· 9 years ago · Oct 25, 2016, 09:58 AM
1Hi guys,
2
3The time has finally arrived! Today sees both the Elite Dangerous Horizons (2.2) update and the Elite Dangerous (1.7) update making its way to the live game.
4
5For those of you who haven't experienced a big milestone day, these updates can take several hours to install and make live.
6
7The servers will be down from 10am BST (15 minutes) and will be down for an extended period of time (up to 8+ hours)
8Xbox One players will see that the download will be available from 11am to pre-install but the game won’t be playable until the servers are back up. The size of that download is 9.7gb which is a file increase of 1.8gb
9
10We'll keep you updated with progress in this thread should there be any extra information. In the meantime we have a couple of exciting things going on today to keep you entertained while you wait for the updates to be added.
11
12Join David Braben on a Reddit AMA from 10:00 - 12:00 BST.
13Followed by Ed Lewis and a series of developers from 1pm BST on our official YouTube channel.
14
15The development team have been working incredibly hard over the recent months developing the game and working with our fantastic beta community to test, adjust and test again the upcoming version of the game so please give the beta community and the developers lots of thanks and support.
16
17
18
19NEW CONTENT 2.2
20
21Fighters
22
23- Added F-63 Condor as a playable ship
24- Added Imperial Fighter as a playable ship
25- Added Taipan as a playable ship
26- Added Beluga Liner as a playable ship
27- Added fighter specific weapon modules
28- Added fighter loadouts
29- Added Fighter Bays for supported ships: Corvette, Cutter, Anaconda, Type 9, Beluga, Federal Gunship and Keelback
30- Added Crew Lounge
31- NPC fighter pilots can be hired
32- Hired pilots receive a revenue percentage
33- Fighters can be given orders
34- Mothership can be given simple orders when player is in a fighter
35- NPC ships can use ship launched fighters
36- Role panel updated to support fighter operations
37- Display NPC Fighter Pilot name when targeting the ship they are controlling
38- Added a warning/reminder to set active NPC crew
39- Fighter and vehicle bays are now numbers this is to help match the bay to the vessel when using livery
40- Increased boost speed of all fighters
41- Rebalanced default speed for some fighters to make them inline with their original design (the Empire Fighter was too fast compared to the others)
42- Increased DPS of fighter weapons by 12.5%
43- Increased fighter production capability of the size 7 hanger module
44- Fixed fuel gauge disappearing when switching back to mothership
45- Missing avatar faces on the orders panel fixed
46- NPC crew do not have appropriate backgrounds when in your ship or in the fighter fixed
47- Added warnings why can't a player deploy a fighter
48- Move "Orders" to the top of the menu when interacting with AI fighters/main ship
49- Fighter descriptions hooked up
50- Able to issue orders using both fighters in the role panel even though only one is deployed fixed
51- After hiring, crew sometimes displays negative numbers fixed
52- Balance displayed in the Crew Lounge is incorrect fixed
53- AI Crew don't appear to be gaining any xp from combat in fighters fixed
54- Fixed logic error for allowing non horizons crew in to the crew lounge to fire crew they might have hired when they had horizons
55- Added default numpad keys for the new order bindings to each control scheme
56- Added in better descriptions for the fighter specific stats
57- Re-launching fighters resets ammo and pip setup fixed
58- Fixed radar not showing hostiles/allies correctly when switching vessel in a conflict zone
59- Helm 'Details' tab should go to ship description
60- Audio: Velocity of the ship launched fighter is now set to the same as long as the fighter stow interface is not active
61- Audio: Fixed "self" explosions to be triggered to ship launched fighters
62- Fixed headlights on the fighters
63- Dust layer on Independent Fighter is green, fixed it to dark grey
64- Fighters can no longer use boost while they are still attached to the launch ramp
65- Fixed Imperial Fighter hitspheres so weapons can be damaged
66- Fed Fighter 100% damage paint issue fixed
67- Fighters can no longer kill ships inside starports without being shot by the station when mothership is far away
68- Fighters will no longer retract their hardpoints when the AI is asked to dock them, stopping the error where a player asked the AI to dock then swaps to the fighter and has no hard points
69- Balance displayed in the Crew Lounge is incorrect and does not update on purchasing a pilot fixed
70- NPC experience always shows as 50% when they're in the main ship fixed
71- Removed the life support, self destruct and reboot options from the fighter
72- Fighters destroyed by the mothership jumping away shouldn't count as player kills
73- Fixed rendering bug causing text to overlap buttons on the role panel orders
74- Fixed issue with right panel in crew lounge not showing data after loading
75- The little fighter HUD no longer overlaps the target panel. It now has its own home near your ship's schematic
76- Healing lasers now work on fighters
77- Moved the 'Request Docking' from fighter bay to helm
78- Stop fighters being able to operate beyond 30KM range if you switch to the Mothership at the last second before the SLF explodes
79- Stop AI crew members leaving turret mode of mothership on "Fire at will"
80- Vessel Status UI (cockpit): display the correct fighter variant name
81- Fixed overlapping text on Role panel orders menu
82- Fixed hit markers on the ship schematics in the cockpit being the wrong size and appearing in the wrong position for fighters
83- Reduced the severity of a few info messages when changing fighter orders. Now uses a small 'log' message type, rather than the big flashy one
84- Only show "No active crew" warning when a hangar module is present
85- Unable to terminate crew without horizons
86- Crew total payment not updating immediately fixed
87- Created binding for opening the orders page (RB+B)
88- Reactivate the engineer button when switching back from a fighter
89- Allow the Orders GUI to move selection to the top of the list to navigate quickly to the bottom order
90- Added the available stats to the fighter details page in the role switch panel
91- Role Switch panel flashes, and doesn't let player click on slots and order commands fixed
92- Fighters under AI Crew control now use the AI friendly fire rules
93- Can no longer select ship description text in fighters tab of role panel
94- You are able to purchase a SRV or Fighter that you already currently own into the same slot fixed
95- Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong
96- Following NPC crew oddities (When NPC crew is flying a player's ship) fixed:
97- If MC turrets are fitted and set to Target Only, the combat AI cannot fire them
98- Can only use one missile launcher, even if two are fitted
99- Missiles are fired at long range and are wasted
100- AI doesn't use boost to chase and kill targets, instead lets them get away
101- When out of ammo, AI ship should drop back into formation
102- Player ships with just missiles won't fight
103- After requesting docking, all other order hotkeys are ignored
104- AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed
105- Added clearer message to indicate that the players fighter will be destroyed when they FSD away
106- Moved empire fighters hit spheres for the weapons even further forward to help in hitting them
107- Use numbers rather than bars for displaying fighter stats
108- Wanted NPC has clean fighter fixed
109- Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty
110- Added loading animation to screen for switching between fighters and main ship
111- Fixed missing font glyphs on Role panel when running in Russian
112- Fixed commander name having the "Crew" tag on the death screen when killed by a player in a fighter
113- Can use hotkeys to send invalid NPC commands to unmanned mothership fixed
114- Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore
115- Audio: reduced probability of "no more targts" npc crew message down to 40%
116- Audio: Fix for Crew member saying wrong line when asked to attack target
117- Fix not being able to deploy an SRV or Fighter after resurrecting
118- Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression
119- Fighter ramming not counting as illegal fixed
120- Fixed the incorrect paintjobs used for red and blue in CQC
121- Make sure active crew are displayed correctly
122- Added an inbox notification when NPC Crew rank up
123- Fixed NPC Crew profit share not increasing when ranking up
124- Turret settings are recovered when switching back to main ship
125- Allow fighters to accept new orders if they've been told to dock
126- NPC Crew can't pilot ships near planet surfaces fixed
127
128
129Surface Features
130
131- New geological features added (fumeroles and geysers)
132- Biological entities added
133- POIs can now be persistant (applies to new geological and organic features)
134- Mysterious things added
135
136
137Engineers
138
139- Limpet blueprints added
140- Scanners (KWS, Cargo, Wake) blueprints added
141- Defences (ECM, Chaff, Heat Sinks, and Point Defence Turrets) blueprints added
142- Utilities (Life Support, Fuel Scooping, Refinery, AFM) blueprints added
143- Added new Engineers!
