r/VanguardGalaxyGame

titanium - constantly running out of it

Hey! Do someone have some tips for early game (lvl ~30 first systems) crafting requiring tonns and tonns of titanium? I have like 10 times more of rarer stuff from mining/salvaging than I need, but titanium melts away always instantly after a bit of crafting

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u/Da-Bonk — 3 days ago

Suggestion: Auto move produced items from forge to MATERIALS and not ship cargo

It's really annoying undocking and you suddenly have crap in cargo you want on the base.

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u/Snarfbuckle — 3 days ago

Beta Update 0.8.1.16

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**Beta Update 0.8.1.16**

**Added/Changed**

- ECHO will not purchase crew automatically by default (this kinda breaks early game) and ECHO can easily get stuck without credits

- Mining and salvage weapons will hold on to their target position on their targets until a piece breaks off

- Added ECHO stat for crew lost count to make it easier to track how often it happens (does include crew lost due to hull damage and in boarding / installations)

**Balance**

- Boosters have been tweaked a bit to be more balanced across levels. Early game they were relatively strong

- Adjusted max defenders on boardable ships, they cannot go past max capacity anymore

**Fixes**

- Another fix for the shop inventory refresh, part of them were still generating the same content

- ECHO will no longer try to keep purchasing crew when credits are too low

- Fixed a few occurences of echo not being able to move properly due to the avoidance mechanism (docking with mercenary, boardable approach, small weapon range)

- Fixed changing ship at a spacestation that doesnt have a docking pad for that size (mostly switching to medium pad)

- Fixed Plasma beam using Plasma Microcells instead of Plasma Cells

- Fixed Steam not registering the game exiting if done through main menu. Also saving the game when closing the window in windowed mode

- Fixed a few icons (dry dock, aspect)

- Fixed sprite restoration when repaired in the field

- Fixed range buffs not being picked up properly. Also lead to fixing a few other skills: Combat milestone 1, Mining and Salvage milestone 1, Warpath, Weapons Free, Combat Attack Speed 3, Defense Mastery, Sharp eye, Extraction focus

- Fixed defected/bought crew magically ending up in the player's reserve instead of on the ships crew

- Fixed possible int overflow cases in stat calculations

- Fixed popups layering on top of eachother in some cases

- Fix for droneselection not picking up on the extra drone from hullupgrade

- Fixed issue with ECHO's auto detect for loadouts involving drones

- Fixed ECHO looping when boarding is enabled but max danger level is safe

- Fixed Cores for bosses dropping at levels lower then intended

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u/Dreadnouhgt — 4 days ago

Patch Notes 0.8.1.14

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**Update 0.8.1.14**

**Important**: Dont overwrite your old savegame when saving after this patch, so you have a fallback in case something breaks.

In this update we heavily focussed on some performance and savefile size reduction. The big changes are that shipstats, including temporary effects that influence the stats, are now kep track of in a much leaner way. So this should improve performance in bigger battles and is of course important for what is yet to come 🙂

Also, the savefile size reduction is a big change, this mainly hits shopinventories and the way we store data for NPC's, asteroids and salvageables in the world. The change will be noticable for the first load after saving a game in 0.8.1.14. If you care a lot about your current savefile its a good idea to create a newly named one when saving after this patch. Just in case 🙂 We tested a lot already, but there might still be some issues we missed. Please let us know if you run into anything strange.

**Added/Changed**

- Improved prediction of installation and boarding difficulty, ECHO also uses this for which activities to persue

- Bulkheads, hull beams en computing units no longer show up in the refinery

- Added reason why an operation failed/ended to the operation log

- Reworked Support miner mission a little bit, player will now always get any ore that was mined but not fitting the mission. Ore owner of any remaining ore is the original miner when the mission is completed

- Changed data drop chance in certain comparments (boarding mini-game)

- Added timeline/lore entries to some of the found data items (Historical Records)

- Big refactor of how stats, buffs and debuffs are tracked and calculated. This should improve performance in POI's with more units

- Big refactor for reducing the size of savegames. Biggest changes: shops, spacestation parts, NPC's, asteroids and salvage are all seed based and more lazily loaded. Statics in each system (sun variables, planets) are now also seed based and regenerated rather then stored. This should dramatically improve loading speed (noticable on second load). What was not touched: player and ship inventories, player ships, trade info, story missions.

- Corropult uses new ammo type: NUC-3 Round

- In preparation for the carrier/battlecruisers the Pilot crew member has been added (no functionality as of yet)

- Spaceships will try to hit eachother less, slighly..

**Balance**

- Increased potential enemy count on higher level missions

- Morale in installations and boarding will decline if player losses get too high relative to the chance to win. ECHO should use this to bug out a bit earlier too rather then throwing all crewmembers into the meatgrinder

**Fixes**

- Fixed weird smoke offsets that sometimes happen on debris

- Fixed recipes for Small Plasma Lance and Medium Laser Repeater

- Aspect Shield X can be slotted to small and medium shields as well

- Fixed Warpath triggered ability icon

- Fixed incorrect drag and drop behaviour (Vanguard Marks/Blueprints)

- Fixed support miner doing a weird lap around the POI

- Fixed player ship staying stationary

- Locator beacon cannot be dropped in Industry Ops mission location

- Ships will properly chase lootitems if they have no other active target

- Fixed blueprints/fragments dropping in cargo when doing dungeons, will go in data now

- Fixed salvage/mining drones also dropping hull upgrade materials

- Fixed the milestone for Mining 10 not producing 3x the ore for core ores

- Fix for reentering the same installation again after a failed run or manual extraction

- Fixed some translations

- A few fixes for ECHO getting stuck in dungeons

- Improved behaviour for salvagegrinder turrets

- Fixed rep loss in dead drop missions

- Some improvements to the very first prologue missions to make sure the player cannot get stuck there by being too agressive on lootcontainers early on 🙂

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u/Dreadnouhgt — 6 days ago

Crafting Queue Mod - Forge Streamliner

Hey all -> this is one of my first ever published mods. I was really bummed out by late game crafting requiring so much work. So I shoved something together that automates crafting sub-components.

Give it a try, constructive feedback welcome!

you can find it on nexus mods -> https://www.nexusmods.com/vanguardgalaxy/mods/12

https://preview.redd.it/knkx6r506s9h1.png?width=1607&format=png&auto=webp&s=324909b3923a4faa956a9f79d2ae767d56dbd879

reddit.com
u/swingsfdude03 — 9 days ago

Sell ore directly or refine first?

So as the title says, are you guys selling the ore directly e.g. least hassle option? Or do you refine it and build stuff from it for bigger profit (at least to me it looks like that way generates more money)

I also tried salvaging sure you can fit more into the ship before a return trip but overall to me it looked like less profit, or at least less if you do not refine it and build stuff from the salvage?

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u/HaraiseTenshi — 11 days ago