~~CLOSETOC~~
[<>]
====== 2017-04-11 - 2.3 "The Commanders" ======
===== Elite Dangerous 2.3 The Commanders Incoming =====
**Hi everyone,**
The Commanders Update 2.3 will be going live today!
The Elite Dangerous servers will be unavailable from around 9.30am BST until the new updates are live.
We expect the downtime to last until around 6PM BST. In the meantime, we will have a livestream starting at 2PM BST, so join us there! David Braben will also be doing an AMA on Reddit at 11am too!
The beta servers will be available until at least when the main servers go live.
You can see the change log here.
----
===== 2.3 The Commanders - Changelog =====
**New Content & Features (Horizons)**
**Holo-Me (Commander Creator)**
* Holo-Me UI added
* Players can create their own commander using a variety of customisation options and/or presets
* Player avatars now used in ship cockpits
* Added holographic effect for commander avatars (when they are not physically present)
* Hooked up the player avatar display to the comms panel and the commander history, so now chat messages will have a picture of the senders avatar next to them
* Added Holo-Me option to cockpit Status Panel
* Added Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image
* Added rank shoulder patches, unlocked with rank
* Added faction and pirate shoulder patches
**Multi-Crew**
* Multi-Crew availability is based on the number of physical seats on your ship
* Gunner role added
* Fighter Con role added
* Helm role added
* Matchmaking for different session types added
* Bounty Hunting
* Mentor
* Piracy
* Mining
* Exploration
* Smuggling
* Session summary screens added
* Allow friend invitations to Multi-Crew
* Power Distributor - Non helm Multi-Crew players provide an additional single power distribution pip which they control
* Added idle animations for other commanders in cockpit
* Crimes system updated to support Multi-Crew
* Multi-Crew related stats added
* Chat interface updated
**Ships**
* Added Multi-Crew cameras to supported ships
* Upgraded cockpits for Multi-Crew
* Adder (upgraded second chair for Multi-Crew)
* Anaconda (upgraded second and third chair for Multi-Crew)
* Asp (added second chair for Multi-Crew)
* Asp Scout (added second chair for Multi-Crew)
* Beluga (upgraded second and third chair for Multi-Crew)
* Cobra MkIII (upgraded second chair for Multi-Crew)
* Cobra MkIV (upgraded second chair for Multi-Crew)
* Imperial Clipper (upgraded second chair for Multi-Crew)
* Corvette (upgraded second and third chair for Multi-Crew)
* Federal Dropship (upgraded second chair for Multi-Crew)
* Federal Assault (upgraded second chair for Multi-Crew)
* Federal Gunship (upgraded second chair for Multi-Crew)
* Fer de Lance (upgraded second chair for Multi-Crew)
* Orca (upgraded second chair for Multi-Crew)
* Cutter (upgraded second and third chair for Multi-Crew)
* Type 9 (upgraded second and third chair for Multi-Crew)
* Python (upgraded second chair for Multi-Crew)
* Vulture (upgraded second chair for Multi-Crew)
* Dolphin playable ship added
* Dolphin NPC ships added
**General**
* New mysterious things added
* New organics added to surfaces
**New Content & Features (Non-Horizons)**
**Ship Naming**
* Ship Name and ID plates can now be added via Outfitting
* Ship names are server moderated if deemed inappropriate then will be masked off to other players
* If you report a player in-game, we'll now fill in their ship name and ship ID for you
* Added ship name plates to ships
* Added ID plates to ships
* Added ship names to various cockpit UI
* The start new commander flow will now prompt you to enter a ship name
**Camera Suite**
* Added vanity cameras to the ships
* Players can view their commander and ship from a variety of interior and exterior camera angles, using a range of new camera control options, including:
* Zoom (Interior, Exterior, with Free Camera enabled)
* Focus (Exterior, with Depth of Field Enabled)
* Blur (Interior, Exterior, with Depth of Field Enabled)
* Roll (Exterior)
* Elevation (Exterior)
* Speed (Exterior)
* Stabiliser On/Off (Exterior)
* Enable/Disable Ship Controls (Exterior)
* Detach/Attach Camera With Ship (Exterior)
* Hide UI (Interior, Exterior)
* Added free camera to ships
* Within the vanity camera, players can also select a free camera mode to more freely adjust their camera view (with access to the above camera options)
* Updated ship cockpit interiors to account for new viewing angles
**General**
* Added asteroid base type station (including air traffic controllers)
* Added 32 asteroid bases in various deep space locations
* Added some new challenge scenarios
* 4 new Incursion scenarios
* Speed docking
* Driver challenge
* Ship launched fighter challenge
* Added custom engine trails support
* Added Megaships
* Tanker
* Cargo
* Asteroid Miner
* Flight Operations
* Prison Ship
* Science Vessel
* Passenger
* ???
* ???
