Today's the day many of you have been waiting for. We're going to be updating Elite Dangerous with The Engineers (2.1) and 1.6. However, to do so we will need to bring the servers down for a long period of time while we apply the updates.
The servers will be down for potentially 10+ hours. It could be significantly shorter or longer and we wont be able to give a firm timeframe but we'll keep you informed on this thread as we get more information.
While you're waiting for the servers we have a few things going on to keep you entertained.
We will update the thread with the full patch notes once we have them.
Thank you for your patience.
Please note for Xbox One update: The update is available for download but will not be able to play until the servers are back up. It will be 9.2GB download.
The following are PC specific patch notes that have been added since the most recent update
The following is a compiled list of all the previous beta patch notes for reference.
These are specific to both Xbox One and PC. However, i'm sure it goes without saying that any Horizons specific content will not be available until the Horizons launch on June 3rd for Xbox One Commanders.
Missions
New mission board added
Mission board contacts added
Contacts have their appearance deterministically generated to reflect various key factors
Mission givers have a welcome message that reflects the state of the minor faction, their tone and relationship with player
Display minor faction recovering and pending states
Missions are now rated by rank, not gated by them
Reason for mission generation now added as needed
USSs for missions now positioned in specific locations as appropriate
Difficulty of missions is factored into reputation requirements (as well as rank)
Added additional scenarios for missions
Mission UI now supports showing specific mission ranks (combat/trade/exploration)
Reward balance pass for missions
Commodities can be awarded from missions
Loot items can be awarded from missions
Special treasure locations can be awarded by completing missions
Reveal the location of a mission USS when the body is discovery-scanned (or you scan the Nav beacon)
Mission contacts remember if they have encountered you before
Updated scenarios for missions
Added new planetary mission types
Added new scan mission types
Outfitting UI redux
Updated hangar cameras to fit new outfitting UI
Some locations can have unique vouchers from scanning for larger rewards that can't be 'succumbed'
Added huge beam laser
Added huge pulse laser
Added huge multi-cannon
Added large multi-cannon
Added enhanced performance size 2 and 3 drive modules
Added VFX scaling for weapon size and damage
Added huge gimbal mount
Bookmarks: adding bookmark feature to galaxy map and system map. Player is now able to save specific locations (systems, star, planet, stations, surface settlement)
Added collapsing sections to options screen
Community goal markers added to galaxy map
Minor faction state filters added to galaxy map
Mining scenarios can now spawn in icy rings
New mining commodities added
Add traffic density system for generating USSs
Shipping lanes are created between the primary star, stations, and planets with settlements. Shipping lanes that are too similar to others, or too short, are removed
Traffic density is calculated based on shipping lane, station and settled planet proximity. This traffic density value alters the probability of USSs
If you scan a body that has a mission POI on it, the POI will be revealed. The scan can come from the discovery scanner, or from scanning a Nav beacon
Changed data scans to be unique per location, so they cannot be continuously rescanned
Unlinked minor faction reputation from their parent major faction reputation, now you will be neutral with an Empire minor faction even if you are allied with the Empire major faction
Added the ability to scan a Nav beacon to get the system exploration data for that system
Added a 'cordial' minor faction reputation level
Allow cargo to be transferred to a newly bought ship, if it has adequate cargo space
Add Chopper's Orbital to Phiince system
Updated translations
Added named planets from Charity stream
Added new player group minor faction descriptions
Player inbox will hold a message until it has been deleted, or 30 days old
Added Bluford Orbital to LHS 3447
Cannon Research space science outpost added to COL 285 SECTOR IX-T D3-
Overhaul & clean-up of how module penetration behaves, to allow multiple hits and various styles of AOE damage. All missiles now use external damage spheres
Clock added to cockpit's info panel
Added missing backer station
Added option to reduce camera shake
Xbox One: Purchased outfitting content added
Xbox One: Private group support added
Xbox One: Added GPP Decal for those players who purchased during the Game Preview Program.
Xbox One: Customisable Controls
Xbox One: Classified Camera added in Super Cruise
Defensive code for preventing crash when starting binding pre-set is invalid
Fix crash in monotonic timer
Fix zero health error with Nav beacon
Don't throw an error when loading straight to insurance screen
Fix an error that happens when loading into a session with someone with a shield bank on cool down
Fix error when spawning POIs
Fix a rare crash bug with terrain height map handling (will also benefit load times)
Don't crash if the cancel button is pressed multiple times in the bindings screen
Prevent drone control module from possibly being able to shut down while holding game object handles to drones
Don't crash if there is an overflow for ship lighting rigs
Fix for error with zero length vector on dust particle lighting#
Prevent soft locks on start-up for terrain disabled systems
Fix memory leak in Drone Component if a drone is never activated before being destroyed
Fix some terraform able meta data mismatches
Fix crash cancelling control binding
Fix crash with prospector drone
Fix Goliath crime component crash
Added guards to help prevent a Capital Ship related crash
Ensure that the variable for boost cost is initialised to something valid, in case planet gravity is not active
Fix crash in drone control module
Fix computational shape error
Fix for crash when approaching some settlements
Fix for AI fighter manager crash
Fix a crash in system generation for „Sidgoe LX-S c17-0“
Don’t try to generate systems for child stars, it can crash due the child star not having its own set of meta data
Fix some of the errors about physics objects out of range when dropping out of supercruise
Stop the conflict target generator from crashing in the event that a scenario is featuring a conflict with a minor faction we don't know about
Fix an error on destruction of a ship in CQC
Make sure that any location objects are destroyed before removing the player
Fix a crash when the Goliath skimmer shields reform
Hammering the back button in the CQC menus should no longer throw an error
Fix an issue where a Protoplanetary Disk was initiated twice
Fix Radeon 7000s crash with terrain shadow generation
Fix a server crash for an odd edge case of where a player is ready in a proving ground that doesn't know about them
Fix for crash when opening the edit loaded screen in CQC after unlocking new modules from ranking up
Fix for soft-lock in module data gatherer when loading into the game.
