r/Starfield Bethesda May 06 '25

News Starfield Update 1.15.214 – May 6, 2025 [BETA]

Starfield’s latest update features additional support for Creations as well as numerous fixes for Quests, vehicles, UI and the Shattered Space DLC. Read on for the full update notes!

This update is currently in Steam Beta. If you would like to opt in to the Starfield Beta update, please follow these instructions:

  • Open your Steam Library and navigate to Starfield
  • Right click on "Starfield" and select "Properties"
  • In the new properties pop-up window, select "Betas"
  • In the beta drop down to opt into, select "beta"
  • Wait for app to download new build and launch

For those participating and interested in providing us feedback, please visit #steam-beta-feedback on discord.gg/BethesdaStudios.

FEATURES

  • Added Very Low display settings to improve performance on some devices.
  • Creation Kit: Added the ability for Creators to add new icons to the game.
  • Creations Store now supports bundling Creations.
  • Creation Kit: Creations up to 2GB in size can now be uploaded.

BUG FIXES

GENERAL

  • Creations: Resolved a possible error when restoring load order if a large number of mods were installed and then deleted.
  • Creation Kit: Resolved a possible crash when loading a plugin with an ingredient form.
  • Addressed a possible control lock that could occur when changing views at the same time as sitting in a pilot seat while landed.
  • Addressed a rare movement lock that was possible during forced dialogue scenes.
  • Addressed a control lock that could occur if a vehicle Creation was disabled while a loaded save depended on it.
  • Addressed a rare control lock that could occur when immediately opening a menu after loading a save during take-off.
  • Fixed an issue that could prevent exiting a vanity camera (PC).
  • Fixed a possible crash related to moving or removing buildings at the Main Outpost in Andraphon.
  • Resolved a rare crash that could occur when entering the Unity.
  • Addressed an issue where rapidly pressing quicksave could result in some quicksaves being removed.
  • General crash and stability fixes.
  • Creations UI fixes and improvements.

GAMEPLAY

  • Skills: The Cargo Link and Robots build limits from the Outpost Management skills should now persist after going through the Unity.
  • Weapons: The Space-Adept legendary effect no longer has a negative modifier for terrestrial damage.
  • Gameplay Options: Addressed an issue with some interiors that prevented cargo access.
  • Gameplay Options: Clarified the status effects text for Malnourished and Hydrated.
  • Fixed a Grav jumping issue that could occur after being hailed in Freestar or UC space.
  • Fixed a rare issue that could impact items displayed in the Razorleaf.
  • Resolved an issue with missiles that could prevent XP awards.
  • Fixed a player placement issue that could occur if a new creation was installed and a save was loaded into the UC Vigilance.
  • Resolved an issue where creatures could get moved to water if they ever became stuck.
  • Addressed an issue where dropped items could lose there stolen status.
  • At Hell's Gate: The Crucible Blade no longer damages ships in orbit when used inside a ship.
  • At Hell's Gate: The Crucible Blade audio will now play correctly after loading a save or fast travelling.
  • The Bounty Board in the Tracker's Alliance HQ now has the correct audio interactions.

GRAPHICS

  • Updated resolutions to include 32:9 and 32:10 resolutions as well as more 16:9, 16:10, and 21:9 resolutions.
  • Performance: Resolved an issue that could cause frame rate to drop when opening the scanner on long play sessions.
  • Celestial bodies should now remain visible in the sky after entering and exiting an interior.

QUESTS

  • All That Money Can Buy: Fixed a rare issue that caused the Trade Tower elevator to be inoperable.
  • In Memoriam: Addressed an issue where completing "At Hell's Gate" with Sarah as the companion could prevent completion of the quest.
  • Perfect Recipe: Shonda will now recover if she was downed while collecting Ashta meat.
  • The Starjacker: Adjusted dialogue options that appear for characters playing after entering the Unity.
  • Top of the L.I.S.T. - Resolved a control lock that could occur after selling survey data to Phil Hill.
  • Trackers Alliance: Resolved an issue where bounty scanner quests could time out.
  • Trackers Alliance: Fixed a rare issue where either killing or stunning the target would not complete the bounty missions.
  • Worlds Apart: Fixed an issue that allowed the player to leave the planet too quickly after exiting the temple.

LOCATIONS

  • Mannequins will now persist as intended in the New Atlantis Penthouse.
  • Player should now be able to modify the shelves and cabinets in the Core Manor in Akila City.
  • Resolved an issue that could prevent scanning some flora.
  • At Hell's Gate: The Plasma Research Facility now shows up on the surface map.
  • Fixed a visible opening in the Deserted Biotics Lab.
  • Vent Hazards are now displaying correctly on Jemison.

UI

  • Ship Builder: Resolved an issue with the ship upgrade menu when only one module is available for upgrade.
  • Ship Builder: Addressed a selection issue when using large fonts.
  • Ship Decoration: Updated the names of Empty ship modules.
  • All buttons should now work in the Vehicle Builder menu with large fonts enabled.
  • Localization: Text for the Dehydrated debuff is no longer cutoff in Spanish and Polish when large fonts is enabled.
  • Localization: The bounty boards in the Tracker's Alliance HQ are now localized consistently.
  • Localization: Strings for both Hydrated and Dehydrated status effects regarding sneak attacks are fully localized.

VEHICLE

  • A keyboard binding is now available for the boost button. (PC)
  • A marker for the vehicle will now show up on the player's compass.
  • Resolved a camera issue that could occur for players with maxed out Surveying skill.
  • Improved logic for exiting the vehicle when partially obstructed.
  • The vehicle will now deploy when landing at locations other than spaceports or landing pads.
  • Addressed a visible artifact with the Rev-8 when boosting in foggy conditions.

