update 2.1.03 will be released this morning for all platforms. Servers will be turned off at 10 am BST, and should be live again within 2 hours. The update contains the following changes listed below.
Fixes a crash in the case of a ship being killed or fleeing while waiting for a response to a docking request
Fix proxy kinematic rig crash
Don't crash on capital ship 'death'
Fix for server crash from uncertain CQC state
Fix a server crash when checking commodity lists
Fix a server crash when checking a players death
Fix a crash if we receive damage from a disconnected player in CQC
Fix a crash if you disconnect while shooting someone while in CQC
Fix crash when disconnecting while taking damage in CQC
Applied fix made sure that user has their input focus on a proper component when entering inventory shop
Fix a crash when handing in missions when trying to find superpower info
Don't assume locking of vertex buffers will succeed - prevents crash in terrain generation
Tackle some soft locks caused by specific POIs
Fixed softlock when quickly selecting refuel/repair/restock after opening station services
Fix softlock when signing out as we enter Hyperspace
Fix for softlock when loading at settlements
Fix a softlock when approaching or loading in an Engineer's base
Fix server disconnect on „Pomeche 2 C“
Xbox One: Game enters a semi unresponsive state when changing the Yaw Axis Preset from within the Controls Options fixed
Xbox One: Don't refresh Inventory when unconstraining. We don't want the client and server state to get out of sync so we now only check for Inventory once, at sign-in
Xbox One: Support for localised languages (French, German, Spanish, and Russian)
Added Saitek x56 control preset
Fix missing Hawking Depot - now called Hawking Station
Use loose rather than strict checks when testing if a ship is valid for recovering from storage, this means that people who've stored ships with mass over their engine limit will be able to recover those ships again. But will still be prompted to fix the problem when in outfitting
Pirated cargo not appearing in hold when stealing from players fixed
Re-fix making Independent powers being hostile to each other when deciding which actions to allow when being opposed
Added guards against receiving duplicate inbox messages, which could cause the inbox gui to become unresponsive
Fix not being able to dock at some stations in the Arbuda system
Fixed viewing the list of CG's, and the progress preview bar being wrong
If an interdiction takes you into orbital cruise, then cancel the interdiction as otherwise you will end up inside the planet
When dropping out after an interdiction make sure we don't drop out too close to a planet. If we do drop out too close then move the drop point away
Extra logging for some machine disconnection issues
Stop sending Federation and Empire rankup inbox messages when eligible for the mission for the next rank
No longer able to bind 'Reset Mouse' to the same buttons as UI controls
Audio: For Wwise prior to 2015.1.7 and Windows 10+ only use XAudio2 if the 2.7 DLL is there
Audio: Make sure we are relatively close to a hostile before triggering combat music
Audio: Don't load chatter soundbanks or planet port voice soundbanks when they aren't needed
Audio: Fix for orbital cruise sounds happening after hyperspace jumps
Xbox One: Fixed excessive XMA compression on title ident
Xbox One: The tabs under Friends and Private Groups do not update when the user tries to view member in a group fixed
Xbox One: Fixing Nasty sounding XMA compression artifacts on some music cues
Mouse cursor stuck on side of screen when in main menu fixed
Store relationship values on mission avatars so they don't change into their cool pirate jackets anymore :(
Fixed missing Cyrillic font glyphs on special effect panel
Latest batch of translated text
Various text fixes
Permit Missions should now give a permit
Supply to demand overrides should take into account permit access
Fixed mission board reputation bars being wrong
All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
Fix reputation values and spawning levels in planetary rescue
Make delivery missions fail upon death
Fix for Settlement not spawning mission required skimmers
Some mission generation optimisations
Nav Beacon Wrinkle message will be sent every time you supercruise away from the contact's system fixed
If we don't have space for all the reward materials, only add what we can
Use a more reliable way of finding commander ids so that mission update requests aren't handed invalid commander ids
Added a contract element into the initial mission progression that checks the player's cargo hold - This prevents the player from taking missions if they don't have enough cargo in their hold when the reward has cargo in it
Added Contract Element to all 'hand-in' panels to indicate when the player does not have enough cargo space for the cargo rewards and therefore cannot hand in the mission
Allow people who do not have a matching mission to drop cargo for said missions through in/voluntary means
Removed the destination station element from the transaction panels that don't need them, so you should no longer see random destination logos on the left hand panel
Changed the Massacre legal variants to set a timer when an enemy is killed - ensures that the race wrinkle can spawn
Read relationship from avatar contact string. Prevents the issue where you're standing may change as you complete a mission to be greeted by a slightly different avatar from the original mission giver
Planetary Disable BLOPS missions are now marked as Horizons only
Mark a mission as planetary if any of its contract element results are Available Planetary, not just if the end result is Available Planetary (means that unavailable missions can have the planetary icon)
Micro resource space deficiency should be called out in the rewards section not additional
Added Can Land AtS tation Checks to all Alternative offer inbox messages, preventing the player from talking Alternatives that require Horizons content
Exclude minor factions from selection as mission targets if they are engineers and/or hidden
Reduced the number of community goal web requests sent from the client by caching data and only fetching new data when viewing the goals on the mission board