Fixed assert when recording a docked event for a ship that doesn't have a cockpit yet
Avoid possible assert failures when selecting your own private group
Crash when attempting to enter Supercruise after scanning a Nav beacon
Fix for crash found in wear and tear component
Fixed frequent server crash
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 match made 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
Fix audio crash for when in SRV when in SRV and not loading the network component
Protect against working on a string that doesn't exist or is empty
Safe-guard against the render system returning a null texture, if one couldn't be allocated
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
Crash fix for when a projectile weapon turret on automatic hit an object that doesn't know what hit it
Crash fix when firing a projectile from a weapon equipped to a thing without a targeting system
Fixed a crash caused by trying to lock on to a target that is dying
Fixed server error when issuing mission rewards to player's without sufficient storage space
Fix crash when the location is shutting down and a drone exists without any asteroids
Crash fix when trying to check ammo prices for restocking a vehicle but the bay is not in an expected state
Increased rarity values for ice mining commodities so that ice mining
Fix a server crash generating an unknown body
Prevent a crash when (somehow) trying to preview a recipe on an incompatible module
Fix crash if control input is spammed while applying an upgrade
Fix the cargo spawning so that it replicates the data needed to spawn its cargo, if it gets authority transferred before spawning cargo
Fix a crash from an ill-timed shutdown of UI during the supercruise transition
Fix memory leak in ambient AI spawning
Outfitting: fix for crash when viewing vehicle bay inventory
Fix a crash from a missing texture while in VR
Fix a crash in the animation system
Fix softlock when disconnected from the server
Fix softlock if trying to render a null texture page
Fix a crash that can happen when exiting the game if a POI activates the same frame that the POISpawner is killed
Fix error approaching a surface port
Guard against a crash when skimmers are killed while a proxy is at a very specific stage of constructing them
Fix a server crash with a Curl error
Crashed ships didn't have a schematic set up for when locking onto them to scan them, causing an assert * default schematic set
Fix crash closing workshop UI after crafting a recipe
Fix crash when initialising scaling parameters for a weapon that is in an invalid state
Fix crash where kinematic data was invalid for mining resources
Fix error when avatar data was expected, but not present
Fix audio error when going from planet into CQC
Don't crash after building a bad string key due to a weird rank value
In order to investigate softlock in hyperspace jump / supercruise transition, force a crash dump if it has not completed after 110 seconds
Let the chat UI component look at destination locations if there is no current location. If there is still no location the mission branch message should do nothing rather than attempt to dereference it and crash
Return plot route limits to 1000 light years to prevent crashing
Force kill the game if there's a double shader loaded on a non-doubles system * so we get better telemetry if the issue occurs in the wild
Fix crash applying an upgrade in the Engineers' UI
Fix occasional shut down crash
Fix for a hang when power distributors malfunction and in a bad state. Also clamp a few related values that could go out of range briefly
Fix crash in Anomaly Detected scenario
Outfitting: Catch for a crash with a missing inventory item
Fixed several region permits not working, allowing players to enter restricted regions of space. This could result in some players finding themselves trapped in restricted space, unable to jump out, which will have to be handed on a case-by-case basis
Relocate Commanders affected by galactic region permits
Missing collision audio when hitting SRV and Skimmer wreckage with an SRV
Corvette shield not being in the correct place
Some planet side POI’s spawning under ground
General improvements to NPC visuals and their backgrounds
Engineer invite missions not appearing
Planet dust VFX now matches terrain colour
Unable to use mouse input on OSX
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 call sign 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
Spanish translations updated
Fix issue with renaming a generated system changes the system composition
More changes to address space bound players being match made with those on the surface
Defaulted the main audio output device to XAudio2 as WASAPI seems to cause issues with audio driver exclusiveness (stops the game silencing other apps when it shouldn't)
Unhide control binding option for rotational correction
Scanning sound gets stuck if you target something else mid-scan fixed
Scanning Nav beacons will now also trigger the scanning sound
Fix silent shield break/reform sfx and ship voice lines „Target shields Online/Offline“ on none NPC ships
Powerplay background icon smaller than expected fixed
Fixed issue where UI focus could get lost when Navigating the power contact screen without a mouse
Comms chat history no longer disappears
Bound UI Back to right mouse button by default
Adding retreat and investment in galaxy map state filters (and removing anarchy as it it is unused)
Fixed slight discrepancy between mouse/gamepad input when using the steppers on the munitions screen
Switch Contacts and Universal Cartographies so that webserver can enable/disable them on a per-station basis
Galaxy Map: Fixing xml defining jump range in navigation panel
Galaxy map remembers previous route calculation setting (low fuel / fastest) properly again. Boost mode is not written in the backup value though, so it will reset to economical
Fixed Silent resources collected
GUI
Fix for Nav beacon Morse transmissions being audible in galaxy map
Added Alliance listening post (Cooper Research Centre) to HIP 19072
Made it so that you can't interdict someone who is in orbital cruise
Fix a performance issue when wing members are at extreme distances from each other
Fix incorrect button label when selling exploration data
Fix for being able to fly though a structure in CQC
Rebalance of hyperspace lights to prevent strobing
Adjust UI scale in VR with a maximum and default of 0.7 for Vive and 1.0 for Oculus
Mouse cursor no longer disappears when using keyboard/gamepad input
Fixed focusing issues related to the PopUp and various panels
Added controller pre-set for Thrustmaster HOTAS 4
The glow was too strong on the new control/graphics option screen, making text hard to read. Now matched to previous implementation
Audio: Increase supercruise music fade out time to 4 seconds
Correctly shutdown the list of FSD countdown voice events during ship swap by clearing the array, so we don't attempt to send a bunch of destroyed events resulting in the FSD countdown missing at times
Added support to overwrite the audio engine's internal settings for samples per frame and refill buffers. That way players can increase frame rate / reduce the latency to match VR frame rates
Fixed wonky scrolling behaviour when using gamepad/keyboard on the graphics and control options screens
Gamma slider setting missing in graphics options fixed
Everybody docked at Jaques Station has retreated to a safer distance
Found a better home for some populations and factions from star systems that didn’t have anywhere for them to live
Ensure portraits are around for any
GUI that may live between locations (like the Cockpit
GUI)
Add a workaround for avatar portraits being affected by the
GUI colour when it has been changed by the player * it won't work for all values, but should catch most of them
Renamed some duplicate star systems
Latest batch of translations added
Various text fixes
Prevented CMDR name from offsetting when in Russian
Scaled the cargo-canister rack schematic to the correct size
Adjusted the footer positions in the cockpit panels, they were off by a few pixels
Added simple
OS message box report for when a save operation fails
Synthesis quality options do not cycle around fixed
Added an unpowered state for weapons in Cockpit UI
Adjusted text field widths ever so slightly in cargo menu
Misleading wanted status and bounty message on vacant player ships
Nominate screen sticks on screen if exited by pressing B
Selling cartographics data does not allow you to select close on the menu when you have a first discovery bonus fixed
Fix some wrongly sorted UI render layers
System addresses hovered by pad/keyboard & mouse are now linked so that mouse movement won't hide the info popup after having used pad/keyboard to select a system
Discrepancy between material name shown on contact list and when targeting/recovering the mineral fixed
System map : making sure the system map address is reset when pressing back button to avoid displaying the map for another system when using the shortcut or the cockpit button
In the insurance screen, only show the free ship option as an alternative to re-joining current ship when the player has fines to pay in their current ship's jurisdiction
Ammo store shouldn't show drones as purchasable if there is no stock
Fix for missing currency formatting on data link voucher rewards
Fix calculating the distance to a sensor contact
When we're at max rank, the stats should consider rank progress to be 0%
Use „Total ship cost“ not „Total cost“ in the insurance screen to make it less misleading; the actual total cost would include paying off fines
New layout for options screen
Tone down the intensity of the white target
GUI elements so that they do not over-bloom
Add distances to wakes targeted by the player
Fixed 'Back' input not working on the cockpit chat panel