144- Make sure we always get the right string key for existing modification name
145- Added ellipses functionality to blueprint text strings. If they are greater than 25 characters an ellipses will be added
146- Fixed layout problems in engineers workshop that would cause a scrollbar to appear and have unintended effects
147- Fixed bug where engineer special effect animation would always overlay the description of the successful special effect, before the animation had completed
148
149General
150
151- Implementation of patch-based planet rendering on the system and planet maps
152
153
154NEW CONTENT 1.7
155
156Passengers
157
158- Added passenger modules of different sizes and quality to outfitting
159- Tourist beacon (surface and space) added
160- Tourist beacons send an inbox message with the blurb for that beacon when scanned
161- Passenger Lounge
162- Added Passenger Lounge to Station Services
163- Travel agents are available in the passenger lounge
164- Passengers can be bulk or VIP varieties
165- Added in support for mission filtering and selecting cabins in the missions panel for passenger missions
166- Added mission themes for the new passenger mission types - plus appropriate icons
167- Filtered missions with these themes to their own section on the transaction panel
168- Custom welcome lines and titles added
169- Added different passenger types
170- Aid Worker passenger type added
171- Business passenger type added
172- Criminal passenger type added
173- Explorer passenger type added
174- Medical passenger type added
175- Minor Celebrity passenger type added
176- Political Prisoner passenger type added
177- Politician passenger type added
178- POW passenger type added
179- Prisoner passenger type added
180- Protester passenger type added
181- Refugee passenger type added
182- Scientist passenger type added
183- Security passenger type added
184- Soldier passenger type added
185- Terrorist passenger type added
186- Tourist passenger type added
187- Head of State passenger type added
188- Added UI support for showing passenger entries when cargo scanning
189- Passengers (or their representitives) have portraits and names
190- Added cabin inventory tab to cockpit panel
191- Passenger Liner NPC archetype added
192- Passenger cabins require escape pods
193- Added passenger liners as possible Massacre Targets
194- Ships can be scanned for wanted passengers
195- Added stats for passenger contracts
196- Passengers use escape pods to abandon ship if they wish to leave
197- Added a long time stamp generator for use in expedition missions
198- Capacity for Passenger Cabin Size 5 Class 4 has changed from 6 to 8
199- Crewed SLF displays player rank, not crew's rank fixed
200- Display the NPC crew experience correctly
201- Improved the UI flow when selecting which cabin to place your passengers in
202- Plugged in Head of State passengers to the passenger sightseeing missions
203- Passengers do not eject themselves after failing a bulk mission until you discard the mission from your Transactions tab fixed
204- When you abandon a mission and the passengers eject themselves, the message you receive should now appear in your inbox
205- NPC chatter/ AI behaviour seems incorrect during PassengerVIP CEO kill chance wrinkle fixed
206- Passenger satisfaction now decreases when taking hull damage if they don't react well to danger
207- Updated the values, meaning passengers will get more disgruntled at lower ranks, but remain the same amount as before at higher ranks
208- Chief medical officer still expects goods wrinkle after declining it fixed
209- Updated the sightseeing kill wrinkle, to have its own hand in state - allowing you to continue to kill the spawned enemies if you want to
210- Allow sightseeing to be completed even if a cargo wrinkle is active
211- Long distance expedition rewards shouldn't increase with each jump
212- Abandoning a long distance expedition should now impact faction reputation
213- Make pods the most important thing when working out if we can take passengers
214- Make passenger cabins replicate properly
215- Ensure that a new destination wrinkle doesn't send you to the port you've just come from
216- Updated the passenger quantity for the luxury cabin - can now support 8 passengers
217- Removed the destination marker for the visit tourist location wrinkle
218- Fixed not getting an inbox message about returning to the nearest dock after abandoning a passenger mission
219- Updated the states to prevent it sticking on disgruntled checks
220- Cannot accept PassengerStowaway mission message when there is one cabin remaining fixed
221- Passenger cabins in the inventory panel now match the surrounding styling better
222- If a tourist beacon is planetary, stop non-horizons people from accepting it
223- After dying with passengers on board and returning to the game there is no message saying that your passengers ejected from the ship fixed
224- Updated the passenger VIP templates with the state change effects for new destination system
225- Added new passenger modules for various sizes and tweaked capacity numbers for all of them as well
226- Balance pass on passenger mission rewards
227- Balance pass on passenger mission reputation, influence, and state changes
228- Add the bonus money for wrinkles into an inbox - so that players know there is a bonus for them if they do the wrinkle
229- Removed explorers from the bulk passenger template
230- Changed the scan wrinkle for long distance tourist missions to give a bonus for not getting scanned, rather than taking money away if you do get scanned
231- Passenger sightseeing mission was blocked from being handed in by inbox request for items fixed
232- Don't fail a mission if a fighter is destroyed
233- Reduced jump distances for visit tourist locations in passenger VIP missions
234- Corrected which VIPs get the wrinkles that they should have
235- Remove assert when we try to parse a passenger contract without a passenger cabin container (i.e. in an SRV)
236- Stuck in the cabin section of inventory tab in the right panel when you switch to a different ship with a cabin selected fixed
237- Changing the POW passengers to appear as security guards to match the text of the mission
238- When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
239- Allows the player to hand in the cargo without the cargo. Should the player dock at the final station without the cargo, the passengers will get mildy annoyed - preventing the player from exploiting the goods demanded wrinkle
240- Ship hull damage while in an SRV or Fighter does not effect passenger happiness state fixed
241- Fixed passenger satisfaction decreasing when SRV is damaged
242- Body location is now shown on long distance expeditions
243- Tourist beacon wrinkle will no longer spawn twice with passenger vip wrinkles
244- Tell mission listeners when progression is blocked so they don't try to trigger mission progression during location changes
245- Fix the transaction panel to show goods demanded at correct times
246- Manifest scanner returning incorrect results from passenger vessels fixed
247- No inbox message appears when scanning a Nav Beacon during a Passenger VIP mission fixed
248- Long distance expedition missions are not displaying body location of the tourist beacon in the transactions fixed
249- Fixed detection of planetary tourist sites
250- Audio: Fixed click in loop on Tourist beacon
251- Audio: Fixed a very loud tourist beacon
252- Passenger missions not displaying or paying out rewards on hand in fixed
253- Updated the transaction tab for passenger sightseeing conflict, and for passenger vip conflict. They now include the system address for the conflict zone
254- Remove commodities bought for passengers when completing a mission
255- More balance tweaks for reputation, influence and state effects
256- Player has been scanned - When scanned just once, the inbox message will pop up several times until the passenger is disgruntled fixed
257- Stop passenger cabins containing passengers from being swappable
258- Generic passenger generation now fits cabins with Tourists instead of Generics
259- Fixed errors in passenger cabin classes and types
260- Fix for passengers hiding when the ship is dismissed (from a planetary landing via SRV) and comes back...
261- When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
262- Fix Passenger mission problems when swapping occupied cabins between module slots
263- Updated the tips referenced for political prisoner. They now display the criminal trait
264- Fix error when previously occupied passenger cabins are not rebought from the resurrect screen
265- Fixed passenger crime scans. Add string for passenger wanted crime
266- Fix for passenger cabin allocation vis-a-vis missing pods and accidental restocking
267
268
269General
270
271- *Mysterious things added*
272- Fixed mysterious things not deactivating
273- New player power added - Yuri Grom
274- Jet effects added to neutron and white dwarf stars
275- Updated tutorials
276- Instructor character added with dialogue across all training scenarios.
277- Added additional on-screen prompts and assists to all training scenarios.
278- Updated and improved existing training scenarios:
279- Docking and Travel
280- Basic Combat
281- Added new training scenarios:
282- Basic Flight
283- Advanced Combat
284- Mining
285- SRV Training
286- Ship Launched Fighter Training
287- Mining tutorial added
288- Added local player event log
289- Option to move owned ships added - it's available from all Shipyards
290- Ability to sell ships remotely (from different ports) added
291- Module storage added to Outfitting (not currently active in beta)
292- Stored modules can be sold (not currently active in beta)
293- Add system to support greater variation with station interiors
294- Industrial interior pieces added
295- Services interior pieces added
296- Agricultural interior pieces added
297- High Tech interior pieces added
298- Add some additional variants for hangar interiors (following the above scheme)
299- New layout for Station Services menu
300- Added a factor contact for universal fines, bonds and bounties handling - found in low security systems
301- Various station contacts now have faces and names
302- Added a security filter to the Galaxy Map
303- Added the ability to use a filter to govern systems used in route plotting in the galaxy map
304- Visited stars filter added to the galaxy map (this uses local storage so will only record stars visited from 2.2 release)
305- Add a method for semi-automatically replotting a route to the previous destination, if the route was lost after logging out of the game or jumping away from the route
306- Added fixed point locations using CQC assets
307- Added planet surfaces to planetary map
308- Added docked and state variants of the capital ships
309- Capital ship docks added to various locations
310- Added a Faction Status Summary to the local GalNet news feed
311- Added an info message popup which displays the security level and, if necessary, the state of the system when jumping to a new system
312- Added "Press BUTTON to abort" to the jump-to-system info, where BUTTON is the most relevant of the various FSD input bindings
313- Added UI for the engine spooling when taking off from planetary surfaces
314- Mission cargo can be sold on the black market
315
316
317Stability Fixes
318
319- Fixed network crash caused by non-replicated objects having replicated children
320- Fix for asserts/crashes and wrong items showing in outfitting when adjusting the sorting for buyback items
321- Fix a potential NaN in the vehicle system
322- Fix error while switching user while in matchmaking for CQC
323- Fix crash during high res screen capture
324- Fix a server crash if a CQC game ends at the same time the lobby is shut down
325- Fix a crash when searching for an exact system name that doesn't exist
326- Fix crash in CQC when taking damage and a contributing player doesn't exist any more, likely due to quitting
327- Fix a crash in CQC if we try to send a message to or about a player that is no longer in the game, also a tweak to getting player params to return a default value if that player is no longer in the game
328- Xbox One: The title enters a semi unresponsive state when changing the Yaw Axis Preset from within the Controls Options fixed
329- Fixed a crash when trying to get a name from a non-existent system
330- Fixed crash that often occurs when self-destructing an SRV - but could conceivable occur during initialisation of any new ship
331- Fixed a crash during transition states is a valid ship isn’t available
332- Fixed crash exiting CQC
333- Fixed a crash trying to create an NPC pilot in an invalid vehicle
334- Prevent crash on game shutdown
335- Prevent a crash trying to generate a mission for a station that no longer exists
336- Fix a crash with the fighter bay trying to access an invalid state machine
337- Fixed crash in the ship launched fighter tutorial
338- Fixed crash in the SRV tutorial
339- Fixed soft-lock on station services home screen if you spam click the quick refuel/reload/repair button
340- Fixed the game locking up when editing/deleting a bookmark
341- Fixed crash when finishing VR experience tutorial
342- Trying to switch into a retrieved fighter crashes the game fixed
343- Fixed an occasional crash in open vr on startup. Prevent presenting when SDK Rendering isn't setup
344- Fixed CQC CTF assert when picking up a flag after previously dropping a flag
345- Fixed an error in terrain cube sphere mapping
346- Prevent attempting to eject a cargo unit that is already queued for ejection
347- Livery modules are no longer added to the list of newly purchased modules
348- Don't try to access control bindings while they're loading
349- Fix a crash if a planet made completely out of gas cannot hold onto its own gas and so has no mass
350- AI fighters can validly spawn as independent ships, not linked to any parent ship, so cope with this case in Fighter Stow
351- Fix a crash when a POI tries to spawn the same time the player is disconnected
352- Fixed a crash in the role switch panel
353- Fix vehicle switching crashes in the SRV tutorial
354- Mark a persistent POI as invalid if it fails to find a position for its first attempt, this fixes a crash that it causes on some planets
355- Fixed an error with an audio emitter
356- Fixed an error with a mysterious thing in the contacts panel
357- Fix for an assert failure when loading game into a fighter and using the role switch panel
358- Fixed crash when shooting Skimmers due to them not having a vessel ownership
359- Fixed soft lock when backing out of launchable livery
360- Fixed soft lock when selecting a cabin from your inventory tab
361- Added some sanity checking to cargo transfer so we don't try to move from non-existent inventories
362- Fix an assert caused by damage being moved between a ship and its modules causing it to lose the original machine the damage came from
363- Fixed soft lock in outfitting when the user has the livery vessel selection dialog is open, but then instead selects an outfitting group from the left
364- Removed crash telemetry if entering a location takes more than 2 minutes
365- Fixed outfitting crash when previewing a fighter while docked at a planet port
366- Allow the "visited stars" map filter to apply to route-plotting
367- Fixed crash when starting the game with an HMD for some monitor/resolution combinations
368- Fix a low level vertex locking crash
369- Fix a crash when self-destructing the SRV
370- Fixed JSON error in ship delivery
371- If we lose connection with server immediately after connection, before mtu discovery is complete, don't crash, reset mtu discovery for another go around
372- Server time synchronisation can soft-lock the game fixed
373- Ensure that system map materials get destroyed on shutdown
374- Fix crash swapping modules in outfitting
375- No longer assert when trying to add an item which is supposed to be empty
376- Fix for buyback and stored items being deleted in one array but not another
377- Don't crash if the planets materials are not sensible
378- Fixed error loading civilian installation
379- Fixed a memory leak with the terrain compute shaders
380- Updating the contents of module storage in UI was causing the UI to unlock earlier than intended fixed
381- Fixed crash in outfitting where players were able to try to access data before it was ready
382- Fixed an issue with a highly eccentric planet orbiting a single star and intersecting it
383- Fixed an assert in CQC when damaged by an explosion from a destructible
384- Module Transfer Crash - Trying to fit a module into a slot that it won't fit into fixed
385- Fixed a crash when killing a faction ship
386- Fix a server disconnection when boarding an SRV at a planet station after the ship has been destroyed
387- Catch cases where physics objects returned in an ai probe are destroyed before being used
388- Fixed crash when role switching
389- Fixed memory leak in system map
390- Fix for crash when bulk storing large ships
391- Disconnect after deploying SRV then requesting boarding with an SRV at Planetary Outposts/Stations fixed
392- Spawn our ship in space on Xbox One instead of crashing if the launch bay is not valid
393
394
395General Fixes, Changes, and Tweaks
396
397- Speed/distance restrictions for dropping from supercruise now scale with how strong the local gravity influence is - the further from bodies the easier it is to drop out
398- Fix an issue that could cause flickering and/or duplicate GUIs during interdiction
399- Uncontrollable spin on completing interdictions at high speed fixed
400- Fix a bug that meant the rate at which the target for the interdictee moved was partially tied to framerate.
