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 +~~CLOSETOC~~
 +
 +[<>]
 +
 +<WRAP centeralign>
 +====== 2015-05-26 - 1.3.β Beta ======
 +</WRAP>
 +
 +<WRAP box round>
 +===== Elite: Dangerous Powerplay 1.3 Beta Incoming (changelog) =====
 +
 +**Hi everyone,**
 +
 +The Elite: Dangerous Powerplay Beta will be available for download for those players with beta access, from approximately 4PM BST today (26/05/2015).
 +
 +The bug reporting forum can be found here: [[https://forums.frontier.co.uk/forumdisplay.php?f=121]]
 +
 +Thanks in advance to everyone who takes part, and for all the feedback we get from you playing! We can't wait to see what you think.
 +
 +Here's the full change-log:
 +
 +**New Content/Features:**
 +  * Powerplay added
 +    * Power map views added to galaxy map
 +    * Added power information and action screens
 +    * Power specific ship modules added
 +    * Power specific ambient traffic added
 +    * Spawn AI to hunt player if they defect
 +    * Power specific goods and actions added
 +  * Playable ship Imperial Courier added
 +  * Playable ship Diamondback added
 +  * Cargo/Mining chunk collection drones added
 +  * Fuel transfer drones added
 +  * Prospector drones added
 +  * Mission system overhaul
 +    * Inbox integration for branching missions
 +    * Missions scaling up based on rank
 +    * Missions scaling up based on reputation with mission giver
 +    * Mission targets can be generated in supercruise rather than USSs
 +    * Spawned AI difficulty determined by mission (if spawned by mission)
 +    * Missions requiring only mineable materials added
 +    * Revamped military progression missions
 +    * Added Founders and Elite ranked missions
 +    * More mission variants added
 +    * Chatter tables updated
 +  * Updated bounty system
 +    * Bounties cannot be paid off (Pilot's Fed contact is gone!), but expire after 7 days.
 +    * Major factions don't record crimes anymore, only minor factions. (You may have major faction stuff in your saves left over from the previous system).
 +    * Fines now take 7 days to expire, but never coexist with bounties (bounties absorb fines and dormant bounties with the same faction).
 +    * Expiry only actually happens when you login, hyperspace or resurrect. (This stops cases of "I attacked a wanted ship that had no bounty a few seconds ago")
 +    * Friendly fire values relaxed
 +  * Add select nav target functionality to system map
 +  * Add mining bonus for mining operations within extraction sites
 +  * Added Painite as a minable commodity
 +  * Added osmium as a minable commodity
 +  * Added low and high intensity resource extraction site scenarios
 +  * Loan ceiling scales based on player's highest Elite rank
 +  * Founder decal now gold
 +  * Added crimes for reckless flying (collisions) within starport no fire zones:
 +    * Shields only collisions above speed limit is a fine
 +    * Hull damage only above speed limit is a larger fine
 +    * Ship destruction within short window after collision above speed limit is a bounty
 +    * Respects 'Report crimes against me' setting
 +  * Allow any general purpose slot on any ship to contain a fuel tank module
 +  * Show progress to next PF rank
 +  * NPC chatter works in supercruise
 +  * Added rank up messages and animations to inbox
 +
 +**Stability Fixes:**
 +  * Fix crash when entering icy rings as they have no possible minerals
 +  * Fix possible stability issue with AI entering resource extraction sites
 +  * Fix access violation when interdicting NPCs
 +  * Fix crash when taking high res screen shots with super sampling turned on
 +  * Don't try and transfer group leadership for player-owned groups
 +  * Fix a crash in keyboard helper when it is unable to find a keyboard locale
 +  * Fix for skybox render crash on exit
 +  * Fix for memory crash in system map
 +  * Fix a crash in the system generation
 +  * Fix rank-restricted ships being purchasable and causing server errors
 +  * Fix for streaming crash on shut down
 +  * Fix server error entering some empty systems
 +  * Prevent Module Data Gather crashing when setting modules while looking at the fire groups tab
 +  * Fix for invalid shield value in network traffic
 +  * Fix ships setting their faction to the non-existent "Anarchy" faction when there aren't any factions around
 +  * Fix AI crash in combat zone
 +  * [OSX] Fix memory allocation crash
 +  * Don't kill the server if we have a hash collision on system name
 +  * Fix issue with low level maths during ship docking
 +  * OSX: Don't crash if an attached joystick has an invalid product ID
 +  * OSX: Fix crash if memory allocation fails
 +  * OSX: Fix for various crashes on launch associated with some keyboards and locales
 +
 +**General Tweaks/Fixes**
 +  * Fix ring scaling on stars in system map
 +  * Made the streaks on the Cobra windscreen less noticeable, but more balanced
 +  * When we're clearing bounties and resetting hostility states, make sure we do it on remote authorities as well.
