· 9 years ago · Oct 23, 2016, 09:52 AM
1NEW CONTENT 2.2
2
3Fighters
4
5- Added F-63 Condor as a playable ship
6- Added Imperial Fighter as a playable ship
7- Added Taipan as a playable ship
8- Added fighter specific weapon modules
9- Added fighter loadouts
10- Added Fighter Bays for supported ships: Corvette, Cutter, Anaconda, Type 9, Beluga, Federal Gunship and Keelback
11- Added Crew Lounge
12- NPC fighter pilots can be hired
13- Hired pilots receive a revenue percentage
14- Fighters can be given orders
15- Mothership can be given simple orders when player is in a fighter
16- NPC ships can use ship launched fighters
17- Role panel updated to support fighter operations
18- Display NPC Fighter Pilot name when targeting the ship they are controlling
19- Added a warning/reminder to set active NPC crew
20
21Surface Features
22
23- New geological features added (fumeroles and geysers)
24- Biological entities added
25- POIs can now be persistant (applies to new geological and organic features)
26- Mysterious things added
27
28Passengers
29
30- Added Beluga Liner as a playable ship
31
32Engineers
33
34- Limpet blueprints added
35- Scanners (KWS, Cargo, Wake) blueprints added
36- Defences (ECM, Chaff, Heat Sinks, and Point Defence Turrets) blueprints added
37- Utilities (Life Support, Fuel Scooping, Refinery, AFM) blueprints added
38- Added new Engineers
39
40General
41
42- Implementation of patch-based planet rendering on the system and planet maps
43
44NEW CONTENT 1.7
45
46Passengers
47
48- Added passenger modules of different sizes and quality to outfitting
49- Tourist beacon (surface and space) added
50- Tourist beacons send an inbox message with the blurb for that beacon when scanned
51- Passenger Lounge
52- Added Passenger Lounge to Station Services
53- Travel agents are available in the passenger lounge
54- Passengers can be bulk or VIP varieties
55- Added in support for mission filtering and selecting cabins in the missions panel for passenger missions
56- Added mission themes for the new passenger mission types - plus appropriate icons
57- Filtered missions with these themes to their own section on the transaction panel
58- Custom welcome lines and titles added
59- Added different passenger types
60- Aid Worker passenger type added
61- Business passenger type added
62- Criminal passenger type added
63- Explorer passenger type added
64- Medical passenger type added
65- Minor Celebrity passenger type added
66- Political Prisoner passenger type added
67- Politician passenger type added
68- POW passenger type added
69- Prisoner passenger type added
70- Protester passenger type added
71- Refugee passenger type added
72- Scientist passenger type added
73- Security passenger type added
74- Soldier passenger type added
75- Terrorist passenger type added
76- Tourist passenger type added
77- Head of State passenger type added
78- Added UI support for showing passenger entries when cargo scanning
79- Passengers (or their representitives) have portraits and names
80- Added cabin inventory tab to cockpit panel
81- Passenger Liner NPC archetype added
82- Passenger cabins require escape pods
83- Added passenger liners as possible Massacre Targets
84- Ships can be scanned for wanted passengers
85- Added stats for passenger contracts
86- Passengers use escape pods to abandon ship if they wish to leave
87- Added a long time stamp generator for use in expedition missions
88
89General
90
91- Mysterious things added
92- New player power added - Yuri Grom
93- Jet effects added to neutron and white dwarf stars
94- Updated tutorials
95- Instructor character added with dialogue across all training scenarios.
96- Added additional on-screen prompts and assists to all training scenarios.
97- Updated and improved existing training scenarios:
98- Docking and Travel
99- Basic Combat
100- Added new training scenarios:
101- Basic Flight
102- Advanced Combat
103- Mining
104- SRV Training
105- Ship Launched Fighter Training
106- Mining tutorial added
107- Added local player event log
108- Option to move owned ships added - it's available from all Shipyards
109- Ability to sell ships remotely (from different ports) added
110- Module storage added to Outfitting (not currently active in beta)
111- Stored modules can be sold (not currently active in beta)
112- Add system to support greater variation with station interiors
113- Industrial interior pieces added
114- Services interior pieces added
115- Agricultural interior pieces added
116- High Tech interior pieces added
117- Add some additional variants for hangar interiors (following the above scheme)
118- New layout for Station Services menu
119- Added a factor contact for universal fines, bonds and bounties handling - found in low security systems
120- Various station contacts now have faces and names
121- Added a security filter to the Galaxy Map
122- Added the ability to use a filter to govern systems used in route plotting in the galaxy map
123- Visited stars filter added to the galaxy map (this uses local storage so will only record stars visited from 2.2 release)
124- Add a method for semi-automatically replotting a route to the previous destination, if the route was lost after logging out of the game or jumping away from the route
125- Added fixed point locations using CQC assets
126- Added planet surfaces to planetary map
127- Added docked and state variants of the capital ships
128- Capital ship docks added to various locations
129- Added a Faction Status Summary to the local GalNet news feed
130- Added an info message popup which displays the security level and, if necessary, the state of the system when jumping to a new system
131- Added "Press BUTTON to abort" to the jump-to-system info, where BUTTON is the most relevant of the various FSD input bindings
132- Added UI for the engine spooling when taking off from planetary surfaces
133- Mission cargo can be sold on the black market
134
135Stability Fixes
136
137- Fixed network crash caused by non-replicated objects having replicated children
138- Fix for asserts/crashes and wrong items showing in outfitting when adjusting the sorting for buyback items
139- Fix a potential NaN in the vehicle system
140- Fix error while switching user while in matchmaking for CQC
141- Fix crash during high res screen capture
142- Fix a server crash if a CQC game ends at the same time the lobby is shut down
143- Fix a crash when searching for an exact system name that doesn't exist
144- Fix crash in CQC when taking damage and a contributing player doesn't exist any more, likely due to quitting
145- Fix a crash in CQC if we try to send a message to or about a player that is no longer in the game, also a tweak to getting player params to return a default value if that player is no longer in the game
146- Xbox One: The title enters a semi unresponsive state when changing the Yaw Axis Preset from within the Controls Options fixed
147
148General Fixes & Tweaks
149
150- Speed/distance restrictions for dropping from supercruise now scale with how strong the local gravity influence is - the further from bodies the easier it is to drop out
151- Fix an issue that could cause flickering and/or duplicate GUIs during interdiction
152- Uncontrollable spin on completing interdictions at high speed fixed
153- Fix a bug that meant the rate at which the target for the interdictee moved was partially tied to framerate.
154- Kill Warrant Scanner does not show progress if the scan is started when the user is out of range
155- Balance and cleanup pass to the challenge scenarios. Fix descriptions, tips and difficulty
156- Wake Scanners, they now deploy and work in Supercruise again
157- Cannot Unlock Target within the Contacts panel command fixed
158- Sensor zoom level should now be approximately preserved between super cruise and normal space
159- Labels in status panel now resize width to take up all available space
160- Update cargo status when moving between faction space to keep legal status in sync with displayed status
161- ComboBox Menu now has an opaque background - it's previous transparent one caused readability problems when overlaying other UI
162- Fixed issues with right align not working on horizontal text boxes
163- Fixed bug where scrolling the focused item off the top/bottom of the list would case the focused index to become nonsense
164- Allow the UI to react to changes in the cargo more quickly
165- Don't show Leave Voice Comms popup if we're just passing through the state while not in voice comms
166- Inventory panel states activate cargo scanner, even when unable to fixed
167- Fixed written text Messages being discarded if looking away from the comms panel
168- Sub target panel will display retrieving scan data animation indefinitely fixed
169- All the options and main menus now have confirmation dialogs when you cancel changes
170- Flipped the heading calculated for the compass GUI (no effect on other areas) so it is consistent
171- Orbital HUD optimisations
172- Repair inbox messages when awarding certain permits
173- Amended Get Long Lat String to return a string formatted Longitude, Latitude, instead of Latitude, Longitude
174- Pitch and yaw on the photo camera will now work while docked for players using mouse control
175- Fixed issue where button hit boxes were misaligned on friends list
176- Fixed the options screens losing focus when scrolling up and down long lists
177- Commanders occasionally being rescued to last known good stations if they've logged out after driving in an SRV but before flying anywhere else
178- Xbox One: Removed cause of performance drain in the tutorial UI (pre-flight checks)
179- Xbox One: Data point reset timer and supercruise charging GUI overlap and flicker fixed
180- Xbox One: Game takes input during the transitions between menu options fixed
181- Xbox One: In Open Play, The First time a user sends a comms message to To [LOCAL]: the cursor moves from right of [Local] to left of To fixed
182- Xbox One: Speculative fix for Starport Services having long loading times
183- Comms panel scroll bar going beyond the bar line fixed
184- Fixed settlements appearing twice on the navigation panel
185- Various text fixes
186
187Missions
188
189- Added option to sell mission specific cargo on the black market
190- Seeking Goods scenarios now issue missions
191- Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
192- Salvage and Collect missions have got a new destination faction state effect now
193- Courier missions now also affect the target faction
194- Players can now drop mission specific cargo. If third parties pickup said cargo they receive it as stolen
195- Added in new inbox text into piracy, rescue and planetary rescue mission templates
196- Changed the timers to dynamic timeouts for recovery agents and cargo hunter wrinkles in piracy and rescue missions
