Greetings Star Truckers! The game has been updated to v1.0.41.0 bringing with it a range of bug fixes & balance tweaks. These should help provide a fairer and more consistent experience as you haul cargo across the stars. [h1]Need to Know[/h1] Firstly we should mention that some of these fixes will only start to resolve themselves as you play. As existing jobs and cargo time out, newly generated jobs should behave as expected. You will also notice that green and gold power cells that already exist in your cab will keep their existing charge despite an increase in capacity. However, any new power cells you find or buy will start at their new maximum capacity. The last thing to note is that by fixing a bug in the reward calculations you will now receive higher cash payouts but less XP. We’ll keep an eye on how this plays out and if required work on a more nuanced economy and progression pass for a future update. [h1]Balance[/h1] [list] [*]Power Cells are now better value for money [*]Reduced fines for abandoning most jobs to 50% of job value [*]Kept fines for abandoning valuable jobs at 200% of job value [*]Essential items, such as Power Cells and Air Filters, now spawn more often in regular shops [*]Jobs now correctly calculate rewards which results in more pay but less xp [*]Increased maximum charge for green and gold power cells [/list] [h1]Side Job Fixes[/h1] [list] [*]Fixed issue where “Junk in the Trunk” could get stuck [*]Fixed issue with “Rendezvous” sometimes not starting correctly [*]Fixed issue with “Perfect Timing” showing an incorrect destination [*]Fixed issue with “Hit and Run” failing to redirect players back to Vexmont [*]Fixed issue where some side jobs didn’t show "Wait for CB Call" prompt on the Convoy screen [/list] [h1]Sector Fixes[/h1] [list] [*]Fixed issue preventing access to two dropzones in Darkside [*]Fixed issue preventing access to a weigh station in Enigma Belt [*]Fixed an issue where reloading a save in Haze Way would disconnect multi-trailers [/list] [h1]General Fixes[/h1] [list] [*]Fixed issue where job rewards were not calculating correctly [*]Fixed issue where the job board was not showing the correct reward values [*]Fixed issue with weigh stations ignoring your cargo capacity skill level [*]Fixed issue with some jobs giving you trailers too big for a dropzone [*]Fixed issue preventing saving after dying during warp [*]Fixed issue preventing warp gates from working after a recovery [*]Fixed issue with some asteroids having larger collision areas than intended [*]Fixed issue where under some circumstances items vanish from containers on reload [*]Fixed issue with recovery services not repairing the truck to 50% [*]Fixed issue with map not showing a black market location [*]Fixed various string and localization issues [*]Fixed issue with oversized Panel Trailers generating in multi-trailer jobs resulting in some drop zone deliveries being impossible [/list] [h1]Optimizations[/h1] [list] [*]Electrical and Atmospheric Cloud optimizations [*]Spark City Station and Tommy T Diner optimizations [*]Various platform and girder LOD optimizations [/list] [h1]Miscellaneous[/h1] [list] [*]Updated Power Cell labels to reflect their quality ( e.g. Power Cell ++ ) [*]Tweaked wording on the New Game screen [*]Added a spooky season surprise! [/list] [h1]Wrapping Up[/h1] As mentioned in a recent blog post, some of these issues have only been found thanks to the keen eyes of the community. So please continue to report issues and oddities to the [b][url=https://t.co/iYZwOCIZ2L]Raw Fury Support Desk[/url][/b] so we can keep squashing them. Lastly we'd like to take a moment to thank you all for the continued support and patience during our first weeks out in the wild. We hope you'll stick with us as we work on further refinements, content and new features. 10-10 'til we do it again! [i]- Dan & Dave ( aka Monster and Monster )[/i]