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2.2 patch notes

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Sep 20th, 2016
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  1. Greetings Commanders,
  2.  
  3. I'm pleased to confirm that the 2.2 beta is now live on PC. Please note that the ship transfers in the beta are correct as per the community poll and include ship transfers.
  4.  
  5. The change log is detailed below. Please do take the time to play and test the update as best you can and ensure you give your feedback on the Beta forums here,
  6.  
  7. If you do not have Horizons Beta access, you can purchase it from our store from here.
  8.  
  9. Enjoy!
  10.  
  11. Change log:
  12.  
  13. NEW CONTENT 2.2
  14.  
  15. Fighters
  16.  
  17. - Added F-63 Condor as a playable ship
  18. - Added Imperial Fighter as a playable ship
  19. - Added Taipan as a playable ship
  20. - Added fighter specific weapon modules
  21. - Added fighter loadouts
  22. - Added Fighter Bays for supported ships: Corvette, Cutter, Anaconda, Type 9, Beluga, Federal Gunship and Keelback
  23. - Added Crew Lounge
  24. - NPC fighter pilots can be hired
  25. - Hired pilots receive a revenue percentage
  26. - Fighters can be given orders
  27. - Mothership can be given simple orders when player is in a fighter
  28. - NPC ships can use ship launched fighters
  29. - Role panel updated to support fighter operations
  30. - Display NPC Fighter Pilot name when targeting the ship they are controlling
  31. - Added a warning/reminder to set active NPC crew
  32.  
  33. Surface Features
  34.  
  35. - New geological features added (fumeroles and geysers)
  36. - Biological entities added
  37. - POIs can now be persistant (applies to new geological and organic features)
  38. - Mysterious things added
  39.  
  40. Passengers
  41.  
  42. - Added Beluga Liner as a playable ship
  43.  
  44. Engineers
  45.  
  46. - Limpet blueprints added
  47. - Scanners (KWS, Cargo, Wake) blueprints added
  48. - Defences (ECM, Chaff, Heat Sinks, and Point Defence Turrets) blueprints added
  49. - Utilities (Life Support, Fuel Scooping, Refinery, AFM) blueprints added
  50. - Added new Engineers
  51.  
  52. General
  53.  
  54. - Implementation of patch-based planet rendering on the system and planet maps
  55.  
  56. NEW CONTENT 1.7
  57.  
  58. Passengers
  59.  
  60. - Added passenger modules of different sizes and quality to outfitting
  61. - Tourist beacon (surface and space) added
  62. - Tourist beacons send an inbox message with the blurb for that beacon when scanned
  63. - Passenger Lounge
  64. - Added Passenger Lounge to Station Services
  65. - Travel agents are available in the passenger lounge
  66. - Passengers can be bulk or VIP varieties
  67. - Added in support for mission filtering and selecting cabins in the missions panel for passenger missions
  68. - Added mission themes for the new passenger mission types - plus appropriate icons
  69. - Filtered missions with these themes to their own section on the transaction panel
  70. - Custom welcome lines and titles added
  71. - Added different passenger types
  72. - Aid Worker passenger type added
  73. - Business passenger type added
  74. - Criminal passenger type added
  75. - Explorer passenger type added
  76. - Medical passenger type added
  77. - Minor Celebrity passenger type added
  78. - Political Prisoner passenger type added
  79. - Politician passenger type added
  80. - POW passenger type added
  81. - Prisoner passenger type added
  82. - Protester passenger type added
  83. - Refugee passenger type added
  84. - Scientist passenger type added
  85. - Security passenger type added
  86. - Soldier passenger type added
  87. - Terrorist passenger type added
  88. - Tourist passenger type added
  89. - Head of State passenger type added
  90. - Added UI support for showing passenger entries when cargo scanning
  91. - Passengers (or their representitives) have portraits and names
  92. - Added cabin inventory tab to cockpit panel
  93. - Passenger Liner NPC archetype added
  94. - Passenger cabins require escape pods
  95. - Added passenger liners as possible Massacre Targets
  96. - Ships can be scanned for wanted passengers
  97. - Added stats for passenger contracts
  98. - Passengers use escape pods to abandon ship if they wish to leave
  99. - Added a long time stamp generator for use in expedition missions
  100.  
  101. General
  102.  
  103. - Mysterious things added
  104. - New player power added - Yuri Grom
  105. - Jet effects added to neutron and white dwarf stars
  106. - Updated tutorials
  107. - Instructor character added with dialogue across all training scenarios.
  108. - Added additional on-screen prompts and assists to all training scenarios.
