update 1.1 is incoming at 3pm GMT today. The servers will be down for up to 30 minutes when the update begins. Here is the change log from the last beta build. If you want to see the full list of changes since 1.07 check the links at the bottom of this post.
Note that the test servers will be shut down so you cannot access the beta build until we start the 1.2 beta. I'll also close the beta forums until then.
French and German translations updated
Fixed incorrect masses for C3 beam weapons
Added in LOD levels for the holographic guide markers on the landing pads. This should fix the issues with the guides vanishing randomly since there should always now be some mesh to render regardless of what LOD the parent hanger is set at
Fix AI issues at high frame rates
Ensure that bounty checks for correct faction
Some optimisations for performance is busy network conditions
Correctly scale companion stars with large in system map if they are children of a common centre of gravity
Optimise route planner
Skybox stars now know if they're in/behind a nebula and fade out accordingly
When an NPC kills the player, report any claimed bounties to the webserver so they can be cleared; clear relevant bounties on client
Fixes for some issues with docking computer:
Slow down when on final part of descent to pad, to avoid damage; if station is rotating the chosen speed has to be greater than the rotational velocity at the pad
Fix some issues on outposts with the chosen point above the pad being inside or too close to the bounding volume of the outpost
Allow NPCs to travel faster in the first stage of moving to an outpost
Ensure NPCs ignore outposts as obstacles when in final descent
Fixes to stop awkward ships like the Python from hovering over the pad while docking, because they aren't trying to get close enough
Improvements to getting NPCs to leave a crowded station when player is denied docking permission
Fix issues where 3D anaconda and Orca ship schematics clip parts of the UI
Prevent
GUI colour rotation from affecting the galaxy map
Expanded news-item text can now scroll
Rebalanced shield strengths at different pip levels to make those levels useful
Fixed a random number 9 floating near Natural Fabrics commodity at Dobrovolski Station CM
Remove sparkles on asteroids when rendering to Oculus Rift, as they have been found uncomfortable for Rift users
Fix for movies not being rendered with the appropriate size when side-by-side rendering is enabled
Added a chevron to the landing pad schematics to help indicate the direction that a player's ship should be facing when docking
Rebalanced shield cells to take more power, have less ammo and cost more per unit than before
Lowered the ammo count and increased the cost per unit for Chaff Launcher
Added chevrons to pad schematics to indicate direction player should face when landing
Increased Federal capital ship heat relay health
As neutron stars have their radii saved in km, not Suns, use the black hole size method for them in the galaxy map
Added missing mass lock components to ships that needed it - such as the Imperial Clipper
Remove term 'medium' from Type 7 description to prevent players thinking it will land on a medium pad
Fixing some areas of the Coriolis' collision mesh including those which were causing some aiming issues with the station's defences
Correct consumed by string for Marine Equipment
Put exoplanets Kepler 438 b and 442 b into the correct star systems
Art and collision fixes for criminal outposts
Fix for the asteroids on the radar spinning too quickly
Tweaks to Prism system economy and faction
Fix for the mass-lock sphere visualisation not fading off when outside of the radar bounds
Art and collision fixes for commercial outposts
AI ships seem to sometimes be orienting incorrectly fixed
Tweaked flight model for Orca
Fix for number of steps in the orbit lines
NPCs shouldn't be able to use FSD with hardpoints deployed
Art and collision fixes for science outposts
Fixes for Galaxy Map searches:
Fix the case of missing black hole effects when three are in a system and forces background stars to render when the visible distortion is very high
Fix the texture values on the mining laser heatsinks so that they don't colour pop when deploying
Fix the rare background brightness curve popping between low luminosity stars.
Add a 'planning route' graphic to cover the loading of the plot
Make sure that an AI follows a player into their session after an interdiction
Removed stray particle effect from beam laser muzzle - was never supposed to be there!