Fixed the ship schematic in the functions tab from 'drifting'
„Launch“ training messages saying „Not Bound“ instead of the bound key
Increased the minimum size for moons on the scanner in order to not collapse tiny moons into just one pixel
Display the data micro resource inventory in the inventory panel
Change the default number of items per page in Exploration selling from 20 to 50 following from server-side optimisations that make this plausible
Systems that require a permit no longer highlighted in red on the Navigation panel
Synced the wait time displayed on the quit game dialog with the underlying danger timer
Fix some Commander stats not updating correctly for certain mission types or when destroying skimmers
Fix displaying First Discovery names too many times when Commanders in a Wing claimed first discovery
Galaxy map now remembers the previous Cargo Mass slider setting, unless enough real cargo is added to the ship to exceed the slider setting
Fix system map not remembering which tab you were on
Planetary map: fixing coordinates used for surface settlements positioning and player ship position
Galaxy Map: It is not that obvious what is selected when using the controller on the galaxy map fixed
Galaxy Map: Pledge icon now lines up following the power's name fixed
System Map: System map „Locale“ scroll moves very slowly with mouse wheel fixed
Fix performance spike in galaxy and system map pop ups
Potential fix for the ring appearing sometimes in the system map
Fixed the visibility routine for bodies in system map doesn't allow unexplored bodies to be show when going back from planetary map
Safety fixes for input bindings: ConfigOptions returns the default option if its asked for the current options when it has an invalid index
System map is now properly initialised when a route is a plotted in the targeted system
Don't re-plot the current route just because the Galaxy Map is opened. Fixes the route being forgotten sometimes if viewing the galaxy map during FSD charge, and helps to avoid forgetting the in-system target at the end of the route
The default light for black hole systems in the system map was not giving the desired result * A cold, dim blueish light is now substituted as the default
Improved system map load time
Fix the issue with the latitude being calculated negative. i.e. the North Pole was at latitude -90 when it should have been at +90
Galaxy map: showing controlling faction state in the galaxy map popup, making sure „none“ is displayed when primary minor faction is no particular state
When searching for a system name, trim whitespace off the end of the search as some people use methods which automatically place whitespace on the end which is preventing the search from working
Added clear route button for any waypoint of an active route
Fixed route plotting issues when a system is actually unreachable : the route plot will fail, but the button will become available again, displaying a sub title : „route plotting failed“
Galaxy Map population sliders don't update their position dynamically when using a control pad
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
Galaxy map, Nav panel: web route lines can be switched off again
System map navigation: fixing route destination icon behaviour when plotting a route to a surface settlement
System map: fix the target arrow behaviour (displaying it only when an object is an actual target, or when reaching the route destination system)
Fixed planetary view audio issues
Fixed system map ambience/music base layer missing issues
Fixed galaxy map being not centred on last system checked with system map
Fixed bookmark dropdown menu by removing target action button upon reopening system map of current system
Facilities of stations missing in System Map fixed
Fixing galaxy map cargo slider range to make it match previous behaviour (increment by 1T of cargo possible again)
Added markers for bookmarks (these will only apply to newly created bookmarks)
Bookmarks are now alphabetically sorted
Added icons to show nested bookmarks (when the bookmark is for an object lower in the location hierarchy) in the galaxy map and system map
Fixed a refresh issue on the surface popup info
Changed the render order for icons and planetary icons to improve visibility
Players are no longer awarded bounty vouchers for destroying their own ship while in a vehicle
Remove a now obsolete angular velocity clamp that only applies in FAOff
The classified camera no longer resets the player's throttle
Shield cell banks now fire one at a time when triggered using the shield cell bank hotkey (similar to heatsinks)
The Automated Field Maintenance Unit can no longer be repaired unless there are more than one active repair units
Fixed error from firing heatsinks in super cruise
Scanner zoom level is now preserved when entering and leaving FSD
Silent running is now disabled when the docking computer is activated
Player's ship shields should recharge while player is in SRV
Disabled the Speeding UI warning while docked
Fixed the photo camera not turning when cockpit headlook is toggled on
Fix for the landing silhouette on the terrain schematics flipping to an X axis rotation when there's no altitude raycast result available
Made the compass on the
GUI align correctly with the Nav marker at Nav Beacons and other locations
Player ship no longer inappropriately accelerates automatically to max speed under certain conditions
Hardpoints can no longer be deployed while in supercruise. This doesn't affect the usage of scanners and interdictors etc
The photo camera is now disabled if the player's ship is being interdicted
Photo camera popup can now be closed using the key bound to UI Select
Proximity alarm is no longer triggered by projectiles launched by their owning ship
Ships can land on top of each other when recalled in close proximity on a planet fixed
Fix problem with evaluating landing area where ships would time out trying to land because their landing gear took more than 10 seconds to deploy
Holding the vertical thrust input while launching from a landing pad will now work properly (you no longer have to release the input and re-apply it)
Fixed incorrect super cruise flight model parameters for Federal Gunship
Zero thrust on start of evaluating landing area as a previous fly to target might result in a spinning ship during this stage of approach
Make sure that ships called in to land can take off if they landed
Fixed thruster VFX playing while ships are landed
It is no longer possible for a docked ship to commit a ramming crime
Rebalanced heat efficiency of the Fer de Lance to offset the increased power plant change
Landing gear doors are now initialised open if you load in to the game docked
Cutter occasionally bounces off the surface when recalled fixed
Update the logic for collision damage between ships and canisters so that larger ships don't insta-kill canisters on contact
Review damage forwarded to the cockpit from hull * previously going in infrequent large lumps (and too fast overall) now occurs is more frequent but much much smaller amounts
Ships can no longer enter super cruise if their thrusters are disabled
Remove a stray transform set meaning if you hit a planet at much more than 0.1C you had a tendency to drop out in it
Tweak the limits on headlook angles to make what you can see appear more natural (you can no longer see where your neck ought to be, for instance)
Ensure cargo is transferred when re-buying a ship from an orphaned SRV
Be a little bit more forgiving for surface landings that don't meet a decent standard
Fix minimum refuel calculation when using multiple fuel tanks
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
Display three colour decals correctly (not as two colours)
Paintjobs assigned correct colours for Crimson Eagle
Various art fixes for Imperial Eagle
Fixed minor LOD issue on the Anaconda
Fixed landing gear audio issues
Fix for voice lines overlapping
Fix for bobblehead sound issues
Fix for ships sometimes being silent
Rebalanced cockpit lighting after materials were recently upgraded
Huge optimisations of cockpit lighting in some ships. Lots of fps claimed back without impacting visuals whatsoever
Warning lighting improved
Fixed the freefall shepherd tone sound
Fixed broken paintjobs on the Imperial Cutter
Art fixes for Federal Gunship
Asp Green Apollo paintjob fixed
Fixed rotated headlight bones and incorrect chair on the clipper
Fix broken asp and asp scout warning lights
Main lights on Viper not orientated correctly * Fixed
Federal Assault Ship shadow is projected incorrectly
Added in re-trigger flags so the ship lights audio event can be re-triggered
Fixes for boarding clipper in SRV
Fixes for FDL hitcheck and shield issues
Fix bad bay numbers in „parking permission granted“ messages
Attacking something that you own is legal and won't make it hate you
Added Shield Cell Banks onto the targetable modules list. Should now appear on the subtargets list if a ship has them installed and be targetable
Authority issue between two players at POI's fixed
Stop NPC ships from dropping out immediately upon spawning in supercruise
Fix some NPC docking queue issues
Stop docked player ships that are near the docking shared path from blocking AI docking/launching
Scanning NPCs shouldn't boost if they don't have time to slow down
Fixed parked AI ships deploying their hardpoints while docked
Police will destroy any loose illegal cargo after an interdiction, to stop the player from ejecting it and then re-collecting after interdiction
Fix a few issues to do with chasers respawning when they shouldn't
When respawning persistent AI hunters, check to see if we're in an unpopulated system beyond a set distance (500LY) from the nearest capital, and if we are, only spawn the chasers 50% of the time; this will get rerun each time we change between normal space and supercruise so the odds of the hunters persisting will diminish