197- Add a check which can be used to detect if a player has committed a crime during a mission
198- Assassination mission template has a fix to alt targets name not being overwritten properly
199- Updated smuggle and delivery mission templates with new state effects that affect the destination faction's state, as well as the mission giver's state
200- Mission generation optimisations
201- Added in the dynamic credit reward for not being scanned into the piracy missions reward transaction
202- Added mission tracker component for damage to the player's ship
203- NPC Messengers with hidden contacts should be hidden
204- Added in a pilot roster contract element into the transaction tabs for the recovery agents/pirates in piracy and rescue missions
205- All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
206- Updated text for an inbox message in missions that tells the player when they have killed a target, that there are more targets. Mission types it affects: Assassination, Collect, Courier, Delivery, Piracy, Rescue and Salvage
207- Stopped New Destination Wrinkle from using Mission Giver Station in Smuggle missions
208- If we don't have space for all the material rewards, only add what we can
209- Remove duplicate information from massacre skimmer
210- Fixed some layout issue with the mission row item renderer
211- Modified mission interaction so that "Destination" title will not be displayed if there is no destination for the mission
212- Massacre templates alternate wrinkle updated, so the mission can progress if the player ignores the alternate target inbox message
213- Missions in transactions tab are slightly misaligned fixed
214- Complete tick box now displays with correct localised text
215- Resized mission complete box to support 2 lines of text properly
216- Stop credit reward being shown twice when more than one faction is involved in rewards
217- UI updated to display commodity/material rewards in mission summary
218- If a mission POI fails to find a flat spot, then create one in a random position rather than not at all
219- Removed a duplicate value the recovery agents/piracy transaction panel in piracy and rescue templates
220- Massacre missions - stripped out the authority targets from the templates. These have been replaced with citizens, or activists
221- Set Mining missions so that they cannot offer the cargo that the player has mined as a reward
222- Make sure the mission icon is displayed when mission target is a non landable planet
223- Fixed some mismatches between missions and available cargo in USSs
224- Updated piracy and rescue missions to include an inbox state, to stop the constant inbox message spam when you kill the target and don't have the cargo yet
225- Exclude systems with permit locked planets from mission generation targets
226- Accept/ decline inbox messages now have a discard button if they are no longer relevant
227- Updated Collect, Deliver, Salvage and Smuggle mission templates to no longer send cargo to a state where that cargo is illegal on new destination. (Opposite way round for smuggle, where it should always be illegal)
228- Mission screen loading optimisations
229- Fix a transaction server error when issuing mission tip offs
230- Fix mining statistics when using mined ores to complete missions
231
232Engineers
233
234- Improved lighting and geometry in all the Engineers hangars
235- Engineer base Farseer Inc's floating rock formations dropped to seal gap
236- Truncated elements in the material information panel for micro-resources and data fixed
237- Made sure that the first focusable element is focussed on when showing the "adjust popup"
238- Engineers 'Sort' Drop Down is layered underneath Engineers 'Speciality' text & No Search Results String, leads to overlapping text fixed
239- Mouse wheel scrolling in engineers window affect other functions fixed
240- Fixed bug where an experimental effect rolled a fail, but the UI would sometimes land on blue
241- When opening the Engineers panel information may not be displayed correctly depending on how you closed the panel previously fixed
242- Known engineers Pinned blueprint jitters when selecting cost fixed
243- Text wrap enabled on encoded materials inventory further information panel
244- Adjusted special effect text fields to account for 2 lines
245- Adjusted modification text fields to prevent truncating text
246- Centre align the workshop module class popup to account for wider text area
247- Prevent the player from using hidden buttons in Engineers Workshops
248- Added headers for type and grade microresource filter options
249- Changed microresource filtering so type and grade filters are exclusive rather than inclusive
250- Added engineer base UI schematic icon images
251- Fixed legal state display errors when changing starsystems and when trying to pay fines at an Engineer base
252- Xbox One: Pass in current text when enabling soft keyboard on Engineers screen, and get a callback when the keyboard opens (where we would clear the text, if we could)
253
254Powerplay
255
256- Cut-off text present on Preparation Tasks on most powerplay factions when selecting a system under their Preparation Tab fixed
257- Distance of system in turmoil truncated on the powerplay screen for factions with a deficit (negative cc) fixed
258- Contacts - Red confirm button should be changed to grey because red is widely used where nothing can be done
259- Preparation pledge to nominate popup cant be selected as focus on background menu fixed
260- Opponents undermined statistic in the stats panel removed as it's redundant
261- Changed 'age' label for Powerplay characters to 'Year of Birth'
262- Incorrect scaling of control systems on Powerplay map, when map origin is a long way away fixed
263- Fixed Powerplay stats and ratings tabs occasionally having extremely oversized vertical scroll areas
264
265NPCs
266
267- Make sure police ships are aware of assault crimes that are happening if the initial crime happened before they were spawned or near enough
268- Rework how NPCs score their behaviour for interdictions to be less 'binary'
269- Rebalanced interdiction difficulty based on AI pilot skill
270- New jump away state "Jump Uninterruptible" to handle NPCs jumping away when their target enters a No Fire Zone
271- Stop powerplay AI from interdicting other powerplay AIs which are aligned to the same major faction
272- Fixed docking Computer landing damage
273- AI ships now aim launcher weapons properly
274- Ensure that the AI auto-loadout system always gives a ship at least two fixed/gimballed weapons, to avoid ships with all-turreted weapons not being able to attack
275- Passenger hunter archetypes added
276
277Wings
278
279- Ensure single body exploration scans are awarded to all wing members
280- Fix case where dropping to a wing beacon in a ring would leave the player at their current location rather than the beacon
281- Propagate hostility between wing members when attacked - this should make ships in silent running show up to all members of the wing they are attacking
282- Select wingman's target can now target systems that aren't in the nav panel
283- Improve notifications between wing members when doing system or body exploration scans
284- Only propagate wing hostility for player ships
285
286CQC
287
288- Adding in explosive damage for the destructibles in CQC/Arena
289- Made the matchmaking lobby detect disconnects faster, this prevents the lobbies from getting stuck in a state for a few mins due to a disconnect
290- Player Rank Shows Combat Rating instead of CQC Ranking while in CQC
291- Fix an issue where the server was calculating a different amount of credits to reward than the client displayed
292- If there are multiple winners in a deathmatch game and you are not one of them, display defeat instead of a list of the winners
293- Fixed some clipped loadout text in localised languages
294- 2 Digit ranks are truncated in the scoreboard menu fixed
295- Since a CQCing player can't respond, don't send them text chat or voice invites
296- Fixed missing Russian glyphs on CQC respawn menu
297- Scale the mouse cursor for fov in the same way that usual UI movies do, which catches that one giant cursor case when zooming during death cam in CQC
298- Xbox One: Fix an issue with mismatched teams in CQC
299- Xbox One: Fix a case where a player A enters a CQC match against player B, when player B had previously been signed in on player A's console during this session
300
301Controls
302
303- Fix for the sensor zoom resetting when the game loses focus when the sensor zoom is bound to an axis
304- Removed eject all cargo binding from all schemes by default
305- In the keyboard and mouse control scheme add the arrow keys as secondary bindings to the UI-controls to allow navigation through the menus in the galaxymap
306- Mouse cursor stuck on side of screen when in main menu fixed
307- Now DualShock 4 controller keys are shown as Xbox360 icons, instead of []
308- Don't bind XB360 pad's Back button to Cancel Binding, so more buttons are free for gameplay
309- Removed all gamepad options from keyboard and mouse only schemes as they will prevent these schemes from showing up as a preset if you don't have a pad connected
310- Fixed bug where info panel would not display correct controls after changing to new control scheme
311- Get mouse-controlled headlook working in Hyperspace again
312- Added device and vendor IDs for the xbox one wireless controller so it will be picked up as a gamepad in the game
313- Added keybindings for fighter orders and for recalling the main ship while in the SRV
314- Xbox One: When switching users, forget about disconnected controllers for the old user
315
316Weapons
317
318- Two changes aimed at rebalancing Thermal Shock and similar heat-imparting weapons:
319- Ships now gain resistance to heat weapons based on spare cooling capacity (when ships are cold they're more resistant).
320- Having a heatsink actively charging diverts most heat from external heat attacks straight into the heatsink, granting 90% resistance to these effects for those few seconds.
321These two changes combine well, as now heatsinks are much more able to cut through even extreme heat attacks, and then the newly cold ship is temporarily more resistant. Simply running a cold ship will also extend the time before external heat is able to cause damage by a larger proportion.
322- Heat sink launchers now take substantially less damage from beaing overheated (down to a quarter of what it was), they are designed to be the defence against overheating after all.
323- Shield resistance to heat-imparting attacks increased, and active shield will now block 50% of the effect of thermal shock weapons, up from 25%.
