~~CLOSETOC~~
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====== 2016-05-10 - 1.6 / 2.1 Beta 3 ======
===== Beta update 3 - incoming =====
**Hey guys,**
We've got an update going live to the beta servers at approximately 11am BST. The servers will be down for up to a few hours but hopefully be back before then. :)
This will also start the Mayhem phase.
The change logs are below. This will not affect the normal game servers.
**Stability Fixes**
* Fix a crash when a proxy POI is killed before it gets to variables initialised
* Fix bad fog shape type
* Fix a crash if the Steam overlay is bound to a key that is named differently than in game
* Speculative fixes to a crash caused by cargo canisters in POIs not having an item set
* Speculative fix for non-Horizon's players being matchmade into inappropriate islands
* Crash fix in for when a weapon with the MalfunctionHit special effect hits a module that can't malfunction
* When a RingCell received a FOR shift, only transfer asteroids between physics worlds if they have already been added to a physics world
* When a POI is deactivated, make sure it kills all the levels it created
* Extra checks added a possible fix for a crash that occurs later in scaleform due to a null texture
* Safe-guard against the render system returning a null texture, if one couldn't be allocated
**General Fixes & Tweaks**
* Fix a case of moon-ring intersection, this time it was due to a binary moon
* Fixed missing audio on Packhound missiles
* Added support for non-latin characters in Air Traffic Controller callsign generation
* Fixed planet port voice announcements not waiting for their current message to stop playing before counting down the next message
* Fixed missing description for Maia system
* Add game client support for 'tradelist' Community Goals
* Fix for missing audio when scrolling in shipyards
* Updated Archon Delaine’s commodity production and consumption control system effect to use the same set of commodities as his price reduction control system effect
* No value up or down sounds for sliders in the graphics, controls and audio options fixed
* Various text fixes
* Spanish translations updated
**Galaxy Map**
* Fixed galaxy map camera initialisation and use default system position to avoid the camera to focus on last searched system
* Fixed scrollable areas on the galaxy map from jumping around seemingly at random when rolling over interactive elements with the mouse
* Reset bookmark route icon when clearing a nav route
**Engineers**
* Renamed advanced armour to be consistent with the hull reinforcement upgrades with the same effect
* Top level module selections listed as 'Other' for both module options at Qwent Research Base fixed
* Fixed modified jitter stat off-by-one problem
* Implemented blueprint sorting
* Removed special effect warning from 'view cost & generate' pop-up and fixed the non-localised string
* Refresh engineer data after discarding
* Add generic "You've learned some information about a new engineer, $#name;. Check your log for more details." message when unlocking a new engineer to notify players of a change
* Adjust timers for mass lock munitions and both Choke Canister (Ion disruption) and Shift-lock canister for making more sense of their buffs and a longer immunity period
* Fix misnamed parameter which was causing locked recipes to appear unlocked
* Change default class of module assumed for pinned recipes in commander log to take into account that we don't have class 1 engines
* Overhaul Feedback Cascade: Now rather than breaking the shields, will inhibit the shield cell to only heal 10% of what it otherwise would do, and will deal direct damage to the shield cell bank equal to half the weapon damage
* Fixes to the donation popup button
* Known Engineers 'Sort Results' options are not sorting 'By Access Level' correctly fixed
* When the recipe pinned for an engineer changes, the commander log does not update fixed
* Fixed incorrect string for long range recipe
* Double amount of micro resource inventory capacity from 300 to 600 on physical and 100 to 200 on data
**Temporary changes to help support testing modified modules balance**
* Greatly accelerated the speed of progress through Engineer reputation when crafting recipes
* Changed recipes ingredients to fish
* All Engineers have been taught all recipes
* All Engineers have set up temporary commodity markets to help them sell fish
**Missions**
* Fix missing timeout element on BLOPs missions
* When spawning a mission USS with a cargo override, only override the amount of cargo needed for the mission instead of all the cargo
