~~CLOSETOC~~
[<>]
====== 2015-09-10 - 1.4.β Beta 4 ======
===== CQC Update (1.4) Beta Build #4 Incoming =====
**Hey guys,**
Please find the patch notes for the new CQC 1.4 Beta build. The update is expected to arrive at 11am and should take no more than 30 mins.
* Low level UI crash fix
* Contacts panel restored in CQC to allow muting of other players
* CQC stats should start tracking credits earned through CQC and only count offensive weapons towards ‘favourite weapon’
* Add a few more stats to the cockpit panel
* Fix Powerplay outfitting discounts when in Beta test mode
* Fix a server bug when scooping a mineral fragment that then requires processing multiple refinery buckets into multiple cargo units at the same time
* Adjusted text field size in OptionsScreen.swf to account for larger text strings
* Don't show debug names for unbound controls
* Make the score summary UI in CQC aware of fov (prevents scaling during fov zooms from death cam)
* Fixed main menu spending up to 1.5 mins on a black screen if the player loses his internet connection just before going to the CQC menu
* Removed offset in UI rendering which should sharpen things up a bit
* Allow NPCs to start interdicting the player while they are charging for a hyperspace jump (but not once the countdown has started)
* Scoreboard no longer refers to the players gamertag - it uses the commander name which might look the same - isn't!
* Fix assert message and telemetry to report the correct bucket IDs when we receive an incorrect ID from the web server
* When you are kicked from a game due to inactivity, it now displays an error message on the main menu to say why
* Fix the reverse resistance armour text so it says it's strong vs kinetic and weak vs laser
* Make sure that if we disconnect while in the CQC menus we go to the disconnected from CQC state
* Added pc version of classic control scheme and renamed control schemes between xbox one and pc to create parity between them
* When there is a session error, make sure that we disconnect from the game
* Fix a bug where the player's current team was reset from Blue to None
* Fix a bug where shield regeneration would appear to stall in cases where the current delay after break was longer than the delay after hit (only experienced by some CQC ships with 1.5 or less pips in SYS)
* Various text fixes
Thanks,
Zac!
----
===== Xbox One GPP3 update incoming =====
**Hi all,**
We have an update coming to Xbox One Game Preview Program.
The servers will be going down at 1pm and will be down for approximately 4 hours.
We will be updating this thread with more information shortly.
Please note: This update will be 4.6GB, which is smaller than the previous build. We are continuing to work on reducing the size for future updates
**UPDATE:** You should now be able to start the download. However, the servers will remain off for a little while. Again more details to follow.
**UPDATE 2:** Please find the change log detailed below.
**GPP update:**
**NEW CONTENT/FEATURES:**
* Imperial Eagle added
* Federal Gunship added
* Federal Assault Ship added
* Hazardous resource extraction sites added
* Compromised nav beacons added
* Legal salvage missions added
* Added Outfitting for CQC
* Changed how powerplant damage is handled - small chance of instant destruction, otherwise malfunctions and halved power output
**XBOX ONE STABILITY FIXES:**
* Fix for crash plugging a controller in while the game is loading
* Fix crash if there are errors loading friends (reload them instead)
* Fix crash when your CQC career rank increases
* Fix a deadlock in player profile list when suspending/resuming
* Fix wing crash in CQC
* Fix crash in engines
**GENERAL STABILITY FIXES:**
* Crash fix for a rarely reported issue ship being docked to a station that is not in a state to provide interfaces
* Fix crash where the station news updates while quitting
* Prevent a crash when drones hit shields after recent changes to damage
* Avoid firing beams if the firing ship is not ready and so causing a crash
* Prevent crash when trying to scoop something that no longer exists
* Fix crash caused by chatter in supercruise
* Fix crash when shutting down while looking at a mission in the bulletin board
* Restructure some checks so we don't fatally crash when there's a missing entry in the exploration database for an object we've targeted
* Fix a zero burst interval in plasma point defences
* Fix memory leak in ring cell generation
* Fix duplicate system ID
* Crash fix for invalid positions being passed
* Fix a pair of crashes that can happen if trying to place a scenario with no valid body list, and cope with this selection failing gracefully
* CQC: Fix a memory leak caused by the NavMarker holding onto its radar marker after the location that created it is destroyed
* Prevent crash if power data isn't available (such as in CQC)
* Fix crash on startup when retrieving user data
* Fix crash on shutdown
* Fix some incorrect galaxy data causing failed or unexpected Hyperspace jumps
* Added inbox message warning the player that a powerplay cycle is due
* Fix the occasional ~10s black screen after selecting CQC in the main menu