324- Fix issues with mines and missiles sometimes failing to hit targets due to networking inconsistencies, most noticeable when driving into someone else mines at high speed
325- Fix issue weapons switching to Fire at Will on supercruise transitions
326- When modifying a weapon that fires in bursts, always ensure the clip size is rounded up to a multiple of the burst size. This will retroactively affect existing weapons and fixes cases of the Double Shot 3 slugshot having a 5 round clip
327- Fix custom VFX scaling for weapons (scaling was affecting the particles rather than the emitter
328- Mines should be affected by gravity
329- Mines now have vfx for default, dirt and ice surfaces
330- Point defence range has been increased slightly along with it's integrity
331- Blast radius for Deep Cut Payload and Penetrator Munitions is now correctly 75% of what it would be for an external blast, rather than 0.75m
332- Fix a bug where the penetration direction for a missile could be wrong depending on the exact detonation trigger
333- Set the Penetration chance for torpedoes and dumbfire missiles to 1. This is not used with their normal damage mode, but guarantees penetration when the damage mode is switched
334- Tweaked chance of burst laser malfunction when firing as it was observed to be too likely to happen given that each shot of the burst did the test, not each burst
335- Point defences will no longer try to shoot down a ships' own dumbfire missiles
336
337Outfitting
338
339- We now preview ship kits and bobbleheads when we mouse over them
340- Outfitting stats improvements:
341- Adjusted stat priority so that CQC module stats no longer extend beyond the capacity of the GUI
342- Added booster stats back in (CQC only)
343- Show hidden stats in comparisons if the original stat isn't hidden
344- Cleaned up code and resources to remove depreciated "Outfitting" stats
345- Small optimisation to stop OutfittingItemInfo calculating stats unnecessarily
346- Chance Modification symbol overlaps description fixed
347- Vehicle bay in outfitting does not populate class indicator pip fixed
348- Fixed cut off label in item descriptions
349- Sort preference in Outfitting resets after being closed fixed
350- Sort results ignores weapon filters fixed
351- Changed slot size for planetary approach suite to 1 rather than 8 as the item itself is only size 1
352- Changed "Set Fire Group Reminder" text to apply to modifying modules as well as buying them
353- Modules tab pop-up backgrounds are translucent on first viewing fixed
354- Class/Rating sort filter in outfitting now correctly sorts by class first, then rating
355- After applying a livery item to you ship via mouse input - the UI will no longer focus to the slot under the mouse and cause a camera change away from the item you were applying
356- Block the purchasing of more than one scanner of each type
357- Still allow save files to have multiple scanners if they bought them previously
358- Still allow selling of a third duplicate scanner, even if the remaining 2 would, strictly speaking, still be against the rules
359- The sale price of a vehicle bay now takes its contents into account
360- Fix module buy back becoming hidden when swapping modules
361
362POIs/USSs
363
364- Award exploration progress when creating vouchers for scannable settlements & points of interest
365- Scannable vouchers now scale by the distance from Sol
366- Allow objects to be spawned in response to cargo being scooped
367- Added some new conditions for the poi buckets:
368- Planet volcanism strength
369- Planet volcanism type
370- Primary star type
371- Required star type
372- A warning message is now displayed when leaving a conflict zone
373- Added scenario for Elite Plus gameplay
374- Added military patrol scenarios
375- Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
376- Added in new ship types and slightly tweaked down the difficulty of the more extreme set ups
377- Skimmers can now be spawned in waves
378- Increased pool of Federation and Empire capital ship names
379- Added a Cruise Liner scenario for Boom system states
380- Stop ambient police ships spawning where there shouldn't be any security response
381- POIs can now contain landed ships
382- Modules on damaged capital ships can now be shot and broken just like their more intact counterparts
383
384Settlements
385
386- Fixed space settlements not appearing on clients without horizons/planet landing capabilities
387- Improved snap to ground mechanism
388
389Galactic Simulation
390
391- Fixed some economic states ending too early for factions
392- Fixed the faction retreat state so that it only tries to cancel pending conflicts in the system it's retreating from, not all conflicts everywhere
393- Stopped factions expanding into starsystems that can't be travelled to or are immune to conflicts
394- Fixed some market & shipyard price overrides not correctly ignoring expired modifiers
395
396Community Goals
397
398- Added support for Material donation Community Goals
399- Fixed a transaction server error when redeeming CG rewards
400- Fixed Community Goal conflicts ending half a day too early
401- Stopped CG leaderboards being padded out with Commanders who've signed up but not yet contributed
402
403Galaxy Map
404
405- Avoid "route unavailable" cases in low density areas, when the route looks like it should be available
406- Fix an issue with being unable to search for systems in "Lupus Dark Region B Sector"
407- When searching for a star, try to find a star with the exact searched name first before starting the partial matching, fixes the issue of "BLU THUA QY-Z D1" returning "BLU THUA QY-Z D13-0" as the first match
408- Improvements to "economical" route plotting times in high density areas of the galaxy. Cap the jump range used by JumpRouteFinder, so at each system we only consider jumping to nearby systems for the route, rather than every system within jump range
409- If the jump range is low, don't try to cut down the number of systems considered for fastest route plotting in high density areas
410- If the player unticks the current plotting mode, don't re-tick it when next opening the galaxy map
411- Fix an issue with long jump distances and route plotting
412- System map performance optimisation for VR
413- Optimisations for the route planner
414- Fix a stall at the end of plotting a route
415- When using the Fastest route plotter in high density areas of the galaxy, reduce the cost that is calculated for the final jump to the target system. This allows the route plotter to return a route much sooner rather than spending minutes investigating potential small fuel savings
416- The option to turn off Nebula Names only works at a distance fixed
417- Trade route filters can once again be toggled on/off en-mass by holding LMB and dragging over them
418- Switched buttons around so action button is now on the right of the cancel button with bookmark dialog windows
419- When system names are too long, try and trim them in a sensible manner
420- System Map - Lumpy planets now get their own models in the system map overview instead of using the smooth sphere model
421- Slightly sped up the double sided lighting change when first entering the planet map
422- Fix an issue where planets with a retrograde spin would not have their rotation speed or axial tilt displayed in the system map
423- System map planets now use subsurface scattering colouring
424- Added galaxy map overrides for population and economy
425- Only display a conflict state on the galaxy map if the Faction controlling that system is also fighting in that system
426
427SRV
428
429- Improvements to stopping the SRV falling into planet / getting stuck in geometry when loading the game
430- Improved wave scanner readability when SRV full beams are on at night, on a planet with a bright surface colour
431- Use correct bone when calculating the scoop UI in the SRV
432- SRVs now trigger docking offences when loitering on landing pads
433- B button on SRV cockpit GUI panels engages vertical thruster fixed
434- Enabled warning after buying a SRV hangar without bays
435- If the player logs in while in a buggy and their ship is landed, the ships landing gear will now be extended placing them in the same state they were in when the player launched the buggy, this should help with the buggy getting stuck under ships if the player logs out under their ship
436- Fixed ships crashing into the ground/destroyed when recalled by SRV
437- Reduce the maximum number of signal traces on the wavescanner now that we have more extreme cases
438- Optimise the wavescanner to better handle multiple signal sources
439
440Ships
441
442- The discovery scanner can no longer be used while self destructing
443- Flight Landing Overrides conflicts with Targeting, Cooling, Weapons etc. fixed
444- Fixed where there was no space after ASSIST OFF warning
445- Ships will now try to align to the target destination during the hyperspace countdown
446- Wear should now apply and repair properly
447- Fix an issue with the calculation for the offset of the station schematic
448- Prevent "Drives Offline: Zero Thrust Capability" message showing spuriously (while engines are not on, but are booting)
449- Fix paintjob wear & tear and ship integrity recording
450
451Ship Art
452
453- Fix for all Lakon ships that have cockpit textures which bloom out and cause visibility issues with the GUI around stars/ brightly lit environments
454- Fixed smoothing on Imperial Courier
455- Fixed collision issue on landing in Diamondback
456- Changed Imperial Cutter /Imperial Clipper target schematics for a proper one
457- Cockpit version of external material renders under cockpit emissive elements fixed
458- Fixed hitcheck issues with Federal Gunship
459- Fixed Hitcheck on Orca so that you can retrieve cargo
460- Moved bobblehead bones backwards to stop interference with GUI compass in the Adder
461- Fixed gap in mesh for Cobra MkIII
462- Adjusted camera position for Decal 1 on the Eagle
463- Hitcheck adjustment for greater hardpoint clearance for the Keelback
464- Moved hardpoints slightly and fixed some smoothing issues on the Cutter
465- Created a new front landing gear animation to avoid intersection with the SRV bay on the Keelback
466- Fixed hanger camera issue for front decal on the Imperial Eagle
467- Fixed landing volume for Orca
468- Fixed landing volume for Diamondback Explorer
469- Fixed landing volume for Imperial Cutter
470- Fixed landing volume for Viper MkIV
471- Removed scaling on the warning panel to fix issue on the Imperial Eagle
472- Fixed front landing gear intersection with the Cutter
473
474Stations/Ports
475
476- Advertising boards in hangars updated with more companies
477- Landing pad hologram colours adjusted to better suit new interior variations
478- Fixed other player's ships appearing to be outside of the station when they are docked
479- Increased variety for adverts outside starports controlled by various local factors such as alliegence
480- Rich and High Tech stations now use the alternative trucks and buses models on the roads
481- Hide the station's navigation marker while within the station's bounding sphere
482- Fix the stations attached modules not showing up in the station schematic
483- Fix overbright envmaps being generated in rich stations and potentially other places in the game
484- Rebalanced lighting in rich interiors
485- The glowing emissive texture on the floodlights for Standard, Rich and ZeroG landing pads now switches on/off in sync with the spotlights
486- Re-colour the crane texture used for the main gantries in the Inner Dock for variety: Agri is off-white, High-Tech red and Services a cleaned-up blue
487- Fixed some flimmering lines on the back wall of the small rich hangar
488- Fixed hitcheck for the trees in the rich stations
489- It is no longer possible to supercruise into the back of a station and prang off it if you approach from exactly behind it
490- Reworked a road junction on the PlanetPort so that it joins better
491- Added a warning if trying to launch from a port without a planetary approach suite
492
493Celestial Objects
494
495- Fix cases of "dropping too close" when leaving rings from normal space into supercruise. You are now able to maintain cruise inside a ring, so long as you are outside of it's core and heading away from the ring's plane
496- Improve drop-out location for entering rings in other situations, players will generally drop out closer to the ring and their target
497- Improved method for blending distant bump maps for the terrain
498- Ice surface material improvements
499- Rocky surface material improvements
500- Metal surface material improvements
501- Updated planet surface tiles
502- Reworked the ice asteroid shader's lighting, and improved its parameter