401- Kill Warrant Scanner does not show progress if the scan is started when the user is out of range
402- Balance and cleanup pass to the challenge scenarios. Fix descriptions, tips and difficulty
403- Wake Scanners, they now deploy and work in Supercruise again
404- Cannot Unlock Target within the Contacts panel command fixed
405- Sensor zoom level should now be approximately preserved between super cruise and normal space
406- Labels in status panel now resize width to take up all available space
407- Update cargo status when moving between faction space to keep legal status in sync with displayed status
408- ComboBox Menu now has an opaque background - it's previous transparent one caused readability problems when overlaying other UI
409- Fixed issues with right align not working on horizontal text boxes
410- Fixed bug where scrolling the focused item off the top/bottom of the list would case the focused index to become nonsense
411- Allow the UI to react to changes in the cargo more quickly
412- Don't show Leave Voice Comms popup if we're just passing through the state while not in voice comms
413- Inventory panel states activate cargo scanner, even when unable to fixed
414- Fixed written text Messages being discarded if looking away from the comms panel
415- Sub target panel will display retrieving scan data animation indefinitely fixed
416- All the options and main menus now have confirmation dialogs when you cancel changes
417- Flipped the heading calculated for the compass GUI (no effect on other areas) so it is consistent
418- Orbital HUD optimisations
419- Repair inbox messages when awarding certain permits
420- Amended Get Long Lat String to return a string formatted Longitude, Latitude, instead of Latitude, Longitude
421- Pitch and yaw on the photo camera will now work while docked for players using mouse control
422- Fixed issue where button hit boxes were misaligned on friends list
423- Fixed the options screens losing focus when scrolling up and down long lists
424- Commanders occasionally being rescued to last known good stations if they've logged out after driving in an SRV but before flying anywhere else
425- Xbox One: Removed cause of performance drain in the tutorial UI (pre-flight checks)
426- Xbox One: Data point reset timer and supercruise charging GUI overlap and flicker fixed
427- Xbox One: Game takes input during the transitions between menu options fixed
428- Xbox One: In Open Play, The First time a user sends a comms message to To [LOCAL]: the cursor moves from right of [Local] to left of To fixed
429- Xbox One: Speculative fix for Starport Services having long loading times
430- Comms panel scroll bar going beyond the bar line fixed
431- Fixed settlements appearing twice on the navigation panel
432- Make sure the station generation system uses the "old" metadata when in the orphaned station section of the code - Stops server/client crashing by using updated metadata
433- Jet cone visual bug when viewed through buggy turret fixed
434- Fixed broken shadow on SRV
435- Prevent module storage until it’s working
436- Fixed spurious warning when fitting a fighter hangar
437- Many text fixes throughout the game.
438- Fix a Commander ID mismatch with launch able vehicle in save game causing matchmaking errors
439- Fix an error with settlement on Dahan 3 a.
440- For the basic flight tutorial, disallow request dock with fake station
441- Only add headings to "store multiple" page if they will be populated
442- Fixed ‘sleepy’ expression pose
443- Fixed ancient collectables appearing as "Mining Fragments" on the GUI
444- Basic flight tutorial, change the way we detect pitch/roll/yaw input so that it also works with mouse controls
445- Updated the ship throttle tip in basic flight tutorial to also show throttle axis if present
446- Fixed sub targets panel not updating when scanning beacons (nav beacons, tourist beacons etc)
447- Fixed headlook not working in station menu
448- Fixed missing icon on Science & Research contact screen
449- Preparation ethos icon is truncated in Powerplay menu fixed
450- Removed VR Missions on platforms that don't support VR
451- Audio: Fixed some missing audio in the tutorials
452- Various text fixes
453- Latest translation batch added
454- Starport UI: displaying station economy instead of system economy in main screen and commodities market UI
455- Fixed issue where CQC stats screen would not update
456- Fix an issue where if you disconnect on the match summary of rewards screen in CQC the player character isn't cleared when going back to the main menu
457- Fixed commander name on remote clients incorrectly identifying which vessel a player is actually controlling when entering a location
458- Fixed bug where wrong icons would be displayed in info panel when being damaged by an engineered weapon
459- Water Giant hologram GUI animation issue fixed
460- Fix deco layers not showing on abandoned settlements
461- Improved clarity when large info panel messages overlap existing log messages
462- Cleaned up some of the messaging being used when jumping to a system. We now only show the abort message when the destination is potentially dangerous (currently, when in anarchy)
463- By popular request - added the destination star's class type to the info panel message upon initiating a jump
464- Fixed the positioning of POI and player markers on the planet map
465- Low resolution artefacts on mysterious thing's lens flare fixed
466- Removed black bar from station services wait banner
467- Avatars with a certain eye blend shape were looking as if their eyes were closed in certain poses fixed
468- Dock and travel tutorial: show correct station entrance pointer at all times during station approach, so that pointer doesn't suddenly jump to the wrong place
469- Dock and travel tutorial: Don't allow cargo jettisoning
470- Fixed logic loophole where docking and travel tutorial could be waiting for the docking UI to appear indefinitely if the landing gear is deployed very late
471- Audio: Fix for incorrect tutorial VO line
472- Neutron & White dwarf schematics fixed
473- Fixed star-class info not appearing for some systems when initiating jump
474- Fixed supercruise motion indicators not being displayed
475- Fixed incorrect integrity value for size 1 class 2 refinery
476- Prevent duplicate ships being generated on authority transfer
477- Docking computer staying 1km above planetary outpost fixed
478- Latest translations added
479- Various text fixes
480- Award combat rank progression when destroying NPCs from no particular faction
481- Added MassLocks to Cap Ship Docks
482- Fixed missing parts of starports
483- Many starsystems were controlled by planet settlements. These have all been upgraded to dockable bases
484- Bounty vouchers once again split between all wing members
485- Allow bounties to be claimed from SRVs again
486- Changed cargo scanner text to Manifest Scanner
487- Added powerplay overhead cost in various places
488- Fixed incorrect Imperial Cutter schematic
489- Fixed some jet cone flickering
490- CQC: When server logs out, make sure we clean up any pending lobbies
491- NPC shouldn't advance their firegroups manager - this might explain some cases in game where NPC ships are not firing all their weapons
492- Xbox One: Speculative fix for Xbox player not being restored to the island after resuming from store
493- Added in default T16000 FCS bindings
494- Enable storing info about visited stars for Xbox One
495- Moved The Pit's orbit out to make it easier to dock
496- Show planet surfaces in the system map without needing the surface scan
497- Xbox One: Fix an issue with connecting to CQC through the friends app
498
499
500Missions
501
502- Added option to sell mission specific cargo on the black market
503- Seeking Goods scenarios now issue missions
504- Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
505- Salvage and Collect missions have got a new destination faction state effect now
506- Courier missions now also affect the target faction
507- Players can now drop mission specific cargo. If third parties pickup said cargo they receive it as stolen
508- Added in new inbox text into piracy, rescue and planetary rescue mission templates
509- Changed the timers to dynamic timeouts for recovery agents and cargo hunter wrinkles in piracy and rescue missions
510- Add a check which can be used to detect if a player has committed a crime during a mission
511- Assassination mission template has a fix to alt targets name not being overwritten properly
512- Updated smuggle and delivery mission templates with new state effects that affect the destination faction's state, as well as the mission giver's state
513- Mission generation optimisations
514- Added in the dynamic credit reward for not being scanned into the piracy missions reward transaction
515- Added mission tracker component for damage to the player's ship
516- NPC Messengers with hidden contacts should be hidden
517- Added in a pilot roster contract element into the transaction tabs for the recovery agents/pirates in piracy and rescue missions
518- All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
519- Updated text for an inbox message in missions that tells the player when they have killed a target, that there are more targets. Mission types it affects: Assassination, Collect, Courier, Delivery, Piracy, Rescue and Salvage
520- Stopped New Destination Wrinkle from using Mission Giver Station in Smuggle missions
521- If we don't have space for all the material rewards, only add what we can
522- Remove duplicate information from massacre skimmer
523- Fixed some layout issue with the mission row item renderer
524- Modified mission interaction so that "Destination" title will not be displayed if there is no destination for the mission
525- Massacre templates alternate wrinkle updated, so the mission can progress if the player ignores the alternate target inbox message
526- Missions in transactions tab are slightly misaligned fixed
527- Complete tick box now displays with correct localised text
528- Resized mission complete box to support 2 lines of text properly
529- Stop credit reward being shown twice when more than one faction is involved in rewards
530- UI updated to display commodity/material rewards in mission summary
531- If a mission POI fails to find a flat spot, then create one in a random position rather than not at all
532- Removed a duplicate value the recovery agents/piracy transaction panel in piracy and rescue templates
533- Massacre missions - stripped out the authority targets from the templates. These have been replaced with citizens, or activists
534- Set Mining missions so that they cannot offer the cargo that the player has mined as a reward
535- Make sure the mission icon is displayed when mission target is a non landable planet
536- Fixed some mismatches between missions and available cargo in USSs
537- Updated piracy and rescue missions to include an inbox state, to stop the constant inbox message spam when you kill the target and don't have the cargo yet
538- Exclude systems with permit locked planets from mission generation targets
539- Accept/ decline inbox messages now have a discard button if they are no longer relevant
540- Updated Collect, Deliver, Salvage and Smuggle mission templates to no longer send cargo to a state where that cargo is illegal on new destination. (Opposite way round for smuggle, where it should always be illegal)
541- Mission screen loading optimisations
542- Fix a transaction server error when issuing mission tip offs
543- Fix mining statistics when using mined ores to complete missions
544- Ensure that a new destination wrinkle doesn't send you to the port you've just come from
545- Fix the calculation of dimensions for portraits in non 16:9 resolutions
546- Removed two examples of settlements metadata giving missions the idea that they can be used as skimmer massacre targets
547- Switched from MM: SS time format to MMm SSs format for inbox messages detailing a remaining duration for part of the mission. This format avoids the ambiguity from a string like 20:30 (is it 20 minutes, or twenty hours?)