Updating certain player events so they don't appear in Anarchy systems, anything with authority, military or search & rescue ships in
Fix NPC ships failing to launch from settlements
Smooth out AI difficulty curve
Improve AI for higher ranked NPCs
Improve reliability for docking computer with the Cutter
Don't allow vacant ships to commit crimes
Make lower level NPCs a bit easier to chase
Try to prevent NPCs stopping in space for no reason
Improve docking computer behaviour near planet surfaces
Optimise obstruction avoidance
NPC spawned with no shields and broken AI fixed
Slow down to engage Docking Computer message remains after cancelling docking request fixed
NPC AI continues to fire hatch breaker even when player has no cargo and hatch is powered down fixed
Improved use of missiles and torpedoes by NPCs
Stop NPCs rolling on the spot
Improve AI targeting of cargo canisters
Docking computer forces you to collide with station on entry fixed
Don't try and spawn ships with „Military Planet Dock“, military ships don't dock. Also turn on powerplay ships at stations
Powerplay ships can now be encountered in normal space
Make sure that the police patrolling the station will be of the same faction as the station
Fix ship vs environment collisions so that AI-controlled ships take damage again
AI shouldn't be trying to manually fire weapons that are on auto fire * it causes them to fire in really odd directions
Fix issues with inconsistent spawning. In particular, the issue with not all the cargo drops always spawning
Only spawn pirates, power pirates and power assassins at anarchy stations
Use local polity, not star polity, when determining ship composition at ports
Added in more power specific chatter for Power Pirates. These guys are essentially privateers, paid to rob people, so placed the emphasis more on it being a job
Increased variety for NPC paths approaching surface ports and outposts
Dropping the min cargo and bounty values for a hunter to appear in
Bumped up the percentage chance of the chasers appearing based on security
Added the Viper MkIV to the police archetype
Increase variety for ship departure behaviour on surface ports
Remove scan behaviours from pirates and bounty hunters when around ports/outposts/settlements, i.e. when docking, doing a lift off, or travelling across the surface before jumping
Killing an NPCs powerplant does not cause them to fall to the surface
Minimum threat value for ambient supercruise police ships based on system security level
Fix trespass zone orientation causing incorrect rendering on the scanner
Fix duplicate spawning of chasing ships after interdiction
Make state based trader NPCs have the same faction on multiple visits
Slightly altered the Police Viper score values so that Viper's appear when an investigation is called, rather than an eagle
Stop AI (often police) from scanning ships (particularly players) when docked at a station/outpost
Fixes to AI scanning players with silent running enabled
change hive mind reinforcement timer to be banded based on security level
“In trouble” flee behaviour update – make decisions based on target
AI should use Fragmentation Cannons at effective range, rather than at maximum range
NPC's Drives do not malfunction when damaged
Improved how NPC wing members operate with each other
Check if a player has permission to access Horizons content before adding settlements to the list of targetable locations
NPCs now have an automatic loadout system based on the archetype, ranks, ships and other factors
Ships at range struggle with weapon minimum distances, don't fire enough/at all fixed
If we've blocked NPCs from spawning due to multiple hunter hostile restrictions, check regularly to see if these restrictions no longer apply and then spawn
Fix for Pirates being stuck in IdleFlight/PirateThreaten at RESs
Added missing transitions between Pirate Hunter Hostile Mission Cargo Attack and Idle
Adjusted the shield-down flee behaviour to be less frustrating
Don't put CG commodities in NPC cargo holds
Stop hitmen being sent after the player for no reason
Ignore drones when pirates work out the value of cargo a player has; if players only have drones, pirates will let them go on their way
Rebalance the tutorials to be reasonable with the new AI
Fixed issues with recalled ships boosting when trying to land
Tweaked AI pip management
Fixed AI orientation issue over planets (ships nose-diving into the ground)
Fixed AI terrain avoidance over planets (was getting very confused over higher G worlds)
Stop ship rising to 1km when activating DC over a landing pad
Stopped AI ships from reversing when in front of target
Fixed AI head-on attack velocity so it scales properly
Adjusted AI passing distance when performing a fast fly-by to reduce the possibility of ramming
Mission giver faction now has its type set properly
Rank missions should no longer instantly fail for no apparent reason
Elite Piracy and Founder Smuggling missions should no longer instantly fail for no apparent reason
Added new 'Wanted' Smuggler Maint to prevent Hostage Rescue missions resulting in a criminal act
Multi-cargo contract elements now have messages. and cargo types can be checked
Balance ranks missions are generated for
Salvage Legal missions should've been using mission specific cargo
When a mission attempts to send an inbox message, if the player currently has that inbox message, we will not push a new message onto the inbox
Reduce mission limit to 20
Improve checks for player's cargo for mission advance
Fix for mission specific cargo not being dropped
Add 'Mission detected' text to mission based USSs
Change the Reputation Difficulty Scalar to be relative to player's reputation with a given faction
Fix an issue where the USS wasn't actually being marked as belonging to a mission
If a USS for a specific mission already exists, don't spawn another
Ensuring rescue mission cargo is not marked as stolen when liberated
Reduced time before targets spawn in Piracy and Rescue mission. Targets will now appear between 10 and 30 minutes from mission generation
Don't send people to settlements which don't have ports in missions
Don't send people to the same market they are requesting a mission from
Authority mission wrinkles shouldn't occur in anarchies
Don't add major faction rep to minor faction rep when working out player rep
Mission targets in settlements now don't have a range limit for displaying as contacts, also when targeted they will show as a mission target
If there are no missions, give text which tells players what other things they could do to help
Allow NPC ships to dump mission specific cargo
Allow inbox messages to obfuscate the sender for black ops
Add an introductory mission for new starters
Refresh the inbox when completing a mission, so mission tipoffs are immediately visible
If a mission requires you to go to a body, then display the mission marker for that body in the system map
Mission board factions now ordered such that factions with mission hand-ins are at the top
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
Updated the Faction (Inf, Rep, State) Rewards and Penalties for completing/failing missions
After getting the Nav Beacon wrinkle during an Assassination mission and meeting the contact, the contact gave me a Target Body of „Currently Unknown. Scan Required“ fixed
Some optimisations for mission generation
There is now always at least 2 targets in a massacreskimmer mission
Fix lack of failed mission icon
Removed placeholder text from Altruism missions
Modified text in 'target killed' inbox messages on assassinations so they refer to the target rather than the target's faction
Collect mission details do not update in Transaction Tab after getting New Destination Wrinkle fixed
Make military rank progress a bit easier
Changed the point reputation is removed when the mission is failed * there is now an instant progress that links to the rep change, and to the Failure panel state
Fix double mission icon in massacre skimmer
For piracy flag targets, if the target is not a mission target, check if it has a leader and whether that leader is a mission target
Removed some spurious debug output that was causing a slight stall when opening the mission details popup
Trimmed the mission complete animation * now much snappier
Fix an issue where scan able shipwrecks would ignore the fact that they were in a settlement. This meant they didn't link correctly to the tip off for their location
Add a faction government test so the pesky democracies don't make my greedy corporation shout „For Democracy!“
Fix the method that determines whether we can see planetary missions
Added in a massacre rank scalar * targets are now scaled by the rank and the rep, to match other massacre templates. You now get 12-24 targets to kill on elite
Made it so that a ship spawned for a mission USS will have the correct amount of mission cargo and the cargo will not be marked as stolen if the mission says it should be abandoned
Added some missing text
We now test against (Mission Giver's) Faction Government as opposed to the (controlling Faction's) Market Government for text and associated variables
Reward balance pass for missions
Assassination religious leader (elite) does not have its name overridden in the USS fixed
Balanced the rewards for elite/allied missions
Bodyguard USS was setting a different variable for its location, compared to the variable that the inbox was reading. Changed the variables that are set so that it matches
Massacre Skimmer Panel showing incorrect distance to settlement fixed
Allow missions to use scaled descriptions on the bulletin board
Changed the mission timeout to vary from between 1 and 2 days for altruism normal, collect, massacre and smuggle missions
