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  1. Stability Fixes
  2.  
  3. - Fix for crash when dropping from orbit at Eafots LZ-H b10-0 D 1
  4. - Crash fix for a rare case when hyperspacing out of a system that turns into an invalid state en route
  5. - Fix for outfitting crash when receiving a web response without a ship loadout in it
  6. - Fix a crash in the PlayerPOISpawner if the closest planet in the planet surface manager hasn't been found yet
  7. - Softlock loading in to a persistent POI in multiplayer situation fixed
  8. - Prevent mission server softlock
  9. - Fix some memory stomping reading JSON response for the ship list when transferring a remote ship
  10. - Powerplay page softlocks on selecting power in turmoil fixed
  11. - Fixed crash caused by the engineer crafting manager trying to callback on the workshop GUI after it has been closed
  12. - Fix crash in role switch panel
  13. - Xbox One: Fixed low level cockpit GUI crash
  14.  
  15.  
  16. General Tweaks/Fixes
  17.  
  18. - Added new DTS Headphone X functionality
  19. - Allow a mini USS bubble around Colonia
  20. - Fix transaction server error when clearing a save that had lots of exploration data
  21. - Committing a murder while in a fighter now results in being attacked by the Authority following a scan
  22. - If saving or autosaving while in supercruise, move the player well clear of star Jet Cones. You shouldn't ever reload back in after a hyperspace failure stuck in the cones anymore. Note that if you save/log out while in normal space, you will still be in the cone on your return, this safety check can't be used to escape once you've already made a mistake, it's just covering for failures that aren't the player's fault
  23. - Added a warning message when a non-flown ship is being scanned
  24. - Fixed "Ship scan detected" warning not always appearing
  25. - Fix for NPC voice volume slider not working in the audio options
  26. - Allow Reload time in Outfitting to be shown to the nearest 1 decimal place rather than rounded to whole seconds
  27. - Added some system metadata for the five starsystems holding refuelling bases between the Sol bubble and Colonia
  28. - Crew rank does not update on the contacts or ship GUI after ranking up fixed
  29. - Fixed missing cyrillic glyphs in module and systems panel
  30. - Avoid tinting weapon impacts on environmental surfaces
  31. - Fix for the POIs getting stuck loading due to the ReplicatedLevelContainer not activating its advance phase
  32. - Allow Reload time in Outfitting to be shown to the nearest 1 decimal place rather than rounded to whole seconds
  33. - Don't clear legal state after a cargo scan! This will make the cockpit "Wanted" warning vanish!
  34. - Warning message now appears when player scans fighter or mothership with Kill warrant or Manifest scanner
  35. - Fixed a rare cause of triggering the ship rebuy screen when docking an SRV at a planet base
  36. - Fixed outfitting with multiple purchases of bobbleheads
  37. - Added new Military slots to applicable ships along with loc strings and hit sphere locations for them
  38. - Fixed descriptions for engineer related commodities
  39. - Fixed (r) and (tm) glyph not being parsed correctly from loc files
  40. - Xbox One: Don't show nameless scoreboard entries. If we have data for a player without a name, then don't add it to the score summary
  41. - Xbox One: Where we have axis bindings, unhide the +/- button bindings so they can be rebound. Also make all flight control axes invertible
  42. - Xbox One: Don't handle a protocol activation if we're resetting or disconnecting. This means if we accept one while suspended, we won't process it until we've gone through a full reset and reconnected, at which point we should be able to safely join the session
  43. - Various text fixes
  44. - Latest localisation updates included
  45.  
  46. Passengers
  47.  
  48. - Added passenger seating allocation to allow passengers to be assigned outside of mission board
  49. - Updated the timescale of the Long Distance Expedition template to be 28 days
  50. - Updated the bonus rewards from passenger demanded cargo - this makes the reward more worth while for the player
  51.  
  52. Missions
  53.  