 +  * Searching for 'PAND' in the galaxy map brings up 'PANDAMONIUM' as the first result fixed
 +  * Galaxy map camera now caches its current position for retrieval on returning to the galaxy map
 +  * Fix planet popping on approach
 +  * Replaced the mute button mode (toggle/hold) with a bespoke option which allows for toggle, push to talk and push to mute modes
 +  * Enabling wing beacon enables voice comms fixed
 +  * Stop the system info popup preventing clicking the system itself
 +  * The minimum value of the lighting curves for stars has been altered so that it scales from a universal base value with star temperature
 +  * Moved the UI camera lock on option to the input options screen, to hopefully make it more visible
 +  * Updated all resource extraction scenario CSM's to heavily reduce the number of NPC's
 +  * Fix missing black hole effect in certain systems - such as Phua Aub SO-Z
 +  * Make trade voucher redemption menu options consistent with bounty vouchers - separate menu items for each, and local factions only
 +  * Fix police ships spawning at lawless mining scenarios
 +  * Reset current target contact when pressing the "select next route system" key
 +  * Fix Shield Bank Module not filling properly; this lead to a missing cell when using "reload all" option in station services
 +  * Fix to Render order problem with section of Adder cockpit
 +  * Changed WING RANGE to EXCEEDS WING for nav panel system buttons
 +  * Fix some new modules the wrong amount of ammo (e.g. Shield Cell Banks)
 +  * Rebalanced mass lock values across all ships to fix various inconsistencies and also ensured ships overheat when self destructing
 +  * Population data inconsistencies between galaxy and system map fixed Belt information are now displayed for stars in the system map
 +  * Fix surprise non-zero throttle after pre-flight checks (unless you're using the throttle axis binding)
 +  * Toxic corrosive damage from carried cargo now ignores broken modules
 +  * Fixed the Fer-de-Lance clipped inside landing pad
 +  * Prevent sleeping cargo canisters from penetrating asteroids
 +  * One suspected cause for driver micro-stutters addressed
 +  * Weapon lighting optimisations
 +  * Lighting overdraw optimisations to ship exteriors
 +  * Lighting overdraw optimisations to ship cockpits
 +  * Lighting overdraw optimisations to landing pads
 +  * Fix radiators being damaged and broken by corrosive cargo when nothing else could touch them
 +  * Self destruct and Reboot/repair are not shown in the functions tab when in supercruise
 +  * Headlook disabled during panel focus fixed
 +  * Transaction pane now matches entries using both the id and the type, so the focus no longer jumps to a different section when it updates
 +  * When nav lock auto jump fails and suppresses a warning, also suppress the audio for the notification
 +  * Default ships to not being full-members of factions - only police/military should be full members. Escorts/wingmen will get the full-member status of their lead
 +  * Give escorts/wingmen a default generic escort chatter table rather than the same as their lead
 +  * Make AIs respect the FSD cooldown timer, the same as the long timer for players (as NPCs never submit)
 +  * Fix incorrect orbital period for Pluto
 +  * Move Castellan Station away from Lave 2 to prevent people not being able to supercruise away
 +  * AI not subject to heat targeting mechanic in same way as players fixed
 +  * Make SSAO respond to being toggled in the options menu
 +  * Docking computer not working at outposts fixed
 +  * AI ships experiencing difficulty leaving Orbis starport interior fixed
 +  * Docking computer gives wrong setting fixed
 +  * Removed extra radius added to the 'am I close enough to dock' maths so the distance on the GUI matches the distance required to allow a successful docking request
 +  * Fix problem of Outfitting showing the incorrect maximum ammo for Shield Cell Banks
 +  * Disable vignette effect for debug fly camera
 +  * Fix typos in Leestian Evil Juice description
 +  * Update to pirate scanning behaviour. Always scan, whatever the threat value, but potentially block attacking because of threat
 +  * Updated station ad screens
 +  * NPC bounty hunter scanning update: New chatter triggers added. Added new behaviour: if target is scanned, found to have a bounty below the minimum (but non-zero), warned, then later scanned again, it will then be attacked
