0-9 A B C D E F G H I J K L M N O P Q R S T U V W XYZ
Elite Dangerous Update Details (60+X)
Release: 26.06.2015
Quelle: xboxdynasty.de | forumfontier.co.uk
- Fixed crash in supercruise
- Crash fix for drone authority transfer
- Optimised shadows
- Audio optimisations
- Fix some account switching issues
- Enabled compute FXAA shader
- Cleaner network shutdown process
- Fix low skilled ships appearing in RES points and conflict zones
- Added overhead field to power overview page
- Make headlook axes customisable on XB1, and the pitch is invertible
- Rename the Main Menu's "Start" to "Full Game", for clarity
- Various galaxy map usability improvements for controllers
- Focusable UI elements now have a stronger focus indicator - including the whole left panel / popup panel themselves
- Separate mesh for the galaxy map UI to fit within the safeframe
- Default is the default controls preset
- 876 MB groß
Release: 10.09.2006
Quelle: forumfrontier.co.uk
NEW CONTENT/FEATURES
- Imperial Eagle added
- Federal Gunship added
- Federal Assault Ship added
- Hazardous resource extraction sites added
- Compromised nav beacons added
- Legal salvage missions added
- Added Outfitting for CQC
- Changed how powerplant damage is handled - small chance of instant destruction, otherwise malfunctions and halved power output
XBOX ONE STABILITY FIXES:
- Fix for crash plugging a controller in while the game is loading
- Fix crash if there are errors loading friends (reload them instead)
- Fix crash when your CQC career rank increases
- Fix a deadlock in player profile list when suspending/resuming
- Fix wing crash in CQC
- Fix crash in engines
GENERAL STABILITY FIXES
- Crash fix for a rarely reported issue ship being docked to a station that is not in a state to provide interfaces
- Fix crash where the station news updates while quitting
- Prevent a crash when drones hit shields after recent changes to damage
- Avoid firing beams if the firing ship is not ready and so causing a crash
- Prevent crash when trying to scoop something that no longer exists
- Fix crash caused by chatter in supercruise
- Fix crash when shutting down while looking at a mission in the bulletin board
- Restructure some checks so we don't fatally crash when there's a missing entry in the exploration database for an object we've targeted
- Fix a zero burst interval in plasma point defences
- Fix memory leak in ring cell generation
- Fix duplicate system ID
- Crash fix for invalid positions being passed
- Fix a pair of crashes that can happen if trying to place a scenrio with no valid body list, and cope with this selection failing gracefully
- CQC: Fix a memory leak caused by the NavMarker holding onto its radar marker after the location that created it is destroyed
- Prevent crash if power data isn't available (such as in CQC)
- Fix crash on startup when retrieving user data
- Fix crash on shutdown
- Fix some incorrect galaxy data causing failed or unexpected Hyperspace jumps
- Added inbox message warning the player that a powerplay cycle is due
- Fix the occasional ~10s black screen after selecting CQC in the main menu
XBOX ONE TWEAKS & FIXES
- Added a new error message for being unable to join the squad because the game is full
- Fix an issue with joining a friend's in-progress game that you just left
- Add Rich Presence: includes when on the main menu
- Rich Presence updates correctly to the docked state if already docked when loading the game,
and switches back to the flying state when undocking
- Fix microphone state not being shown correctly
- Re-enable access to Friends Management for Silver accounts
- New account-linking flow
- Refresh the friends list every time we switch to the chat UI's contacts panel,
so we see friends' state accurately
- Fix various issues with switching users
- Fixed button prompts in the hint text appearing as text, not icons
- Fix for DiamondBack Scout missing all unique audio
- Handle the suspending the process; it will try and remove the player that is suspending from all the sessions it is in
- Long gamertags display incorrectly when inviting users to voice comms
- Improve behaviour when loading into game with a broken connection
- Fix error removing and adding a new controller while loading
- Better handling of controller disconnects
- If necessary, show controller selection dialog when returning from suspend/constrained mode
- Friend list now shows people you're following, as well as two-way friendships
- Added a "Forgot Password?" button to the account linking login page
- Added Wwise motion (controller rumble)
- The account linking interface will not display the virtual keyboard if the field is accessed
with a physical keyboard
- Improvements to matchmaking QoS failure handling, to prevent it from appearing stuck to the player
- Decreased number of players required to start Deathmatch from 6 to 4
- Removed the TeamObjective (CTF) playlist
- Moved CQC button to top-level item
- Rename "Start" on the main menu to "Full Game", to avoid confusing Trial players
- Performance improvements (related to lighting)
GENERAL TWEAKS & FIXES
- Various network optimisations
- Persist the Ship Lights option through location transitions, but not save/load
- If the refinery is idle and has a non-empty hopper, try to reallocate these materials to the bins
- Fixed high ranked AI ships not being able to fire due to empty WEP capacitor
- Pressing enter when going into the outfitting will result in no ui being shown fixed
- Fix hole in Hauler cockpit geometry
- Diamondback Explorer Image in the contact panel was missing now fixed
- Docking computer failure at station type Orbis fixed
- Local Cartographic Data Filters not working fixed
- Adjustments to how penetrating shots work: If no standard penetration depth is set for a ship,
use 75% of its size in the smallest axis (rather than 100m).
As no ships actually had this value set this will stop shots going all the way through ships to hit modules at the back
- Remove spurious increased penetration distance from medium beam turrets
- Railguns now have extreme penetration distance (will pierce to any module on any ship)
- News ticker can now be clicked to jump to a particular news item
- Landing gear speed limiter is now tied to the landing gear toggle rather than what the gears are actually doing
- Prevent Hardpoints being told to fire when docked
- Fix issues where the station doesn't retaliate when being shot
- Edits to dirt and scratch maps to work with new white underpaint colour on Imperial ships
- Co-pilot seat added to external view for Python
- Fix for problem where drones delivering cargo canisters belonging to another authority
would scan for new targets and pick the same canister
- Fix for NPC miner loadouts that are missing refineries
- Fix for NPC pirate loadouts that are missing cargo scanners
- Fix for merging islands in supercruise: changes in scanner range (due to acceleration) were not being handled correctly
- Fix spawning fighters from capital ships
- Make sure police escorts get police names, rather than random NPC names
- Stop pirates from scanning target after they've pirated it
- Miners check their refinery while mining and if it's destroyed they'll jump away
- If NPC hull is below 20% when being spawned in supercruise don't try and interdict anybody
- Removed some rogue geometry in Sidewinder cockpit that was resulting in a thin purple line in front of the camera
- Fixes to police response: update formulae for strength/delay calculation to match latest design numbers
- Investigation strength hard limited to calculated value, previously could go over rather
than leave a remainder; reinforcement can still go over
- Don't try and respond to crime in supercruise
- Correctly set the limit on investigation ships to be the score of a viper, fixes only getting the lowest-scored ships for investigations
- Don't allow NPCs to interdict if the target is charging their hyperspace drive - previously only blocked the interdiction during the actual countdown
- When the lead of an NPC wing dies and a new NPC is chosen, re-run the code that choose their chatter table so that it uses the correct one
- Request routing data from the server as soon as we receive a sync letter from an unknown machine - may fix some connection issues
- Allow pirates with low hull to dock at non-anarchy stations - gives them something to do as they can't interdict
- Add pirate threaten & cargo collection behaviour to the Pirate Hunter Hostile archetype, copied from standard Pirate archetype.
They can now be pacified by dropping cargo, and will collect it
- Fix potential cause of excessive number of escort NPCs if they had a different authority from the lead
- Give AI wing members the same wanted/clean status as their lead, so the whole group will have the same status on spawning
- Increased malfunction chances on dumbfire missiles as they were far too low
- Made Viper hardpoint-cavities deeper to prevent the weapon clipping when retracting it
- NPCs can interdict other NPCs
- Fix combat bonds not disappearing from the transactions panel once they're redeemed
- Fix outfitting screen giving inaccurate ranges for sensors, scanners, and ECM.
Now uses the standard 3 sig fig instead of rounding to the nearest km
- Stop mission messengers from constantly spawning and talking to players
- Reduced the size of the anacondas powerplant hit
- Enforce minimum of 10 credits to hull repair cost check
- Fixed the missing texture on Vulture debris, and increased explosion speed of drifting debris
- Re-mapped part of the back of the landing pad skirts to break up the repetition of a texture
- Police Hunter Hostile ships will scan their target after interdicting it, rather than opening fire immediately
- Increase health values for Diamondback cockpits
- Updated the pirate lord to have a better pirate-y loadout, he had no interdictor or cargo scanner
- Galaxy Map Trade Route 'Clear' button cannot be easily accessed fixed
- 'Recovering' minor faction state progress added to UI
- Don't reduce powerplay ships when in a taking control state
- Fix cargo losing its powerplay origin when eject-and-collected
- Predicted CC news items added
- Discard cargo dialog now supports 3 digits
- Fix floating point inaccuracy with large fuel tanks and fuel consumption
- Bulletin board now shows which major faction a mission is related to
- Prevent mines and missiles from jumping vast distances when they shouldn't
- Fix missing asteroids in thin rings
- System scenarios are regenerated when system state changes
- Incorrect Station Name Display On Menu after Docking at 2 stations fixed
- Game sometimes loads with starport services missing when playing loads in docked fixed
- Station Services GUI fades but remains whilst descending into hangar fixed
- Reduced colour value of scratch map to ensure no damage present when Imperial Clipper is 100% repaired or new
- Powerplant damage changes: rather than going critical when badly damaged they will drop into a limp-home
state and provide 50% emergency power. If the power plant continues to take damage (past a threshold)
there is still a chance they will fail critically and take out the ship. The Reboot/Repair sequence
is now able to repair powerplants to restore full functionality
- Updated Pluto and Charon to use rocky template rather than icy
- Tidied up our display of 'pending' and 'recovering' states in the reputation tab
- GUI rendering optimisations
- Reduce station rate of fire, but increase per shot damage to compensate
- Optimisations for star searches
- Fix binding GUI not allowing us to bind axes that don't already have one
- Fix for flickering white square in starport
- Fix for mining lasers not having gunsights (includes Torval's Mining Lance)
- Added more chatter line variety
- Fix for supercruise island merging
- Add chatter to provide reason for security ships attacking player
- Optimisations for scanner rendering
- Better shuffling of map choices for CQC
- CQC Loading screen to replace the spinning ship model
- Cannot check Scoreboard During Killcams fixed
- Add speaker icon in CQC lobby to show who is speaking
- Fixed Power's control page text cut off
- Damage tweak for the CQC rapid fire cannon
- Optimisations for power distribution management
- Player allied with opposing Power didn't get bounty when firing on a player allied with system's power fixed
- 'Cargo scoop' indicator light wrongly labelled 'Landing gear' fixed
- Fix for CQC back lighting being inconstant with angle
- Improved spawn point generation for CQC maps
- Fixed hitcheck on the pipes around the central area of objective towers
- No visible timer during CQC match fixed
- Show the killer pilot name in respawn menu, don't show anything if we don't have a killer
- Repeating Dialogue When Being Asked to Accept Alternate Mission Parameters fixed
- Fix inbox message contract elements for delivery missions
- Update how conflict scenarios are generated, and the triggers for scenario generation:
- Multiple wars/civil wars in a single system
- Remove some oddities in wars spanning several systems
- Wars between non-controlling factions are allowed and will co-incide with scenarios generated by the controlling minor's state
- Update the logic to trigger a rebuild of scenarios to watch and make use of the last changed seed, along with the ability to generate zero
scenarios - Should fix several cases where scenarios should show but don't (though the case of zero planets in a system still causes problems)
- Fix the occasional large amount of time spent in the advancing of the matchmaking lobby
- Made low colours the same as normal colours for large icons on the scanner in CQC
- CQC prestige button now available when rank 50
- Added error messages for a number of CQC invite error scenarios: Already in the squad you were invited to, The other squad is closed
- Fixed module hit locations for all ships, improving layout and correcting oversized/overlapping setups
- Fixed a bug with the tea traders to allow them to trade tea in Star systems exploited by a Power
- Fixed buying exploration data when then only thing a Commander knows about a star system is its name
- Improved Powerplay cache behaviour for Players connecting within a couple of minutes after weekly maintenance
- Support multiple conflicts within a given starsystem. However, one minor faction can still only be involved in a single conflict, no matter how many starsystems they're present in
- Fixed some minor faction economic states so they once again affect influence levels
- Minor faction conflict states can now take precedence over economic states, which should fix many one sided conflicts
- Star system stability factors now affect rate of change of minor faction influence levels, making it harder to affect influence in systems with any of large populations, higher security, development level and standard of living
- If the server doesn't think we have any paintjob wear, but the client thinks we have a tiny bit of wear (<0.000001), we will just ignore it
- Fixed missing rank icons in manage party screen
- CQC Rogue spawn point is no longer hiding in an asteroid
- Improve abandon branch rewards for massacre missions
- Updated the minor faction state durations to give a much more dynamic galaxy
- Audio optimisations to tackle clicks and dropouts
- Show rank and stats on player stat cards when inviting them or looking in the lobby
- Closing the Pause Menu's Help screen after focusing on UI panels reverts to incorrect focus fixed
- The matchmaking lobby also has the id of the squad a player is in, it can use this to try and
make sure squad members end up on the same team
- Make sure we correctly award score for actions in capture the flag
- If a user tries to load into a CQC game that has ended then stop the loading and go back to the menu and wait for the next match to begin
- Don't auto-decline wing invites while permissions are being fetched
- Fix a rare bug where a station could be destroyed and recreated
while hyperspacing or supercruising away from the station
- Show a loading screen (with spinning ship) when changing ships at the shipyard
- Disallow wing invites to friends whose online status is in CQC
- Destroying an NPC's power plant, and them not exploding, results in the AI continuing to fight like normal fixed
- CQC: Moved a number of in-map asteroids that were clipping through 'background' asteroids when rotating
- Show gamertag/commander name of current player in the Clear Save button
- CQC: Added a confirmation dialog box when quitting out of matchmaking
- Updated the minor faction state warmups, durations and cooldowns to give a much more dynamic galaxy
- Retune influence and faction state bucket values from all player actions
- Allow fortify and undermine actions for turmoil systems
- Correctly handle losing turmoil systems to revolt if the power in turmoil nearly expanded their way out of turmoil only to be undermined back into it again
- Fix an inconsistency between the powerplay CC balances displayed to the players and
used internally by the servers in the turn when a Power has just emerged from Turmoil
- You cannot open the galaxy map from a mission contract when using headlook mode fixed
- Don’t open unneeded talk channels in the CQC menu, this should reduce some spam in the comms panel
- In a deathmatch game, when the lobby is about to start make sure the player is blue and everyone else is red
- Improve behaviour when experiencing disconnection on the CQC menu
- Fixed an incorrect TDM spawn on Cluster Compound
- CQC: Fix for fast charge shields taking longer to recharge than the default shields
- Fixes the right and left panels getting clipped at 720p for the Eagle and Empire Eagle
- When multiple players draw for the win in a deathmatch, display all the winners at the top
- CQC: Adding in the ship specific info for the efficiency shields so it only appears for the Eagle.
Also made it so it consumes less power
- Added a cooldown period to the shield cell ability in CQC.
This should balance its use to be much fairer, especially in CTF
- Flight Assist state should not be preserved between ships when dying in CQC
- Store the currently active fire group when the player's CQC ship is destroyed
- Make sure the rank cached in the CQC lobby data is updated after a game as a player might rank up
- Corrected the power draw setting on the light shields for the fed fighter
- Make sure that we stop trying to attach the flag to the flag carrier ship if the flag is no longer being carried
- When opening the CQC stats screen, put it into a loading state and then fill it with data when the web request returns.