548- Updated massacre skimmer missions to reference the skimmer system
549- Remove meta data that makes invalid settlements a target for skimmer massacre missions
550- Template and text changes to show both factions involved in a mission
551- Target faction for missions now shown on the mission board when you accept the mission
552- Make sure players in SLFs can get credit for kills in assassination and massacre missions
553- Added missing strings for illegal delivery missions
554- Fix missing contract elements for delivery missions triggered by scooping an item
555- Prevent disconnection when retrieving data from the previous system and we've already jumped
556- Changed the panel to point to the correct text for massacre illegal and massacre skimmer mission templates - The Don't Die wrinkle now shows the correct text on the panel
557- Fix assassination missions not completing correctly in fighters
558
559
560Engineers
561
562- Improved lighting and geometry in all the Engineers hangars
563- Engineer base Farseer Inc's floating rock formations dropped to seal gap
564- Truncated elements in the material information panel for micro-resources and data fixed
565- Made sure that the first focusable element is focussed on when showing the "adjust popup"
566- Engineers 'Sort' Drop Down is layered underneath Engineers 'Speciality' text & No Search Results String, leads to overlapping text fixed
567- Mouse wheel scrolling in engineers window affect other functions fixed
568- Fixed bug where an experimental effect rolled a fail, but the UI would sometimes land on blue
569- When opening the Engineers panel information may not be displayed correctly depending on how you closed the panel previously fixed
570- Known engineers Pinned blueprint jitters when selecting cost fixed
571- Text wrap enabled on encoded materials inventory further information panel
572- Adjusted special effect text fields to account for 2 lines
573- Adjusted modification text fields to prevent truncating text
574- Centre align the workshop module class popup to account for wider text area
575- Prevent the player from using hidden buttons in Engineers Workshops
576- Added headers for type and grade microresource filter options
577- Changed microresource filtering so type and grade filters are exclusive rather than inclusive
578- Added engineer base UI schematic icon images
579- Fixed legal state display errors when changing starsystems and when trying to pay fines at an Engineer base
580- Xbox One: Pass in current text when enabling soft keyboard on Engineers screen, and get a callback when the keyboard opens (where we would clear the text, if we could)
581
582
583Powerplay
584
585- Cut-off text present on Preparation Tasks on most powerplay factions when selecting a system under their Preparation Tab fixed
586- Distance of system in turmoil truncated on the powerplay screen for factions with a deficit (negative cc) fixed
587- Contacts - Red confirm button should be changed to grey because red is widely used where nothing can be done
588- Preparation pledge to nominate popup cant be selected as focus on background menu fixed
589- Opponents undermined statistic in the stats panel removed as it's redundant
590- Changed 'age' label for Powerplay characters to 'Year of Birth'
591- Incorrect scaling of control systems on Powerplay map, when map origin is a long way away fixed
592- Fixed Powerplay stats and ratings tabs occasionally having extremely oversized vertical scroll areas
593
594
595NPCs
596
597- Make sure police ships are aware of assault crimes that are happening if the initial crime happened before they were spawned or near enough
598- Rework how NPCs score their behaviour for interdictions to be less 'binary'
599- Rebalanced interdiction difficulty based on AI pilot skill
600- New jump away state "Jump Uninterruptible" to handle NPCs jumping away when their target enters a No Fire Zone
601- Stop powerplay AI from interdicting other powerplay AIs which are aligned to the same major faction
602- Fixed docking Computer landing damage
603- AI ships now aim launcher weapons properly
604- Ensure that the AI auto-loadout system always gives a ship at least two fixed/gimballed weapons, to avoid ships with all-turreted weapons not being able to attack
605- Passenger hunter archetypes added
606- AI interdictions, only apply the system's security modifier when considering whether we are too strong to interdict the target, not too weak
607- Some slight balance changes for AI difficulty/rank spawn numbers, as well as dropping the rank range that AI can interdict at by one for all non-wing AI
608- NPC crewed ships now use boost when following player
609- Slight balance pass on the Authority ship friendly fire aggro multiplier, we don't want it to be too high, so it's now the same as the Friendly multiplier. Also made sure that the AccidentalDamage dialog is a bit more common
610- Ensure low ranked AI ships reset their pips
611
612
613Wings
614
615- Ensure single body exploration scans are awarded to all wing members
616- Fix case where dropping to a wing beacon in a ring would leave the player at their current location rather than the beacon
617- Propagate hostility between wing members when attacked - this should make ships in silent running show up to all members of the wing they are attacking
618- Select wingman's target can now target systems that aren't in the nav panel
619- Improve notifications between wing members when doing system or body exploration scans
620- Only propagate wing hostility for player ships
621
622
623CQC
624
625- Adding in explosive damage for the destructibles in CQC/Arena
626- Made the matchmaking lobby detect disconnects faster, this prevents the lobbies from getting stuck in a state for a few mins due to a disconnect
627- Player Rank Shows Combat Rating instead of CQC Ranking while in CQC
628- Fix an issue where the server was calculating a different amount of credits to reward than the client displayed
629- If there are multiple winners in a deathmatch game and you are not one of them, display defeat instead of a list of the winners
630- Fixed some clipped loadout text in localised languages
631- 2 Digit ranks are truncated in the scoreboard menu fixed
632- Since a CQCing player can't respond, don't send them text chat or voice invites
633- Fixed missing Russian glyphs on CQC respawn menu
634- Scale the mouse cursor for fov in the same way that usual UI movies do, which catches that one giant cursor case when zooming during death cam in CQC
635- Xbox One: Fix an issue with mismatched teams in CQC
636- Xbox One: Fix a case where a player A enters a CQC match against player B, when player B had previously been signed in on player A's console during this session
637
638
639Controls
640
641- Fix for the sensor zoom resetting when the game loses focus when the sensor zoom is bound to an axis
642- Removed eject all cargo binding from all schemes by default
643- In the keyboard and mouse control scheme add the arrow keys as secondary bindings to the UI-controls to allow navigation through the menus in the galaxymap
644- Mouse cursor stuck on side of screen when in main menu fixed
645- Now DualShock 4 controller keys are shown as Xbox360 icons, instead of []
646- Don't bind XB360 pad's Back button to Cancel Binding, so more buttons are free for gameplay
647- Removed all gamepad options from keyboard and mouse only schemes as they will prevent these schemes from showing up as a preset if you don't have a pad connected
648- Fixed bug where info panel would not display correct controls after changing to new control scheme
649- Get mouse-controlled headlook working in Hyperspace again
650- Added device and vendor IDs for the xbox one wireless controller so it will be picked up as a gamepad in the game
651- Added keybindings for fighter orders and for recalling the main ship while in the SRV
652- Xbox One: When switching users, forget about disconnected controllers for the old user
653
654
655Weapons
656
657- Two changes aimed at rebalancing Thermal Shock and similar heat-imparting weapons:
658- Ships now gain resistance to heat weapons based on spare cooling capacity (when ships are cold they're more resistant).
659- Having a heatsink actively charging diverts most heat from external heat attacks straight into the heatsink, granting 90% resistance to these effects for those few seconds.
660These two changes combine well, as now heatsinks are much more able to cut through even extreme heat attacks, and then the newly cold ship is temporarily more resistant. Simply running a cold ship will also extend the time before external heat is able to cause damage by a larger proportion.
661- Heat sink launchers now take substantially less damage from beaing overheated (down to a quarter of what it was), they are designed to be the defence against overheating after all.
662- Shield resistance to heat-imparting attacks increased, and active shield will now block 50% of the effect of thermal shock weapons, up from 25%.
663- Fix issues with mines and missiles sometimes failing to hit targets due to networking inconsistencies, most noticeable when driving into someone else mines at high speed
664- Fix issue weapons switching to Fire at Will on supercruise transitions
665- When modifying a weapon that fires in bursts, always ensure the clip size is rounded up to a multiple of the burst size. This will retroactively affect existing weapons and fixes cases of the Double Shot 3 slugshot having a 5 round clip
666- Fix custom VFX scaling for weapons (scaling was affecting the particles rather than the emitter
667- Mines should be affected by gravity
668- Mines now have vfx for default, dirt and ice surfaces
669- Point defence range has been increased slightly along with it's integrity
670- Blast radius for Deep Cut Payload and Penetrator Munitions is now correctly 75% of what it would be for an external blast, rather than 0.75m
671- Fix a bug where the penetration direction for a missile could be wrong depending on the exact detonation trigger
672- Set the Penetration chance for torpedoes and dumbfire missiles to 1. This is not used with their normal damage mode, but guarantees penetration when the damage mode is switched
673- Tweaked chance of burst laser malfunction when firing as it was observed to be too likely to happen given that each shot of the burst did the test, not each burst
674- Point defences will no longer try to shoot down a ships' own dumbfire missiles
675- ECM balance tweaks: guided missiles and torpedos hit by an ECM charge will now gain a major drunk effect if they did not already have it, causing them to veer off target most of the time. Technically you can still be struck, but previously ECM'ed torpedos would maintain an almost straight trajectory which for ships unable to dodge would mean they got hit anyway
676- Dedicated keybinding for ECM. CM do not have to be in a fire group, holding this down will charge the first ECM module on your ship that is ready to go, and releasing will fire it
677- Experimental balance change reworking how heat weapons function, similar to our earlier proposal but adjusted with player feedback. Aim of the changes:
678- Thermal diminishing returns cut in much harder, previously they would start at 60% and prevent you going over 190%, whereas they will now start at 65% and prevent you going over 95% (down from 80%/120% in our earlier proposal). This means that heat from external attacks alone can never cause module or hull damage
679- The heat effects of Thermal Shock are doubled
680- The heat effects of Thermal Cascade are 25% more than they are on live (the previous beta heat nerf is being reversed, and then a small buff), combined with a slight nerf to PackHounds to stop them being so superior to other missiles
681The goal here is for heat not to be a primary damage mechanism, but be there to punish your target for doing things that generate heat spikes such as SCBs, boosting or firing the hotter weapons. We also want to make it so that it is never worthwhile to stack a lot of heat weapons together: You will get the new full effect from a smaller number of weapons than before, but it can never get anywhere near as deadly and stacking more weapons beyond that point is counterproductive
682- Drop the damage of packhound missiles slightly, from 9 per missile to 7.5. They're doing slightly more damage than we wanted given their relative immunity to point defences, and dwarfing normal missile launchers
683- Remove num pad 6 as a binding for chargECM, it's already in use for fighter order follow
684- Small usability improvement for Slugshot turrets, drop the range at which they will auto-acquire targets drastically (down to 500m rather than the weapon's maximum range of 2000m), to stop them wasting shots on things they'll never hit
685- Experimental Balance tweaks for Fixed vs Gimbal weapons with travel times. Overall we think larger changes are needed, but for now going with a safe option to avoid over-correcting and will review once these changes settle:
686- Projectile Speeds for fixed cannons increased by 20% (for S/M/L/H weapons this has gone from 750/800/875/1000 to 900/960/1050/1200)
687- Projectile Speeds for Plasma Accelerators (APA included) increased by 20% from 700 to 875
688- Damage for fixed multi-cannons adjusted so that the benefit for fixed over gimbals is much more consistent, and on average larger. Small fixed multis are reduced by 5%, Mediums are unchanged, large and huge increased by 11% and 14%
689- Damage for fixed cannons adjusted for similar consistency, small increased by 5%, medium/large/huge increased by 10%
690- Damage for Plasma Accelerators increased for a more consistent relationship with equivalent cannons, medium increased by 2%, large by 5%
691- Advanced Plasma Accelerator has also had its energy efficiency improved (7 per shot down to 5.5). It now has slightly better damage per capacitor power than a normal Large and deals more DPS, but at the cost of more heat
692- Reduction in damage to Reverberating Cascade was a bit much, especially when considered alongside much improved ECM. Returning this to 35% of raw damage punched through to shield generator.(originally 50%, previously reduced to 20%)
693- Balance tweaks to buff PDTs:
694- Missile health reduced for Small and Medium dumbfire and standard seeker. Now requires 2 point defence hits rather than 3 per missile
695- PDT jitter angle halved (from 1.5 degrees to 0.75 degrees).