503- White Dwarf stars now have a unique lens flare
504- Fix surface material quality being incorrect when rendering some patches
505- Prevent distant surface maps jumping when camera crosses 16km boundaries, and improve precision of the largest maps
506- Fix ring fog from being being lit in black hole systems
507- tweaked the way ring fog interacts with local star colour so that it blends better with the star lighting
508- Increased the maximum value for depth obtained from the depth buffer linearization. Fixes rendering for extremely large stars at extreme distances
509- Improved the visibility of planet dust particles when in the darkside of the planet
510- Terrain minor UV fixes
511- Asteroids now generate only within the bounds of rings
512- Asteroid billboards have their positions and size adjusted accordingly to ensure they fit within thin rings
513- Ring cells now obey the ring height correctly rather than assuming all rings want 5km of asteroids
514- Ring height clamped to a minimum of 1km
515- Re-written asteroid billboard placement to use better depth ranges
516- Re-written asteroid billboard mesh generation, lods are finally now coherent with one another
517- Added randomised static rotation to asteroid billboards to break up visible repeating
518- Fixed some obvious patterns on rock and metal planetary surfaces
519- Stop lens flares getting disabled when entering supercruise
520- Changed the planet dust colour system to only request data if we're actually close enough to a planet to see any dust
521- Fix fast moving distant Horizons planets not orbiting smoothly
522- Optimise physics surface patch generation
523- Improved memory management for surface textures
524- Alterations to europa line parameters on rocky ice worlds - stops physics-breaking patches
525- Have a hard cap in the noise graph for max geometry height, to prevent planets you can fly through or from being able to drive into space
526- Remove the artificial increase in star spin speeds
527- Added a medium quality planet surface material setting, with performance roughly halfway between low & high
528- Disable tiling and detail textures at a distance of 1km on Xbox and mid/low-quality PC. This helps us afford tiling in the worst cases (hovering a few hundred metres above the planet
529- Xbox One: Improvements to planetary surfaces
530- Xbox One: Fix star luminosity not being the same as PC/Mac
531
532Render
533
534- Fixed sorting of emmisve textures bleeding through opaque surfaces
535- Decal rendering improvements/optimisations
536- Xbox One: Fixed the SSAO command
537
538Hyperspace
539
540- Arriving at a star now correctly leaves you in line with the source and destination systems, rather than the previous not-well-defined behaviour
541- It is no longer possible to travel through or end up inside another star if you hypespace into a multi-star system. If an intervening star is detected your hyperspace will be redirected onto that star. This process repeats if the new path is also obstructed. Note that you can still end up dangerously close to other stars and get more than a little cooked
542- When hyperspacing to a star with jet cones, avoid potential danger regions at the poles
543- Ship aligns and follows target star through hyperspace tunnel
544- Made elements of the hyperspace tunnel persist across boundaries
545- Made the hyperspace tunnel go faster
546- Optimisations to the hyperspace tunnel
547- Texture and particle improvements to hyperspace tunnel
548- Reduction of GUI contributed stalls to hyperspace entry/exit
549- Fix for hyperspace nebula streaming in at low-mip at the start of the hyperspace jump
550- Stop the shadow settings changing when starting the FSD charge for hyperspace/supercruise
551
552StellarForge
553
554- Added Persephone (Planet Nine), Haumea, Makemake, Eris, Orcus, 2002 MS4, Salacia, Quaoar, 2007 OR10 and Sedna to Sol
555- Renamed Eol Prou RS-T D3-94 to Colonia
556- Added starport to Eol Prou LW-L C8-76 A 3 A
557- Outpost added to Eol Prou LW-L c8-138 1
558- Outpost added to Eol Prou YD-W B17-1 4
559- Outpost added to Eol Prou YD-W B17-5 A 5
560- Outpost added to Eol Prou Lw-L C8-28 A 1 a
561- Outpost added to Eol Prou Lw-L C8-306 A 4 a
562- Outpost added to Eol Prou VY-R d4-443 6
563- Outpost added to Eol Prou LW-L C8-133 2
564- EES2009 Persei has duplicate system names fixed
565- Renamed duplicate Frey system to Yngvi-Freyr
566- Duplicate system name Grafias renamed to SO4-H1E 2000
567- Check spin rates for neutron stars and black holes are something more sensible
568- Fix issues with close orbiting bodies with large eccentricities intersecting their parent star
569- Fix an issue when generating a system when a highly eccentric orbit goes outside the hillsphere of its parent, we will now reduce the eccentricity to fit inside the hillsphere
570- When checking for moon-ring intersection, need to account for any objects orbiting the moon so that they don't intersect at any point in their orbit
571- Ring around Archerbas in the Carthage system no longer intersects the planet
572- Renamed exoplanet in the Ross 444 system to Hutton Prime
573- Col 285 Sector HX-X B16-4 renamed to Exton
574- Jaques station name restored
575- Made the Pleiades Nebula blue
576- Speculative fix for intermittently disappearing stations/systems in overriden generated systems
577
578SRV
579
580- Death in a SRV with a mother ship in orbit now re-spawns the mother ship in orbit, not on the planet
581- Prevent SRV's getting stuck partially retrieved if another buggy is in the same island with their mother ship
582- Minor update to SRV preview to prevent the turret and the chair from shaking
583- Made the inertial camera simulation use the mode AccelerationSpring when using trackIR in the buggy, the same as without TrackIR. This fixes the camera twitching when using TrackIR in a buggy
584
585Limpets
586
587- All Limpets are no longer killed when one player leaves the instance
588- Untargetted collector limpets will not target items owned by their player
589- Tweak the thresholds for displaying Low / Medium / High material asteroid content when using a prospector limpet. The thresholds were previously way too high so it always showed Low. Now the information is more meaningful: all rings can show either Low or Medium for an asteroid, and Rocky and MetalRich rings can also show High
590
591Networking/Server
592
593- Fix some issues with matchmaking disconnections
594- Fix a transaction server error during resurrection
595- Improve reliability when selling lots of exploration data
596- Fix clearing saves with a lot of exploration data
597- If an island update happens and the new location is in a system that is not ready, then ignore it
598- Fix for cargo scooping bug, only update the server when we have authority over the cargo canister being destroyed
599- Generate new ID when ejecting cargo from a ship. This should fix some cargo duplication errors
600- Some network replication optimisations
601- Various server performance and reliability improvements
602
603Avatars
604
605- Added scientist outfits
606- Added aid worker outfit
607- Added security outfit and military variant
608- Added freedom fighter outfit
609- Added refugee outfit
610- Added doctor outfit
611- Added tourist outfits
612- Added option to set different portrait settings for passengers once on board ship (different background, remove baggage)
613- Rebalanced all outfit palettes for mission contacts
614- Rebalanced hair colours
615- Rebalanced lighting in avatar portrait scene
616- Switched over to using new hair shader with bespoke HSV shifts & AO support and HSV offset maps.
617- Added new male and female hair styles as tests for new rendering technique
618- Updated existing hair styles with decal to blend into scalp
619- Added option to match hair and beard colour
620- Added custom camera-facing environment map for avatar eyes
621- Added 8 new pilot suit variants for NPC crew
622- Preload mission contact avatars ahead of the mission board to reduce delays
623- We now cache engineer portrait icons
624- Reorganised avatar resources to reduce portrait generation times by up to 50%
625- Added NPC crew specific backgrounds
626- Added passenger cabin backgrounds
627
628VR
629
630- Updated to LibOVR 1.4
631- Added new (and improved!) VR graphics presets as faster cards can handle the bump.
632- VR Low (unchanged from current VR Low)
633- VR Medium (is currently ‘VR High’)
634- VR High (Mid preset with x1.25 supersampling) VR Ultra (High with medium shadows and medium Terrain Sampler)
635- Added backgrounds to textual elements on menu and option screens. Greatly improves readability in VR
636- Draw the Mouse Control UI as far away as we draw other gunsights in VR
637- Cannot see Tail Ship kits on Vulture in Outfitting due to camera angle in VR fixed
638- Cannot see Spoiler/Wing Shipkits in Outfitting on Asp due to camera angle in VR fixed
639- Fix the missing text on the wall in the VAR Main Menu hangar if you look behind you
640- Fix for mouse cursor size when HMD is present
641- Memory optimisations for Oculus
642
643Audio
644
645Audio Specific Features
646
647- 5 new flight controllers
648- 4 new settlement security voices
649- The laser-beam part of beam/mining lasers now emit sounds (previously just the weapon did)
650- Sounds for GUI radar transition from spacedar to landar and vice versa
651
652Mix Improvements
653
654- Improved sonic consistency across all ship voice lines (previously a few sounded different)
655- Improved various rough transitions (between galaxy map, system map, main game etc)
656- Improved the ship purchase screen sounds
657- Some small mining tweaks/improvements
658- Volume fix for SRV shield drop and reform
659- Boosting Flight Controllers and Radio Chatter by small amount
660- Tweaks to Solar Satellite mix
661
662Technical Audio changes
663
664- Better integration of ship voice and npc comms (tutorial, npc crews, flight control) systems and future proofing
665- Improved the way non-player voice content in managed in game. Improved prioritisations, de-clutters the mix, and future-proofing.
666- Improved memory management, and reduces chance of missing audio happening.
667- Improvements to the way FSD soundbanks are managed, to target problems with missing FSD charge and hyperspace tunnel sounds.
668
669Audio Bug Fixes
670
671- Fixed module bootup start/complete/charge sometimes occurring in the wrong place
672- Fix for impact sound spam when more than 4 beams hit the target.
673- Fixed broken solar satellite audio
674- Fix for multiple back sounds when backing out of certain menus using a joypad
675- Fixed wing notification sound not triggering when the panel is not in focus.
676- Fixed planetary music not playing when approaching from supercruise
677- Changes to debris system that should improve issues with missing audio
678- Voice - Fixed ability to make it flood/spam the player with Request/Cancel docking flight controller messages
679- Voice - Fix low gravity warning incorrectly triggering when spawning in SRV on engineer base
680- Voice - SRV boarding permission granted voice line now linked to GUI message. Fixes some issues where it wasn't always playing.
681- Voice - Fix for some ship voice lines playing after player dies and respawns
682- Voice - Fix "Cargo Scoop Retracted" playing upon entering a ship from a buggy with an open cargo scoop
683- Voice - Prevent Flight Assist On voice event playing in death sequence
684
685We've released an update to 2.2 beta. Below is the change log...
686
687Fixed a crash when trying to get a name from a non-existent system
688Make sure the station generation system uses the "old" metadata when in the orphaned station section of the code - Stops server/client crashing by using updated metadata
689Fixed crash that often occurs when self-destructing an SRV - but could conceivable occur during initialisation of any new ship
690Fixed a crash during transition states is a valid ship isn’t available
691Fixed crash exiting CQC
692Fixed a crash trying to create an NPC pilot in an invalid vehicle
693Prevent an invalid update query on updating time spent in ships when we don't know the commander's current ship type
694Fixed livery errors with Taipan fighter
695Added fighter bays to Jameson Memorial and Dalton Gateway
696Reduced FSD boost from jet cones to 25% (This will be subject to further balancing!)
697Capacity for Passenger Cabin Size 5 Class 4 has changed from 6 to 8
698Jet cone visual bug when viewed through buggy turret fixed
699Fixed broken shadow on SRV
700Prevent module storage until it’s working
701Fixed spurious warning when fitting a fighter hangar
702Only show VR tutorial in challenges list if VR is supported on this platform
703
704We are expecting this to go live sometime this evening. I will update this thread once the update is live.