  54. - Added a new mission type for investigating the ancient ruins
  55. - Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)
  56. - Reduce number of missions sent to clients as we're only sending relevant missions now
  57. - Increased maximum mission duration to 28 days
  58. - Fix elite rank point calculations from missions so that they are a % of any mission profit earned
  59. - Fix the mission generation iteration limitor as it was preventing missions from spawning and thus decreasing board size
  60. - Make sure that missions are properly transferred to the ship transactions panel after boarding from an SRV
  61. - Fix for lack of Exquisite Focus Crystals as a mission reward
  62. - Fix data message IDs at all ancient sites for the associated mission so that the codex scans actually trigger an inbox message
  63. - Added mission limit to the ancient ruins mission
  64. - Fixed mission progress elements in the ancient ruins template to actually show the inbox messages as the data is discovered
  65. - Reduced the reputation reward for the ancient ruin mission when handed in and not fully completed
  66. - Added a bonus reputation reward for full ancient ruin mission completion
  67. - Massacre Conflict missions will only accept conflict zone targets
  68. - Add additional logging to inbox messages to try to find out why we're receiving a reply for a message we don't have anymore
  69. - Fixed codex with blank entries and Tweaked active codex numbers sot hat more are active at a time
  70. - Fixed an incorrectly set boolean preventing multiple rewards from a single success point
  71.  
  72. New Module
  73.  
  74. - Module Reinforcement Pack (MRP) added, in the same sizes/classes as HRPs, designed to protect modules against external attacks piercing the hull
  75. - Integrity of all MRPs approximately 15% higher than beta. MRPs now have a multiplier to make them much more easy to repair with an AMFU to offset their huge health pools, each unit of AFM ammo repaired restores 10x as much health to an MRP as it will to other modules
  76.  
  77. Weapons
  78.  
  79. - Rather than permanently disabling guidance on torpedoes, ECM now gives an enormous kick onto a new trajectory and scrambles them for a short time (randomly between 5 and 10 seconds), after which they will re-acquire a lock and turn back in to engage
  80. - Fixed multicannon Clips increased to 100 (from 90)
  81. - Fixed/gimbal multicannon reload times adjusted for consistency (generally buffed), fixed are now 4s, gimballed 5s (from an inconsistent 4s/5s mix)
  82. - Fixed cannon damage increased by 25%
  83. - Fixed cannon clip size increased to 6 (from 5)
  84. - Fixed cannon reload time reduced to 3 (from 4)
  85. - Fixed cannon ammo reserve size increased to 120 (from 100)
  86. - Gimbal/Turret cannon damage increased by 15%
  87. - All fixed pulse/burst/beam weapons have 10% reduced WEP drain
  88. - WEP draw of burst lasers reduced by 10-15% (on top of fixed weapons as mentioned earlier). This has been adjusted so that pulse and burst weapons have essentially the same final DPE, and represent a tradeoff between DPS and power/heat
  89. - Plasma Accelerator reload times reduced to 6s (from 8)
  90. - Plasma Accelerator damage increased
  91. - Damage split for Plasma accelerators changed from a kinetic thermal split to 60% absolute/20% kinetic/20% thermal (reduced from 100% absolute in beta), this means they partially ignore any damage resistance
  92. - Reactor power draw for beams reduced 10%
  93. - Frag Cannon base damage and hardness piercing adjusted to maintain the same damage against large ship hulls, but get a 15% bonus against small ships and shields
  94. - Frag Cannon ammo reserve doubled (to 180 from 90)
  95. - Clip size modifications now always round the clip up to avoid overly punishing small-clip weapons, and the modifier is not shown if it will have no effect
  96. - Increased fighter weapon hardness piercing
  97. - Internal statistics panel now has a combat defences section which should show:
  98. - Shield health
  99. - Armour health
  100. - Armour rating
  101. - plus the damage resistances to all 3 types for both
  102. - Railgun Ammo increased from 30 -> 80 (90->240 for the Imperial Hammer)
  103. - Railgun Firing heat reduced by 20%
  104. - HRP mass halved across the board, MRPs use this halved mass
  105. - Cytoscrambler improvement: 50% damage increase, damage falloff/range increased from 300/600 to 600/1000
  106.  
