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  1. Hi guys,
  2.  
  3. The time has finally arrived! Today sees both the Elite Dangerous Horizons (2.2) update and the Elite Dangerous (1.7) update making its way to the live game.
  4.  
  5. For those of you who haven't experienced a big milestone day, these updates can take several hours to install and make live.
  6.  
  7. The servers will be down from 10am BST (15 minutes) and will be down for an extended period of time (up to 8+ hours)
  8. Xbox One players will see that the download will be available from 11am to pre-install but the game won’t be playable until the servers are back up. The size of that download is 9.7gb which is a file increase of 1.8gb
  9.  
  10. We'll keep you updated with progress in this thread should there be any extra information. In the meantime we have a couple of exciting things going on today to keep you entertained while you wait for the updates to be added.
  11.  
  12. Join David Braben on a Reddit AMA from 10:00 - 12:00 BST.
  13. Followed by Ed Lewis and a series of developers from 1pm BST on our official YouTube channel.
  14.  
  15. The development team have been working incredibly hard over the recent months developing the game and working with our fantastic beta community to test, adjust and test again the upcoming version of the game so please give the beta community and the developers lots of thanks and support.
  16.  
  17.  
  18.  
  19. NEW CONTENT 2.2
  20.  
  21. Fighters
  22.  
  23. - Added F-63 Condor as a playable ship
  24. - Added Imperial Fighter as a playable ship
  25. - Added Taipan as a playable ship
  26. - Added Beluga Liner as a playable ship
  27. - Added fighter specific weapon modules
  28. - Added fighter loadouts
  29. - Added Fighter Bays for supported ships: Corvette, Cutter, Anaconda, Type 9, Beluga, Federal Gunship and Keelback
  30. - Added Crew Lounge
  31. - NPC fighter pilots can be hired
  32. - Hired pilots receive a revenue percentage
  33. - Fighters can be given orders
  34. - Mothership can be given simple orders when player is in a fighter
  35. - NPC ships can use ship launched fighters
  36. - Role panel updated to support fighter operations
  37. - Display NPC Fighter Pilot name when targeting the ship they are controlling
  38. - Added a warning/reminder to set active NPC crew
  39. - Fighter and vehicle bays are now numbers this is to help match the bay to the vessel when using livery
  40. - Increased boost speed of all fighters
  41. - Rebalanced default speed for some fighters to make them inline with their original design (the Empire Fighter was too fast compared to the others)
  42. - Increased DPS of fighter weapons by 12.5%
  43. - Increased fighter production capability of the size 7 hanger module
  44. - Fixed fuel gauge disappearing when switching back to mothership
  45. - Missing avatar faces on the orders panel fixed
  46. - NPC crew do not have appropriate backgrounds when in your ship or in the fighter fixed
  47. - Added warnings why can't a player deploy a fighter
  48. - Move "Orders" to the top of the menu when interacting with AI fighters/main ship
  49. - Fighter descriptions hooked up
  50. - Able to issue orders using both fighters in the role panel even though only one is deployed fixed
  51. - After hiring, crew sometimes displays negative numbers fixed
  52. - Balance displayed in the Crew Lounge is incorrect fixed
  53. - AI Crew don't appear to be gaining any xp from combat in fighters fixed
  54. - Fixed logic error for allowing non horizons crew in to the crew lounge to fire crew they might have hired when they had horizons
  55. - Added default numpad keys for the new order bindings to each control scheme
  56. - Added in better descriptions for the fighter specific stats
  57. - Re-launching fighters resets ammo and pip setup fixed
  58. - Fixed radar not showing hostiles/allies correctly when switching vessel in a conflict zone
  59. - Helm 'Details' tab should go to ship description
  60. - Audio: Velocity of the ship launched fighter is now set to the same as long as the fighter stow interface is not active
  61. - Audio: Fixed "self" explosions to be triggered to ship launched fighters
  62. - Fixed headlights on the fighters
  63. - Dust layer on Independent Fighter is green, fixed it to dark grey
  64. - Fighters can no longer use boost while they are still attached to the launch ramp
  65. - Fixed Imperial Fighter hitspheres so weapons can be damaged
  66. - Fed Fighter 100% damage paint issue fixed
  67. - Fighters can no longer kill ships inside starports without being shot by the station when mothership is far away
  68. - Fighters will no longer retract their hardpoints when the AI is asked to dock them, stopping the error where a player asked the AI to dock then swaps to the fighter and has no hard points
  69. - Balance displayed in the Crew Lounge is incorrect and does not update on purchasing a pilot fixed
  70. - NPC experience always shows as 50% when they're in the main ship fixed
  71. - Removed the life support, self destruct and reboot options from the fighter
  72. - Fighters destroyed by the mothership jumping away shouldn't count as player kills
  73. - Fixed rendering bug causing text to overlap buttons on the role panel orders
  74. - Fixed issue with right panel in crew lounge not showing data after loading
  75. - The little fighter HUD no longer overlaps the target panel. It now has its own home near your ship's schematic
  76. - Healing lasers now work on fighters
  77. - Moved the 'Request Docking' from fighter bay to helm
  78. - Stop fighters being able to operate beyond 30KM range if you switch to the Mothership at the last second before the SLF explodes
  79. - Stop AI crew members leaving turret mode of mothership on "Fire at will"
  80. - Vessel Status UI (cockpit): display the correct fighter variant name
  81. - Fixed overlapping text on Role panel orders menu
  82. - Fixed hit markers on the ship schematics in the cockpit being the wrong size and appearing in the wrong position for fighters
  83. - Reduced the severity of a few info messages when changing fighter orders. Now uses a small 'log' message type, rather than the big flashy one
  84. - Only show "No active crew" warning when a hangar module is present
  85. - Unable to terminate crew without horizons
  86. - Crew total payment not updating immediately fixed
  87. - Created binding for opening the orders page (RB+B)
  88. - Reactivate the engineer button when switching back from a fighter
  89. - Allow the Orders GUI to move selection to the top of the list to navigate quickly to the bottom order
  90. - Added the available stats to the fighter details page in the role switch panel
  91. - Role Switch panel flashes, and doesn't let player click on slots and order commands fixed
  92. - Fighters under AI Crew control now use the AI friendly fire rules
  93. - Can no longer select ship description text in fighters tab of role panel
  94. - You are able to purchase a SRV or Fighter that you already currently own into the same slot fixed
  95. - Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong
  96. - Following NPC crew oddities (When NPC crew is flying a player's ship) fixed:
  97. - If MC turrets are fitted and set to Target Only, the combat AI cannot fire them
  98. - Can only use one missile launcher, even if two are fitted
  99. - Missiles are fired at long range and are wasted
  100. - AI doesn't use boost to chase and kill targets, instead lets them get away
  101. - When out of ammo, AI ship should drop back into formation
  102. - Player ships with just missiles won't fight
  103. - After requesting docking, all other order hotkeys are ignored
  104. - AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed
  105. - Added clearer message to indicate that the players fighter will be destroyed when they FSD away
  106. - Moved empire fighters hit spheres for the weapons even further forward to help in hitting them
  107. - Use numbers rather than bars for displaying fighter stats
  108. - Wanted NPC has clean fighter fixed
  109. - Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty
  110. - Added loading animation to screen for switching between fighters and main ship
  111. - Fixed missing font glyphs on Role panel when running in Russian
  112. - Fixed commander name having the "Crew" tag on the death screen when killed by a player in a fighter
  113. - Can use hotkeys to send invalid NPC commands to unmanned mothership fixed
  114. - Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore
  115. - Audio: reduced probability of "no more targts" npc crew message down to 40%
  116. - Audio: Fix for Crew member saying wrong line when asked to attack target
  117. - Fix not being able to deploy an SRV or Fighter after resurrecting
  118. - Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression
  119. - Fighter ramming not counting as illegal fixed
  120. - Fixed the incorrect paintjobs used for red and blue in CQC
  121. - Make sure active crew are displayed correctly
  122. - Added an inbox notification when NPC Crew rank up
  123. - Fixed NPC Crew profit share not increasing when ranking up
  124. - Turret settings are recovered when switching back to main ship
  125. - Allow fighters to accept new orders if they've been told to dock
  126. - NPC Crew can't pilot ships near planet surfaces fixed
  127.  
  128.  
  129. Surface Features
  130.  
  131. - New geological features added (fumeroles and geysers)
  132. - Biological entities added
  133. - POIs can now be persistant (applies to new geological and organic features)
  134. - Mysterious things added
  135.  
  136.  
  137. Engineers
  138.  
  139. - Limpet blueprints added
  140. - Scanners (KWS, Cargo, Wake) blueprints added
  141. - Defences (ECM, Chaff, Heat Sinks, and Point Defence Turrets) blueprints added
  142. - Utilities (Life Support, Fuel Scooping, Refinery, AFM) blueprints added
  143. - Added new Engineers!
  144. - Make sure we always get the right string key for existing modification name
  145. - Added ellipses functionality to blueprint text strings. If they are greater than 25 characters an ellipses will be added
  146. - Fixed layout problems in engineers workshop that would cause a scrollbar to appear and have unintended effects
  147. - Fixed bug where engineer special effect animation would always overlay the description of the successful special effect, before the animation had completed
  148.  
  149. General
  150.  
  151. - Implementation of patch-based planet rendering on the system and planet maps
  152.  
  153.  
  154. NEW CONTENT 1.7
  155.  
  156. Passengers
  157.  
