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====== 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"
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{{tag>archiv patchnotes frontier}}