Changed the base scalar for the mission end time on salvage and planetary missions to be between half a day and a day (at elite, this will be significantly increased)
fixed the timeout on planetary missions that was using a different timeout value on the transaction panels
Removed the timeout value from the collect rewards panels on missions that have them. This affects assassination missions * alternate route. Massacre missions * both collect reward panels and planetary disable, hack and scan missions
Restored reputation check on Hitmen missions
Reputation scalars now used correctly for gating
Delivery Scoop mission initial (mission offer) Inbox messages now contain contract elements
Don't attempt to give cargo on accept for a space mission
Variable reordering so variables are created before being referenced
Scoop Missions no longer require the player to scoop ALL of the required cargo before being offered the mission
Fix rank up notification inbox messages that don't contain an animation
Changed the transaction panels on assassination illegal alt route for missed target states so they resemble the mission route they are currently on
Added in the body address to the post Nav beacon panels for the kill and don’t die wrinkles so they now show the target body
Stop repeated inbox messages for the same state change in a mission
Add telemetry to server for reporting mission request timings
Add the super power perks text to the mission handin screen
Added in a player killed target control in the missed target states that it was missing from
Updated mission tip off descriptions
Fix incorrect event name on a comms array in large scientific 002 so that associated missions will progress properly
Skimmers should now always be marked as mission target if appropriate
Ensure that mission cargo is marked correctly for that mission
If the cargo unit we are ejecting is for a mission and we're an NPC, don't abandon the mission
Make alternate branches in massacre missions a choice
Make sure that massacre conflict missions have a hand in target
Don't Die wrinkle now has a change of actually being triggered in Massacre Skimmer missions
Added Missing String substitutions to planetary Hitman missions
Massacre skimmer missions should give you negative reputation with the mission giver
Alternate wrinkles for massacre missions will now correctly update the rep/state/influence of the factions when required
Alternate wrinkles for massacre missions now correctly spawn the targets in the alternate system, and will send you to the correct places for the reward
Added permit mission text
Prevent collectibles on surface falling through the floor for non-authority clients
Fixed an issue where materials would sometimes spawn inside a rock and be untargetable
Settlement generator health cannot longer go into negative values
Fix broken skimmer disable points on two settlements
Unable to scan data points after other player completes settlement fixed
Fix an issue causing POIs to spawn on steep parts of terrain when they shouldn't be
Reduce fall off point for deep space POIs so human debris doesn't get found so far out
Settlement sentry skimmers should avoid crashing into player ships
Fix for canisters in POIs not replicating
Don't try to render POIs when the sensors are off
Make all Skimmers and POI objects detectable by ground sensors only by default, we don't want ships picking them off from the skies without having to work for it. Note that anything firing at the player will still show up and be target-able back * note that POIs can still be discovered from ships
Collisions with skimmers are now also extremely disruptive to ships, hitting one will cause a temporarily loss of drives and shields * don't do it
Extend time ships can fly over settlements before they get fines and bounties
Cargo in a POI now has the correct legality flag set and is also marked as mission cargo if needed
Settlement point defence capability upgraded
Lower range at which buggy can target things
Tweak skimmer armour resistances for boss
Refresh vouchers when claiming a scan, so we can immediately see the voucher that was generated
Don't allow skimmers to respond to accidental hits from their allied turrets
Added a beacon light to certain data links so that players are attracted to them
Skimmer disablers added
Added point defence systems for settlements and bases
If you leave a trespass zone while hostile, show a different message than leaving it while not hostile
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
Don't spawn materials when it should be seeds
Load the correct physics soundbanks on datalinks/points
Added in a greater variety of commodities to the POIs so the players see something other than tea
Fix where the POI search can get stuck between the terrain bounding boxes and unable to progress beyond the initial placement
Remove factions from systems that cannot generate scenarios * ie: systems without any bodies in them.
Added ship voice notification when a mission specific USS has spawned
Fixed Mining fragments being too quiet
Fixed missing textures on wrecked Diamondback and Eagle ships
Difficulty for one of the USS distress call scenarios does not reflect the actual difficulty fixed
Increased audio memory pool to allow two capital ships to have audio
Added a fence to the mining laser probes
Fix various fixed event scenarios, ships now move and have chatter
Added in audio feedback for when a Nav beacon scan returns stellar data
Set the number of microresources chosen for planets to the correct number
Ensure planetary material distribution is the same as in 2.0
Decals added to Large Wreckage
Fixed issue with incorrect firing mode assigned to gimballed fragment cannons
Increased the heat damage of small beam laser slightly
Explosive damage more effective against shield generators
Increased torpedo damage
Increased mine ammo capacity and hardness piercing
Increased damage from missiles
Increased ammo capacity for dumbfire missiles
Re-evaluate default missile guidance parameters so that they make more use of lookahead further out
Reduce the splash damage for dumbfire missiles so they're not overpowered against surface targets
Fixed hardpoints deployed audio being spammed by ships that are in the process of landing/docking
Point Defense Turrets should only damage their target or submunitions
Fix Point Defense Turret parameters so they're a bit more accurate
Chaff no longer blocks advanced scans and so is less of a catch-all defence
Rebalanced torpedoes to be much tougher but slower
Tweaked point defence turrets to fix a fire rate issue and increased hardness piercing of dumb fire missiles
Make sure that beam weapons don't cause crimes when they're not supposed to
Stop submunitions being teleported for a frame in some circumstances
Target-Only turret mode changes:
It will now stop firing when blocked correctly, and can be activated while blocked and will not fire until the shot is clear
Target Only now has the same rules as Fire At Will and cannot cause crimes under any circumstances when accidentally hitting things other than the intended target. Crimes for hitting the intended target apply as normal
Correct an exploit where rapidly switching target several times during a bullets' flight would allow damaging a target without aggro
Replace legacy weapon variants with their defaults, along with some credits and materials to offset the inconvenience
Increase heat generated per shot on rail guns
Reduce heat sink ammo by one
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
Assorted buffs/fixes/rebalancing to missiles:
Speed of Seeker missiles increased from 450 to 625.
Speed of drunk (packhound) missiles increased from 400 to 600.
Speed of Dumbfire missiles increase from 600 to 750.
Blast radius of small seekers and dumbfires increased to be in line with mediums (50% boost).
Hardness piercing of small seekers & dumbfires plus drunk missiles brought up to intended levels and consistent with medium (100% boost).
Base damage and hull/module split of all missiles increased as intended, approximately a 40% increase to hull damage and 120% increase to module damage.
Missiles now take an extra two point defence shots to bring down, but are still easily shot!
Some impact effects rebalanced in light of new material change
More optimisations (Cannon in particular)
Slightly increased damage and fire rate of turreted weapons so that they're more in line with the damage progression from fixed to gimballed
Fixed the missing confusion stat from the new gimballed weapons we recently added
Buffed cannons effectiveness without changing their DPS.
Remove damage fall off completely. They'll now do their full damage up to their maximum range
Slightly increase projectile speed so they're easier to use at range
Increase armour piercing so they get to apply they're full damage to even larger ships than before
Slightly increase their chance to breach the armour and increase the module/hull damage split when they do
Feedback tweaks to torpedos:
Torpedos now have a 2.5 second arming time rather than their previous 0.5 second. When hitting a target before arming they will deal no damage and self destruct in a small puff
Torpedos now inherit the speed of their launching ship for the first few seconds of flight, before dropping to a 250m/s cruising speed. These two changes give them an effective minimum range of about 700m+ depending on ship speeds, and also means that you won't be running into the back of your own torpedos!
Some mining laser effects are offset * now fixed
Halve firing heat from missiles
Ensure that projectile scaling is used for initial shots even if there is no custom VFX associated with the weapon they're fired from
Fix incorrect target tracking from causing torpedos aimed at sub-targets to deviate and lock on to inappropriate targets, in this case the signal of a planetary POI!