  158. - Added passenger modules of different sizes and quality to outfitting
  159. - Tourist beacon (surface and space) added
  160. - Tourist beacons send an inbox message with the blurb for that beacon when scanned
  161. - Passenger Lounge
  162. - Added Passenger Lounge to Station Services
  163. - Travel agents are available in the passenger lounge
  164. - Passengers can be bulk or VIP varieties
  165. - Added in support for mission filtering and selecting cabins in the missions panel for passenger missions
  166. - Added mission themes for the new passenger mission types - plus appropriate icons
  167. - Filtered missions with these themes to their own section on the transaction panel
  168. - Custom welcome lines and titles added
  169. - Added different passenger types
  170. - Aid Worker passenger type added
  171. - Business passenger type added
  172. - Criminal passenger type added
  173. - Explorer passenger type added
  174. - Medical passenger type added
  175. - Minor Celebrity passenger type added
  176. - Political Prisoner passenger type added
  177. - Politician passenger type added
  178. - POW passenger type added
  179. - Prisoner passenger type added
  180. - Protester passenger type added
  181. - Refugee passenger type added
  182. - Scientist passenger type added
  183. - Security passenger type added
  184. - Soldier passenger type added
  185. - Terrorist passenger type added
  186. - Tourist passenger type added
  187. - Head of State passenger type added
  188. - Added UI support for showing passenger entries when cargo scanning
  189. - Passengers (or their representitives) have portraits and names
  190. - Added cabin inventory tab to cockpit panel
  191. - Passenger Liner NPC archetype added
  192. - Passenger cabins require escape pods
  193. - Added passenger liners as possible Massacre Targets
  194. - Ships can be scanned for wanted passengers
  195. - Added stats for passenger contracts
  196. - Passengers use escape pods to abandon ship if they wish to leave
  197. - Added a long time stamp generator for use in expedition missions
  198. - Capacity for Passenger Cabin Size 5 Class 4 has changed from 6 to 8
  199. - Crewed SLF displays player rank, not crew's rank fixed
  200. - Display the NPC crew experience correctly
  201. - Improved the UI flow when selecting which cabin to place your passengers in
  202. - Plugged in Head of State passengers to the passenger sightseeing missions
  203. - Passengers do not eject themselves after failing a bulk mission until you discard the mission from your Transactions tab fixed
  204. - When you abandon a mission and the passengers eject themselves, the message you receive should now appear in your inbox
  205. - NPC chatter/ AI behaviour seems incorrect during PassengerVIP CEO kill chance wrinkle fixed
  206. - Passenger satisfaction now decreases when taking hull damage if they don't react well to danger
  207. - Updated the values, meaning passengers will get more disgruntled at lower ranks, but remain the same amount as before at higher ranks
  208. - Chief medical officer still expects goods wrinkle after declining it fixed
  209. - Updated the sightseeing kill wrinkle, to have its own hand in state - allowing you to continue to kill the spawned enemies if you want to
  210. - Allow sightseeing to be completed even if a cargo wrinkle is active
  211. - Long distance expedition rewards shouldn't increase with each jump
  212. - Abandoning a long distance expedition should now impact faction reputation
  213. - Make pods the most important thing when working out if we can take passengers
  214. - Make passenger cabins replicate properly
  215. - Ensure that a new destination wrinkle doesn't send you to the port you've just come from
  216. - Updated the passenger quantity for the luxury cabin - can now support 8 passengers
  217. - Removed the destination marker for the visit tourist location wrinkle
  218. - Fixed not getting an inbox message about returning to the nearest dock after abandoning a passenger mission
  219. - Updated the states to prevent it sticking on disgruntled checks
  220. - Cannot accept PassengerStowaway mission message when there is one cabin remaining fixed
  221. - Passenger cabins in the inventory panel now match the surrounding styling better
  222. - If a tourist beacon is planetary, stop non-horizons people from accepting it
  223. - After dying with passengers on board and returning to the game there is no message saying that your passengers ejected from the ship fixed
  224. - Updated the passenger VIP templates with the state change effects for new destination system
  225. - Added new passenger modules for various sizes and tweaked capacity numbers for all of them as well
  226. - Balance pass on passenger mission rewards
  227. - Balance pass on passenger mission reputation, influence, and state changes
  228. - Add the bonus money for wrinkles into an inbox - so that players know there is a bonus for them if they do the wrinkle
  229. - Removed explorers from the bulk passenger template
  230. - Changed the scan wrinkle for long distance tourist missions to give a bonus for not getting scanned, rather than taking money away if you do get scanned
  231. - Passenger sightseeing mission was blocked from being handed in by inbox request for items fixed
  232. - Don't fail a mission if a fighter is destroyed
  233. - Reduced jump distances for visit tourist locations in passenger VIP missions
  234. - Corrected which VIPs get the wrinkles that they should have
  235. - Remove assert when we try to parse a passenger contract without a passenger cabin container (i.e. in an SRV)
  236. - Stuck in the cabin section of inventory tab in the right panel when you switch to a different ship with a cabin selected fixed
  237. - Changing the POW passengers to appear as security guards to match the text of the mission
  238. - When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
  239. - Allows the player to hand in the cargo without the cargo. Should the player dock at the final station without the cargo, the passengers will get mildy annoyed - preventing the player from exploiting the goods demanded wrinkle
  240. - Ship hull damage while in an SRV or Fighter does not effect passenger happiness state fixed
  241. - Fixed passenger satisfaction decreasing when SRV is damaged
  242. - Body location is now shown on long distance expeditions
  243. - Tourist beacon wrinkle will no longer spawn twice with passenger vip wrinkles
  244. - Tell mission listeners when progression is blocked so they don't try to trigger mission progression during location changes
  245. - Fix the transaction panel to show goods demanded at correct times
  246. - Manifest scanner returning incorrect results from passenger vessels fixed
  247. - No inbox message appears when scanning a Nav Beacon during a Passenger VIP mission fixed
  248. - Long distance expedition missions are not displaying body location of the tourist beacon in the transactions fixed
  249. - Fixed detection of planetary tourist sites
  250. - Audio: Fixed click in loop on Tourist beacon
  251. - Audio: Fixed a very loud tourist beacon
  252. - Passenger missions not displaying or paying out rewards on hand in fixed
  253. - Updated the transaction tab for passenger sightseeing conflict, and for passenger vip conflict. They now include the system address for the conflict zone
  254. - Remove commodities bought for passengers when completing a mission
  255. - More balance tweaks for reputation, influence and state effects
  256. - Player has been scanned - When scanned just once, the inbox message will pop up several times until the passenger is disgruntled fixed
  257. - Stop passenger cabins containing passengers from being swappable
  258. - Generic passenger generation now fits cabins with Tourists instead of Generics
  259. - Fixed errors in passenger cabin classes and types
  260. - Fix for passengers hiding when the ship is dismissed (from a planetary landing via SRV) and comes back...
  261. - When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
  262. - Fix Passenger mission problems when swapping occupied cabins between module slots
  263. - Updated the tips referenced for political prisoner. They now display the criminal trait
  264. - Fix error when previously occupied passenger cabins are not rebought from the resurrect screen
  265. - Fixed passenger crime scans. Add string for passenger wanted crime
  266. - Fix for passenger cabin allocation vis-a-vis missing pods and accidental restocking
  267.  
  268.  
  269. General
  270.  
  271. - *Mysterious things added*
  272. - Fixed mysterious things not deactivating
  273. - New player power added - Yuri Grom
  274. - Jet effects added to neutron and white dwarf stars
  275. - Updated tutorials
  276. - Instructor character added with dialogue across all training scenarios.
  277. - Added additional on-screen prompts and assists to all training scenarios.
  278. - Updated and improved existing training scenarios:
  279. - Docking and Travel
  280. - Basic Combat
  281. - Added new training scenarios:
  282. - Basic Flight
  283. - Advanced Combat
  284. - Mining
  285. - SRV Training
  286. - Ship Launched Fighter Training
  287. - Mining tutorial added
  288. - Added local player event log
  289. - Option to move owned ships added - it's available from all Shipyards
  290. - Ability to sell ships remotely (from different ports) added
  291. - Module storage added to Outfitting (not currently active in beta)
  292. - Stored modules can be sold (not currently active in beta)
  293. - Add system to support greater variation with station interiors
  294. - Industrial interior pieces added
  295. - Services interior pieces added
  296. - Agricultural interior pieces added
  297. - High Tech interior pieces added
  298. - Add some additional variants for hangar interiors (following the above scheme)
  299. - New layout for Station Services menu
  300. - Added a factor contact for universal fines, bonds and bounties handling - found in low security systems
  301. - Various station contacts now have faces and names
  302. - Added a security filter to the Galaxy Map
  303. - Added the ability to use a filter to govern systems used in route plotting in the galaxy map
  304. - Visited stars filter added to the galaxy map (this uses local storage so will only record stars visited from 2.2 release)
  305. - 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
  306. - Added fixed point locations using CQC assets
  307. - Added planet surfaces to planetary map
  308. - Added docked and state variants of the capital ships
  309. - Capital ship docks added to various locations
  310. - Added a Faction Status Summary to the local GalNet news feed
  311. - Added an info message popup which displays the security level and, if necessary, the state of the system when jumping to a new system
  312. - Added "Press BUTTON to abort" to the jump-to-system info, where BUTTON is the most relevant of the various FSD input bindings
  313. - Added UI for the engine spooling when taking off from planetary surfaces
  314. - Mission cargo can be sold on the black market
  315.  
  316.  
  317. Stability Fixes
  318.  
  319. - Fixed network crash caused by non-replicated objects having replicated children
  320. - Fix for asserts/crashes and wrong items showing in outfitting when adjusting the sorting for buyback items
  321. - Fix a potential NaN in the vehicle system
  322. - Fix error while switching user while in matchmaking for CQC
  323. - Fix crash during high res screen capture
  324. - Fix a server crash if a CQC game ends at the same time the lobby is shut down
  325. - Fix a crash when searching for an exact system name that doesn't exist
  326. - Fix crash in CQC when taking damage and a contributing player doesn't exist any more, likely due to quitting
  327. - 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
  328. - Xbox One: The title enters a semi unresponsive state when changing the Yaw Axis Preset from within the Controls Options fixed
  329. - Fixed a crash when trying to get a name from a non-existent system
  330. - Fixed crash that often occurs when self-destructing an SRV - but could conceivable occur during initialisation of any new ship
  331. - Fixed a crash during transition states is a valid ship isn’t available
  332. - Fixed crash exiting CQC
  333. - Fixed a crash trying to create an NPC pilot in an invalid vehicle
  334. - Prevent crash on game shutdown
  335. - Prevent a crash trying to generate a mission for a station that no longer exists
  336. - Fix a crash with the fighter bay trying to access an invalid state machine
  337. - Fixed crash in the ship launched fighter tutorial
  338. - Fixed crash in the SRV tutorial
  339. - Fixed soft-lock on station services home screen if you spam click the quick refuel/reload/repair button
  340. - Fixed the game locking up when editing/deleting a bookmark
  341. - Fixed crash when finishing VR experience tutorial
  342. - Trying to switch into a retrieved fighter crashes the game fixed
  343. - Fixed an occasional crash in open vr on startup. Prevent presenting when SDK Rendering isn't setup
  344. - Fixed CQC CTF assert when picking up a flag after previously dropping a flag
  345. - Fixed an error in terrain cube sphere mapping
  346. - Prevent attempting to eject a cargo unit that is already queued for ejection
  347. - Livery modules are no longer added to the list of newly purchased modules
  348. - Don't try to access control bindings while they're loading
  349. - Fix a crash if a planet made completely out of gas cannot hold onto its own gas and so has no mass
  350. - AI fighters can validly spawn as independent ships, not linked to any parent ship, so cope with this case in Fighter Stow
  351. - Fix a crash when a POI tries to spawn the same time the player is disconnected
  352. - Fixed a crash in the role switch panel
  353. - Fix vehicle switching crashes in the SRV tutorial
  354. - Mark a persistent POI as invalid if it fails to find a position for its first attempt, this fixes a crash that it causes on some planets
  355. - Fixed an error with an audio emitter
  356. - Fixed an error with a mysterious thing in the contacts panel
  357. - Fix for an assert failure when loading game into a fighter and using the role switch panel
  358. - Fixed crash when shooting Skimmers due to them not having a vessel ownership
  359. - Fixed soft lock when backing out of launchable livery
  360. - Fixed soft lock when selecting a cabin from your inventory tab
  361. - Added some sanity checking to cargo transfer so we don't try to move from non-existent inventories
  362. - Fix an assert caused by damage being moved between a ship and its modules causing it to lose the original machine the damage came from
  363. - Fixed soft lock in outfitting when the user has the livery vessel selection dialog is open, but then instead selects an outfitting group from the left
  364. - Removed crash telemetry if entering a location takes more than 2 minutes
  365. - Fixed outfitting crash when previewing a fighter while docked at a planet port
  366. - Allow the "visited stars" map filter to apply to route-plotting
  367. - Fixed crash when starting the game with an HMD for some monitor/resolution combinations
  368. - Fix a low level vertex locking crash
  369. - Fix a crash when self-destructing the SRV
  370. - Fixed JSON error in ship delivery
  371. - If we lose connection with server immediately after connection, before mtu discovery is complete, don't crash, reset mtu discovery for another go around
  372. - Server time synchronisation can soft-lock the game fixed
  373. - Ensure that system map materials get destroyed on shutdown
  374. - Fix crash swapping modules in outfitting
  375. - No longer assert when trying to add an item which is supposed to be empty
  376. - Fix for buyback and stored items being deleted in one array but not another
  377. - Don't crash if the planets materials are not sensible
  378. - Fixed error loading civilian installation
  379. - Fixed a memory leak with the terrain compute shaders
  380. - Updating the contents of module storage in UI was causing the UI to unlock earlier than intended fixed
  381. - Fixed crash in outfitting where players were able to try to access data before it was ready
  382. - Fixed an issue with a highly eccentric planet orbiting a single star and intersecting it
  383. - Fixed an assert in CQC when damaged by an explosion from a destructible
  384. - Module Transfer Crash - Trying to fit a module into a slot that it won't fit into fixed
  385. - Fixed a crash when killing a faction ship
  386. - Fix a server disconnection when boarding an SRV at a planet station after the ship has been destroyed
  387. - Catch cases where physics objects returned in an ai probe are destroyed before being used
  388. - Fixed crash when role switching
  389. - Fixed memory leak in system map
  390. - Fix for crash when bulk storing large ships
  391. - Disconnect after deploying SRV then requesting boarding with an SRV at Planetary Outposts/Stations fixed
  392. - Spawn our ship in space on Xbox One instead of crashing if the launch bay is not valid
  393.  