Changed the ship being used in the rescue mission maints from a hauler to a type 6 - they now have the correct amount of cargo for the mission
Changed the effects of the states for the piracy, planetary and mining missions to be a „positive“ effect when the player successfully completes the mission - on these templates it was backwards
Allow missions & Community Goals to be completed at stations that have mission generation temporarily disabled
When determining the rank of NPC ships for interdiction, use the player's combat rank, rather than their highest PF rank, although add 1 rank if their trade or exploration rank is higher than their combat rank
Updated the Archetypes of the NPCs in the USS cargo drop missions - they are now Ambush Pirate and should attack the player on entry
Fixed AI rotation damping to work properly across the AI skill range
alter the changes in allowed interdiction ranks based on security, so that the biggest rank disparities are reserved for very low security and anarchy systems
Reduced the number of engineer mods on AI ships substantially, now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none
Fix for Large AI ships ramming large player ships
Slightly reduced the ranks below an AI that they can interdict players, this will tighten up the difficulty a bit
Add state to Powers Assassin and Powers Security ships to allow them to threaten the player before attacking
Reduced the percentage interdiction chance of power play ships by 10%, and altered the ship type chances and combat ranks to be more mid range, dropping a lot of the top range down
Balance mission generated NPCs to be lower ranked (for the most part)
Address some long initialisation times for certain POIs
Fix for seed spikes not spawning meta-alloys
Changed trigger volumes of trespass zones to be much smaller to prevent issues
SRV gets stuck on Baker's Prospect ramp fixed
Doubled the height of the foundation wall of the large biome, so that it can be bedded into more undulating landscapes without the terrain intersecting through the centre
No audio acknowledgement that something has been received after scanning a nav beacon fixed
For capital ships in fixed scenarios (e.g. the one at Sol, but not capital ships that turn up for combat zones) make their name choice pseudo-random based on UniversalAddress so that it will always be the same
Materials from nodes floating high into the air when in wing fixed
Attenuation changes for POIs
Fix for silent security door on settlements
Fix a server error when scanning certain large industrial settlements
Huge burst lasers added
Adjust tracking rates for turreted weapons. Large+ are unchanged, medium are slightly faster, small are a lot faster
Improvements to turret tracking: When evaluating confusion the turret will now take into account the apparently linear acceleration of the target actually caused by angular acceleration of the firing vehicle. Overall this should make turrets confused less of the time, and emphasises the skill element a bit more - the better you match your targets acceleration to keep them stationary in view, the better your turrets will track
Correct the Target Entity checks when weapons hit their target to correctly account for subtargeting being used with Target-Only mode turrets, these will now cause hostility correctly when hitting the ship whose module you've targeted, but will correctly disregard hostility when stray shots clip other ships as before
Advanced Plasma Accelerater now has ammo when installed
Changes to impulse attacks (force shell an impulse mine), aiming to prevent stacking from being extremely unpleasant (and sickness inducing in VR) while not making single guns ineffective:
Reduce impulse generated by force shell on larger cannons, smaller ones are increased slightly
Torque generated by impulse attacks is clamped to a multiple of the ships mass, so large weapons cannot induce unrecoverable spins in small ships
Diminishing returns now applies to impulse attacks within a short space of time. This resistance will drain to zero after at most 5 seconds, but within that window the more a ship is pushed around the more it becomes resistant to it
Balance pass for Incendiary ammo multicannons, they're a bit too good ;). They now also come with the downsides of a 10% reduction in fire rate, and generate significantly more heat than a normal multicannon (though still less than an equivalent pulse). This change will retroactively affect existing items
Dispersal field should no longer affect (some) fixed weapons, or turrets set to forward fire
Balancing for heat attack weapons (Retributor, Thermal Shock and a few others), overall intention is to keep single weapons having a purpose, while reducing the power of heavy stacking:
Having an active shield now statically prevents 25% of the heat from getting through
Adjusted the diminishing returns curve, getting someone to 100% is easier, getting them past 100% is harder, getting them into hull damage is MUCH harder, and the final cap is now 220% rather than 300%
Remove override that was giving C4 pulse/burst lasers the incorrect audio event name
Ensure that beam highlight textures are kept alive as long as they are needed
Main game power distributors were too good on eng/sys across the board and have been brought back to 2.0 levels
Prevent ammo from going over the normal maximum when modifications have reduced the clip size, which also caused absurd costs to show in restock menu
Audio: adjusted the number of audio objects in the audio impact system. A Partial fix for messy impact audio when player is hitting target with multiple beam weapons at once
Updated the missile sound
All shields now regenerate at double rate when in supercruise
Fixed landing collision issues with Diamondback Scout
Missing engine VFX on the Anaconda
Both Asp Explorer and Scout Paint job cameras are no longer position behind the roof lights
Some flight controller volume inconsistencies fixed
Clashing „Incoming Message“ and „Incoming Mission Critical Message“ fixed
Imperial Courier drive flares now working as intended again
Added bullet fly by sounds
Fixed some weird panning behaviour on flight assist on/off mechanical sounds by whacking up the spread on it
Xbox One: Added landing gear deployed/stowed rumble for ships that had it missing