**XBOX ONE TWEAKS & FIXES:**
* Added a new error message for being unable to join the squad because the game is full
* Fix an issue with joining a friend's in-progress game that you just left
* Add Rich Presence: includes when on the main menu
* Rich Presence updates correctly to the docked state if already docked when loading the game, and switches back to the flying state when undocking
* Fix microphone state not being shown correctly
* Re-enable access to Friends Management for Silver accounts
* New account-linking flow
* Refresh the friends list every time we switch to the chat UI's contacts panel, so we see friends' state accurately
* Fix various issues with switching users
* Fixed button prompts in the hint text appearing as text, not icons
* Fix for DiamondBack Scout missing all unique audio
* Handle the suspending the process; it will try and remove the player that is suspending from all the sessions it is in
* Long gamertags display incorrectly when inviting users to voice comms
* Improve behaviour when loading into game with a broken connection
* Fix error removing and adding a new controller while loading
* Better handling of controller disconnects
* If necessary, show controller selection dialog when returning from suspend/constrained mode
* Friend list now shows people you're following, as well as two-way friendships
* Added a "Forgot Password?" button to the account linking login page
* Added Wwise motion (controller rumble)
* The account linking interface will not display the virtual keyboard if the field is accessed with a physical keyboard
* Improvements to matchmaking QoS failure handling, to prevent it from appearing stuck to the player
* Decreased number of players required to start Deathmatch from 6 to 4
* Removed the TeamObjective (CTF) playlist
* Moved CQC button to top-level item
* Rename "Start" on the main menu to "Full Game", to avoid confusing Trial players
* Performance improvements (related to lighting)
**GENERAL TWEAKS & FIXES:**
* Various network optimisations
* Persist the Ship Lights option through location transitions, but not save/load
* If the refinery is idle and has a non-empty hopper, try to reallocate these materials to the bins
* Fixed high ranked AI ships not being able to fire due to empty WEP capacitor
* Pressing enter when going into the outfitting will result in no ui being shown fixed
* Fix hole in Hauler cockpit geometry
* Diamondback Explorer Image in the contact panel was missing now fixed
* Docking computer failure at station type Orbis fixed
* Local Cartographic Data Filters not working fixed
* Adjustments to how penetrating shots work: If no standard penetration depth is set for a ship, use 75% of its size in the smallest axis (rather than 100m). As no ships actually had this value set this will stop shots going all the way through ships to hit modules at the back
* Remove spurious increased penetration distance from medium beam turrets
* Railguns now have extreme penetration distance (will pierce to any module on any ship)
* News ticker can now be clicked to jump to a particular news item
* Landing gear speed limiter is now tied to the landing gear toggle rather than what the gears are actually doing
* Prevent Hardpoints being told to fire when docked
* Fix issues where the station doesn't retaliate when being shot
* Edits to dirt and scratch maps to work with new white underpaint colour on Imperial ships
* Co-pilot seat added to external view for Python
* Fix for problem where drones delivering cargo canisters belonging to another authority would scan for new targets and pick the same canister
* Fix for NPC miner loadouts that are missing refineries
* Fix for NPC pirate loadouts that are missing cargo scanners
* Fix for merging islands in supercruise - changes in scanner range (due to acceleration) were not being handled correctly
* Fix spawning fighters from capital ships
* Make sure police escorts get police names, rather than random NPC names
* Stop pirates from scanning target after they've pirated it
* Miners check their refinery while mining and if it's destroyed they'll jump away
* If NPC hull is below 20% when being spawned in supercruise don't try and interdict anybody
* Removed some rogue geometry in Sidewinder cockpit that was resulting in a thin purple line in front of the camera
* Fixes to police response: update formulae for strength/delay calculation to match latest design numbers
* Investigation strength hard limited to calculated value, previously could go over rather than leave a remainder; reinforcement can still go over
* Don't try and respond to crime in supercruise
* Correctly set the limit on investigation ships to be the score of a viper, fixes only getting the lowest-scored ships for investigations
* Don't allow NPCs to interdict if the target is charging their hyperspace drive - previously only blocked the interdiction during the actual countdown
* When the lead of an NPC wing dies and a new NPC is chosen, re-run the code that choose their chatter table so that it uses the correct one
* Request routing data from the server as soon as we receive a sync letter from an unknown machine - may fix some connection issues
* Allow pirates with low hull to dock at non-anarchy stations - gives them something to do as they can't interdict