This stops the user from being unable to do anything while it is waiting for a response
- CQC: Fixing and balancing the boost diverters on the ships
- CQC: Making the single cycle shields take longer to regen as designed
- CQC: Making the Hyper Charge shields re-charge faster
AUDIO CHANGELOG
New Features:
- Audio for new ships: Imperial Eagle, Federation Gunship, and Federation Assault Ship
- More CQC audio improvements
- Added CQC combat music
- Audio for CQC lobby and results screens
- Many optimisations in the audio systems and assets
- Added dynamic occlusion/obstructions system to CQC, to muffle/mute ships when they are behind other objects
Changes, Bugs & fixes:
- Added a boost fail sound
- Minor update to the hauler sound, slightly louder boost
- Added sounds for Leave, defect, nominate and pledge in power-play menus
- Multi-cannon mechanical sounds are slightly pushed back and gunshot noises slightly
pushed forward, also added a bit more bass
- Gui hover sound in power-play menu has been tweaked
- Courier added bits to the boost sound, improved audibility of main engine layer, improved orientation sounds, improved loops
- Lowered Diamondback audio as it was generally much louder than any other ship
- Increased the volume of music stingers when switching between articles in GalNetNews
- Courier boost moved to rear speakers
- Volume tweaked really loud door hinge on landing gears
- Tweaked Courier Hardpoint door and Engine Flaps
- Cannon Impacts are more audible
- Improvements to the way landing pads sound
- Balanced missile lock on sounds
- Less intrusive way of filtering beam lasers when they are low on ammo and
constantly re-triggering because of weapon recharge rate
- Added a background ambience to Powerplay menu's for when music is muted
- Shield impact sounds on others and self slightly are more audible during combat
- Armour impact has less wizz and more metallic bang. Stands out better during combat
- First phase of mixing weapons, other engines and other weapons
- Impact sound scales up with volume of the game to always be noticeable
- Multicannon and Pulselaser tweaks
- Improved ship voice glitch effects
- Self destruct alarm sequence tweaks
- Improved CQC forcefield to stop it getting very loud if you park next to it
- Fix to Hauler HP Doors
- Various fixes to make impacts on self more audible
- Fixed a bug that would sometimes mute shots from the multicannon
- Fixed multi-cannons firing in an uneven rhythm
- Fixed sound cuts when going between galaxy map and power play menu
- Fixed galaxy map bg music playing in power-play view mode
- Fixed missing sound on Small gimballed Cannon
- Fixed missing reload on Enforcer Cannon
- Fixed a bug where firing weapons of one type could duck the sound of weapons fire from another type,
making weapons fire inaudible with multiple hard-points active
- Fixed a clipping issues on explosions and re-enabled a missing sub-bass layer
- Fixed an audio loop that was clicking in the GalaxyMap view
- Fixed a very loud element when using navipanes
- Fixed a problem with the docking computer glitching in the forcefield, getting very loud
- Fixed missing DiamondBack landing gear sounds
- Fixed ship voice going inaudible in galaxy map
- Fixed issue where silent running in stations could result in a massive sound buildup
- Fixed issue with toxic waste canisters
- Fixed a bug that quiets shield impacts when hull strength is high
- Fixed missing audio on shieldcell bank
- Fixed Multicannon firing sounds still audible when cannons run out of ammo
- Many mix improvements
- Several fixes to speed detection during collisions, so that they are much more audible when they happen
- Fixed pitch curves on friction for metal, rocks and ice
- Made the pulse laser sounds more consistent and scale better across small, medium, large
- Fixed diamondback clicks
- Fixed missing exploration completed sound
- Fixed a clicking loop in the Empire Courier
- Fixed click in PowerHub loop
- Fixed sounds in GUI hard panned to the right
- Lowered volume of the loud "incoming player chat-message" to accommodate densely
populated areas with lots of chat traffic
- Fixed problem with guns on larger ships (ie anything bigger than a cobra) sounding narrow and weak,
should also fix all instances of guns behind the cockpit
- Removed excessive engine ducking when passing forcefields
- Removed double dampening on music track when explosions happen
- Fixed missing star sounds when zooming in galaxy map
AUDIO OPTIMISATIONS
- Many code and wwise side optimisations to further combat glitches, gaps and crackly sounds
- Landing pads use less resources
- Stellar ambiences muted inside stations to reduce load on wwise
- Various station optimisations
- Pre-filter and mix various source sounds to save CPU
- Added a dynamic priority system to reduce voice count in busy scenes
- Added a soundbank manager to efficiently and dynamically manage memory usage and soundbank loading/unloading
- More efficient structuring of self ship sounds in Supercruise, resulting in less audio memory used in supercruise
- Cockpit fires and sparks use less resources and sound better
- Fixed potentially many ambient audio streams playing in the system map, hogging memory
- Optimisations to fuel scooping and Heat External
- 4,6 GB groß
Release: 20.10.2015 (Version 1.4.0.1)
Quelle: forumfrontier.co.uk
All platforms
- CQC Matchmaking Improvements
- Improvements to interdictions
- New Mission Templates
- Fix for multiple fines for the same illicit cargo in the same system
- Fix for Federal Assault Ship and Gunship Ranks
- Speculative fix for mining hopper with unallocated ore
Xbox One Specific
- Fix for GFX settings
- Kepler Eye fix for multiple discoveries
- Upload App now supported
- Updated User Guide
- Non supported language resources removed (fixes issue with NXOE Preview)
- Improvements to our package builder to reduce update size
- 5,3 GB groß
Release: 16.12.2015 (Version 2.01)
Quelle: forumfrontier.co.uk | xbox-newz.de
- Fix a render crash with schematics
- Remove debug version string
- Cannot target anything when in ship vicinity fixed
- The following controls should now work when near a ship.
- All other targeting buttons (cycling, next hostile, sub target, wings etc)
- Cargo scoop lowering
- Shield toggle and stabilize
- Poll the state of module perks to notice when they go from No Effect to Available, and refresh the synthesis UI page
- Allow Mac users to use Micro Resources that were previously gathered using their Horizons-enabled commander on Windows
- Fixed some mission string substitution errors
- 3,9 GB groß
Release: 20.01.2016
Quelle:
- 1,207 GB groß
Release: 26.04.2016
Quelle: forumfrontier.co.uk | xboxdynasty.de
- Vier wendige, kampferprobte Raumschiffe: Zur Auswahl stehen die schnellen und
aggressiven Federal und Imperial Fighter, der schwergewichtige Sidewinder und die Eagle,
die kräftig Schaden austeilt.
- Verschiedene taktische Möglichkeiten mit anpassbarer Ausrüstung, die nach und nach freigespielt wird.
- Vier Arenen: Elevate mit seiner überwältigenden Aussicht, das Abbaugebiet Cluster Compound,
die Raumstation Asteria Point und der gefrorene Asteroidengürtel Ice Field.
- Drei Spielmodi für jeweils bis zu acht Spieler: Free for All, Team Deathmatch und Capture the Flag.
- Realistisches, wendiges Raumschiff-Handling dank der fortschrittlichen Simulations-Technologie von Elite Dangerous.
- 2,0 GB groß
Release: 02.05.2016 (Version 1.6)
Quelle: forumfrontier.co.uk | xboxdynasty.de
- deutsche Texte werden hinzugefügt
- Private Gruppen mit bis zu 1000 Kommandeure können nun erstellt werden
- komplette veränderebare Controllereinstellungen
- 124 MB groß
Release: 24.05.2016
Quelle:
- 122 MB groß
Release: 26.05.2016
Quelle:
- 9,2 GB groß
Release: 03.06.2016 (Version 2.1)
Quelle: forumfrontier.co.uk | gamezone.de | xboxdynasty.de
- Geheimnisvolle Engineers halten mächtige Upgrades bereit,
und mit dem SRV Surface Recon Vehicle lassen sich Planeten und Schiffswracks erkunden.
- Mehr Anpassungsmöglichkeiten dank Crafting - so lassen sich einzigartige Waffen konstruieren,
die Schilde ignorieren oder die Steuerung anderer Schiffe lahmlegen können.
- Dank des neuen Missions-Systems werden Missionen persönlicher und machen es dem Spieler so leichter,
Beziehungen aufzubauen und wichtige Entscheidungen zu treffen.
- 369 MB groß
Release: 19.06.2016
Quelle:
- 172 MB groß
Release: 22.06.2016 (Version 2.1.03)
Quelle: xboxdynasty.de
Stability Fixes
- Fixes a crash in the case of a ship being killed or fleeing while waiting for a response to a docking request
- Fix proxy kinematic rig crash
- Don’t crash on capital ship ‚death‘
- Fix for server crash from uncertain CQC state
- Fix a server crash when checking commodity lists
- Fix a server crash when checking a players death
- Fix a crash if we receive damage from a disconnected player in CQC
- Fix a crash if you disconnect while shooting someone while in CQC
- Fix crash when disconnecting while taking damage in CQC
- Applied fix made sure that user has their input focus on a proper component when entering inventory shop
- Fix a crash when handing in missions when trying to find superpower info
- Don’t assume locking of vertex buffers will succeed – prevents crash in terrain generation
- Tackle some soft locks caused by specific POIs
- Fixed softlock when quickly selecting refuel/repair/restock after opening station services
- Fix softlock when signing out as we enter Hyperspace
- Fix for softlock when loading at settlements
- Fix a softlock when approaching or loading in an Engineer’s base
- Fix server disconnect on „Pomeche 2 C“
- Game enters a semi unresponsive state when changing the Yaw Axis Preset from within the Controls Options fixed
- Xbox One: Don’t refresh Inventory when unconstraining.
We don’t want the client and server state to get out of sync so we now only check for Inventory once, at sign-in
General Fixes/Tweaks
- Support for localised languages (French, German, Spanish, and Russian)
- Added Saitek x56 control preset
- Fix missing Hawking Depot: now called Hawking Station
- Use loose rather than strict checks when testing if a ship is valid for recovering from storage,
this means that people who’ve stored ships
with mass over their engine limit will be able to recover those ships again.
But will still be prompted to fix the problem when in outfitting
- Pirated cargo not appearing in hold when stealing from players fixed
- Re-fix making Independent powers being hostile to each other when deciding
which actions to allow when being opposed
- Added guards against receiving duplicate inbox messages,
which could cause the inbox gui to become unresponsive
- Fix not being able to dock at some stations in the Arbuda system
- Fixed viewing the list of CG’s, and the progress preview bar being wrong
- If an interdiction takes you into orbital cruise, then cancel the interdiction as otherwise you will end up inside the planet
- When dropping out after an interdiction make sure we don’t drop out too close to a planet.
If we do drop out too close then move the drop point away
- Extra logging for some machine disconnection issues
- Stop sending Federation and Empire rankup inbox messages when eligible for the mission for the next rank
- No longer able to bind ‚Reset Mouse‘ to the same buttons as UI controls
- Audio: For Wwise prior to 2015.1.7 and Windows 10+ only use XAudio2 if the 2.7 DLL is there
- Audio: Make sure we are relatively close to a hostile before triggering combat music
- Audio: Don’t load chatter soundbanks or planet port voice soundbanks when they aren’t needed
- Audio: Fix for orbital cruise sounds happening after hyperspace jumps
- Fixed excessive XMA compression on title ident
- The tabs under Friends and Private Groups do not update
when the user tries to view member in a group fixed
- Fixing Nasty sounding XMA compression artifacts on some music cues
- Mouse cursor stuck on side of screen when in main menu fixed
- Store relationship values on mission avatars so they don’t change into their cool pirate jackets anymore
- Fixed missing Cyrillic font glyphs on special effect panel
- Latest batch of translated text
- Various text fixes
Engineers
- Ensure we have up-to-date data when opening the workshop so that we correctly show ‚alternative‘ progress
- Players can now spend favours (reputation levels) to control experimental effects on blueprints
- Filter option is not always reset when navigating to the recipe selection panel fixed
- Back button working on pinned and help popups
Missions
- Permit Missions should now give a permit
- Supply to demand overrides should take into account permit access
- Fixed mission board reputation bars being wrong
- All missions now give a positive state effect with the mission giver for completion,
that is relative to the cargo/mission target
- Fix reputation values and spawning levels in planetary rescue
- Make delivery missions fail upon death
- Fix for Settlement not spawning mission required skimmers
- Some mission generation optimisations
- Nav Beacon Wrinkle message will be sent every time you supercruise away from the contact’s system fixed
- If we don’t have space for all the reward materials, only add what we can
- Use a more reliable way of finding commander ids so
that mission update requests aren’t handed invalid commander ids
- Added a contract element into the initial mission progression that checks the player’s cargo hold
This prevents the player from taking missions if they don’t have enough cargo in their hold
when the reward has cargo in it
- Added Contract Element to all ‚hand-in‘ panels to indicate
when the player does not have enough cargo space for the cargo rewards and
therefore cannot hand in the mission
- Allow people who do not have a matching mission to drop cargo for said missions through in/voluntary means
- Removed the destination station element from the transaction panels that don’t need them,
so you should no longer see random destination logos on the left hand panel
- Changed the Massacre legal variants to set a timer when an enemy is killed: ensures that the race wrinkle can spawn
- Read relationship from avatar contact string.
Prevents the issue where you’re standing may change as you complete a mission to be greeted
by a slightly different avatar from the original mission giver
- Planetary Disable BLOPS missions are now marked as Horizons only
- Mark a mission as planetary if any of its contract element results are Available Planetary,
not just if the end result is Available Planetary (means that unavailable missions can have the planetary icon)
- Micro resource space deficiency should be called out in the rewards section not additional
- Added Can Land AtS tation Checks to all Alternative offer inbox messages,
preventing the player from talking Alternatives that require Horizons content
- Exclude minor factions from selection as mission targets if they are engineers and/or hidden
- Reduced the number of community goal web requests sent from the client by caching data and only fetching new data
when viewing the goals on the mission board
- Changed the ship being used in the rescue mission maints from a hauler to a type 6
they now have the correct amount of cargo for the mission
- Changed the effects of the states for the piracy, planetary and mining missions to be a „positive“ effect
when the player successfully completes the mission: on these templates it was backwards
- Allow missions & Community Goals to be completed at stations that have mission generation temporarily disabled
NPCs
- When determining the rank of NPC ships for interdiction, use the player’s combat rank, rather than their highest PF rank,
although add 1 rank if their trade or exploration rank is higher than their combat rank
- Updated the Archetypes of the NPCs in the USS cargo drop missions
they are now Ambush Pirate and should attack the player on entry
- Fixed AI rotation damping to work properly across the AI skill range
- alter the changes in allowed interdiction ranks based on security,
so that the biggest rank disparities are reserved for very low security and anarchy systems
- Reduced the number of engineer mods on AI ships substantially,
now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none
- Fix for Large AI ships ramming large player ships
- Slightly reduced the ranks below an AI that they can interdict players, this will tighten up the difficulty a bit
- Add state to Powers Assassin and Powers Security ships to allow them to threaten the player before attacking
- Reduced the percentage interdiction chance of power play ships by 10%,
and altered the ship type chances and combat ranks to be more mid range, dropping a lot of the top range down
- Balance mission generated NPCs to be lower ranked (for the most part)
POIs/USSs/Settlements
- Address some long initialisation times for certain POIs
- Fix for seed spikes not spawning meta-alloys
- Changed trigger volumes of trespass zones to be much smaller to prevent issues
- SRV gets stuck on Baker’s Prospect ramp fixed
- Doubled the height of the foundation wall of the large biome,
so that it can be bedded into more undulating landscapes without the terrain intersecting through the centre
- No audio acknowledgement that something has been received after scanning a nav beacon fixed
- For capital ships in fixed scenarios (e.g. the one at Sol, but not capital ships that turn up for combat zones)
make their name choice pseudo-random based on UniversalAddress so that it will always be the same
- Materials from nodes floating high into the air when in wing fixed
- Attenuation changes for POIs
- Fix for silent security door on settlements
- Fix a server error when scanning certain large industrial settlements
Weapons
- Huge burst lasers added
- Adjust tracking rates for turreted weapons. Large+ are unchanged, medium are slightly faster, small are a lot faster
- Improvements to turret tracking: When evaluating confusion the turret will now take into account the apparently linear acceleration
of the target actually caused by angular acceleration of the firing vehicle.
Overall this should make turrets confused less of the time,
and emphasises the skill element a bit more the better you match
your targets acceleration to keep them stationary in view, the better your turrets will track
- Correct the Target Entity checks when weapons hit their target to correctly account for subtargeting being used
with Target-Only mode turrets, these will now cause hostility correctly
when hitting the ship whose module you’ve targeted, but will correctly disregard hostility when stray shots clip other ships as before
- Advanced Plasma Accelerater now has ammo when installed
- Changes to impulse attacks (force shell an impulse mine),
aiming to prevent stacking from being extremely unpleasant (and sickness inducing in VR) while not making single guns ineffective:
- Reduce impulse generated by force shell on larger cannons, smaller ones are increased slightly
- Torque generated by impulse attacks is clamped to a multiple of the ships mass, so large weapons cannot induce unrecoverable spins in small ships
- Diminishing returns now applies to impulse attacks within a short space of time. This resistance will drain to zero after at most 5 seconds,
but within that window the more a ship is pushed around the more it becomes resistant to it
- Balance pass for Incendiary ammo multicannons, they’re a bit too good.
They now also come with the downsides of a 10% reduction in fire rate,
and generate significantly more heat than a normal multicannon (though still less than an equivalent pulse).
This change will retroactively affect existing items
- Dispersal field should no longer affect (some) fixed weapons, or turrets set to forward fire
- Balancing for heat attack weapons (Retributor, Thermal Shock and a few others),
overall intention is to keep single weapons having a purpose, while reducing the power of heavy stacking:
- Having an active shield now statically prevents 25% of the heat from getting through
- Adjusted the diminishing returns curve, getting someone to 100% is easier,
getting them past 100% is harder, getting them into hull damage is MUCH harder, and the final cap is now 220% rather than 300%
- Remove override that was giving C4 pulse/burst lasers the incorrect audio event name
- Ensure that beam highlight textures are kept alive as long as they are needed
- Main game power distributors were too good on eng/sys across the board and have been brought back to 2.0 levels
- Prevent ammo from going over the normal maximum when modifications have reduced the clip size,
which also caused absurd costs to show in restock menu
- Audio: adjusted the number of audio objects in the audio impact system.