* Added some more links in the deserter.chatter so that it will say a few more things when it is interdicted
* Make the planetary race wrinkles work in the same way as the space equivalents
* Fixed an issue where the timeout was set to a different timer compared to what the transaction panels were saying
* Fix some confusing naming on planetary disable missions
* Planetary Rescue Dynamic Scan missions should now be more explicit in its telling the player to go scan the nav beacon after receiving the mission
* Fixed discovery scanner use not updating the assassination missions correctly
* Fixed where the penalties link to in the assassination legal templates - reputations should now decrease properly
* Make sure that timeouts function for the in space assassination mission variants
* Mission no longer uses Tiny Settlement for initial POI
* Planetary Scan missions now send an inbox message after scanning NavBeacon
* Fix altruisms to use demanded cargo, not supplied
* Fixed truncated text on community goals page
* Pirate Lord should use the auto bounty system, not a fixed value across all ranks
* Fix sending the incorrect inbox message after scanning a mission tipoff location
**NPCs**
* Fix for Pirates being stuck in IdleFlight/PirateThreaten at RESs
* Added missing transitions between Pirate Hunter Hostile Mission Cargo Attack and Idle
**USSs/POIs**
* Rebalance on data point drops: quality and quantity
* Balance pass on low level scenarios that can be found as USS in shipping lanes. More Threat 1 opportunities for low ranking combat ships
* Fixing under staffed skimmer zone
* Added signal descriptors to ship wrecks
**Outfitting**
* Added separate outfitting category for mining lasers
* Speculative fix for abrupt stop in audio transition when entering outfitting
* Added stats for vehicle bays
* The outfitting Values Min / Current / Max for jump distance seem to be inconsistent fixed
* Vehicle slots have 'fixed/gimbal/turret' options fixed
* Added a indication that a installed module on a ship is "modified" in outfitting
* Vehicle bay sub slots now check the stock properly, rather than defaulting to "no stock"
**Avatars**
* Adjusted avatar constraints for dictatorship and prison colony mission givers of Alliance and Independent mission givers
* Alliance/Independent Dictatorship and Prison Colony now use all of their accessories
* Male geometry and skinning refined to help prevent neck intersection
* Alliance/Independent Communism, Confederacy, Cooperative, Corporate and Democracy governments now have a chance to have a pair of glasses at Allied
* Added longer hairstyle onto the male portrait avatars
* Fixed hair intersecting with certain face shapes
* Adjusted some of the female hair styles
* Added hat for female engineers
* Alliance/Independent Dictatorship government now have a more varied set of accessories to choose from
* Empire Patronage now has a more varied accessory progression
* Corrected a typo so the indie theocracy uses the right kind of jacket
* Fixed inconsistent mission giver backgrounds
* Ensure we don't get odd FOVs for banner textures
* Fix to prevent Lei Cheung's eye deformation when posed
* Added a failure state that will abort a portrait request after a large period of time waiting for a texture to be provided, so the system won't be stalled indefinitely
**Ships**
* Adjusted Imperial Cutter UI elements
* Fixed missing texture in Federal Gunship cockpit
* Micro resources will now trigger the cargo scoop acquired audio
* Make sure that only valid paintjobs can be applied to a ship
* Fix missing LOD geometry on Sidewinder
* Type 9 Squadron LOD paint job issue fixed
* Decals displaying wrong colour scheme when on a Tactical Paint Job fixed
* Decal fixing on Anaconda pirate paintjobs
* Decal colours rectified on Squadron paintjobs
* Decal colours balanced on Asp & Asp Scout Stripe paintjobs
* Decal pass to balance colours for 3 colour setup on various paintjob schemes
* Added new low poly external Imperial chair model and diffuse texture
* Swapped internal and external chair models from DeLacy to Imperial versions on all relevant ships
* Fixed chair blue emissive hue to match cockpits
* Loud element in sidewinder landing gear fixed
* Fixed odd sound effect when placing a bobblehead character, not letters, numbers, or symbols
* Make sure we clear any "Under Attack" notifications sent to the ship voice system, so they don't trigger after combat has ended
* Friendly fire from wing mates no longer triggers "Under Attack" voice line