* Added 100 new tourist beacons
* Added Bucky Ball Beer Mats rare good
**Fixes and Improvements**
**Stability Fixes**
* Fixed crash in the inertial camera simulation when in CQC
* Fixed crash when entering CQC
* Fixed a soft lock on entering CQC
* Fixed a softlock that happened after dismissing an error dialog in CQC
* Fixed an error that can happen in outfitting if you replace the power distributor too fast
* Fixed crash that occurred while trying to generate ambient heat on ships inside stations
* Fixed crash in physics if data for a wheel is not valid
* Fixed deadlock if the galaxy map is repeatedly opened and closed
* Fixed a network issue related to modules
* Fixed crash when looking at left-hand panel while in a fighter
* Fixed a crash with landing gear not being correctly initialised
* Fixed a crash with GPU memory allocation
* Prevented a crash if a mission loses some of its data
* Speculative fix to prevent a crash on Mac builds, due to being unable to load some Horizons-only resources
* Fixed crashes in high resolution screen captures when using supersampling settings < 1.0 and/or borderless modes with resolutions lower than the desktop resolution
* Various System Map stability improvements (with force close of the map on exceptional circumstances, instead of crashing)
* Fixed a crash accessing a stored module in outfitting
* Fixed error with incorrect string types for Follow On missions
* Addressed a softlock that could occur when mashing the selection button when no ships or activites are available
* Fixed issue with memory corruption on shutdown
* Fixed game becoming unresponsive on commander history tab
* Fixed crash due to the vanity camera blur geometry not being correctly initialised
* Fixed a crash that could occur during shutdown
* Fixed crash when trying to upgrade the health of a module which has no concept of health
* Networking stability fixes
* Fixed a crash that occured when hyperspacing whilst swapping back from fighter
* Fixed a number of transaction server errors when ejecting limpets, transferring cargo, buying exploration data and swapping loaded fighter bays into storage
* Fixed crash that occured when contract destination does not come through correctly
* Fixed a crash that occured when supercruising with your fighter deployed
* Fixed a crash that occurred when opening the system map in rare circumstances
* Fixed a crash that occurred if someone mines an asteroid near a station in a ring which then tries to spawn a microresource
* Fixed a cockpit crash in SRV
* Fixed a crash that occurred when loading a ship with an engineered surface scanner
* Fixed a crash that occurred when trying to load refineries with empty bins
* Implemented measures to prevent a crash when docking
* Fixed a crash that could occur when launching a fighter and then immediately disconnecting before the fighter is constructed
* Fixed a server disconnect that could occur when jettisoning cargo from an SRV underneath a ship
* Fixed a crash that could occur when sending Wing invites in certain situations
**General Fixes & Tweaks**
* Fix to prevent ships spawning inside each other on interdiction drop out
* Fix to prevent the cursor being offset in some front-end UI circumstances when using 'In-Game Panel Based Cursor' mouse mode
* Fixed cases of the SRV appearing in orbit after re-launching the game
* Fixed issue whereby a player’s combat rank would be seen as ‘Harmless’ after making progress on their rank
* Fixed trespass zone radar elements being visible in the debug/classified camera modes
* Reverted the order of the latitude and longitude readout on the hud to be the same as pre 2.2
* Fixed LOD issue with Zemina Torval’s Powerplay Decal
* Fixed issue whereby a String ID would appear on the info panel as the jump destination
* Improved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effect
* Fix for Docking Computer crashing into back of station when approaching from rear
* Fix for Docking Computer crashing into Qwent Research tower when coming in to land
* Optimised loading time when loading in docked at a station
* The cockpit friends list now shows the distance to each friend (if they're in the same mode as you), and sorts friends by the closest first
* Info in status panel will now only show the scrollbar when focused
* Modified the "modules/trade/list" so that it filters modules where possible that are only related to the players current ship
* Various mission template fixes
* When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value
* Fixed missing info text for data link scanner
* Fixed some shadowing artefacts in the terrain rendering
* Fixed station interior changing when the station in under influence of an Unknown Artifact
* Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets
* Fixed an issue where the station name, rather than the schematics name, would be displayed in the target details panel
* Fixed issue that was affecting missions at Jaques station
* Various optimisations for Galaxy map
* Fixed issue whereby you could not exit side panel with B Button after using a fighter
* Fixed refinery tab still being selected on the right hand panel after removing the refinery module from a vessel
* Fixed Intermittent drop in frame rate in Challenge Scenario
* Fixed low-resolution cockpit on loading into CQC matches
* Fixed a problem introduced during 2.2, where you were no longer able to hold UP/DOWN to scroll information continuously within a common UI
* Fix to correctly handle '<' in text chat
* Fixed the 'bind dialog' on the controls screen - the 'back' 'confirm' and 'always confirm' buttons were being displayed when they shouldn't
* Fixed long names getting truncated on the target panel
* Rank requirement should no longer show up when not needed
* Truncated text in shipyard list should now wrap
* Start position has been adjusted for safety if a player drops out of supercruise at a wing beacon within a ring
* Headlook should now activate panels by default when looked at
* Ships are not duplicated in system map each time you open it anymore
* Improvements made to the comms panel popup options, adding icons
* Fix for incorrect mining decals spawning on rocky/icy asteroid types
* Fixed friends markers not appearing on the galaxy map
* Fixed landing gear and cargo hatch animating when logging in near your landed ship in an SRV
* Fixed the brightness of dust clouds in the main galaxy background
* Fixed missing progress bars on scanning reticle
* Fixed asteroids sometimes not rendering into the far shadow views
* Fixed an issue on the system map. After zooming and directly leaving the system map, the sounds would hang around
* Fixed saved game code issue which was breaking neutron-star jumps
* Fixed issue whereby credits were not being taken when purchasing exploration data
* Sped up CQC matchmaking when players of significantly different ratings join the game
* Fixed an issue whereby taking high-res screenshots could cause network disconnection
* Fixed star texture pop when arriving from hyperspace
* Pause menu now appears faster