  109. - Updated and improved existing training scenarios:
  110. - Docking and Travel
  111. - Basic Combat
  112. - Added new training scenarios:
  113. - Basic Flight
  114. - Advanced Combat
  115. - Mining
  116. - SRV Training
  117. - Ship Launched Fighter Training
  118. - Mining tutorial added
  119. - Added local player event log
  120. - Option to move owned ships added - it's available from all Shipyards
  121. - Ability to sell ships remotely (from different ports) added
  122. - Module storage added to Outfitting
  123. - Stored modules can be sold
  124. - Add system to support greater variation with station interiors
  125. - Industrial interior pieces added
  126. - Services interior pieces added
  127. - Agricultural interior pieces added
  128. - High Tech interior pieces added
  129. - Add some additional variants for hangar interiors (following the above scheme)
  130. - New layout for Station Services menu
  131. - Added a factor contact for universal fines, bonds and bounties handling - found in low security systems
  132. - Various station contacts now have faces and names
  133. - Added a security filter to the Galaxy Map
  134. - Added the ability to use a filter to govern systems used in route plotting in the galaxy map
  135. - Visited stars filter added to the galaxy map (this uses local storage so will only record stars visited from 2.2 release)
  136. - Add a method for semi-automatically replotting a route to the previous destination, if the route was lost after logging out of the game or jumping away from the route
  137. - Added fixed point locations using CQC assets
  138. - Added planet surfaces to planetary map
  139. - Added docked and state variants of the capital ships
  140. - Capital ship docks added to various locations
  141. - Added a Faction Status Summary to the local GalNet news feed
  142. - Added an info message popup which displays the security level and, if necessary, the state of the system when jumping to a new system
  143. - Added "Press BUTTON to abort" to the jump-to-system info, where BUTTON is the most relevant of the various FSD input bindings
  144. - Added UI for the engine spooling when taking off from planetary surfaces
  145. - Mission cargo can be sold on the black market
  146.  
  147. Stability Fixes
  148.  
  149. - Fixed network crash caused by non-replicated objects having replicated children
  150. - Fix for asserts/crashes and wrong items showing in outfitting when adjusting the sorting for buyback items
  151. - Fix a potential NaN in the vehicle system
  152. - Fix error while switching user while in matchmaking for CQC
  153. - Fix crash during high res screen capture
  154. - Fix a server crash if a CQC game ends at the same time the lobby is shut down
  155. - Fix a crash when searching for an exact system name that doesn't exist
  156. - Fix crash in CQC when taking damage and a contributing player doesn't exist any more, likely due to quitting
  157. - Fix a crash in CQC if we try to send a message to or about a player that is no longer in the game, also a tweak to getting player params to return a default value if that player is no longer in the game
  158. - Xbox One: The title enters a semi unresponsive state when changing the Yaw Axis Preset from within the Controls Options fixed
  159.  
  160. General Fixes & Tweaks
  161.  
  162. - Speed/distance restrictions for dropping from supercruise now scale with how strong the local gravity influence is - the further from bodies the easier it is to drop out
  163. - Fix an issue that could cause flickering and/or duplicate GUIs during interdiction
  164. - Uncontrollable spin on completing interdictions at high speed fixed
  165. - Fix a bug that meant the rate at which the target for the interdictee moved was partially tied to framerate.
  166. - Kill Warrant Scanner does not show progress if the scan is started when the user is out of range
  167. - Balance and cleanup pass to the challenge scenarios. Fix descriptions, tips and difficulty
  168. - Wake Scanners, they now deploy and work in Supercruise again
  169. - Cannot Unlock Target within the Contacts panel command fixed
  170. - Sensor zoom level should now be approximately preserved between super cruise and normal space
  171. - Labels in status panel now resize width to take up all available space
  172. - Update cargo status when moving between faction space to keep legal status in sync with displayed status
  173. - ComboBox Menu now has an opaque background - it's previous transparent one caused readability problems when overlaying other UI
  174. - Fixed issues with right align not working on horizontal text boxes
  175. - Fixed bug where scrolling the focused item off the top/bottom of the list would case the focused index to become nonsense
  176. - Allow the UI to react to changes in the cargo more quickly
  177. - Don't show Leave Voice Comms popup if we're just passing through the state while not in voice comms
  178. - Inventory panel states activate cargo scanner, even when unable to fixed
  179. - Fixed written text Messages being discarded if looking away from the comms panel
  180. - Sub target panel will display retrieving scan data animation indefinitely fixed
  181. - All the options and main menus now have confirmation dialogs when you cancel changes
  182. - Flipped the heading calculated for the compass GUI (no effect on other areas) so it is consistent
  183. - Orbital HUD optimisations
  184. - Repair inbox messages when awarding certain permits
  185. - Amended Get Long Lat String to return a string formatted Longitude, Latitude, instead of Latitude, Longitude
  186. - Pitch and yaw on the photo camera will now work while docked for players using mouse control
  187. - Fixed issue where button hit boxes were misaligned on friends list
  188. - Fixed the options screens losing focus when scrolling up and down long lists
  189. - Commanders occasionally being rescued to last known good stations if they've logged out after driving in an SRV but before flying anywhere else
  190. - Xbox One: Removed cause of performance drain in the tutorial UI (pre-flight checks)
  191. - Xbox One: Data point reset timer and supercruise charging GUI overlap and flicker fixed
  192. - Xbox One: Game takes input during the transitions between menu options fixed
  193. - Xbox One: In Open Play, The First time a user sends a comms message to To [LOCAL]: the cursor moves from right of [Local] to left of To fixed
  194. - Xbox One: Speculative fix for Starport Services having long loading times
  195. - Comms panel scroll bar going beyond the bar line fixed
  196. - Fixed settlements appearing twice on the navigation panel
  197. - Various text fixes
  198.  
  199. Missions
  200.  