  107. Shields
  108.  
  109. - Regeneration rates have been increased for the larger shields when broken. Size 1 & 2 have no effect, size 8 is double what it was
  110. - Regeneration rates when shields are active but have not recently taken damage are increased. It is now the maximum between what is was before (a fixed value for all sizes) and 25% of their broken regen (40% for biweave). This is lower than is was in beta
  111. - Reboot-repair now Bump-starts shields when it completes, reducing downtime waiting for them to return. The focus of this is out of combat, so it does not work if you move at above 50m/s or take a shot during the reboot
  112.  
  113. Engineers
  114.  
  115. - Auto loader improved and ammo penalty removed
  116. - Dispersal field damage penalty removed
  117. - Overload Munitions ammo capacity penalty removed
  118. - Smart rounds flight time penalty removed
  119. - Concordant sequence regeneration amount doubled and lasts twice as long
  120. - Emissive Munitions duration reduced to 30% of what it was, and capped much shorter for missiles
  121. - Emissive Munitions Scale reduced vastly, it will still guarantee visibility but no longer maxes out gimbal tracking at all ranges
  122. - Feedback Cascade no longer provides a fixed 90% reduction to healing, instead each hit reduces the healing rate by an amount proportional to damage capped at -90% as before. Exact number of hits to reach the cap varies based on size of weapon and shield cell, but will typically be 2-3 (requiring either high skill or multiple railguns) and up to 5 for smaller weapons against size 8 cell banks
  123. - Overcharged and Efficient Blueprints now available for Beam weapons
  124. - Plasma Slug now available on Plasma Accelerators
  125. - More improvements to restocking weapons with engineer modifications
  126. - Ensure the latest version of recipe ingredients are used when crafting, regardless of how long ago a recipe was pinned
  127. - Automatically update modified modules to the latest version of the recipe
  128. - Fix engineer names in inbox messages
  129. - Make default items slot aware to prevent modules that are usually core (basically just fuel tanks) having to be replaced when stored from an optional module slot
  130. - Removed option to remove modification when the module is stored
  131. - Reduce multiplier on Phasing sequence by 20%
  132. - When scaling Weapon Range up in a blueprint, we now display that the projectile speed has increased.
  133. - When scaling down the fire rate of beams, lower their DPS correctly rather than having no effect. this will slightly nerf efficient beams, with a noticeable effect to lower levels, but G5 sees very small difference
  134.  
  135. New Engineer Recipes
  136.  
  137. - Grade 5 Burst Laser from Broo Tarquin
  138. - Grade 5 Beam Laser from Broo Tarquin
  139. - Grade 5 Mines from Juri Ishmaak
  140. - Grade 5 Missiles from Liz Ryder
  141. - Grade 5 Torpedos from Liz Ryder
  142. - Grade 5 Railguns from Tod ‘The Blaster’ McQuinn
  143. - Grade 4&5 Hull Reinforcement Thermal/Kinetic/Explosive resistance Blueprints from Selene Jean
  144. - Grade 4&5 Armour Thermal/Kinetic/Explosive and Advanced Blueprints from Selene Jean
  145. - Grade 4&5 Shield Booster Thermal/Kinetic/Explosive Blueprints from Didi Vatermann
  146.  
  147. Blueprint Changes
  148.  
