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Watchtower Patch 1.0.2

Patch 1.0.2 for Watchtower has been submitted to Bethesda for QA. I'll update this post after it is live.

See below for details.
  • Cleared a location reserve flag on a controller quest to avoid it holding some locations from being used by other quests.
  • [Warning: Spoiler] Players who bonded with Torin will find that his affinity now transfers through Unity jumps if he comes with.
  • Watchtower ships can now be salvaged without being able to pilot them (salvage mechanic is unlocked by Gren after defeating a certain number of Hub Arrrays).
  • Fixed several typos.
  • Reconditioned a handful of Torin lines that should only play when the player has gone through Unity.
  • [Warning: Spoiler] Fixed a bug that could prevent Torin’s affinity level from effecting the bonding outcome.
  • [Warning: Spoiler] Added additional failsafe during the quest Last Watch to prevent an issue some players were experiencing where they became stuck mid escape pod sequence.
  • Updated Spanish text translation to cover additional strings.
  • Added first draft of Portuguese text translation.
  • Fixed a bug that could cause multiple systems to simultaneously end up with a Major Array resulting in more hubs than were meant to exist.
  • Swapped ship count of random Watchtower spawns to be based off of system minimum level rather than maximum. Note the ship count is not a 1:1 ration with system level, the system level nearly influences the number of ships.
  • Increased delay before moving crew into Stardock as in some cases they would still fail to move after evaluating their package.
  • The Major Array checklist objective quest should no longer refresh every time a save is loaded.
  • Fixed a bug that could sometimes cause multiple Watchtower fleets to spawn in the same location.
  • Fixed a bug that could cause Watchtower random attacks to occur more frequently than intended in some systems.
  • Fixed a bug that could cause fleet ships to sometimes use the New Atlantis landing pad.
  • Reconditioned some of Torin’s lines that were meant to only fire while in the interior of Stardock.
  • Fixed a bug that could prevent Torin from speaking a lot of his miscellaneous follower dialog.
  • Improved the collision on the Major Array model to make it easier to hit.
  • Added new affinity events for Torin to allow him to react to vanilla events such as arriving at a new location, becoming overencumbered, etc.
  • Fixed several bugs that could occur in the quest Port in a Storm on post Unity playthroughs for players who had bonded with Torin.
  • Fixed Gren missing responses to certain options in his generic conversation loop.
  • Fixed a bug that could prevent fleet ships from following the player in many circumstances.
  • Added retroactive fix to ensure the vanilla Groundpounder quest can proceed if it was blocked due to a Watchtower encounter.
  • Added gameplay option called “Ambush Chance”. This setting controls the likelihood of Watchtower ambushes after the initial encounter
    • The changes for Easy and Very Easy are significant, and were designed to let players who want to save Watchtower quests for later to feel the freedom to do so.
    • Several other changes and fixes in this patch will have likely reduced the likelihood by a large amount for some players under the Normal setting.
  • Fixed alignment of some turrets on the Watchtower Battleship.
  • Fixed generic Stardock vendors sharing their vendor inventory.
  • Fixed cyber amp perks being visible on the crew menu.
  • Fixed an issue that could prevent Earth map markers from showing for some players.
  • Initial Synapse Disruptor blast from Watchtower should no longer send clutter flying.
  • Added additional failsafe to ensure the quest The Stars Have Eyes starts correctly.
  • Fixed a misaligned door in the Watchtower Battleship.
  • Reduced crowd density in Stardock.
  • Fixed a bug that could cause Skydrop robots to sometimes follow players off of the planet they were called down on.
  • Fixed a bug in the quest Last Watch that could prevent the Sledgeback from reaching the player's ship.
  • Added a failsafe to better ensure characters are moved back to Stardock at the end of the final quest.
 
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Thank you so much for adding the Ambush Chance gameplay option and changing the spawns to be based on system level.

Is there a console command workaround to adjust these spawns before Bethesda approves the update?

The huge Watchtower fleets spawning while I'm trying to engage with other aspects of the game while roleplaying pre-Starborn powers, along with harder economy, and costs attached to ship travel mods, is currently regrettably preclusive.

My sincere thanks to the whole team! I came back to Starfield because of this release - you guys have given me years of fun across all the Bethesda games.
 
Thanks for adding the Ambush Chance to the settings.
Has it been checked, that updating the creation will not cause save corrupt issues. I rather not have to go thru that again after updating like it did with the first patch. It caused watchtower ship none dock able in space. Had missing habs and clipping issues. Not sure what happened to ships that landed on planets.
 
Patch 1.0.2 for Watchtower has been submitted to Bethesda for QA. I'll update this post after it is live.

