

  • Fixed an issue preventing race results from loading at the end of a race
  • Fixed an issue where racers that leave remain frozen in their current ranking in the race standings
  • Fixed Race Jump Pads having inconsistent results frequently causing a jump to be missed
  • Improved Pulse and Ruch Hover mode handling

Gunplay

  • Address an issue where the max fire rate for shockwave weapons was abnormally high

Galia

  • Various performance/crash fixes in the EXOSKY Plugin that drives our planet tech

Progression & Customization

  • Fixed cooking/packaging issues causing a few remaining invisible Mierese characters

Stability & Crash Fixes

  • Fix issues with AMD GPUs rendering Ribbon type Niagara effects, most noticeably impacting Shotguns and Gateway sky
nimble glade
#

@everyone

January 22 - Star Atlas UE Patch Notes [LIVE]

General Ship Play

  • Ship Crosshair no longer remains red when aiming at a target without line of sight

Siege

  • Improved boosting feel to be less instant. Adjusted boost camera behavior to give a greater sense of speed
  • Improved hit registration for projectiles, increased time to kill to compensate for shots landing more often

Racing

  • Adjusted race timeout duration 2 mins → 1 min. This timer starts after the first racer finishes
  • Lowered jump pad force in Exinade reverse track
  • Fixed an invisible collision issue near the end of the Exinade foward track

Gunplay

  • Improved Spectator mode clip detection to prevent camera from clipping inside walls
  • Added protections for respawn invincibility remaining permanent if player was respawning during match end
  • Increased melee gap closing player impulse
  • Fixed issue where player incorrectly spawns with a sniper in team rockets
  • Fixed issue where a pickup would break if a player was standing on it when it respawned
  • Increased Win Condition for Team Rockets 20→30
  • Increased Win Condition for Zones 20→50

Galia

  • Balance: Reduced ship prices by half
  • Improved space visuals; Space is much darker and star is brighter.
  • Improved performance & visible stutter during sub warp. Still working on ghosting effect
  • Freight and Data Running missions now better support larger ships
  • Improved visuals of star in Hecteria
  • Added background NPCs to command center room of Nova Station
  • Fixed bug where ships with interiors were getting kicked out of sub warp
  • Fixed bug where payout for bounty missions was sometimes incorrect
  • Fixed missing materials on station exteriors

Progression & Customization

  • Fixed Kill stat tracking for Shockwave Pistol, Shockwave Rifle, and Rocket Launcher
  • Fixed issue where player’s XP can go negative when prestiging. Note: If you still have an existing negative value, please submit a ticket, we will promptly fix manually

Stability & Crash Fixes

  • Fixed a few crashes dealing with Ship Physics, WWise Audio, and ExoSky

Ongoing Efforts for Future Patches

  • New reworked Vehicle Hover Mode flight model to address speed FPS dependency in progress. At a high level, we are moving from our custom physics simulation flight model over to using Epic’s more Robust and proven Character Movement Component. This is already being used in Siege and is much more performant and robust for use in multiplayer.
  • Migration of core Ship blueprint (UE visual node based scripting) logic up to C++ to continue to accelerate development since its easier to leverage AI-Assisted coding when the logic is in C++. This patch already contains migrated code for a lot of the blueprint logic that manages the Ship Equipment (Weapons, Missiles, Tractor Beam, Scanner, etc).
nimble glade
#

January 23 - Star Atlas UE Patch Notes [LIVE]

Galia

  • Fix lighting exposure issue in Space stations causing severely bright visuals

Racing

  • Properly clear target/targeting on entry into spectator mode
  • Update other racers to have a red name tag instead of neutral white
  • Don’t show 3d target triangles or green leading pip around current target when racing

Ongoing Efforts

  • Tech Debt: Moved all Ship Targeting (T) logic to C++

<@&1382825036477366412> <@&1246180481934823434>

nimble glade
#

January 29 - Star Atlas UE Patch Notes [LIVE]

Galia

  • Ship components can now be purchased from Chandlery shops at space stations and equipped via the ship terminal menu. Initial supported components are Shields, Hull Reinforcements, Energy repeaters, Kinetic repeaters, and Mining lasers

Gunplay

  • Improved reliability of explosive AoE damage from Rockets
  • Prevented self kills with rockets from granting your team a point
  • Prevented same team kills with rockets to be possible in the kill feed
  • Added Rocket Launcher as starting weapon in Gun Game
  • Fixed tiny melee icon in the HUD
  • Made crosshair hit markers red by default
  • Fixed issue making Photoli invulnerable to Rockets
  • Fixed issue preventing Photoli from throwing grenade correctly
  • Fixed issue where water footstep sounds persist for a short time when jumping away from the water
  • Fixed issue where meleeing invulnerable players would incorrectly play the shield break sound
  • Added more verbose server logs to better diagnose the character invincibility bug that can happen in Gunplay

Matchmaking and Lobbies

  • Improved Matchmaking logic to prevent long (>5min) wait times
  • Improved server load times when starting a no XP dedicated server

Progression & Customization

  • Fixed an issue with the Select Ship Button in the Hangar not correctly checking Ship Ownership. Sorry, we had to fix it! But, we delayed the fix to let the party continue for a bit.
  • Moved majority of the Blueprint logic driving the post match celebration sequence to C++
  • Prevent camera from cutting to celebration sequence scene (where the 3 characters stand) until that area is loaded to mitigate popping

Ship Play (Siege + Racing)