  394.  
  395. General Fixes, Changes, and Tweaks
  396.  
  397. - 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
  398. - Fix an issue that could cause flickering and/or duplicate GUIs during interdiction
  399. - Uncontrollable spin on completing interdictions at high speed fixed
  400. - Fix a bug that meant the rate at which the target for the interdictee moved was partially tied to framerate.
  401. - Kill Warrant Scanner does not show progress if the scan is started when the user is out of range
  402. - Balance and cleanup pass to the challenge scenarios. Fix descriptions, tips and difficulty
  403. - Wake Scanners, they now deploy and work in Supercruise again
  404. - Cannot Unlock Target within the Contacts panel command fixed
  405. - Sensor zoom level should now be approximately preserved between super cruise and normal space
  406. - Labels in status panel now resize width to take up all available space
  407. - Update cargo status when moving between faction space to keep legal status in sync with displayed status
  408. - ComboBox Menu now has an opaque background - it's previous transparent one caused readability problems when overlaying other UI
  409. - Fixed issues with right align not working on horizontal text boxes
  410. - Fixed bug where scrolling the focused item off the top/bottom of the list would case the focused index to become nonsense
  411. - Allow the UI to react to changes in the cargo more quickly
  412. - Don't show Leave Voice Comms popup if we're just passing through the state while not in voice comms
  413. - Inventory panel states activate cargo scanner, even when unable to fixed
  414. - Fixed written text Messages being discarded if looking away from the comms panel
  415. - Sub target panel will display retrieving scan data animation indefinitely fixed
  416. - All the options and main menus now have confirmation dialogs when you cancel changes
  417. - Flipped the heading calculated for the compass GUI (no effect on other areas) so it is consistent
  418. - Orbital HUD optimisations
  419. - Repair inbox messages when awarding certain permits
  420. - Amended Get Long Lat String to return a string formatted Longitude, Latitude, instead of Latitude, Longitude
  421. - Pitch and yaw on the photo camera will now work while docked for players using mouse control
  422. - Fixed issue where button hit boxes were misaligned on friends list
  423. - Fixed the options screens losing focus when scrolling up and down long lists
  424. - Commanders occasionally being rescued to last known good stations if they've logged out after driving in an SRV but before flying anywhere else
  425. - Xbox One: Removed cause of performance drain in the tutorial UI (pre-flight checks)
  426. - Xbox One: Data point reset timer and supercruise charging GUI overlap and flicker fixed
  427. - Xbox One: Game takes input during the transitions between menu options fixed
  428. - 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
  429. - Xbox One: Speculative fix for Starport Services having long loading times
  430. - Comms panel scroll bar going beyond the bar line fixed
  431. - Fixed settlements appearing twice on the navigation panel
  432. - Make sure the station generation system uses the "old" metadata when in the orphaned station section of the code - Stops server/client crashing by using updated metadata
  433. - Jet cone visual bug when viewed through buggy turret fixed
  434. - Fixed broken shadow on SRV
  435. - Prevent module storage until it’s working
  436. - Fixed spurious warning when fitting a fighter hangar
  437. - Many text fixes throughout the game.
  438. - Fix a Commander ID mismatch with launch able vehicle in save game causing matchmaking errors
  439. - Fix an error with settlement on Dahan 3 a.
  440. - For the basic flight tutorial, disallow request dock with fake station
  441. - Only add headings to "store multiple" page if they will be populated
  442. - Fixed ‘sleepy’ expression pose
  443. - Fixed ancient collectables appearing as "Mining Fragments" on the GUI
  444. - Basic flight tutorial, change the way we detect pitch/roll/yaw input so that it also works with mouse controls
  445. - Updated the ship throttle tip in basic flight tutorial to also show throttle axis if present
  446. - Fixed sub targets panel not updating when scanning beacons (nav beacons, tourist beacons etc)
  447. - Fixed headlook not working in station menu
  448. - Fixed missing icon on Science & Research contact screen
  449. - Preparation ethos icon is truncated in Powerplay menu fixed
  450. - Removed VR Missions on platforms that don't support VR
  451. - Audio: Fixed some missing audio in the tutorials
  452. - Various text fixes
  453. - Latest translation batch added
  454. - Starport UI: displaying station economy instead of system economy in main screen and commodities market UI
  455. - Fixed issue where CQC stats screen would not update
  456. - Fix an issue where if you disconnect on the match summary of rewards screen in CQC the player character isn't cleared when going back to the main menu
  457. - Fixed commander name on remote clients incorrectly identifying which vessel a player is actually controlling when entering a location
  458. - Fixed bug where wrong icons would be displayed in info panel when being damaged by an engineered weapon
  459. - Water Giant hologram GUI animation issue fixed
  460. - Fix deco layers not showing on abandoned settlements
  461. - Improved clarity when large info panel messages overlap existing log messages
  462. - Cleaned up some of the messaging being used when jumping to a system. We now only show the abort message when the destination is potentially dangerous (currently, when in anarchy)
  463. - By popular request - added the destination star's class type to the info panel message upon initiating a jump
  464. - Fixed the positioning of POI and player markers on the planet map
  465. - Low resolution artefacts on mysterious thing's lens flare fixed
  466. - Removed black bar from station services wait banner
  467. - Avatars with a certain eye blend shape were looking as if their eyes were closed in certain poses fixed
  468. - Dock and travel tutorial: show correct station entrance pointer at all times during station approach, so that pointer doesn't suddenly jump to the wrong place
  469. - Dock and travel tutorial: Don't allow cargo jettisoning
  470. - Fixed logic loophole where docking and travel tutorial could be waiting for the docking UI to appear indefinitely if the landing gear is deployed very late
  471. - Audio: Fix for incorrect tutorial VO line
  472. - Neutron & White dwarf schematics fixed
  473. - Fixed star-class info not appearing for some systems when initiating jump
  474. - Fixed supercruise motion indicators not being displayed
  475. - Fixed incorrect integrity value for size 1 class 2 refinery
  476. - Prevent duplicate ships being generated on authority transfer
  477. - Docking computer staying 1km above planetary outpost fixed
  478. - Latest translations added
  479. - Various text fixes
  480. - Award combat rank progression when destroying NPCs from no particular faction
  481. - Added MassLocks to Cap Ship Docks
  482. - Fixed missing parts of starports
  483. - Many starsystems were controlled by planet settlements. These have all been upgraded to dockable bases
  484. - Bounty vouchers once again split between all wing members
  485. - Allow bounties to be claimed from SRVs again
  486. - Changed cargo scanner text to Manifest Scanner
  487. - Added powerplay overhead cost in various places
  488. - Fixed incorrect Imperial Cutter schematic
  489. - Fixed some jet cone flickering
  490. - CQC: When server logs out, make sure we clean up any pending lobbies
  491. - NPC shouldn't advance their firegroups manager - this might explain some cases in game where NPC ships are not firing all their weapons
  492. - Xbox One: Speculative fix for Xbox player not being restored to the island after resuming from store
  493. - Added in default T16000 FCS bindings
  494. - Enable storing info about visited stars for Xbox One
  495. - Moved The Pit's orbit out to make it easier to dock
  496. - Show planet surfaces in the system map without needing the surface scan
  497. - Xbox One: Fix an issue with connecting to CQC through the friends app
  498.  
  499.  
  500. Missions
  501.  