Fixed incorrect mass values for new 2.1 weapons
Added suspension travel prediction to SRV physics
After any outfitting web request, update the module boost states from the ship state that the server returns
Fix for incorrect SRV shadows
SRV fuel bars do not update in your role panel fixed
Disabling plot route / select buttons in galaxy map when player is in a SRV
SRVs can no longer be deployed when their respective Vehicle Bays are disabled
The select highest threat hotkey can now lock onto turrets and skimmers
Fixed the cargo scoop hotkey not working in an SRV when close to the ship
The SRV can no longer be deployed when the ship is in the middle of launching from a port
The SRV is now refuelled when it docks at a port
Fix for data link scanner not scanning when the option 'Firing deploys hardpoints' is disabled
Prevent turret mode being accessible via roles panel when under the ship (or otherwise blocked)
With drive assist on, moving off forwards at slow speed has long reaction time
Fix for vehicle turret camera clipping when at max pitch angle
Drive assist doesn't engage gear to react to throttle if buggy is slowly sliding fixed
Fix for the buggy rolling when it shouldn't, automatic handbrake only disengages when a drive/reverse input is received
Ship oxygen supply no longer depletes while the player is out of the ship (i.e. in a buggy)
Fix detection of high-speed collisions when two buggies collide
Fixed wheel motion blur rendering
Fixed Forward Only throttle issues with dead zones on the buggy
Fix incorrect physics collisions with wheels
When broadcasting text chat to /local, send to all ships/vehicles in the current session, regardless of range, visibility, etc (SRVs were not previously receiving chat from ships)
Tri-mesh vs. wheel stability improvements, wheels won't clip through walls anymore, rolling looks better
Now if your ship makes contact with your buggy while landing, it'll fly away. If you drive under the feet of someone elses landing ship, it'll crush you
Added tyre tracks
Fixed SRV turret mouse pitch axis being inverted by default
Allow transfer of stolen cargo from buggy to ship
Incorrect distance shown from targeted location after deploying SRV fixed
Fixed buggy wheel thrusters not animating while in the photo camera
The Turret mode does not scan targets. Meaning you have no information of health or shields * fixed
Added support for dirtying the buggy wheels according to the planet's dust colour
Fixed the buggy trying to run away while the game is paused or doesn't have focus
Fixed SRVs getting stuck in the cargo bay when deploying from the perspective of other clients
Role panel shows 0 buggys available when you restock SRV via the restock screen fixed
Fixed the buggy going rogue while the photo camera is active during buggy deployment
Fixed the throttle showing negative zero while stationary and improved buggy behaviour while the photo camera is active
Fixed dumping cargo near a settlement in a buggy not giving the player a fine
Fixed escape menu moving during the vehicle boarding animation
Fixed Radar contacts being visible in the SRV while in turret mode
Raise up the buggy's garage start position by a couple of metres, to stop it getting embedded in the floor in some garages
Tweak vehicle cargo hatch behaviour to enable „Cargo Acquired“ message in the SRV
Buggy Turret UI is inconsistent when targeting things fixed
Small modification to the SRV headlights so that they don’t bleach out the ground so much on some planets
Add door change messages to the SRV to match what the ship has. Especially useful when opening/closing the cargo scoop while in turret mode
Let player park buggy in any garage, not just the one for the ship's landing pad. Use compass to lead them to the nearest one
Fix unsold exploration data and vouchers not always being removed when dying in an SRV and the parent ship has been destroyed
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
Fixed some issues with the turret HUD
Fixed surface noise volume issues in SRV turret cam mode
Player can see through their ship while headlooking up during SRV deployment fixed
Fix for the strange looking muzzle flash on SRV turret
Make sure that SRV stats update before they are picked
Stop ship rising to 1km when activating DC over a landing pad
Make sure we update our heat prop from the SRV as well as the ship, so we don't get repeating heat warnings if we deploy our SRV whilst the ship's temperature is above 100%
Don't start the CQC backfill matchmaking check timer if we're not in a CQC game yet
If someone joins a CQC match when the current game has less than 1 minute left, then have them wait on the lobby screen for the next match instead of joining a game about to end
Added scaling to the schematic models in the empire fighter cockpit
Fix a possible timing issue where the replication of CQC objects could come out of order, this would cause the splash at the end of a game to show an incorrect result, but the score summary screen which appears later would be correct
Make sure we don’t mark a CQC game as about to end when it’s in the loading state
Make sure we keep hold of the spawn point claim in CQC until either we move off the spawn point or we get destroyed, so we don't allow a spawn in the same location
Fixed issue of not being able to focus on party elements in UI
Fix an issue with accepting an invite from a player that has since disconnected from you
Cancel pending lobby invites when we enter matchmaking * players can't join lobbies that are in the middle of matchmaking, so the invite should be invalidated at this point
Adjusted how teams are set up in CQC games so make them more balanced
Save the CQC loadouts when you leave the ship select and loadout edit screens, instead of just when we quit the game
Fix for CQC disconnect bug caused by incorrectly aligned timeouts
Moved the animating doors on the asteroids map so there isn't a gap that the player can fly through
Added an extra check to the Matchmaking Lobby to try and catch an odd case of someone not quitting the game after the match has ended
Make sure we set the CQC user presence string when we start loading into the CQC menu, otherwise it will say we are in open play when we are on the loading screen
If we detect a CQC game is imbalanced (i.e. only 1 person in deathmatch or a 3v1 in team games) the it will start a 30 second countdown to end the game early. This countdown will be cancelled if someone else joins and balances the game out a bit
We now give players notifications for when someone joins/leaves/disconnects from the same CQC match that they are in
Fix drive placement/damagability on empire fighter drives
Drop 'CMDR' from gamertag when showing score summary as there's not enough room and everyone is a commander on that screen
If we receive a session error and we are the host to a squad, them make sure to remove the squad from matchmaking to avoid errors of being in the wrong state
After respawning after dying in a proving ground, make sure the respawn menu is closed
Fix for the CQC score screen staying up between matches if you have it open when the match ends
CQC ShieldBooster multiplier too small, bumped from 4% to 10%.