 +  * Make sure we spend fuel when we hyperspace, even if disconnect before the save-on-arrival
 +  * Adjusted military archetypes in war zones, to distinguish them a bit more from lockdowns and the subsequent blockade. Won't interdict clean ships in war, as they are too busy fighting a war to do that
 +  * Made the stars and planets wait until they are ready to render, this will fix planets showing up as white for a short time after entering the game
 +  * When police scans a wanted target that has a very high threat score, previously it would ignore it; now it starts attacking, says a chatter line, and calls reinforcements
 +  * Wing beacon is turning off or timing out and not updating the GUI fixed
 +  * When the player equips a module and their ship has insufficient power - we should warn them about power management
 +  * Fix no distinction between dormant and active bounties in the transactions panel
 +  * Fix throttle going to full when hyperspacing from normal space with FAOff and without using the throttle axis
 +  * Interdictions do 10% of the damage of a normal emergency drop
 +  * Chance that NPC escorts won't flee but stay and fight
 +  * Fix for Commuters having a crazy high chance to flee when their hull got to about 50%
 +  * Improved and highly optimised Hangar lighting
 +  * Visual improvements, rebalancing and optimisation to hangar particle effects
 +  * Fixed typo in basic discovery scanner description
 +  * Fix typos in water giant description
 +  * Fix spelling for Luyten 347-14 system permit
 +  * Remove extraneous space in class M star description
 +  * Fix incorrect starting explorer description
 +  * Remove unneeded secondary economy from Auta Isuang
 +  * Jovian texture replaced wrong default terrestrial texture, schematic height params for this planet type slightly raised for better definition
 +  * Fix turrets set to Target Only deciding to fire when you're in the hangar
 +  * Adjusted the height of the flood lights around the large landing pad (raised them up by 5 metres) so that they interfere less with the Chat panel in the GUI
 +  * Give turret mounts the ability to track 5 degrees down past horizontal, to help ships like the python be able to actually hit small ships in front of it
 +  * Friendly fire rules should apply to player Vs player, not just AI
 +  * Fix NPCs not giving themselves local bounties
 +  * Added ampersand character to text rendering on starports
 +  * Don't allow NPC's to jump if they have 0% hull
 +  * Prevent docking after the police 'notice' that a player is wanted. This is the same reaction with committing a violent crime near the station
 +  * The contents of an asteroid are now deterministic again, and will be the same every time a players logs in and for every player
 +  * A history of mined asteroids is stored per player on the web server. If a player tries to mine a previously mined asteroid, they get nothing
 +  * Asteroids can now contain up to 3 minerals, chunks still contain 2 minerals
 +  * Fix typo in star class L description
 +  * Don't go through the process of choosing a new group leader if when the leader dies we aren't the authority, as this will be an authority transfer rather than the leader dying
 +  * When a ship is dying and we're setting its behaviour to "Just hit me", we only need to set this as the current behaviour, not the default state
 +  * Fix repeat exploration scans cancelling previous scans
 +  * Outpost hangars now have new and improved lighting
 +  * Rich hangars and inner dock now have new and improved lighting
 +  * Fix underside of flood light poking through a hangar and a texture issue on a LOD in the Rich Station interior
 +  * Fix police defending wanted ships in their own faction
 +  * Thickened up the fine strut detail on the Solar Array LODs which was causing a lot of aliasing as much of the geometry could become sub-pixel at distance. This seems to have improved render quality somewhat, especially in the mid-range LODs
 +  * Fix the test that zeroed throttle when docked to only zero when docking state *changes* - allows the throttle to work when using accumulated controls during a pre-flight check
 +  * Don't show a ship's health bar if the schematic is showing a subsystem/module
 +  * Fixed the decal cameras for the Imperial Clipper