A Partial fix for messy impact audio when player is hitting target with multiple beam weapons at once
- Updated the missile sound
Outfitting
- Power distributor recharge rate cropped in outfitting fixed
- Outfitting shop GUI data can persist between core modules fixed
- Sidewinder spoilers have the wrong icons fixed
Ships
- All shields now regenerate at double rate when in supercruise
- Fixed landing collision issues with Diamondback Scout
- Missing engine VFX on the Anaconda
- Both Asp Explorer and Scout Paint job cameras are no longer position behind the roof lights
- Some flight controller volume inconsistencies fixed
- Clashing „Incoming Message“ and „Incoming Mission Critical Message“ fixed
- Imperial Courier drive flares now working as intended again
- Added bullet fly by sounds
- Fixed some weird panning behaviour on flight assist on/off mechanical sounds by whacking up the spread on it
- Added landing gear deployed/stowed rumble for ships that had it missing
SRV
- Fixed offset hitcheck on SRV
CQC
- CQC power distributors now have their 2.0 values back, and weapon distributor is no longer strictly the best
- Fix a lost flag on a few PG weapons that turned all the beam lasers into pulses,
and would have un-intentionally increased DPS by 50% because the damage per second value
would be interpretted as damage per shot and fired every 0.66 seconds
- Wing manager should now remove player that leave the game from their teams wing,
they should also no longer assert about having a wing member in a weird state
- The message the team gets about players leaving teams should now work as intended
Stations/Ports
- Small volume boost on flight controllers and radio chatter
- Fix for rumble happening on „other“ landing pads
- Fixed out of sync rumble on small pads animations
Galaxy Map
- Galaxy map now properly opens from transaction tab while in headlook
- Bookmarked systems show the bookmark marker even if it has other active markers
- Bookmarks: Pressing left (pad/joystick) will close the bookmark dropdown menu fixed
- Gal map / powerplay : Displaying „radius profit“ instead of „profit“ in the popup to avoid confusion about values displayed
- Bookmarks: Make sure the send modification button (delete/save) can’t spam request the server
Render
- Make the render feature system more robust against GraphicsConfig.xml being broken
- Increased distance for tiling rates on rocky and metal worlds
to improve the distance you can see surface details from the materials.
Also brightened the surfaces slightly
- Sort the stars based on the new lighting curve:
addresses some lighting issues in systems with black holes
- Fix for cases where stellar background textures could fail to render correctly
- Fix ring detail texture resolution so that it isn’t synced to main ring texture size
- Smaller authored ring textures as we don’t need 4096 x 128 for the coarse colour/spacing information
- Fix for NaNs showing up in PlanetRingFog shader
VR
- Only control input focus through HMDs if they are rendering (don’t affect regular mono modes)
- Fix for the VR camera flicker in supercruise transitions
- 1,273 GB groß
Release: 01.07.2016
Quelle:
- 161 MB groß
Release: 08.11.2016 (Version 2.2)
Quelle: gameswelt.de
- 9,75 GB groß
Release: 30.11.2016
Quelle:
- 230,50 MB groß
Release: 11.01.2017 (Version 2.2.03)
Quelle: xboxdynasty.de
Stability Fixes
- Fix for crash when dropping from orbit at Eafots LZ-H b10-0 D 1
- Crash fix for a rare case when hyperspacing out of a system that turns into an invalid state en route
- Fix for outfitting crash when receiving a web response without a ship loadout in it
- Fix a crash in the PlayerPOISpawner if the closest planet in the planet surface manager hasn’t been found yet
- Softlock loading in to a persistent POI in multiplayer situation fixed
- Prevent mission server softlock
- Fix some memory stomping reading JSON response for the ship list when transferring a remote ship
- Powerplay page softlocks on selecting power in turmoil fixed
- Fixed crash caused by the engineer crafting manager trying to callback on the workshop GUI after it has been closed
- Fix crash in role switch panel
- Xbox One: Fixed low level cockpit GUI crash
General Tweaks/Fixes
- Added new DTS Headphone X functionality
- Allow a mini USS bubble around Colonia
- Fix transaction server error when clearing a save that had lots of exploration data
- Committing a murder while in a fighter now results in being attacked by the Authority following a scan
- If saving or autosaving while in supercruise, move the player well clear of star Jet Cones.
You shouldn’t ever reload back in after a hyperspace failure stuck in the cones anymore.
Note that if you save/log out while in normal space, you will still be in the cone on your return,
this safety check can’t be used to escape once you’ve already made a mistake,
it’s just covering for failures that aren’t the player’s fault
- Added a warning message when a non-flown ship is being scanned
- Fixed „Ship scan detected“ warning not always appearing
- Fix for NPC voice volume slider not working in the audio options
- Allow Reload time in Outfitting to be shown to the nearest 1
decimal place rather than rounded to whole seconds
- Added some system metadata for the five starsystems holding refuelling bases between the Sol bubble and Colonia
- Crew rank does not update on the contacts or ship GUI after ranking up fixed
- Fixed missing cyrillic glyphs in module and systems panel
- Avoid tinting weapon impacts on environmental surfaces
- Fix for the POIs getting stuck loading due to the ReplicatedLevelContainer not activating its advance phase
- Allow Reload time in Outfitting to be shown to the nearest 1 decimal place rather than rounded to whole seconds
- Don’t clear legal state after a cargo scan! This will make the cockpit „Wanted“ warning vanish!
- Warning message now appears when player scans fighter or mothership with Kill warrant or Manifest scanner
- Fixed a rare cause of triggering the ship rebuy screen when docking an SRV at a planet base
- Fixed outfitting with multiple purchases of bobbleheads
- Added new Military slots to applicable ships along with loc strings and hit sphere locations for them
- Fixed descriptions for engineer related commodities
- Fixed (r) and ™ glyph not being parsed correctly from loc files
- Xbox One: Don’t show nameless scoreboard entries.
If we have data for a player without a name, then don’t add it to the score summary
- Xbox One: Where we have axis bindings, unhide the +/- button bindings so they can be rebound.
Also make all flight control axes invertible
- Xbox One: Don’t handle a protocol activation if we’re resetting or disconnecting.
This means if we accept one while suspended,
we won’t process it until we’ve gone through a full reset and reconnected,
at which point we should be able to safely join the session
- Various text fixes
- Latest localisation updates included
Passengers
- Added passenger seating allocation to allow passengers to be assigned outside of mission board
- Updated the timescale of the Long Distance Expedition template to be 28 days
- Updated the bonus rewards from passenger demanded cargo: this makes the reward more worth while for the player
Missions
- Added a new mission type for investigating the ancient ruins
- Make supply to demand overrides take max distance into account
(Stops Colonia making missions which intend to only go 500ly
into missions to pop back to the bubble with a ~24 time limit)
- Reduce number of missions sent to clients as we’re only sending relevant missions now
- Increased maximum mission duration to 28 days
- Fix elite rank point calculations from missions so that they are a % of any mission profit earned
- Fix the mission generation iteration limitor as it was preventing missions
from spawning and thus decreasing board size
- Make sure that missions are properly transferred to the ship transactions panel after boarding from an SRV
- Fix for lack of Exquisite Focus Crystals as a mission reward
- Fix data message IDs at all ancient sites for the associated mission
so that the codex scans actually trigger an inbox message
- Added mission limit to the ancient ruins mission
- Fixed mission progress elements in the ancient ruins template to actually show the inbox messages as the data is discovered
- Reduced the reputation reward for the ancient ruin mission when handed in and not fully completed
- Added a bonus reputation reward for full ancient ruin mission completion
- Massacre Conflict missions will only accept conflict zone targets
- Add additional logging to inbox messages to try to find out why we’re receiving a reply for a message we don’t have anymore
- Fixed codex with blank entries and Tweaked active codex numbers sot hat more are active at a time
- Fixed an incorrectly set boolean preventing multiple rewards from a single success point
New Module
- Module Reinforcement Pack (MRP) added, in the same sizes/classes as HRPs,
designed to protect modules against external attacks piercing the hull
- Integrity of all MRPs approximately 15% higher than beta. MRPs now have a multiplier to make
them much more easy to repair with an AMFU to offset their huge health pools,
each unit of AFM ammo repaired restores 10x as much health to an MRP as it will to other modules
Weapons
- Rather than permanently disabling guidance on torpedoes, ECM now gives an enormous kick onto a new trajectory and
scrambles them for a short time (randomly between 5 and 10 seconds),
after which they will re-acquire a lock and turn back in to engage
- Fixed multicannon Clips increased to 100 (from 90)
- Fixed/gimbal multicannon reload times adjusted for consistency
(generally buffed), fixed are now 4s, gimballed 5s (from an inconsistent 4s/5s mix)
- Fixed cannon damage increased by 25%
- Fixed cannon clip size increased to 6 (from 5)
- Fixed cannon reload time reduced to 3 (from 4)
- Fixed cannon ammo reserve size increased to 120 (from 100)
- Gimbal/Turret cannon damage increased by 15%
- All fixed pulse/burst/beam weapons have 10% reduced WEP drain
- WEP draw of burst lasers reduced by 10-15% (on top of fixed weapons as mentioned earlier).
This has been adjusted so that pulse and burst weapons have essentially the same final DPE,
and represent a tradeoff between DPS and power/heat
- Plasma Accelerator reload times reduced to 6s (from 8)
- Plasma Accelerator damage increased
- Damage split for Plasma accelerators changed from a kinetic thermal split
to 60% absolute/20% kinetic/20% thermal (reduced from 100% absolute in beta),
this means they partially ignore any damage resistance
- Reactor power draw for beams reduced 10%
- Frag Cannon base damage and hardness piercing adjusted to maintain
the same damage against large ship hulls, but get a 15% bonus against small ships and shields
- Frag Cannon ammo reserve doubled (to 180 from 90)
- Clip size modifications now always round the clip up to avoid overly punishing small-clip weapons,
and the modifier is not shown if it will have no effect
- Increased fighter weapon hardness piercing
- Internal statistics panel now has a combat defences section which should show:
Shield health
Armour health
Armour rating
plus the damage resistances to all 3 types for both
Railgun Ammo increased from 30 -> 80 (90->240 for the Imperial Hammer)
Railgun Firing heat reduced by 20%
HRP mass halved across the board, MRPs use this halved mass
Cytoscrambler improvement: 50% damage increase, damage falloff/range increased from 300/600 to 600/1000
Shields
- Regeneration rates have been increased for the larger shields when broken. Size 1 & 2 have no effect, size 8 is double what it was
- Regeneration rates when shields are active but have not recently taken damage are increased.
It is now the maximum between what is was before (a fixed value for all sizes) and 25% of their broken regen (40% for biweave).
This is lower than is was in beta
- Reboot-repair now Bump-starts shields when it completes, reducing downtime waiting for them to return.
The focus of this is out of combat, so it does not work if you move at above 50m/s or take a shot during the reboot
Engineers
- Auto loader improved and ammo penalty removed
- Dispersal field damage penalty removed
- Overload Munitions ammo capacity penalty removed
- Smart rounds flight time penalty removed
- Concordant sequence regeneration amount doubled and lasts twice as long
- Emissive Munitions duration reduced to 30% of what it was, and capped much shorter for missiles
- Emissive Munitions Scale reduced vastly, it will still guarantee visibility but no longer maxes out gimbal tracking at all ranges
- Feedback Cascade no longer provides a fixed 90% reduction to healing,
instead each hit reduces the healing rate by an amount proportional to damage capped at -90% as before.
Exact number of hits to reach the cap varies based on size of weapon and shield cell,
but will typically be 2-3 (requiring either high skill or multiple railguns) and up to 5 for smaller weapons against size 8 cell banks
- Overcharged and Efficient Blueprints now available for Beam weapons
- Plasma Slug now available on Plasma Accelerators
- More improvements to restocking weapons with engineer modifications
- Ensure the latest version of recipe ingredients are used when crafting, regardless of how long ago a recipe was pinned
- Automatically update modified modules to the latest version of the recipe
- Fix engineer names in inbox messages
- Make default items slot aware to prevent modules that are usually core (basically just fuel tanks)
having to be replaced when stored from an optional module slot
- Removed option to remove modification when the module is stored
- Reduce multiplier on Phasing sequence by 20%
- When scaling Weapon Range up in a blueprint, we now display that the projectile speed has increased.
- When scaling down the fire rate of beams, lower their DPS correctly rather than having no effect.
this will slightly nerf efficient beams, with a noticeable effect to lower levels, but G5 sees very small difference
New Engineer Recipes
- Grade 5 Burst Laser from Broo Tarquin
- Grade 5 Beam Laser from Broo Tarquin
- Grade 5 Mines from Juri Ishmaak
- Grade 5 Missiles from Liz Ryder
- Grade 5 Torpedos from Liz Ryder
- Grade 5 Railguns from Tod ‘The Blaster’ McQuinn
- Grade 4&5 Hull Reinforcement Thermal/Kinetic/Explosive resistance Blueprints from Selene Jean
- Grade 4&5 Armour Thermal/Kinetic/Explosive and Advanced Blueprints from Selene Jean
- Grade 4&5 Shield Booster Thermal/Kinetic/Explosive Blueprints from Didi Vatermann
Blueprint Changes
- Efficient no longer increases firing interval (reducing rate of fire)
- Efficient heat reduction reduced (from -50-90% to -50-60% at G5)
- Efficient WEP draw reduction range reduced and maximum reduced slightly (-15-40% to -25-35% at G5)
- Overcharged damage increased (+30-35% to +35-45% at G5)
- Overcharged Rate of fire increase removed
- Overcharged now reduces clip size (-15-25% at G5)
- (Changes to focused during beta were reverted entirely)
- Rapid Fire Rate of Fire range reduced, maximum still 40%
- Rapid Fire Damage penalty increased
- Rapid fire WEP draw reduction reduced, (-30-50% to -30-40%)
- Rapid Fire Hardness piercing increase removed
- Rapid fire now speeds up reload times (-50-65% at G5)
- Increase damage buff for Short Range to 45% (+5%) so that it is competitive
with Overcharged and Rapid fire for raw damage, but with different tradeoffs
- Short Range: When scaling Weapon Range down in a blueprint,
we no longer scale down the Damage Falloff start, nor the projectile speed
- Short range no longer increases WEP draw of the weapon
- Long Range now removes damage falloff from range on the weapon
- Long Range no longer increases WEP draw
- Long Range no longer reduces raw damage
- Light Weight no longer reduces damage
- Light Weight now reduces reactor power draw (-10-20% at G5)
- Light Weight now reduces WEP power draw (-10-20% at G5)
- Sturdy health increase doubled to +100-250% at G5
- Sturdy now reduces heat when firing (-20-30% at G5)
- Optimised Shields Reactor power draw reduction improved (20%-40% from 13-30%)
- Optimised Shields Mass reduction doubled (16-40% from 8-20%)
- Thermal/Kinetic Shields Module health increase added (+20%-40% at G5)
- Kinetic/Thermal/Explosive Hull Reinforcements: Penalties for off-types reduced (to 10%-15% from 10%-20% at G5)
- Kinetic/Thermal/Explosive Shield Boosters: Penalties for off-types on all single-type resistances reduced ( 4%-6% from 12%-13% at G5)
- Resistive (Shield Booster): Resistance to all types reduced by 2% (to 10-13% from 12-15% at G5)
Powerplay
- Powerplay consolidation feature added
- Powerplay assassins removed
- Powerplay pirates no longer spawn in exploited systems
- Powerplay pirates must align with an opposing superpower to that of the controlling power
- When a crime worthy of an authority response is committed
between two ships (NPC or player) who are each pledged to a power,
effectively reduce the security level of the system for the purposes of considering strength of response and delay
- Power security and pirate ships must now scan for powerplay vouchers,
to check for powerplay cargo, and concerning which powers will get involved based on the player’s power
- Power Security NPCs attack ships of opposing powers (different major faction) if they are locally wanted,
they have powerplay vouchers issued by the controlling power of the system,
or are carrying any powerplay commodity relevant to the controlling power of the system. They can not be appeased with cargo drops
- PowersPirate NPCs attack ships of the same power as the controlling power of the system if they are wanted,
carrying any powerplay vouchers, or carrying any powerplay cargo (any power).
They can be appeased by cargo drops as long as the attack was due to cargo, not bounty or vouchers
- Ships not meeting these criteria will be left alone, even if pledged to a power
- New chatter lines added to support changed behavious
- Ensure PowersSecurity ships are given an FSD interdictor by the auto-loadout system
- Updating the balance on AI ambient power play ships, as well as tweaking some of Famine and Outbreak AI ships
- When Opposing Control or Undermining a hostile power, vouchers will only be issued when destroying NPC ships from the defending power
- Cargo used for Opposing Control or Undermining a friendly power will now only count for 1 merit when delivered
- Voting for logistics consolidation becomes available at Rank 2 after supporting a power for 4 weeks.
The number of votes increases to 5 after supporting a power for 16 weeks
- Replaced the 18 second threaten timer on PowersSecurity ships with a 2 second one
(they appeared to be broken right after scanning, which was undesirable behaviour).
Also adjusted standard Bounty Hunter AI to be the same
- Current Vote Status box doesn’t encompass all information heading correctly
- Preparation Overview does not show the current voting ratio for logistics consolidation versus continued preparation fixed
NPCs
- Fixed firing on fighters launched from already scanned ships counting as a crime
- Increase the combat bond and bounties on NPC’s by approximately 15% (to allow for increased time to kill)
- Don’t spawn more escorts each time we transfer authority to a new authority
- Tweaks to make NPCs less effective against silent running
- NPCs should’t always be so accurate with rail guns
- Wanted NPC has clean fighter fixed
- Balance pass for AI interdiction ability, to make it slightly easier
- Fix an accidental change that removed the delay before AI reboot-repair when their critical modules are damaged,
this should now be 4-15 seconds as before
- Slight changes to the spawn rates of certain AI in ambient traffic and specific powerplay archetypes.