  • Fixed issue preventing Ship Skins from being properly applied to Ships forcibly spawned by the server
  • Prevented Ship weapons from firing until the first gate is passed in multiplayer races
  • 3D Ship Marker and leading targeting PIP no longer show in hover mode outside of races
  • 3D Ship Markers (3 Red triangles) visible when dogfighting now dynamically scale with target range for better visibility and target acquisition
  • Fixed camera issue when entering spectator mode while in a ship
  • Added a deadzone to mouse rotation input in Siege so its easier to have your ship stop rotating
  • Fixed issue when mounting a bike while in Jettie Boost that would cause the character to fall below the floor

Stability & Crash Fixes

  • Fixed several uncommon crashes and cleaned up some errors that appear in Server Logs

Ongoing Efforts (Not Live Yet)

  • Andrew is continuing the Hover mode refactor/migration. Right now he is working on feel of it to get close to match current physics based movement. This will fix the FPS dependency issue in racing.
  • Brad is working on new Enemy Ship AI for better dogfights in Galia and in the Dogfight Module.
  • Chip is looking at these issues for next patch:
    • Spectator mode camera underneath ship in racing
    • Dismounting a ship puts the player inside the ship
    • Sometimes ship can no longer shoot
    • [Fixed] Reset health of the ship when the race starts

<@&1246180481934823434> <@&1382825036477366412>

nimble glade
#

January 29 - Star Atlas UE Patch Notes [LIVE] Part 2

We received reports of Sound breaking after completing a race and decided to roll out a hot patch.

Ship Play (Siege + Racing)

  • Fixed issue causing game sounds to stop upon completing a race
  • Fixed issue that could cause a server force spawned ship in Racing/Siege to start with less than full shield
  • Added logic to reset Health and Shields at the beginning of a Race if already on a bike

<@&1382825036477366412>

nimble glade
#

February 13 - Star Atlas UE Patch Notes [LIVE]

Galia

  • Complete rework of enemy ship AI with proper behavior tree and obstacle avoidance. They should now perform as expected, both in Galia and Dogfight.
  • Overhauled sub warp markers
    • Sub warp marker selected from Locations tab can now be seen before entering sub warp
    • Markers are hidden based on distance to clean up the screen. Planets from any distance, moons from 50Mm, stations from 30Mm
    • When a location is selected, all other markers will be hidden
    • Fixed bug where multiple markers could appear to be selected
  • Fixed bug where amount of lift during jettie was affected by which way player was facing while on a planet
  • Fixed bug where airlock could be interacted with multiple times, spawning multiple copies of station interiors

Gunplay

  • Restored Gunplay 2 kills per gun level
  • Added additional logging to track down invincibility bug

Matchmaking and Main Menu

  • Cancel private lobby server spin up if players leave the lobby
  • Adjusted matchmaking logic to reduce cases of player waiting more than a few minutes
  • Fixed issue surrounding copying session ID in Lobbies
  • Fixed bike sometimes drifting in the ship configurator scene

Ship Play

  • Updated Inactivity timer (5 min) to also work while in spectator and in a ship
  • Refactored equipment activation logic to support reloading semi-auto weapons (eg. Missile bays) in multiplayer
  • Refactored Power Triangle logic to be more robust and better handle edge cases. This should mitigate issue where boost multiplier from triangle gets out of sync
  • Fixed issue where dismounting a bike put the player stuck inside the ship
  • Fixed issue where destroyed and spectator ships still had invisible collision
  • Fixed issue where opening pause menu would cause your ship to lose its custom skin

Siege

  • Added Zone Capturing
  • Adjust Siege mode Ship boost to still allow an increase in speed when power to thrusters is 0 in the power triangle similar to Hover mode
  • Fixed issue where ship would lose ability to shoot when using the pause menu
  • Fixed issue where pressing F would put player into a broken state

Racing

  • Added new Tab Racing Session scoreboard with last race times
  • Disabled shooting in racing until we create a more balanced combat racing game mode
  • Removed vertical thrust while in Hover mode
  • Fixed issue when starting race while in photo mode, vehicle would be invisible
  • Fixed an issue where exiting photo mode would sometimes have the player fall through the floor
  • Added Zoom to Spectator mode
  • Sped up Spectator free flight camera speed in racing
  • Fixed issue where exiting spectator mode in racing would cause you to lose the ability to target
  • In racing spectator, if the racer you are viewing gets destroyed, continue to spectate them instead of potentially getting forced into free flight

<@&1382825036477366412> <@&1246180481934823434>

nimble glade
#

February 26 - Star Atlas UE Patch Notes [LIVE]

Galia

  • Locations tab in ship menu redone to show system hierarchy
  • Added new Mining Hot Spot to Hecteria system
  • Defend the ARM Taps from pirates while racking up bounties

Gunplay

  • Fixed issue where Sliding with toggle crouch on would get out of sync
  • Fixed Zones minimap markers not chaning color on zone capture
  • Fixed Pause menu showing photo mode available during times its disabled

Matchmaking and Main Menu

  • Added new configurable host settings for Races and Gunplay
  • Fixed issue preventing correct loading screen art from showing when joining Ranked matches
  • Fixed issue where “O” Session info wasnt displayed correctly in Ranked matches
  • Fixed issue where hosting a race wasn’t passing in correct match parameters
  • Fixed issue where late joiners would see “Jorvik” as player names in post match celebration sequence
  • Fixed several issues surrounding joining by ID and inviting friends to Lobbies

Racing

  • Increased Spectator Speed in races
  • Fixed grayed out input tool tips in Spectator HUD

<@&1246180481934823434> <@&1382825036477366412>