 +  * Make sure that an NPC appears after an interdiction if it has been interdicted by more than one player
 +  * Make sure that the lead ship wouldn't always head for the wake to drop out into the interdiction
 +  * Fix alignment issues with tiny and medium hardpoints, and also splits the doors into separate CSM files so that they can open independently
 +  * Fix rings becoming invisible when entering or exiting supercruise
 +  * Docking computer resets timer back to 10:00 fixed
 +  * Docking computer cannot land the ship if the player resumes control after the docking computer has piloted the ship inside the station fixed
 +  * Eagle interior cockpit now has texture
 +  * Fix for Asp landing gear not locking down
 +  * Improve Vulture LODs
 +  * Fix landing gear for Type 6
 +  * Fix landing gear for Type 7
 +  * Fixed shadow sharpness on cockpits
 +  * Fed Dropship Lowest LOD fix
 +  * Add a 'Hostile' sign in the same place as the 'Wanted' sign to indicate when the police will attack the player due to bad reputation
 +  * Add a missing check that meant mines were being targeted even if there was a better target around
 +  * Added rank progress bars
 +  * Decal pass for Mercenary paintjobs
 +  * Chaff now affects turrets and gimbals by the same amount
 +  * Improvements to engine effects overhaul
 +  * Improved the appearance of the Hauler drive effects
 +  * Stop Spinning AI Ships in Supercruise
 +  * AI will try to avoid crossing a player's firing line
 +  * Optimisation for partial name search in galaxy map
 +  * Fixed hole in Adder cockpit geometry
 +  * Pilot and chair added to external cockpits
 +  * Reduced range of Medium Empire thrusters light so it doesn't illuminate the Empire Courier's cockpit
 +  * Cap bounties to 10 million per jurisdiction - fines remain unlimited
 +  * Fixed Asp Gun Barrel Clipping in Outfitting
 +  * Inconsistency in the Class Y dwarf stars description fixed
 +  * Minor Typos in the Lakon Type-9 Heavy ship text description fixed
 +  * Fixed some mixed up commodity labels in French
 +  * Fix broken non-breaking spaces in French
 +  * Make sure that the gunsights system has sensible start values to prevent odd jumping
 +  * Fix a few cases of people with old weapon loadouts being unable to fire
 +  * On the galaxy map, "Plan Route" should be "Route Planen" in German
 +  * FSD cool-down timer should read "FSA-ABKÜHLZEIT" in German
 +  * When receiving machine details in response to wing/invite, try to connect to the machine - fix for some invites not getting through
 +  * Various translation fixes
 +  * Altered flicker on light to be more subtle in Fer-de-Lance cockpit
 +  * Shields persist in supercruise
 +  * Fixed not being able to supercruise through a completely invisible ring
 +  * Steadily loosen rank limits on supercruise interdiction as security decreases
 +  * Allow players to adjust their power pips in Supercruise
 +  * Make every capacitor recharge at max rate while docked, since station UI can steal the power controls, leaving players without any sys energy to bring their shield back up
 +  * Station entrance VFX optimisations
 +  * Don't skip the long shield recharge delay on location transition if your shield were at 0 health
 +  * Fix 2.5s hyperspace transition time when jumping from Supercruise
 +  * Don't duplicate ships when following a wake
 +  * Landing gears are initialised 'down' if you start docked, instead of starting 'up' and immediately deploying
 +  * New take on chaff effect, visible from greater distances
 +  * Encourage mining chunks to float away from asteroids, not inside them. Also push them out along that direction a little when spawning to help prevent fast moving asteroids from rotating through the new chunks
 +  * When weapons have a shot blocked and fail to fire, no longer drain weapon power spuriously
 +  * Adjusted some hitcheck were it may be possible to ram your way through a wall in the Coriolis station due to an acute angle in the mesh
 +  * Transactions panel will now update the vouchers if they change while it's open
 +  * When firing at a moving target turrets confusion is affected by distance so that turrets are more easily confused by sharp manoeuvres at short range than long
 +  * Confusion is based on the acceleration of the target in both absolute space and relative to the firer
 +  * Rather than Wobbling when the gun gets confused, turrets now tend to lag behind their target instead.