696- Fixed where PDT shots would appear to vanish but would still have an effect at long range
697- Fix a reported bug with Containment missiles and their engineer equivalents, the 35 second immunity period was not working correctly for them
698- Minor balance tweak for Containment missiles have received a 20% damage reduction and 50% increased time between shots. FSD interrupt mod has gone from a 20->30% reduction and the same 50% increase in time between shots. Reducing their overall DPS so you're sacrificing a little more to use them
699- We think heat attacks have been reduced a little too far, and need a very conservative buff:
700- Diminishing returns for heat now limit at 100% (up from 95% in previous beta)
701- Damage penalty for Thermal shock reduced to 20% (from 25%)
702- ECM needs some slight tweaks:
703- ECM will now fire when hardpoints are not deployed
704- ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)
705- Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5
706- Improved flight speed and hacking time of all hatch breaker limpets
707- Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled
708- Slight reduction to the effectiveness of Incendiary rounds for Multicannons:
709- Remove the hidden 20% kinetic damage that was left over
710- Reduce the fire rate penalty from -10% to -5%
711- Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff.
712- Hatch breakers can now be blown up by point defence.
713
714
715Outfitting / Shipyard
716
717- We now preview ship kits and bobbleheads when we mouse over them
718- Outfitting stats improvements:
719- Adjusted stat priority so that CQC module stats no longer extend beyond the capacity of the GUI
720- Added booster stats back in (CQC only)
721- Show hidden stats in comparisons if the original stat isn't hidden
722- Cleaned up code and resources to remove depreciated "Outfitting" stats
723- Small optimisation to stop OutfittingItemInfo calculating stats unnecessarily
724- Chance Modification symbol overlaps description fixed
725- Vehicle bay in outfitting does not populate class indicator pip fixed
726- Fixed cut off label in item descriptions
727- Sort preference in Outfitting resets after being closed fixed
728- Sort results ignores weapon filters fixed
729- Changed slot size for planetary approach suite to 1 rather than 8 as the item itself is only size 1
730- Changed "Set Fire Group Reminder" text to apply to modifying modules as well as buying them
731- Modules tab pop-up backgrounds are translucent on first viewing fixed
732- Class/Rating sort filter in outfitting now correctly sorts by class first, then rating
733- After applying a livery item to you ship via mouse input - the UI will no longer focus to the slot under the mouse and cause a camera change away from the item you were applying
734- Block the purchasing of more than one scanner of each type
735- Still allow save files to have multiple scanners if they bought them previously
736- Still allow selling of a third duplicate scanner, even if the remaining 2 would, strictly speaking, still be against the rules
737- The sale price of a vehicle bay now takes its contents into account
738- Fix module buy back becoming hidden when swapping modules
739- A module category will appear in the wrong place on the Store Multiple menu if no modules of that type are equipped fixed
740- Shipyard - B button doesn't work on sell ship popup fixed
741- Stop clearing the remote ships list when we list the ships available at this station - this stops the remote ships list sometimes being cleared when we update
742- Added some additional code to track whether a ship is being delivered "here" to control the local ship tab highlighting
743- Accessing the livery via the station home screen no longer skips the 'which vehicle' step (if applicable)
744- Fixed failing to go back behaviour when using the livery link from homes screen
745- Fixed missing blurred background when picking which vehicle to livery
746- Overhanging buttons and items in outfitting list fixed
747- Changed outfitting filter options to use vectors instead of bitmaps to try to improve clarity
748- First module highlighted statistics missing if purchasing to an empty slot fixed
749- Removed the swap module option while previewing a fighter or an SRV as the web support is currently not available. This shouldn't cause any issues as the only swappable modules on fighters and SRVs are decal slots
750- Updated icons and animation for ship transfer to improve clarity and remove WIP items
751- Fixed focusing issues in the modifications screen in outfitting
752- Fixed several issues with ship transfer timers
753- Updated outfitting button icons to improve clarity
754- Module transfers with delivery times added
755- Fix overflow values for very expensive ship transfers
756- Fixed bug where paintjobs and items would persist when using breadcrumbs to navigate out the menu
757- Added icon for the main ship when selecting a vessel in the outfitting
758- Updated vessel selection screen in the outfitting to use new cleaner ship icons
759- Allow a non-horizons player to view their horizons ships if they already own them (because they own horizons on another platform)
760- When selling a ship of no value, we now show its value as "0 CR", rather than "FREE"
761- Shipyard UI sell confirmation popup : replacing "current ship" heading by "ship", and displaying sold ship name instead of current ship
762- Don't allow more ships to be transported to a station than the local storage allows
763- When populating vehicle list, making sure "selectable" flag is set (based upon purchaseAllowed state) so that the button behaves properly
764- Fighter icon on SRV bay fixed
765- Stat comparison screen remains during weapon swap fixed
766- Process transaction cost correctly when fetching or selling a remote module
767- UI was being unlocked before hardpoint animation was complete. This should now be fixed
768- Module distance incorrectly show when transferring a module fixed
769- Adjusted the balance areas of the popups to have an auto width, to account for large balances
770- Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint
771- Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red
772- Fixed keeping hold of buyback items once we've bought them back
773- Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text
774- Prevented focus from being lost when pressing Right on the read more section of the module transfer
775- The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected
776- Ship loadout doesn't update after multiple swaps fixed
777- Updated icon positioning and colouring in the Inventory Browser Screen
778- Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK'
779- Starport UI: fixed quick action button icons disappearing when coming back from outfitting
780- Store multiple modules lists incorrect number when unticking categories fixed
781- Damage type tagged as 'labelfield' overlapping fixed
782- Adjusted colour of "in transit" text, when focused on
783- Made the "Stored Ship" tab, glow white when a ship completes its transfer
784- Increased Module Storage size to 60
785- Tune credits costs of Ship and Module transfer
786- Added ship summary back to ship details panels for local and remote stored ships
787- Don't allow sold modules to have transfer options
788- Display a 0% transfer levy when transferring a free item
789- Distance Levy [Undefined] Displayed when transferring modules to your current station fixed
790- Only display locally stored modules when transferring a module from storage to a pre-selected ship slot
791- Fix server error after transferring cargo to a newly purchased ship
792- Silent Audio on module store multiple scroll fixed
793
794
795POIs/USSs
796
797- Award exploration progress when creating vouchers for scannable settlements & points of interest
798- Scannable vouchers now scale by the distance from Sol
799- Allow objects to be spawned in response to cargo being scooped
800- Added some new conditions for the poi buckets:
801- Planet volcanism strength
802- Planet volcanism type
803- Primary star type
804- Required star type
805- A warning message is now displayed when leaving a conflict zone
806- Added scenario for Elite Plus gameplay
807- Added military patrol scenarios
808- Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
809- Added in new ship types and slightly tweaked down the difficulty of the more extreme set ups
810- Skimmers can now be spawned in waves
811- Increased pool of Federation and Empire capital ship names
812- Added a Cruise Liner scenario for Boom system states
813- Stop ambient police ships spawning where there shouldn't be any security response
814- POIs can now contain landed ships
815- Modules on damaged capital ships can now be shot and broken just like their more intact counterparts
816- Make sure body volcanism is being correctly read
817- Increased the distance at which persistent POIs will spawn from 5km to 15km and also made the persistent POI placement avoid placing near POIS from other placement types
818- Fumaroles now no longer spawn all materials of the same type, they will select from a bucket like other mining rocks
819- Have more varied states of geological activity
820- Fix for POIs getting cleared when swapping into a fighter
821- Fixed Occupied Escape Pods in USS appearing as Illegal Salvage/Stolen
822- Fixed missing Satelittes schematic
823- Added schematics for various mysterious things
824- Rebalanced geyser, gas vent and lava spout forces
825- Modifications to which geological can spawn where based on the volcanism types
826- Fixed the hitcheck for a mysterious thing
827- Added mysterious thing schematic
828- Fixed broken Geyser forces
829- Fix to floating Data Uplinks
830- Added audio activity to trigger audio when breaking off collectables from organics
831- Fixed missing serverbank audio
832- Fixed Lodding Popping on Datapoint
833- Updated Large Aerials on Adornments to have new texture, to make them more visible
834- Fixed audio for geology fields
835- Tunnel geometry not lining up in civilian installation fixed
836- Turned on the hitcheck for the scaffolding around the under repair capital ship
837- Placed the correct Installation in Ngalkin
838- Rebalanced liquid elements of geyser VFX
839- Removing Lava and fumaroles from Ice only planets at this is scientifically inaccurate
840- Audio: Mix tweaks to abandoned settlements
841- Audio: Added low rumble to geyser
842- Fixed some misaligned tunnels on civilian installation
843- Make sure that persistent POIs cannot spawn within their minimum separation of each other
844- Audio: Fix for silent ambience on a secret thing
845- Audio: Fix for number station ambience being audible at infinite distance
846- Added new mission tipoff locations to settlements
847
848
849Player Journal
850
851- Suppress heat warning event if docked
852- Tweaks to the “Location†event
853- Added a mechanism to import star system names into visited stars cache
854- Include Powerplay info in the FSDJump and Location events
855- Include PowerplayOrigin in CargoDumped event if relevant
856- When collecting microresources, include the count in the journal entry
857- When scanning a star, include age and surface temperature; When scanning a star or planet, include more orbital details;
858- When scanning a planet with rings, more significant figures for ring statistics
859- Modification to player journal entry when rewarded a bounty, as it may list multiple factions
860- The "ReceiveText" event in the player journal now has a "Channel" value that indicates if player text was received via a wing, local, friend, or direct player chat;
861also include npc chat
862- Added checks that we're a component on the player's ship before writing an entry in the player journal - applies to the following events: USSDrop, FuelScoop, JetConeBoost, Launch/Dock/Fighter/SRV, HeatWarning, CockpitBreached, MiningRefined
863- Include details of all modules stored in the MassModuleStore event
864- When transferring a ship, report distance in LY not metres
865- Added Commodity Rewards info into MissionCompleted event
866- Fixed issue where some received text messages were not written into player journal
867- Added a "ScientificResearch" event in PlayerJournal for contributing materials to a research community goal
868- When importing stars from a file into the VisitedStarsCache, interpret any line containing just digits as a starsystem address in decimal rather than a name
869- Fixed journal entry for "ScientificResearch"