  502. - Added option to sell mission specific cargo on the black market
  503. - Seeking Goods scenarios now issue missions
  504. - Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
  505. - Salvage and Collect missions have got a new destination faction state effect now
  506. - Courier missions now also affect the target faction
  507. - Players can now drop mission specific cargo. If third parties pickup said cargo they receive it as stolen
  508. - Added in new inbox text into piracy, rescue and planetary rescue mission templates
  509. - Changed the timers to dynamic timeouts for recovery agents and cargo hunter wrinkles in piracy and rescue missions
  510. - Add a check which can be used to detect if a player has committed a crime during a mission
  511. - Assassination mission template has a fix to alt targets name not being overwritten properly
  512. - 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
  513. - Mission generation optimisations
  514. - Added in the dynamic credit reward for not being scanned into the piracy missions reward transaction
  515. - Added mission tracker component for damage to the player's ship
  516. - NPC Messengers with hidden contacts should be hidden
  517. - Added in a pilot roster contract element into the transaction tabs for the recovery agents/pirates in piracy and rescue missions
  518. - All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
  519. - 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
  520. - Stopped New Destination Wrinkle from using Mission Giver Station in Smuggle missions
  521. - If we don't have space for all the material rewards, only add what we can
  522. - Remove duplicate information from massacre skimmer
  523. - Fixed some layout issue with the mission row item renderer
  524. - Modified mission interaction so that "Destination" title will not be displayed if there is no destination for the mission
  525. - Massacre templates alternate wrinkle updated, so the mission can progress if the player ignores the alternate target inbox message
  526. - Missions in transactions tab are slightly misaligned fixed
  527. - Complete tick box now displays with correct localised text
  528. - Resized mission complete box to support 2 lines of text properly
  529. - Stop credit reward being shown twice when more than one faction is involved in rewards
  530. - UI updated to display commodity/material rewards in mission summary
  531. - If a mission POI fails to find a flat spot, then create one in a random position rather than not at all
  532. - Removed a duplicate value the recovery agents/piracy transaction panel in piracy and rescue templates
  533. - Massacre missions - stripped out the authority targets from the templates. These have been replaced with citizens, or activists
  534. - Set Mining missions so that they cannot offer the cargo that the player has mined as a reward
  535. - Make sure the mission icon is displayed when mission target is a non landable planet
  536. - Fixed some mismatches between missions and available cargo in USSs
  537. - 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
  538. - Exclude systems with permit locked planets from mission generation targets
  539. - Accept/ decline inbox messages now have a discard button if they are no longer relevant
  540. - 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)
  541. - Mission screen loading optimisations
  542. - Fix a transaction server error when issuing mission tip offs
  543. - Fix mining statistics when using mined ores to complete missions
  544. - Ensure that a new destination wrinkle doesn't send you to the port you've just come from
  545. - Fix the calculation of dimensions for portraits in non 16:9 resolutions
  546. - Removed two examples of settlements metadata giving missions the idea that they can be used as skimmer massacre targets
  547. - Switched from MM: SS time format to MMm SSs format for inbox messages detailing a remaining duration for part of the mission. This format avoids the ambiguity from a string like 20:30 (is it 20 minutes, or twenty hours?)
  548. - Updated massacre skimmer missions to reference the skimmer system
  549. - Remove meta data that makes invalid settlements a target for skimmer massacre missions
  550. - Template and text changes to show both factions involved in a mission
  551. - Target faction for missions now shown on the mission board when you accept the mission
  552. - Make sure players in SLFs can get credit for kills in assassination and massacre missions
  553. - Added missing strings for illegal delivery missions
  554. - Fix missing contract elements for delivery missions triggered by scooping an item
  555. - Prevent disconnection when retrieving data from the previous system and we've already jumped
  556. - Changed the panel to point to the correct text for massacre illegal and massacre skimmer mission templates - The Don't Die wrinkle now shows the correct text on the panel
  557. - Fix assassination missions not completing correctly in fighters
  558.  
  559.  
  560. Engineers
  561.  
  562. - Improved lighting and geometry in all the Engineers hangars
  563. - Engineer base Farseer Inc's floating rock formations dropped to seal gap
  564. - Truncated elements in the material information panel for micro-resources and data fixed
  565. - Made sure that the first focusable element is focussed on when showing the "adjust popup"
  566. - Engineers 'Sort' Drop Down is layered underneath Engineers 'Speciality' text & No Search Results String, leads to overlapping text fixed
  567. - Mouse wheel scrolling in engineers window affect other functions fixed
  568. - Fixed bug where an experimental effect rolled a fail, but the UI would sometimes land on blue
  569. - When opening the Engineers panel information may not be displayed correctly depending on how you closed the panel previously fixed
  570. - Known engineers Pinned blueprint jitters when selecting cost fixed
  571. - Text wrap enabled on encoded materials inventory further information panel
  572. - Adjusted special effect text fields to account for 2 lines
  573. - Adjusted modification text fields to prevent truncating text
  574. - Centre align the workshop module class popup to account for wider text area
  575. - Prevent the player from using hidden buttons in Engineers Workshops
  576. - Added headers for type and grade microresource filter options
  577. - Changed microresource filtering so type and grade filters are exclusive rather than inclusive
  578. - Added engineer base UI schematic icon images
  579. - Fixed legal state display errors when changing starsystems and when trying to pay fines at an Engineer base
  580. - 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)
  581.  
  582.  
  583. Powerplay
  584.  
  585. - Cut-off text present on Preparation Tasks on most powerplay factions when selecting a system under their Preparation Tab fixed
  586. - Distance of system in turmoil truncated on the powerplay screen for factions with a deficit (negative cc) fixed
  587. - Contacts - Red confirm button should be changed to grey because red is widely used where nothing can be done
  588. - Preparation pledge to nominate popup cant be selected as focus on background menu fixed
  589. - Opponents undermined statistic in the stats panel removed as it's redundant
  590. - Changed 'age' label for Powerplay characters to 'Year of Birth'
  591. - Incorrect scaling of control systems on Powerplay map, when map origin is a long way away fixed
  592. - Fixed Powerplay stats and ratings tabs occasionally having extremely oversized vertical scroll areas
  593.  
  594.  
  595. NPCs
  596.  
  597. - Make sure police ships are aware of assault crimes that are happening if the initial crime happened before they were spawned or near enough
  598. - Rework how NPCs score their behaviour for interdictions to be less 'binary'
  599. - Rebalanced interdiction difficulty based on AI pilot skill
  600. - New jump away state "Jump Uninterruptible" to handle NPCs jumping away when their target enters a No Fire Zone
  601. - Stop powerplay AI from interdicting other powerplay AIs which are aligned to the same major faction
  602. - Fixed docking Computer landing damage
  603. - AI ships now aim launcher weapons properly
  604. - 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
  605. - Passenger hunter archetypes added
  606. - AI interdictions, only apply the system's security modifier when considering whether we are too strong to interdict the target, not too weak
  607. - Some slight balance changes for AI difficulty/rank spawn numbers, as well as dropping the rank range that AI can interdict at by one for all non-wing AI
  608. - NPC crewed ships now use boost when following player
  609. - Slight balance pass on the Authority ship friendly fire aggro multiplier, we don't want it to be too high, so it's now the same as the Friendly multiplier. Also made sure that the AccidentalDamage dialog is a bit more common
  610. - Ensure low ranked AI ships reset their pips
  611.  
  612.  
  613. Wings
  614.  
  615. - Ensure single body exploration scans are awarded to all wing members
  616. - Fix case where dropping to a wing beacon in a ring would leave the player at their current location rather than the beacon
  617. - 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
  618. - Select wingman's target can now target systems that aren't in the nav panel
  619. - Improve notifications between wing members when doing system or body exploration scans
  620. - Only propagate wing hostility for player ships
  621.  
  622.  
  623. CQC
  624.  
  625. - Adding in explosive damage for the destructibles in CQC/Arena
  626. - 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
  627. - Player Rank Shows Combat Rating instead of CQC Ranking while in CQC
  628. - Fix an issue where the server was calculating a different amount of credits to reward than the client displayed
  629. - 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
  630. - Fixed some clipped loadout text in localised languages
  631. - 2 Digit ranks are truncated in the scoreboard menu fixed
  632. - Since a CQCing player can't respond, don't send them text chat or voice invites
  633. - Fixed missing Russian glyphs on CQC respawn menu
  634. - 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
  635. - Xbox One: Fix an issue with mismatched teams in CQC
  636. - 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
  637.  
  638.  
  639. Controls
  640.  
  641. - Fix for the sensor zoom resetting when the game loses focus when the sensor zoom is bound to an axis
  642. - Removed eject all cargo binding from all schemes by default
  643. - 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
  644. - Mouse cursor stuck on side of screen when in main menu fixed
  645. - Now DualShock 4 controller keys are shown as Xbox360 icons, instead of []
  646. - Don't bind XB360 pad's Back button to Cancel Binding, so more buttons are free for gameplay
  647. - 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
  648. - Fixed bug where info panel would not display correct controls after changing to new control scheme
  649. - Get mouse-controlled headlook working in Hyperspace again
  650. - Added device and vendor IDs for the xbox one wireless controller so it will be picked up as a gamepad in the game
  651. - Added keybindings for fighter orders and for recalling the main ship while in the SRV
  652. - Xbox One: When switching users, forget about disconnected controllers for the old user
  653.  
  654.  
  655. Weapons
  656.  
  657. - Two changes aimed at rebalancing Thermal Shock and similar heat-imparting weapons:
  658. - Ships now gain resistance to heat weapons based on spare cooling capacity (when ships are cold they're more resistant).
  659. - 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.
  660. 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.
  661. - 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.
  662. - Shield resistance to heat-imparting attacks increased, and active shield will now block 50% of the effect of thermal shock weapons, up from 25%.
  663. - 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
  664. - Fix issue weapons switching to Fire at Will on supercruise transitions
  665. - 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
  666. - Fix custom VFX scaling for weapons (scaling was affecting the particles rather than the emitter
  667. - Mines should be affected by gravity
  668. - Mines now have vfx for default, dirt and ice surfaces
  669. - Point defence range has been increased slightly along with it's integrity
  670. - 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
  671. - Fix a bug where the penetration direction for a missile could be wrong depending on the exact detonation trigger
  672. - 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
  673. - 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
  674. - Point defences will no longer try to shoot down a ships' own dumbfire missiles
  675. - ECM balance tweaks: guided missiles and torpedos hit by an ECM charge will now gain a major drunk effect if they did not already have it, causing them to veer off target most of the time. Technically you can still be struck, but previously ECM'ed torpedos would maintain an almost straight trajectory which for ships unable to dodge would mean they got hit anyway
  676. - Dedicated keybinding for ECM. CM do not have to be in a fire group, holding this down will charge the first ECM module on your ship that is ready to go, and releasing will fire it
  677. - Experimental balance change reworking how heat weapons function, similar to our earlier proposal but adjusted with player feedback. Aim of the changes:
  678. - Thermal diminishing returns cut in much harder, previously they would start at 60% and prevent you going over 190%, whereas they will now start at 65% and prevent you going over 95% (down from 80%/120% in our earlier proposal). This means that heat from external attacks alone can never cause module or hull damage
  679. - The heat effects of Thermal Shock are doubled
  680. - The heat effects of Thermal Cascade are 25% more than they are on live (the previous beta heat nerf is being reversed, and then a small buff), combined with a slight nerf to PackHounds to stop them being so superior to other missiles
  681. The goal here is for heat not to be a primary damage mechanism, but be there to punish your target for doing things that generate heat spikes such as SCBs, boosting or firing the hotter weapons. We also want to make it so that it is never worthwhile to stack a lot of heat weapons together: You will get the new full effect from a smaller number of weapons than before, but it can never get anywhere near as deadly and stacking more weapons beyond that point is counterproductive
  682. - Drop the damage of packhound missiles slightly, from 9 per missile to 7.5. They're doing slightly more damage than we wanted given their relative immunity to point defences, and dwarfing normal missile launchers
  683. - Remove num pad 6 as a binding for chargECM, it's already in use for fighter order follow
  684. - Small usability improvement for Slugshot turrets, drop the range at which they will auto-acquire targets drastically (down to 500m rather than the weapon's maximum range of 2000m), to stop them wasting shots on things they'll never hit
  685. - Experimental Balance tweaks for Fixed vs Gimbal weapons with travel times. Overall we think larger changes are needed, but for now going with a safe option to avoid over-correcting and will review once these changes settle:
  686. - Projectile Speeds for fixed cannons increased by 20% (for S/M/L/H weapons this has gone from 750/800/875/1000 to 900/960/1050/1200)
  687. - Projectile Speeds for Plasma Accelerators (APA included) increased by 20% from 700 to 875
  688. - Damage for fixed multi-cannons adjusted so that the benefit for fixed over gimbals is much more consistent, and on average larger. Small fixed multis are reduced by 5%, Mediums are unchanged, large and huge increased by 11% and 14%
  689. - Damage for fixed cannons adjusted for similar consistency, small increased by 5%, medium/large/huge increased by 10%
  690. - Damage for Plasma Accelerators increased for a more consistent relationship with equivalent cannons, medium increased by 2%, large by 5%
  691. - Advanced Plasma Accelerator has also had its energy efficiency improved (7 per shot down to 5.5). It now has slightly better damage per capacitor power than a normal Large and deals more DPS, but at the cost of more heat
  692. - Reduction in damage to Reverberating Cascade was a bit much, especially when considered alongside much improved ECM. Returning this to 35% of raw damage punched through to shield generator.(originally 50%, previously reduced to 20%)
  693. - Balance tweaks to buff PDTs:
  694. - Missile health reduced for Small and Medium dumbfire and standard seeker. Now requires 2 point defence hits rather than 3 per missile
  695. - PDT jitter angle halved (from 1.5 degrees to 0.75 degrees).