 +  * Fix for cartography data being fetched but requested in the previous page refresh
 +  * Shipyard now accounts for fitted modules in the Shields and Armour values
 +  * Prevent cap ship fighters spawning on top of each other
 +  * Only apply capital ship exclusion zone to player ships
 +  * Don't say "Warning! Landing gear" when approaching a landing pad if your gears are currently deploying
 +  * Class 2 Seeker missiles sometimes fire backwards in a Python fixed
 +  * Tweaked ammo amounts for multicannon and rail gun.
 +  * When targeting a Point of Interest, show the second detail as the name of the body it's around rather than the type of body. Also show minor faction names instead of major faction
 +  * Fix for weapons that fire atomic bursts - rather than draining energy per shot, the energy for the whole burst is drained up-front to prevent the burst getting oddly straddled over time if you're low on power
 +  * Added support for warming up shaders - a likely issue causing the big stalls approaching planets
 +  * Added better description to highlight the technical limitation of the kill warrant scanner
 +  * Fix clothing and consumer technology being the wrong way round in Russian
 +  * Speculative fix for Achenar star description is missing in German version
 +  * Medium pulse turret stopping aiming fixed
 +  * Stop AI ships jumping with a destroyed Frame Shift Drive
 +  * Shorten some French strings to fit on the gauge panel better
 +  * Fixed incorrect permit ID for Phekda that was causing it to appear as a debug
 +  * Update to the Police Hivemind numbers, slight rebalance to minimum delay, max strength and max bounty numbers
 +  * Balance pass on SC hunter/target chatter distances
 +  * Added alternative mapping for CH combat stick
 +  * Fix some inconsistencies in ship vs. environment collisions
 +  * Increase persistence for NPCs that are hunting player ships for various readings - this means they are more likely to chase for longer and not so easily thrown off the scent
 +  * The new collision crime now checks both ships in the collision; if either has Report Crimes set to true then it'll issue a bounty to both.
 +  * Adjusted weapon impacts to reduce spin craziness
 +  * Fix to part of Type 9 cockpit which stuck out so far it could be seen rendering through external hull
 +  * Fixed a problem where in menus players could choose to play in a private group which they weren't yet members of
 +  * The forth user who joins the wing will appear as 'In the menu' to the third user despite being in game fixed
 +  * Redesigned control scheme based on suggested scheme found on the forums for Warthog controls
 +  * "Prism as One" faction has no description fixed - along with any other Imperial cooperative factions
 +  * Fixed some errors in the Imperial Slaves commodity description
 +  * Text cut-off in OUTFITTING: FRAME SHIFT DRIVE fixed
 +  * Fix spelling for CS Camelopardalis
 +  * Mines now do both thermic and explosive damage
 +  * Dead NPCs no longer taunt from beyond the grave
 +  * Stop NPCs jumping if they are about to die
 +  * If stellar surface tessellation fails then make sure we try again on the next frame
 +  * Prevent immediately restarting an interdiction tether when an interdiction succeeds
 +  * Don't show multiple locations for mission stations in the galaxy map
 +  * Further changes to how people manage turrets:
 +    * Turrets not in a firegroup won't do anything.
 +    * Turrets in Fire at Will cannot commit Assault.
 +    * Turrets in Fire at Will won't fire at illegal targets.
