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The subject of this article is from the Desolation update.
The information from this article is up-to-date as of 22 September, 2020.
NmsShips FrigateTypes

Frigate types clockwise from top left: Support, Exploration, Combat, Trade, and Industrial.

Frigates are mid-sized starships.

Summary

Frigates are ships larger than a single-user starship, but smaller than a freighter. They can usually be found surrounding an NPC freighter. A player can own up to 30 frigates once they command a freighter. Frigates can then be sent on expeditions to other star systems.

The frigate fleet is controlled by the Fleet Command Room, located on the freighter that commands the fleet. Building more than one Command Room allows the player to have multiple active missions with different frigates at once.

A list of documented frigates is available at Starship Catalogue - Frigate.

Hiring

In order to hire a frigate the player must travel close to the frigate's position and, once the frigate captain is open for communication, use their intercom (via quick menu) to talk to the captain and choose the option to hire their services. Not all frigates that spawn are available for purchase.
The fleet can have a maximum of 30 frigates. You can dismiss unwanted frigates using the middle mouse button.

The five types of frigates are as follows:

  • Combat Combat Specialist - Higher Combat capabilities. Can assist the player during space combat by warping nearby and sending out friendly sentinel ships.
  • Exploration Exploration Specialist - Higher Exploration capabilities. Can activate its Artifact Scanner to find the location of an Ancient Ruin in the current system.
  • Industrial Industrial Specialist - Higher Industrial capabilities. The vessel produces 2 Magnetised Ferrite every 30 seconds up to the maximum capacity of 100 Magnetised Ferrite after 25 minutes. These can be collected by the player by boarding the vessel when it is not on an expedition.
  • Trade Trade Specialist - Higher Trade capabilities. The vessel produces 1,000 Units every 30 seconds up to the maximum capacity of 125,000 Units after 62 minutes and 30 seconds. These can be collected by the player by boarding the vessel when it is not on an expedition.
  • Support Support Specialist - Specializes in fuel supply instead of abilities. Useful on shorter expeditions to conserve fuel or small improvement of fleet strength in all areas without increasing fuel requirements. The vessel produces 2 Condensed Carbon every 30 seconds up to the maximum capacity of 100 Condensed Carbon after 25 minutes. These can be collected by the player by boarding the vessel when it is not on an expedition.

Bargains and Pitfalls

With over 60 potential points in their lifecycle and growth, it would seem unimportant which frigate to buy. However, there is a difference of more than 15 points between the best and the worst frigates. Additionally, some frigates consume considerably more fuel than others, which can cripple your fuel supply by as much as 50%, weaken the entire armada by approximately 50% early on, and then remain weaker by up to 20% over the long term.

Specialized frigates:

  • Rank 1: 1-12 base stats (after deducting the bonuses)
  • Rank 2+: (-5)-14 base stats (after deducting bonuses and ranks)
  • Fuel: 8-12 tonnes (without negative traits, may be as high as 16 with negative traits)

Support frigates:

  • Same base stats as above
  • Fuel:2-5 tonnes (without negative traits)

Calculating Base Stats:

  • TOTAL BASE STATS = MAIN STAT - BONUSES - RANK_UPS*6
  • Where MAIN STAT is the sum of the 4 main stats listed on the right (combat, expedition, industry, and trade)
  • BONUSES is the sum of bonuses to the 4 main stats as pictured on the ship in the left
  • RANK_UPS is the number of times the ship has ranked up. This can be computed by looking at the table below in the "Ranks". If 0-3 expeditions have been completed, the ship has had 0 rank ups, 4-7 expeditions means 1 rank up, 8-14 is 2, 15-24 is 3, 25-29 is 4, 30-34 is 5 rank ups, and so on (every 5 expeditions corresponds to another rank up)

Expeditions

Your navigator presents five new expeditions per day (0:00 UTC reset) on the freighter bridge for up to 5 frigates each. Since the duration of some expeditions is greater than one day—and since you could take all the available missions just before the daily refresh—it is possible to have more than five of them active at the same time.