The PP types have also had their interdiction chance upped, as there are now fewer PP ships in general flying around
POIs/USSs/Stations
- Removed wreckage and salvage from tourist beacon USSs
- Fixed some broken uplink messages
- Fixed the gamplay layout for Habitat_Layout_Civilian_001 so that it contains the correct assets
- Fix for some service station missing attachments
- Use the camera location instead of the ship location for determining whether to render the interior or exterior of the station
Ships
- Improved gold paintjob shader
- Improved chrome paintjob shader
- Fix for cockpit ambience ducking artifact
- Doubled hull health for:
Hauler
Type 6
Keelback
Type 7
Type 9 Heavy
Vipers across the galaxy have received lightweight chassis upgrades, reduce viper hull mass by 10 tons
- Added new military slots to the following ships:
Eagle: 1x size 2
Imperial Eagle: 1x size 2
Viper Mk III: 1x size 3
Viper Mk iV: 1x size 3
Vulture: 1x size 5
Federal Dropship: 2x size 4
Federal Gunship 3x size 4
Federal Assault ship: 2x size 4
Imperial Cutter: 2x size 5
Federal Corvette 2x size 5
Anaconda: 1×5 size 5
VR
- Enabled dithering for VR to reduce banding
- If we aren’t trying to override saved 3d settings don’t prevent them loading
- If user has previous saved stereoscopic mode and we want to override with /vr or /novr allow all relevant modes
Network
- Wings matchmaking improvements
- Improve the way we exchange info about routers, to include info on whether there is manual port forwarding,
so we don’t immediately skip to Turn when a direct connection might work
- Ensure that packet sizes are correctly allowed for
- Added telemetry to catch inconsistencies with players network configurations
- Fix a race condition in Networking startup, where the initialisation of the Turn code
was sometimes delayed due to taking a long time to identify the type of router:
this meant that sometimes we would upload incomplete connection details to the server,
which would then be passed on to other machines, they would not be able to connect via Turn
- Change the way we interpret appconfig.xml settings regarding manual port forwarding:
if port has been set, but routerport has not, we will automatically assume port forwarding in the router,
with the same port number on the external WAN side as the internal port number
- Fix some timings when adding machines to a session: if we’re waiting for the machine’s connection details,
then when we receive them, reset the Session’s timeout
Player Journal
- Improved atmosphere description in player journal
- Added „Target“ property in player journal when recording a kill
- Fixed json syntax for Interdiction event
- Fix for getting the correct faction when docking at a station (to write into the journal)
- When a ship/slf takes damage, the journal entry now includes whether it’s the ship or fighter, and whether the player is the pilot
- Added a journal entry when gaining Federation or Empire rank
- 400 MB groß
Release: 11.04.2017 (Version 2.3)
Quelle: xboxdynasty.de
New Content & Features (Horizons)
Holo-Me (Commander Creator)
- Holo-Me UI added
- Players can create their own commander using a variety of customisation options and/or presets
- Player avatars now used in ship cockpits
- Added holographic effect for commander avatars (when they are not physically present)
- Hooked up the player avatar display to the comms panel and the commander history,
so now chat messages will have a picture of the senders avatar next to them
- Added Holo-Me option to cockpit Status Panel
- Added Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image
- Added rank shoulder patches, unlocked with rank
- Added faction and pirate shoulder patches
Multi-Crew
• Multi-Crew availability is based on the number of physical seats on
your ship
• Gunner role added
• Fighter Con role added
• Helm role
added
• Matchmaking for different session types added
– Bounty Hunting
– Mentor
– Piracy
– Mining
– Exploration
– Smuggling
•
Session summary screens added
• Allow friend invitations to Multi-Crew
• Power Distributor – Non helm Multi-Crew players provide an additional
single power distribution pip which they control
• Added idle animations
for other commanders in cockpit
• Crimes system updated to support
Multi-Crew
• Multi-Crew related stats added
• Chat interface updated
Ships
• Added Multi-Crew cameras to supported ships
• Upgraded cockpits for
Multi-Crew
– Adder (upgraded second chair for Multi-Crew)
– Anaconda
(upgraded second and third chair for Multi-Crew)
– Asp (added second
chair for Multi-Crew)
– Asp Scout (added second chair for Multi-Crew)
– Beluga (upgraded second and third chair for Multi-Crew)
– Cobra MkIII
(upgraded second chair for Multi-Crew)
– Cobra MkIV (upgraded second
chair for Multi-Crew)
– Imperial Clipper (upgraded second chair for
Multi-Crew)
– Corvette (upgraded second and third chair for Multi-Crew)
– Federal Dropship (upgraded second chair for Multi-Crew)
– Federal
Assault (upgraded second chair for Multi-Crew)
– Federal Gunship
(upgraded second chair for Multi-Crew)
– Fer de Lance (upgraded second
chair for Multi-Crew)
– Orca (upgraded second chair for Multi-Crew)
–
Cutter (upgraded second and third chair for Multi-Crew)
– Type 9
(upgraded second and third chair for Multi-Crew)
– Python (upgraded
second chair for Multi-Crew)
– Vulture (upgraded second chair for
Multi-Crew)
• Dolphin playable ship added
• Dolphin NPC ships added
General
• New mysterious things added
• New organics added to surfaces
New Content & Features
(Non-Horizons)
Ship Naming
• Ship Name and ID plates can now be added via Outfitting
• Ship names
are server moderated if deemed inappropriate then will be masked off to
other players
• If you report a player in-game, we’ll now fill in their
ship name and ship ID for you
• Added ship name plates to ships
•
Added ID plates to ships
• Added ship names to various cockpit UI
•
The start new commander flow will now prompt you to enter a ship name
Camera Suite
• Added vanity cameras to the ships
– Players can view their commander
and ship from a variety of interior and exterior camera angles, using a
range of new camera control options, including:
+ Zoom (Interior, Exterior, with Free Camera enabled)
+ Focus
(Exterior, with Depth of Field Enabled)
+ Blur (Interior, Exterior, with
Depth of Field Enabled)
+ Roll (Exterior)
+ Elevation (Exterior)
+
Speed (Exterior)
+ Stabiliser On/Off (Exterior)
+ Enable/Disable Ship
Controls (Exterior)
+ Detach/Attach Camera With Ship (Exterior)
+ Hide
UI (Interior, Exterior)
• Added free camera to ships
– Within the vanity camera, players can
also select a free camera mode to more freely adjust their camera view (with
access to the above camera options)
– Updated ship cockpit interiors to
account for new viewing angles
General
• Added asteroid base type station (including air traffic controllers)
• Added 32 asteroid bases in various deep space locations
• Added some
new challenge scenarios
– 4 new Incursion scenarios
– Speed docking
– Driver challenge
– Ship launched fighter challenge
• Added custom
engine trails support
• Added Megaships
– Tanker
– Cargo
–
Asteroid Miner
– Flight Operations
– Prison Ship
– Science Vessel
– Passenger
– ???
– ???
• Added 100 new tourist beacons
• Added
Bucky Ball Beer Mats rare good
Fixes and Improvements
Stability Fixes
• Fixed crash in the inertial camera simulation when in CQC
• Fixed
crash when entering CQC
• Fixed a soft lock on entering CQC
• Fixed a
softlock that happened after dismissing an error dialog in CQC
• Fixed an
error that can happen in outfitting if you replace the power distributor too
fast
• Fixed crash that occurred while trying to generate ambient heat on
ships inside stations
• Fixed crash in physics if data for a wheel is not
valid
• Fixed deadlock if the galaxy map is repeatedly opened and closed
• Fixed a network issue related to modules
• Fixed crash when looking at
left-hand panel while in a fighter
• Fixed a crash with landing gear not
being correctly initialised
• Fixed a crash with GPU memory allocation
• Prevented a crash if a mission loses some of its data
• Speculative fix
to prevent a crash on Mac builds, due to being unable to load some
Horizons-only resources
• Fixed crashes in high resolution screen
captures when using supersampling settings < 1.0 and/or borderless modes
with resolutions lower than the desktop resolution
• Various System Map
stability improvements (with force close of the map on exceptional
circumstances, instead of crashing)
• Fixed a crash accessing a stored
module in outfitting
• Fixed error with incorrect string types for Follow
On missions
• Addressed a softlock that could occur when mashing the
selection button when no ships or activites are available
• Fixed issue
with memory corruption on shutdown
• Fixed game becoming unresponsive on
commander history tab
• Fixed crash due to the vanity camera blur
geometry not being correctly initialised
• Fixed a crash that could occur
during shutdown
• Fixed crash when trying to upgrade the health of a
module which has no concept of health
• Networking stability fixes
•
Fixed a crash that occured when hyperspacing whilst swapping back from
fighter
• Fixed a number of transaction server errors when ejecting
limpets, transferring cargo, buying exploration data and swapping loaded
fighter bays into storage
• Fixed crash that occured when contract
destination does not come through correctly
• Fixed a crash that occured
when supercruising with your fighter deployed
• Fixed a crash that
occurred when opening the system map in rare circumstances
• Fixed a
crash that occurred if someone mines an asteroid near a station in a ring
which then tries to spawn a microresource
• Fixed a cockpit crash in SRV
• Fixed a crash that occurred when loading a ship with an engineered surface
scanner
• Fixed a crash that occurred when trying to load refineries with
empty bins
• Implemented measures to prevent a crash when docking
•
Fixed a crash that could occur when launching a fighter and then immediately
disconnecting before the fighter is constructed
• Fixed a server
disconnect that could occur when jettisoning cargo from an SRV underneath a
ship
• Fixed a crash that could occur when sending Wing invites in
certain situations
General Fixes & Tweaks
• Fix to prevent ships spawning inside each other on interdiction drop
out
• Fix to prevent the cursor being offset in some front-end UI
circumstances when using ‚In-Game Panel Based Cursor‘ mouse mode
• Fixed
cases of the SRV appearing in orbit after re-launching the game
• Fixed
issue whereby a player’s combat rank would be seen as ‘Harmless’ after
making progress on their rank
• Fixed trespass zone radar elements being
visible in the debug/classified camera modes
• Reverted the order of the
latitude and longitude readout on the hud to be the same as pre 2.2
•
Fixed LOD issue with Zemina Torval’s Powerplay Decal
• Fixed issue
whereby a String ID would appear on the info panel as the jump destination
• Improved performance of the ‚triangle image load‘ animation (used on the
mission board). Also added support for scaling the size of the effect
•
Fix for Docking Computer crashing into back of station when approaching from
rear
• Fix for Docking Computer crashing into Qwent Research tower when
coming in to land
• Optimised loading time when loading in docked at a
station
• The cockpit friends list now shows the distance to each friend
(if they’re in the same mode as you), and sorts friends by the closest first
• Info in status panel will now only show the scrollbar when focused
•
Modified the „modules/trade/list“ so that it filters modules where possible
that are only related to the players current ship
• Various mission
template fixes
• When a bounty voucher or combat bond is awarded, all
players in a wing who would previously have gotten a share will now get a
copy of the full value
• Fixed missing info text for data link scanner
• Fixed some shadowing artefacts in the terrain rendering
• Fixed station
interior changing when the station in under influence of an Unknown Artifact
• Improvements to planet shadows: Added new crossfade distance settings to
allow a longer transition from shadows to patch lighting on higher quality
presets
• Fixed an issue where the station name, rather than the
schematics name, would be displayed in the target details panel
• Fixed
issue that was affecting missions at Jaques station
• Various
optimisations for Galaxy map
• Fixed issue whereby you could not exit
side panel with B Button after using a fighter
• Fixed refinery tab still
being selected on the right hand panel after removing the refinery module
from a vessel
• Fixed Intermittent drop in frame rate in Challenge
Scenario
• Fixed low-resolution cockpit on loading into CQC matches
•
Fixed a problem introduced during 2.2, where you were no longer able to hold
UP/DOWN to scroll information continuously within a common UI
• Fix to
correctly handle ‚<‚ in text chat
• Fixed the ‚bind dialog‘ on the
controls screen – the ‚back‘ ‚confirm‘ and ‚always confirm‘ buttons were
being displayed when they shouldn’t
• Fixed long names getting truncated
on the target panel
• Rank requirement should no longer show up when not
needed
• Truncated text in shipyard list should now wrap
• Start
position has been adjusted for safety if a player drops out of supercruise
at a wing beacon within a ring
• Headlook should now activate panels by
default when looked at
• Ships are not duplicated in system map each time
you open it anymore
• Improvements made to the comms panel popup options,
adding icons
• Fix for incorrect mining decals spawning on rocky/icy
asteroid types
• Fixed friends markers not appearing on the galaxy map
• Fixed landing gear and cargo hatch animating when logging in near your
landed ship in an SRV
• Fixed the brightness of dust clouds in the main
galaxy background
• Fixed missing progress bars on scanning reticle
•
Fixed asteroids sometimes not rendering into the far shadow views
• Fixed
an issue on the system map. After zooming and directly leaving the system
map, the sounds would hang around
• Fixed saved game code issue which was
breaking neutron-star jumps
• Fixed issue whereby credits were not being
taken when purchasing exploration data
• Sped up CQC matchmaking when
players of significantly different ratings join the game
• Fixed an issue
whereby taking high-res screenshots could cause network disconnection
•
Fixed star texture pop when arriving from hyperspace
• Pause menu now
appears faster
• Fix destination star’s lens flare from separating from
it in hyperspace when in large ships
• History tab now shows date in
shorter format „Mar 16“ so it doesn’t truncate commander names so much
•
Fixed numerous issues with text truncation in power details screen
•
Fixed instances of corrupted text throughout the game
• Fixed the
visibility of stalks and jump highlights for systems in the galaxy map
•
Fixed text chat not becoming available for players you just unblocked
•
Fixed for AI ships in supercruise circling around station
• Fixed some
missing sounds for goals in CQC
• NPC pilot suits have colour variants
again
• Fixed issue with Russian text being slightly cut off in various
UI panels
• Fixed issue whereby the labels for livery slots could display
in black instead white or grey text
• Updated the time format used in the
comms panel timestamps
• Fixed issue whereby long ship names were
truncated on the ship transfer panel
• Added an option to disable the
smoothing in headlook, this is useful for some headtracking devices to
reduce the latency involved
• Terrain shader minor optimisation for 700
series Geforce
• Optimised HUD ‚glitch‘ effect
• Optimisation for HBAO
• Optimisation for stellar jets
• Various VFX lighting optimisations
•
Various particle effects LODing and optimisations
• Various text fixes
• Various localisation fixes
• Audio: Fixed triggering of Vessel Voice
„Ready To Engage“ which wasn’t being triggered
• Audio: Fixed missing
audio when scrolling on option pages
• Audio: Fixed missing events on
heat sink deploy
• Audio: Fixed missing „Fuel Scooping Complete“ voice
line
• Audio: Enabled audio Obstruction/Occlusion in main game
•
Audio: Improvements to the way soundbanks are loaded. Should help with
fragmentation and memory issues
• Audio: New “Vessel-Voice” system, to
replace our beloved old “Ship-Voice” system. Now much more robust and
maintainable. This drives the computer voice lines
• Audio: Audio code
optimisations. Audio work is better encapsulated into a single phase which
improves the game’s overall frame rate
• Audio: Fixed NPC voice volume
slider not working
• Audio: Fixed tutorial voice text getting truncated
• Audio: Fixed an issue whereby the volume sliders only play sound when
decreasing the volume
• Audio: Fixed an issue whereby no music would play
when docking with the Docking Computer
• Audio: Fix audio issue with
Hyperspace jumps
• Audio: Added in new audio options for ship voice lines
from 2.2 and 2.3. These include muting NPC orders, Passengers, Fighters,
Multi-Crew, Neutron star jet cones and unknown objects voice lines
•
Audio: Possible fix for multiple unwanted audio events triggering in Friends
and Groups screen
• Audio: Fixed an audio issue whereby combat music
would suddenly start playing for a few seconds when entering supercruise
from combat with life support disabled/destroyed
• Audio: Fixed celestial
flybys
Celestial
• Fixed texture distortion in ultra due to morphing not scaling correctly
• Improved quad efficiency for distant horizon planets
• Ice terrain
surface improvements
• Reduced dark patches occurring when regenerating
shadows
• Prevented ships from flying backwards in a ring orbiting a
black hole to sneak through the exclusion zone
• Surface rock system
optimisations
• Made star lens flares check the actual depth instead of
comparing against a constant value
• Red Spider Nebula is now red
•
Split up terrain noise generation into chunks to avoid using too much memory
at once
• Fixed some nebula not appearing in the sky dome generation
•
Fixed a stellar jet render artefact on AMD cards
• Fixed background
brightness popping in multistar systems
• Performance improvements for
terrain on 4/500 series nVidia cards
• Updated schematics for white
dwarfs and neutron stars
• Distant asteroid billboards shading
incorrectly when passing in front of their planet fixed
• Removed the
planet material texture LOD drop on consoles
Commander Stats
• Fixed number of fines increasing whenever a mission has failed without
a fine being levied
• Fixed „Highest single reward“ from assassination
missions not displaying correct information
Community Goals
• Fixed inconsistent rewards being advertised when contributing to
Community Goals that are in the process of ending
• Allowed Combat Bond
Community Goals to be linked together, allowing one to fail if the other
succeeds before the time runs out. A CG that ends early still honours any
reward tiers reached
Controls
• A sensible default control scheme is now selected if we are unable to
load the users preferred control scheme instead of just selecting the first
in the alphabetical list
• Fixed various default control schemes that
have had gamepad bindings added to them. This was causing them to not load
if you did not have a gamepad connected to the PC
• Removed gamepad
bindings from all schemes that don’t rely on a gamepad. This will stop you
requiring a gamepad to be plugged in to see the schemes for joysticks or
keyboard controls
• Allowed the alternate control bindings to have
inverted axis
• Fixed an issue whereby players could no longer use mouse
2 as back in station services menu
• Fixed an issue where you could bind
the same button combo to multiple controls by changing the order you pressed
the buttons
CQC
• Rebalanced capacitor and charge rates to be the same across the
different ships
• Make sure we wait for the loading screen to be ready
before entering it when entering the CQC menu, this fixes an assert when the
loading screen activates after the destination location is live
• Fix an
error when accepting an invite from someone who has already joined a game
• Fix an issue with the CQC default player starting params getting modified
• Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting
other hit volumes to allow them to be triggered a bit easier
Engineers
• New blueprints added
• Manifest/Killwarrant/Wake scanner:
• Long
Range
• Wide Angle
• Fast Scan
• Ship primary sensor:
• Light
weight
• Long Range
• Wide angle
• Detailed Surface scanner
(affects how fast you can basic/detailed scan planets):
• Long Range
•
Wide Angle
• Fast Scan
• New blueprints added to:
– Bill Turner:
+ DSS to grade 1, and sensor/scanner to grade 5
– Juri Ishmaak:
+
Sensor/scanner to grade 4, and DSS to grade 2
– Lei Chung:
+
Sensor/scanner to grade 2, and DSS to grade 2
– Lori Jameson:
+
Sensor/scanner to grade 5, and DSS to grade 5
– Tiana Fortune:
+ DSS
to grade 5, and sensor/scanner – 5
• Added extra gun turrets to various
engineer bases
• Fixed floating rock at Elvira Martuuk’s base
• Added
new longer range missile defences to various engineer bases
• Mic Turner
Base had a population of 0, so added bakeout data for system „California
Sector BA-A E6“ so that it will pick up the correct details from server
•
Added Engineer & Outfitting module groups for Life Support and Sensors so
they don’t all appear in the ‚Other‘ category in the Engineer Workshop
•
Removed button missing under Adjust Experimental effect screen fixed
•
Added reference module data for Sensors, Surface Scanners and Stellar Body
Scanners
• Audio: Fixes for various engineer bases bugs
Exploration
• Rebalanced the amount of exploration career rank awarded when
completing Passenger missions
• Stopped awarding First Discovery bonuses
of zero credits
• Fixed transaction server error when purchasing
exploration data for certain systems
• Increased the credit values of
exploration data for scans after this release. Unsold data from previous
scans is unaffected by this change.