 +    * Target Only is now a manual/latched fire mode, and can be used on illegal targets.
 +    * Fix a non-deterministic 1-frame lag in weapons fire.
 +    * Remove the crime exception for point defence guns as they're now covered under the above rules.
 +  * Fixed missing mass value for Type 9 reactive armour
 +  * Add consumed by and produced by information to Chemical Waste
 +  * Improved model culling with stations
 +  * Orerve description states system is a planet fixed
 +  * Fixed some incorrect Russian words
 +  * Improve reconnect handling if a connection to the game server fails
 +  * Try not to spawn players inside asteroid belts and more specifically not inside asteroids
 +  * Russian translation for 'Jettison All Cargo' fixed
 +  * Network optimisations for copying game objects
 +  * OSX: enable [Cmd]+[V] to be used to paste text (as [Ctrl]+[V] is used on Windows)
 +  * OSX: Fixed the broken planet rings on OSX caused by mips not being generated correctly
 +  * Police ships shouldn't ram the player just because they are scanning them
 +  * Updates to ring fog system
 +  * German language feedback pass integrated
 +  * Balance pass on metal types in different ring types
 +  * When we are docked, do not allow anything to add wear to our ship
 +  * Show whether a black market is present on the station in the system map
 +  * Galaxy map popup now always shows who is in charge of a system, regardless of which view is active
 +  * OSX: Fix for game window being positioned incorrectly on a secondary monitor arranged to the left of the primary monitor, in OSX System Preferences terms
 +  * OSX: Fix for the game thinking that the [Enter] key is still held down after using the [Alt]+[Enter] key combination to switch between windowed and full-screen modes
 +  * OSX: Fix for a Core Animation warning on shutdown
 +  * Modules can be repaired partially from the repairs screen
 +  * Indications to commodity descriptions for their legality (if applicable)
 +  * Popup message to go with the inbox message when the player gains a Pilots Federation rank
 +
 +**Audio:**
 +  * PowerPlay interface and PowerPlay Galaxy-map audio added.
 +  * Diamondback audio.
 +  * Empire Courier audio.
 +  * PowerPlay reward modules audio added.
 +  * Audio for new drone types.
 +  * New ship voice lines added.
 +  * Added separate GUI blip for when collecting a chunk.
 +  * More station announcer voice characters have been added to all factions.
 +  * Rank animations audio added.
 +  * Deploy and stow on other ships is now audible.
 +  * Reduced volume of the gui target hit indicator.
 +  * When two weapons of the same type are firing, the volume should no longer increase as much.
 +  * Various tweaks to weapons fire so they more or less sound equally loud and don't drown out engines and impacts.
 +  * Supercruise engines are improved and have subtle 'judder' when overshooting a planet.
 +  * Combat music volume tweaks.
 +  * Improved Cobra engines when at a static speed.
 +  * Torpedo's explode a little more prominently as befit their esteem.
 +  * Fixed several broken Eagle sounds.
 +  * Improved looping audio on Hauler.
 +  * Improved landing gear audio.
 +  * Reduced loud reload on the multi-cannon
 +  * Reduced reverb on weapon deploys, to fix oddness in stations.
 +  * Allowed impacts caused by own weapons to use a bit of the centre channel.
 +  * Tweaks to frame-shift transitions.
 +  * Tweaks to NightTime mode and inaudible explosions.
 +  * Mix pass on shield SFX for other ships.
 +  * Put a slight fade-in on the shield break sounds to make them a wee bit less percussive.
 +  * Improved mix on hyperspace tunnel whispers and flybys.
 +  * Voice comms mix improvements for better audibility.
 +  * Muted unpredictable engine roar on buying a new ship.
 +  * Improved the audibility of collision alert sounds.
 +  * StellarAmbient/Music in System/GalaxyMap tweaked.
 +  * New distance element added for delayed secondary explosions.
 +  * Added section to the logo-ident music to transition gracefully between pre-caching of shaders and menu.
 +  * Improved lift animations have improved sound also now.