870- Fixed the 'abandon' flag in player journal for cargo ejected from SRV
871- Fixed typo in player journal for ModuleRetrieve which was causing broken json
872- Fixed missing 'Module' tag in JetConeDamage playerjournal entry
873- Some non-settlements were being reported via the "ApproachSettlement" journal entry - was potentially revealing secrets
874- Fixed "TransferCost" key in "FetchRemoteModule" journal entry
875- Player journal was asking for the packed star system age. System map was using a per star wobbled age. Now both use the per star age
876
877
878Settlements
879
880- Fixed space settlements not appearing on clients without horizons/planet landing capabilities
881- Improved snap to ground mechanism
882
883
884Galactic Simulation
885
886- Fixed some economic states ending too early for factions
887- Fixed the faction retreat state so that it only tries to cancel pending conflicts in the system it's retreating from, not all conflicts everywhere
888- Stopped factions expanding into starsystems that can't be travelled to or are immune to conflicts
889- Fixed some market & shipyard price overrides not correctly ignoring expired modifiers
890
891
892Community Goals
893
894- Added support for Material donation Community Goals
895- Fixed a transaction server error when redeeming CG rewards
896- Fixed Community Goal conflicts ending half a day too early
897- Stopped CG leaderboards being padded out with Commanders who've signed up but not yet contributed
898
899
900Galaxy Map
901
902- Avoid "route unavailable" cases in low density areas, when the route looks like it should be available
903- Fix an issue with being unable to search for systems in "Lupus Dark Region B Sector"
904- When searching for a star, try to find a star with the exact searched name first before starting the partial matching, fixes the issue of "BLU THUA QY-Z D1" returning "BLU THUA QY-Z D13-0" as the first match
905- Improvements to "economical" route plotting times in high density areas of the galaxy. Cap the jump range used by JumpRouteFinder, so at each system we only consider jumping to nearby systems for the route, rather than every system within jump range
906- If the jump range is low, don't try to cut down the number of systems considered for fastest route plotting in high density areas
907- If the player unticks the current plotting mode, don't re-tick it when next opening the galaxy map
908- Fix an issue with long jump distances and route plotting
909- System map performance optimisation for VR
910- Optimisations for the route planner
911- Fix a stall at the end of plotting a route
912- When using the Fastest route plotter in high density areas of the galaxy, reduce the cost that is calculated for the final jump to the target system. This allows the route plotter to return a route much sooner rather than spending minutes investigating potential small fuel savings
913- The option to turn off Nebula Names only works at a distance fixed
914- Trade route filters can once again be toggled on/off en-mass by holding LMB and dragging over them
915- Switched buttons around so action button is now on the right of the cancel button with bookmark dialog windows
916- When system names are too long, try and trim them in a sensible manner
917- System Map - Lumpy planets now get their own models in the system map overview instead of using the smooth sphere model
918- Slightly sped up the double sided lighting change when first entering the planet map
919- Fix an issue where planets with a retrograde spin would not have their rotation speed or axial tilt displayed in the system map
920- System map planets now use subsurface scattering colouring
921- Added galaxy map overrides for population and economy
922- Only display a conflict state on the galaxy map if the Faction controlling that system is also fighting in that system
923- Reduced loading time for galaxy map
924- Fixed some stalls loading the system map
925- Bookmarks all disappeared and can no longer create them fixed
926- Fix planet scan logic to ensure that planet terrain is only visible if the planet has had a basic scan performed on it
927- Fix rendering when there are only Horizons planets in a system
928
929
930SRV
931
932- Improvements to stopping the SRV falling into planet / getting stuck in geometry when loading the game
933- Improved wave scanner readability when SRV full beams are on at night, on a planet with a bright surface colour
934- Use correct bone when calculating the scoop UI in the SRV
935- SRVs now trigger docking offences when loitering on landing pads
936- B button on SRV cockpit GUI panels engages vertical thruster fixed
937- Enabled warning after buying a SRV hangar without bays
938- If the player logs in while in a buggy and their ship is landed, the ships landing gear will now be extended placing them in the same state they were in when the player launched the buggy, this should help with the buggy getting stuck under ships if the player logs out under their ship
939- Fixed ships crashing into the ground/destroyed when recalled by SRV
940- Reduce the maximum number of signal traces on the wavescanner now that we have more extreme cases
941- Optimise the wavescanner to better handle multiple signal sources
942
943
944Ships
945
946- The discovery scanner can no longer be used while self destructing
947- Flight Landing Overrides conflicts with Targeting, Cooling, Weapons etc. fixed
948- Fixed where there was no space after ASSIST OFF warning
949- Ships will now try to align to the target destination during the hyperspace countdown
950- Wear should now apply and repair properly
951- Fix an issue with the calculation for the offset of the station schematic
952- Prevent "Drives Offline: Zero Thrust Capability" message showing spuriously (while engines are not on, but are booting)
953- Fix paintjob wear & tear and ship integrity recording
954- Fixed livery errors with Taipan fighter
955- Fixed parent ship livery slots appearing briefly when selecting a launch able, which should prevent a crash caused by trying to modify a slot that doesn't exist
956- Fix error in ship delivery calculation – it should be a linear association with distance, not exponential!
957- Don’t send the ship arrived inbox message until the ship has actually arrived
958- Fixed loading screen model for the Taipan
959- Increased size of internal fuel tank for Beluga and Orca
960- Enlarged hit locations on Imperial Fighter so its weapons can take damage
961- F63 Condor and Eagle side panels obscured by canopy geometry
962- Type 7 Bobbleheads slot 1 and 10 are incorrectly rotated fixed
963- Equipped bobbleheads in the Beluga Liner clip into pieces of the GUI fixed
964- Tweak up the minimum speed before taking damage when landing on a planet's surface
965- Keelback landing gear floating above ground when landing on planet fixed
966- Fixed zfighting issues with loading screen for the Federation Fighter
967- Adjusted hitcheck for Diamondback Explorer
968- Fixes for hanger cameras and decal slots on the imperial Eagle
969- Fixed Decal issues on the Cobra MKIV
970- Fixed fuel scoop UI position for Fed Assault Ship, Corvette, Imperial Courier, Fed Dropship, Fed Gunship, and Vulture
971- Fixed some holes in the mesh for Fed Gunship, Assault Ship and Dropship
972- Fixed smoothing group issues on the Type 7
973- Taipan's left decal no longer missing
974- Taipan fighter decals pass to make them more legible
975- Added slight improvements to how accurately ships are snap to the planet's surface
976- Adjusted mix of the landar/spacedar transition noise. Made a bit softer
977- Rebalanced Type 7 ship to have better toughness and larger internal module slots
978- Fixed incorrect Type 6 armour hardness values
979- Increased armour, shields and hardness (armour rating) base stats for the Keelback. Increased a single size 3 slot on it to a size 4 slot as well
980- The heading gauge now displays during orbital cruise
981- Moved the docking bone on the Beluga down to help with docking issues on planetary ports
982- Set asp (and asp scout) landing gear door to be open or closed when initialising to up to down
983- Diamondback Explorer cockpit handles in wrong place fixed
984- Moved Mini panel placement (and tweaked radar position slightly)
985- Fix for docking computer crashing into Farseer tower when coming in to land
986- Vulture ship kit parts have a lot of wear & tear on them when purchased brand new fixed
987- Landing gear can get stuck on if you have recently had an SRV destroyed and then launch from the planet fixed
988- While trying to land on a planet - the landing UI will now check against Terrain->Speed->Alignment rather than Speed->Terrain-Alignment. This should make the UI a little more helpful in the majority of situations where the terrain is unsuitable, rather than you moving too fast
989- Fixed incorrect landing volume for Type 7
990- Cannot see Tail Shipkits on Vulture in Outfitting due to camera angle in VR fixed
991- Fixed some mapping issues on the Cutter
992- Audio: Ship drives silent when respawing over planet surface having died in SRV fixed
993
994
995Ship Art
996
997- Fix for all Lakon ships that have cockpit textures which bloom out and cause visibility issues with the GUI around stars/ brightly lit environments
998- Fixed smoothing on Imperial Courier
999- Fixed collision issue on landing in Diamondback
1000- Changed Imperial Cutter /Imperial Clipper target schematics for a proper one
1001- Cockpit version of external material renders under cockpit emissive elements fixed
1002- Fixed hitcheck issues with Federal Gunship
1003- Fixed Hitcheck on Orca so that you can retrieve cargo
1004- Moved bobblehead bones backwards to stop interference with GUI compass in the Adder
1005- Fixed gap in mesh for Cobra MkIII
1006- Adjusted camera position for Decal 1 on the Eagle
1007- Hitcheck adjustment for greater hardpoint clearance for the Keelback
1008- Moved hardpoints slightly and fixed some smoothing issues on the Cutter
1009- Created a new front landing gear animation to avoid intersection with the SRV bay on the Keelback
1010- Fixed hanger camera issue for front decal on the Imperial Eagle
1011- Fixed landing volume for Orca
1012- Fixed landing volume for Diamondback Explorer
1013- Fixed landing volume for Imperial Cutter
1014- Fixed landing volume for Viper MkIV
1015- Removed scaling on the warning panel to fix issue on the Imperial Eagle
1016- Fixed front landing gear intersection with the Cutter
1017- Z-fighting on fighter models on ship spinning load screen fixed
1018
1019
1020Stations/Ports
1021
1022- Advertising boards in hangars updated with more companies
1023- Landing pad hologram colours adjusted to better suit new interior variations
1024- Fixed other player's ships appearing to be outside of the station when they are docked
1025- Increased variety for adverts outside starports controlled by various local factors such as alliegence
1026- Rich and High Tech stations now use the alternative trucks and buses models on the roads
1027- Hide the station's navigation marker while within the station's bounding sphere
1028- Fix the stations attached modules not showing up in the station schematic
1029- Fix overbright envmaps being generated in rich stations and potentially other places in the game
1030- Rebalanced lighting in rich interiors
1031- The glowing emissive texture on the floodlights for Standard, Rich and ZeroG landing pads now switches on/off in sync with the spotlights
1032- Re-colour the crane texture used for the main gantries in the Inner Dock for variety: Agri is off-white, High-Tech red and Services a cleaned-up blue
1033- Fixed some flimmering lines on the back wall of the small rich hangar
1034- Fixed hitcheck for the trees in the rich stations
1035- It is no longer possible to supercruise into the back of a station and prang off it if you approach from exactly behind it
1036- Reworked a road junction on the PlanetPort so that it joins better
1037- Added a warning if trying to launch from a port without a planetary approach suite
1038- Added fighter bays to Jameson Memorial and Dalton Gateway
1039- Fix stations being different from before the beta
1040- Typo when selecting primary/secondary economy in station generation was changing station types
1041- Fixed a missing access panel on some of the large landing pads, which allowed you to see through the pad at a certain distance
1042- Audio: Various ATC fixes
1043- Added missing backer station 'Samphire's Solace'
1044- Added agricultural customisations to Harvestport in Kappa Fornacis