  201. - Added option to sell mission specific cargo on the black market
  202. - Seeking Goods scenarios now issue missions
  203. - Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
  204. - Salvage and Collect missions have got a new destination faction state effect now
  205. - Courier missions now also affect the target faction
  206. - Players can now drop mission specific cargo. If third parties pickup said cargo they receive it as stolen
  207. - Added in new inbox text into piracy, rescue and planetary rescue mission templates
  208. - Changed the timers to dynamic timeouts for recovery agents and cargo hunter wrinkles in piracy and rescue missions
  209. - Add a check which can be used to detect if a player has committed a crime during a mission
  210. - Assassination mission template has a fix to alt targets name not being overwritten properly
  211. - Updated smuggle and delivery mission templates with new state effects that affect the destination faction's state, as well as the mission giver's state
  212. - Mission generation optimisations
  213. - Added in the dynamic credit reward for not being scanned into the piracy missions reward transaction
  214. - Added mission tracker component for damage to the player's ship
  215. - NPC Messengers with hidden contacts should be hidden
  216. - Added in a pilot roster contract element into the transaction tabs for the recovery agents/pirates in piracy and rescue missions
  217. - All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
  218. - Updated text for an inbox message in missions that tells the player when they have killed a target, that there are more targets. Mission types it affects: Assassination, Collect, Courier, Delivery, Piracy, Rescue and Salvage
  219. - Stopped New Destination Wrinkle from using Mission Giver Station in Smuggle missions
  220. - If we don't have space for all the material rewards, only add what we can
  221. - Remove duplicate information from massacre skimmer
  222. - Fixed some layout issue with the mission row item renderer
  223. - Modified mission interaction so that "Destination" title will not be displayed if there is no destination for the mission
  224. - Massacre templates alternate wrinkle updated, so the mission can progress if the player ignores the alternate target inbox message
  225. - Missions in transactions tab are slightly misaligned fixed
  226. - Complete tick box now displays with correct localised text
  227. - Resized mission complete box to support 2 lines of text properly
  228. - Stop credit reward being shown twice when more than one faction is involved in rewards
  229. - UI updated to display commodity/material rewards in mission summary
  230. - If a mission POI fails to find a flat spot, then create one in a random position rather than not at all
  231. - Removed a duplicate value the recovery agents/piracy transaction panel in piracy and rescue templates
  232. - Massacre missions - stripped out the authority targets from the templates. These have been replaced with citizens, or activists
  233. - Set Mining missions so that they cannot offer the cargo that the player has mined as a reward
  234. - Make sure the mission icon is displayed when mission target is a non landable planet
  235. - Fixed some mismatches between missions and available cargo in USSs
  236. - Updated piracy and rescue missions to include an inbox state, to stop the constant inbox message spam when you kill the target and don't have the cargo yet
  237. - Exclude systems with permit locked planets from mission generation targets
  238. - Accept/ decline inbox messages now have a discard button if they are no longer relevant
  239. - Updated Collect, Deliver, Salvage and Smuggle mission templates to no longer send cargo to a state where that cargo is illegal on new destination. (Opposite way round for smuggle, where it should always be illegal)
  240. - Mission screen loading optimisations
  241. - Fix a transaction server error when issuing mission tip offs
  242. - Fix mining statistics when using mined ores to complete missions
  243.  
  244. Engineers
  245.  
  246. - Improved lighting and geometry in all the Engineers hangars
  247. - Engineer base Farseer Inc's floating rock formations dropped to seal gap
  248. - Truncated elements in the material information panel for micro-resources and data fixed
  249. - Made sure that the first focusable element is focussed on when showing the "adjust popup"
  250. - Engineers 'Sort' Drop Down is layered underneath Engineers 'Speciality' text & No Search Results String, leads to overlapping text fixed
  251. - Mouse wheel scrolling in engineers window affect other functions fixed
  252. - Fixed bug where an experimental effect rolled a fail, but the UI would sometimes land on blue
  253. - When opening the Engineers panel information may not be displayed correctly depending on how you closed the panel previously fixed
  254. - Known engineers Pinned blueprint jitters when selecting cost fixed
  255. - Text wrap enabled on encoded materials inventory further information panel
  256. - Adjusted special effect text fields to account for 2 lines
  257. - Adjusted modification text fields to prevent truncating text
  258. - Centre align the workshop module class popup to account for wider text area
  259. - Prevent the player from using hidden buttons in Engineers Workshops
  260. - Added headers for type and grade microresource filter options
  261. - Changed microresource filtering so type and grade filters are exclusive rather than inclusive
  262. - Added engineer base UI schematic icon images
  263. - Fixed legal state display errors when changing starsystems and when trying to pay fines at an Engineer base
  264. - Xbox One: Pass in current text when enabling soft keyboard on Engineers screen, and get a callback when the keyboard opens (where we would clear the text, if we could)
  265.  
  266. Powerplay
  267.  
  268. - Cut-off text present on Preparation Tasks on most powerplay factions when selecting a system under their Preparation Tab fixed
  269. - Distance of system in turmoil truncated on the powerplay screen for factions with a deficit (negative cc) fixed
  270. - Contacts - Red confirm button should be changed to grey because red is widely used where nothing can be done
  271. - Preparation pledge to nominate popup cant be selected as focus on background menu fixed
  272. - Opponents undermined statistic in the stats panel removed as it's redundant
  273. - Changed 'age' label for Powerplay characters to 'Year of Birth'
  274. - Incorrect scaling of control systems on Powerplay map, when map origin is a long way away fixed
  275. - Fixed Powerplay stats and ratings tabs occasionally having extremely oversized vertical scroll areas
  276.  
  277. NPCs
  278.  
  279. - Make sure police ships are aware of assault crimes that are happening if the initial crime happened before they were spawned or near enough
  280. - Rework how NPCs score their behaviour for interdictions to be less 'binary'
  281. - Rebalanced interdiction difficulty based on AI pilot skill
  282. - New jump away state "Jump Uninterruptible" to handle NPCs jumping away when their target enters a No Fire Zone
  283. - Stop powerplay AI from interdicting other powerplay AIs which are aligned to the same major faction
  284. - Fixed docking Computer landing damage
  285. - AI ships now aim launcher weapons properly
  286. - Ensure that the AI auto-loadout system always gives a ship at least two fixed/gimballed weapons, to avoid ships with all-turreted weapons not being able to attack
  287. - Passenger hunter archetypes added
  288.  