Factions
• Fix a rare opportunity for a conflict to start immediately after ending
early
• Fixed faction influence change from smuggling weapons
•
Faction influence change reduced from murder, interdiction and assault
crimes
• Faction influence change increased from redeeming bounty
vouchers
• Balanced faction effects from selling commodities with a zero
purchase price
• Removed faction reputation gains from smuggling cargo at
a black market
• Improved local news articles when faction conflicts end
• Distributed effects from redeeming vouchers from super powers amongst all
minor factions in that system aligned to that super power
Fighters/Crew
• Fixed issue whereby crew rank did not update on the contacts or ship
GUI after ranking up
• Implemented optimisations for load times on
fighters and SRVs
• Fighters no longer ‚red out‘
• Crew are now set to
‚flying fighter‘ when switching into the fighter
• Prevented transaction
error when entering supercruise while a fighter is docking
• Fighter
orders control group no longer conflicts with non-ship (eg SRV driving)
controls
• Fix for crew cut of commodity trades being calculated on the
client incorrectly
Galaxy Map
• System map initialisation optimisations
• Galaxy map memory and
performance optimisations
• Disabled HBAO when using the galaxy map as it
is not used
• Fixed System Map not updating when scanning planets while
open
• Fixed a small bug where for single-jump plotting modes (synthesis
or neutron-boosted jumps), there could be a discrepancy between which
systems have the „plot route“ button enabled, and which systems can actually
be plotted to in one jump. The discrepancy happened because the calculation
for the maximum plotting distance (which is usually 1000LY but for
single-jump modes is based on the ship’s actual jump distance) didn’t take
into account the cargo mass slider that’s used by the route plotter
•
Small route plotter optimisation: don’t replot the route when toggling a map
filter which has all systems enabled
• Systems that don’t have meta-data
now display as having pristine reserves in the system map
• Audio: Fixed
broken sounds in galaxy and system maps
Hyperspace/Supercruise
• Physics optimisations for supercruise
• Ensured that the destination
star billboard is displayed in the hyperspace sequence if lens flare is
disabled
• Audio: Tamed the neutron star pulse ambiance a wee bit
Installations/POIs/USSs
• Lava Spouts now have proximity effects around them. Depending on the
ferocity of their eurption, they deal heat and damage to the player. The
more ferocious the eruption, the hotter and more damaging they become
•
Added additional installation scenarios
– Medical installation added
–
Added Space Bar installation
– Added Space Farm installation
– Added
Government installation
– Added new Security Station installation
•
Colour variations for installations added
• Enabled replication of
scannable space wreckage so that they are visible to all players
•
Changes to stop Unknown Probes jumping about and rolling up hill on planets
• Align to Planet and Align to System no longer apply when the object
they’re aligning to is near a planet
• Fixed an issue whereby Skimmers
did not report hostiles to their owning settlement
• We now allow planet
surface landed ships to take-off and attack if there’s a nearby faction
hostile
• Fixed an issue whereby fumaroles would disappear in a
multiplayer situation when a collectable is collected while another client
is logged out
• Added new Passenger USS scenarios
• Fixed a bug with
the Destructible Mining Component that was causing it to have 0 health
•
Fixed hitcheck on fumarole collectibles
• Improved loading of POIs
•
Proximity effects support added
• Added more wreckage types
• Space
scenarios can now have localised fog
• Fixed objects in a settlement
drifting from their correct position if the player is far enough from the
planets surface
• Ancient sites should not longer change layout (but all
layouts will permanently change)
• Multiple fixes to address problems
with an Ancient Site
• Removed frame stalls in POI spawner when on
approach to certain planets
• Cockpit location panel (bottom left) now
displays icons for the new types of nav location (megaships and asteroid
bases)
• Fixed: Specific arrangements of terrain-stamped POIs would cause
height issues on AMD cards
• Fix for floating objects at ancient sites
• POI loot now remembers which commanders have already claimed them
•
Audio: Fix some missing SFX from capital ships
• Audio: Fix for NavBeacon
missing impact sounds
• Audio: Fixed errors on installations/CQC
•
Audio: Audio logs positioned and duck music/ambiences correctly
• Audio:
Set capital ships to correct compression settings
• Audio: Fixed some
missing installation ambiences
• Audio: Fix for missing sounds in
Installation_SensorArray_002
• Audio: Fixes for abandoned settlements
missing events
• Audio: Setting up generic holoscreen events for missing
holoscreen sounds
• Audio: Fix audio error with materials
• Audio:
Stop solar panels SFX from cutting in abruptly
• Audio: Fixed issues with
tourist beacon ambiances
Missions
• Multi-stage (Follow On) mission support added (different to wrinkles)
• Ensured that the mission filter doesn’t show illegal salvage when set to
legal
• Updated the gating on missions. Now you should no longer see the
planetary sign on the mission board for missions that don’t take you to a
planetary station as the main destination. If you don’t have horizons, you
should be getting gated at the new destination wrinkle if it is to a
planetary station, preventing you from accepting the new destination
•
Missions that are a direct consequence of completing a previous mission are
more prominent on the mission board
• Fixed mission messages being
duplicated during transitions
• Made supply to demand overrides take max
distance into account (Makes Colonia missions more likely to spawn
destinations within the Colonia Bubble)
• Added support for equipment
requirements for missions
• Change Destination Wrinkles are now optional
for the following mission types:
– Delivery
– Collect
– Passenger
– Bulk
– Piracy
– Rescue
– Salvage
– Smuggle
– Planetary
Rescue (plus variants)
• Smuggle missions maximum range has been reduced
to 100ly away
• Smuggle long minimum range has been increased to 100ly
away
• Fixed issue with showing credit rewards when there are no other
rewards
• Updated the influence/reputation shown on the mission board for
missions so that it matches the amount it actually changes on completion
• Added contract elements on all transaction panels to display the mission
giver
• Added factions involved in the mission on space missions inbox
messages so that you know who you are working for, and who you are working
against
• Text no longer missing from inbox messages received during In
Space Assassination missions
• Mission specific cargo can no longer be
sold on the commodity market, although can still be sold as stolen items
through the black market
• When missions which require you to pick up
cargo exist, they will now say ‘Collect Cargo’ instead of ‘Claim Reward’
• Welcome missions should not longer contribute towards influence or ranks
• Fix to prevent exploit when selling abandoned mission cargo
• Massacre
conflict and massacre skimmer missions limited to 3 per player at a time.
Rewards increased slightly to compensate
• Improved the chance of rank up
and engineer missions being available
• Planetary scan missions now
limited to 3 per player at a time. Rewards increased slightly to compensate
• The ancient codex now resets approximately 30 seconds after being scanned
• Decoupled normal missions and passenger missions selection, so a full
allocation is available to each type
• Added a check for illegal goods to
system search to stop returning a system that doesn’t contain the markets
needed
• Fix to prevent delivery scoop missions from appearing in systems
without a landable planet
• Stopped player from getting spammed with an
inbox message from space planetary hitmen missions
• Changed the tags
used for a system used in the text so that it now correctly displays the
correct system for the destination. It used to only display the mission
giver system (it is rare that it is not taking place in the mission giver
system)
• Potential fix for mission inbox messages not appearing properly
• The following missions should now spawn more frequently:
– Piracy Heat
– Piracy Contract
– Clearing the Path
– Safe Travelling
• Fixed
Piracy Deal not giving you the correct target type to kill in the second
mission
• Rampant Leadership is now using the correct template
•
Updated the military career progression numbers to speed up progression a
bit
• Increased super power reputation gains by 25% when gaining faction
reputation
• Removed bookmarks and relevant inbox message from welcome
mission template
• Changed the commodity required to Fish, from Aluminium
in the welcome mission collect template
• Fixed an error in sorting
algorithm for transaction panel
• Changed the archetype of pirate lords
used in assassination missions – when you jump into the USS, they should no
longer flee from you if you have no cargo
• Fixed the cargo in planetary
rescue so that it is no longer illegal (for the welcome arc only)
• Fixed
some instances of passengers refusing to leave their cabins
• Disparity
between text and audio logs now fixed
• Fixed cabin escape pods not
always being used when passengers eject
• Fixed an issue with the first
inbox of a passenger vip Follow On mission. The correct portrait is now
shown
• Fixed an error where the massacre illegal black ops mission was
not spawning the correct mission targets
• Balance pass on passenger
mission rewards
• Fixed issue where you could not focus onto the mission
filtering box in the Mission Panel using just button input
• Fixed issue
with some missions not generating after completing a Piracy mission
• Fix
to allow missions to progress correctly if the player gets to the target
system before the timer for the mission progresses
• Alternative
destinations for Planetary Rescue (plus variants), Federal Navy Salvage and
Long Range Smuggling missions are now correctly optional
• Addressed an
issue whereby players could not open the mission board if they had a large
number of pending follow on missions
• Fixed issue whereby the mission
target did not spawn in mission USS during Piracy Deal Assassination follow
on mission
• Potential fix for two errors relating to the Piracy mission
templates
Network
• Experimental IPV6 support added
• Network options and information
page added to the options menu
• If you’re already in a voice chat
session with another player (eg if in a wing) and you block them, we mute
any further audio received from them during that talksession
• Ensured
that a player is removed from a wing if they delete their save game
•
Streamlined session join protocol (may fix cases of extended supercruise or
jump transition times)
• Fix various transaction server disconnections
when resurrecting, buying exploration data, refining mining chunks,
unloading passengers and outfitting ships
• Improved error handling
•
We now show the path where log files are saved on the network settings
screen
NPCs
• Fix NPCs not having the long FSD cooldown after interdictions
•
Added the Independent Fighter to alliance and independent faction navies
• Improve piracy behaviour and associated chatter to indicater the threat
and a time limit for compliance
• NPC docking improvements
• Added in
the Vulture & Python to the police archetype, these ships should now respond
to crime and have the correct skins
• Make sure that we have the correct
faction before using the automatic loadout for NPC archetypes
• Don’t
report that the player is clean when being scanned when they are not
•
Balance pass for AI interdiction ability, to make it slightly easier
•
Auto-loadout system will now automatically add required passenger cabins
based on the custom passenger type
• Allowed auto-adding of cargo racks
to consider slots which don’t accept shield modules but do accept cargo
racks
• Fixed a bug in adding passengers to cabins where Passenger
Entries were being added to cabins with the number of passengers set to 0
• Removed VIP flag from CustomisePassengers. Custom Passengers being added
to Imperial cabins will automatically be made VIP
• Changes to extend AI
terrain avoidance on higher gravity worlds
• Authority ships now
prioritise the closest ship to them when determining what to scan, ie either
the Mothership or Fighters
• Fix Pirate Hunter Hostile behaviour so that
they attack after interdicting
• In auto-loadout system, tweak chances of
high-end weapons to make them slightly more unlikely for both military and
all other archetypes
• For AI ships using the auto-loadout system, vary
the amount of ammo that utility modules have based on rank. For
police/military, override and have 100% ammo, unless in a conflict zone when
the standard rules apply
• Get AI pirates to start attacking if the
target moves more than 1km or starts charging FSD while the threatening
process is ongoing
• Change pirates that interdict the player to always
scan (rather than sometimes attacking without scanning), and to dismiss the
player and fly off if the player doesn’t have any/enough cargo
• Threaten
time changed to 15s (from 18s) now that it’s displayed in chatter
• Added
jump after all ships scanned, which we didn’t used to need for these pirates
as they always attacked
• Ignore drones and powerplay cargo when deciding
whether to send a generic cargo chaser after the player
• Pirates should
now make it clear what cargo can be dropped to apease them
• Stop NPCs in
ships that can’t jump (like fighters) from trying to do so
• When a
pirate has threatened you and started to attack, reiterate the conditions
for the attack to stop occasionally, updated based on the amount of cargo
already dropped
• Fix for pirate hunter hostiles not always being wanted
• Increased the combat bonds and bounty multiplier for the „big 3“
(Anaconda, Corvette & Cutter), upping their values by ~10%
• Make sure
that NPCs properly evaluate cargo worth to prevent some odd cases
• Fixed
an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from
working
• Audio: Renamed external point of no return event to make it
audible on npc ships
Outfitting
• Fixed fuel level cap when exchanging modules
• SRVs and Fighters are
now refueld and repaired when restocking
• Removed clip size modifiers on
shield cell banks
Passengers
• Passenger’s demanded cargo has been updated in passenger mission
wrinkles so it is now related to the passenger type
• Added prisoner
cells as alternatives to passenger cabins
• Fixed issue whereby custom
passenger text on cargo display did not match passenger type
• Ensured
that NPC cruise ships have passengers when scanned
• Updated passenger
bulk, VIP and VIP Conflict, as well as delivery and variant mission
templates. The New Destination is now a choice on these mission templates
• Updated Bulk Passenger missions to show the correct rewards on the inbox
message and transaction panels when you get the New Destination and Don’t
Die wrinkles
• Balanced numbers for explorers disgruntled level in the
Long Distance Exploration template to be the same as on other templates
•
Updated the demanded cargo reward amounts on the passenger missions to make
them more worthwhile
• Reduced exploration rank boost from passengers as
it was way too high
• Occupied passenger cabin modules can no longer be
stored using the store multiple menu
• Fixed NPC passengers not showing
up properly after a manifest scan
• Fixed UI inconsistency, where the
‚Pick Cabin‘ button was located differently to ‚Accept Mission‘ even though
both these UI essentially share the exact same user flow
• We now
automatically return passengers to their homes if their mission is no longer
active and they’re still in ship cabins
Player Journal
• Added journal events for Multi-Crew
• Replaced the docking journal
entry when switching back to a mother ship after a fighter or SRV has
exploded, with VehicleSwitch
• Changed several gameplay modules to use
new ‚Composite‘ Journal logging, for more consistent journal entries
•
When a ship/ship launched fighter takes damage, the journal entry now
includes whether it’s the ship or fighter, and whether the player is the
pilot
• Added a journal entry when gaining Federation or Empire rank
•
Added „Target“ property in player journal when recording a kill
• Fix for
getting the correct faction when docking at a station (to write into the
journal)
• Include surface location (latitude/longitude) in the player
Journal’s „Location“ event, if starting game in SRV
• Add a „StartJump“
PlayerJournal event, at the start of the jump Countdown
• Basic Planetary
Scan (ie without Detailed Surface Scanner) now write some limited info in
the journal
• At the start of a jump, include the target star’s spectral
type in the journal
• When accepting a new mission, include some info in
the Player Journal entry about the effect on Influence and Reputation
•
Include Faction info in RedeemVoucher event in Player Journal
• When
DSS-scanning a ringed planet, the journal entry now includes the
‚ReserveLevel‘
• Record journal entry when in SRV and the pilot’s ship
takes off or lands
• Added journal entry for setting a ship name
•
Fixed a case where the amount scooped may be reported incorrectly (even
-ve), if you start a hyperspace jump while you’re still scooping
•
Include more details about atmospheric composition in player journal, when
detail-scanning a planet with atmosphere
• Include target faction and
count in Player Journal when accepting a mission
• Added info in player
journal at startup with Cargo, Materials, Passengers, Loadout
• Add a
player journal event when scanned (on scan complete)
• Changed the code
for writing the ‚Bounty‘ event into the player journal, so it gets written
for every player in the wing that was involved in the fight
• Included
the name of the destination starsystem in the „StartJump“ player journal
• When buying or swapping ships in the Shipyard, write the ship’s loadout to
the player journal (similar to on startup)
• When writing a ship loadout
into the playr journal, include the ship type, name, id etc; also include
non-editable modulesin particular the cargo hatch, so we get the power
priority
• The „Loadout“ data now includes health and value for each
module
• When docked at a planetary surface station, the „StationType“
should show „SurfaceStation“ not a blank string
• The Docked event will
now also include the distance from the star
• Include local minor faction
information in the player journal when arriving in a system
• Player
Journal now shows faction data for redeemed voucher events
Powerplay
• Change powerplay pirates and security ships to only interdict if they
will then go on to attack after scanning
• Changes to legality of
attacking ships and Powerplay:
– Previously ships could legally attack
each other if the attacker shared the same superpower as the power of the
current system, and the target was pledged to a power of a different
superpower.
