~~CLOSETOC~~ [<>] ====== 2015-05-26 - 1.3.β Beta ====== ===== 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 ---- [<>] {{tag>archiv patchnotes frontier}}