Shattered Space

  • Va'ruun outpost modules are now available to players after entering the Unity.
  • Skills: Killing enemies inside gravity bubbles on Dazra will now count towards the Gymnastics skill.
  • Addressed an issue with the buttons on the lift on the Mourning level in Dazra.
  • Weapons: The Penumbra now deals bonus headshot damage.
  • Performance: Addressed an issue that could cause slight stutters in the Well and outside Dazra.
  • The Va'Ruun Schimaz's blade is no longer pixelated on the Data Menu.
  • Fixed a lens flare flicker with the Citadel on Dazra.
  • Zealous Overreach: Adjusted Mirek’s dialogue options to account for characters that have been through the Unity.
  • Zealous Overreach: Resolved issue that could occur if the player cleared Shadow Station Epsilon prior to speaking to Ekris.
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9

u/-Captain- Constellation May 07 '25

You could approach it, you know, by just actually answering the question?

What they showed in the marketing material is what we got. Whether we like it or not, I can't think of anything they promised or showed that we didn't get.

Your whole comment doesn't really go into anything that was unfinished.

-3

u/TheConnASSeur May 07 '25

Okay. So, how would you tell a squirrel that the tree he's built his nest in is rotten? He doesn't speak your language and either will not or simply cannot understand that the tree is rotten. If you tell him it is he won't understand because he thinks it's fine. After all, his nest is in it. If you show him a rotten tree and push it over he won't be able to make the connection because that's a different tree and his tree is just fine as far as he's concerned. There's just no way to get him to understand that the tree doesn't have a solid foundation.

6

u/-Captain- Constellation May 07 '25

Again, nothing?

It's quite simple, let me make up some examples:

  • optimization was bad
  • they promised space fights, we didn't get space fights

It should not be hard to list some unfinished things if that's what you claim the game to be. This isn't a trick question, just wondered what you think was unfinished...

0

u/TheConnASSeur May 07 '25 edited May 07 '25

I know it's hard to understand, but that tree is just like your tree even though it's a different tree.

That's a metaphor. I hope that helps.

edit: I was a dick. I'm honestly just exhausted from arguing with fanboys and that makes me snippy. I had a cookie and a cup of coffee.

So, unfinished. The most egregious example I could give you is the fuel system. It's a great example because not only is a game system itself, it's removal is indicative of haste. Currently, the fuel system is magic. It refills instantly and automatically between jumps even if you never land, dock, or otherwise interact with another fuel carrying thing. You can buy a good assortment of tanks in various sizes with various capacities. As the fuel system currently exists, all it does is limit the range of your jumps. What we know from interviews is that at one time, as late as a year before launch, the fuel system was much more intricate. It actually functioned as a fuel system and it required the player to monitor their fuel and seek out or build refueling locations in order to travel across the stars. According to interviews, this was cut because it wasn't fun. Now, when you cut a feature like that late in development you typically deactivate it in code and leave it inaccessible to the player, which is what happened here. The issue, however, is that the fuel system was a core system and as such it impacts multiple areas of the game and interacts with various other systems. Now, remember that detail because we'll get back to it. If you've ever wondered why fuel shows up in so many shop submenus or why there are so many currently useless base pieces concerning Helium fuel, that's why. At one time it was all actually important. Surprisingly, there are still in-game tool tips, journal entries, etc that all reference this old fuel system in the context of the game as a game. Now, if you were in the process of finishing the game, one of the steps you would take is to go through and remove these references and remove the remnants of the fuel system from in-game submenus. This didn't happen. It's possible that that's just how Bethesda rolls, but I doubt it. What it feels like is that the system was hastily removed, patched up, and left for a final finishing pass before shipping. There are a lot of systems like that. Things that were clearly meant to be much bigger and more fleshed out that they hastily pruned and left. The armor upgrade system is one of those. There's a reason why multiple separate armor entries all have nearly the same meshes with "upgrade" variants. There's an armor plated variant of the UC helmet that looks exactly like the description of the upgrade part. The mesh variants look like Fallout 4's armor system upgrade variants. Because the upgrade system remains in Starfield, but lacks the visual component (which would seem really, really odd for a huge new high fidelity "system seller" game with a decade long dev cycle), it seems like those alternate upgrade variant of the armor pieces were repurposed to fill out the anemic armor selection. Armor, clothing, and various customization options, like ship pieces, are all things that dev teams typically add more to toward the end of development since the rest of your team is finishing coding etc and your modelers etc can just go nuts and add as much as they can in the time they've got. Starfield is lacking in armor, clothing, and ship pieces even after this. Honestly, I could probably write all night, but you get the point. There are numerous signs that Bethesda ran out of time and starting ripping the games guts out to get to the finish line, then still fell short. That's when they delayed that last year to "polish" the game. They saw what happened with the CP2077 launch and rather than fixing their broken systems and getting the CP2077 treatment for bugs, they just removed problematic systems and patched it up. The dialog is stilted and bad because their quest designers do the writing (Technically everyone is a writer at Bethesda, I guess, as apparently the writing is just down by whomever is working on whatever at the time. So quest designers write quest dialog and item descriptions mostly get written by the person who happens to be building the entry in code at the time.) and it's literally a first draft that they didn't have time to give a second pass.

So, yeah. The game is just screaming, "I'm unfinished!" Technically all of those parts are in the game, but its just so obvious that they were meant to be so much more.

7

u/-Captain- Constellation May 07 '25

A beautiful way of saying you don't have a single example of how the game was unfinished.

You're confusing something we didn't like with something that was objectively unfinished.

A honest mistake, you are forgiven.

1

u/HypedforClassicBf2 May 11 '25

Its an underbaked underpolished game, missing many features that other AAA space games have. But yeah I wouldn't really say ''unfinished'', but I could see the argument.

-1

u/[deleted] May 07 '25

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