– Now, we restrict this so that the attacker has to be the
same power as the system.
– Also, we add an alternative to being
different superpowers if the attacker is the same power as the system. If
the target is of a different power from the attacker (but potentially now of
the same superpower), is carrying powerplay cargo for the system’s power,
and the attacker has cargo scanned the target and knows this, then the
attack is legal
• Fix to prevent text truncating on the Powerplay help
scrollbar
Render
• Fix for hard edge on PFX smoke texture loop textures
• Added
descriptions to various graphics setting options
• Improved PFX lodding
• Optimize cost of spawning new lens flares (and thus, also improve the cost
of spawning lights)
• Fixed the lens flares having a 1 pixel line down
the right hand side
• Fixed black line at the centre of insanely high res
screenshots
• Fixed the „Off“ shadow preset being incorrectly flagged as
„High“ internally by default. This caused shadows to not update correctly
when switching between Off and High settings
• Fixed asteroid fog
sometimes disappearing in DX11
• Speculative fix for galactic background
cubemaps ending up with messed up half-faces
• Fixed continuous effects
not emitting
• Improve performance and reduce stalls when destroying
surface rocks
• Use the correct vertex layout for Milky Way dust
instances in the galaxy map and skybox captures
• Improved the speed for
morphing
• OSX: DOF will appear off apart from on High and Ultra presets,
which mirrors the Windows set up
Ships
General Ship Fixes and Improvements
• Fixed an issue with ships collision warnings when landed
• Fix to
prevent repeated malfunctions when they shouldn’t occur
• Added a new
Data Link scanner for ships
• Implemented some optimisations for large
multi-ship scenes
• All ship explosive effects improved
• GUI lights
are now disabled if the player’s ship has suffered extreme damage
• Fixed
issue stopping the ships from kicking up dust while near a planet
• Added
cockpit chair based lighting (small amount of ambient to stop avatars being
completely unlit in dark environments) to all ships where it was missing
• Added new ship naming popup in livery
• Fixed being unable to
activate/deactivate colour customisation modules on the right hand panel
• A player’s ship name will always be visible to other players when scanned
• Various camera position fixes
• Fixed various minor graphical issues
across multiple ships
• Fixed: Detailed surface scanner no longer claims
to draw power in outfitting inconsistantly
• Fixed: Detailed surface
scanner cannot be turned off
• Module popup in cockpit systems panel now
retrieves the full name of the module rather than the short name
• Fixed
ship kits not rendering in hyperspace
• Fixed certain ships being raised
off of the landing pad when logging in while docked
• Fixed issue whereby
stellar audio and ship creaks would continue to play after rebuying your
ship if you explode in the cone of a neutron star
Anaconda
• Improvements made to the Anaconda death explosion
• Fixed Anaconda
bobblehead camera 10
Asp
• Updated Asp cockpit geometry to allow for the new camera views
•
Added tail kit hangar camera to the Asp
• Moved the Asp’s front decal so
as not to interfere with the ship kit
• Asp Scout has a new size 2 slot
and a size 5 slot replacing one of it’s size 4 ones
• Removed second
discovery scanner from Asp Scouts new size 2 slot
• Audio: Fixed some
volume issues with the Asp’s boost
Beluga Liner
• Beluga Liner now has similar strength headlights to the Anaconda
•
Added spotlights to the Beluga’s tiny hardpoints to highlight them more in
outfitting
• Fixed zfighting issue of decals on floor. Fixed mirrored
writing and removed emissive detailing from cockpit ’screens‘ which were
obscuring the Multi-Crew UI in the Beluga
• Beluga mass brought more in
line with other large ships to help FSD range
• Audio: Fixing cockpit
reverb size on Beluga liner
• Audio: Fix for chugging sound that was
present in a Beluga when stationary
Cobra
• Implemented art fixes/improvements for the Cobra cockpits
Cobra MkIV
• Fixed LOD popping with lime green gradient predator paintjob on Cobra MkIV
Diamondback
• Fixed misaligned lights on the Diamondback
• Fixed bobblehead
cameras in the Diamondback Explorer
• DBX now has an extra size 2 slot
and is a bit lighter
• Audio: Fixes for Diamondback Scout emitters
appearing in the wrong place
• Audio: Engine deploy for Diamondback and
Diamondback Explorer now have their landing gear audio restored to proper
working order
• Audio: Fix for missing sounds on Diamondback drive
animations
• Audio: Fix for crackling loop on Diamondback Explorer
Eagle
• Prevented Eagle utility modules being swappable, because there is only
one utility module slot and they’re already in it
• Fixed ship kit tail
cameras for the Eagle
• Smoothed LOD transitions on Eagle
F63 Condor
• Fixed the left Decals on the F63 Condor
• Re-aligned the F63 Condor
cockpit so thrusters align correctly
• UV fixes for F63 Condor’s drive
• Balance pass on the F63 Condor, increasing it’s transverse acceleration
from 10 to 20
Federal Corvette
• Fixed Z fighting issue on Federal Corvette hardpoints
• Patched a
small hole in the Corvette
• Fixed a missing texture on the Corvette’s
nose
Federal Dropship
• Fixed cargo bay hitcheck on Federal Dropship
• Fix for Federal
Dropship paintjobs covering the vehicle bay
Fer-de-Lance
• Fixed Bobblehead cams and orientations on the Fer-de-Lance
• Fixed
ship kit tail cameras for the Fer-de-Lance
• Fix for The Fer-de-Lance not
having any shipkit slots in Livery
Imperial Clipper
• Imperial Clipper now has an icon on the livery page of outfitting
Imperial Courier
• Fixed bobble head positions for Imperial Courier
•
Fixing missing distant external ship sounds on Imperial Courier
Imperial Cutter
• Attached decals to heat vents and moved the geometry up a bit to
mitigate z fighting on the Imperial Cutter
• Fixed smoothing groups and
some decal positions on the Imperial Cutter
• Fixed an issue with the
Imperial Cutter hologram clipping when launching from docked
• Removed
blinking light from Cutter cockpit
• Fixed wonky utility mounts on the
Imperial Cutter
• Fixed Imperial Cutters external lights not working
Imperial Eagle
• Adjusted decal front outfitting camera for the Imperial Eagle
Lakon Type 6
• Fixed blue emissive ‚Lakon Systems‘ panel in Type 6 cockpit
Lakon Type 7
• Fixed missing textures on Type 7 utility slots
Lakon Type 9
• Audio: Fix fighter launch sounds on Type 9
Orca
• Lowered Orca weight to increase jump range and effectiveness
• Orca
tactical paintjobs fixed
• Audio: Fixed missing Orca external sounds
•
Audio: Made Orca boosting sound slightly less agressive and added a fade
when the ship is stationary to prevent loud flyby boost sound when switching
cams
Python
• Fixed wear and tear on Python ship kit
Sidewinder
• Tweaks made to the Sidewinder’s exterior hull
• Fixed landing gear
volumes and hitcheck on the Sidewinder
• Fixed sidewinder explosion which
looked broken at 7000m
Viper
• Added missing spoiler camera to the Viper
• Fixed clipping issues
when deploying SRV from Viper
• Audio: Fixed broken retro drive sound on
Viper
Viper MkIII
• Fix for stretched textures on Viper MkIII ship kit
Viper MkIV
• Audio: Fixed broken retro drive sound on Viper MkIV
Vulture
• Changed Vulture’s planetary approach suite size to 1 as intended
•
Fixed bobblehead positioning in the Vulture
• Fixed a decal camera on the
Vulture
General Ship Audio Fixes and Improvements
• Audio: Added oomph back to the weapons
• Audio: Fixes for retro
drives in external view
• Audio: Fixing triggering of Vessel Voice „Ready
To Engage“ which wasn’t being triggered
• Audio: Fixing waste pod volume
issues.
• Audio: Few tweaks to fighter launch/stow to make them quieter
when heard from the cockpit.
• Audio: Tweak to engine launch
• Audio:
Fixed broken fighter tractor beam event actions
• Audio: Ship ready for
boarding line vessel voice line now plays again
• Audio: Fixed FSD
supercharge voice line being triggered multiple times and every 5 minutes
• Audio: Fix for „Frameshift charge detected“ voice line that triggers when
the ship the player is targeting begins jumping
• Audio: Fixed broken
ship dust
• Audio: Fixed broken cargo bay ambience
• Audio: Fixed
broken FSD „point of no return sound on non-player ships
• Audio: Fix for
„Rotational Correction Enabled“ triggering each time you switch back to the
helm from a fighter/SRV
• Audio: Fixes for ships hardpoint doors event
errors and landing gear errors
• Audio: Added audio for the FSD
supercharge including voice alerts
• Audio: Fixed the boost fail sound
which went missing during the emitter update
• Audio: Fixes for landing
gear event errors and hardpoint audio event errors
• Audio: Fix for other
player/npc fsd jumps in/out of an instance sounding truncated
• Audio:
Added audio for the FSD supercharge including voice alerts
• Audio: Added
additional Wavescanner sounds
• Audio: Fixed missing vessel voice lines
in Hyperspace
• Audio: Vessel voice will no longer spam the low oxygen
lines when you jump/enter game with low oxygen
• Audio: Fixed audio issue
that occurred when completing the pre-flight checklist
• Audio: Addressed
an audio issue with ship engine sounds when deploying/retracting landing
gears and cargo scoops at certain speeds
SRV
• Adjust the sorting of signals being sent to the sinewave scanner
GUI/audiorather than tracking a fairly unreliable subset of available
signals, they should both now deal with as many as they can manage (8 and
32) ranked in order of signal strength. Fixes known cases where nearby
objects can be omitted from the scanner (some entirely, some would be
audio-only). Also includes some minor optimisation to the system as a whole
• Deploy option is available for SRV while still on the pad at engineer
stations in a large ship fixed
• If ship gets stuck in „ship approaching“
when recalled on extreme uneven ground, it can now be dismissed.
•
Improved headlights on SRV for higher quality levels
• Fix issue where
the SRV was taking forever to cool down after taking heat damage
• Fixed
SRV shield generator and sine wave scanner not remembering if they are
disabled or not
• Optimisations to SRV headlight lens flares
• Fixed a
dependency for the SRV turret guns being nulltex whilst the player is in
Vanity Camera mode
• Audio: Fixed swapping turret view audio hanging
•
Audio: Fixed GUI panel sound getting stuck on when entering turret
•
Audio: Fixed broken wavescanner elements
• Audio: Proper fix for „Scan
Detected“ voice line looping when sat in your srv next to your mothership
and an unknown artefact
• Audio: Added missing emitter group to scarab
which was causing asserts and missing audio
• Audio: Fix for fighter
launch SFX always coming from player ship
• Audio: Set up improved voice
management and attenuations for various explosion related things
• Audio:
Code fix for hardpoint scanning sounds being re triggered when switching
between turret and normal view
• Optimisations to SRV headlights with
improved visuals
• Audio: Fix audio errors with the stow/deploy animation
• Fixed for silent turret guns on other SRVs
• Fixed ships not appearing
on the SRV’s wave scanner
• Fix for turret gui remaining should a srv get
shutdown while in turret view
• SRV terrain schematic should now
correctly render a cross section effect between the radar plane and any
terrain that rises above it
• Fixed SRV’s decal slot names
• Fixed
issue with inconsistent audio patterns while using the SRV wave scanner
Station Services
• Increase maximum stored ship limit to 35 to accommodate that we now
have more than 30 kinds of ship
• Small tweaks for repairing ship
paintwork and integrity when they’re only very slightly damaged. Don’t
display 100% when it is actually slightly damaged and repairable. This makes
the UI clearer and avoids some odd behaviour
• Check if a refinery has
unprocessed materials in it, and display a warning if it does before storing
the module, as these will be lost during the storage process
• Fixed
module transfer timer wrapping around when the arrival time is in the past
• Don’t show the Livery button if outfitting isn’t available at that
location
• Fix fuel level cap when exchanging modules
• Refuel and
repair SRVs and Fighters when restocking
• Remove clip size modifiers on
shield cell banks
• Fixed flow issues when opening Station Services for
the first time
• Fix fighter paintjobs not appearing in outfitting
Stations/Ports
• When targeting a station’s location (usually but not limited to when in
supercruise heading towards it) show the schematic in the correct
orientation. Note that this does not take into account the stations gentle
axis-rotation, but will at the very least tell you where the entrance of an
orbis/coriolis/etc will be when you drop out
• Stations can now be placed
within rings
• Stations can now be placed within asteroid clusters
•
Fix for inner docks not using their own module list and instead always the
default modules
• Adjusted several garages in this location as planet
terrain was poking through the floors
• Fixed ugly circle caused by fog
being incorrectly clipped in stations
• Decreased the lens flare scale on
the landing pad floor spots so that they don’t obscure the GUI panels and
generally look more sensible
• Remove self destruct option from the right
panel when we’re docked (we can’t self destruct here anyway so the button
just doesn’t do anything)
• Adjusted the heat ring texture to get back
some of the glow which had been lost
• Fixed LODs on the „Rich“ road
sections
• CPU optimisations around stations and capital ships
• Added
LODs for girders near entrance for asteroid bases
• Fixed a small hole
near the entrance on Asteroid base exterior
• Various performance
optimisations for the Asteroid Station
• Dockable Megaships now display
their name on the side
• Fixed advert drones disappearing outside the
station when we switch over to the entrance kinematic
• Updated chat
panel to support station messages
• Hide powerplay contact at stations
that lack the ‚powerplay‘ service
• Stations that are within a planetary
ring are now displayed on the system map
• Fixed hitcheck issues with
asteroid base
• Fixes to hangar lighting
• Fixed station type icon for
Freeholm
• Reduced some shimmering on asteroid bases
• Audio: Fix
missing SFX on biomes
• Audio: Removed unused events from military
outposts
• Audio: Fixes for issues with activation distances in various
engineer bases audio emitters
• Audio: Added correct soundbanks to a
number of planet and engineer base elements
• Audio: Fixes for popping
sounds in loop inside stations
• Audio: Manage ship voice alerts better
when in outfitting to reduce message spam
• Audio: Added ambient audio
details to the starport inner-dock variants
• Audio: Fix missing station
and outpost ambiences
• Audio: Fixed flight controller clicks
• Audio:
Industrial station elements duck when inside outfitting fixed
• Audio:
Some tweaks to outpost elements to compression artefacts
• Audio: Added a
new audio emitter for the defense turrets at planetary bases, and changing
their firing behavior so that firing sounds match the visuals
• Audio:
Corrected event names on advert drones so that we can hear them again
•
Audio: Fixed defence turrets being out of sync with the firing
• Audio:
Fix for very loud and clipped sound inside station docks
• Audio: Added
ambient audio details to the starport inner-dock variants
• Audio: Added
3 New flight controllers – Empire, Anarchy, Independent
• Audio: Fixed
various flight controller issues
StellarForge
• Fixed drop out distances for certain star types
• Renamed a
duplicate BD+56 521 system to ‚Between‘
• Renamed duplicate Kamba system
to Mbooni
• Iorant JN-S c17-0 renamed to VonRictofen’s Rescue
• Iorant
PD-K d8-4 renamed to Macedonica’s Leap
• Cuffey Plant in Acihaut renamed
to Habermann Sanctuary
• System COL 359 SECTOR NN-S D4-16 renamed to
Joseph’s Lighthouse
• Exoplanet in 61 Virginis renamed to ‚Rubin’s
Discovery‘
• Added a dockable megaship called ‚Fisher’s Rest‘ to the
Aldebaran system
• Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben’s
Beacon
• Col 285 Sector MZ-U b17-6 renamed to Sulis
• Fix orbit and
type of Scheau Phoea WL-D d12-1 A 1
• Renamed a planet in 74 Aquarii to
Ethan Raza Khan
• Hyades Sector Zu-Y D117 renamed to Fullerene C60
•
Added starport „Rebuy Prospect“ to Fullerene C60
• Added starport
‚McArthur’s Reach‘ to LHS 5287
• Added starport ‚Bob Paffett‘ to Runo
• Added starport ‚Jaitinder Singh‘ to Namba
• Added starport ‚Mike Tapa
Astronautics Ltd‘ to Sigma Hydri
• Added starport ‚Contestabile‘ to
Baltah’Sine
• Eol Prou IW-W e1-2400 renamed to Meretrida
• Eol Prou
YI-W b17-19 renamed to Kopernik
• Eol Prou PX-T d3-347 renamed to
Pergamon
• Eol Prou IW-W e1-3246 renamed to Magellan
• Eol Prou NH-K
c9-40 renamed to Pyrrha
• Eol Prou LW-L c8-227 renamed to Signalis
•
Eol Prou KW-L c8-164 renamed to Garuda
• Eol Prou IW-W e1-3167 renamed to
Canonnia
• Eol Prou PX-T d3-336 renamed to Union
• Eol Prou IW-W
e1-1601 renamed to Phoenix
• Eol Prou LW-L C8-10 renamed to Dubbuennel
• Eol Prou LW-L C8-6 renamed to Kioti 368
• Eol Prou LW-L C8-54 renamed
to Mobia
• Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing
•
Eol Prou SS-T D3-241 renamed to Tas
• Added a dockable megaship called
‚The Harmony‘ to Yum Kamcabi system
• Changed Core Sys Sector XU-P a5-0
system to the recently announced Trappist-1 discoveries
• Exoplanet in
Kepler-20 renamed to Rob’s Place
• Moved Castellan station further away
from its parent body
VR
• Made the schematics render in stereo
• Added dithering support to
tackle banding in VR
• Fixes to some of the cockpit VR cameras
• Fixed
some incorrect scale assumptions when fitting the left eye image to the
monitor window. The view should feel a little less stretched. In addition
there will be a significant memory saving moving from 2160×1200 to 1280×768
• Added Python ship kit VR hangar cameras
Weapons
• Strengthened drone VFX as they were very difficult to see at long range
• Updated laser impact effects so that they are compatible with weapon
colouring
• Limpets will now show up in the restock menu while the
players has them in the ships cargo allowing them to be sold even when the
player has no limpet controller installed
• Fixed an issue with the
Seeker Missile target hologram
• Added two turreted mining lasers
•
Regeneration sequence healing will now be affected by the targets thermal
resist resistance and will block healing as well (note that negative
resistances will not increase healing)
• Fix for Shield Cell bank
displaying incorrect ammo amounts
• Changed the exponent of the curve
used for shield resistance from power distributor pips to make it less
harsh. 0 and 4 pips are unchanged, middle values now have a higher damage
resistance. Specifically changed from 2->0.85, which means that 2 pip has an
increased damage resistance from 15%->33% (0 pip stays at 0%, 4 pip stays at
60%). This change means that the TTL (Time To Live) increase of each
additional half-pip is approximately the same, rather than almost nothing to
start and spiking up towards the end, hopefully allowing players to use
setups other than 4-SYS with less penalty. Does not affect CQC ships
•
Fix a muddling of grades on module reinforcements that made them a bit of a
newbie trap if you didn’t dig deeper – the Es were better than the Ds as
they were probably ranked on the wrong primary stat. Increase the health of
D class module reinforcements to be the same as what Es currently are (about
+140%), and give Es a 10% buff to offset their higher mass
• Incremental
Railgun buffs: Increased hardness piercing to match plasma accelerators so
they do a better job of punching up against large ships. Reduced firing heat
by approximately 15% (and round off to comfortable numbers)
• Audio:
Weapon impacts now respect whether or not the player is in internal /
external cams
• Audio: Fix missing weapon sounds
• Audio: Fix missing
events for ECM
• Audio: Fix silent lod1 chaff launcher
• Audio: Fixed
silent shield cell audio
• Audio: Tweak to the attenuation range of
railguns chargeup
• Audio: Makes some sounds react to amount of ammo
remaining in magazine
• Audio: Fixing silent Class 4 Burst Laser
•
Audio: Fix missing hold events Class 4 Burst Laser
• Audio: Fix silent
LOD1 heatsink launcher
• Audio: Fixing a weird sound on the Class 3 Pulse
Laser (Turreted)
• Audio: Slight boost to the volume of other shields
breaking and reforming.