* Make sure shield break sounds always trigger the aggressive version when requested to be on, and the lighter version when turned off manually
* Module malfunction buffs now both trigger the "Malfunction Attack" ship voice event so it's not confused with the "Module Malfunction" ship voice event
* Engine reboot buff now only triggers either "Thrusters Offline" or "Warning, Engine Reboot" voice events, not both
* Make sure that if a traffic controller is speaking when the player begins their frameshift that we halt anymore notifications and clear the queue, to stop the ship voice from talking over itself
**Weapons**
* Overhaul of mines for a mix of balance and fixes:
* All mines now use Proximity versions rather than the slightly unreliable homing variants, and now have much bigger shiny explosions that better telegraph how dangerous they are
* Mines now have the same module-stripping blast damage as missiles
* Mines are now targetable by point defences, and have a little more health
* Increased ammo on medium mine launcher (doubled)
* Synthesis damage boost now adds a multiple of the base weapon damage rather than the damage after engineers have run their magic. To avoid some nasty multiplicative stacking issues we've seen
**Hyperspace**
* Hyperspace is now much bigger to accommodate large ships
* Passing lens flares now fade in rather than 'pop'
* Added more distant stars to create a sense of depth
* Reduced the frequency of nebula models
* Added an extra light
**Orbital Cruise**
* Fixed one aspect of the glide sequence sounding weird
**Bases/Settlements**
* Added Lights to the Bridge Lift Section and Bridge Lift Top meshes
* Added LODs to Breakers Yard
* Bridge section art resources updated
* Able to drive/fly through various giant drill parts in Pater's Memorial
* Structures not properly meeting the ground at Palin Research Centre
* Liz Ryder base - remove weapons range decals
* Dekker's Yard base building not flat with ground
* Flickering texture on side of building at MacCurdy Arsenal fixed
* Set up engineer garage reverb zone and prototype
* Fixed issue with Landing Pad 7 with clipping terrain
* Moved dock 6 slightly to stop the clipping between the interior of the hangar and the large tower
* Fix for settlement ambiences not being heard on Engineer Bases
* Fix missing textures and add LODs for Prospectors Rest
* Fix for settlement security voice events and problem with offset
* Navigation Panel indefinitely tries to scan Engineer Base for SubTargets
* Updated UVs on Pillars and Walls
* Fixed invisible ceiling
* Improve the depth blocking placement on the majority of hangers
**Stations/Ports**
* Added another indie flight controller variant
* Improvements to Alliance 02 flight controller
* Planet port voice factions now match their ATC counterparts
* ATC won't welcome you until you've taken off from terrain if landed on a planet and not docked
* ATC lines are suppressed whilst landed on a planet, apart from hostile messages, hostile hails and docking requests
* Docking request messages now stop welcome hails from playing after them
* Added detail pass and polish to medium neutral hangars
* Added detail pass to high tech medium hangars
* Polish of large rundown hangars
* Fix for flight controllers not being loaded on some rich stations
* If we don't let the player request boarding to a port from an srv because we're too close to our ship, make sure the ship voice tells them their request has been denied
**SRV**
* Prevent repeating handbrake line when stationary
* Fixed very loud Wavescanner inactive weapons sound when close
* Improved board ship icon sound, also mute sound when leaving ship
* SRV lights are not silent when switch-spammed fixed
**Render**
* Clear any pending terrain queries when we shut down or deactivate. Make sure we sample the terrain less often if we're on a ship
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===== Xbox One update incoming =====
**Hey guys,**
There is an Xbox one update that will be going live at 10am BST. The servers are only expected to be down for a very short while (10 minutes).
The Update will be available from 10:00am BST (09:00 UTC) and is a 122MB download.
The patch notes are as follows.
**CLIENT UPDATES**
* Fixed graphical corruption when returning to the main menu from the Achievements or Friends App.
* Fixed game invites into Arena whilst in the main game.
**STORE UPDATES**
* Fixed players not seeing their Frontier Points appearing.
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{{tag>archiv patchnotes frontier}}