The main goal of expeditions is to gather units, artifacts and rare items for their player owning the dispatching freighter. Expeditions can be accessed by talking to the Navigator standing next to the star map and existing expeditions can be managed by visiting the Fleet Command Room assigned to that fleet. Each Fleet Command Room build allows an additional concurrent expedition. Each expedition itself can take anywhere from 1 to 28 hours in real time, and progress even while the game is not running. Critical events that can lead to the loss of frigates also happen in real time. If the player is not there, they can not intervene in time.

Certain frigate traits affect other frigates in their party and make the journey easier and less costly; or with certain traits harder and more expensive.

Frigate expeditions are rated in difficulty between 1 and 5 stars. While the frigates have lights shown on the fleet management menu, those are not their star rating, but the amount of positive traits. The actual point values matter here! It is recommended that the total star rating of the frigate team after calculation is at least 1 star higher than the difficulty of the expedition. If the team rating is equal to the expedition difficulty there is a chance that the frigates will be damaged, and if the team rating is lower than the expedition, frigate damage is very likely and a loss could occur. Also note that lower class frigates are more likely to be damaged than higher class ones. If a damaged frigate continues its mission and gets damaged again, it will be destroyed and cannot be recovered.

Expeditions focus on one of the five areas:

  • Combat Combat - The crew brings back mostly units and various items looted from enemies, or salvaged, such as Geodesite and Iridesite.
  • Exploration Exploration - The crew brings back discovered items (i.e. a Gravitino Ball or even an Artifact) and earned units.
  • Industrial Industrial - The crew brings back units, refined stellar metals (i.e. Activated Copper) and curiosities, such as Carbon Crystal and Rare Metal Element.
  • Trade Trade - The crew brings back units from trade deals made during travel, along with a number of trade items.
  • Support Balanced - A random sum of all above. A mixed frigate fleet works well for this type of expedition.

Game files show that, even during expeditions of any of the four specialist types mentioned above, expeditions will randomly include occasional encounters of other types, which means that all expedition fleets should avoid leaving extreme weaknesses in any stat.

If failed, each encounter has a chance to damage any or all frigates in your expedition and potentially add a negative trait to any of them. Sending out frigates that have negative traits on them can cause encounters to fail more easily, and therefore pass negative traits onto other frigates.

Loot Earned

Possible Rewards Per Mission Type [Under Construction]
Possible Rewards Per Mission Type
Mission Type -> Combat Combat Exploration Exploration Industrial Industrial Trade Trade
Normal Resources Magnetised Ferrite

Chromatic Metal

Rare Resources Indium Indium
Stellar Resources ( Activated Copper ) ?

( Activated Cadmium ) ?

Activated Emeril

Activated Indium

Activated Copper

Activated Cadmium

Activated Emeril

Activated Indium

Activated Copper

Activated Cadmium

( Activated Emeril ) ?

( Activated Indium ) ?

Race Curiosities Gek Relic

Korvax Casing

Vy'keen Effigy

( Gek Relic ) ?

Korvax Casing

Vy'keen Effigy

Gek Relic

Korvax Casing

Vy'keen Effigy

GekNip

Gek Relic

Korvax Casing

( Korvax Convergence Cube ) ?

Vy'Keen Dagger

Vy'keen Effigy

Rare Curiosities Sac Venom

Vortex Cube

Sac Venom

Vortex Cube

Albumen Pearl
Material Rocks Carbon Crystal

Chloride Lattice

Superoxide Crystal

Carbon Crystal

Rare Metal Element

TetraCobalt

( Chloride Lattice ) ?

Destabilised Sodium

Superoxide Crystal

Rare Metal Element

Superoxide Crystal

Rocks Herox

Magno-Gold

( Aronium ) ?

Dirty Bronze

Herox

Lemmium

( Magno-Gold ) ?

Grantine

( Aronium ) ?

