@CG_SBCrumb health cross slicing is broken. I think it thinks they are mk6 already. Doesn't happen for crosses from other sets or health mods in other slots.
Can we get rid of zetas from fleet store and put it in guild store and increase cost of 5 shards to 500? Also, add g12+ to that store too when they go public
Clearly we have excess guild store tokens and we just don’t have enough stuff to spend it on
@CG_SBCrumb health cross slicing is broken. I think it thinks they are mk6 already. Doesn't happen for crosses from other sets or health mods in other slots.
@CG_SBCrumb health cross slicing is broken. I think it thinks they are mk6 already. Doesn't happen for crosses from other sets or health mods in other slots.
6e slicing is not available yet
Actually, I think this might be a bug. I have a blue health cross looking for all mk 2 materials.
Am I right that you still cannot unslot all 6 mods from a character in one go, that you have to remove them individually? This would have been the icing on the cake.
Currently taking applications for Mod Manager. Applicant must be able to manage my mod manager and remove the 6 red dots on every toon. With exception to Ugnaught and Lobot. Keep up with the ever growing roster and be prepared for the occasional nerf!
Can we get rid of zetas from fleet store and put it in guild store and increase cost of 5 shards to 500? Also, add g12+ to that store too when they go public
Clearly we have excess guild store tokens and we just don’t have enough stuff to spend it on
@CG_SBCrumb looks like you addressed questions before and after my question about mods being moved in TW. It would be great if we could get some clarification on this bug. Mod loadouts will make it a lot easier for people to exploit this bug.
.oh well looking forward to getting crushed by new mods and then getting to use em 2 yrs later ....
Sith raid sith raid sith raid whats the delay no more challenge gear
Didn't they say those changes are coming once the mod updates were done? Seen as they haven't finished updating the mod system yet, I'm sure you can work out the "delay".
Love the filtering update and options. Mod loadouts big win. We really needed this, so thanks. I try to optimize my teams across game modes - I'm a mod mover - and I'll greatly appreciate the additional ease of use here. Big win also on showing who hasn't joined TW yet. 5* mods are holding value, but with an upside to gradually make them better over time. Solid move there, rather than going right to wholly farmable 6* mods that essentially would have been a hard reset on years of mod work...not to mention putting a crater in credit stashes, which would have put everyone in a "credit crunch" again. That would have felt like 10 steps backwards. Thanks for implementing the move from 5 to 6* in a minimally disruptive manner and bringing with it much needed QoL changes concerning mods. Also, enjoying the new mod set bonuses.
I like it so far, but would it be possible to make the auto-assign require confirmation in the same way all other mod changes require confirmation before they're actually applied? I just tested the feature out to see if it could improve my arena team (it didn't) and didn't realise I was committing to the changes as soon as I pressed assign. It meant I couldn't see how the stats had changed relative to what they were before and I then had to hunt around for the original mods to reassign them
Can we get rid of zetas from fleet store and put it in guild store and increase cost of 5 shards to 500? Also, add g12+ to that store too when they go public
Clearly we have excess guild store tokens and we just don’t have enough stuff to spend it on
LOL, that was a good joke. Hopefully more appreciate your sense of humor
I just want to say great job!!! I've been enjoying the game, have not notice many of the bugs, and even if I did I would just move forward with my game in other ways. Don't take the crits that bad, coming from South Africa that seems like 1st world issues. Agian, thank you!!
Wait, so you went to all the work to add a brand new energy to the top bar on the main cantina page but still haven't bothered to add the one we already have that isn't up there? I thought we'd already been told that ship energy was going up there in the next app update. I sure hope we don't have to wait another three months for the next one for that. It's extremely annoying to have to go into the ship area to know how much energy we have.
It looks like you can see all four energies when clicking on gear or a character and looking through missions to sim, but the main page shows only three of them, without ships.
Replies
Thank you !
Gear your Character
6e slicing is not available yet
Actually, I think this might be a bug. I have a blue health cross looking for all mk 2 materials.
Sith raid sith raid sith raid whats the delay no more challenge gear
1st Whaleold issues lol
Didn't they say those changes are coming once the mod updates were done? Seen as they haven't finished updating the mod system yet, I'm sure you can work out the "delay".
Sweet good news for once prob 50 energy to pull now lol
Try long pressing the Loadout to edit.
Discord: Iona Starbound#5299
LOL, that was a good joke. Hopefully more appreciate your sense of humor
Right!
RIGHT?!?
Lol
The update is there are 3 TBs on the calendar for September
Biggest balls up to date...
Well done...
You only see mod energy on main screen and only ship energy on ship screen.