* Add pirate threaten & cargo collection behaviour to the Pirate Hunter Hostile archetype, copied from standard Pirate archetype. They can now be pacified by dropping cargo, and will collect it
* Fix potential cause of excessive number of escort NPCs if they had a different authority from the lead
* Give AI wing members the same wanted/clean status as their lead, so the whole group will have the same status on spawning
* Increased malfunction chances on dumbfire missiles as they were far too low
* Made Viper hardpoint-cavities deeper to prevent the weapon clipping when retracting it
* NPCs can interdict other NPCs
* Fix combat bonds not disappearing from the transactions panel once they're redeemed
* Fix outfitting screen giving inaccurate ranges for sensors, scanners, and ECM. Now uses the standard 3 sig fig instead of rounding to the nearest km
* Stop mission messengers from constantly spawning and talking to players
* Reduced the size of the anacondas powerplant hit
* Enforce minimum of 10 credits to hull repair cost check
* Fixed the missing texture on Vulture debris, and increased explosion speed of drifting debris
* Re-mapped part of the back of the landing pad skirts to break up the repetition of a texture
* Police Hunter Hostile ships will scan their target after interdicting it, rather than opening fire immediately
* Increase health values for Diamondback cockpits
* Updated the pirate lord to have a better pirate-y loadout, he had no interdictor or cargo scanner
* Galaxy Map Trade Route 'Clear' button cannot be easily accessed fixed
* 'Recovering' minor faction state progress added to UI
* Don't reduce powerplay ships when in a taking control state
* Fix cargo losing its powerplay origin when eject-and-collected
* Predicted CC news items added
* Discard cargo dialog now supports 3 digits
* Fix floating point inaccuracy with large fuel tanks and fuel consumption
* Bulletin board now shows which major faction a mission is related to
* Prevent mines and missiles from jumping vast distances when they shouldn't
* Fix missing asteroids in thin rings
* System scenarios are regenerated when system state changes
* Incorrect Station Name Display On Menu after Docking at 2 stations fixed
* Game sometimes loads with starport services missing when playing loads in docked fixed
* Station Services GUI fades but remains whilst descending into hangar fixed
* Reduced colour value of scratch map to ensure no damage present when Imperial Clipper is 100% repaired or new
* Powerplant damage changes - rather than going critical when badly damaged they will drop into a limp-home state and provide 50% emergency power. If the power plant continues to take damage (past a threshold) there is still a chance they will fail critically and take out the ship. The Reboot/Repair sequence is now able to repair powerplants to restore full functionality
* Updated Pluto and Charon to use rocky template rather than icy
* Tidied up our display of 'pending' and 'recovering' states in the reputation tab
* GUI rendering optimisations
* Reduce station rate of fire, but increase per shot damage to compensate
* Optimisations for star searches
* Fix binding GUI not allowing us to bind axes that don't already have one
* Fix for flickering white square in starport
* Fix for mining lasers not having gunsights (includes Torval's Mining Lance)
* Added more chatter line variety
* Fix for supercruise island merging
* Add chatter to provide reason for security ships attacking player
* Optimisations for scanner rendering
* Better shuffling of map choices for CQC
* CQC Loading screen to replace the spinning ship model
* Cannot check Scoreboard During Killcams fixed
* Add speaker icon in CQC lobby to show who is speaking
* Fixed Power's control page text cut off
* Damage tweak for the CQC rapid fire cannon
* Optimisations for power distribution management
* Player allied with opposing Power didn't get bounty when firing on a player allied with system's power fixed
* 'Cargo scoop' indicator light wrongly labelled 'Landing gear' fixed
* Fix for CQC back lighting being inconstant with angle
* Improved spawn point generation for CQC maps
* Fixed hitcheck on the pipes around the central area of objective towers
* No visible timer during CQC match fixed
* Show the killer pilot name in respawn menu, don't show anything if we don't have a killer
* Repeating Dialogue When Being Asked to Accept Alternate Mission Parameters fixed
* Fix inbox message contract elements for delivery missions
* Update how conflict scenarios are generated, and the triggers for scenario generation:
* Multiple wars/civil wars in a single system
* Remove some oddities in wars spanning several systems
* Wars between non-controlling factions are allowed and will co-incide with scenarios generated by the controlling minor's state
* Update the logic to trigger a rebuild of scenarios to watch and make use of the last changed seed, along with the ability to generate zero scenarios - Should fix several cases where scenarios should show but don't (though the case of zero planets in a system still causes problems)
* Fix the occasional large amount of time spent in the advancing of the matchmaking lobby