  149. - Efficient no longer increases firing interval (reducing rate of fire)
  150. - Efficient heat reduction reduced (from -50-90% to -50-60% at G5)
  151. - Efficient WEP draw reduction range reduced and maximum reduced slightly (-15-40% to -25-35% at G5)
  152. - Overcharged damage increased (+30-35% to +35-45% at G5)
  153. - Overcharged Rate of fire increase removed
  154. - Overcharged now reduces clip size (-15-25% at G5)
  155. - (Changes to focused during beta were reverted entirely)
  156. - Rapid Fire Rate of Fire range reduced, maximum still 40%
  157. - Rapid Fire Damage penalty increased
  158. - Rapid fire WEP draw reduction reduced, (-30-50% to -30-40%)
  159. - Rapid Fire Hardness piercing increase removed
  160. - Rapid fire now speeds up reload times (-50-65% at G5)
  161. - Increase damage buff for Short Range to 45% (+5%) so that it is competitive with Overcharged and Rapid fire for raw damage,but with different tradeoffs
  162. - Short Range: When scaling Weapon Range down in a blueprint, we no longer scale down the Damage Falloff start, nor the projectile speed
  163. - Short range no longer increases WEP draw of the weapon
  164. - Long Range now removes damage falloff from range on the weapon
  165. - Long Range no longer increases WEP draw
  166. - Long Range no longer reduces raw damage
  167. - Light Weight no longer reduces damage
  168. - Light Weight now reduces reactor power draw (-10-20% at G5)
  169. - Light Weight now reduces WEP power draw (-10-20% at G5)
  170. - Sturdy health increase doubled to +100-250% at G5
  171. - Sturdy now reduces heat when firing (-20-30% at G5)
  172. - Optimised Shields Reactor power draw reduction improved (20%-40% from 13-30%)
  173. - Optimised Shields Mass reduction doubled (16-40% from 8-20%)
  174. - Thermal/Kinetic Shields Module health increase added (+20%-40% at G5)
  175. - Kinetic/Thermal/Explosive Hull Reinforcements: Penalties for off-types reduced (to 10%-15% from 10%-20% at G5)
  176. - Kinetic/Thermal/Explosive Shield Boosters: Penalties for off-types on all single-type resistances reduced ( 4%-6% from 12%-13% at G5)
  177. - Resistive (Shield Booster): Resistance to all types reduced by 2% (to 10-13% from 12-15% at G5)
  178.  
  179.  
  180. Powerplay
  181.  
  182. - Powerplay consolidation feature added
  183. - Powerplay assassins removed
  184. - Powerplay pirates no longer spawn in exploited systems
  185. - Powerplay pirates must align with an opposing superpower to that of the controlling power
  186. - When a crime worthy of an authority response is committed between two ships (NPC or player) who are each pledged to a power, effectively reduce the security level of the system for the purposes of considering strength of response and delay
  187. - Power security and pirate ships must now scan for powerplay vouchers, to check for powerplay cargo, and concerning which powers will get involved based on the player's power
  188. - Power Security NPCs attack ships of opposing powers (different major faction) if they are locally wanted, they have powerplay vouchers issued by the controlling power of the system, or are carrying any powerplay commodity relevant to the controlling power of the system. They can not be appeased with cargo drops
  189. - PowersPirate NPCs attack ships of the same power as the controlling power of the system if they are wanted, carrying any powerplay vouchers, or carrying any powerplay cargo (any power). They can be appeased by cargo drops as long as the attack was due to cargo, not bounty or vouchers
  190. - Ships not meeting these criteria will be left alone, even if pledged to a power
  191. - New chatter lines added to support changed behavious
  192. - Ensure PowersSecurity ships are given an FSD interdictor by the auto-loadout system
  193. - Updating the balance on AI ambient power play ships, as well as tweaking some of Famine and Outbreak AI ships
  194. - When Opposing Control or Undermining a hostile power, vouchers will only be issued when destroying NPC ships from the defending power
  195. - Cargo used for Opposing Control or Undermining a friendly power will now only count for 1 merit when delivered
  196. - Voting for logistics consolidation becomes available at Rank 2 after supporting a power for 4 weeks. The number of votes increases to 5 after supporting a power for 16 weeks
  197. - Replaced the 18 second threaten timer on PowersSecurity ships with a 2 second one (they appeared to be broken right after scanning, which was undesirable behaviour). Also adjusted standard Bounty Hunter AI to be the same
  198. - Current Vote Status box doesn't encompass all information heading correctly
  199. - Preparation Overview does not show the current voting ratio for logistics consolidation versus continued preparation fixed
  200.  