Dirty Bronze

( Herox ) ?

Lemmium

( Magno-Gold ) ?

Grantine

Final Rocks Geodesite

Iridesite

( Geodesite ) ?

Iridesite

( Geodesite ) ?

Iridesite

High End Crafting Semiconductor Hot Ice Organic Catalyst

Fusion Accelerant

Superconductor

Cryo-Pump

Trade Commodities Re-latticed Arc Crystal

Superconducting Fibre

Superconducting Fibre
Treasures Biological Sample Delicate Flora

Unearthed Treasure

Biological Sample

Lost Artifact

Constructed Technology Salvaged Frigate Module Storage Augmentation

Salvaged Frigate Module

Storage Augmentation
Support Balanced (awards a mixture of the above rewards)

Known Bugs/Mishaps

  • The debrief will often depict fantastical events outside of the reality of No Man's Sky. However, sometimes they even report trade and life on planets in dead and abandoned systems. Do NOT use your expedition infos to judge worthy systems nearby. They are sadly unrelated.
  • Any system an expedition visits will show the original names of the systems and planets, even if discovered and uploaded to the HG databanks or recorded in your own discovery log.
  • A frigate expedition will be spawned and be present in the system they are told to be. Those systems ALL exist and the events take place on actual planets. However, this actual traffic can lead to the player meeting their own expeditions... sometimes in question worthy positions. Surely a story to be told!
  • The player will not die if they are on board a frigate which is currently on an expedition, but in the meanwhile it warps to its next destination. Instead the player will be transported back to their ship and receives a message saying that the frigate has left the system.

Stats and Traits

Each frigate will have base stat values for each of the 5 areas that will start at zero for fresh frigates that have not yet been to an expedition, and will then slowly increase the more expeditions the frigate has been to, see "Ranks" section below for more details.

Each frigate will have its base stats augmented by between 1 and 5 traits. The combination of base stats and trait-sourced stats will be combined into the overall stats of the frigate that will determine the success or failure chances of any expedition this frigate will be assigned to. Note that eventually with more expeditions any negative traits will be removed and replaced by positive ones (but possibly from a different area. Also, a small negative trait in some cases could well be outweighed by a large base value for a stat, thus resulting in a net positive stat in that area.

Each frigate will always have 1 out of 5 mandatory beneficial traits corresponding to the specialism of this frigate:

  • Combat Combat Specialist (+15 Combat)
  • Exploration Exploration Specialist (+15 Exploration)
  • Industrial Industrial Specialist (+15 Industry)
  • Trade Trade Specialist (+15 Trading)
  • Support Support Specialist (-15 Expedition Fuel Cost)

Additionally, each frigate will have up to 4 other random traits (including both beneficial and detrimental ones) from the following list of known traits (the list is work-in-progress), grouped by trait category. Note there are no frigate-type restrictions for optional traits, so e.g. a Combat Specialist could well have a trait boosting Trading etc., and also there are no restrictions on duplicate trait categories (so e.g. multiple Combat-impacting traits including multiple beneficial ones on a single frigate are possible). Click Expand to view the table:

