~~CLOSETOC~~ [<>] ====== 2016-10-11 - 2.2 Beta 6 ====== ===== Beta 2.2 - Update 6 ===== **Hey guys,** Great news! There is another 2.2 beta update coming in this morning. :) The Beta servers will be going down in a few minutes at 10:00 BST and we will expect them to be back up within a couple of hours. Here's a nice juicy change log while you wait. :) Change log **Stability Fixes** * Allow the "visited stars" map filter to apply to route-plotting * Fixed crash when starting the game with an HMD for some monitor/resolution combinations * Fix a low level vertex locking crash * Fix a crash when self-destructing the SRV * Fixed JSON error in ship delivery * If we lose connection with server immediately after connection, before mtu discovery is complete, don't crash, reset mtu discovery for another go around * Server time synchronisation can soft-lock the game fixed * Ensure that system map materials get destroyed on shutdown * Fix crash swapping modules in outfitting * No longer assert when trying to add an item which is supposed to be empty * Fix for buyback and stored items being deleted in one array but not another * Don't crash id planet materials are not sensible **General Fixes & Tweaks** * Neutron & White dwarf schematics fixed * Fixed star-class info not appearing for some systems when initiating jump * Fixed supercruise motion indicators not being displayed * Fixed incorrect integrity value for size 1 class 2 refinery * Prevent duplicate ships being generated on authority transfer * Docking computer staying 1km above planetary outpost fixed * Latest translations added * Various text fixes * Award combat rank progression when destroying NPCs from no particular faction **Fighters** * Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong * Following NPC crew oddities (When NPC crew is flying a player's ship) fixed: * If MC turrets are fitted and set to Target Only, the combat AI cannot fire them * Can only use one missile launcher, even if two are fitted * Missiles are fired at long range and are wasted * AI doesn't use boost to chase and kill targets, instead lets them get away * When out of ammo, AI ship should drop back into formation * Player ships with just missiles won't fight * After requesting docking, all other order hotkeys are ignored * AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed * Added clearer message to indicate that the players fighter will be destroyed when they FSD away * Moved empire fighters hit spheres for the weapons even further forward to help in hitting them * Use numbers rather than bars for displaying fighter stats * Wanted NPC has clean fighter fixed * Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty * Added loading animation to screen for switching between fighters and main ship * Fixed missing font glyphs on Role panel when running in Russian * Fixed commander name having the "Crew" tag on the death screen when killed by a player in a fighter * Can use hotkeys to send invalid NPC commands to unmanned mothership fixed * Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore * Audio: reduced probability of "no more targts" npc crew message down to 40% * Audio: Fix for Crew member saying wrong line when asked to attack target * Fix not being able to deploy an SRV or Fighter after resurrecting * Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression **Weapons** * We think heat attacks have been reduced a little too far, and need a very conservative buff: * Diminishing returns for heat now limit at 100% (up from 95% in previous beta) * Damage penalty for Thermal shock reduced to 20% (from 25%) * ECM needs some slight tweaks: * ECM will now fire when hardpoints are not deployed * ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live) * Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5 * Improved flight speed and hacking time of all hatch breaker limpets * Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled * Slight reduction to the effectiveness of Incendiary rounds for Multicannons: * Remove the hidden 20% kinetic damage that was left over * Reduce the fire rate penalty from -10% to -5% * Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff. **Outfitting/Shipyard** * Process transaction cost correctly when fetching or selling a remote module * UI was being unlocked before hardpoint animation was complete. This should now be fixed * Module distance incorrectly show when transferring a module fixed * Adjusted the balance areas of the popups to have an auto width, to account for large balances * Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint * Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red * Fixed keeping hold of buyback items once we've bought them back * Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text * Prevented focus from being lost when pressing Right on the read more section of the module transfer * The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected * Ship loadout doesn't update after multiple swaps fixed * Updated icon positioning and colouring in the Inventory Browser Screen * Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK' * Starport UI: fixed quick action button icons disappearing when coming back from outfitting * Store multiple modules lists incorrect number when unticking categories fixed * Damage type tagged as 'labelfield' overlapping fixed * Adjusted colour of "in transit" text, when focused on * Made the "Stored Ship" tab, glow white when a ship completes its transfer * Increased Module Storage size to 60 * Tune credits costs of Ship and Module transfer **Engineers** * Make sure we always get the right string key for existing modification name * Added ellipses functionality to blueprint text strings. If they are greater than 25 characters an ellipses will be added * Fixed layout problems in engineers workshop that would cause a scrollbar to appear and have unintended effects * Fixed bug where engineer special effect animation would always overlay the description of the successful special effect, before the animation had completed **Passengers** * Passenger missions not displaying or paying out rewards on hand in fixed * Updated the transaction tab for passenger sightseeing conflict, and for passenger vip conflict. They now include the system address for the conflict zone * Remove commodities bought for passengers when completing a mission * More balance tweaks for reputation, influence and state effects * Player has been scanned - When scanned just once, the inbox message will pop up several times until the passenger is disgruntled fixed * Stop passenger cabins containing passengers from being swappable * Generic passenger generation now fits cabins with Tourists instead of Generics * Fixed errors in passenger cabin classes and types * Fix for passengers hiding when the ship is dismissed (from a planetary landing via SRV) and comes back... * When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed * Fix Passenger mission problems when swapping occupied cabins between module slots **Missions** * Make sure players in SLFs can get credit for kills in assassination and massacre missions * Added missing strings for illegal delivery missions **Ships** * Fixed incorrect landing volume for Type 7 * Cannot see Tail Shipkits on Vulture in Outfitting due to camera angle in VR fixed * Fixed some mapping issues on the Cutter * Audio: Ship drives silent when respawing over planet surface having died in SRV fixed **Stations/Ports** * Fix for faction lighting being applied to the new station inner docks instead of their own lighting * Audio: Fixed number station audio events not synced due to time step miscalculation * Audio: The new flight controllers are too quiet fixed **SRV** * Stop data points showing up on a fighter HUD after been scanned in the SRV S * Stop fighter mothership pointer appearing in an SRV after the player has been in a fighter **Installations/POIs/USSs** * Fixed some misaligned tunnels on civilian installation * Make sure that persistent POIs cannot spawn within their minimum separation of each other * Audio: Fix for silent ambience on a secret thing * Audio: Fix for number station ambience being audible at infinite distance * Added new mission tipoff locations to settlements **Celestial** * Audio: Fix for Materials sound wrong on planet surfaces **Galaxy Map** * Reduced loading time for galaxy map * Fixed some stalls loading the system map * Bookmarks all disappeared and can no longer create them fixed **Player Journal** * When importing stars from a file into the VisitedStarsCache, interpret any line containing just digits as a starsystem address in decimal rather than a name * Fixed journal entry for "ScientificResearch" ---- [<>] {{tag>archiv patchnotes frontier}}