* Fix destination star's lens flare from separating from it in hyperspace when in large ships
* History tab now shows date in shorter format "Mar 16" so it doesn't truncate commander names so much
* Fixed numerous issues with text truncation in power details screen
* Fixed instances of corrupted text throughout the game
* Fixed the visibility of stalks and jump highlights for systems in the galaxy map
* Fixed text chat not becoming available for players you just unblocked
* Fixed for AI ships in supercruise circling around station
* Fixed some missing sounds for goals in CQC
* NPC pilot suits have colour variants again
* Fixed issue with Russian text being slightly cut off in various UI panels
* Fixed issue whereby the labels for livery slots could display in black instead white or grey text
* Updated the time format used in the comms panel timestamps
* Fixed issue whereby long ship names were truncated on the ship transfer panel
* Added an option to disable the smoothing in headlook, this is useful for some headtracking devices to reduce the latency involved
* Terrain shader minor optimisation for 700 series Geforce
* Optimised HUD 'glitch' effect
* Optimisation for HBAO
* Optimisation for stellar jets
* Various VFX lighting optimisations
* Various particle effects LODing and optimisations
* Various text fixes
* Various localisation fixes
* Audio: Fixed triggering of Vessel Voice "Ready To Engage" which wasn't being triggered
* Audio: Fixed missing audio when scrolling on option pages
* Audio: Fixed missing events on heat sink deploy
* Audio: Fixed missing "Fuel Scooping Complete" voice line
* Audio: Enabled audio Obstruction/Occlusion in main game
* Audio: Improvements to the way soundbanks are loaded. Should help with fragmentation and memory issues
* Audio: New “Vessel-Voice” system, to replace our beloved old “Ship-Voice” system. Now much more robust and maintainable. This drives the computer voice lines
* Audio: Audio code optimisations. Audio work is better encapsulated into a single phase which improves the game's overall frame rate
* Audio: Fixed NPC voice volume slider not working
* Audio: Fixed tutorial voice text getting truncated
* Audio: Fixed an issue whereby the volume sliders only play sound when decreasing the volume
* Audio: Fixed an issue whereby no music would play when docking with the Docking Computer
* Audio: Fix audio issue with Hyperspace jumps
* Audio: Added in new audio options for ship voice lines from 2.2 and 2.3. These include muting NPC orders, Passengers, Fighters, Multi-Crew, Neutron star jet cones and unknown objects voice lines
* Audio: Possible fix for multiple unwanted audio events triggering in Friends and Groups screen
* Audio: Fixed an audio issue whereby combat music would suddenly start playing for a few seconds when entering supercruise from combat with life support disabled/destroyed
* Audio: Fixed celestial flybys
**Celestial**
* Fixed texture distortion in ultra due to morphing not scaling correctly
* Improved quad efficiency for distant horizon planets
* Ice terrain surface improvements
* Reduced dark patches occurring when regenerating shadows
* Prevented ships from flying backwards in a ring orbiting a black hole to sneak through the exclusion zone
* Surface rock system optimisations
* Made star lens flares check the actual depth instead of comparing against a constant value
* Red Spider Nebula is now red
* Split up terrain noise generation into chunks to avoid using too much memory at once
* Fixed some nebula not appearing in the sky dome generation
* Fixed a stellar jet render artefact on AMD cards
* Fixed background brightness popping in multistar systems
* Performance improvements for terrain on 4/500 series nVidia cards
* Updated schematics for white dwarfs and neutron stars
* Distant asteroid billboards shading incorrectly when passing in front of their planet fixed
* Removed the planet material texture LOD drop on consoles
**Commander Stats**
* Fixed number of fines increasing whenever a mission has failed without a fine being levied
* Fixed "Highest single reward" from assassination missions not displaying correct information
**Community Goals**
* Fixed inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending
* Allowed Combat Bond Community Goals to be linked together, allowing one to fail if the other succeeds before the time runs out. A CG that ends early still honours any reward tiers reached
**Controls**
* A sensible default control scheme is now selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list
* Fixed various default control schemes that have had gamepad bindings added to them. This was causing them to not load if you did not have a gamepad connected to the PC
* Removed gamepad bindings from all schemes that don't rely on a gamepad. This will stop you requiring a gamepad to be plugged in to see the schemes for joysticks or keyboard controls
* Allowed the alternate control bindings to have inverted axis
* Fixed an issue whereby players could no longer use mouse 2 as back in station services menu
* Fixed an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttons
**CQC**
* Rebalanced capacitor and charge rates to be the same across the different ships
* Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
* Fix an error when accepting an invite from someone who has already joined a game
* Fix an issue with the CQC default player starting params getting modified
* Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easier
**Engineers**
* New blueprints added
* Manifest/Killwarrant/Wake scanner:
* Long Range
* Wide Angle
* Fast Scan
* Ship primary sensor:
* Light weight
* Long Range
* Wide angle
* Detailed Surface scanner (affects how fast you can basic/detailed scan planets)
* Long Range
* Wide Angle
* Fast Scan
* New blueprints added to:
* Bill Turner:
* Sensor/Scanner to grade 5
* DSS to grade 5
* Felicity Farseer:
* Sensor/Scanner to grade 3
* DSS to grade 3
* Hera Tani:
* Sensor/Scanner to grade 3
* DSS to grade 5
* Juri Ishmaak:
* Sensor/Scanner to grade 5
* DSS to grade 5
* Lei Cheung:
* Sensor/Scanner to grade 5
* DSS to grade 5
* Lori Jameson:
* Sensor/Scanner to grade 5
* DSS to grade 5
* Tiana Fortune:
* Sensor/Scanner to grade 5
* DSS to grade 3
* Added extra gun turrets to various engineer bases
* Fixed floating rock at Elvira Martuuk's base
* Added new longer range missile defences to various engineer bases
* Mic Turner Base had a population of 0, so added bakeout data for system "California Sector BA-A E6" so that it will pick up the correct details from server
* Added Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer Workshop
* Removed button missing under Adjust Experimental effect screen fixed
* Added reference module data for Sensors, Surface Scanners and Stellar Body Scanners
* Audio: Fixes for various engineer bases bugs
**Exploration**
* Rebalanced the amount of exploration career rank awarded when completing Passenger missions
* Stopped awarding First Discovery bonuses of zero credits
* Fixed transaction server error when purchasing exploration data for certain systems
* Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.