705
706- Fixed parent ship livery slots appearing briefly when selecting a launch able, which should prevent a crash caused by trying to modify a slot that doesn't exist
707- Prevent crash on game shutdown
708- Prevent a crash trying to generate a mission for a station that no longer exists
709- Fix a crash with the fighter bay trying to access an invalid state machine
710- Fix a Commander ID mismatch with launch able vehicle in save game causing matchmaking errors
711- Fix an error with settlement on Dahan 3 a
712- For the basic flight tutorial, disallow request dock with fake station
713- Fix stations being different from before the beta
714- Fix error in ship delivery calculation – it should be a linear association with distance, not exponential! (May still need further balancing)
715- Don’t send the ship arrived inbox message until the ship has actually arrived
716- Crewed SLF displays player rank, not crew's rank fixed
717- Display the NPC crew experience correctly
718- Fixed some server stat retrieval issues
719- Fighter and vehicle bays are now numbers this is to help match the bay to the vessel when using livery
720- Fixed loading screen model for the Taipan
721- Z-fighting on fighter models on ship spinning load screen fixed
722- Only add headings to "store multiple" page if they will be populated
723- Fixed ‘sleepy’ expression pose
724- Fixed ancient collectables appearing as "Mining Fragments" on the GUI
725- Fixed mysterious thing not deactivating
726- Audio: Fixed out of range warning and linked it up to UI
727- Audio: Fixed "no more targets" NPC crew line
728- Audio: Enabled "multiple contacts" message which could never trigger before
729- Audio: Rock & Ice Fumaroles have no impact audio fixed
730
7312.2 Beta 4 Change Log
732
733Stability Fixes
734
735- Fixed crash in the ship launched fighter tutorial
736- Fixed crash in the SRV tutorial
737- Fixed soft-lock on station services home screen if you spam click the quick refuel/reload/repair button
738- Fixed the game locking up when editing/deleting a bookmark
739- Fixed crash when finishing VR experience tutorial
740- Trying to switch into a retrieved fighter crashes the game fixed
741- Fixed an occasional crash in open vr on startup. Prevent presenting when SDK Rendering isn't setup
742- Fixed CQC CTF assert when picking up a flag after previously dropping a flag
743- Fixed an error in terrain cube sphere mapping
744- Prevent attempting to eject a cargo unit that is already queued for ejection
745- Livery modules are no longer added to the list of newly purchased modules
746- Don't try to access control bindings while they're loading
747
748General Fixes & Tweaks
749
750- Basic flight tutorial, change the way we detect pitch/roll/yaw input so that it also works with mouse controls
751- Updated the ship throttle tip in basic flight tutorial to also show throttle axis if present
752- Fixed sub targets panel not updating when scanning beacons (nav beacons, tourist beacons etc)
753- Fixed headlook not working in station menu
754- Fixed missing icon on Science & Research contact screen
755- Preparation ethos icon is truncated in Powerplay menu fixed
756- Removed VR Missions on platforms that don't support VR
757- Audio: Fixed some missing audio in the tutorials
758- Various text fixes
759- Latest translation batch added
760
761Passengers
762
763- Improved the UI flow when selecting which cabin to place your passengers in
764- Plugged in Head of State passengers to the passenger sightseeing missions
765- Passengers do not eject themselves after failing a bulk mission until you discard the mission from your Transactions tab fixed
766- When you abandon a mission and the passengers eject themselves, the message you receive should now appear in your inbox
767- NPC chatter/ AI behaviour seems incorrect during PassengerVIP CEO kill chance wrinkle fixed
768- Passenger satisfaction now decreases when taking hull damage if they don't react well to danger
769- Updated the values, meaning passengers will get more disgruntled at lower ranks, but remain the same amount as before at higher ranks
770- Chief medical officer still expects goods wrinkle after declining it fixed
771- Updated the sightseeing kill wrinkle, to have its own hand in state - allowing you to continue to kill the spawned enemies if you want to
772- Allow sightseeing to be completed even if a cargo wrinkle is active
773- Long distance expedition rewards shouldn't increase with each jump
774- Abandoning a long distance expedition should now impact faction reputation
775- Make pods the most important thing when working out if we can take passengers
776- Make passenger cabins replicate properly
777- Ensure that a new destination wrinkle doesn't send you to the port you've just come from
778- Updated the passenger quantity for the luxury cabin - can now support 8 passengers
779- Removed the destination marker for the visit tourist location wrinkle
780- Fixed not getting an inbox message about returning to the nearest dock after abandoning a passenger mission
781- Updated the states to prevent it sticking on disgruntled checks
782- Cannot accept PassengerStowaway mission message when there is one cabin remaining fixed
783- Passenger cabins in the inventory panel now match the surrounding styling better
784- If a tourist beacon is planetary, stop non-horizons people from accepting it
785- After dying with passengers on board and returning to the game there is no message saying that your passengers ejected from the ship fixed
786- Updated the passenger VIP templates with the state change effects for new destination system
787
788Fighters
789
790- Increased boost speed of all fighters
791- Rebalanced default speed for some fighters to make them inline with their original design (the Empire Fighter was too fast compared to the others)
792- Increased DPS of fighter weapons by 12.5%
793- Increased fighter production capability of the size 7 hanger module
794- Fixed fuel gauge disappearing when switching back to mothership
795- Missing avatar faces on the orders panel fixed
796- NPC crew do not have appropriate backgrounds when in your ship or in the fighter fixed
797- Added warnings why can't a player deploy a fighter
798- Move "Orders" to the top of the menu when interacting with AI fighters/main ship
799- Fighter descriptions hooked up
800- Able to issue orders using both fighters in the role panel even though only one is deployed fixed
801- After hiring, crew sometimes displays negative numbers fixed
802- Balance displayed in the Crew Lounge is incorrect fixed
803- AI Crew don't appear to be gaining any xp from combat in fighters fixed
804- Fixed logic error for allowing non horizons crew in to the crew lounge to fire crew they might have hired when they had horizons
805- Added default numpad keys for the new order bindings to each control scheme
806- Added in better descriptions for the fighter specific stats
807- Re-launching fighters resets ammo and pip setup fixed
808- Fixed radar not showing hostiles/allies correctly when switching vessel in a conflict zone
809- Helm 'Details' tab should go to ship description
810- Audio: Velocity of the ship launched fighter is now set to the same as long as the fighter stow interface is not active
811- Audio: Fixed "self" explosions to be triggered to ship launched fighters
812
813Missions
814
815- Ensure that a new destination wrinkle doesn't send you to the port you've just come from
816- Fix the calculation of dimensions for portraits in non 16:9 resolutions
817- Removed two examples of settlements metadata giving missions the idea that they can be used as skimmer massacre targets
818- Switched from MM: SS time format to MMm SSs format for inbox messages detailing a remaining duration for part of the mission. This format avoids the ambiguity from a string like 20:30 (is it 20 minutes, or twenty hours?)
819- Updated massacre skimmer missions to reference the skimmer system
820
821Weapons
822
823- ECM balance tweaks: guided missiles and torpedos hit by an ECM charge will now gain a major drunk effect if they did not already have it, causing them to veer off target most of the time. Technically you can still be struck, but previously ECM'ed torpedos would maintain an almost straight trajectory which for ships unable to dodge would mean they got hit anyway
824- Dedicated keybinding for ECM. CM do not have to be in a fire group, holding this down will charge the first ECM module on your ship that is ready to go, and releasing will fire it
825- Experimental balance change reworking how heat weapons function, similar to our earlier proposal but adjusted with player feedback. Aim of the changes:
826- Thermal diminishing returns cut in much harder, previously they would start at 60% and prevent you going over 190%, whereas they will now start at 65% and prevent you going over 95% (down from 80%/120% in our earlier proposal). This means that heat from external attacks alone can never cause module or hull damage
827- The heat effects of Thermal Shock are doubled
828- The heat effects of Thermal Cascade are 25% more than they are on live (the previous beta heat nerf is being reversed, and then a small buff), combined with a slight nerf to PackHounds to stop them being so superior to other missiles
829The goal here is for heat not to be a primary damage mechanism, but be there to punish your target for doing things that generate heat spikes such as SCBs, boosting or firing the hotter weapons. We also want to make it so that it is never worthwhile to stack a lot of heat weapons together: You will get the new full effect from a smaller number of weapons than before, but it can never get anywhere near as deadly and stacking more weapons beyond that point is counterproductive
830- Drop the damage of packhound missiles slightly, from 9 per missile to 7.5. They're doing slightly more damage than we wanted given their relative immunity to point defences, and dwarfing normal missile launchers
831
832Ships
833
834- Increased size of internal fuel tank for Beluga and Orca
835- Enlarged hit locations on Imperial Fighter so its weapons can take damage
836- F63 Condor and Eagle side panels obscured by canopy geometry
837- Type 7 Bobbleheads slot 1 and 10 are incorrectly rotated fixed
838- Equipped bobbleheads in the Beluga Liner clip into pieces of the GUI fixed
839- Tweak up the minimum speed before taking damage when landing on a planet's surface
840- Keelback landing gear floating above ground when landing on planet fixed
841- Fixed zfighting issues with loading screen for the Federation Fighter
842- Adjusted hitcheck for Diamondback Explorer
843- Fixes for hanger cameras and decal slots on the imperial Eagle
844- Fixed Decal issues on the Cobra MKIV
845- Fixed fuel scoop UI position for Fed Assault Ship, Corvette, Imperial Courier, Fed Dropship, Fed Gunship, and Vulture
846- Fixed some holes in the mesh for Fed Gunship, Assault Ship and Dropship
847- Fixed smoothing group issues on the Type 7
848- Taipan's left decal no longer missing
849- Taipan fighter decals pass to make them more legible
850- Added slight improvements to how accurately ships are snap to the planet's surface
851- Audio: Fixed some issues with Imperial Fighter
852- Audio: Beluga audio fixes
853- Audio: Reduced the volume of the Taipan and Imperial Fighter boosts
854- Audio: Added in another layer to the Taipan orientation sounds to give them more weight at lower speeds
855- Adjusted mix of the landar/spacedar transition noise. Made a bit softer
856
857SRV
858
859- SRV Bay - Scarab does not show initial vehicle specs despite being selected
860- Audio: Added the oxygen mask sounds to the SRV
861- Audio: Tweaks to wavescanner so not so overwhelming at organics locations
862- Audio: Added spread to wavescanner attenuation shareset, so doesnt pan as harshly
863
864Environment
865
866- Fixed crash site collision on debris
867- Fixed the buggy pad in mining object layer, so it snaps to position only, not orientation
868- Added fade to organic seed decals to fix cut off on extreme slopes
869- Added some more variety to mysterious places
870- Fixed some misaligned tunnels in an installation
871- Fixed a mysterious thing finding it's way into a cargo canister when being ejected
872- Fixed chatter table for trespass zone
873- Added depth prepass on fumaroles/ice rocks (slight optimisation)
874- Stellar schematics updated for White dWarf, Black Hole, Neutron Star
875- Ice Rocks - sublayer tiling rate reduced
876- Tunnel Texture in some Installations has a LOD issue with tunnel walls fixed
877- Audio: Rebalanced organics audio mix
878- Audio: Mix tweaks to crystal sinewave scanner element as it was dominating the mix when in a fumarole field
879- Audio: Changes to organics collisions to improve ratio of collision sound triggering
880- Audio: Fix for radio chatter not triggering near settlements
881- Audio: Some rebalancing for settlement security voice 3 to be clearer on stereo mix
882- Audio: Set correct compression settings on Hyperspace stress noises
883- Audio: Tweaked micro resource collect GUI sounds
884
885Stations/Ports
886
887- Typo when selecting primary/secondary economy in station generation was changing station types
888- Fixed a missing access panel on some of the large landing pads, which allowed you to see through the pad at a certain distance
889- Audio: Various ATC fixes
890
891Outfitting/Shipyard
892
893- A module category will appear in the wrong place on the Store Multiple menu if no modules of that type are equipped fixed
894- Shipyard - B button doesn't work on sell ship popup fixed
895- Stop clearing the remote ships list when we list the ships available at this station - this stops the remote ships list sometimes being cleared when we update