Optional Traits
  • Combat Combat-beneficial traits:
    • Ablative Armor (+4)
    • Aggressive Probes (+1)
    • Ammo Fabricators (+2)
    • Angry Captain (+2)
    • Cloaking Device (+6)
    • Experimental Weaponry (+4)
    • Fauna Analysis Device (+1)
    • Harvester Drones (+1)
    • Hidden Weaponry (+1)
    • Interstellar Signal Array (+4)
    • Massive Guns (+2)
    • Retrofitted Turrets (+3)
    • Tractor Beam (+4)
    • Tremendous Cannons (+6)
    • Ultrasonic Weapons (+2)
  • Combat Combat-detrimental traits:
    • Cowardly Gunners (-2)
    • Fragile Hull (-2)
    • Second-Hand Rockets (-4)
  • Exploration Exploration-beneficial traits:
    • Cartography Drones (+6)
    • Gravitational Visualiser (+4)
    • Holographic Displays (+2)
    • Long-Distance Sensors (+3)
    • Planetary Data Scoop (+1)
    • Radio Telescopes (+3)
    • Realtime Archival Device (+2)
    • Stowaway Botanist (+2)
  • Exploration Exploration-detrimental traits:
    • Haunted Radar (-2)
    • Misaligned Sensors (-4)
    • Outdated Maps (-4)
    • Uncalibrated Warp Drive (-6)
    • Wandering Compass (-2)
  • Industrial Industry-beneficial traits:
    • Asteroid Scanner (+3)
    • Asteroid Vaporizer (+6)
    • Extendable Drills (+2)
    • Laser Drill Array (+2)
    • Metal Detector (+2)
    • Mineral Extractors (+1)
    • Remote Mining Unit (+3)
    • Terraforming Beams (+4)
  • Industrial Industry-detrimental traits:
    • Clumsy Drill Operator (-6)
    • Lazy Crew (-2)
    • Malfunctioning Drones (-2)
    • Small Hoppers (-4)
    • Underpowered Lasers (-4)
  • Trade Trading-beneficial traits:
    • AutoTranslator (+1)
    • Economy Scanner (+1)
    • HypnoDrones (+2)
    • Mind Control Device (+6)
    • Negotiation Module (+2)
    • Propaganda Device (+4)
    • Remote Market Analyser (+2)
    • Robot Butlers (+3)
    • Teleportation Device (+6)
    • Trade Analysis Computer (+2)
    • Well-Groomed Crew (+3)
  • Trade Trading-detrimental traits:
    • Badly Painted (-2)
    • Roach Infestation (-6)
    • Rude Captain (-2)
    • Small Hold (-4)
    • Thief On Board (-4)
  • Support Expedition Fuel Cost-beneficial traits (note that these are one-off values, rather than per-light-year-traveled values):
    • Advanced Power Distributor (-6)
    • Antimatter Cycler (-3)
    • Efficient Warp Drive (-4)
    • Generator Grid (-9)
    • Large Tanks (-3)
    • Overclocked Power Distributor (-4)
    • Oxygen Recycler (-2)
    • Photon Sails (-2)
    • Portable Fusion Ignitor (-9)
    • Robot Crew (-6)
    • Solar Panels (-6)
    • Tuned Engines (-4)
  • Support Cost Per Warp-detrimental traits:
    • Inefficient Engine (+2)
    • Leaky Fuel Tubes (+4)
    • Oil Burner (+1)
    • Poorly-Aligned Ballast (+2)
    • Thirsty Crew (+1)
  • Support Expedition Duration-beneficial traits:
    • Alcubierre Drive (-2%)
    • Dynamic Ballast (-2%)
    • Expert Navigator (-2%)
    • Experimental Impulse Drive (-3%)
    • Local Time Dilator (-1%)
    • Mass Driver (-1%)
    • Motivated Crew (-2%)
    • Wormhole Generator (-3%)
  • Support Damage Reduction-beneficial traits:
    • Advanced Maintenance Drones
    • Holographic Components
    • Self-Repairing Hull

Ranks

Over the course of many expeditions, the frigates lose negative traits and gain more positive abilities and base stats. The rank up hereby is based on the number of expeditions with an ever increasing demand early on and a static drop to 5 expeditions later. This can be checked on the Manage Fleet panel, where each frigate keeps track of how many expeditions they have been on.

