Reset the backfill timer when leaving CQC or ending CQC gameplay. This prevents it from trying to start backfill matchmaking when not in a game session
Increasing the amount of time it takes for the shields power-up to respawn to match the others
Control changes for context schemes so that they maintain keyboard alternatives wherever they were present in the original control pad scheme these were based from
Fix spawn points facing the wrong direction in Elevate
Decreased the time the highest end AIs spend „on“ the interdiction vector to make them a little easier
Prestige icons not displaying
Corrected the text for Deathmatch to state the correct amount of points needed to win
Fix for player name in CQC turning white when not highlighted
Correct CQC stats are now on the right hand panel in the ship cockpit
Decreased amount of time between CQC matches once in a session
Fix for control UI staying on screen in supercruise
Fix for text in control settings screen being cut off after scrolling
Increased duration of damage powerup
Increased the time it takes for the shields power up to decay
Fixes to the Anaconda model
Fix for F63 Condor boost actually causing loss of speed
Fix for deathmatch draws being recorded as losses
Fix for not being able to navigate through squad list
Various network optimisations
Don't try to generate scores if we don't have the data for them (stops crash)
Don't crash if a ship has an invalid loadout in CQC
Fix a server crash to do with updating a users machine handle when they previously weren't in the game
Fix server crash if players haven't been cleared out from the lobby
Crash fix for network replication occurring in the wrong order in CQC
Update mute symbols in lobby correctly
'Capture' and 'Protect' indicators do not move / may not render while in Oculus Rift fixed
Make sure that we are removed from a wing when we end a proving ground game. This should fix an issue with opponents in deathmatch appearing friendly
Fixed where players didnt always get assigned to the team the the lobby wanted to put them in
In the CQC Outfitting, boost diverters should not show class/rating/mass, instead they should show Power Draw and Boost Speed Multiplier
Fix for selling illegal drones (sometimes known as limpets)
CQC matchmaking reliability improvements
Re-enable starter packs on Beta Test
Add the Empire_Eagle_Upgraded template to the Imperial Bounty Hunter starter pack
Background sim fix to stop a faction declaring war on more than one opponent per tick when there’s more than one eligible
Major refactoring of PC CQC Matchmaking game notification sending
Stop titles appearing in the body of Galnet articles on the website
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
Added a case to handle WM_MENUCHAR messages, which were causing the system to beep when Alt+Key combinations were pressed
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
Unable to select system with mouse fixed
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
LAN connection issues (after conencting over lan, if both players had upnp enabled, it was switching back to wan connection)
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
Added 'Shader preparation on startup' option to the 'graphic options' screen
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 access via gamepad fixed
'Recovering' minor faction state progress added to UI
Don't reduce powerplay ships when in a taking control state
Fix cargo losing it's powerplay origin when eject-and-collected
Derive the number of visible stars from the galaxy map graphics setting
Updated Warthog control scheme to allow full galaxy map and system map control with the joystick only
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
Community Goal „How To“ Box displays as boxes when in russian fixed
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
Speculative fix for some stuttering in supercruise seen on Win10 machines with AMD graphics cards
Add ability to mute a player in the lobby
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 labeled '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
OSX: Fix for custom mouse cursor sometimes disappearing, particularly on lower-
spec machines
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 insanely large amount of time spend in the advance of 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
The invite was not yours to accept!
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
Add'restore defaults' button on the Graphics and Audio menus
Improve abandon branch rewards for massacre missions
Replace (non breakable space html) by unicode value when generating loc files
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 will now 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
The account linking interface will not display the virtual keyboard if the field is accessed with a physical keyboard
Make sure we correctly award score for actions in capture the flag
Network fix for wings not working in private groups on a shared router
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 form the station
Show aloading screen (with spinning ship) when changing ships at the shipyard
Fix for DiamondBack Scout missing all unique audio on Xbox One and OSX
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
OSX: fix for mouse cursor remaining on-screen after attempting to use [Cmd]+[Shift]+4 to take a screenshot in flight
Improvements to matchmaking QoS failure handling, to prevent it from appearing stuck to the player
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
Dont open uneeded talk channels in the CQC menu, this should reduce some spam in the comms panel
Make sure configurable buttons and toggles wait for the presets to be loaded before they start, this fixes an issue of some bindings not working when starting the game until you go into the controls binding menu
Fixed an issue with the control presets not being sorted when they are first loaded, this caused your control scheme to change when going into the controls menu and then backing out of it without applying changes
In a deathmatch game, when the lobby is about to start sure the player as blue and everyone else as 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
Further fix for IP4/Nat issues: do not change the „ConnectWith“ decision during constructor or SyncArrived, if a decision to connect via Lan has already been made
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 it's use to be much fairer, especially in CTF
Make sure that full connection information is carried through the STUN server results
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
OSX: Fix for intermittent glitches in
GUI output on Nvidia cards
CQC: Fixing and balancing the boost diverters on the ships
CQC: Making the single cycle shields take longer to regen as designed
Clear CQC error message queue when resetting game, so the next user doesn't get irrelevant error messages on the main menu after signing in
CQC: Making the Hyper Charge shields re-charge faster
Show a better message when chat is disabled in Death Match. Also only show it once, don't spam it
Don't show voice comms notifications for (definitely) blocked players. Can join their team in CQC or a wing with them - we can't actually communicate so don't indicate that we can
Fix error with missing soundbanks
Show a loading spinner while clearing saves
Slight change to cursor logic. Now, only lock an invisible cursor to the centre of the window if any mouse traps are active
OSX: Fix memory error with cursor
Reduced the audio virtualisation distance of scanners
Correctly kick out a minor faction from their system when they're displaced by an expanding faction
Bindings disabled in CQC should not be enabled by rebinding
Added extra fields to the power details screens for systems that are in turmoil
Added approved player group descriptions to the galaxy map
Make interdiction a bit fairer, it isn't so weighted in favour of the person being interdicted
Fixed missing damage sections on Anaconda
Fixed user display name not being set properly after creating a new commander.
Increasing the radius on Ice Field slightly so players have a bit more space behind the structures
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. Long term goal is to make combat more exciting and other ships more audible around - commanders, we're doing this in stages across the next few major updates.
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. (ps. boom!)
Fixed an audio loop that was clicking in the GalaxyMap view.
Fixed a very loud element when using navipane's.
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 several sounds not being audible on the mac build.
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 so it doesn't go mental on metal … did same for rocks and ice although that doesn't rhyme.
Made the pulse laser sounds more consistent and scale better across small, medium, large.. thanks to CMD Mephane for reporting!
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.
Fixed odd behaviour when middle mouse wheel scrolling with mouse pointer highlighting items.
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
Fix math error when normalising audio
Fix some missing collision mesh in Asteria Point
Fix the hyperspace effect Sounding weak.
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.
Strange audio issues if you enter the Galactic Powers or System Map while the overheat warning buzzer is playing fixed
Very loud in-game error sound effect when accessing Galaxy Map and when entering or exiting Galactic Powers Menu fixed
Announcer welcomes players to „Close quarters championship“ fixed