896- Added some additional code to track whether a ship is being delivered "here" to control the local ship tab highlighting
897- Accessing the livery via the station home screen no longer skips the 'which vehicle' step (if applicable)
898- Fixed failing to go back behaviour when using the livery link from homes screen
899- Fixed missing blurred background when picking which vehicle to livery
900- Overhanging buttons and items in outfitting list fixed
901- Changed outfitting filter options to use vectors instead of bitmaps to try to improve clarity
902- First module highlighted statistics missing if purchasing to an empty slot fixed
903- Removed the swap module option while previewing a fighter or an SRV as the web support is currently not available. This shouldn't cause any issues as the only swappable modules on fighters and SRVs are decal slots
904- Updated icons and animation for ship transfer to improve clarity and remove WIP items
905- Fixed focusing issues in the modifications screen in outfitting
906- Fixed several issues with ship transfer timers
907- Updated outfitting button icons to improve clarity
908
909Controls
910
911- Fighter order control bindings no longer visible on non Season 2 clients
912- Xbox One: Fixed fighter order control bindings not appearing
913
914Star Jets
915
916- The FSD boost level now uses the larger effect out of synthesis and jet cone supercharge, rather than always using the latter if set
917- FSD supercharge status now persists between sessions rather than being wiped on game load
918- Added a random initial rotation to stellar jet billboards
919- Re-enable jets for OSX
920
921Rendering
922
923- Prevent luminosity class VI sub-dwarf protostars selecting a white dwarf as it's nearest visual class (Please note: a side effect of this is that various TTauri or Herbig protostars will change from white to red/purple. This is not a bug, and is a slightly better representation of their actual temperatures)
924- Fixed light cones disappearing when you got behind the source
925
926Player Journal
927
928- Suppress heat warning event if docked
929- Tweaks to the “Location†event
930- Added a mechanism to import star system names into visited stars cache
931- Include Powerplay info in the FSDJump and Location events
932- Include PowerplayOrigin in CargoDumped event if relevant
933
9342.2 Beta 5 Change Log
935
936Stability Fixes:
937
938- Fix a crash if a planet made completely out of gas cannot hold onto its own gas and so has no mass
939- AI fighters can validly spawn as independent ships, not linked to any parent ship, so cope with this case in Fighter Stow
940- Fix a crash when a POI tries to spawn the same time the player is disconnected
941- Fixed a crash in the role switch panel
942- Fix vehicle switching crashes in the SRV tutorial
943- Mark a persistent POI as invalid if it fails to find a position for its first attempt, this fixes a crash that it causes on some planets
944- Fixed an error with an audio emitter
945- Fixed an error with a mysterious thing in the contacts panel
946- Fix for an assert failure when loading game into a fighter and using the role switch panel
947- Fixed crash when shooting Skimmers due to them not having a vessel ownership
948- Fixed soft lock when backing out of launchable livery
949- Fixed soft lock when selecting a cabin from your inventory tab
950- Added some sanity checking to cargo transfer so we don't try to move from non-existent inventories
951- Fix an assert caused by damage being moved between a ship and its modules causing it to lose the original machine the damage came from
952- Fixed soft lock in outfitting when the user has the livery vessel selection dialog is open, but then instead selects an outfitting group from the left
953- Removed crash telemetry if entering a location takes more than 2 minutes
954- Fixed outfitting crash when previewing a fighter while docked at a planet port
955
956General Fixes & Tweaks
957
958- Starport UI: displaying station economy instead of system economy in main screen and commodities market UI
959- Fixed issue where CQC stats screen would not update
960- Fix an issue where if you disconnect on the match summary of rewards screen in CQC the player character isn't cleared when going back to the main menu
961- Fixed commander name on remote clients incorrectly identifying which vessel a player is actually controlling when entering a location
962- Fixed bug where wrong icons would be displayed in info panel when being damaged by an engineered weapon
963- Water Giant hologram GUI animation issue fixed
964- Fix deco layers not showing on abandoned settlements
965- Improved clarity when large info panel messages overlap existing log messages
966- Cleaned up some of the messaging being used when jumping to a system. We now only show the abort message when the destination is potentially dangerous (currently, when in anarchy)
967- By popular request - added the destination star's class type to the info panel message upon initiating a jump
968- Fixed the positioning of POI and player markers on the planet map
969- Low resolution artefacts on mysterious thing's lens flare fixed
970- Removed black bar from station services wait banner
971- Avatars with a certain eye blend shape were looking as if their eyes were closed in certain poses fixed
972- Audio: The ship voice system now distinguishes between fighter, mothership and srv
973- Audio: Delayed the pre-hyperspace exit swell, to restore synchronisation on exit
974- Audio: Fix for strange volume changes when entering the main game and on FSD jumps
975- Various text fixes
976
977Fighters
978
979- Fixed headlights on the fighters
980- Dust layer on Independent Fighter is green, fixed it to dark grey
981- Fighters can no longer use boost while they are still attached to the launch ramp
982- Fixed Imperial Fighter hitspheres so weapons can be damaged
983- Fed Fighter 100% damage paint issue fixed
984- Fighters can no longer kill ships inside starports without being shot by the station when mothership is far away
985- Fighters will no longer retract their hardpoints when the AI is asked to dock them, stopping the error where a player asked the AI to dock then swaps to the fighter and has no hard points
986- Balance displayed in the Crew Lounge is incorrect and does not update on purchasing a pilot fixed
987- NPC experience always shows as 50% when they're in the main ship fixed
988- Removed the life support, self destruct and reboot options from the fighter
989- Fighters destroyed by the mothership jumping away shouldn't count as player kills
990- Fixed rendering bug causing text to overlap buttons on the role panel orders
991- Fixed issue with right panel in crew lounge not showing data after loading
992- The little fighter HUD no longer overlaps the target panel. It now has its own home near your ship's schematic
993- Healing lasers now work on fighters
994- Moved the 'Request Docking' from fighter bay to helm
995- Stop fighters being able to operate beyond 30KM range if you switch to the Mothership at the last second before the SLF explodes
996- Stop AI crew members leaving turret mode of mothership on "Fire at will"
997- Vessel Status UI (cockpit): display the correct fighter variant name
998- Fixed overlapping text on Role panel orders menu
999- Fixed hit markers on the ship schematics in the cockpit being the wrong size and appearing in the wrong position for fighters
1000- Reduced the severity of a few info messages when changing fighter orders. Now uses a small 'log' message type, rather than the big flashy one
1001- Only show "No active crew" warning when a hangar module is present
1002- Unable to terminate crew without horizons
1003- Crew total payment not updating immediately fixed
1004- Created binding for opening the orders page (RB+B)
1005- Reactivate the engineer button when switching back from a fighter
1006- Allow the Orders GUI to move selection to the top of the list to navigate quickly to the bottom order
1007- Added the available stats to the fighter details page in the role switch panel
1008- Role Switch panel flashes, and doesn't let player click on slots and order commands fixed
1009- Fighters under AI Crew control now use the AI friendly fire rules
1010- Can no longer select ship description text in fighters tab of role panel
1011- You are able to purchase a SRV or Fighter that you already currently own into the same slot fixed
1012- Audio: Small changes to ATC. The ATC will not look at what the fighter is doing but instead at the mothership. Calls to the mothership will be forwarded to the player in the fighter
1013- Audio: Hooked up missile incoming warning on NPC Crews
1014- Audio: Fixed a bug within the role switch panel, where switching panel items did not send the stop event of the fighter construction
1015- Audio: Fixed a bug with the role switch fighter construction
1016- Audio: Fix for crew lines being audible in pause menu
1017- Audio: Fix for Fighter 'other' sounds stopping abruptly when docking at speed
1018- Audio: Fix for fighter bay animations sometimes not being heard
1019- Audio: Fix missing gimbaled fighter beam weapon sounds
1020- Audio: Added SFX for inflight fighter construction
1021- Audio: Mix tweaks on fighter docking
1022- Audio: Mix tweak to Crew lounge sounds
1023- Audio: Setting Crew comms to be controlled by the "non-player voice communication" volume slider in the options menu
1024- Audio: Added friendly fire behaviour to the Npc Crew voices
1025- Audio: Fixed isues with fighter boost caused by flight model changes
1026- Audio: Fix for the loud boost charge up on Taipan
1027
1028Passengers
1029
1030- Added new passenger modules for various sizes and tweaked capacity numbers for all of them as well
1031- Balance pass on passenger mission rewards
1032- Balance pass on passenger mission reputation, influence, and state changes
1033- Add the bonus money for wrinkles into an inbox - so that players know there is a bonus for them if they do the wrinkle
1034- Removed explorers from the bulk passenger template
1035- Changed the scan wrinkle for long distance tourist missions to give a bonus for not getting scanned, rather than taking money away if you do get scanned
1036- Passenger sightseeing mission was blocked from being handed in by inbox request for items fixed
1037- Don't fail a mission if a fighter is destroyed
1038- Reduced jump distances for visit tourist locations in passenger VIP missions
1039- Corrected which VIPs get the wrinkles that they should have
1040- Remove assert when we try to parse a passenger contract without a passenger cabin container (i.e. in an SRV)
1041- Stuck in the cabin section of inventory tab in the right panel when you switch to a different ship with a cabin selected fixed
1042- Changing the POW passengers to appear as security guards to match the text of the mission
1043- When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
1044- Allows the player to hand in the cargo without the cargo. Should the player dock at the final station without the cargo, the passengers will get mildy annoyed - preventing the player from exploiting the goods demanded wrinkle
1045- Ship hull damage while in an SRV or Fighter does not effect passenger happiness state fixed
1046- Fixed passenger satisfaction decreasing when SRV is damaged
1047- Body location is now shown on long distance expeditions
1048- Tourist beacon wrinkle will no longer spawn twice with passenger vip wrinkles
1049- Tell mission listeners when progression is blocked so they don't try to trigger mission progression during location changes
1050- Fix the transaction panel to show goods demanded at correct times
1051- Manifest scanner returning incorrect results from passenger vessels fixed
1052- No inbox message appears when scanning a Nav Beacon during a Passenger VIP mission fixed
1053- Long distance expedition missions are not displaying body location of the tourist beacon in the transactions fixed
1054- Fixed detection of planetary tourist sites
1055- Audio: Fixed click in loop on Tourist beacon
1056- Audio: Fixed a very loud tourist beacon
1057
1058Missions
1059
1060- Remove meta data that makes invalid settlements a target for skimmer massacre missions
1061- Template and text changes to show both factions involved in a mission
1062- Target faction for missions now shown on the mission board when you accept the mission
1063
1064NPCs
1065
1066- AI interdictions, only apply the system's security modifier when considering whether we are too strong to interdict the target, not too weak
1067- Some slight balance changes for AI difficulty/rank spawn numbers, as well as dropping the rank range that AI can interdict at by one for all non-wing AI
1068- NPC crewed ships now use boost when following player
1069- Slight balance pass on the Authority ship friendly fire aggro multiplier, we don't want it to be too high, so it's now the same as the Friendly multiplier. Also made sure that the AccidentalDamage dialog is a bit more common
1070- Ensure low ranked AI ships reset their pips
1071
1072Outfitting/Shipyard
1073
1074- Module transfers with delivery times added
1075- Fix overflow values for very expensive ship transfers
1076- Fixed bug where paintjobs and items would persist when using breadcrumbs to navigate out the menu
1077- Added icon for the main ship when selecting a vessel in the outfitting
1078- Updated vessel selection screen in the outfitting to use new cleaner ship icons
1079- Allow a non-horizons player to view their horizons ships if they already own them (because they own horizons on another platform)
1080- When selling a ship of no value, we now show its value as "0 CR", rather than "FREE"
1081- Shipyard UI sell confirmation popup : replacing "current ship" heading by "ship", and displaying sold ship name instead of current ship
1082- Don't allow more ships to be transported to a station than the local storage allows