**Factions**
* Fix a rare opportunity for a conflict to start immediately after ending early
* Fixed faction influence change from smuggling weapons
* Faction influence change reduced from murder, interdiction and assault crimes
* Faction influence change increased from redeeming bounty vouchers
* Balanced faction effects from selling commodities with a zero purchase price
* Removed faction reputation gains from smuggling cargo at a black market
* Improved local news articles when faction conflicts end
* Distributed effects from redeeming vouchers from super powers amongst all minor factions in that system aligned to that super power
**Fighters/Crew**
* Fixed issue whereby crew rank did not update on the contacts or ship GUI after ranking up
* Implemented optimisations for load times on fighters and SRVs
* Fighters no longer 'red out'
* Crew are now set to 'flying fighter' when switching into the fighter
* Prevented transaction error when entering supercruise while a fighter is docking
* Fighter orders control group no longer conflicts with non-ship (eg SRV driving) controls
* Fix for crew cut of commodity trades being calculated on the client incorrectly
**Galaxy Map**
* System map initialisation optimisations
* Galaxy map memory and performance optimisations
* Disabled HBAO when using the galaxy map as it is not used
* Fixed System Map not updating when scanning planets while open
* Fixed a small bug where for single-jump plotting modes (synthesis or neutron-boosted jumps), there could be a discrepancy between which systems have the "plot route" button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single-jump modes is based on the ship's actual jump distance) didn't take into account the cargo mass slider that's used by the route plotter
* Small route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabled
* Systems that don't have meta-data now display as having pristine reserves in the system map
* Audio: Fixed broken sounds in galaxy and system maps
**Hyperspace/Supercruise**
* Physics optimisations for supercruise
* Ensured that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabled
* Audio: Tamed the neutron star pulse ambiance a wee bit
**Installations/POIs/USSs**
* Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
* Added additional installation scenarios
* Medical installation added
* Added Space Bar installation
* Added Space Farm installation
* Added Government installation
* Added new Security Station installation
* Colour variations for installations added
* Enabled replication of scannable space wreckage so that they are visible to all players
* Changes to stop Unknown Probes jumping about and rolling up hill on planets
* Align to Planet and Align to System no longer apply when the object they're aligning to is near a planet
* Fixed an issue whereby Skimmers did not report hostiles to their owning settlement
* We now allow planet surface landed ships to take-off and attack if there's a nearby faction hostile
* Fixed an issue whereby fumaroles would disappear in a multiplayer situation when a collectable is collected while another client is logged out
* Added new Passenger USS scenarios
* Fixed a bug with the Destructible Mining Component that was causing it to have 0 health
* Fixed hitcheck on fumarole collectibles
* Improved loading of POIs
* Proximity effects support added
* Added more wreckage types
* Space scenarios can now have localised fog
* Fixed objects in a settlement drifting from their correct position if the player is far enough from the planets surface
* Ancient sites should not longer change layout (but all layouts will permanently change)
* Multiple fixes to address problems with an Ancient Site
* Removed frame stalls in POI spawner when on approach to certain planets
* Cockpit location panel (bottom left) now displays icons for the new types of nav location (megaships and asteroid bases)
* Fixed: Specific arrangements of terrain-stamped POIs would cause height issues on AMD cards
* Fix for floating objects at ancient sites
* POI loot now remembers which commanders have already claimed them
* Audio: Fix some missing SFX from capital ships
* Audio: Fix for NavBeacon missing impact sounds
* Audio: Fixed errors on installations/CQC
* Audio: Audio logs positioned and duck music/ambiences correctly
* Audio: Set capital ships to correct compression settings
* Audio: Fixed some missing installation ambiences
* Audio: Fix for missing sounds in Installation_SensorArray_002
* Audio: Fixes for abandoned settlements missing events
* Audio: Setting up generic holoscreen events for missing holoscreen sounds
* Audio: Fix audio error with materials
* Audio: Stop solar panels SFX from cutting in abruptly
* Audio: Fixed issues with tourist beacon ambiances
**Missions**
* Multi-stage (Follow On) mission support added (different to wrinkles)
* Ensured that the mission filter doesn't show illegal salvage when set to legal
* Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don't take you to a planetary station as the main destination. If you don't have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary station, preventing you from accepting the new destination
* Missions that are a direct consequence of completing a previous mission are more prominent on the mission board
* Fixed mission messages being duplicated during transitions
* Made supply to demand overrides take max distance into account (Makes Colonia missions more likely to spawn destinations within the Colonia Bubble)
* Added support for equipment requirements for missions
* Change Destination Wrinkles are now optional for the following mission types:
* Delivery
* Collect
* Passenger
* Bulk
* Piracy
* Rescue
* Salvage
* Smuggle
* Planetary Rescue (plus variants)
* Smuggle missions maximum range has been reduced to 100ly away
* Smuggle long minimum range has been increased to 100ly away
* Fixed issue with showing credit rewards when there are no other rewards
* Updated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completion
* Added contract elements on all transaction panels to display the mission giver
* Added factions involved in the mission on space missions inbox messages so that you know who you are working for, and who you are working against
* Text no longer missing from inbox messages received during In Space Assassination missions
* Mission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black market
* When missions which require you to pick up cargo exist, they will now say ‘Collect Cargo’ instead of ‘Claim Reward’
* Welcome missions should not longer contribute towards influence or ranks
* Fix to prevent exploit when selling abandoned mission cargo
* Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate
* Improved the chance of rank up and engineer missions being available
* Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate
* The ancient codex now resets approximately 30 seconds after being scanned
* Decoupled normal missions and passenger missions selection, so a full allocation is available to each type
* Added a check for illegal goods to system search to stop returning a system that doesn't contain the markets needed
* Fix to prevent delivery scoop missions from appearing in systems without a landable planet
* Stopped player from getting spammed with an inbox message from space planetary hitmen missions
* Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)
* Potential fix for mission inbox messages not appearing properly
* The following missions should now spawn more frequently:
* Piracy Heat
* Piracy Contract
* Clearing the Path
* Safe Travelling
* Fixed Piracy Deal not giving you the correct target type to kill in the second mission
* Rampant Leadership is now using the correct template
* Updated the military career progression numbers to speed up progression a bit
* Increased super power reputation gains by 25% when gaining faction reputation
* Removed bookmarks and relevant inbox message from welcome mission template
* Changed the commodity required to Fish, from Aluminium in the welcome mission collect template
* Fixed an error in sorting algorithm for transaction panel
* Changed the archetype of pirate lords used in assassination missions - when you jump into the USS, they should no longer flee from you if you have no cargo
* Fixed the cargo in planetary rescue so that it is no longer illegal (for the welcome arc only)
* Fixed some instances of passengers refusing to leave their cabins