Realigned lens flares that were not in the right places on weapon muzzles
Weapon impacts improved
Weapon impacts on player improved- Explosion glitches fixed
Allowed supplemental devices to be used. They count as PCPads (for example independent throttles, custom control panels)
Fixes to Ammunition (cannon trails and empire laser bolt light inner range)
Toggle focus mode never reaches right panel fixed
Fixed incorrect size limits on the sensors of the Imperial Clipper
When rendering planets set a shader parameter for the planet's radius. This allows shaders to produce consistent results when rendering in miniature form in the system map
Fix Terrestrial_Volcanic planets not showing their schematic
Atmosphere shader optimisations
Removed stray muzzle particle effects from pulse lasers
Changes for various backer names stations
Added Supersampling menu options
Removed collisions from station doors to fix an issue of some ships crashing while docking
Drive lens flares should now stay within sane brightness values
Fix for the galaxy map not responding to changing options
Add the Repairable component to several modules that otherwise couldn't be repaired by AFM modules. Discovery scanners, Detail scanners and Thrusters are all now repairable in the field
Fix some missing system descriptions
Collision damage update:
Damage is now calculated at both ends and each apply half, it should no longer be possible for one party to miraculously escape undamaged from a collision
Changed the mass/velocity to damage calculation, it should now be more consistent and harder to damage large ships with small ones, even at high speed
Store whether the system map was entered from galaxy map or cockpit, and invoke appropriate transition out back to the previous state
Notice when route finder fails to find a route and replace the progress spinner with unavailable route text
When generating scenarios that lie outside the containment area of their body, update the address to be relative to the correct parent (the same one ships will use if they drop into those scenarios). Most noticable when unable to stay in nav beacon scenarios near a close binary pair of stars
Implement sort by Mass, Power Draw and Name for outfitting items
Star temperature used for driving colours clamped to sensible range based on Harvard and Yerkes classification
Interdiction can be a Crime
Extended the hitcheck out to included the Fed Fighter's engines
Extended the hitcheck out to include the Federal capital ship's main engines
Shadow fixes for various ships
Headlights balanced. Now slightly more useful in an asteroid field. Larger ships with larger lights have stronger beams
NPC chatter line added when police interdict a player
Don't just consider combat rank when determining AI rank
Stop AI miners from mining empty space
Fix 'nearby bounty' so it include local minor factions
Dumbfire missiles can now be shot down by PD weapons
Allow axis input to control scanner zoom level
Have different combat bond values for each ship type
Performance improvement for galaxy map after route has been generated
Put Cygni X-1 Black hole in the right location
Improved light behaviour on station exterior
Eagle art fixes
Automated turret fire shouldn’t aggro non-hostile ships
Make AI use turrets correctly, and ignore the default
Fix the barrels on guns spanning back to the identity position when they stop spinning
When the player accidentally hits an AI ship damage is accumulated. If a threshold is exceeded (by multiple hits or a powerful weapon like a rail-run), the ship turns hostile. The AI ship will „forget“ the damage before it turns hostile:
if the AI ship recharges its shield to 100%.
if a (currently 30 sec) timer runs out.
Make the system apply to stations as well.
Large lateral thrusters now have settings consistent with small and medium thrusters. Balanced lighting and fade in/out durations
Federal Fighter art fixes
If a ship is scanned by the police and they discover that it has a bounty, don't turn the station hostile, just get the police to attack
It's possible that players could get docking offences stuck on even when they were no longer causing offence now fixed
When AI ships are starting docked don't do the hyperspace-in effect
Fixed the incorrect engine stats so they give the appropriate benefit
When a large planet is converted into a star, clamp the spin speed so that it cant spin too fast as planets and stars follow different rules
Fix generated system name mismatch that was causing missions to fail
Use localised faction names in the galaxy map
Station menu now shows the local major faction rather than the system major faction
Fix for star lens flares appearing through planets
Fix floating station names and text on station surfaces
Sort the commodity screen trade data drop-down menu alphabetically
Decreased damage modifier from for missile weapons against shields
Lowered hardness piercing stat on explosive missiles to make them less effective against larger ships
Prevent cargo duplication
Allowing gravitational distortion effects around white dwarves and neutron stars
Fixed light range on the class2_B retro drives so that it doesn't light up the Adder cockpit, also moved the lens flare offset so it's actually visible
Tweak Python collision to make cargo scooping a bit easier
Decal colouration fix for the Viper's Mercenary paintjob
Fix some artifacts when close to the surface as the position of the vertices changes with different levels of tessellation
Heat generated from weapons fire is now increased based on how empty the weapon cooling system is
Shield cells generate heat while charging
Abort the docking process if the station becomes hostile during it
Clear boost state when docked
Don't scan if the advanced scanner module is disabled
Landing pad numbers now consistently numbered front-to-back then clockwise in stations (in other words, bones 0 and 12 swapped over, so that pads 1 and 13 are now in their correct places). Also checked Outposts and fixed pad numbers there too, so that the medium pad is always the highest pad number
Balancing pass on Plasma Point Defence
Balancing pass on dumbfire weapons
Rebalanced heat gain in certain weapons (Beam laser, Missile Rack, ECM, Chaff, Plasma Accelerator, Pulse Laser)
Supercruise lens flares now smaller when close to them
More detail and softer/more subtle sun rays in star lens flare
Fix the landing gear disappearing when retracted on the Eagle, which leaves a hole in the ship
Rebalanced boost heat amounts as they were all set to 10 when that was only appropriate for the sidewinder
Add starport to BU 741
Increased ammo for the top range shield cell banks slightly
New improved torpedo explosion effect
„Seeking Luxuries“ Rarer in boom states
Improve AI behaviour if they get trapped in station structures
Turreted weapons Set to Target Only will no longer fail to fire if you aim at a subsystem
Point defense turrets can no longer cause aggro or commit crimes on your behalf
Turrets will now check if their line of sight is blocked before firing, should drastically reduce accidentaly hits
Turret weapons set to Target Only will now obey the correct range limit and not waste ammo when out of range
Added in interdiction chatter lines
Federal Dropship art fixes
Turn on the aim-blocked checking for all weapons set in a Fire at Will or Target only mode
Up the rate of damage the python receives from overheating
Increase the timer before dishing out a bounty for trepassing in a station to 90 seconds from 30. People in big heavy ships should be able to avoid being killed for that mistake
Refraction particles now only visible when FX quality setting is set to high
Spark and most debris particles now disabled in low FX quality setting.