  696. - Fixed where PDT shots would appear to vanish but would still have an effect at long range
  697. - Fix a reported bug with Containment missiles and their engineer equivalents, the 35 second immunity period was not working correctly for them
  698. - Minor balance tweak for Containment missiles have received a 20% damage reduction and 50% increased time between shots. FSD interrupt mod has gone from a 20->30% reduction and the same 50% increase in time between shots. Reducing their overall DPS so you're sacrificing a little more to use them
  699. - We think heat attacks have been reduced a little too far, and need a very conservative buff:
  700. - Diminishing returns for heat now limit at 100% (up from 95% in previous beta)
  701. - Damage penalty for Thermal shock reduced to 20% (from 25%)
  702. - ECM needs some slight tweaks:
  703. - ECM will now fire when hardpoints are not deployed
  704. - ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)
  705. - Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5
  706. - Improved flight speed and hacking time of all hatch breaker limpets
  707. - Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled
  708. - Slight reduction to the effectiveness of Incendiary rounds for Multicannons:
  709. - Remove the hidden 20% kinetic damage that was left over
  710. - Reduce the fire rate penalty from -10% to -5%
  711. - Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff.
  712. - Hatch breakers can now be blown up by point defence.
  713.  
  714.  
  715. Outfitting / Shipyard
  716.  
  717. - We now preview ship kits and bobbleheads when we mouse over them
  718. - Outfitting stats improvements:
  719. - Adjusted stat priority so that CQC module stats no longer extend beyond the capacity of the GUI
  720. - Added booster stats back in (CQC only)
  721. - Show hidden stats in comparisons if the original stat isn't hidden
  722. - Cleaned up code and resources to remove depreciated "Outfitting" stats
  723. - Small optimisation to stop OutfittingItemInfo calculating stats unnecessarily
  724. - Chance Modification symbol overlaps description fixed
  725. - Vehicle bay in outfitting does not populate class indicator pip fixed
  726. - Fixed cut off label in item descriptions
  727. - Sort preference in Outfitting resets after being closed fixed
  728. - Sort results ignores weapon filters fixed
  729. - Changed slot size for planetary approach suite to 1 rather than 8 as the item itself is only size 1
  730. - Changed "Set Fire Group Reminder" text to apply to modifying modules as well as buying them
  731. - Modules tab pop-up backgrounds are translucent on first viewing fixed
  732. - Class/Rating sort filter in outfitting now correctly sorts by class first, then rating
  733. - 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
  734. - Block the purchasing of more than one scanner of each type
  735. - Still allow save files to have multiple scanners if they bought them previously
  736. - Still allow selling of a third duplicate scanner, even if the remaining 2 would, strictly speaking, still be against the rules
  737. - The sale price of a vehicle bay now takes its contents into account
  738. - Fix module buy back becoming hidden when swapping modules
  739. - A module category will appear in the wrong place on the Store Multiple menu if no modules of that type are equipped fixed
  740. - Shipyard - B button doesn't work on sell ship popup fixed
  741. - Stop clearing the remote ships list when we list the ships available at this station - this stops the remote ships list sometimes being cleared when we update
  742. - Added some additional code to track whether a ship is being delivered "here" to control the local ship tab highlighting
  743. - Accessing the livery via the station home screen no longer skips the 'which vehicle' step (if applicable)
  744. - Fixed failing to go back behaviour when using the livery link from homes screen
  745. - Fixed missing blurred background when picking which vehicle to livery
  746. - Overhanging buttons and items in outfitting list fixed
  747. - Changed outfitting filter options to use vectors instead of bitmaps to try to improve clarity
  748. - First module highlighted statistics missing if purchasing to an empty slot fixed
  749. - Removed the swap module option while previewing a fighter or an SRV as the web support is currently not available. This shouldn't cause any issues as the only swappable modules on fighters and SRVs are decal slots
  750. - Updated icons and animation for ship transfer to improve clarity and remove WIP items
  751. - Fixed focusing issues in the modifications screen in outfitting
  752. - Fixed several issues with ship transfer timers
  753. - Updated outfitting button icons to improve clarity
  754. - Module transfers with delivery times added
  755. - Fix overflow values for very expensive ship transfers
  756. - Fixed bug where paintjobs and items would persist when using breadcrumbs to navigate out the menu
  757. - Added icon for the main ship when selecting a vessel in the outfitting
  758. - Updated vessel selection screen in the outfitting to use new cleaner ship icons
  759. - Allow a non-horizons player to view their horizons ships if they already own them (because they own horizons on another platform)
  760. - When selling a ship of no value, we now show its value as "0 CR", rather than "FREE"
  761. - Shipyard UI sell confirmation popup : replacing "current ship" heading by "ship", and displaying sold ship name instead of current ship
  762. - Don't allow more ships to be transported to a station than the local storage allows
  763. - When populating vehicle list, making sure "selectable" flag is set (based upon purchaseAllowed state) so that the button behaves properly
  764. - Fighter icon on SRV bay fixed
  765. - Stat comparison screen remains during weapon swap fixed
  766. - Process transaction cost correctly when fetching or selling a remote module
  767. - UI was being unlocked before hardpoint animation was complete. This should now be fixed
  768. - Module distance incorrectly show when transferring a module fixed
  769. - Adjusted the balance areas of the popups to have an auto width, to account for large balances
  770. - Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint
  771. - Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red
  772. - Fixed keeping hold of buyback items once we've bought them back
  773. - Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text
  774. - Prevented focus from being lost when pressing Right on the read more section of the module transfer
  775. - The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected
  776. - Ship loadout doesn't update after multiple swaps fixed
  777. - Updated icon positioning and colouring in the Inventory Browser Screen
  778. - Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK'
  779. - Starport UI: fixed quick action button icons disappearing when coming back from outfitting
  780. - Store multiple modules lists incorrect number when unticking categories fixed
  781. - Damage type tagged as 'labelfield' overlapping fixed
  782. - Adjusted colour of "in transit" text, when focused on
  783. - Made the "Stored Ship" tab, glow white when a ship completes its transfer
  784. - Increased Module Storage size to 60
  785. - Tune credits costs of Ship and Module transfer
  786. - Added ship summary back to ship details panels for local and remote stored ships
  787. - Don't allow sold modules to have transfer options
  788. - Display a 0% transfer levy when transferring a free item
  789. - Distance Levy [Undefined] Displayed when transferring modules to your current station fixed
  790. - Only display locally stored modules when transferring a module from storage to a pre-selected ship slot
  791. - Fix server error after transferring cargo to a newly purchased ship
  792. - Silent Audio on module store multiple scroll fixed
  793.  
  794.  
  795. POIs/USSs
  796.  
  797. - Award exploration progress when creating vouchers for scannable settlements & points of interest
  798. - Scannable vouchers now scale by the distance from Sol
  799. - Allow objects to be spawned in response to cargo being scooped
  800. - Added some new conditions for the poi buckets:
  801. - Planet volcanism strength
  802. - Planet volcanism type
  803. - Primary star type
  804. - Required star type
  805. - A warning message is now displayed when leaving a conflict zone
  806. - Added scenario for Elite Plus gameplay
  807. - Added military patrol scenarios
  808. - Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
  809. - Added in new ship types and slightly tweaked down the difficulty of the more extreme set ups
  810. - Skimmers can now be spawned in waves
  811. - Increased pool of Federation and Empire capital ship names
  812. - Added a Cruise Liner scenario for Boom system states
  813. - Stop ambient police ships spawning where there shouldn't be any security response
  814. - POIs can now contain landed ships
  815. - Modules on damaged capital ships can now be shot and broken just like their more intact counterparts
  816. - Make sure body volcanism is being correctly read
  817. - Increased the distance at which persistent POIs will spawn from 5km to 15km and also made the persistent POI placement avoid placing near POIS from other placement types
  818. - Fumaroles now no longer spawn all materials of the same type, they will select from a bucket like other mining rocks
  819. - Have more varied states of geological activity
  820. - Fix for POIs getting cleared when swapping into a fighter
  821. - Fixed Occupied Escape Pods in USS appearing as Illegal Salvage/Stolen
  822. - Fixed missing Satelittes schematic
  823. - Added schematics for various mysterious things
  824. - Rebalanced geyser, gas vent and lava spout forces
  825. - Modifications to which geological can spawn where based on the volcanism types
  826. - Fixed the hitcheck for a mysterious thing
  827. - Added mysterious thing schematic
  828. - Fixed broken Geyser forces
  829. - Fix to floating Data Uplinks
  830. - Added audio activity to trigger audio when breaking off collectables from organics
  831. - Fixed missing serverbank audio
  832. - Fixed Lodding Popping on Datapoint
  833. - Updated Large Aerials on Adornments to have new texture, to make them more visible
  834. - Fixed audio for geology fields
  835. - Tunnel geometry not lining up in civilian installation fixed
  836. - Turned on the hitcheck for the scaffolding around the under repair capital ship
  837. - Placed the correct Installation in Ngalkin
  838. - Rebalanced liquid elements of geyser VFX
  839. - Removing Lava and fumaroles from Ice only planets at this is scientifically inaccurate
  840. - Audio: Mix tweaks to abandoned settlements
  841. - Audio: Added low rumble to geyser
  842. - Fixed some misaligned tunnels on civilian installation
  843. - Make sure that persistent POIs cannot spawn within their minimum separation of each other
  844. - Audio: Fix for silent ambience on a secret thing
  845. - Audio: Fix for number station ambience being audible at infinite distance
  846. - Added new mission tipoff locations to settlements
  847.  