* Disparity between text and audio logs now fixed
* Fixed cabin escape pods not always being used when passengers eject
* Fixed an issue with the first inbox of a passenger vip Follow On mission. The correct portrait is now shown
* Fixed an error where the massacre illegal black ops mission was not spawning the correct mission targets
* Balance pass on passenger mission rewards
* Fixed issue where you could not focus onto the mission filtering box in the Mission Panel using just button input
* Fixed issue with some missions not generating after completing a Piracy mission
* Fix to allow missions to progress correctly if the player gets to the target system before the timer for the mission progresses
* Alternative destinations for Planetary Rescue (plus variants), Federal Navy Salvage and Long Range Smuggling missions are now correctly optional
* Addressed an issue whereby players could not open the mission board if they had a large number of pending follow on missions
* Fixed issue whereby the mission target did not spawn in mission USS during Piracy Deal Assassination follow on mission
* Potential fix for two errors relating to the Piracy mission templates
**Network**
* Experimental IPV6 support added
* Network options and information page added to the options menu
* If you're already in a voice chat session with another player (eg if in a wing) and you block them, we mute any further audio received from them during that talksession
* Ensured that a player is removed from a wing if they delete their save game
* Streamlined session join protocol (may fix cases of extended supercruise or jump transition times)
* Fix various transaction server disconnections when resurrecting, buying exploration data, refining mining chunks, unloading passengers and outfitting ships
* Improved error handling
* We now show the path where log files are saved on the network settings screen
**NPCs**
* Fix NPCs not having the long FSD cooldown after interdictions
* Added the Independent Fighter to alliance and independent faction navies
* Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance
* NPC docking improvements
* Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins
* Make sure that we have the correct faction before using the automatic loadout for NPC archetypes
* Don't report that the player is clean when being scanned when they are not
* Balance pass for AI interdiction ability, to make it slightly easier
* Auto-loadout system will now automatically add required passenger cabins based on the custom passenger type
* Allowed auto-adding of cargo racks to consider slots which don't accept shield modules but do accept cargo racks
* Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0
* Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP
* Changes to extend AI terrain avoidance on higher gravity worlds
* Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters
* Fix Pirate Hunter Hostile behaviour so that they attack after interdicting
* In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes
* For AI ships using the auto-loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply
* Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing
* Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn't have any/enough cargo
* Threaten time changed to 15s (from 18s) now that it's displayed in chatter
* Added jump after all ships scanned, which we didn't used to need for these pirates as they always attacked
* Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player
* Pirates should now make it clear what cargo can be dropped to apease them
* Stop NPCs in ships that can't jump (like fighters) from trying to do so
* When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped
* Fix for pirate hunter hostiles not always being wanted
* Increased the combat bonds and bounty multiplier for the "big 3" (Anaconda, Corvette & Cutter), upping their values by ~10%
* Make sure that NPCs properly evaluate cargo worth to prevent some odd cases
* Fixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from working
* Audio: Renamed external point of no return event to make it audible on npc ships
**Outfitting**
* Fixed fuel level cap when exchanging modules
* SRVs and Fighters are now refueld and repaired when restocking
* Removed clip size modifiers on shield cell banks
**Passengers**
* Passenger's demanded cargo has been updated in passenger mission wrinkles so it is now related to the passenger type
* Added prisoner cells as alternatives to passenger cabins
* Fixed issue whereby custom passenger text on cargo display did not match passenger type
* Ensured that NPC cruise ships have passengers when scanned
* Updated passenger bulk, VIP and VIP Conflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates
* Updated Bulk Passenger missions to show the correct rewards on the inbox message and transaction panels when you get the New Destination and Don’t Die wrinkles
* Balanced numbers for explorers disgruntled level in the Long Distance Exploration template to be the same as on other templates
* Updated the demanded cargo reward amounts on the passenger missions to make them more worthwhile
* Reduced exploration rank boost from passengers as it was way too high
* Occupied passenger cabin modules can no longer be stored using the store multiple menu
* Fixed NPC passengers not showing up properly after a manifest scan
* Fixed UI inconsistency, where the 'Pick Cabin' button was located differently to 'Accept Mission' even though both these UI essentially share the exact same user flow
* We now automatically return passengers to their homes if their mission is no longer active and they're still in ship cabins
**Player Journal**
* Added journal events for Multi-Crew
* Replaced the docking journal entry when switching back to a mother ship after a fighter or SRV has exploded, with VehicleSwitch
* Changed several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entries
* When a ship/ship launched fighter takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
* Added a journal entry when gaining Federation or Empire rank
* Added "Target" property in player journal when recording a kill
* Fix for getting the correct faction when docking at a station (to write into the journal)
* Include surface location (latitude/longitude) in the player Journal's "Location" event, if starting game in SRV
* Add a "StartJump" PlayerJournal event, at the start of the jump Countdown
* Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal
* At the start of a jump, include the target star's spectral type in the journal
* When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation
* Include Faction info in RedeemVoucher event in Player Journal
* When DSS-scanning a ringed planet, the journal entry now includes the 'ReserveLevel'
* Record journal entry when in SRV and the pilot's ship takes off or lands
* Added journal entry for setting a ship name
* Fixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you're still scooping
* Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
* Include target faction and count in Player Journal when accepting a mission
* Added info in player journal at startup with Cargo, Materials, Passengers, Loadout
* Add a player journal event when scanned (on scan complete)
* Changed the code for writing the 'Bounty' event into the player journal, so it gets written for every player in the wing that was involved in the fight
* Included the name of the destination starsystem in the "StartJump" player journal
* When buying or swapping ships in the Shipyard, write the ship's loadout to the player journal (similar to on startup)
* When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority
* The "Loadout" data now includes health and value for each module
* When docked at a planetary surface station, the "StationType" should show "SurfaceStation" not a blank string
* The Docked event will now also include the distance from the star
* Include local minor faction information in the player journal when arriving in a system
* Player Journal now shows faction data for redeemed voucher events
**Powerplay**
* Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning
* Changes to legality of attacking ships and Powerplay:
* Previously ships could legally attack each other if the attacker shared the same superpower as the power of the current system, and the target was pledged to a power of a different superpower.
* Now, we restrict this so that the attacker has to be the same power as the system.