  289. Wings
  290.  
  291. - Ensure single body exploration scans are awarded to all wing members
  292. - Fix case where dropping to a wing beacon in a ring would leave the player at their current location rather than the beacon
  293. - Propagate hostility between wing members when attacked - this should make ships in silent running show up to all members of the wing they are attacking
  294. - Select wingman's target can now target systems that aren't in the nav panel
  295. - Improve notifications between wing members when doing system or body exploration scans
  296. - Only propagate wing hostility for player ships
  297.  
  298. CQC
  299.  
  300. - Adding in explosive damage for the destructibles in CQC/Arena
  301. - Made the matchmaking lobby detect disconnects faster, this prevents the lobbies from getting stuck in a state for a few mins due to a disconnect
  302. - Player Rank Shows Combat Rating instead of CQC Ranking while in CQC
  303. - Fix an issue where the server was calculating a different amount of credits to reward than the client displayed
  304. - If there are multiple winners in a deathmatch game and you are not one of them, display defeat instead of a list of the winners
  305. - Fixed some clipped loadout text in localised languages
  306. - 2 Digit ranks are truncated in the scoreboard menu fixed
  307. - Since a CQCing player can't respond, don't send them text chat or voice invites
  308. - Fixed missing Russian glyphs on CQC respawn menu
  309. - Scale the mouse cursor for fov in the same way that usual UI movies do, which catches that one giant cursor case when zooming during death cam in CQC
  310. - Xbox One: Fix an issue with mismatched teams in CQC
  311. - Xbox One: Fix a case where a player A enters a CQC match against player B, when player B had previously been signed in on player A's console during this session
  312.  
  313. Controls
  314.  
  315. - Fix for the sensor zoom resetting when the game loses focus when the sensor zoom is bound to an axis
  316. - Removed eject all cargo binding from all schemes by default
  317. - In the keyboard and mouse control scheme add the arrow keys as secondary bindings to the UI-controls to allow navigation through the menus in the galaxymap
  318. - Mouse cursor stuck on side of screen when in main menu fixed
  319. - Now DualShock 4 controller keys are shown as Xbox360 icons, instead of []
  320. - Don't bind XB360 pad's Back button to Cancel Binding, so more buttons are free for gameplay
  321. - Removed all gamepad options from keyboard and mouse only schemes as they will prevent these schemes from showing up as a preset if you don't have a pad connected
  322. - Fixed bug where info panel would not display correct controls after changing to new control scheme
  323. - Get mouse-controlled headlook working in Hyperspace again
  324. - Added device and vendor IDs for the xbox one wireless controller so it will be picked up as a gamepad in the game
  325. - Added keybindings for fighter orders and for recalling the main ship while in the SRV
  326. - Xbox One: When switching users, forget about disconnected controllers for the old user
  327.  
  328. Weapons
  329.  
  330. - Two changes aimed at rebalancing Thermal Shock and similar heat-imparting weapons:
  331. - Ships now gain resistance to heat weapons based on spare cooling capacity (when ships are cold they're more resistant).
  332. - Having a heatsink actively charging diverts most heat from external heat attacks straight into the heatsink, granting 90% resistance to these effects for those few seconds.
  333. These two changes combine well, as now heatsinks are much more able to cut through even extreme heat attacks, and then the newly cold ship is temporarily more resistant. Simply running a cold ship will also extend the time before external heat is able to cause damage by a larger proportion.
  334. - Heat sink launchers now take substantially less damage from beaing overheated (down to a quarter of what it was), they are designed to be the defence against overheating after all.
  335. - Shield resistance to heat-imparting attacks increased, and active shield will now block 50% of the effect of thermal shock weapons, up from 25%.
  336. - Fix issues with mines and missiles sometimes failing to hit targets due to networking inconsistencies, most noticeable when driving into someone else mines at high speed
  337. - Fix issue weapons switching to Fire at Will on supercruise transitions
  338. - When modifying a weapon that fires in bursts, always ensure the clip size is rounded up to a multiple of the burst size. This will retroactively affect existing weapons and fixes cases of the Double Shot 3 slugshot having a 5 round clip
  339. - Fix custom VFX scaling for weapons (scaling was affecting the particles rather than the emitter
  340. - Mines should be affected by gravity
  341. - Mines now have vfx for default, dirt and ice surfaces
  342. - Point defence range has been increased slightly along with it's integrity
  343. - Blast radius for Deep Cut Payload and Penetrator Munitions is now correctly 75% of what it would be for an external blast, rather than 0.75m
  344. - Fix a bug where the penetration direction for a missile could be wrong depending on the exact detonation trigger
  345. - Set the Penetration chance for torpedoes and dumbfire missiles to 1. This is not used with their normal damage mode, but guarantees penetration when the damage mode is switched
  346. - Tweaked chance of burst laser malfunction when firing as it was observed to be too likely to happen given that each shot of the burst did the test, not each burst
  347. - Point defences will no longer try to shoot down a ships' own dumbfire missiles
  348.  
  349. Outfitting
  350.  