Added star class filter to the galaxy map
Prevent infinite stream of pirates in extraction zones
Set up Distance Based Lodding for explosions
Added a new „ultra“ shadow quality, a replacement „medium“ with one extra cascade, and replaced the existing „low“ with the old „medium“
„California Sector IR-W D1-26“ no longer requires non-existent permits to visit
Increase player arrival distance in capital ship scenarios
Fix when you had confirmation window that your group had been created where was no focus on it
Fix when you attempted to disband your group but chosen „cancel“ in confirmation window for this action you'd have disband button still greyed out
Attacking ships wanted by the local jurisdiction doesn't necessarily incur the rep hit
Fix where the message log would say you've claimed a ship's local bounty when you didn't because you haven't basic-scanned it
Ice planets optimised and improved visually
Tweaks for hanger cameras for various ships
Pending states in the system status panel dissapear after viewing and then viewing a faction that does not have a pending state fixed
Players cannot press „B“ on an xbox pad to exit the commodities market while the „galactic average“ tab is highlighted fixed
Exiting game during combat has an infinite spinning 0 timer icon at the end of the countdown fixed
Tweaks to reduce stuttering around planets caused by surface texture generation
Optimisations for particle effect management
Reduced the glow scale on the medium thrusters so they don't clip through the ships
Added some extra logging to track down voice comms issues
When you target a sub-target of a ship, the sub-target
GUI displays incorrectly
Show stored ships in the correct locations
Rename the duplicate 12 Aquarii system to Bentonio
Adjusted shadow max frustum distances up a little so that high/ultra settings manage to encompass station during drop from supercruise
All ships now rebalanced to work with new gui lighting set up. Emergency lights and chair lighting have been standardised across ships
The UI focus mode toggle button closes the chat pane if you wait a few seconds when it is selected fixed
Make low influence minor factions able to generate missions at a comparable rate to influential minor factions
Atmosphere colour and intensity tweaked for gas giants and reduced saturation of neon atmospheres
Fix a mistake in the English version of the description for type II gas giants, it had been replaced by the description for type III gas giants
Fixed searching for stations, it now correctly cycles between all systems that contain a station with that name
Also fixed searching using generated system names so that it only matches systems that have that name, rather than also matching to authored systems
Reputation in the mission summary screen now includes the contribution from the major faction
Restored missing Founders World permits from some Commanders who have reached the rank of Elite in Combat, Trading or Exploration
Fix a bug stopping newly created Commanders' names from appearing in the Comms Panel during the first few minutes of their career
Don't crash if hyperspacing and the ship no longer exists
Don't clear bounties from the player until resurrect; this means other clients know correct bounty amounts when the player's ship explodes
Reduce heat overspill from weapons
Tweaks to Python: Lowered speed, manoeuvrability and shield strength. It now has a higher max speed and improved boost speeds (to catch those pesky haulers). Also a minor improvement to it's pitch to keep it well above the Anaconda
Fixed: Controller 'Back' failed on Outfitting Sort Dropdown
Community initiatives: support an optional top rank of N players instead of 1
Fix rank icons on community challenges
Nicer string in community initiative dialog when no rewards available yet
Fix UI weirdness with community initiatives on bulletin board
Fed Dropship cockpit geometry was offset in the model file, cockpit has now been placed back in the centre
Raised health of broadside guns for Fed Capital
Optimisations to landing pad which should help with distortions inside stations
Change supersampling options to store multiplier rather than mode
Change graphics option screen to offer x0.75, x1.5 and x3.0 as well as the existing options
Fix for menu music being too quiet
Localisation text update
Fix an issue with joysticks axises bound to headlook would mask the axis for pitch and roll when headlook was active
Fixed mission summary screen major faction icon formatting
Made community goal 'Sign Up' option easier to find
Fixed some incorrect station prototypes
Add text strings for station construction prototypes
Simplify exploration data purchase a bit, and fix finance bug when player has >2^32 credits
Implemented explored system details on the right hand side of the cartographic shop (and pop up box work)
Remove seeking luxuries for now
Fix some cannon ammos in some loadouts that had incorrect ammo item names
Fix the medium missile rack firing backwards
Fix landing pad holograms from disappearing during environment map capture
Fix FSD charge sequence being silent after returning from the galaxy map
The credit value displayed on the Cartography congratulations screen is too close to the system name fixed
On the First Founder Congratulation sceen only the bonus is displayed and not the total value that you get fixed
Prevent fragments of the battlecruiser floating in space before the ship arrives
Move test for roaming station
UPDATE: A hotfix for the clipper crashing the game on load issue will be made live at 7.15 GMT. Downtime should be a few minutes.