• Audio: Fixed issue with plinky-plonky
small/medium turreted multicannon
• Audio: Beam laser tweaks. Turned up
hardpoints by 3db
• Audio: Fix for gimballed weapons stuck to fixed after
switching from a fixed weapon fighter
• Audio: Fix for The Enforcer
multicannon sounds skipping when firing
The following are changes from the last 2.3 beta to live
• Assorted improvements to make sure the hyperspace timer and intro
effects are not skipped for crewmen
• Fixed a number of minor Holo-Me
bugs
• Fixed a vessel ownership bug when in a Multi-Crew session and
inside a fighter, Multi-Crew players should now know exactly which vessel
they are in without mistaking any other ships
• Fixed cargo scanner not
working in the correct direction when used in Multi-Crew Gunner
•
Reverted big ship shield/balance changes due to feedback/side effects
•
Tweak to the Fer De Lance outfitting tail camera to better see the Ship Kit
tail piece
• Various localisation changes
• Various text changes
- 6,73 GB groß
Release: 28.04.2017
Quelle:
- 237,93 MB groß
Release: 27.06.2017
Quelle:
- 3,34 GB groß
Release: 11.07.2017
Quelle:
- 204,63 MB groß
Release: 26.09.2017 (Version 2.4)
Quelle: play3.de | xboxdynasty.de
New Content & Features (Horizons)
- 14,22 GB groß
Release: 29.09.2017
Quelle:
- 243,21 MB groß
Release: 04.10.2017
Quelle:
- 597,02 MB groß
Release: 13.10.2017
Quelle:
- 439,48 MB groß
Release: 07.11.2017
Quelle: xboxdynasty.de | playm.de
- Xbox One X Support:
(Qualität) native 4K Auflösung mit 30 FPS
(Performence) 1080p mit 60 FPS
- 730,16 MB groß
Release: 09.11.2017
Quelle:
- 232,18 MB groß
Release: 01.12.2017
Quelle:
- 495,13 MB groß
Release: 06.12.2017
Quelle:
- 234,49 MB groß
Release: 27.02.2018
Quelle: gamezone.de | play3.de | xboxdynasty.de
- Außerdem wird ein neues Handels-Overlay eingeführt
- Weiterhin soll das allgemeine Spielerlebnis optimiert werden, indem beispielsweise das System für Verbrechen und Strafen
- Auch die Planeten-Darstellung wurde verbessert
- Das Belohnungssystem für Missionen wurde verbessert
Release: 28.06.2018
Quelle: xboxdynasty.de | play3.de | xboxdynasty.de | play3.de
- Beyond Chapter Two wird kostenlos hinzugefügt
- 3,48 GB groß
Release: 06.09.2018
Quelle: play3.de
- Beyond Chapter Three wird kostenlos hinzugefügt
- 341,33 MB groß
Release: 11.12.2018
Quelle: play3.de | xboxdynasty.de | play3.de
- Beyond Chapter Four wird kostenlos hinzugefügt
- 9,28 GB groß
Release: 19.12.2018
Quelle:
- 467,38 MB groß
Release: 17.01.2019
Quelle:
- 810,34 MB groß
Release: 29.01.2019
Quelle:
- 399,21 MB groß
Release: 18.02.2019
Quelle:
- 429,33 MB groß
Release: 20.02.2019
Quelle:
- 301,71 MB groß
Release: 23.04.2019
Quelle: xboxdynasty.de
New Features
Main Menu
- Main menu layout updated to make screens and options clearer and to allow room for descriptions
- Added Commander details to the top right corner
- Added a news carousel that can display GalNet headlines, store releases and/or community announcements
- Hints/tips are displayed during the loading screen
- Players current main ship is displayed as the background on the main menu
Note: this will always be your current ‚main‘ ship; fighters/SRVs will not be shown
Commander Creation
- Updated the new commander flow to make the process more informative and engaging
- Ship selection screens now display more information on the ship, and also includes an image of the ship itself
- Players can now choose to start in the Dromi system (in a permit-controlled area administered by the Pilots’ Federation) or in the standard package location
Pilots‘ Federation District
- The Pilots‘ Federation District is a collection of systems designed to offer a regulated area for new Commanders
- Outfitting in these systems offers a basic level of equipment, and Shipyards offer a range of entry level ships
- Missions offered in the district are aimed at early stage players
- These systems are also marked with a special icon in the navigation panel and galaxy map
- Once players have gained a rank in Combat, Trade or Exploration, they are offered a ‚graduation‘ mission, which directs them out of the district.
If they choose to complete this mission, they cannot re-enter any of the district systems.
This also means current, experienced players cannot enter any of these systems
New Modules
- Advanced Docking Computer: The Advanced Docking Computer provides cutting edge guidance control to the ship’s computer, offering a further launch option alongside the assisted docking function.
Supercruise Assist: The Supercruise Assist module allows the ship’s computer to regulate the approach towards a set location within the current system and to disengage the drive at the appropriate time .
This module can also be used to enter orbit around a planetary body.
Planet side targets are excluded: instead they will engage the planetary orbit function of the computer, and Commanders will need to manually guide the ship to the ground destination
- Added a new ‚Flight Assistance‘ section to the Ship tab on the right hand panel. Here players can toggle various options on or off (if fitted with the correct modules):
Auto Dock
Auto Launch (requires Advanced Docking Computer)
Rotational Correction
Hyperspace Dethrottle (requires the Supercruise assist module. If switched on, throttle will automatically set to zero on entry to a new system)
Navigation Tab
- Plotted route information is now displayed along the top of the Navigation tab
- The popup box for each entry in the Navigation tab now includes extra information (where applicable) and various quick links to other features/areas of the game:
Lists any activities available at the selected location, with links to the relevant pilots handbook article(s)
Links to system or galaxy map where appropriate
Highlights threat levels when the threat is higher than your combat rank (and lists if it is human or xeno)
Displays various data on ports or nearby systems, such as allegiance, economy, has appropriate landing pad for your ship, relationship, state, security level galactic region
Maintains all previous actions such as lock target, and bookmark location
Pilot’s Handbook
New section added to the Codex that contains articles detailing activities and features of the game:
Mining
Exploration
Piracy
Trade and Smuggling
Mercenary Work
Bounty Hunting
Xeno Hunting
Salvage and Rescure
Maps
Crime and Punishment
Training Simulation Access
- Training simulations are now accessible from within any ship cockpit, from anywhere
Note: if you attempt to start a simulation whilst in danger, you will be subject to the standard 15 second delay before proceeding
Commodity Market Interface
- Separated ‚Buy‘ and ‚Sell‘ screens, to make it clearer to the player what data they are looking at
- Added filters
- Added ‚Suggested‘ markets to the comparisons popup, and populated it with nearby data that the player owns
Also added the mission icon to systems that the player has active missions in
- The ‚Help‘ button takes the player to the relevant Pilots Handbook article
- Updated the supply and demand icons and added a description of it to the right hand side of the screen, to make it clearer to the player when to buy or sell
- Highlight mission related and rare goods on the buy screen, with a key to icons along the bottom
- Clarified what the comparison column is telling the player:
On the buy screen: the profit if selected commodity is sold at selected market/galactic average
On the sell screen: the profit if selected commodity is bought at selected market/galactic average, and sold at current market
By default the column shows the ‚Galactic Average‘ until the player selects a market to compare with
- Added local market data to the right hand side for quick comparison
- Buy screen shows Galactic average and price per unit on right hand side and Sell screen also includes profit if sold
- Buy/Sell popup includes more information and quick links
Local market data for quick comparison
Selecting a market takes the player to the system on the galaxy map
View commodity on galaxy: takes players to a filtered version of the map
Added more detail to the popup box when selecting any commodities in the players inventory, as well as a quick link to the galaxy map with the correct filter applied
Bug Fixes and Improvements
This update includes over 800 fixes for various issues that have been discovered and investigated during the development process.
For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other significant changes.
AI
- Fixed some odd AI behaviour, found in assassination missions
- Pirate AI will now act accordingly once the player responds after they demand cargo
Codex
- Fixed an issue that prevented discovered Ammonia worlds from being confirmed
- Fixed not being able to open the codex whilst in planetary glide
- Fixed the session log not displaying a DSS scan event as ‚efficient‘ if the efficiency target was met
Conflict Zones
- Fixed issue where allied ships could suddenly become hostile to the player
Crashes/Stability
- Fixed a crash that could occur when disarming a seismic charge
- Fixed crash that could occur when launching or switching to a fighter
- Fixed crash that could occur whilst driving an SRV
- Fixed a crash that could occur when mining in a wing
- Fixed a crash that could occur when restocking limpets
Damage Balancing
- Fixed an issue that was causing damage dealt by Thargons to increase in multiplayer sessions
- Fixed issue that caused more heat damage to be applied to vessels when in a multiplayer session
- „Drag Munitions“ engineering modification now disables the victims boost function whilst it is active
Diamondback Explorer
- Fixed an issue with the yellow computer screen in the cockpit incorrectly showing as blue
Docking Computer
- Fixed edge case that could cause the docking computer to not be able to successfully dock the ship
Exploration
- Fixed issue that caused COVAS line ‚System Scan Completed‘ to trigger multiple times incorrectly
- Added option to invert the FSS tuning axis
- Fixed an issue when trying to custom bind Front or Rear View toggle in DSS mode
- Added an index number to Thargoid Barnacle sites to make easier for players to differentiate them
- Fixed some cases where planets can appear to be fully scanned when they haven’t been
Galaxy Map
- Fixed a star class in Lyaisae IC-U e3-253 that was displaying incorrectly on the Galaxy Map
General Ship
- Players PIP settings are retained once they return back to their ship after switching to an SRV or fighter
- Players can now use the keybinding to turn off ship headlights whilst using the docking computer
- Corrected the cockpit health disparity displayed between module tab and advanced maintenance
- Fixed an issue where a dismissed ship could end up not being able to be recalled
- Fixed an issue where broken shields would recharge faster when dropping in and out of Supercruise
- Fixed limpets showing in front of your ship suddenly when launching them
Player Journal Updates (SPOILER)
- FSDJump event now includes “Body” info about the arrival star
- Don’t write a spurious “FighterRebuilt” event after docking SLF back in the ship
- ApproachSettlement” now includes body info
The “Loadout” event:
no longer includes spurious ammo stats for energy weapons
now includes UnladenMass and FuelCapacity info
now written when docking SRV back in mothership
now includes CargoCapacity, and MaxJumpRange
- Module item names are now consistently lowercase
Status.json:
include LegalState
includes info on nearby planet, and ‘AltFromAvgRad” flag
- Scan: include a star’s subclass
- Location: include DistFromStarLS
- Add Conflicts data in FSDJump and Location
- Include Vehicle ID for SLF/SRV (LaunchFighter, LaunchSRV, FighterRebuilt, FighterDestroyed, DockSRV, DockFighter, SRVDestroyed, CrewLaunchFighter)
- Add info in Scan event to show if the body was previously discovered or mapped
Krait Phantom
- Fixed reversed thruster animations when viewed from the vanity camera
Localisation
- Fixed various typos
Mining
- Fixed ‚Optimum yield range exceeded‘ warning displaying when the yield hasn’t been exceeded
- Ensure we eject deposit chunks from asteroids perpendicular to attempt to stop chunks getting stuck inside
- Fixed missing ‚Detonation Successful‘ message
- Tightened hitcheck around asteroid models to lessen the amount of surface deposits that don’t break off when correctly hit
Rendering
- Fixed lighting issue when returning to the cockpit from FSS mode
- Fixed tiling effect when capturing high-res screens shots in various situations
Synthesis
- Fixed incorrect message ‚AFM refill‘ being displayed when using the SRV Repair recipe
USS
- Increased High Grade Emissions USS spawn rate
Vanity Camera
- Fixed visual issues when the camera signal is lost
VR
- Ensure the mist at Thargoid sites displays correctly in both eyes
- Fixed light flares from stars flickering in the right eye display
Weapons
- Fixed an issue that caused the remote flak launcher to continue malfunctioning even after being repaired by an Auto Field-Maintenance Unit
- 5,44 GB groß
Release: 02.05.2019 (Version 3.4.1.101)
Quelle:
- 695,37 MB groß
Release: 14.05.2019 (Version 3.4.1.103)
Quelle: xboxdynasty.de
Cockpit
- Cockpit cracking effects are now triggered on the new thresholds, meaning they appear at the correct time
Crashes/Stability
- Fixed crash that could occur when entering an AX Conflict Zone
- Fixed crash that could occur when using the FSS
Exploration
- Fixed issue that caused intermediate zoom levels to incorrectly reposition away from the body that was zoomed in on
- Fixed issue that caused FSS view to break (UI misplaced and rendering issues)
- Fixed White Dwarf classes DC, DCV, DO, DOV, and DQ codex entries pointing to incorrect classes in the galaxy
- White Dwarf Codex discoveries have been switched back on (once the patch is live)
Navigation Panel
- Fixed „has appropriate landing pads“ being set to false (in the Navigation Tab popup box) when it is in fact true
Server Fixes (since April Update – Patch 1)
- Fixed local news articles not displaying at many markets
- Fixed some Conflict Zones not despawning correctly
- 1,22 GB groß
Release: 19.09.2019 (Version 3.5.0.202)
Quelle: xboxdynasty.de | play3.de || xboxdynasty.de | play3.de
New Features
New Starter Experience
- Added a curated experience for new players that will guide them through the basics of ship control, combat, travel and docking
- The experience has localised voiceover in all supported languages
- Certain UI elements are highlighted at key points during the flow
- Players are given a mission once the flow has been completed, that introduces them to the mission board (with voiceover)
- Added the experience to the ‚Training Simulations‘ list, accessible from the internal cockpit panel
- Updated the throttle UI to better show the players current direction of travel (the rectangular blocks are now chevrons, and added a subtle pulse animation)
- Pre-flight checklist is now off by default when starting a new game (it can be turned back on)
Supercruise
- Added new option to the Flight Assist tab to allow the Supercruise Assist module to control the throttle automatically
- Supercruise ‚Safe to Disengage‚ message has been updated to include the binding that will disengage Supercruise
ARX
- ARX is the new currency that takes over from Frontier Points and real money transactions across all platforms
- Players purchase a pack containing a number of ARX that are then used to purchase in-game cosmetic items (Game Extras) for their ship, SRV, fighter or Holo-Me
- Players can purchase ARX from in-game links that direct either to an external Frontier Store or site
- Any outstanding Frontier Points will be converted to ARX the first time the player logs into the game after the update
Rewarding ARX
- Players can earn ARX through standard gameplay (up to a 400 weekly cap) based on in-game activities within Combat, Trade and Exploration and more!