1083- When populating vehicle list, making sure "selectable" flag is set (based upon purchaseAllowed state) so that the button behaves properly
1084- Fighter icon on SRV bay fixed
1085- Stat comparison screen remains during weapon swap fixed
1086
1087Stations/Ports/Settlements
1088
1089- Added missing backer station 'Samphire's Solace'
1090- Added agricultural customisations to Harvestport in Kappa Fornacis
1091- Fix Station Services availability to cope when services aren't present at all instead of falling through to 'market not found'
1092- Starport UI: pressing B / exit button in Cartography section of startport UI doesn't exit back to the cockpit and just goes back to home screen as expected
1093- Fixed one spot light bone being offset in the Foundry station
1094- Fix to allow the inner dock faction light overrides to work again with the new station customisation system
1095- Art optimisations for the Nemo Cyber Party Base
1096- Fixed missing textures on holoscreens
1097- Fixed VO not matching polity for ATC and announcements
1098- Fixed some floating industrial planet settlements
1099- Audio: Fixed loud ambience in station menu when buying/transfering/storing a ship
1100- Audio: Fixed loud passenger and crew lounge ambiences
1101
1102Ships
1103
1104- Rebalanced Type 7 ship to have better toughness and larger internal module slots
1105- Fixed incorrect Type 6 armour hardness values
1106- Increased armour, shields and hardness (armour rating) base stats for the Keelback. Increased a single size 3 slot on it to a size 4 slot as well
1107- The heading gauge now displays during orbital cruise
1108- Moved the docking bone on the Beluga down to help with docking issues on planetary ports
1109- Set asp (and asp scout) landing gear door to be open or closed when initialising to up to down
1110- Diamondback Explorer cockpit handles in wrong place fixed
1111- Moved Mini panel placement (and tweaked radar position slightly)
1112- Fix for docking computer crashing into Farseer tower when coming in to land
1113- Vulture ship kit parts have a lot of wear & tear on them when purchased brand new fixed
1114- Landing gear can get stuck on if you have recently had an SRV destroyed and then launch from the planet fixed
1115- While trying to land on a planet - the landing UI will now check against Terrain->Speed->Alignment rather than Speed->Terrain-Alignment. This should make the UI a little more helpful in the majority of situations where the terrain is unsuitable, rather than you moving too fast
1116- Audio: Only play the hull damaged line if hull has taken damage
1117- Audio: Mix tweaks on Keelback on full speed acceleration
1118- Audio: Fixed audio error when turning Thrusters on/off in Taipan
1119- Audio: Adjusted the frequency balance of the ship voice lines
1120- Audio: Fixed a couple of clicks in the very low altitude engine elements
1121- Audio: Tweaks to mix of cockpit overheating sounds
1122
1123SRV
1124
1125- Fixed SRV cargo transfer page not displaying cargo after transferring cargo to your ship then going and scooping a new load
1126- Added self destruct button back to the SRV
1127- SRV Scarab shown as being in a bay in the role switch panel, when no SRV is present
1128- On fitting new SRV planetary vehicle hangar all slots are full when viewing the role panel fixed
1129
1130Weapons
1131
1132- Remove num pad 6 as a binding for chargECM, it's already in use for fighter order follow
1133- Small usability improvement for Slugshot turrets, drop the range at which they will auto-acquire targets drastically (down to 500m rather than the weapon's maximum range of 2000m), to stop them wasting shots on things they'll never hit
1134- Experimental Balance tweaks for Fixed vs Gimbal weapons with travel times. Overall we think larger changes are needed, but for now going with a safe option to avoid over-correcting and will review once these changes settle:
1135- Projectile Speeds for fixed cannons increased by 20% (for S/M/L/H weapons this has gone from 750/800/875/1000 to 900/960/1050/1200)
1136- Projectile Speeds for Plasma Accelerators (APA included) increased by 20% from 700 to 875
1137- Damage for fixed multi-cannons adjusted so that the benefit for fixed over gimbals is much more consistent, and on average larger. Small fixed multis are reduced by 5%, Mediums are unchanged, large and huge increased by 11% and 14%
1138- Damage for fixed cannons adjusted for similar consistency, small increased by 5%, medium/large/huge increased by 10%
1139- Damage for Plasma Accelerators increased for a more consistent relationship with equivalent cannons, medium increased by 2%, large by 5%
1140- Advanced Plasma Accelerator has also had its energy efficiency improved (7 per shot down to 5.5). It now has slightly better damage per capacitor power than a normal Large and deals more DPS, but at the cost of more heat
1141- Reduction in damage to Reverberating Cascade was a bit much, especially when considered alongside much improved ECM. Returning this to 35% of raw damage punched through to shield generator.(originally 50%, previously reduced to 20%)
1142- Balance tweaks to buff PDTs:
1143- Missile health reduced for Small and Medium dumbfire and standard seeker. Now requires 2 point defence hits rather than 3 per missile
1144- PDT jitter angle halved (from 1.5 degrees to 0.75 degrees).
1145- Fixed where PDT shots would appear to vanish but would still have an effect at long range
1146- Fix a reported bug with Containment missiles and their engineer equivalents, the 35 second immunity period was not working correctly for them
1147- Minor balance tweak for Containment missiles have received a 20% damage reduction and 50% increased time between shots. FSD interrupt mod has gone from a 20->30% reduction and the same 50% increase in time between shots. Reducing their overall DPS so you're sacrificing a little more to use them
1148
1149POIs/USSs/Installations
1150
1151- Make sure body volcanism is being correctly read
1152- Increased the distance at which persistent POIs will spawn from 5km to 15km and also made the persistent POI placement avoid placing near POIS from other placement types
1153- Fumaroles now no longer spawn all materials of the same type, they will select from a bucket like other mining rocks
1154- Have more varied states of geological activity
1155- Fix for POIs getting cleared when swapping into a fighter
1156- Fixed Occupied Escape Pods in USS appearing as Illegal Salvage/Stolen
1157- Fixed missing Satelittes schematic
1158- Added schematics for various mysterious things
1159- Rebalanced geyser, gas vent and lava spout forces
1160- Modifications to which geological can spawn where based on the volcanism types
1161- Fixed the hitcheck for a mysterious thing
1162- Added mysterious thing schematic
1163- Fixed broken Geyser forces
1164- Fix to floating Data Uplinks
1165- Added audio activity to trigger audio when breaking off collectables from organics
1166- Fixed missing serverbank audio
1167- Fixed Lodding Popping on Datapoint
1168- Updated Large Aerials on Adornments to have new texture, to make them more visible
1169- Fixed audio for geology fields
1170- Tunnel geometry not lining up in civilian installation fixed
1171- Turned on the hitcheck for the scaffolding around the under repair capital ship
1172- Placed the correct Installation in Ngalkin
1173- Rebalanced liquid elements of geyser VFX
1174- Removing Lava and fumaroles from Ice only planets at this is scientifically inaccurate
1175- Audio: Mix tweaks to abandoned settlements
1176- Audio: Added low rumble to geyser
1177
1178Celestial
1179
1180- Minor optimisation to texture lookup for jet cones
1181- Jet cone optimisations and quality settings
1182- Enable BC7 compression
1183- Fixed some pixelation on ice distant map
1184- Reduce the minimum star visibility for white dwarves and neutron stars. This fixes an issue where lens flares for those star types would be rendered when the star was occluded by a planet
1185
1186Tutorials
1187
1188- Dock and travel tutorial: show correct station entrance pointer at all times during station approach, so that pointer doesn't suddenly jump to the wrong place
1189- Dock and travel tutorial: Don't allow cargo jettisoning
1190- Fixed logic loophole where docking and travel tutorial could be waiting for the docking UI to appear indefinitely if the landing gear is deployed very late
1191- Audio: Fix for incorrect tutorial VO line
1192
1193Player Journal
1194
1195- When collecting microresources, include the count in the journal entry
1196- When scanning a star, include age and surface temperature; When scanning a star or planet, include more orbital details;
1197- When scanning a planet with rings, more significant figures for ring statistics
1198- Modification to player journal entry when rewarded a bounty, as it may list multiple factions
1199- The "ReceiveText" event in the player journal now has a "Channel" value that indicates if player text was received via a wing, local, friend, or direct player chat;
1200also include npc chat
1201- Added checks that we're a component on the player's ship before writing an entry in the player journal - applies to the following events: USSDrop, FuelScoop, JetConeBoost, Launch/Dock/Fighter/SRV, HeatWarning, CockpitBreached, MiningRefined
1202- Include details of all modules stored in the MassModuleStore event
1203- When transferring a ship, report distance in LY not metres
1204- Added Commodity Rewards info into MissionCompleted event
1205- Fixed issue where some received text messages were not written into player journal
1206- Added a "ScientificResearch" event in PlayerJournal for contributing materials to a research community goal
1207
1208Change log
1209
1210Stability Fixes
1211
1212- Allow the "visited stars" map filter to apply to route-plotting
1213- Fixed crash when starting the game with an HMD for some monitor/resolution combinations
1214- Fix a low level vertex locking crash
1215- Fix a crash when self-destructing the SRV
1216- Fixed JSON error in ship delivery
1217- If we lose connection with server immediately after connection, before mtu discovery is complete, don't crash, reset mtu discovery for another go around
1218- Server time synchronisation can soft-lock the game fixed
1219- Ensure that system map materials get destroyed on shutdown
1220- Fix crash swapping modules in outfitting
1221- No longer assert when trying to add an item which is supposed to be empty
1222- Fix for buyback and stored items being deleted in one array but not another
1223- Don't crash id planet materials are not sensible
1224
1225General Fixes & Tweaks
1226
1227- Neutron & White dwarf schematics fixed
1228- Fixed star-class info not appearing for some systems when initiating jump
1229- Fixed supercruise motion indicators not being displayed
1230- Fixed incorrect integrity value for size 1 class 2 refinery
1231- Prevent duplicate ships being generated on authority transfer
1232- Docking computer staying 1km above planetary outpost fixed
1233- Latest translations added
1234- Various text fixes
1235- Award combat rank progression when destroying NPCs from no particular faction
1236
1237Fighters
1238
1239- Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong
1240- Following NPC crew oddities (When NPC crew is flying a player's ship) fixed:
1241- If MC turrets are fitted and set to Target Only, the combat AI cannot fire them
1242- Can only use one missile launcher, even if two are fitted
1243- Missiles are fired at long range and are wasted
1244- AI doesn't use boost to chase and kill targets, instead lets them get away
1245- When out of ammo, AI ship should drop back into formation
1246- Player ships with just missiles won't fight
1247- After requesting docking, all other order hotkeys are ignored
1248- AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed
1249- Added clearer message to indicate that the players fighter will be destroyed when they FSD away
1250- Moved empire fighters hit spheres for the weapons even further forward to help in hitting them
1251- Use numbers rather than bars for displaying fighter stats
1252- Wanted NPC has clean fighter fixed
1253- Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty
1254- Added loading animation to screen for switching between fighters and main ship
1255- Fixed missing font glyphs on Role panel when running in Russian
1256- Fixed commander name having the "Crew" tag on the death screen when killed by a player in a fighter
1257- Can use hotkeys to send invalid NPC commands to unmanned mothership fixed
1258- Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore
1259- Audio: reduced probability of "no more targts" npc crew message down to 40%
1260- Audio: Fix for Crew member saying wrong line when asked to attack target
1261- Fix not being able to deploy an SRV or Fighter after resurrecting
1262- Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression
1263
1264
1265Weapons
1266
1267- We think heat attacks have been reduced a little too far, and need a very conservative buff:
1268- Diminishing returns for heat now limit at 100% (up from 95% in previous beta)
1269- Damage penalty for Thermal shock reduced to 20% (from 25%)
1270- ECM needs some slight tweaks:
1271- ECM will now fire when hardpoints are not deployed
1272- ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)
1273- Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5
1274- Improved flight speed and hacking time of all hatch breaker limpets
1275- Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled
1276- Slight reduction to the effectiveness of Incendiary rounds for Multicannons:
1277- Remove the hidden 20% kinetic damage that was left over
1278- Reduce the fire rate penalty from -10% to -5%
1279- Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff.