  201. NPCs
  202.  
  203. - Fixed firing on fighters launched from already scanned ships counting as a crime
  204. - Increase the combat bond and bounties on NPC's by approximately 15% (to allow for increased time to kill)
  205. - Don't spawn more escorts each time we transfer authority to a new authority
  206. - Tweaks to make NPCs less effective against silent running
  207. - NPCs should't always be so accurate with rail guns
  208. - Wanted NPC has clean fighter fixed
  209. - Balance pass for AI interdiction ability, to make it slightly easier
  210. - Fix an accidental change that removed the delay before AI reboot-repair when their critical modules are damaged, this should now be 4-15 seconds as before
  211. - Slight changes to the spawn rates of certain AI in ambient traffic and specific powerplay archetypes. The PP types have also had their interdiction chance upped, as there are now fewer PP ships in general flying around
  212.  
  213. POIs/USSs/Stations
  214.  
  215. - Removed wreckage and salvage from tourist beacon USSs
  216. - Fixed some broken uplink messages
  217. - Fixed the gamplay layout for Habitat_Layout_Civilian_001 so that it contains the correct assets
  218. - Fix for some service station missing attachments
  219. - Use the camera location instead of the ship location for determining whether to render the interior or exterior of the station
  220.  
  221. Ships
  222.  
  223. - Improved gold paintjob shader
  224. - Improved chrome paintjob shader
  225. - Fix for cockpit ambience ducking artifact
  226. - Doubled hull health for:
  227. - Hauler
  228. - Type 6
  229. - Keelback
  230. - Type 7
  231. - Type 9 Heavy
  232. - Vipers across the galaxy have received lightweight chassis upgrades, reduce viper hull mass by 10 tons
  233. - Added new military slots to the following ships:
  234. - Eagle: 1x size 2
  235. - Imperial Eagle: 1x size 2
  236. - Viper Mk III: 1x size 3
  237. - Viper Mk iV: 1x size 3
  238. - Vulture: 1x size 5
  239. - Federal Dropship: 2x size 4
  240. - Federal Gunship 3x size 4
  241. - Federal Assault ship: 2x size 4
  242. - Imperial Cutter: 2x size 5
  243. - Federal Corvette 2x size 5
  244. - Anaconda: 1x5 size 5
  245.  
  246.  
  247. VR
  248.  
  249. - Enabled dithering for VR to reduce banding
  250. - If we aren't trying to override saved 3d settings don't prevent them loading
  251. - If user has previous saved stereoscopic mode and we want to override with /vr or /novr allow all relevant modes
  252.  
  253. Network
  254.  
  255. - Wings matchmaking improvements
  256. - Improve the way we exchange info about routers, to include info on whether there is manual port forwarding, so we don't immediately skip to Turn when a direct connection might work
  257. - Ensure that packet sizes are correctly allowed for
  258. - Added telemetry to catch inconsistencies with players network configurations
  259. - Fix a race condition in Networking startup, where the initialisation of the Turn code was sometimes delayed due to taking a long time to identify the type of router: this meant that sometimes we would upload incomplete connection details to the server, which would then be passed on to other machines, they would not be able to connect via Turn
  260. - Change the way we interpret appconfig.xml settings regarding manual port forwarding - if port has been set, but routerport has not, we will automatically assume port forwarding in the router, with the same port number on the external WAN side as the internal port number
  261. - Fix some timings when adding machines to a session: if we're waiting for the machine's connection details, then when we receive them, reset the Session's timeout
  262.  
  263. Player Journal
  264.  
  265. - Improved atmosphere description in player journal
  266. - Added "Target" property in player journal when recording a kill
  267. - Fixed json syntax for Interdiction event
  268. - Fix for getting the correct faction when docking at a station (to write into the journal)
  269. - When a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
  270. - Added a journal entry when gaining Federation or Empire rank
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