1045- Fix Station Services availability to cope when services aren't present at all instead of falling through to 'market not found'
1046- Starport UI: pressing B / exit button in Cartography section of startport UI doesn't exit back to the cockpit and just goes back to home screen as expected
1047- Fixed one spot light bone being offset in the Foundry station
1048- Fix to allow the inner dock faction light overrides to work again with the new station customisation system
1049- Art optimisations for the Nemo Cyber Party Base
1050- Fixed missing textures on holoscreens
1051- Fixed VO not matching polity for ATC and announcements
1052- Fixed some floating industrial planet settlements
1053- Audio: Fixed loud ambience in station menu when buying/transfering/storing a ship
1054- Audio: Fixed loud passenger and crew lounge ambiences
1055- Fix for faction lighting being applied to the new station inner docks instead of their own lighting
1056- Audio: Fixed number station audio events not synced due to time step miscalculation
1057- Audio: The new flight controllers are too quiet fixed
1058Services of Stations
1059- Fix quick restock button (was showing a full bar when empty), also remove vehicles from the calculation if not vehicle bay is present on the ship
1060- Adjusted the faction name label within the News Panel. It will now resize and add an ellipses when required
1061- Fix the contact panel avatar loading (triangles animation)
1062
1063Celestial Objects
1064
1065- Fix cases of "dropping too close" when leaving rings from normal space into supercruise. You are now able to maintain cruise inside a ring, so long as you are outside of it's core and heading away from the ring's plane
1066- Improve drop-out location for entering rings in other situations, players will generally drop out closer to the ring and their target
1067- Improved method for blending distant bump maps for the terrain
1068- Ice surface material improvements
1069- Rocky surface material improvements
1070- Metal surface material improvements
1071- Updated planet surface tiles
1072- Reworked the ice asteroid shader's lighting, and improved its parameter
1073- White Dwarf stars now have a unique lens flare
1074- Fix surface material quality being incorrect when rendering some patches
1075- Prevent distant surface maps jumping when camera crosses 16km boundaries, and improve precision of the largest maps
1076- Fix ring fog from being being lit in black hole systems
1077- tweaked the way ring fog interacts with local star colour so that it blends better with the star lighting
1078- Increased the maximum value for depth obtained from the depth buffer linearization. Fixes rendering for extremely large stars at extreme distances
1079- Improved the visibility of planet dust particles when in the darkside of the planet
1080- Terrain minor UV fixes
1081- Asteroids now generate only within the bounds of rings
1082- Asteroid billboards have their positions and size adjusted accordingly to ensure they fit within thin rings
1083- Ring cells now obey the ring height correctly rather than assuming all rings want 5km of asteroids
1084- Ring height clamped to a minimum of 1km
1085- Re-written asteroid billboard placement to use better depth ranges
1086- Re-written asteroid billboard mesh generation, lods are finally now coherent with one another
1087- Added randomised static rotation to asteroid billboards to break up visible repeating
1088- Fixed some obvious patterns on rock and metal planetary surfaces
1089- Stop lens flares getting disabled when entering supercruise
1090- Changed the planet dust colour system to only request data if we're actually close enough to a planet to see any dust
1091- Fix fast moving distant Horizons planets not orbiting smoothly
1092- Optimise physics surface patch generation
1093- Improved memory management for surface textures
1094- Alterations to europa line parameters on rocky ice worlds - stops physics-breaking patches
1095- Have a hard cap in the noise graph for max geometry height, to prevent planets you can fly through or from being able to drive into space
1096- Remove the artificial increase in star spin speeds
1097- Added a medium quality planet surface material setting, with performance roughly halfway between low & high
1098- Disable tiling and detail textures at a distance of 1km on Xbox and mid/low-quality PC. This helps us afford tiling in the worst cases (hovering a few hundred metres above the planet
1099- Xbox One: Improvements to planetary surfaces
1100- Xbox One: Fix star luminosity not being the same as PC/Mac
1101Star Jets
1102- The FSD boost level now uses the larger effect out of synthesis and jet cone supercharge, rather than always using the latter if set
1103- FSD supercharge status now persists between sessions rather than being wiped on game load
1104- Added a random initial rotation to stellar jet billboards
1105- Re-enable jets for OSX
1106- Minor optimisation to texture lookup for jet cones
1107- Jet cone optimisations and quality settings
1108- Enable BC7 compression
1109- Fixed some pixelation on ice distant map
1110- Reduce the minimum star visibility for white dwarves and neutron stars. This fixes an issue where lens flares for those star types would be rendered when the star was occluded by a planet
1111- Audio: Fix for Materials sound being wrong on planet surfaces.
1112
1113
1114Render
1115
1116- Fixed sorting of emmisve textures bleeding through opaque surfaces
1117- Decal rendering improvements/optimisations
1118- Xbox One: Fixed the SSAO command
1119- Prevent luminosity class VI sub-dwarf protostars selecting a white dwarf as it's nearest visual class (Please note: a side effect of this is that various TTauri or Herbig protostars will change from white to red/purple. This is not a bug, and is a slightly better representation of their actual temperatures)
1120- Fixed light cones disappearing when you got behind the source
1121
1122
1123Hyperspace
1124
1125- Arriving at a star now correctly leaves you in line with the source and destination systems, rather than the previous not-well-defined behaviour
1126- It is no longer possible to travel through or end up inside another star if you hypespace into a multi-star system. If an intervening star is detected your hyperspace will be redirected onto that star. This process repeats if the new path is also obstructed. Note that you can still end up dangerously close to other stars and get more than a little cooked
1127- When hyperspacing to a star with jet cones, avoid potential danger regions at the poles
1128- Ship aligns and follows target star through hyperspace tunnel
1129- Made elements of the hyperspace tunnel persist across boundaries
1130- Made the hyperspace tunnel go faster
1131- Optimisations to the hyperspace tunnel
1132- Texture and particle improvements to hyperspace tunnel
1133- Reduction of GUI contributed stalls to hyperspace entry/exit
1134- Fix for hyperspace nebula streaming in at low-mip at the start of the hyperspace jump
1135- Stop the shadow settings changing when starting the FSD charge for hyperspace/supercruise
1136
1137
1138StellarForge
1139
1140- Added Persephone (Planet Nine), Haumea, Makemake, Eris, Orcus, 2002 MS4, Salacia, Quaoar, 2007 OR10 and Sedna to Sol
1141- Renamed Eol Prou RS-T D3-94 to Colonia
1142- Added starport to Eol Prou LW-L C8-76 A 3 A
1143- Outpost added to Eol Prou LW-L c8-138 1
1144- Outpost added to Eol Prou YD-W B17-1 4
1145- Outpost added to Eol Prou YD-W B17-5 A 5
1146- Outpost added to Eol Prou Lw-L C8-28 A 1 a
1147- Outpost added to Eol Prou Lw-L C8-306 A 4 a
1148- Outpost added to Eol Prou VY-R d4-443 6
1149- Outpost added to Eol Prou LW-L C8-133 2
1150- EES2009 Persei has duplicate system names fixed
1151- Renamed duplicate Frey system to Yngvi-Freyr
1152- Duplicate system name Grafias renamed to SO4-H1E 2000
1153- Check spin rates for neutron stars and black holes are something more sensible
1154- Fix issues with close orbiting bodies with large eccentricities intersecting their parent star
1155- Fix an issue when generating a system when a highly eccentric orbit goes outside the hillsphere of its parent, we will now reduce the eccentricity to fit inside the hillsphere
1156- When checking for moon-ring intersection, need to account for any objects orbiting the moon so that they don't intersect at any point in their orbit
1157- Ring around Archerbas in the Carthage system no longer intersects the planet
1158- Renamed exoplanet in the Ross 444 system to Hutton Prime
1159- Col 285 Sector HX-X B16-4 renamed to Exton
1160- Jaques station name restored
1161- Made the Pleiades Nebula blue
1162- Speculative fix for intermittently disappearing stations/systems in overriden generated systems
1163- Prevent an invalid update query on updating time spent in ships when we don't know the commander's current ship type
1164
1165
1166SRV
1167
1168- Death in a SRV with a mother ship in orbit now re-spawns the mother ship in orbit, not on the planet
1169- Prevent SRV's getting stuck partially retrieved if another buggy is in the same island with their mother ship
1170- Minor update to SRV preview to prevent the turret and the chair from shaking
1171- Made the inertial camera simulation use the mode AccelerationSpring when using trackIR in the buggy, the same as without TrackIR. This fixes the camera twitching when using TrackIR in a buggy
1172- SRV Bay - Scarab does not show initial vehicle specs despite being selected
1173- Fixed SRV cargo transfer page not displaying cargo after transferring cargo to your ship then going and scooping a new load
1174- Added self destruct button back to the SRV
1175- SRV Scarab shown as being in a bay in the role switch panel, when no SRV is present
1176- On fitting new SRV planetary vehicle hangar all slots are full when viewing the role panel fixed
1177- Stop data points showing up on a fighter HUD after been scanned in the SRV S
1178- Stop fighter mothership pointer appearing in an SRV after the player has been in a fighter
1179
1180
1181Limpets
1182
1183- All Limpets are no longer killed when one player leaves the instance
1184- Untargetted collector limpets will not target items owned by their player
1185- Tweak the thresholds for displaying Low / Medium / High material asteroid content when using a prospector limpet. The thresholds were previously way too high so it always showed Low. Now the information is more meaningful: all rings can show either Low or Medium for an asteroid, and Rocky and MetalRich rings can also show High
1186
1187
1188Environment
1189
1190- Fixed crash site collision on debris
1191- Fixed the buggy pad in mining object layer, so it snaps to position only, not orientation
1192- Added fade to organic seed decals to fix cut off on extreme slopes
1193- Added some more variety to mysterious places
1194- Fixed some misaligned tunnels in an installation
1195- Fixed a mysterious thing finding it's way into a cargo canister when being ejected
1196- Fixed chatter table for trespass zone
1197- Added depth prepass on fumaroles/ice rocks (slight optimisation)
1198- Stellar schematics updated for White dWarf, Black Hole, Neutron Star
1199- Ice Rocks - sublayer tiling rate reduced
1200- Tunnel Texture in some Installations has a LOD issue with tunnel walls fixed
1201- Audio: Rebalanced organics audio mix
1202- Audio: Mix tweaks to crystal sinewave scanner element as it was dominating the mix when in a fumarole field
1203- Audio: Changes to organics collisions to improve ratio of collision sound triggering
1204- Audio: Fix for radio chatter not triggering near settlements
1205- Audio: Some rebalancing for settlement security voice 3 to be clearer on stereo mix
1206- Audio: Set correct compression settings on Hyperspace stress noises
1207- Audio: Tweaked micro resource collect GUI sounds
1208
1209
1210Networking/Server
1211
1212- Fix some issues with matchmaking disconnections
1213- Fix a transaction server error during resurrection
1214- Improve reliability when selling lots of exploration data
1215- Fix clearing saves with a lot of exploration data
1216- If an island update happens and the new location is in a system that is not ready, then ignore it
1217- Fix for cargo scooping bug, only update the server when we have authority over the cargo canister being destroyed
1218- Generate new ID when ejecting cargo from a ship. This should fix some cargo duplication errors
1219- Some network replication optimisations
1220- Various server performance and reliability improvements
1221- Fixed some server stat retrieval issues. Mmm... tasty data.