  351. - We now preview ship kits and bobbleheads when we mouse over them
  352. - Outfitting stats improvements:
  353. - Adjusted stat priority so that CQC module stats no longer extend beyond the capacity of the GUI
  354. - Added booster stats back in (CQC only)
  355. - Show hidden stats in comparisons if the original stat isn't hidden
  356. - Cleaned up code and resources to remove depreciated "Outfitting" stats
  357. - Small optimisation to stop OutfittingItemInfo calculating stats unnecessarily
  358. - Chance Modification symbol overlaps description fixed
  359. - Vehicle bay in outfitting does not populate class indicator pip fixed
  360. - Fixed cut off label in item descriptions
  361. - Sort preference in Outfitting resets after being closed fixed
  362. - Sort results ignores weapon filters fixed
  363. - Changed slot size for planetary approach suite to 1 rather than 8 as the item itself is only size 1
  364. - Changed "Set Fire Group Reminder" text to apply to modifying modules as well as buying them
  365. - Modules tab pop-up backgrounds are translucent on first viewing fixed
  366. - Class/Rating sort filter in outfitting now correctly sorts by class first, then rating
  367. - After applying a livery item to you ship via mouse input - the UI will no longer focus to the slot under the mouse and cause a camera change away from the item you were applying
  368. - Block the purchasing of more than one scanner of each type
  369. - Still allow save files to have multiple scanners if they bought them previously
  370. - Still allow selling of a third duplicate scanner, even if the remaining 2 would, strictly speaking, still be against the rules
  371. - The sale price of a vehicle bay now takes its contents into account
  372. - Fix module buy back becoming hidden when swapping modules
  373.  
  374. POIs/USSs
  375.  
  376. - Award exploration progress when creating vouchers for scannable settlements & points of interest
  377. - Scannable vouchers now scale by the distance from Sol
  378. - Allow objects to be spawned in response to cargo being scooped
  379. - Added some new conditions for the poi buckets:
  380. - Planet volcanism strength
  381. - Planet volcanism type
  382. - Primary star type
  383. - Required star type
  384. - A warning message is now displayed when leaving a conflict zone
  385. - Added scenario for Elite Plus gameplay
  386. - Added military patrol scenarios
  387. - Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
  388. - Added in new ship types and slightly tweaked down the difficulty of the more extreme set ups
  389. - Skimmers can now be spawned in waves
  390. - Increased pool of Federation and Empire capital ship names
  391. - Added a Cruise Liner scenario for Boom system states
  392. - Stop ambient police ships spawning where there shouldn't be any security response
  393. - POIs can now contain landed ships
  394. - Modules on damaged capital ships can now be shot and broken just like their more intact counterparts
  395.  
  396. Settlements
  397.  
  398. - Fixed space settlements not appearing on clients without horizons/planet landing capabilities
  399. - Improved snap to ground mechanism
  400.  
  401. Galactic Simulation
  402.  
  403. - Fixed some economic states ending too early for factions
  404. - Fixed the faction retreat state so that it only tries to cancel pending conflicts in the system it's retreating from, not all conflicts everywhere
  405. - Stopped factions expanding into starsystems that can't be travelled to or are immune to conflicts
  406. - Fixed some market & shipyard price overrides not correctly ignoring expired modifiers
  407.  
  408. Community Goals
  409.  
  410. - Added support for Material donation Community Goals
  411. - Fixed a transaction server error when redeeming CG rewards
  412. - Fixed Community Goal conflicts ending half a day too early
  413. - Stopped CG leaderboards being padded out with Commanders who've signed up but not yet contributed
  414.  
  415. Galaxy Map
  416.  
  417. - Avoid "route unavailable" cases in low density areas, when the route looks like it should be available
  418. - Fix an issue with being unable to search for systems in "Lupus Dark Region B Sector"
  419. - When searching for a star, try to find a star with the exact searched name first before starting the partial matching, fixes the issue of "BLU THUA QY-Z D1" returning "BLU THUA QY-Z D13-0" as the first match
  420. - Improvements to "economical" route plotting times in high density areas of the galaxy. Cap the jump range used by JumpRouteFinder, so at each system we only consider jumping to nearby systems for the route, rather than every system within jump range
  421. - If the jump range is low, don't try to cut down the number of systems considered for fastest route plotting in high density areas
  422. - If the player unticks the current plotting mode, don't re-tick it when next opening the galaxy map
  423. - Fix an issue with long jump distances and route plotting
  424. - System map performance optimisation for VR
  425. - Optimisations for the route planner
  426. - Fix a stall at the end of plotting a route
  427. - When using the Fastest route plotter in high density areas of the galaxy, reduce the cost that is calculated for the final jump to the target system. This allows the route plotter to return a route much sooner rather than spending minutes investigating potential small fuel savings
  428. - The option to turn off Nebula Names only works at a distance fixed
  429. - Trade route filters can once again be toggled on/off en-mass by holding LMB and dragging over them
  430. - Switched buttons around so action button is now on the right of the cancel button with bookmark dialog windows
  431. - When system names are too long, try and trim them in a sensible manner
  432. - System Map - Lumpy planets now get their own models in the system map overview instead of using the smooth sphere model
  433. - Slightly sped up the double sided lighting change when first entering the planet map
  434. - Fix an issue where planets with a retrograde spin would not have their rotation speed or axial tilt displayed in the system map
  435. - System map planets now use subsurface scattering colouring
  436. - Added galaxy map overrides for population and economy
  437. - Only display a conflict state on the galaxy map if the Faction controlling that system is also fighting in that system
  438.  