Missions Rank up
0 -
1 -
2 -
3 -
4 yes
5 -
6 -
7 -
8 yes
9 -
10 -
11 -
12 -
13 -
14 -
15 yes
16 -
17 -
18 -
19 -
Missions Rank up
20 -
21 -
22 -
23 -
24 -
25 yes
26 -
27 -
28 -
29 -
30 yes
31 -
32 -
33 -
34 -
35 yes
36 -
37 -
38 -
39 -
Missions Rank up
40 yes
41 -
42 -
43 -
44 -
45 yes
46 -
47 -
48 -
49 -
50 yes
51 -
52 -
53 -
54 -
55 yes

Each time a frigate's rank is increased one negative trait is removed, if the frigate has any, or a beneficial trait is given. Further each of the four stats is increased by 1 with an additional 2 points being randomly distributed over all categories. The total growth per rank is 6 points. These points are unrelated to the class, type, race or flavor text of the frigate. The seed for their growth however is static and can not be circumvented by reloading.

Remaining Rank Ups

Class upgrade (from C to B and so on) depends on the total number of the beneficial traits, hence it is possible to calculate how many ranks up are needed to reach class S.

Class Beneficial Detrimental Total Remaining rank ups
until CLASS.S
Completed Missions
CLASS.C 1 4 -3 8 14 or fewer
CLASS.C 1 3 -2 7 24 or fewer
CLASS.C 2 3 -1 6 29 or fewer
CLASS.C 1 2 -1 6 29 or fewer
CLASS.C 2 2 0 5 34 or fewer
CLASS.C 1 1 0 5 34 or fewer
CLASS.C 3 2 1 4 39 or fewer
CLASS.C 2 1 1 4 39 or fewer
CLASS.C 1 0 1 4 39 or fewer
CLASS.C 3 1 2 3 44 or fewer
CLASS.C 2 0 2 3 44 or fewer
CLASS.B 4 1 3 2 49 or fewer
CLASS.B 3 0 3 2 49 or fewer
CLASS.A 4 0 4 1 54 or fewer
CLASS.S 5 0 5 - -

Rank-up Cap

Even after a frigate is promoted to S-class, it can still continue to improve its base stats (6 randomized points per rank), but it will no longer gain new traits. It will reach its maximum stats when 55 expeditions have been completed. Once that happens, the total stats difference between a maxed out frigate and another will be mainly due to their traits. (Max stat condition is indicated by the disappearance of the "Progress to Next Rank" percentage dial)

See also: Frigate Traits

Crew mood

Each frigate has a starting mood for their crew and its changes only on the frigates returning from expeditions. There is no information about whether this would affect the expeditions in any way.

The following examples for crew mood changes were documented for successful expeditions:

  • Bubbly → Harmonious → Chipper → Resourceful → Exemplary → Happy → Aggressive → Peaceful
  • Lively → Docile → Fussy → Grateful → Harmonious → Obsessive → Peaceful → Grateful
  • Industrious → Zealous → Aloof → Hungry → Thoughtful → Jolly → Strong willed → Jolly
  • Rambunctious → Dynamic → Agreeable → Delighted → Welcoming → At peace → Pragmatic → At peace → Industrious → Jumpy
  • Happy → Dedicated → Unflappable → Rowdy → Poetic → Content → Dutiful → Delighted → Bloodthirsty → Pragmatic

Consumable Upgrades

Each expedition provides three slots for consumable frigate upgrades that provides a bonus and lasts for one expedition.

Designation

The designation of the frigate changes with class.

Class FRIGATETYPE.COMBAT Combat FRIGATETYPE.EXPLORE Exploration FRIGATETYPE.MINING Industrial FRIGATETYPE.TRADE Trade FRIGATETYPE.DEFAULT Support
CLASS.C Interstellar Frigate Science Vessel Mining Vessel Merchant Vessel Supply Vessel
CLASS.B Interstellar Corvette Expeditionary Cruiser Industrial Hauler Trade Clipper Fuel Bulker
CLASS.A Interstellar Battleship Deep Space Surveyor Industrial Galleon Merchant Cruiser Mobile Supply Platform
CLASS.S Interstellar Dreadnought Data Harvesting Platform Orbital Factory Platform Trade Galleon Advanced Outfitting Platform

Fuelling

Use the screen on the freighter bridge to see the frigates fuel consumption. Fuel consumption is given in X tonnes per Y light-years.