  848.  
  849. Player Journal
  850.  
  851. - Suppress heat warning event if docked
  852. - Tweaks to the “Location” event
  853. - Added a mechanism to import star system names into visited stars cache
  854. - Include Powerplay info in the FSDJump and Location events
  855. - Include PowerplayOrigin in CargoDumped event if relevant
  856. - When collecting microresources, include the count in the journal entry
  857. - When scanning a star, include age and surface temperature; When scanning a star or planet, include more orbital details;
  858. - When scanning a planet with rings, more significant figures for ring statistics
  859. - Modification to player journal entry when rewarded a bounty, as it may list multiple factions
  860. - The "ReceiveText" event in the player journal now has a "Channel" value that indicates if player text was received via a wing, local, friend, or direct player chat;
  861. also include npc chat
  862. - Added checks that we're a component on the player's ship before writing an entry in the player journal - applies to the following events: USSDrop, FuelScoop, JetConeBoost, Launch/Dock/Fighter/SRV, HeatWarning, CockpitBreached, MiningRefined
  863. - Include details of all modules stored in the MassModuleStore event
  864. - When transferring a ship, report distance in LY not metres
  865. - Added Commodity Rewards info into MissionCompleted event
  866. - Fixed issue where some received text messages were not written into player journal
  867. - Added a "ScientificResearch" event in PlayerJournal for contributing materials to a research community goal
  868. - When importing stars from a file into the VisitedStarsCache, interpret any line containing just digits as a starsystem address in decimal rather than a name
  869. - Fixed journal entry for "ScientificResearch"
  870. - Fixed the 'abandon' flag in player journal for cargo ejected from SRV
  871. - Fixed typo in player journal for ModuleRetrieve which was causing broken json
  872. - Fixed missing 'Module' tag in JetConeDamage playerjournal entry
  873. - Some non-settlements were being reported via the "ApproachSettlement" journal entry - was potentially revealing secrets
  874. - Fixed "TransferCost" key in "FetchRemoteModule" journal entry
  875. - Player journal was asking for the packed star system age. System map was using a per star wobbled age. Now both use the per star age
  876.  
  877.  
  878. Settlements
  879.  
  880. - Fixed space settlements not appearing on clients without horizons/planet landing capabilities
  881. - Improved snap to ground mechanism
  882.  
  883.  
  884. Galactic Simulation
  885.  
  886. - Fixed some economic states ending too early for factions
  887. - 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
  888. - Stopped factions expanding into starsystems that can't be travelled to or are immune to conflicts
  889. - Fixed some market & shipyard price overrides not correctly ignoring expired modifiers
  890.  
  891.  
  892. Community Goals
  893.  
  894. - Added support for Material donation Community Goals
  895. - Fixed a transaction server error when redeeming CG rewards
  896. - Fixed Community Goal conflicts ending half a day too early
  897. - Stopped CG leaderboards being padded out with Commanders who've signed up but not yet contributed
  898.  
  899.  
  900. Galaxy Map
  901.  
  902. - Avoid "route unavailable" cases in low density areas, when the route looks like it should be available
  903. - Fix an issue with being unable to search for systems in "Lupus Dark Region B Sector"
  904. - 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
  905. - 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
  906. - 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
  907. - If the player unticks the current plotting mode, don't re-tick it when next opening the galaxy map
  908. - Fix an issue with long jump distances and route plotting
  909. - System map performance optimisation for VR
  910. - Optimisations for the route planner
  911. - Fix a stall at the end of plotting a route
  912. - 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
  913. - The option to turn off Nebula Names only works at a distance fixed
  914. - Trade route filters can once again be toggled on/off en-mass by holding LMB and dragging over them
  915. - Switched buttons around so action button is now on the right of the cancel button with bookmark dialog windows
  916. - When system names are too long, try and trim them in a sensible manner
  917. - System Map - Lumpy planets now get their own models in the system map overview instead of using the smooth sphere model
  918. - Slightly sped up the double sided lighting change when first entering the planet map
  919. - Fix an issue where planets with a retrograde spin would not have their rotation speed or axial tilt displayed in the system map
  920. - System map planets now use subsurface scattering colouring
  921. - Added galaxy map overrides for population and economy
  922. - Only display a conflict state on the galaxy map if the Faction controlling that system is also fighting in that system
  923. - Reduced loading time for galaxy map
  924. - Fixed some stalls loading the system map
  925. - Bookmarks all disappeared and can no longer create them fixed
  926. - Fix planet scan logic to ensure that planet terrain is only visible if the planet has had a basic scan performed on it
  927. - Fix rendering when there are only Horizons planets in a system
  928.  
  929.  
  930. SRV
  931.  
  932. - Improvements to stopping the SRV falling into planet / getting stuck in geometry when loading the game
  933. - Improved wave scanner readability when SRV full beams are on at night, on a planet with a bright surface colour
  934. - Use correct bone when calculating the scoop UI in the SRV
  935. - SRVs now trigger docking offences when loitering on landing pads
  936. - B button on SRV cockpit GUI panels engages vertical thruster fixed
  937. - Enabled warning after buying a SRV hangar without bays
  938. - 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
  939. - Fixed ships crashing into the ground/destroyed when recalled by SRV
  940. - Reduce the maximum number of signal traces on the wavescanner now that we have more extreme cases
  941. - Optimise the wavescanner to better handle multiple signal sources
  942.  
  943.  
  944. Ships
  945.  
  946. - The discovery scanner can no longer be used while self destructing
  947. - Flight Landing Overrides conflicts with Targeting, Cooling, Weapons etc. fixed
  948. - Fixed where there was no space after ASSIST OFF warning
  949. - Ships will now try to align to the target destination during the hyperspace countdown
  950. - Wear should now apply and repair properly
  951. - Fix an issue with the calculation for the offset of the station schematic
  952. - Prevent "Drives Offline: Zero Thrust Capability" message showing spuriously (while engines are not on, but are booting)
  953. - Fix paintjob wear & tear and ship integrity recording
  954. - Fixed livery errors with Taipan fighter
  955. - Fixed parent ship livery slots appearing briefly when selecting a launch able, which should prevent a crash caused by trying to modify a slot that doesn't exist
  956. - Fix error in ship delivery calculation – it should be a linear association with distance, not exponential!
  957. - Don’t send the ship arrived inbox message until the ship has actually arrived
  958. - Fixed loading screen model for the Taipan
  959. - Increased size of internal fuel tank for Beluga and Orca
  960. - Enlarged hit locations on Imperial Fighter so its weapons can take damage
  961. - F63 Condor and Eagle side panels obscured by canopy geometry
  962. - Type 7 Bobbleheads slot 1 and 10 are incorrectly rotated fixed
  963. - Equipped bobbleheads in the Beluga Liner clip into pieces of the GUI fixed
  964. - Tweak up the minimum speed before taking damage when landing on a planet's surface
  965. - Keelback landing gear floating above ground when landing on planet fixed
  966. - Fixed zfighting issues with loading screen for the Federation Fighter
  967. - Adjusted hitcheck for Diamondback Explorer
  968. - Fixes for hanger cameras and decal slots on the imperial Eagle
  969. - Fixed Decal issues on the Cobra MKIV
  970. - Fixed fuel scoop UI position for Fed Assault Ship, Corvette, Imperial Courier, Fed Dropship, Fed Gunship, and Vulture
  971. - Fixed some holes in the mesh for Fed Gunship, Assault Ship and Dropship
  972. - Fixed smoothing group issues on the Type 7
  973. - Taipan's left decal no longer missing
  974. - Taipan fighter decals pass to make them more legible
  975. - Added slight improvements to how accurately ships are snap to the planet's surface
  976. - Adjusted mix of the landar/spacedar transition noise. Made a bit softer
  977. - Rebalanced Type 7 ship to have better toughness and larger internal module slots
  978. - Fixed incorrect Type 6 armour hardness values
  979. - Increased armour, shields and hardness (armour rating) base stats for the Keelback. Increased a single size 3 slot on it to a size 4 slot as well
  980. - The heading gauge now displays during orbital cruise
  981. - Moved the docking bone on the Beluga down to help with docking issues on planetary ports
  982. - Set asp (and asp scout) landing gear door to be open or closed when initialising to up to down
  983. - Diamondback Explorer cockpit handles in wrong place fixed
  984. - Moved Mini panel placement (and tweaked radar position slightly)
  985. - Fix for docking computer crashing into Farseer tower when coming in to land
  986. - Vulture ship kit parts have a lot of wear & tear on them when purchased brand new fixed
  987. - Landing gear can get stuck on if you have recently had an SRV destroyed and then launch from the planet fixed
  988. - While trying to land on a planet - the landing UI will now check against Terrain->Speed->Alignment rather than Speed->Terrain-Alignment. This should make the UI a little more helpful in the majority of situations where the terrain is unsuitable, rather than you moving too fast
  989. - Fixed incorrect landing volume for Type 7
  990. - Cannot see Tail Shipkits on Vulture in Outfitting due to camera angle in VR fixed
  991. - Fixed some mapping issues on the Cutter
  992. - Audio: Ship drives silent when respawing over planet surface having died in SRV fixed
  993.  
  994.  
  995. Ship Art
  996.  
  997. - Fix for all Lakon ships that have cockpit textures which bloom out and cause visibility issues with the GUI around stars/ brightly lit environments
  998. - Fixed smoothing on Imperial Courier
  999. - Fixed collision issue on landing in Diamondback
  1000. - Changed Imperial Cutter /Imperial Clipper target schematics for a proper one
  1001. - Cockpit version of external material renders under cockpit emissive elements fixed
  1002. - Fixed hitcheck issues with Federal Gunship
  1003. - Fixed Hitcheck on Orca so that you can retrieve cargo
  1004. - Moved bobblehead bones backwards to stop interference with GUI compass in the Adder
  1005. - Fixed gap in mesh for Cobra MkIII
  1006. - Adjusted camera position for Decal 1 on the Eagle
  1007. - Hitcheck adjustment for greater hardpoint clearance for the Keelback
  1008. - Moved hardpoints slightly and fixed some smoothing issues on the Cutter
  1009. - Created a new front landing gear animation to avoid intersection with the SRV bay on the Keelback
  1010. - Fixed hanger camera issue for front decal on the Imperial Eagle
  1011. - Fixed landing volume for Orca
  1012. - Fixed landing volume for Diamondback Explorer
  1013. - Fixed landing volume for Imperial Cutter
  1014. - Fixed landing volume for Viper MkIV
  1015. - Removed scaling on the warning panel to fix issue on the Imperial Eagle
  1016. - Fixed front landing gear intersection with the Cutter
  1017. - Z-fighting on fighter models on ship spinning load screen fixed
  1018.  
  1019.  
  1020. Stations/Ports
  1021.  