1222
1223
1224Avatars
1225
1226- Added scientist outfits
1227- Added aid worker outfit
1228- Added security outfit and military variant
1229- Added freedom fighter outfit
1230- Added refugee outfit
1231- Added doctor outfit
1232- Added tourist outfits
1233- Added option to set different portrait settings for passengers once on board ship (different background, remove baggage)
1234- Rebalanced all outfit palettes for mission contacts
1235- Rebalanced hair colours
1236- Rebalanced lighting in avatar portrait scene
1237- Switched over to using new hair shader with bespoke HSV shifts & AO support and HSV offset maps.
1238- Added new male and female hair styles as tests for new rendering technique
1239- Updated existing hair styles with decal to blend into scalp
1240- Added option to match hair and beard colour
1241- Added custom camera-facing environment map for avatar eyes
1242- Added 8 new pilot suit variants for NPC crew
1243- Preload mission contact avatars ahead of the mission board to reduce delays
1244- We now cache engineer portrait icons
1245- Reorganised avatar resources to reduce portrait generation times by up to 50%
1246- Added NPC crew specific backgrounds
1247- Added passenger cabin backgrounds
1248
1249
1250Controls
1251
1252- Fighter order control bindings no longer visible on non Season 2 clients
1253- Xbox One: Fixed fighter order control bindings not appearing
1254
1255
1256VR
1257
1258- Updated to LibOVR 1.4
1259- Added new (and improved!) VR graphics presets as faster cards can handle the bump.
1260- VR Low (unchanged from current VR Low)
1261- VR Medium (is currently ‘VR High’)
1262- VR High (Mid preset with x1.25 supersampling) VR Ultra (High with medium shadows and medium Terrain Sampler)
1263- Added backgrounds to textual elements on menu and option screens. Greatly improves readability in VR
1264- Draw the Mouse Control UI as far away as we draw other gunsights in VR
1265- Cannot see Tail Ship kits on Vulture in Outfitting due to camera angle in VR fixed
1266- Cannot see Spoiler/Wing Shipkits in Outfitting on Asp due to camera angle in VR fixed
1267- Fix the missing text on the wall in the VAR Main Menu hangar if you look behind you
1268- Fix for mouse cursor size when HMD is present
1269- Memory optimisations for Oculus
1270- Only show VR tutorial in challenges list if VR is supported on this platform
1271
1272
1273
1274Audio
1275
1276Audio Specific Features
1277
1278- 5 new flight controllers
1279- 4 new settlement security voices
1280- The laser-beam part of beam/mining lasers now emit sounds (previously just the weapon did)
1281- Sounds for GUI radar transition from spacedar to landar and vice versa
1282
1283
1284Mix Improvements
1285
1286- Improved sonic consistency across all ship voice lines (previously a few sounded different)
1287- Improved various rough transitions (between galaxy map, system map, main game etc)
1288- Improved the ship purchase screen sounds
1289- Some small mining tweaks/improvements
1290- Volume fix for SRV shield drop and reform
1291- Boosting Flight Controllers and Radio Chatter by small amount
1292- Tweaks to Solar Satellite mix
1293
1294
1295Technical Audio changes
1296
1297- Better integration of ship voice and npc comms (tutorial, npc crews, flight control) systems and future proofing
1298- Improved the way non-player voice content in managed in game. Improved prioritisations, de-clutters the mix, and future-proofing.
1299- Improved memory management, and reduces chance of missing audio happening.
1300- Improvements to the way FSD soundbanks are managed, to target problems with missing FSD charge and hyperspace tunnel sounds.
1301
1302
1303Audio Bug Fixes
1304
1305- Fixed module bootup start/complete/charge sometimes occurring in the wrong place
1306- Fix for impact sound spam when more than 4 beams hit the target.
1307- Fixed broken solar satellite audio
1308- Fix for multiple back sounds when backing out of certain menus using a joypad
1309- Fixed wing notification sound not triggering when the panel is not in focus.
1310- Fixed planetary music not playing when approaching from supercruise
1311- Changes to debris system that should improve issues with missing audio
1312- Voice - Fixed ability to make it flood/spam the player with Request/Cancel docking flight controller messages
1313- Voice - Fix low gravity warning incorrectly triggering when spawning in SRV on engineer base
1314- Voice - SRV boarding permission granted voice line now linked to GUI message. Fixes some issues where it wasn't always playing.
1315- Voice - Fix for some ship voice lines playing after player dies and respawns
1316- Voice - Fix "Cargo Scoop Retracted" playing upon entering a ship from a buggy with an open cargo scoop
1317- Voice - Prevent Flight Assist On voice event playing in death sequence
1318- Fixed out of range warning and linked it up to UI
1319- Fixed "no more targets" NPC crew line
1320- Enabled "multiple contacts" message which could never trigger before
1321- Rock & Ice Fumaroles have no impact audio fixed
1322- Fixed some issues with Imperial Fighter
1323- Beluga audio fixes
1324- Reduced the volume of the Taipan and Imperial Fighter boosts
1325- Added in another layer to the Taipan orientation sounds to give them more weight at lower speeds
1326- Added the oxygen mask sounds to the SRV
1327- Tweaks to wavescanner so not so overwhelming at organics locations
1328- Added spread to wavescanner attenuation shareset, so doesnt pan as harshly
1329- Small changes to ATC. The ATC will not look at what the fighter is doing but instead at the mothership. Calls to the mothership will be forwarded to the player in the fighter
1330- Hooked up missile incoming warning on NPC Crews
1331- Fixed a bug within the role switch panel, where switching panel items did not send the stop event of the fighter construction
1332- Fixed a bug with the role switch fighter construction
1333- Fix for crew lines being audible in pause menu
1334- Fix for Fighter 'other' sounds stopping abruptly when docking at speed
1335- Fix for fighter bay animations sometimes not being heard
1336- Fix missing gimbaled fighter beam weapon sounds
1337- Added SFX for inflight fighter construction
1338- Mix tweaks on fighter docking
1339- Mix tweak to Crew lounge sounds
1340- Setting Crew comms to be controlled by the "non-player voice communication" volume slider in the options menu
1341- Added friendly fire behaviour to the Npc Crew voices
1342- Fixed isues with fighter boost caused by flight model changes
1343- Fix for the loud boost charge up on Taipan
1344- Audio: Only play the hull damaged line if hull has taken damage
1345- Audio: Mix tweaks on Keelback on full speed acceleration
1346- Audio: Fixed audio error when turning Thrusters on/off in Taipan
1347- Audio: Adjusted the frequency balance of the ship voice lines
1348- Audio: Fixed a couple of clicks in the very low altitude engine elements
1349- Audio: Tweaks to mix of cockpit overheating sounds
1350- Audio: The ship voice system now distinguishes between fighter, mothership and srv
1351- Audio: Delayed the pre-hyperspace exit swell, to restore synchronisation on exit
1352- Audio: Fix for strange volume changes when entering the main game and on FSD jumps
1353
1354
1355-----------
1356
1357The following are changes from the last 2.2 beta to live:
1358
1359Stability Fixes
1360
1361- Catch cases where physics objects returned in an ai probe are destroyed before being used
1362- Fixed crash when role switching
1363- Fixed memory leak in system map
1364- Fix for crash when bulk storing large ships
1365- Disconnect after deploying SRV then requesting boarding with an SRV at Planetary Outposts/Stations fixed
1366- Spawn our ship in space on Xbox One instead of crashing if the launch bay is not valid
1367
1368General Fixes & Tweaks
1369
1370- Added in default T16000 FCS bindings
1371- Enable storing info about visited stars for Xbox One
1372- Moved The Pit's orbit out to make it easier to dock
1373- Show planet surfaces in the system map without needing the surface scan
1374- Xbox One: Fix an issue with connecting to CQC through the friends app
1375
1376Passengers
1377
1378- Fix for passenger cabin allocation vis-a-vis missing pods and accidental restocking
1379
1380Fighters/Crew
1381
1382- Turret settings are recovered when switching back to main ship
1383- Allow fighters to accept new orders if they've been told to dock
1384- NPC Crew can't pilot ships near planet surfaces fixed
1385
1386Missions
1387
1388- Fix assassination missions not completing correctly in fighters
1389
1390Player Journal
1391
1392- Player journal was asking for the packed star system age. System map was using a per star wobbled age. Now both use the per star age