 +  * Proximity alarm muted when stationary.
 +  * Added a bit more bass to Cannon fire.
 +  * The beamlaser had major low end issues when the beam connects to a target which has been fixed (and we could make the non-issued bass louder as a result!)
 +  * Added interactive mixing to combat music which responds to how much is going on; fights stay exciting throughout an engagement.
 +  * Volume tweak to ambiences in the system map.
 +  * Improved cockpit ambiences in Gutamaya and Saud Kruger ships.
 +  * Improvements to landing area atmosphere.
 +  * Multi-cannon is a little louder and 'clunkier'.
 +  * Improved target indicator sound to be less piercing at high volume.
 +  * Improved (slightly) Eagle and Vulture sounds.
 +  * Improved differentiation of small, medium and large explosions and redistributed these more evenly across ship types.
 +  * Improved Explosions so that they remain powerful/satisfying even when further away.
 +  * Added sound for when passive scan resolves target as wanted/unwanted.
 +  * Added slight delay to ship voice saying "Target Shields Offline" so the shield breaking audio is audible also.
 +  * Improvements to deploying/stowing weapons audio.
 +  * Light switching on/off is a little clunkier and audible.
 +  * Improved audibility on heat alarms.
 +  * Reversed the FSD cool-down sound as before it sounded too much like a prelude to a big event.
 +  * Improved audibility of mass lock, safe to disengage and speed warning sound.
 +  * Improved navigating the system map audio when using mouse.
 +  * Improved growl and orientation noises on the Asp, improved boost sound.
 +  * Safe to Disengage, Slow Down gui sounds so they are more distinct from each other.
 +  * Improved construction hubs; added construction ambiences to the bits that are under construction.
 +  * Slightly increased volume of inflicter impacts so they sit better in all mix modes.
 +  * Improved station forcefield in night time mode.
 +  * Fixed issues with hangar bay mechanical noises and landing gear.
 +  * Removed the "warning" from the no cargo voice asset.
 +  * Shieldboost and Shields going up/down should be audible on others again.
 +  * The explosion when your own ship goes down (booo!) was clipping (double booo!) so now it is at least a nice and clear booo-m!
 +  * Fixed sounds being cut out in the GUI when moving quickly over options.
 +  * Reinstated missing barrel sound on pulse lasers.
 +  * Paintjob audio is audible again.
 +  * Fixed missing audio on Beamlaser Turret medium/small.
 +  * Fixed some silly clicks on fuelscoop.
 +  * Fixed missing front thruster acceleration audio on Orca.
 +  * Fixed a bug that removed all bass from cargo pick up sounds.
 +  * Fixed missing super-cruise thunder.
 +  * Optimized beam impact sounds to reduce memory usage.
 +  * Set pulse laser mechanized elements to use different attenuation to help mix it on large ships.
 +  * Reverbs use less memory.
 +  * Optimisation pass on Black Box flight recorder.
 +  * Improved explosion usage of memory.
 +  * Reduced length of the Panel loop which saves memory.
 +
 +**SERVER SIDE**
 +  * Increase mark up when selling illegal goods in black markets
 +  * Apply 10% price penalty when selling modules
 +  * Increased Vequess' tech level and stocked it with shields
 +  * Automatically apply the Sol permit in another situation
 +  * Reduced cooldowns on minor faction states: expansion, war, election
 +  * Increase minimum tech level required to activate the shipyard and outfitting shops
 +  * Reduced the bounty cap to 1 million credits per voucher
 +  * Rename some minor factions to make them more unique across the galaxy
 +  * Increased outfitting stock levels by 20%
 +  * Extremely high and extremely low faction reputations now slowly decay towards less extreme values
 +  * Make smuggling profits count towards trade ranks as well as crime ranks
 +
 +Update: 
 +  * A hot fix for server disconnects is being released in Powerplay 1.3 Beta 2
 +
 +</WRAP>
 +
 +----
 +
 +
 +[<>]
 +
 +{{tag>archiv patchnotes frontier}}
 +
  

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