  439. SRV
  440.  
  441. - Improvements to stopping the SRV falling into planet / getting stuck in geometry when loading the game
  442. - Improved wave scanner readability when SRV full beams are on at night, on a planet with a bright surface colour
  443. - Use correct bone when calculating the scoop UI in the SRV
  444. - SRVs now trigger docking offences when loitering on landing pads
  445. - B button on SRV cockpit GUI panels engages vertical thruster fixed
  446. - Enabled warning after buying a SRV hangar without bays
  447. - If the player logs in while in a buggy and their ship is landed, the ships landing gear will now be extended placing them in the same state they were in when the player launched the buggy, this should help with the buggy getting stuck under ships if the player logs out under their ship
  448. - Fixed ships crashing into the ground/destroyed when recalled by SRV
  449. - Reduce the maximum number of signal traces on the wavescanner now that we have more extreme cases
  450. - Optimise the wavescanner to better handle multiple signal sources
  451.  
  452. Ships
  453.  
  454. - The discovery scanner can no longer be used while self destructing
  455. - Flight Landing Overrides conflicts with Targeting, Cooling, Weapons etc. fixed
  456. - Fixed where there was no space after ASSIST OFF warning
  457. - Ships will now try to align to the target destination during the hyperspace countdown
  458. - Wear should now apply and repair properly
  459. - Fix an issue with the calculation for the offset of the station schematic
  460. - Prevent "Drives Offline: Zero Thrust Capability" message showing spuriously (while engines are not on, but are booting)
  461. - Fix paintjob wear & tear and ship integrity recording
  462.  
  463. Ship Art
  464.  
  465. - Fix for all Lakon ships that have cockpit textures which bloom out and cause visibility issues with the GUI around stars/ brightly lit environments
  466. - Fixed smoothing on Imperial Courier
  467. - Fixed collision issue on landing in Diamondback
  468. - Changed Imperial Cutter /Imperial Clipper target schematics for a proper one
  469. - Cockpit version of external material renders under cockpit emissive elements fixed
  470. - Fixed hitcheck issues with Federal Gunship
  471. - Fixed Hitcheck on Orca so that you can retrieve cargo
  472. - Moved bobblehead bones backwards to stop interference with GUI compass in the Adder
  473. - Fixed gap in mesh for Cobra MkIII
  474. - Adjusted camera position for Decal 1 on the Eagle
  475. - Hitcheck adjustment for greater hardpoint clearance for the Keelback
  476. - Moved hardpoints slightly and fixed some smoothing issues on the Cutter
  477. - Created a new front landing gear animation to avoid intersection with the SRV bay on the Keelback
  478. - Fixed hanger camera issue for front decal on the Imperial Eagle
  479. - Fixed landing volume for Orca
  480. - Fixed landing volume for Diamondback Explorer
  481. - Fixed landing volume for Imperial Cutter
  482. - Fixed landing volume for Viper MkIV
  483. - Removed scaling on the warning panel to fix issue on the Imperial Eagle
  484. - Fixed front landing gear intersection with the Cutter
  485.  
  486. Stations/Ports
  487.  
  488. - Advertising boards in hangars updated with more companies
  489. - Landing pad hologram colours adjusted to better suit new interior variations
  490. - Fixed other player's ships appearing to be outside of the station when they are docked
  491. - Increased variety for adverts outside starports controlled by various local factors such as alliegence
  492. - Rich and High Tech stations now use the alternative trucks and buses models on the roads
  493. - Hide the station's navigation marker while within the station's bounding sphere
  494. - Fix the stations attached modules not showing up in the station schematic
  495. - Fix overbright envmaps being generated in rich stations and potentially other places in the game
  496. - Rebalanced lighting in rich interiors
  497. - The glowing emissive texture on the floodlights for Standard, Rich and ZeroG landing pads now switches on/off in sync with the spotlights
  498. - Re-colour the crane texture used for the main gantries in the Inner Dock for variety: Agri is off-white, High-Tech red and Services a cleaned-up blue
  499. - Fixed some flimmering lines on the back wall of the small rich hangar
  500. - Fixed hitcheck for the trees in the rich stations
  501. - It is no longer possible to supercruise into the back of a station and prang off it if you approach from exactly behind it
  502. - Reworked a road junction on the PlanetPort so that it joins better
  503. - Added a warning if trying to launch from a port without a planetary approach suite
  504.  
  505. Celestial Objects
  506.  