  1022. - Advertising boards in hangars updated with more companies
  1023. - Landing pad hologram colours adjusted to better suit new interior variations
  1024. - Fixed other player's ships appearing to be outside of the station when they are docked
  1025. - Increased variety for adverts outside starports controlled by various local factors such as alliegence
  1026. - Rich and High Tech stations now use the alternative trucks and buses models on the roads
  1027. - Hide the station's navigation marker while within the station's bounding sphere
  1028. - Fix the stations attached modules not showing up in the station schematic
  1029. - Fix overbright envmaps being generated in rich stations and potentially other places in the game
  1030. - Rebalanced lighting in rich interiors
  1031. - The glowing emissive texture on the floodlights for Standard, Rich and ZeroG landing pads now switches on/off in sync with the spotlights
  1032. - 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
  1033. - Fixed some flimmering lines on the back wall of the small rich hangar
  1034. - Fixed hitcheck for the trees in the rich stations
  1035. - It is no longer possible to supercruise into the back of a station and prang off it if you approach from exactly behind it
  1036. - Reworked a road junction on the PlanetPort so that it joins better
  1037. - Added a warning if trying to launch from a port without a planetary approach suite
  1038. - Added fighter bays to Jameson Memorial and Dalton Gateway
  1039. - Fix stations being different from before the beta
  1040. - Typo when selecting primary/secondary economy in station generation was changing station types
  1041. - Fixed a missing access panel on some of the large landing pads, which allowed you to see through the pad at a certain distance
  1042. - Audio: Various ATC fixes
  1043. - Added missing backer station 'Samphire's Solace'
  1044. - Added agricultural customisations to Harvestport in Kappa Fornacis
  1045. - Fix Station Services availability to cope when services aren't present at all instead of falling through to 'market not found'
  1046. - Starport UI: pressing B / exit button in Cartography section of startport UI doesn't exit back to the cockpit and just goes back to home screen as expected
  1047. - Fixed one spot light bone being offset in the Foundry station
  1048. - Fix to allow the inner dock faction light overrides to work again with the new station customisation system
  1049. - Art optimisations for the Nemo Cyber Party Base
  1050. - Fixed missing textures on holoscreens
  1051. - Fixed VO not matching polity for ATC and announcements
  1052. - Fixed some floating industrial planet settlements
  1053. - Audio: Fixed loud ambience in station menu when buying/transfering/storing a ship
  1054. - Audio: Fixed loud passenger and crew lounge ambiences
  1055. - Fix for faction lighting being applied to the new station inner docks instead of their own lighting
  1056. - Audio: Fixed number station audio events not synced due to time step miscalculation
  1057. - Audio: The new flight controllers are too quiet fixed
  1058. Services of Stations
  1059. - Fix quick restock button (was showing a full bar when empty), also remove vehicles from the calculation if not vehicle bay is present on the ship
  1060. - Adjusted the faction name label within the News Panel. It will now resize and add an ellipses when required
  1061. - Fix the contact panel avatar loading (triangles animation)
  1062.  
  1063. Celestial Objects
  1064.  
  1065. - 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
  1066. - Improve drop-out location for entering rings in other situations, players will generally drop out closer to the ring and their target
  1067. - Improved method for blending distant bump maps for the terrain
  1068. - Ice surface material improvements
  1069. - Rocky surface material improvements
  1070. - Metal surface material improvements
  1071. - Updated planet surface tiles
  1072. - Reworked the ice asteroid shader's lighting, and improved its parameter
  1073. - White Dwarf stars now have a unique lens flare
  1074. - Fix surface material quality being incorrect when rendering some patches
  1075. - Prevent distant surface maps jumping when camera crosses 16km boundaries, and improve precision of the largest maps
  1076. - Fix ring fog from being being lit in black hole systems
  1077. - tweaked the way ring fog interacts with local star colour so that it blends better with the star lighting
  1078. - Increased the maximum value for depth obtained from the depth buffer linearization. Fixes rendering for extremely large stars at extreme distances
  1079. - Improved the visibility of planet dust particles when in the darkside of the planet
  1080. - Terrain minor UV fixes
  1081. - Asteroids now generate only within the bounds of rings
  1082. - Asteroid billboards have their positions and size adjusted accordingly to ensure they fit within thin rings
  1083. - Ring cells now obey the ring height correctly rather than assuming all rings want 5km of asteroids
  1084. - Ring height clamped to a minimum of 1km
  1085. - Re-written asteroid billboard placement to use better depth ranges
  1086. - Re-written asteroid billboard mesh generation, lods are finally now coherent with one another
  1087. - Added randomised static rotation to asteroid billboards to break up visible repeating
  1088. - Fixed some obvious patterns on rock and metal planetary surfaces
  1089. - Stop lens flares getting disabled when entering supercruise
  1090. - Changed the planet dust colour system to only request data if we're actually close enough to a planet to see any dust
  1091. - Fix fast moving distant Horizons planets not orbiting smoothly
  1092. - Optimise physics surface patch generation
  1093. - Improved memory management for surface textures
  1094. - Alterations to europa line parameters on rocky ice worlds - stops physics-breaking patches
  1095. - 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
  1096. - Remove the artificial increase in star spin speeds
  1097. - Added a medium quality planet surface material setting, with performance roughly halfway between low & high
  1098. - Disable tiling and detail textures at a distance of 1km on Xbox and mid/low-quality PC. This helps us afford tiling in the worst cases (hovering a few hundred metres above the planet
  1099. - Xbox One: Improvements to planetary surfaces
  1100. - Xbox One: Fix star luminosity not being the same as PC/Mac
  1101. Star Jets
  1102. - The FSD boost level now uses the larger effect out of synthesis and jet cone supercharge, rather than always using the latter if set
  1103. - FSD supercharge status now persists between sessions rather than being wiped on game load
  1104. - Added a random initial rotation to stellar jet billboards
  1105. - Re-enable jets for OSX
  1106. - Minor optimisation to texture lookup for jet cones
  1107. - Jet cone optimisations and quality settings
  1108. - Enable BC7 compression
  1109. - Fixed some pixelation on ice distant map
  1110. - Reduce the minimum star visibility for white dwarves and neutron stars. This fixes an issue where lens flares for those star types would be rendered when the star was occluded by a planet
  1111. - Audio: Fix for Materials sound being wrong on planet surfaces.
  1112.  
  1113.  
  1114. Render
  1115.  
  1116. - Fixed sorting of emmisve textures bleeding through opaque surfaces
  1117. - Decal rendering improvements/optimisations
  1118. - Xbox One: Fixed the SSAO command
  1119. - Prevent luminosity class VI sub-dwarf protostars selecting a white dwarf as it's nearest visual class (Please note: a side effect of this is that various TTauri or Herbig protostars will change from white to red/purple. This is not a bug, and is a slightly better representation of their actual temperatures)
  1120. - Fixed light cones disappearing when you got behind the source
  1121.  
  1122.  
  1123. Hyperspace
  1124.  
  1125. - Arriving at a star now correctly leaves you in line with the source and destination systems, rather than the previous not-well-defined behaviour
  1126. - 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
  1127. - When hyperspacing to a star with jet cones, avoid potential danger regions at the poles
  1128. - Ship aligns and follows target star through hyperspace tunnel
  1129. - Made elements of the hyperspace tunnel persist across boundaries
  1130. - Made the hyperspace tunnel go faster
  1131. - Optimisations to the hyperspace tunnel
  1132. - Texture and particle improvements to hyperspace tunnel
  1133. - Reduction of GUI contributed stalls to hyperspace entry/exit
  1134. - Fix for hyperspace nebula streaming in at low-mip at the start of the hyperspace jump
  1135. - Stop the shadow settings changing when starting the FSD charge for hyperspace/supercruise
  1136.  
  1137.  
  1138. StellarForge
  1139.  
  1140. - Added Persephone (Planet Nine), Haumea, Makemake, Eris, Orcus, 2002 MS4, Salacia, Quaoar, 2007 OR10 and Sedna to Sol
  1141. - Renamed Eol Prou RS-T D3-94 to Colonia
  1142. - Added starport to Eol Prou LW-L C8-76 A 3 A
  1143. - Outpost added to Eol Prou LW-L c8-138 1
  1144. - Outpost added to Eol Prou YD-W B17-1 4
  1145. - Outpost added to Eol Prou YD-W B17-5 A 5
  1146. - Outpost added to Eol Prou Lw-L C8-28 A 1 a
  1147. - Outpost added to Eol Prou Lw-L C8-306 A 4 a
  1148. - Outpost added to Eol Prou VY-R d4-443 6
  1149. - Outpost added to Eol Prou LW-L C8-133 2
  1150. - EES2009 Persei has duplicate system names fixed
  1151. - Renamed duplicate Frey system to Yngvi-Freyr
  1152. - Duplicate system name Grafias renamed to SO4-H1E 2000
  1153. - Check spin rates for neutron stars and black holes are something more sensible
  1154. - Fix issues with close orbiting bodies with large eccentricities intersecting their parent star
  1155. - 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
  1156. - 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
  1157. - Ring around Archerbas in the Carthage system no longer intersects the planet
  1158. - Renamed exoplanet in the Ross 444 system to Hutton Prime
  1159. - Col 285 Sector HX-X B16-4 renamed to Exton
  1160. - Jaques station name restored
  1161. - Made the Pleiades Nebula blue
  1162. - Speculative fix for intermittently disappearing stations/systems in overriden generated systems
  1163. - Prevent an invalid update query on updating time spent in ships when we don't know the commander's current ship type
  1164.  
  1165.  
  1166. SRV
  1167.  
  1168. - Death in a SRV with a mother ship in orbit now re-spawns the mother ship in orbit, not on the planet
  1169. - Prevent SRV's getting stuck partially retrieved if another buggy is in the same island with their mother ship
  1170. - Minor update to SRV preview to prevent the turret and the chair from shaking
  1171. - 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
  1172. - SRV Bay - Scarab does not show initial vehicle specs despite being selected
  1173. - Fixed SRV cargo transfer page not displaying cargo after transferring cargo to your ship then going and scooping a new load
  1174. - Added self destruct button back to the SRV
  1175. - SRV Scarab shown as being in a bay in the role switch panel, when no SRV is present
  1176. - On fitting new SRV planetary vehicle hangar all slots are full when viewing the role panel fixed
  1177. - Stop data points showing up on a fighter HUD after been scanned in the SRV S
  1178. - Stop fighter mothership pointer appearing in an SRV after the player has been in a fighter
  1179.  
  1180.  
  1181. Limpets
  1182.  
  1183. - All Limpets are no longer killed when one player leaves the instance
  1184. - Untargetted collector limpets will not target items owned by their player
  1185. - 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
  1186.  
  1187.  
  1188. Environment
  1189.  