* Also, we add an alternative to being different superpowers if the attacker is the same power as the system. If the target is of a different power from the attacker (but potentially now of the same superpower), is carrying powerplay cargo for the system's power, and the attacker has cargo scanned the target and knows this, then the attack is legal
* Fix to prevent text truncating on the Powerplay help scrollbar
**Render**
* Fix for hard edge on PFX smoke texture loop textures
* Added descriptions to various graphics setting options
* Improved PFX lodding
* Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)
* Fixed the lens flares having a 1 pixel line down the right hand side
* Fixed black line at the centre of insanely high res screenshots
* Fixed the "Off" shadow preset being incorrectly flagged as "High" internally by default. This caused shadows to not update correctly when switching between Off and High settings
* Fixed asteroid fog sometimes disappearing in DX11
* Speculative fix for galactic background cubemaps ending up with messed up half-faces
* Fixed continuous effects not emitting
* Improve performance and reduce stalls when destroying surface rocks
* Use the correct vertex layout for Milky Way dust instances in the galaxy map and skybox captures
* Improved the speed for morphing
* OSX: DOF will appear off apart from on High and Ultra presets, which mirrors the Windows set up
**Ships**
**General Ship Fixes and Improvements**
* Fixed an issue with ships collision warnings when landed
* Fix to prevent repeated malfunctions when they shouldn't occur
* Added a new Data Link scanner for ships
* Implemented some optimisations for large multi-ship scenes
* All ship explosive effects improved
* GUI lights are now disabled if the player's ship has suffered extreme damage
* Fixed issue stopping the ships from kicking up dust while near a planet
* Added cockpit chair based lighting (small amount of ambient to stop avatars being completely unlit in dark environments) to all ships where it was missing
* Added new ship naming popup in livery
* Fixed being unable to activate/deactivate colour customisation modules on the right hand panel
* A player's ship name will always be visible to other players when scanned
* Various camera position fixes
* Fixed various minor graphical issues across multiple ships
* Fixed: Detailed surface scanner no longer claims to draw power in outfitting inconsistantly
* Fixed: Detailed surface scanner cannot be turned off
* Module popup in cockpit systems panel now retrieves the full name of the module rather than the short name
* Fixed ship kits not rendering in hyperspace
* Fixed certain ships being raised off of the landing pad when logging in while docked
* Fixed issue whereby stellar audio and ship creaks would continue to play after rebuying your ship if you explode in the cone of a neutron star
* Anaconda
* Improvements made to the Anaconda death explosion
* Fixed Anaconda bobblehead camera 10
* Asp
* Updated Asp cockpit geometry to allow for the new camera views
* Added tail kit hangar camera to the Asp
* Moved the Asp's front decal so as not to interfere with the ship kit
* Asp Scout has a new size 2 slot and a size 5 slot replacing one of it's size 4 ones
* Removed second discovery scanner from Asp Scouts new size 2 slot
* Audio: Fixed some volume issues with the Asp's boost
* Beluga Liner
* Beluga Liner now has similar strength headlights to the Anaconda
* Added spotlights to the Beluga's tiny hardpoints to highlight them more in outfitting
* Fixed zfighting issue of decals on floor. Fixed mirrored writing and removed emissive detailing from cockpit 'screens' which were obscuring the Multi-Crew UI in the Beluga
* Beluga mass brought more in line with other large ships to help FSD range
* Audio: Fixing cockpit reverb size on Beluga liner
* Audio: Fix for chugging sound that was present in a Beluga when stationary
* Cobra
* Implemented art fixes/improvements for the Cobra cockpits
* Cobra MkIV
* Fixed LOD popping with lime green gradient predator paintjob on Cobra MkIV
* Diamondback
* Fixed misaligned lights on the Diamondback
* Fixed bobblehead cameras in the Diamondback Explorer
* DBX now has an extra size 2 slot and is a bit lighter
* Audio: Fixes for Diamondback Scout emitters appearing in the wrong place
* Audio: Engine deploy for Diamondback and Diamondback Explorer now have their landing gear audio restored to proper working order
* Audio: Fix for missing sounds on Diamondback drive animations
* Audio: Fix for crackling loop on Diamondback Explorer
* Eagle
* Prevented Eagle utility modules being swappable, because there is only one utility module slot and they're already in it
* Fixed ship kit tail cameras for the Eagle
* Smoothed LOD transitions on Eagle
* F63 Condor
* Fixed the left Decals on the F63 Condor
* Re-aligned the F63 Condor cockpit so thrusters align correctly
* UV fixes for F63 Condor's drive
* Balance pass on the F63 Condor, increasing it's transverse acceleration from 10 to 20
* Federal Corvette
* Fixed Z fighting issue on Federal Corvette hardpoints
* Patched a small hole in the Corvette
* Fixed a missing texture on the Corvette's nose
* Federal Dropship
* Fixed cargo bay hitcheck on Federal Dropship
* Fix for Federal Dropship paintjobs covering the vehicle bay
* Fer-de-Lance
* Fixed Bobblehead cams and orientations on the Fer-de-Lance
* Fixed ship kit tail cameras for the Fer-de-Lance
* Fix for The Fer-de-Lance not having any shipkit slots in Livery
* Imperial Clipper
* Imperial Clipper now has an icon on the livery page of outfitting
* Imperial Courier
* Fixed bobble head positions for Imperial Courier
* Fixing missing distant external ship sounds on Imperial Courier
* Imperial Cutter
* Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter
* Fixed smoothing groups and some decal positions on the Imperial Cutter
* Fixed an issue with the Imperial Cutter hologram clipping when launching from docked
* Removed blinking light from Cutter cockpit
* Fixed wonky utility mounts on the Imperial Cutter
* Fixed Imperial Cutters external lights not working
* Imperial Eagle
* Adjusted decal front outfitting camera for the Imperial Eagle
* Lakon Type 6
* Fixed blue emissive 'Lakon Systems' panel in Type 6 cockpit
* Lakon Type 7
* Fixed missing textures on Type 7 utility slots
* Lakon Type 9
* Audio: Fix fighter launch sounds on Type 9
* Orca
* Lowered Orca weight to increase jump range and effectiveness
* Orca tactical paintjobs fixed
* Audio: Fixed missing Orca external sounds
* Audio: Made Orca boosting sound slightly less agressive and added a fade when the ship is stationary to prevent loud flyby boost sound when switching cams
* Python
* Fixed wear and tear on Python ship kit
* Sidewinder
* Tweaks made to the Sidewinder's exterior hull
* Fixed landing gear volumes and hitcheck on the Sidewinder
* Fixed sidewinder explosion which looked broken at 7000m
* Viper
* Added missing spoiler camera to the Viper
* Fixed clipping issues when deploying SRV from Viper
* Audio: Fixed broken retro drive sound on Viper
* Viper MkIII
* Fix for stretched textures on Viper MkIII ship kit
* Viper MkIV
* Audio: Fixed broken retro drive sound on Viper MkIV
* Vulture
* Changed Vulture's planetary approach suite size to 1 as intended
* Fixed bobblehead positioning in the Vulture
* Fixed a decal camera on the Vulture
**General Ship Audio Fixes and Improvements**
* Audio: Added oomph back to the weapons
* Audio: Fixes for retro drives in external view
* Audio: Fixing triggering of Vessel Voice "Ready To Engage" which wasn't being triggered
* Audio: Fixing waste pod volume issues.