  507. - Fix cases of "dropping too close" when leaving rings from normal space into supercruise. You are now able to maintain cruise inside a ring, so long as you are outside of it's core and heading away from the ring's plane
  508. - Improve drop-out location for entering rings in other situations, players will generally drop out closer to the ring and their target
  509. - Improved method for blending distant bump maps for the terrain
  510. - Ice surface material improvements
  511. - Rocky surface material improvements
  512. - Metal surface material improvements
  513. - Updated planet surface wang tiles
  514. - Reworked the ice asteroid shader's lighting, and improved its parameter
  515. - White Dwarf stars now have a unique lens flare
  516. - Fix surface material quality being incorrect when rendering some patches
  517. - Prevent distant surface maps jumping when camera crosses 16km boundaries, and improve precision of the largest maps
  518. - Fix ring fog from being being lit in black hole systems
  519. - tweaked the way ring fog interacts with local star colour so that it blends better with the star lighting
  520. - Increased the maximum value for depth obtained from the depth buffer linearization. Fixes rendering for extremely large stars at extreme distances
  521. - Improved the visibility of planet dust particles when in the darkside of the planet
  522. - Terrain minor UV fixes
  523. - Asteroids now generate only within the bounds of rings
  524. - Asteroid billboards have their positions and size adjusted accordingly to ensure they fit within thin rings
  525. - Ring cells now obey the ring height correctly rather than assuming all rings want 5km of asteroids
  526. - Ring height clamped to a minimum of 1km
  527. - Re-written asteroid billboard placement to use better depth ranges
  528. - Re-written asteroid billboard mesh generation, lods are finally now coherent with one another
  529. - Added randomised static rotation to asteroid billboards to break up visible repeating
  530. - Fixed some obvious patterns on rock and metal planetary surfaces
  531. - Stop lens flares getting disabled when entering supercruise
  532. - Changed the planet dust colour system to only request data if we're actually close enough to a planet to see any dust
  533. - Fix fast moving distant Horizons planets not orbiting smoothly
  534. - Optimise physics surface patch generation
  535. - Improved memory management for surface textures
  536. - Alterations to europa line parameters on rocky ice worlds - stops physics-breaking patches
  537. - Have a hard cap in the noise graph for max geometry height, to prevent planets you can fly through or from being able to drive into space
  538. - Remove the artificial increase in star spin speeds
  539. - Added a medium quality planet surface material setting, with performance roughly halfway between low & high
  540. - Disable Wang tiling and detail textures at a distance of 1km on Xbox and mid/low-quality PC. This helps us afford Wang tiling in the worst cases (hovering a few hundred metres above the planet
  541. - Xbox One: Improvements to planetary surfaces
  542. - Xbox One: Fix star luminosity not being the same as PC/Mac
  543.  
  544. Render
  545.  
  546. - Fixed sorting of emmisve textures bleeding through opaque surfaces
  547. - Decal rendering improvements/optimisations
  548. - Xbox One: Fixed the SSAO command
  549.  
  550. Hyperspace
  551.  
  552. - Arriving at a star now correctly leaves you in line with the source and destination systems, rather than the previous not-well-defined behaviour
  553. - It is no longer possible to travel through or end up inside another star if you hypespace into a multi-star system. If an intervening star is detected your hyperspace will be redirected onto that star. This process repeats if the new path is also obstructed. Note that you can still end up dangerously close to other stars and get more than a little cooked
  554. - When hyperspacing to a star with jet cones, avoid potential danger regions at the poles
  555. - Ship aligns and follows target star through hyperspace tunnel
  556. - Made elements of the hyperspace tunnel persist across boundaries
  557. - Made the hyperspace tunnel go faster
  558. - Optimisations to the hyperspace tunnel
  559. - Texture and particle improvements to hyperspace tunnel
  560. - Reduction of GUI contributed stalls to hyperspace entry/exit
  561. - Fix for hyperspace nebula streaming in at low-mip at the start of the hyperspace jump
  562. - Stop the shadow settings changing when starting the FSD charge for hyperspace/supercruise
  563.  
  564. StellarForge
  565.  
  566. - Added Persephone (Planet Nine), Haumea, Makemake, Eris, Orcus, 2002 MS4, Salacia, Quaoar, 2007 OR10 and Sedna to Sol
  567. - Renamed Eol Prou RS-T D3-94 to Colonia
  568. - Added starport to Eol Prou LW-L C8-76 A 3 A
  569. - Outpost added to Eol Prou LW-L c8-138 1
  570. - Outpost added to Eol Prou YD-W B17-1 4
  571. - Outpost added to Eol Prou YD-W B17-5 A 5
  572. - Outpost added to Eol Prou Lw-L C8-28 A 1 a
  573. - Outpost added to Eol Prou Lw-L C8-306 A 4 a
  574. - Outpost added to Eol Prou VY-R d4-443 6
  575. - Outpost added to Eol Prou LW-L C8-133 2
  576. - EES2009 Persei has duplicate system names fixed
  577. - Renamed duplicate Frey system to Yngvi-Freyr
  578. - Duplicate system name Grafias renamed to SO4-H1E 2000
  579. - Check spin rates for neutron stars and black holes are something more sensible
  580. - Fix issues with close orbiting bodies with large eccentricities intersecting their parent star
  581. - Fix an issue when generating a system when a highly eccentric orbit goes outside the hillsphere of its parent, we will now reduce the eccentricity to fit inside the hillsphere
  582. - When checking for moon-ring intersection, need to account for any objects orbiting the moon so that they don't intersect at any point in their orbit
  583. - Ring around Archerbas in the Carthage system no longer intersects the planet
  584. - Renamed exoplanet in the Ross 444 system to Hutton Prime
  585. - Col 285 Sector HX-X B16-4 renamed to Exton
  586. - Jaques station name restored
  587. - Made the Pleiades Nebula blue
  588. - Speculative fix for intermittently disappearing stations/systems in overriden generated systems
  589.  
  590. SRV
  591.  
  592. - Death in a SRV with a mother ship in orbit now re-spawns the mother ship in orbit, not on the planet
  593. - Prevent SRV's getting stuck partially retrieved if another buggy is in the same island with their mother ship
  594. - Minor update to SRV preview to prevent the turret and the chair from shaking
  595. - Made the inertial camera simulation use the mode AccelerationSpring when using trackIR in the buggy, the same as without TrackIR. This fixes the camera twitching when using TrackIR in a buggy
  596.  
  597. Limpets
  598.  