* Made low colours the same as normal colours for large icons on the scanner in CQC
* CQC prestige button now available when rank 50
* Added error messages for a number of CQC invite error scenarios: Already in the squad you were invited to, The other squad is closed
* Fixed module hit locations for all ships, improving layout and correcting oversized/overlapping setups
* Fixed a bug with the tea traders to allow them to trade tea in Star systems exploited by a Power
* Fixed buying exploration data when then only thing a Commander knows about a star system is its name
* Improved Powerplay cache behaviour for Players connecting within a couple of minutes after weekly maintenance
* Support multiple conflicts within a given starsystem. However, one minor faction can still only be involved in a single conflict, no matter how many starsystems they're present in
* Fixed some minor faction economic states so they once again affect influence levels
* Minor faction conflict states can now take precedence over economic states, which should fix many one sided conflicts
* Star system stability factors now affect rate of change of minor faction influence levels, making it harder to affect influence in systems with any of large populations, higher security, development level and standard of living
* If the server doesn't think we have any paintjob wear, but the client thinks we have a tiny bit of wear (<0.000001), we will just ignore it
* Fixed missing rank icons in manage party screen
* CQC Rogue spawn point is no longer hiding in an asteroid
* Improve abandon branch rewards for massacre missions
* Updated the minor faction state durations to give a much more dynamic galaxy
* Audio optimisations to tackle clicks and dropouts
* Show rank and stats on player stat cards when inviting them or looking in the lobby
* Closing the Pause Menu's Help screen after focusing on UI panels reverts to incorrect focus fixed
* The matchmaking lobby also has the id of the squad a player is in, it can use this to try and make sure squad members end up on the same team
* Make sure we correctly award score for actions in capture the flag
* If a user tries to load into a CQC game that has ended then stop the loading and go back to the menu and wait for the next match to begin
* Don't auto-decline wing invites while permissions are being fetched
* Fix a rare bug where a station could be destroyed and recreated while hyperspacing or supercruising away from the station
* Show a loading screen (with spinning ship) when changing ships at the shipyard
* Disallow wing invites to friends whose online status is in CQC
* Destroying an NPC's power plant, and them not exploding, results in the AI continuing to fight like normal fixed
* CQC: Moved a number of in-map asteroids that were clipping through 'background' asteroids when rotating
* Show gamertag/commander name of current player in the Clear Save button
* CQC: Added a confirmation dialog box when quitting out of matchmaking
* Updated the minor faction state warmups, durations and cooldowns to give a much more dynamic galaxy
* Retune influence and faction state bucket values from all player actions
* Allow fortify and undermine actions for turmoil systems
* Correctly handle losing turmoil systems to revolt if the power in turmoil nearly expanded their way out of turmoil only to be undermined back into it again
* Fix an inconsistency between the powerplay CC balances displayed to the players and used internally by the servers in the turn when a Power has just emerged from Turmoil
* You cannot open the galaxy map from a mission contract when using headlook mode fixed
* Don’t open unneeded talk channels in the CQC menu, this should reduce some spam in the comms panel
* In a deathmatch game, when the lobby is about to start make sure the player is blue and everyone else is red
* Improve behaviour when experiencing disconnection on the CQC menu
* Fixed an incorrect TDM spawn on Cluster Compound
* CQC: Fix for fast charge shields taking longer to recharge than the default shields
* Fixes the right and left panels getting clipped at 720p for the Eagle and Empire Eagle
* When multiple players draw for the win in a deathmatch, display all the winners at the top
* CQC: Adding in the ship specific info for the efficiency shields so it only appears for the Eagle. Also made it so it consumes less power
* Added a cooldown period to the shield cell ability in CQC. This should balance its use to be much fairer, especially in CTF
* Flight Assist state should not be preserved between ships when dying in CQC
* Store the currently active fire group when the player's CQC ship is destroyed
* Make sure the rank cached in the CQC lobby data is updated after a game as a player might rank up
* Corrected the power draw setting on the light shields for the fed fighter
* Make sure that we stop trying to attach the flag to the flag carrier ship if the flag is no longer being carried
* When opening the CQC stats screen, put it into a loading state and then fill it with data when the web request returns. This stops the user from being unable to do anything while it is waiting for a response
* CQC: Fixing and balancing the boost diverters on the ships