- Players are notified of their previous session earnings on the main menu
Livery Update
- Refreshed livery layout
Icons denote the different categories (general, decals, cockpit decorations, etc.)
Updated vessel selection screen
Separate UI for ship name and ID
Preview mode that reduces the amount of on-screen UI, giving a clearer view of the chosen item
- Players now purchase items, with ARX, directly from livery, without being redirected to an external store
- Players can now access livery from the main menu
Holo-Me
- Players can now purchase items, with ARX directly from the Holo-Me section, without being redirected to an external store
New Store
- Added a new customisation store
- Players can browse the entire catalog of customisation items for any available ship
- Preview Mode allows players to see any cosmetic items on a vanilla version of any ship, as well as use camera controls to view it from different angles
- The store is accessible from either the main menu or major starports in-game
- Players purchase cosmetic items directly from the store, without being redirected to an external site
Bug Fixes
Codex
- Fixed being unable to scroll through Tourist Beacon text in the archive section if it was longer than one page
- Fixed an issue where HOTAS users couldn’t scroll through the right hand side of the archive section
Crashes/Stability
- Fixed a crash that could occur when logging into the game
- Fixed an issue where players were getting stuck on the loading screen, due to being close to an asteroid ring
- Fixed a crash that could occur when looking at the Powerplay screen during a hyperspace jump
Decals
- Fixed some issues with incorrectly reversed decals
Diamond Explorer
- Fixed an issue where the outfitting camera was clipping into the hangar floor
Exploration
- Fixed an issue where body data wouldn’t show up first time when using the Full Spectrum Scanner (FSS)
- Fixed an issue where the blue scan visual effect can appear on a nearby planet that you’re not trying to scan
- Fixed an issue where players couldn’t scroll through the right-hand side panel when selling Exploration Data
- Fixed an issue where the word ’next‘ was partially cut off in the Navigation Tab of the External Panel
Fighters
- Added a cooldown when using hotkeys to give fighters orders, and prevented allowing players to repeat an order that has already
been given to the fighter (multiple orders were creating network lag, resulting in an exploit during combat)
General
- The correct Elite rank will now show when targeting your own ship from your SRV
- Fixed an issue where a player’s ship name/ID plates was being incorrectly censored when on the main menu
- Fixed a restock issue for vessels when the player has multiple bays fitted
Interdiction
- Fixed an issue that could cause the AI ship not to appear after they interdicted a player
Krait Phantom
- Fixed holes in one of the Ship Kit pieces
Localisation
- Fixed missing Cyrillic letters in Squadron Creation and Rank Names
- Corrected spelling of ’nonhuman‘ in the Knowledge Base
Mamba
- Fixed landing gear still appearing to be deployed even after the player had retracted it
Mines
- Decreased mine rearm time from 5 seconds to 2 seconds. The increase in time was an attempt to fix an issue where long ships
were being hit by their own mines. However, the updated arming time was too long, making them ineffective. This new arming time should balance it.
Missions
- Fixed missing ‚mission target‘ tags from certain ships, meaning Massacre and Assassination missions should now have appropriate target ships for the players to attack
- Fixed missing text in some VIP Passenger missions
Narrative
- Corrected the date of Atticus Obellan Duval’s ascension to the throne in its Tourist Beacon
Network
- Correctly display which network adapter is being used by the game in the network options,
as well as preferring a wired network connection over a wireless one if both are found
- Fixed edge cases where players were being placed in the same instance as players they had blocked
- Added unique error codes to disconnections, for players to use when reporting issues
Server
- Fixed Companion API authentication for players with linked Steam accounts
Sidewinder
- Fixed some level of detail issues with its Ship Kit
SRV
- Fixed an issue where the SRVs weapon were firing slightly offset when used from the driver’s seat
Trading
- Fixed an issue with the demand icon overlapping when demand is high
- Fixed an issue with the displayed price at a Black Market for contraband goods
- When a player is comparing market to buy/sell at, changes have been made to ensure
that a selected marker is included in the „consumed by“ list (if applicable), even if another market in the same system offers a better price
Training Simulations
- Fixed an issue with the Mining Simulation where players could fire the Mining Laser at nothing and the tutorial would play incorrect voiceover
- Fixed an issue with the Advanced Combat Training Simulation, where players could cycle fire groups too early in the flow of the simulation
Unidentified Signal Sources (USS)
- Increased the spawn rate of High Grade Emissions
- Increased the spawn rate for Non-Human Signal Sources
Viper MkIII
- Fixed some level of detail issues with its Ship Kit
- 17,02 GB groß
Release: 23.09.2019 (Version 3.5.1.203)
Quelle: play3.de | xboxdynasty.de
Neues Tutorial für angehende Kommandanten
- Grundlagen der Schiffsteuerung und des Scannens
- Supercruise und Navigation
- Eine Kampfübung rund um ein Megaschiff
- Als Höhenpunkt der Ausbildung: ein Hyperraumsprung mit Landung in einem Sternenhafen
- 1,31 GB groß
Release: 03.10.2019 (Version 3.5.2.300)
Quelle:
- 2,10 GB groß
Release: 10.10.2019 (Version 3.5.3.400)
Quelle:
- 1,35 GB groß
Release: 14.01.2020 (Version 3.6.0.300)
Quelle: xboxdynasty.de
ARX
- Balance improvements for the generation of ARX, particularly for exploration-related gameplay.
Audio
- Fixed audio issues with the Generation Ship, ‚The Golconda‘.
- Audio logs obtained from the Golconda can now be played in the Codex.
- Fixed missing audio and text for female crew members.
- Fixed a bug where none of the Guardian articles in the Knowledge Base would play their associated audio.
- Fixed a bug which meant that an audio effect on firing Pulse Lasers would loop indefinitely.
- Fixed a looping audio issue with the Shutdown Field Neutraliser.
Crashes/Stability
- Fixed a crash that could occur when attempting to enter the ‚Network Options‘ screen.
- Fixed a crash that could occur when mining in Ice Rings.
- Updated the way we check a player’s entitlements to fix an issue where the Horizons update is not being recognised as installed.
- Fixed a crash which could occur when an Imperial Fighter is destroyed.
- Fixed a softlock when entering Supercruise with „The Lucent Embrace“ Megaship targeted, after launching from Forester’s Choice.
Background Simulation
- Fixed the issue that meant some deliveries made to repair Thargoid-attacked stations were not being counted.
- Fixed the icon for the Blight state.
- Added newer Faction States to the Galaxy Map’s list of State filters: Blight, Natural Disaster, Infrastructure Failure, Drought, Terrorist Attack, and Public Holiday.
- Fixed an issue where the factions selected for ‚Installation Scenarios‘ were the installation’s owner instead of the system controller.
- Added names for a selection of systems in the Witch Head Sector.
Added new Faction States:
- Factions having trouble with water supplies can now sometimes suffer a Drought, causing an economic downturn.
This can be countered by importing water and other emergency supplies.
- Infrastructure Failure disrupts a faction’s operations and reduces both security and economic standards.
The increased demands on infrastructure elsewhere in the star system may lead to similar failures for other factions. Food and machinery deliveries can speed up repairs.
- Terrorism. Terrorists can target prosperous factions, resulting in a significant security and influence cost.
This can be countered by legally selling weapons to the authorities and assisting with bounty hunting efforts, or by the faction entering a Lockdown state.
- Natural Disasters have a significant economic and security cost for a faction.
A natural disaster puts extra strain on the star system’s infrastructure, increasing the chance of drought or infrastructure failure for other factions in that system.
- Public Holidays increase a Faction’s influence and standard of living for their duration, however that comes at small economic and security cost.
Conflict Zones
- Implemented a number of improvements to Conflict Zones which should improve stability.
- Fixed a bug when entering a Conflict Zone, it appeared as empty.
- Fixed issues caused when Capital Ships arrived.
- Fixed an issue that caused allied Capital Ships to open fire at friendly ships.
Exploration
- Fixed an issue that prevented the search function on the Galaxy Map from working correctly.
- Fixed an issue with the Navigation Panel that incorrectly displayed if a planet had been mapped or not.
- Instead of showing a notification for each individual asteroid belt cluster discovered, we now condense as many as we can into one message.
- Fixed an issue where is was not sometimes possible to select asteroid ring hot-spots from the cockpit.
Implemented an alternative solution to help mitigate the long delay when scanning planets with geological sites.:
- As it currently stands, in order for the geological/biological sites to be placed on the surface, the entire stellar body must be fully generated (we then know the topography and can place sites where they will be accessible), which can take tens of seconds.
- As part of the January Update, we aim to address this with an alternative process.
We have run tests on thousands of in-game planetary bodies and by using this data, we’re able to extrapolate the likelihood of geological/biologic sites being present on similar stellar bodies.
We then use this data, and indicate if the planet is ‘Unlikely’, ‘Likely’, or ‘Very Likely’ to have a geological/biological sites.
- It is not 100% guaranteed that there will be a geological/biological site on the planetary body, but does give commanders a much faster indication of probability.
This will enable commanders to quickly ascertain if the planet’s worth a visit.
- If the commander wants to have a definitive answer without travelling to the body they can still wait for the scan to complete in FSS.
This data is also now shown in the body details on the system map.
- Thargoid, Guardian or Human sites will show up instantaneously.
These results have moved to the stellar body details shown on the right in the zoomed in FSS view.
General
- Added a ‚Help‘ section to the main menu and pause menu with links to Issue Tracker and Customer Service sites (both will go through an external web browser).
- Moved ‚EULA‘ to the new Help section.
- Expanded the faction alignment page in Squadron menu to display influence to 1 decimal point, to match how it is displayed in other areas of the game.
- Fixed an issue that meant players couldn’t search for commander names that included an underscore character.
- Fixed an issue that meant the ‚Data Point‘ reset timer didn’t appear on the player’s screen that initiated the scan, but did appear on others‘ who were in the same wing.
- Updated the livery icon for ‚The Scourge‘ decal to correctly match the decal that’s actually applied to the ship.
- Fixed an issue occasionally causing some wing invites to not be sent to players in other instances.
- Fixed an issue where some Navigation Panel entries could be blank.
- Dropping out of Supercruise on a wingmate using nav-lock will no longer drop the player a significant distance away.
Localisation/Text
- Fixed incorrect system description for ‚Alioth‚.
- Fixed a small typo in the description of „HR 7221 Wheat„.
- Fixed various typos in the Pilot’s Handbook.
Material Trader
Mining
Missions
New Player Experience
Networking
Player Journal
Powerplay
Rendering
Ships
SRV
Thargoid
- 3,61 GB groß
Release: 21.01.2020 (Version 3.6.2.500)
Quelle: xboxdynasty.de
Bug Fixes
Exploration
- Fixed a stuttering issue caused by requesting data for all planets on arrival in a system (console only, this fix has been introduced in January Update – Patch 1 for PC).
- Numbers are no longer being cut off from signal source names in the Navigation Panel.
Crashes & Stability
- Fixed a crash which could occur when an Imperial Fighter is destroyed in CQC.
Thargoids
- Fixed an issue that meant Thargoid Combat Bonds were not always being awarded.
Conflict Zones
- Fixed an issue which could cause the Conflict Zone victory tracker to disappear.
- 393,27 MB groß
Release: 09.06.2020 (Version 3.7.0.300)
Quelle: xboxdynasty.de | play3.de || verschoben=xboxdynasty.de | play3.de | release=gamezone.de | play3.de | play3.de
- Flottenträger werden hinzugefügt welche bis zu 16 Schiffe transportieren können
Änderungen
- Die Buttons, mit denen sowohl die Bank als auch der Rohstoffmarkt erhöht oder verringert werden, werden nun wie andere Systeme im Spiel skaliert, wenn Kredite eingezahlt oder die Rohstoffpreise angepasst werden.
- Der Tritiumabbau wird vor dem Start angepasst, um ihn lukrativer zu gestalten (insbesondere in Bezug auf den Untertagebau).
- Ein Credit-Exploit in Bezug auf den Verkauf von Modulen im Ausstattungsservice eines Flottenunternehmens wurde behoben.
- Ein Fehler, der die Namen bestimmter Orte und Märkte im Spiel vertauschte, wurde ebenfalls behoben.
- Ein Fehler, der die Übertragung von Waren wie Thargoid-Sensoren und Guardian Urns verhindert, wurde behoben.
- 4,64 GB groß
Release: 17.06.2020 (Version 3.7.1.300)
Quelle:
- 583,79 MB groß
Release: 30.06.2020 (Version 3.7.2.300)
Quelle:
- 585,65 MB groß
Release: 15.07.2020 (Version 3.7.3.300)
Quelle:
- 525,96 MB groß
Release: 17.07.2020 (Version 3.7.3.301)
Quelle:
- 321,96 MB groß
Release: 03.08.2020 (Version 3.7.4.301)
Quelle:
- 470,36 MB groß
Release: 08.09.2020 (Version 3.7.5.301)
Quelle:
- 431,99 MB groß
Release: 27.10.2020 (Version 3.7.6.400)
Quelle: play3.de
- Frontier Developments hat mitgeteilt, dass die Erweiterung „Horizons“ ab sofort von allen Besitzern des Weltraumspiels „Elite Dangerous“ kostenlos heruntergeladen werden kann
- „Elite Dangerous“-Spieler, die „Horizons“ bereits gekauft haben, erhalten eine exklusive azurblaue Lackierung, die mit allen 41 derzeit im Spiel befindlichen Schiffen kompatibel ist.
- 575,14 MB groß
Release: 16.12.2020 (Version 3.7.9.502)
Quelle:
- 526,66 MB groß
Release: 19.05.2021 (Version 3.8.0.100)
Quelle:
- 2,50 GB groß
Release: 03.06.2021 (Version 3.8.0.103)
Quelle:
- 796,77 MB groß
Release: 11.06.2021 (Version 3.8.0.104)
Quelle:
- 631,41 MB groß
Release: 22.09.2021 (Version 3.8.0.200)
Quelle:
- 2,31 GB groß
Release: 28.09.2021 (Version 3.8.0.201)
Quelle:
- 333,62 MB groß
Release: 27.10.2021 (Version 3.8.0.300)
Quelle:
- 1,28 GB groß
Release: 09.12.2021 (Version 3.8.0.400)
Quelle:
- 702,95 MB groß (wurden angezeigt)
- 811,64 MB groß (wurden herunter geladen)
Release: 13.12.2021 (Version 3.8.0.401)
Quelle:
- 385,52 MB groß (wurden angezeigt)
- 492,18 MB groß (wurden herunter geladen)
Release: 16.12.2021 (Version 3.8.0.402)
Quelle:
- 353,75 MB groß (wurden angezeigt)
- 464,98 MB groß (wurden herunter geladen)
Release: 11.01.2022 (Version 3.8.0.403)
Quelle:
- 2,22 GB groß (wurden angezeigt)
- 2,61 GB groß (wurden herunter geladen)
Release: 25.01.2022 (Version 3.8.0.404)
Quelle:
- 427,52 MB groß (wurden angezeigt)
- 538,09 MB groß (wurden herunter geladen)
Release: 15.03.2022 (Version 3.8.0.405)
Quelle:
- 625,8 MB groß (wurden angezeigt)
- 735,68 MB groß (wurden herunter geladen)
Release: 08.06.2022 (Version 3.8.0.406)
Quelle:
- 2,35 GB groß (nur für Xbox Series X|S)
- 2,44 GB groß
Release: 09.08.2022 (Version 3.8.11.0)
Quelle:
- 1,37 GB groß (nur für Xbox Series X|S)
- 1,46 GB groß
Release: 29.11.2022 (Version 3.8.14.0)
Quelle:
- 665,04 MB groß (nur für Xbox Series X|S)
- 665,04 MB groß
Release: EINGESTELLT (Version 3.6.0.?00)
Quelle: play3.de | gamezone.de | xboxdynasty.de | xboxdynasty.de | verschoben=play3.de, xboxdynasty.de | eingestellt=xboxdynasty.de
- Neue Erweiterung "Odyssey" wird eingebaut unbd kann für 39,99€ erworben werden
zahlreiche Planeten können erstmals zu Fuß in einer First-Person-Perspektive erkundet werden