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====== 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
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