* CQC: Making the single cycle shields take longer to regen as designed
* CQC: Making the Hyper Charge shields re-charge faster
**AUDIO CHANGELOG**
**New Features:**
* Audio for new ships: Imperial Eagle, Federation Gunship, and Federation Assault Ship
* More CQC audio improvements
* Added CQC combat music
* Audio for CQC lobby and results screens
* Many optimisations in the audio systems and assets
* Added dynamic occlusion/obstructions system to CQC, to muffle/mute ships when they are behind other objects
**Changes, Bugs & fixes:**
* Added a boost fail sound
* Minor update to the hauler sound, slightly louder boost
* Added sounds for Leave, defect, nominate and pledge in power-play menus
* Multi-cannon mechanical sounds are slightly pushed back and gunshot noises slightly pushed forward, also added a bit more bass
* Gui hover sound in power-play menu has been tweaked
* Courier added bits to the boost sound, improved audibility of main engine layer, improved orientation sounds, improved loops
* Lowered Diamondback audio as it was generally much louder than any other ship
* Increased the volume of music stingers when switching between articles in GalNetNews
* Courier boost moved to rear speakers
* Volume tweaked really loud door hinge on landing gears
* Tweaked Courier Hardpoint door and Engine Flaps
* Cannon Impacts are more audible
* Improvements to the way landing pads sound
* Balanced missile lock on sounds
* Less intrusive way of filtering beam lasers when they are low on ammo and constantly re-triggering because of weapon recharge rate
* Added a background ambience to Powerplay menu's for when music is muted
* Shield impact sounds on others and self slightly are more audible during combat
* Armour impact has less wizz and more metallic bang. Stands out better during combat
* First phase of mixing weapons, other engines and other weapons
* Impact sound scales up with volume of the game to always be noticeable
* Multicannon and Pulselaser tweaks
* Improved ship voice glitch effects
* Self destruct alarm sequence tweaks
* Improved CQC forcefield to stop it getting very loud if you park next to it
* Fix to Hauler HP Doors
* Various fixes to make impacts on self more audible
* Fixed a bug that would sometimes mute shots from the multicannon
* Fixed multi-cannons firing in an uneven rhythm
* Fixed sound cuts when going between galaxy map and power play menu
* Fixed galaxy map bg music playing in power-play view mode
* Fixed missing sound on Small gimballed Cannon
* Fixed missing reload on Enforcer Cannon
* Fixed a bug where firing weapons of one type could duck the sound of weapons fire from another type, making weapons fire inaudible with multiple hard-points active
* Fixed a clipping issues on explosions and re-enabled a missing sub-bass layer
* Fixed an audio loop that was clicking in the GalaxyMap view
* Fixed a very loud element when using navipanes
* Fixed a problem with the docking computer glitching in the forcefield, getting very loud
* Fixed missing DiamondBack landing gear sounds
* Fixed ship voice going inaudible in galaxy map
* Fixed issue where silent running in stations could result in a massive sound buildup
* Fixed issue with toxic waste canisters
* Fixed a bug that quiets shield impacts when hull strength is high
* Fixed missing audio on shieldcell bank
* Fixed Multicannon firing sounds still audible when cannons run out of ammo
* Many mix improvements
* Several fixes to speed detection during collisions, so that they are much more audible when they happen
* Fixed pitch curves on friction for metal, rocks and ice
* Made the pulse laser sounds more consistent and scale better across small, medium, large
* Fixed diamondback clicks
* Fixed missing exploration completed sound
* Fixed a clicking loop in the Empire Courier
* Fixed click in PowerHub loop
* Fixed sounds in GUI hard panned to the right
* Lowered volume of the loud "incoming player chat-message" to accommodate densely populated areas with lots of chat traffic
* Fixed problem with guns on larger ships (ie anything bigger than a cobra) sounding narrow and weak, should also fix all instances of guns behind the cockpit
* Removed excessive engine ducking when passing forcefields
* Removed double dampening on music track when explosions happen
* Fixed missing star sounds when zooming in galaxy map
**AUDIO OPTIMISATIONS**
* Many code and wwise side optimisations to further combat glitches, gaps and crackly sounds
* Landing pads use less resources
* Stellar ambiences muted inside stations to reduce load on wwise
* Various station optimisations
* Pre-filter and mix various source sounds to save CPU
* Added a dynamic priority system to reduce voice count in busy scenes
* Added a soundbank manager to efficiently and dynamically manage memory usage and soundbank loading/unloading
* More efficient structuring of self ship sounds in Supercruise, resulting in less audio memory used in supercruise
* Cockpit fires and sparks use less resources and sound better
* Fixed potentially many ambient audio streams playing in the system map, hogging memory
* Optimisations to fuel scooping and Heat External
----
[<>]
{{tag>archiv patchnotes frontier}}