The frigate fuel blueprints are rewards for finishing the Freighter Command mission. After crafting and storing them in the freighter inventory, will allow the frigates to use them. Frigate fuel is made of 1 part Di-hydrogen and 1 part Tritium, and comes in 3 flavours; 50 tonnes, 100 tonnes, and 200 tonnes. When using fuel, smaller quantities stored will be used first. If the expedition requires 200 tonnes, the game will consume 4 units of 50 tonnes, or 2 units of 100 tonnes first. Excess fuel is kept as smaller quantities. If a 200 tonnes unit is consumed for a 150 tonnes expedition, the player will receive a 50 tonnes unit given if the freighter has space to hold it.

Fuel cost calculation for missions

The fuel costs per expedition depends on three points:

  • Expedition distance (in light years): The distance is rounded to the nearest multiples of 250.
  • All ships' fuel costs (in tonnes / 250 LY).
  • Fuel cost reductions of traits (in tonnes), e.g. from Support specialists.

Formulas:

"Effective distance" = round("Expedition distance" / 250) x 250

"Total fuel costs" = ("Effective distance" / 250) x "All ships' fuel costs" - "Fuel cost reduction"

And because the shortest value for frigate fuel is 50 tonnes, total fuel costs must round up to the next multiple of 50. Note that this means that 50 tonnes per ship is an irreducible minimum, except for Support ships.

Support specialists

This section only concentrates on support specialists' fuel (dis)advantage and ignores benefits from all other stats.

Every trait with fuel cost reduction decreases expeditions' total fuel cost by an absolute value and not X tonnes / Y light-year. Therefore support specialists reduce total fuel costs of expeditions till a certain distance, after this distance they increase missions' fuel costs, because they need more fuel than they reduce. But they only affect expeditions' fuel costs if they increase total fuel costs over or decrease it under a multiple of 50.

For the game it means:

  • A support specialist in every expedition is not always a good deal.
  • Shorter expeditions profit more from support frigates.
  • Longer expeditions' fuel costs can be increased by support frigates.
  • Support ships nonetheless use little fuel, none at all on shorter expeditions, making them good "filler" ships to get a flotilla's star-rating up to the next rank. All-Support flotillas can handle some Balanced expeditions on their own, often for zero fuel cost.

Repairing

If a frigate was damaged during an expedition, the damaged frigate returns to the freighter and is marked in red. This means that a frigate's subsystem is critically damaged and sending the frigate in this state on another expedition may lead to further damage and a loss of the frigate.

To repair the frigate, the owner needs to fly over in their spaceship and land on one of the frigate's landing pads, at which point the frigate's captain contacts the player and marks the Damaged Components. Follow the red marks to find the damaged components, which can be inside or outside the Frigate, on various ramps, but will always be accessible by foot. Some may be accessed through doors or up ladders. When you reach the damaged component, a repair interface will appear. The required materials for the repairs should be stored in the player's freighter, starship or exosuit inventory to be usable during the repair process.

The "Times Damaged" counter tracks the number of times each frigate required repairs. The value may be checked on the freighter's Bridge.

Name Repair cost
TRADEPROD.TECH5 Cooling System SUBSTANCE.ASTEROID.2 Gold x20
SUBSTANCE.AIR.1 Oxygen x5
MEGAPROD.2 Master Circuit SUBSTANCE.ASTEROID.3 Platinum x5
FARMPROD.3 Photovoltaic Panel SUBSTANCE.ASTEROID.2 Gold x20
SUBSTANCE.AIR.1 Oxygen x10
TRADEPROD.TECH1 Power Distributor SUBSTANCE.ASTEROID.2 Gold x10
SUBSTANCE.ASTEROID.1 Silver x20
MAINTTECH.FUEL4 Pressure Chamber SUBSTANCE.ASTEROID.1 Silver x50
TRADEPROD.COMPONENT4 Servo Arm SUBSTANCE.LAND.2 Pure Ferrite x25
TRADEPROD.COMMODITY3 Solenoid SUBSTANCE.ASTEROID.1 Silver x25
SUBSTANCE.LAND.1 Ferrite Dust x10
MAINTTECH.FUEL3 Thermoregulator SUBSTANCE.ASTEROID.2 Gold x20
MAINTTECH.FUEL2 Tiny Motor SUBSTANCE.ASTEROID.3 Platinum x5
TRADEPROD.COMPONENT4 Transmission Box SUBSTANCE.ROCKETSUB Tritium x15