Fix an issue when trying to start a game with more players that in supports
Fix an issue with team sorting, it was possible for the team sorting to happen when we didn't have all the players data, so it couldn't split into teams correctly
Performance fixes for Arena
Remove the CMDR from the front of the name in the match summary screen
Accepting squad invite loading into CQC front end results in error fixed
Modified trimesh hitcheck for targeting weapons to work on the Cutter
Fixed hardpoint slot decal renumbering and adjusted thruster on Keelback
Improved LODS on cargobay for all ships
Bobble head stem fixes on some ship cockpits
Added Low LOD lights and fixed clipping issue in Cutter cockpit
Make sure that landing gear collision is in the right place at the right time
Type 6 landing gears have some of the pistons broken fixed
Type 7 landing gears have some of the pistons broken fixed
Keelback Hardpoint door clips into thruster fixed
Fixed UV mapping issue on the Cutter large hardpoint insets
Fixed the landing gear on the Keelback not deploying in sync
Added in cargo bay door and fixed some hitcheck issues for the Anaconda
Fix for non shadow casting ship headlights (Anaconda and Cutter)
Make the struts an interior material so they get the nicer clip plane on the Vulture cockpit
Four types of generic utility hardpoints for use as Scanners, Shield Boosters etc
Burning embers on permanent damage now cools off over time
Fixed greeble issues on the Anaconda
Fixed Anaconda chair positions and orientations
Let the Corvette's schematic get smaller when departing a planet surface
Updated Scratch, Dirt maps etc to improve appearance of damaged states and fix issues with damage appearing on new ships
Fix for Python hitcheck issue
Fixed flipped decals on Type 6, Type 7, and Type 9
Fixed mirrored decal on Diamondback Explorer
Viper MkIV flipped decal fixed
Adjustments to Imperial Cutter cockpit to fix some camera and HUD issues
Fix for incorrect hardpoint doors opening and closing in outfitting on Type 6
Updated Orca cockpit so bobbleheads don't intersect broken canopy
Fixed flipped hardpoints on Keelback
Fixed medium hardpoints were intersecting with the weapon's cage
Ensure that cockpit exterior textures aren't loaded twice
Now the Federation Corvette has bespoke landing gear doors animations
Decal pass on all ships
Fixed hitcheck for the ASP scout to cover wings
Some hitcheck fixes on the Imperial Cutter
Fixed offset shield issues with the Vulture
Keep clear text flipped on Corvette hull fixed
Fixed some hitcheck issues with the Orca
Fixed landing volumes for Asp Scout
Fixed offset hitcheck on the hauler, also fixed the landing gear hitcheck so that it covers the doors so that the SRV won't drive through them now
Increased the height of the buggy bay so that it doesn't clip when you look up in the SRV
Updated the Eagle's top hardpoint to not clip and be able to fire when small weapon is applied
Updated the Imperial Cutter's retro drive unit so that the particle fires the correct direction
Fixed stretched texture on the front of the Type 9
Fixed bone position on the Cutter's rear thrusters
Fix some issues with Sidewinder landing gear
Fixed mirrored text and incorrectly rotated light on the Python
Fixed an AO issue on the Type 9
Fixed multiple issues regarding the Imperial Eagle
Viper Paint 'MCV2' LOD issue fixed
Fix a mesh issue on the Viper
Prevent rings intersecting moons
Make sure that a ring is not completely invisible
Planet pops in and out of view when close to the edge of the viewport fixed
Graphics settings-dependant rocks now placed near existing rocks to maintain patch layout, so that graphics settings now only affect the general density, rather than the pattern of placement
Small surface rocks now generate right up to and around settlements
Game is not waiting for physics terrain to be ready on start-up at planet fixed
Reduce the green component of the starlight starting with surface temperatures greater than 8000K. This moves the colour scheme more towards the expected colour range for O-B stars
Reduce the maximum brightness from the star so that not every system follows the full range. This is a loose guard to stop dim stars with a nearby frost line from having high-albedo planets in over bright conditions
Fix the desaturated starlight target * it had been transitioning to full-grey instead of a fraction of the true/conventional colour mix
Fix a bug where patch lighting wasn't being generated and causing planets to render at low detail
Disable the terrain depth prepass render nodes when the player isn't on near/on the planet surface
Ejecta crater basins, edges, and multiring regions play nice with each other * the subsequent craters in the array should (mostly) stamp out the previous ones
A layer of noise from crater basins has been removed as it misbehaves for planets with large radius
The europa line depths have been exaggerated for large planets
Various optimisations for planet surface rendering
Add a very low terrain option for use in environment map captures
Optimisations for weapon effects on planet surfaces
Improved LOD management over distance
Enable asteroid shadow casting in ultra quality settings
Put the rocky/metal asteroid shaders into the correct FX list, there's no need for them to be doing any forward rendering
Add high quality bloom settings and preset updates for new bloom settings. Currently enabled for ultra and high presets for Win64 and OSX, and also enabled for Xbox One. The previous bloom has been kept in as a cheaper medium setting
Colour re-balance and general housekeeping for Rocky asteroid rings.
Changed billboard colour to better match „real“ rocks
Tweaked billboard normal to give better surface detail
Tweaked fog effects when in ring to add more „atmosphere“
Balancing pass on Metal and Ice asteroid rings:
Billboard diffuse textures tweaked to remove shading.
Billboard colour matched to „real“ asteroid diffuse better.
Billboard normals given more detail.
Ring fog boosted and balanced for greater atmosphere.
Ring distant specular brought down into sensible ranges as much as possible
Transition from distant ring to close up ring (in supercruise) improved to be more visually pleasing
Fix for large surface rock rotations not matching the correct settings
Enable asteroid SSS at medium material quality
Change to help reduce the brightness of ice ring systems
Texture generation workload size is now increased during System Map loads to compensate for vsync
Fix environment map null render logic
Fix black strip artefacts on planets
Tweak shadow bias settings for planetary approach on ultra to reduce some blocky artefacts
Fixed non-linear depth for stars and planets
Fix AO artefacts due to precision issues on terrain patches
Prevent light showing through planets that use lookup tables for atmosphere scattering, like gas giants
Implemented alternative technique for baked shadow calculation that removes precision issues. This fixes patchy shadow artefacts on large planets
Fix an issue where planets were using the wrong lighting when rendering sometimes
Improve LOD calculation for surface patches
Replace the authored ring detail texture with a generated texture which is unique for every ringed planet and does not tile
Scale frequency of detail texture on planet rings so that rings of differing breadths have uniform detail effects
AMD optimisation for terrain patch generation
Asteroid billboards are now deferred. This means that the ring fog is able to interact with them correctly
Changed how planet rings shadow. They now receive more realistic, much less diffused planet shadows. Rings background occlusion values have all been boosted as well
Fixed the asteroids in the ring sometimes not appearing when dropping out in them
Planet base dust is now driven from blended surface material colour
Stop shield geometry being drawing into the environment map (was causing the planets to turn blue sometimes)
Fix an issue where stellarforge live objects would not get a FOR shift it it happened the same frame as a location transfer, this would mean the live objects would be a few km out of position
Fix star glow effects
Only apply depth bias to non-miniature stellar bodies
Stop star glow effects depth testing incorrectly
Shader fix
After a location transfer, make sure to add the asteroids to the new asteroid octree, otherwise they wouldn't appear on the radar
Fix some unsightly miscoloured rocks/dust/decals that can display briefly when transitioning between cruise and normal flight while we're still waiting for the planet surface colour to be calculated
Kill solar flare particles and particle emitters when we move far away from a star
Are you still reading these patch notes?