* Audio: Few tweaks to fighter launch/stow to make them quieter when heard from the cockpit.
* Audio: Tweak to engine launch
* Audio: Fixed broken fighter tractor beam event actions
* Audio: Ship ready for boarding line vessel voice line now plays again
* Audio: Fixed FSD supercharge voice line being triggered multiple times and every 5 minutes
* Audio: Fix for "Frameshift charge detected" voice line that triggers when the ship the player is targeting begins jumping
* Audio: Fixed broken ship dust
* Audio: Fixed broken cargo bay ambience
* Audio: Fixed broken FSD "point of no return sound on non-player ships
* Audio: Fix for "Rotational Correction Enabled" triggering each time you switch back to the helm from a fighter/SRV
* Audio: Fixes for ships hardpoint doors event errors and landing gear errors
* Audio: Added audio for the FSD supercharge including voice alerts
* Audio: Fixed the boost fail sound which went missing during the emitter update
* Audio: Fixes for landing gear event errors and hardpoint audio event errors
* Audio: Fix for other player/npc fsd jumps in/out of an instance sounding truncated
* Audio: Added audio for the FSD supercharge including voice alerts
* Audio: Added additional Wavescanner sounds
* Audio: Fixed missing vessel voice lines in Hyperspace
* Audio: Vessel voice will no longer spam the low oxygen lines when you jump/enter game with low oxygen
* Audio: Fixed audio issue that occurred when completing the pre-flight checklist
* Audio: Addressed an audio issue with ship engine sounds when deploying/retracting landing gears and cargo scoops at certain speeds
**SRV**
* Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole
* Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed
* If ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.
* Improved headlights on SRV for higher quality levels
* Fix issue where the SRV was taking forever to cool down after taking heat damage
* Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not
* Optimisations to SRV headlight lens flares
* Fixed a dependency for the SRV turret guns being nulltex whilst the player is in Vanity Camera mode
* Audio: Fixed swapping turret view audio hanging
* Audio: Fixed GUI panel sound getting stuck on when entering turret
* Audio: Fixed broken wavescanner elements
* Audio: Proper fix for "Scan Detected" voice line looping when sat in your srv next to your mothership and an unknown artefact
* Audio: Added missing emitter group to scarab which was causing asserts and missing audio
* Audio: Fix for fighter launch SFX always coming from player ship
* Audio: Set up improved voice management and attenuations for various explosion related things
* Audio: Code fix for hardpoint scanning sounds being re triggered when switching between turret and normal view
* Optimisations to SRV headlights with improved visuals
* Audio: Fix audio errors with the stow/deploy animation
* Fixed for silent turret guns on other SRVs
* Fixed ships not appearing on the SRV's wave scanner
* Fix for turret gui remaining should a srv get shutdown while in turret view
* SRV terrain schematic should now correctly render a cross section effect between the radar plane and any terrain that rises above it
* Fixed SRV's decal slot names
* Fixed issue with inconsistent audio patterns while using the SRV wave scanner
**Station Services**
* Increase maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of ship
* Small tweaks for repairing ship paintwork and integrity when they're only very slightly damaged. Don't display 100% when it is actually slightly damaged and repairable. This makes the UI clearer and avoids some odd behaviour
* Check if a refinery has unprocessed materials in it, and display a warning if it does before storing the module, as these will be lost during the storage process
* Fixed module transfer timer wrapping around when the arrival time is in the past
* Don't show the Livery button if outfitting isn't available at that location
* Fix fuel level cap when exchanging modules
* Refuel and repair SRVs and Fighters when restocking
* Remove clip size modifiers on shield cell banks
* Fixed flow issues when opening Station Services for the first time
* Fix fighter paintjobs not appearing in outfitting
**Stations/Ports**
* When targeting a station's location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis-rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out
* Stations can now be placed within rings
* Stations can now be placed within asteroid clusters
* Fix for inner docks not using their own module list and instead always the default modules
* Adjusted several garages in this location as planet terrain was poking through the floors
* Fixed ugly circle caused by fog being incorrectly clipped in stations
* Decreased the lens flare scale on the landing pad floor spots so that they don't obscure the GUI panels and generally look more sensible
* Remove self destruct option from the right panel when we're docked (we can't self destruct here anyway so the button just doesn't do anything)
* Adjusted the heat ring texture to get back some of the glow which had been lost
* Fixed LODs on the "Rich" road sections
* CPU optimisations around stations and capital ships
* Added LODs for girders near entrance for asteroid bases
* Fixed a small hole near the entrance on Asteroid base exterior
* Various performance optimisations for the Asteroid Station
* Dockable Megaships now display their name on the side
* Fixed advert drones disappearing outside the station when we switch over to the entrance kinematic
* Updated chat panel to support station messages
* Hide powerplay contact at stations that lack the 'powerplay' service
* Stations that are within a planetary ring are now displayed on the system map
* Fixed hitcheck issues with asteroid base
* Fixes to hangar lighting
* Fixed station type icon for Freeholm
* Reduced some shimmering on asteroid bases
* Audio: Fix missing SFX on biomes
* Audio: Removed unused events from military outposts
* Audio: Fixes for issues with activation distances in various engineer bases audio emitters
* Audio: Added correct soundbanks to a number of planet and engineer base elements
* Audio: Fixes for popping sounds in loop inside stations
* Audio: Manage ship voice alerts better when in outfitting to reduce message spam
* Audio: Added ambient audio details to the starport inner-dock variants
* Audio: Fix missing station and outpost ambiences