  599. - All Limpets are no longer killed when one player leaves the instance
  600. - Untargetted collector limpets will not target items owned by their player
  601. - Tweak the thresholds for displaying Low / Medium / High material asteroid content when using a prospector limpet. The thresholds were previously way too high so it always showed Low. Now the information is more meaningful: all rings can show either Low or Medium for an asteroid, and Rocky and MetalRich rings can also show High
  602.  
  603. Networking/Server
  604.  
  605. - Fix some issues with matchmaking disconnections
  606. - Fix a transaction server error during resurrection
  607. - Improve reliability when selling lots of exploration data
  608. - Fix clearing saves with a lot of exploration data
  609. - If an island update happens and the new location is in a system that is not ready, then ignore it
  610. - Fix for cargo scooping bug, only update the server when we have authority over the cargo canister being destroyed
  611. - Generate new ID when ejecting cargo from a ship. This should fix some cargo duplication errors
  612. - Some network replication optimisations
  613. - Various server performance and reliability improvements
  614.  
  615. Avatars
  616.  
  617. - Added scientist outfits
  618. - Added aid worker outfit
  619. - Added security outfit and military variant
  620. - Added freedom fighter outfit
  621. - Added refugee outfit
  622. - Added doctor outfit
  623. - Added tourist outfits
  624. - Added option to set different portrait settings for passengers once on board ship (different background, remove baggage)
  625. - Rebalanced all outfit palettes for mission contacts
  626. - Rebalanced hair colours
  627. - Rebalanced lighting in avatar portrait scene
  628. - Switched over to using new hair shader with bespoke HSV shifts & AO support and HSV offset maps.
  629. - Added new male and female hair styles as tests for new rendering technique
  630. - Updated existing hair styles with decal to blend into scalp
  631. - Added option to match hair and beard colour
  632. - Added custom camera-facing environment map for avatar eyes
  633. - Added 8 new pilot suit variants for NPC crew
  634. - Preload mission contact avatars ahead of the mission board to reduce delays
  635. - We now cache engineer portrait icons
  636. - Reorganised avatar resources to reduce portrait generation times by up to 50%
  637. - Added NPC crew specific backgrounds
  638. - Added passenger cabin backgrounds
  639.  
  640. VR
  641.  
  642. - Updated to LibOVR 1.4
  643. - Added new (and improved!) VR graphics presets as faster cards can handle the bump.
  644. - VR Low (unchanged from current VR Low)
  645. - VR Medium (is currently ‘VR High’)
  646. - VR High (Mid preset with x1.25 supersampling) VR Ultra (High with medium shadows and medium Terrain Sampler)
  647. - Added backgrounds to textual elements on menu and option screens. Greatly improves readability in VR
  648. - Draw the Mouse Control UI as far away as we draw other gunsights in VR
  649. - Cannot see Tail Ship kits on Vulture in Outfitting due to camera angle in VR fixed
  650. - Cannot see Spoiler/Wing Shipkits in Outfitting on Asp due to camera angle in VR fixed
  651. - Fix the missing text on the wall in the VAR Main Menu hangar if you look behind you
  652. - Fix for mouse cursor size when HMD is present
  653. - Memory optimisations for Oculus
  654.  
  655. Audio
  656.  
  657. Audio Specific Features
  658.  
  659. - 5 new flight controllers
  660. - 4 new settlement security voices
  661. - The laser-beam part of beam/mining lasers now emit sounds (previously just the weapon did)
  662. - Sounds for GUI radar transition from spacedar to landar and vice versa
  663.  
  664. Mix Improvements
  665.  
  666. - Improved sonic consistency across all ship voice lines (previously a few sounded different)
  667. - Improved various rough transitions (between galaxy map, system map, main game etc)
  668. - Improved the ship purchase screen sounds
  669. - Some small mining tweaks/improvements
  670. - Volume fix for SRV shield drop and reform
  671. - Boosting Flight Controllers and Radio Chatter by small amount
  672. - Tweaks to Solar Satellite mix
  673.  
  674. Technical Audio changes
  675.  
  676. - Better integration of ship voice and npc comms (tutorial, npc crews, flight control) systems and future proofing
  677. - Improved the way non-player voice content in managed in game. Improved prioritisations, de-clutters the mix, and future-proofing.
  678. - Improved memory management, and reduces chance of missing audio happening.
  679. - Improvements to the way FSD soundbanks are managed, to target problems with missing FSD charge and hyperspace tunnel sounds.
  680.  
  681. Audio Bug Fixes
  682.  
  683. - Fixed module bootup start/complete/charge sometimes occurring in the wrong place
  684. - Fix for impact sound spam when more than 4 beams hit the target.
  685. - Fixed broken solar satellite audio
  686. - Fix for multiple back sounds when backing out of certain menus using a joypad
  687. - Fixed wing notification sound not triggering when the panel is not in focus.
  688. - Fixed planetary music not playing when approaching from supercruise
  689. - Changes to debris system that should improve issues with missing audio
  690. - Voice - Fixed ability to make it flood/spam the player with Request/Cancel docking flight controller messages
  691. - Voice - Fix low gravity warning incorrectly triggering when spawning in SRV on engineer base
  692. - Voice - SRV boarding permission granted voice line now linked to GUI message. Fixes some issues where it wasn't always playing.
  693. - Voice - Fix for some ship voice lines playing after player dies and respawns
  694. - Voice - Fix "Cargo Scoop Retracted" playing upon entering a ship from a buggy with an open cargo scoop
  695. - Voice - Prevent Flight Assist On voice event playing in death sequence
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