Fix physics crash with overheating ship and fuel scooping
Fix softlock entering or leaving supercruise
Fix error retrieving star data when the data hasn't loaded yet
Add option to hide user's presence in rich presence
Unable to see any notifications in the top right panel about the flag in CTF fixed
When a player is invited into a game, try to use your squads suggested team as your suggested team, this should help the xBox backfill matchmaking make better team suggestions for new members
Allow comms to remain open between squad mates until a CQC game starts, then it will switch over to team comms. After a match has ended it will go back to squad comms
Fix issue with player being kicked if they're Live data wasn't properly initialised as the session was being created
Activate panel controls while focussed on the scanner panel for consistency * can now use pad B to exit the focus
Docking computer activates hardpoints and fires at station without player input
Always show the friend options popup, even if the only options are Show Gamercard and Back. This is less confusing than just automatically showing the gamercard in some situations
Add greater facility for binding controls
Prevent unlocking ship-killing achievements by killing skimmers
Fix full gamertag not being shown when targeting wing wake
Made space for gamertag in CQC menus able to fit 15 characters wide
To the right of Arena on Main Menu are links to Training Videos, these block Controller Navigation to Comms Contacts fixed
Various UI performance optimisations
Enabled HBAO by default on Xbox One
Fix issue with video player when coming back from constrained mode
Friends and Private Groups: Pressing B with a friend selected backs out of friends completely instead of just the sub-menu fixed
Fix system request error
Reject profiles as soon as they are signing out and sign out is not being deferred to prevent soft lock
Fix threading issue when leaving wing while suspending
Controls Help text has a Translucent black backdrop which in some instances fixed
Prevent button mashing putting context menu appearing anywhere
Correctly handle „Show Gamercard“ option on Groups page
Fixed incorrect prompt for classified camera mode in SRV
Enable Menu Groups should default to false, so it doesn't affect (most) people's custom controller bindings
Reduce stall created by system map info panel update on xbox: now info panel is updated only when camera stops moving, allowing faster navigation above objects without lagging
System map / bookmarks : hooking up B button to exit drop down menu or popup if displayed
Fixed incorrect preset graphics error
Enabled station fog on XBox
Fix aliasiing on deferred shadows
Fix another potential ESRAM aliasing issue with the HBAO node
Fix for potential ESRAM aliasing between the schematic and blur nodes
Decal rendering optimisations
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
To help players find crafting resources, UI's displaying Engineer recipes now have a 'tooltip' for each ingredient
Fixed the 'removed effect' box sometimes not appearing on crafting UI
Added loc strings for 'Where are my pinned recipes' helper popup
Added popup explaining where pinned recipes can be found
Fixed flickering UI when showing engineer popup with a face/text combo
Added text field to the level progress to describe the unlock condition e.g. „Buy Modifications“
Added an appropriate spinny 'wait' UI state while the modification is being rolled
Fixed crafting UI not rendering text in Russian
Add a resistance to heat-adding weaponry (Thermal Shock and Retributors primarily) so that the hotter the target already is the less effective they become, one or two weapons are still effective, without 6-8 being totally out of the park. It should still be fairly easy (though harder) to push ships into module damage, as they start reaching hull damage diminishing returns will kick in severely. becoming immune to these effects at 300% heat or higher, preventing the 8000%+ cases we've seen
Added some schematics for Engineer bases
Added Engineer ident audio
Help information on the Potential Outcome menu does not disappear if you exit completely out of the screen by pressing 'B' fixed
Recipes should now be referred to as blueprints
Don't show progress bar when at maximum level * now applies in commander log as well as workshop UI
Bias the rolls for engineer-crafted items, following several factors:
Existence of a special effect tends to mean you rolled nearer the top of the ranges
Items tend to be more consistent in extremity of positive and negative mods when both exist
Rolls are now biased towards slightly above centre as a baseline
Removed some of the common materials so there isn't quite so many different ones to collect
Fixed Shield Booster recipe modifiers that made them affect hull rather than shield
Added engineer ident to services welcome animation
Tweak drop rates of data materials from basic scanning ships and add PowerPlay archetypes to loot tables to make sure the drop materials
Fix capping on bounty donations
Fix incorrect invite progress for stat based invites
Pressing UI_SELECT to skip the engineering animation will no longer continue on to select a Nav button
Fixed bug where the recipe list on the 'Apply, are you sure' popup would have items that are vertically too large
Buttons should not be active when you have 'No Engineer Selected' in the Engineers interface
Fix a bug spotted in stat displays for Mechanics where the difference value for stats shown as absolutes (primarily damage resistances) used the total value, not the difference
Made the removing modification dialog box bigger
When the recipe has no side effects we show a „This Recipe has no side effects“ and the None state in the UI
Opening the Known Engineers page whilst crafting an Item will cause the Item to be lost
Fix to make sure we always send inbox notifications when sending engineer invites on login
View Engineer Menu is Opaque and isn't navigable after hitting Launch while being in your hanger fixed
Check that the player owns Horizons before sending out engineer invites
The Engineers workshop UI will now show a box describing the effects of any previous modifications being removed
The 'Preview' button is now focused by default when pressing right (it was focusing on the new recipe tooltips before)
Fill in engineer relationship history
Allow reputation to be earned from other sources than generating upgrades
Fixed players being unable to pay fines or hand in bounties for engineer factions.
Fixed the locking of station services at engineer bases checking for the incorrect relationship threshold
Make sure that blueprints are locked off to the appropriate ranks
Can't navigate to Donate button at Engineer Workshop with Controller, focus is locked on Back
Engineer modified modules showing incorrect percentage fixed
Prevent the player from backing out of the outcome panel after retrying a craft
Remove Modification does not update UI
Don't try rendering an icon as a localised string
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“
Updated Outfitting resources to point at the correct UI icons per module
Fix shield optimal strength always being reported as 100 rather than the correct value
Changed the Outfitting to use 3 rows instead of 4 and updated item styling to accommodate those changes
Changed Mining Launcher Category Icon to make the text on top of it more readable
No Indication is given that a installed module on a ship is „modified“ in outfitting fixed
Fixed missing description string for Shield Generator Maximum Hull Mass
Fixed Missile and Torpedo outfitting category icons being the wrong way around
Vehicle Bay Slot in Vehicle Hanger doesn't list or show the SRV fixed
Added rating indicator to a module's name
When showing context menu, allow LMB on the list to act as 'back'
Fixed armour piercing stat for mining lasers
Fix for the wrong top speed and boost speed values being shown
The first stat item in the footer now changes based on the type of item/slot being viewed
Fixed module info on read more screen
Back from Buy & Read More now takes you to actions menu
Entering the inventory shop default focus was currently fitted item, but requested details on the first item from the list below fixed
Fixed incorrect life support power draw value
Ensure the correct Outfitting Band loc strings are used
Fixes to the way module comparison percentages are displayed
Outfitting modification info text and indicator overspill
Outfitting Shop Item * Back from Buy & Read More
UI was sending the wrong set of module slot IDs for swapping livery item fixed
Handled text fields with names of modules and module slots better to not go beyond the edge
Updated Hangar cameras to fit the new Engineer hangars
Fix for settlement/port voice volumes
Fixed and edited geometry to hide clipping meshes/bounding volumes on hangar interiors
The Dweller * Gap under the large biome fixed
Added Lights to Breakers Yard
Rocks seen at the back of Felicity Farseers Engineers base in large landing pad hangar fixed
Fix various pad issues at Pater's Memorial
Fix engineer rock formations not having the correct colour in supercruise
Fixed hitcheck on small engineer landing pad
Reduced volume on one of the loud settlement alarms
Mix fix for Independent 01 Station Voice
Fixed offset medium landing pads
Engineer Garage * Light bones misplaced and missing fixed
Updated tile rate on Large pad rock material
Fixed terrain cut out issues causing lad geo to render on top of terrain
Removed unused material draw call from Medium pad
Remade Hitcheck for large pad throughout
Fixed hitcheck on Medium Engineer Pad
Fixed landing pad allocation message being displayed when boarding at a port from an SRV
Fixed offset landing pad and floating regolith heaters
Fixed offset landing pad and rock which was intruding into one of the hangar bays
Lori Jameson * Large biome is slightly floating fixed
Fixed areas where rocks were intruding into several hangars
Broo Tarquin * Landing pads misaligned fixed
Zac Nemo base * large gap in bridge fixed
Fixed the large hangar rock wall that had some of its exterior mesh showing through
Heri Tani * Floating geometry fixed
Fix light orientation on large landing pad
Landing pads will now play ambiences which fit to their parenting station
Fixed broken security alarm sound
The Dweller * Gap under the small biome fixed
Raised two of the most problematic hangers a few meters which seems to improve the situation inside with seeing rogue terrain patches
Added Terrain and DepthBlocker meshes, so that if we are looking at a pad displaying a lower LOD, and the pad animates, we see a hole through the terrain
Fixed Zfighting on the landing pads
Fix for settlement rocks appearing white
Upgraded some settlements and added new ports so Factions can be interacted with in some newly colonised starsystems
Fix a bunch of mining extractors around ports without model override
Updated the audio crowd control to use 16 min and 60 max dispersion for Audio Settlements
Make sure we are unregistered with the right planet port voice manager rather than whichever is closest
Changed the minimum and maximum values for crowd point dispersion in settlements. This will allow the crowd system to scale better with the different settlement sizes and prevent clusters of audio objects in small settlements
Minor change to weighting and volume of a very annoying radio chatter line
Fixed terrain depth blocker on the medium landing pad surround
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
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