* Audio: Fixed flight controller clicks
* Audio: Industrial station elements duck when inside outfitting fixed
* Audio: Some tweaks to outpost elements to compression artefacts
* Audio: Added a new audio emitter for the defense turrets at planetary bases, and changing their firing behavior so that firing sounds match the visuals
* Audio: Corrected event names on advert drones so that we can hear them again
* Audio: Fixed defence turrets being out of sync with the firing
* Audio: Fix for very loud and clipped sound inside station docks
* Audio: Added ambient audio details to the starport inner-dock variants
* Audio: Added 3 New flight controllers – Empire, Anarchy, Independent
* Audio: Fixed various flight controller issues
**StellarForge**
* Fixed drop out distances for certain star types
* Renamed a duplicate BD+56 521 system to 'Between'
* Renamed duplicate Kamba system to Mbooni
* Iorant JN-S c17-0 renamed to VonRictofen's Rescue
* Iorant PD-K d8-4 renamed to Macedonica's Leap
* Cuffey Plant in Acihaut renamed to Habermann Sanctuary
* System COL 359 SECTOR NN-S D4-16 renamed to Joseph’s Lighthouse
* Exoplanet in 61 Virginis renamed to 'Rubin's Discovery'
* Added a dockable megaship called 'Fisher's Rest' to the Aldebaran system
* Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben's Beacon
* Col 285 Sector MZ-U b17-6 renamed to Sulis
* Fix orbit and type of Scheau Phoea WL-D d12-1 A 1
* Renamed a planet in 74 Aquarii to Ethan Raza Khan
* Hyades Sector Zu-Y D117 renamed to Fullerene C60
* Added starport "Rebuy Prospect" to Fullerene C60
* Added starport 'McArthur's Reach' to LHS 5287
* Added starport 'Bob Paffett' to Runo
* Added starport 'Jaitinder Singh' to Namba
* Added starport 'Mike Tapa Astronautics Ltd' to Sigma Hydri
* Added starport 'Contestabile' to Baltah'Sine
* Eol Prou IW-W e1-2400 renamed to Meretrida
* Eol Prou YI-W b17-19 renamed to Kopernik
* Eol Prou PX-T d3-347 renamed to Pergamon
* Eol Prou IW-W e1-3246 renamed to Magellan
* Eol Prou NH-K c9-40 renamed to Pyrrha
* Eol Prou LW-L c8-227 renamed to Signalis
* Eol Prou KW-L c8-164 renamed to Garuda
* Eol Prou IW-W e1-3167 renamed to Canonnia
* Eol Prou PX-T d3-336 renamed to Union
* Eol Prou IW-W e1-1601 renamed to Phoenix
* Eol Prou LW-L C8-10 renamed to Dubbuennel
* Eol Prou LW-L C8-6 renamed to Kioti 368
* Eol Prou LW-L C8-54 renamed to Mobia
* Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing
* Eol Prou SS-T D3-241 renamed to Tas
* Added a dockable megaship called 'The Harmony' to Yum Kamcabi system
* Changed Core Sys Sector XU-P a5-0 system to the recently announced Trappist-1 discoveries
* Exoplanet in Kepler-20 renamed to Rob's Place
* Moved Castellan station further away from its parent body
**VR**
* Made the schematics render in stereo
* Added dithering support to tackle banding in VR
* Fixes to some of the cockpit VR cameras
* Fixed some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160x1200 to 1280x768
* Added Python ship kit VR hangar cameras
**Weapons**
* Strengthened drone VFX as they were very difficult to see at long range
* Updated laser impact effects so that they are compatible with weapon colouring
* Limpets will now show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed
* Fixed an issue with the Seeker Missile target hologram
* Added two turreted mining lasers
* Regeneration sequence healing will now be affected by the targets thermal resist resistance and will block healing as well (note that negative resistances will not increase healing)
* Fix for Shield Cell bank displaying incorrect ammo amounts
* Changed the exponent of the curve used for shield resistance from power distributor pips to make it less harsh. 0 and 4 pips are unchanged, middle values now have a higher damage resistance. Specifically changed from 2->0.85, which means that 2 pip has an increased damage resistance from 15%->33% (0 pip stays at 0%, 4 pip stays at 60%). This change means that the TTL (Time To Live) increase of each additional half-pip is approximately the same, rather than almost nothing to start and spiking up towards the end, hopefully allowing players to use setups other than 4-SYS with less penalty. Does not affect CQC ships
* Fix a muddling of grades on module reinforcements that made them a bit of a newbie trap if you didn't dig deeper - the Es were better than the Ds as they were probably ranked on the wrong primary stat. Increase the health of D class module reinforcements to be the same as what Es currently are (about +140%), and give Es a 10% buff to offset their higher mass
* Incremental Railgun buffs: Increased hardness piercing to match plasma accelerators so they do a better job of punching up against large ships. Reduced firing heat by approximately 15% (and round off to comfortable numbers)
* Audio: Weapon impacts now respect whether or not the player is in internal / external cams
* Audio: Fix missing weapon sounds
* Audio: Fix missing events for ECM
* Audio: Fix silent lod1 chaff launcher
* Audio: Fixed silent shield cell audio
* Audio: Tweak to the attenuation range of railguns chargeup
* Audio: Makes some sounds react to amount of ammo remaining in magazine
* Audio: Fixing silent Class 4 Burst Laser
* Audio: Fix missing hold events Class 4 Burst Laser
* Audio: Fix silent LOD1 heatsink launcher
* Audio: Fixing a weird sound on the Class 3 Pulse Laser (Turreted)
* Audio: Slight boost to the volume of other shields breaking and reforming.
* Audio: Fixed issue with plinky-plonky small/medium turreted multicannon
* Audio: Beam laser tweaks. Turned up hardpoints by 3db
* Audio: Fix for gimballed weapons stuck to fixed after switching from a fixed weapon fighter
* Audio: Fix for The Enforcer multicannon sounds skipping when firing
**The following are changes from the last 2.3 beta to live**
* Assorted improvements to make sure the hyperspace timer and intro effects are not skipped for crewmen
* Fixed a number of minor Holo-Me bugs
* Fixed a vessel ownership bug when in a Multi-Crew session and inside a fighter, Multi-Crew players should now know exactly which vessel they are in without mistaking any other ships
* Fixed cargo scanner not working in the correct direction when used in Multi-Crew Gunner
* Reverted big ship shield/balance changes due to feedback/side effects
* Tweak to the Fer De Lance outfitting tail camera to better see the Ship Kit tail piece
* Various localisation changes
* Various text changes
----
[<>]
{{tag>archiv patchnotes frontier}}