Additional information

  • If the player jumps off a frigate's landing bay into space, they will "fall" for a few seconds[1], then take damage and instantly die. The player will respawn in the nearest space station, and a grave marker will be created in the place where they died, to retrieve the inventory. When flying to the grave, the inventory items will be added to the starship's inventory instead of the exosuit inventory. If there are more items than there are free ship slots, then the player has to move the items from the ship and fly back to the grave multiple times until all items are retrieved.
    • However, death in space can be prevented by constantly refueling one's Life Support, allowing one to "fly" in space for an indeterminate amount of time and even fall to a planet's atmosphere, if close enough.
  • The resources given when boarding are accumulated over time and there's a cap to how many resources a ship can store. Ships with a higher class rating can store more resources. The collected resources are transferred to the player's freighter inventory.
  • Frigate research can be viewed here.
  • The pricing of a Frigate can vary from approx. 1,500,000 to 12,000,000 Units depending on the class.
  • Obtaining all frigates will earn a player the title of Admiral.
  • Frigates can be deleted from your fleet in the same manner as deleting a tech or item from your inventory (Consoles: holding right joystick / PC: holding middle mouse button).

Release history

  • NEXT - Frigate was added.
  • NEXT 1.51 - Fixed a crash when fleet expeditions end without their capital ship present.
  • NEXT 1.52.2 - Fixed an issue with expeditions where, under very specific circumstances, a certain pattern of loading and reloading within a limited timeframe could cause saves not to be loaded (Fix to recover saves for those affected will follow).
  • NEXT 1.53 - Fix to restore savegames for players affected by a specific issue with freighter expeditions. Fix for frigates not reporting their damaged state correctly.
  • NEXT 1.55 - Fixed a number of issues where expeditions would reward the wrong player in multiplayer. Fixed an issue where a fleet of frigates would return to the wrong location on the completion of an expedition.
  • NEXT 1.57 - Fixed an issue that prevented Exploration Specialist type frigates from charging their scanners. Fixed an issue that prevented damaged frigates from being completely repaired. Fixed an issue that could cause expedition rewards to artificially increase after save/loading.
  • NEXT 1.58 - Fixed an issue that caused expedition length, difficulty and rewards to scale incorrectly relative to the power of the player’s fleet.
  • NEXT 1.60 - Fixed a number of collision issues onboard frigates.
  • NEXT 1.63
    • Fixed an issue where frigate cargo would be lost if inventory space wasn’t available upon landing on the frigate.
    • Fixed an issue where expedition upgrades were not refunded when the expedition was cancelled.
    • Fixed an issue where players were unable to land on frigates owned by other people in multiplayer.
    • Added the ability to cycle between frigates when viewing the fleet.
    • Fixed an issue where frigates would revert their colours to blue and white.
  • Abyss 1.70
    • Improved spawning of frigates in multiplayer games when players are onboard them.
    • Fixed cases where specific frigates would always take the same type of damage.
    • Added ability to scan frigates and freighters using the Analysis Visor.
    • Added ability for players to repair their friends’ frigates.
    • Prevented dust being permanently active on frigate landing pads.
    • Fixed an issue where frigates failed to reset their resource collection after giving resources to the player.
    • Made frigate icons less intrusive.
  • Abyss 1.71 - Fixed an issue where the interior of the science frigate could be missing.

References

fr-fd:Frégate

  1. What Is Microgravity? Editor: Sandra May at www.nasa.gov
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