  1190. - Fixed crash site collision on debris
  1191. - Fixed the buggy pad in mining object layer, so it snaps to position only, not orientation
  1192. - Added fade to organic seed decals to fix cut off on extreme slopes
  1193. - Added some more variety to mysterious places
  1194. - Fixed some misaligned tunnels in an installation
  1195. - Fixed a mysterious thing finding it's way into a cargo canister when being ejected
  1196. - Fixed chatter table for trespass zone
  1197. - Added depth prepass on fumaroles/ice rocks (slight optimisation)
  1198. - Stellar schematics updated for White dWarf, Black Hole, Neutron Star
  1199. - Ice Rocks - sublayer tiling rate reduced
  1200. - Tunnel Texture in some Installations has a LOD issue with tunnel walls fixed
  1201. - Audio: Rebalanced organics audio mix
  1202. - Audio: Mix tweaks to crystal sinewave scanner element as it was dominating the mix when in a fumarole field
  1203. - Audio: Changes to organics collisions to improve ratio of collision sound triggering
  1204. - Audio: Fix for radio chatter not triggering near settlements
  1205. - Audio: Some rebalancing for settlement security voice 3 to be clearer on stereo mix
  1206. - Audio: Set correct compression settings on Hyperspace stress noises
  1207. - Audio: Tweaked micro resource collect GUI sounds
  1208.  
  1209.  
  1210. Networking/Server
  1211.  
  1212. - Fix some issues with matchmaking disconnections
  1213. - Fix a transaction server error during resurrection
  1214. - Improve reliability when selling lots of exploration data
  1215. - Fix clearing saves with a lot of exploration data
  1216. - If an island update happens and the new location is in a system that is not ready, then ignore it
  1217. - Fix for cargo scooping bug, only update the server when we have authority over the cargo canister being destroyed
  1218. - Generate new ID when ejecting cargo from a ship. This should fix some cargo duplication errors
  1219. - Some network replication optimisations
  1220. - Various server performance and reliability improvements
  1221. - Fixed some server stat retrieval issues. Mmm... tasty data.
  1222.  
  1223.  
  1224. Avatars
  1225.  
  1226. - Added scientist outfits
  1227. - Added aid worker outfit
  1228. - Added security outfit and military variant
  1229. - Added freedom fighter outfit
  1230. - Added refugee outfit
  1231. - Added doctor outfit
  1232. - Added tourist outfits
  1233. - Added option to set different portrait settings for passengers once on board ship (different background, remove baggage)
  1234. - Rebalanced all outfit palettes for mission contacts
  1235. - Rebalanced hair colours
  1236. - Rebalanced lighting in avatar portrait scene
  1237. - Switched over to using new hair shader with bespoke HSV shifts & AO support and HSV offset maps.
  1238. - Added new male and female hair styles as tests for new rendering technique
  1239. - Updated existing hair styles with decal to blend into scalp
  1240. - Added option to match hair and beard colour
  1241. - Added custom camera-facing environment map for avatar eyes
  1242. - Added 8 new pilot suit variants for NPC crew
  1243. - Preload mission contact avatars ahead of the mission board to reduce delays
  1244. - We now cache engineer portrait icons
  1245. - Reorganised avatar resources to reduce portrait generation times by up to 50%
  1246. - Added NPC crew specific backgrounds
  1247. - Added passenger cabin backgrounds
  1248.  
  1249.  
  1250. Controls
  1251.  
  1252. - Fighter order control bindings no longer visible on non Season 2 clients
  1253. - Xbox One: Fixed fighter order control bindings not appearing
  1254.  
  1255.  
  1256. VR
  1257.  
  1258. - Updated to LibOVR 1.4
  1259. - Added new (and improved!) VR graphics presets as faster cards can handle the bump.
  1260. - VR Low (unchanged from current VR Low)
  1261. - VR Medium (is currently ‘VR High’)
  1262. - VR High (Mid preset with x1.25 supersampling) VR Ultra (High with medium shadows and medium Terrain Sampler)
  1263. - Added backgrounds to textual elements on menu and option screens. Greatly improves readability in VR
  1264. - Draw the Mouse Control UI as far away as we draw other gunsights in VR
  1265. - Cannot see Tail Ship kits on Vulture in Outfitting due to camera angle in VR fixed
  1266. - Cannot see Spoiler/Wing Shipkits in Outfitting on Asp due to camera angle in VR fixed
  1267. - Fix the missing text on the wall in the VAR Main Menu hangar if you look behind you
  1268. - Fix for mouse cursor size when HMD is present
  1269. - Memory optimisations for Oculus
  1270. - Only show VR tutorial in challenges list if VR is supported on this platform
  1271.  
  1272.  
  1273.  
  1274. Audio
  1275.  
  1276. Audio Specific Features
  1277.  
  1278. - 5 new flight controllers
  1279. - 4 new settlement security voices
  1280. - The laser-beam part of beam/mining lasers now emit sounds (previously just the weapon did)
  1281. - Sounds for GUI radar transition from spacedar to landar and vice versa
  1282.  
  1283.  
  1284. Mix Improvements
  1285.  
  1286. - Improved sonic consistency across all ship voice lines (previously a few sounded different)
  1287. - Improved various rough transitions (between galaxy map, system map, main game etc)
  1288. - Improved the ship purchase screen sounds
  1289. - Some small mining tweaks/improvements
  1290. - Volume fix for SRV shield drop and reform
  1291. - Boosting Flight Controllers and Radio Chatter by small amount
  1292. - Tweaks to Solar Satellite mix
  1293.  
  1294.  
  1295. Technical Audio changes
  1296.  
  1297. - Better integration of ship voice and npc comms (tutorial, npc crews, flight control) systems and future proofing
  1298. - Improved the way non-player voice content in managed in game. Improved prioritisations, de-clutters the mix, and future-proofing.
  1299. - Improved memory management, and reduces chance of missing audio happening.
  1300. - Improvements to the way FSD soundbanks are managed, to target problems with missing FSD charge and hyperspace tunnel sounds.
  1301.  
  1302.  
  1303. Audio Bug Fixes
  1304.  
  1305. - Fixed module bootup start/complete/charge sometimes occurring in the wrong place
  1306. - Fix for impact sound spam when more than 4 beams hit the target.
  1307. - Fixed broken solar satellite audio
  1308. - Fix for multiple back sounds when backing out of certain menus using a joypad
  1309. - Fixed wing notification sound not triggering when the panel is not in focus.
  1310. - Fixed planetary music not playing when approaching from supercruise
  1311. - Changes to debris system that should improve issues with missing audio
  1312. - Voice - Fixed ability to make it flood/spam the player with Request/Cancel docking flight controller messages
  1313. - Voice - Fix low gravity warning incorrectly triggering when spawning in SRV on engineer base
  1314. - Voice - SRV boarding permission granted voice line now linked to GUI message. Fixes some issues where it wasn't always playing.
  1315. - Voice - Fix for some ship voice lines playing after player dies and respawns
  1316. - Voice - Fix "Cargo Scoop Retracted" playing upon entering a ship from a buggy with an open cargo scoop
  1317. - Voice - Prevent Flight Assist On voice event playing in death sequence
  1318. - Fixed out of range warning and linked it up to UI
  1319. - Fixed "no more targets" NPC crew line
  1320. - Enabled "multiple contacts" message which could never trigger before
  1321. - Rock & Ice Fumaroles have no impact audio fixed
  1322. - Fixed some issues with Imperial Fighter
  1323. - Beluga audio fixes
  1324. - Reduced the volume of the Taipan and Imperial Fighter boosts
  1325. - Added in another layer to the Taipan orientation sounds to give them more weight at lower speeds
  1326. - Added the oxygen mask sounds to the SRV
  1327. - Tweaks to wavescanner so not so overwhelming at organics locations
  1328. - Added spread to wavescanner attenuation shareset, so doesnt pan as harshly
  1329. - Small changes to ATC. The ATC will not look at what the fighter is doing but instead at the mothership. Calls to the mothership will be forwarded to the player in the fighter
  1330. - Hooked up missile incoming warning on NPC Crews
  1331. - Fixed a bug within the role switch panel, where switching panel items did not send the stop event of the fighter construction
  1332. - Fixed a bug with the role switch fighter construction
  1333. - Fix for crew lines being audible in pause menu
  1334. - Fix for Fighter 'other' sounds stopping abruptly when docking at speed
  1335. - Fix for fighter bay animations sometimes not being heard
  1336. - Fix missing gimbaled fighter beam weapon sounds
  1337. - Added SFX for inflight fighter construction
  1338. - Mix tweaks on fighter docking
  1339. - Mix tweak to Crew lounge sounds
  1340. - Setting Crew comms to be controlled by the "non-player voice communication" volume slider in the options menu
  1341. - Added friendly fire behaviour to the Npc Crew voices
  1342. - Fixed isues with fighter boost caused by flight model changes
  1343. - Fix for the loud boost charge up on Taipan
  1344. - Audio: Only play the hull damaged line if hull has taken damage
  1345. - Audio: Mix tweaks on Keelback on full speed acceleration
  1346. - Audio: Fixed audio error when turning Thrusters on/off in Taipan
  1347. - Audio: Adjusted the frequency balance of the ship voice lines
  1348. - Audio: Fixed a couple of clicks in the very low altitude engine elements
  1349. - Audio: Tweaks to mix of cockpit overheating sounds
  1350. - Audio: The ship voice system now distinguishes between fighter, mothership and srv
  1351. - Audio: Delayed the pre-hyperspace exit swell, to restore synchronisation on exit
  1352. - Audio: Fix for strange volume changes when entering the main game and on FSD jumps
  1353.  
  1354.  
  1355. -----------
  1356.  
  1357. The following are changes from the last 2.2 beta to live:
  1358.  
  1359. Stability Fixes
  1360.  
  1361. - Catch cases where physics objects returned in an ai probe are destroyed before being used
  1362. - Fixed crash when role switching
  1363. - Fixed memory leak in system map
  1364. - Fix for crash when bulk storing large ships
  1365. - Disconnect after deploying SRV then requesting boarding with an SRV at Planetary Outposts/Stations fixed
  1366. - Spawn our ship in space on Xbox One instead of crashing if the launch bay is not valid
  1367.  
  1368. General Fixes & Tweaks
  1369.  
  1370. - Added in default T16000 FCS bindings
  1371. - Enable storing info about visited stars for Xbox One
  1372. - Moved The Pit's orbit out to make it easier to dock
  1373. - Show planet surfaces in the system map without needing the surface scan
  1374. - Xbox One: Fix an issue with connecting to CQC through the friends app
  1375.  
  1376. Passengers
  1377.  
  1378. - Fix for passenger cabin allocation vis-a-vis missing pods and accidental restocking
  1379.  
  1380. Fighters/Crew
  1381.  
  1382. - Turret settings are recovered when switching back to main ship
  1383. - Allow fighters to accept new orders if they've been told to dock
  1384. - NPC Crew can't pilot ships near planet surfaces fixed
  1385.  
  1386. Missions
  1387.  
  1388. - Fix assassination missions not completing correctly in fighters
  1389.  
  1390. Player Journal
  1391.  
  1392. - Player journal was asking for the packed star system age. System map was using a per star wobbled age. Now both use the per star age
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