1280
1281Outfitting/Shipyard
1282
1283- Process transaction cost correctly when fetching or selling a remote module
1284- UI was being unlocked before hardpoint animation was complete. This should now be fixed
1285- Module distance incorrectly show when transferring a module fixed
1286- Adjusted the balance areas of the popups to have an auto width, to account for large balances
1287- Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint
1288- Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red
1289- Fixed keeping hold of buyback items once we've bought them back
1290- Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text
1291- Prevented focus from being lost when pressing Right on the read more section of the module transfer
1292- The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected
1293- Ship loadout doesn't update after multiple swaps fixed
1294- Updated icon positioning and colouring in the Inventory Browser Screen
1295- Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK'
1296- Starport UI: fixed quick action button icons disappearing when coming back from outfitting
1297- Store multiple modules lists incorrect number when unticking categories fixed
1298- Damage type tagged as 'labelfield' overlapping fixed
1299- Adjusted colour of "in transit" text, when focused on
1300- Made the "Stored Ship" tab, glow white when a ship completes its transfer
1301- Increased Module Storage size to 60
1302- Tune credits costs of Ship and Module transfer
1303
1304Engineers
1305
1306- Make sure we always get the right string key for existing modification name
1307- Added ellipses functionality to blueprint text strings. If they are greater than 25 characters an ellipses will be added
1308- Fixed layout problems in engineers workshop that would cause a scrollbar to appear and have unintended effects
1309- Fixed bug where engineer special effect animation would always overlay the description of the successful special effect, before the animation had completed
1310
1311Passengers
1312
1313- Passenger missions not displaying or paying out rewards on hand in fixed
1314- Updated the transaction tab for passenger sightseeing conflict, and for passenger vip conflict. They now include the system address for the conflict zone
1315- Remove commodities bought for passengers when completing a mission
1316- More balance tweaks for reputation, influence and state effects
1317- Player has been scanned - When scanned just once, the inbox message will pop up several times until the passenger is disgruntled fixed
1318- Stop passenger cabins containing passengers from being swappable
1319- Generic passenger generation now fits cabins with Tourists instead of Generics
1320- Fixed errors in passenger cabin classes and types
1321- Fix for passengers hiding when the ship is dismissed (from a planetary landing via SRV) and comes back...
1322- When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
1323- Fix Passenger mission problems when swapping occupied cabins between module slots
1324
1325Missions
1326
1327- Make sure players in SLFs can get credit for kills in assassination and massacre missions
1328- Added missing strings for illegal delivery missions
1329
1330Ships
1331
1332- Fixed incorrect landing volume for Type 7
1333- Cannot see Tail Shipkits on Vulture in Outfitting due to camera angle in VR fixed
1334- Fixed some mapping issues on the Cutter
1335- Audio: Ship drives silent when respawing over planet surface having died in SRV fixed
1336
1337Stations/Ports
1338
1339- Fix for faction lighting being applied to the new station inner docks instead of their own lighting
1340- Audio: Fixed number station audio events not synced due to time step miscalculation
1341- Audio: The new flight controllers are too quiet fixed
1342
1343SRV
1344
1345- Stop data points showing up on a fighter HUD after been scanned in the SRV S
1346- Stop fighter mothership pointer appearing in an SRV after the player has been in a fighter
1347
1348Installations/POIs/USSs
1349
1350- Fixed some misaligned tunnels on civilian installation
1351- Make sure that persistent POIs cannot spawn within their minimum separation of each other
1352- Audio: Fix for silent ambience on a secret thing
1353- Audio: Fix for number station ambience being audible at infinite distance
1354- Added new mission tipoff locations to settlements
1355
1356Celestial
1357
1358- Audio: Fix for Materials sound wrong on planet surfaces
1359
1360Galaxy Map
1361
1362- Reduced loading time for galaxy map
1363- Fixed some stalls loading the system map
1364- Bookmarks all disappeared and can no longer create them fixed
1365
1366Player Journal
1367
1368- When importing stars from a file into the VisitedStarsCache, interpret any line containing just digits as a starsystem address in decimal rather than a name
1369- Fixed journal entry for "ScientificResearch"
1370
1371Check out the change log below. The servers will be going up shortly.
1372
1373Enjoy!
1374
13752.2 Beta 7 Change Log
1376
1377Stability Fixes
1378
1379- Fixed error loading civilian installation
1380- Fixed a memory leak with the terrain compute shaders
1381- Updating the contents of module storage in UI was causing the UI to unlock earlier than intended fixed
1382- Fixed crash in outfitting where players were able to try to access data before it was ready
1383- Fixed an issue with a highly eccentric planet orbiting a single star and intersecting it
1384- Fixed an assert in CQC when damaged by an explosion from a destructible
1385- Module Transfer Crash - Trying to fit a module into a slot that it won't fit into fixed
1386- Fixed a crash when killing a faction ship
1387- Fix a server disconnection when boarding an SRV at a planet station after the ship has been destroyed
1388
1389General Fixes/Tweaks
1390
1391- Added MassLocks to Cap Ship Docks
1392- Fixed missing parts of starports
1393- Many starsystems were controlled by planet settlements. These have all been upgraded to dockable bases
1394- Bounty vouchers once again split between all wing members
1395- Allow bounties to be claimed from SRVs again
1396- Changed cargo scanner text to Manifest Scanner
1397- Added powerplay overhead cost in various places
1398- Fixed incorrect Imperial Cutter schematic
1399- Fixed some jet cone flickering
1400- CQC: When server logs out, make sure we clean up any pending lobbies
1401- NPC shouldn't advance their firegroups manager - this might explain some cases in game where NPC ships are not firing all their weapons
1402- Xbox One: Speculative fix for Xbox player not being restored to the island after resuming from store
1403
1404Fighters
1405
1406- Fighter ramming not counting as illegal fixed
1407- Fixed the incorrect paintjobs used for red and blue in CQC
1408- Make sure active crew are displayed correctly
1409- Added an inbox notification when NPC Crew rank up
1410- Fixed NPC Crew profit share not increasing when ranking up
1411
1412Passengers
1413
1414- Updated the tips referenced for political prisoner. They now display the criminal trait
1415- Fix error when previously occupied passenger cabins are not rebought from the resurrect screen
1416- Fixed passenger crime scans. Add string for passenger wanted crime
1417
1418Missions
1419
1420- Fix missing contract elements for delivery missions triggered by scooping an item
1421- Prevent disconnection when retrieving data from the previous system and we've already jumped
1422- Changed the panel to point to the correct text for massacre illegal and massacre skimmer mission templates - The Don't Die wrinkle now shows the correct text on the panel
1423
1424Galaxy/System Map
1425
1426- Fix planet scan logic to ensure that planet terrain is only visible if the planet has had a basic scan performed on it
1427- Fix rendering when there are only Horizons planets in a system
1428
1429Outfitting/Shipyard
1430
1431- Added ship summary back to ship details panels for local and remote stored ships
1432- Don't allow sold modules to have transfer options
1433- Display a 0% transfer levy when transferring a free item
1434- Distance Levy [Undefined] Displayed when transferring modules to your current station fixed
1435- Only display locally stored modules when transferring a module from storage to a pre-selected ship slot
1436- Fix server error after transferring cargo to a newly purchased ship
1437- Silent Audio on module store multiple scroll fixed
1438
1439Station Services
1440
1441- Fix quick restock button (was showing a full bar when empty), also remove vehicles from the calculation if not vehicle bay is present on the ship
1442- Adjusted the faction name label within the News Panel. It will now resize and add an ellipses when required
1443- Fix the contact panel avatar loading (triangles animation)
1444
1445Weapons
1446
1447- Hatch breakers can now be blown up by point defence
1448
1449Player Journal
1450
1451- Fixed the 'abandon' flag in player journal for cargo ejected from SRV
1452- Fixed typo in player journal for ModuleRetrieve which was causing broken json
1453- Fixed missing 'Module' tag in JetConeDamage playerjournal entry
1454- Some non-settlements were being reported via the "ApproachSettlement" journal entry - was potentially revealing secrets
1455- Fixed "TransferCost" key in "FetchRemoteModule" journal entry