See below for details.
  • Cleared a location reserve flag on a controller quest to avoid it holding some locations from being used by other quests.
  • [Warning: Spoiler] Players who bonded with Torin will find that his affinity now transfers through Unity jumps if he comes with.
  • Watchtower ships can now be salvaged without being able to pilot them (salvage mechanic is unlocked by Gren after defeating a certain number of Hub Arrrays).
  • Fixed several typos.
  • Reconditioned a handful of Torin lines that should only play when the player has gone through Unity.
  • [Warning: Spoiler] Fixed a bug that could prevent Torin’s affinity level from effecting the bonding outcome.
  • [Warning: Spoiler] Added additional failsafe during the quest Last Watch to prevent an issue some players were experiencing where they became stuck mid escape pod sequence.
  • Updated Spanish text translation to cover additional strings.
  • Added first draft of Portuguese text translation.
  • Fixed a bug that could cause multiple systems to simultaneously end up with a Major Array resulting in more hubs than were meant to exist.
  • Swapped ship count of random Watchtower spawns to be based off of system minimum level rather than maximum. Note the ship count is not a 1:1 ration with system level, the system level nearly influences the number of ships.
  • Increased delay before moving crew into Stardock as in some cases they would still fail to move after evaluating their package.
  • The Major Array checklist objective quest should no longer refresh every time a save is loaded.
  • Fixed a bug that could sometimes cause multiple Watchtower fleets to spawn in the same location.
  • Fixed a bug that could cause Watchtower random attacks to occur more frequently than intended in some systems.
  • Fixed a bug that could cause fleet ships to sometimes use the New Atlantis landing pad.
  • Reconditioned some of Torin’s lines that were meant to only fire while in the interior of Stardock.
  • Fixed a bug that could prevent Torin from speaking a lot of his miscellaneous follower dialog.
  • Improved the collision on the Major Array model to make it easier to hit.
  • Added new affinity events for Torin to allow him to react to vanilla events such as arriving at a new location, becoming overencumbered, etc.
  • Fixed several bugs that could occur in the quest Port in a Storm on post Unity playthroughs for players who had bonded with Torin.
  • Fixed Gren missing responses to certain options in his generic conversation loop.
  • Fixed a bug that could prevent fleet ships from following the player in many circumstances.
  • Added retroactive fix to ensure the vanilla Groundpounder quest can proceed if it was blocked due to a Watchtower encounter.
  • Added gameplay option called “Ambush Chance”. This setting controls the likelihood of Watchtower ambushes after the initial encounter
    • The changes for Easy and Very Easy are significant, and were designed to let players who want to save Watchtower quests for later to feel the freedom to do so.
    • Several other changes and fixes in this patch will have likely reduced the likelihood by a large amount for some players under the Normal setting.
  • Fixed alignment of some turrets on the Watchtower Battleship.
  • Fixed generic Stardock vendors sharing their vendor inventory.
  • Fixed cyber amp perks being visible on the crew menu.
  • Fixed an issue that could prevent Earth map markers from showing for some players.
  • Initial Synapse Disruptor blast from Watchtower should no longer send clutter flying.
  • Added additional failsafe to ensure the quest The Stars Have Eyes starts correctly.
  • Fixed a misaligned door in the Watchtower Battleship.
  • Reduced crowd density in Stardock.
  • Fixed a bug that could cause Skydrop robots to sometimes follow players off of the planet they were called down on.
  • Fixed a bug in the quest Last Watch that could prevent the Sledgeback from reaching the player's ship.
  • Added a failsafe to better ensure characters are moved back to Stardock at the end of the final quest.
 
hi....
i am on Xbox... i load the mod via creations when it came out, it worked fine as far as i knew... loaded the recent update.... and it has so many bugs/ problems, all most unusable.... I have to turn the watchtower mission off and do it blindly to work
One of many problems, The update doesn't have a patch/update/ version number to identify...For me today is Wednesday (11th of June) loaded this a few days ago... did i load 1.0.1? and is 1.0.2 the new patch to fix the patch?...
A second problem is : Creation can be slow to reset a patch/ update, in theory once you update a mod, it should be removed from the update page.... however, it doesn't do that with Starfield, the update remains on the creation list...
what did i load via creation? Cheers
 
  • Fixed cyber amp perks being visible on the crew menu.
Oh, is that what's been causing the display corruption on my crew screen? I couldn't match the (oversized) perk icon to any of the base game ones. It coming from cyberamps makes sense.
 
No clue I've been checking the forums constantly for days now for updates and I'm constantly checking the mod pages for updates. Knowing Bethesda it'll be another month before it gets approved.
 
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