The time has finally arrived! Today sees both the Elite Dangerous Horizons (2.2) update and the Elite Dangerous (1.7) update making its way to the live game.
For those of you who haven't experienced a big milestone day, these updates can take several hours to install and make live.
The servers will be down from 10am BST (15 minutes) and will be down for an extended period of time (up to 8+ hours)
Xbox One players will see that the download will be available from 11am to pre-install but the game won’t be playable until the servers are back up. The size of that download is 9.7gb which is a file increase of 1.8gb
We'll keep you updated with progress in this thread should there be any extra information. In the meantime we have a couple of exciting things going on today to keep you entertained while you wait for the updates to be added.
Join David Braben on a Reddit AMA from 10:00 - 12:00 BST.
Followed by Ed Lewis and a series of developers from 1pm BST on our official YouTube channel.
The development team have been working incredibly hard over the recent months developing the game and working with our fantastic beta community to test, adjust and test again the upcoming version of the game so please give the beta community and the developers lots of thanks and support.
Added F-63 Condor as a playable ship
Added Imperial Fighter as a playable ship
Added Taipan as a playable ship
Added Beluga Liner as a playable ship
Added fighter specific weapon modules
Added fighter loadouts
Added Fighter Bays for supported ships: Corvette, Cutter, Anaconda, Type 9, Beluga, Federal Gunship and Keelback
Added Crew Lounge
NPC fighter pilots can be hired
Hired pilots receive a revenue percentage
Fighters can be given orders
Mothership can be given simple orders when player is in a fighter
NPC ships can use ship launched fighters
Role panel updated to support fighter operations
Display NPC Fighter Pilot name when targeting the ship they are controlling
Added a warning/reminder to set active NPC crew
Fighter and vehicle bays are now numbers this is to help match the bay to the vessel when using livery
Increased boost speed of all fighters
Rebalanced default speed for some fighters to make them inline with their original design (the Empire Fighter was too fast compared to the others)
Increased DPS of fighter weapons by 12.5%
Increased fighter production capability of the size 7 hanger module
Fixed fuel gauge disappearing when switching back to mothership
Missing avatar faces on the orders panel fixed
NPC crew do not have appropriate backgrounds when in your ship or in the fighter fixed
Added warnings why can't a player deploy a fighter
Move „Orders“ to the top of the menu when interacting with AI fighters/main ship
Fighter descriptions hooked up
Able to issue orders using both fighters in the role panel even though only one is deployed fixed
After hiring, crew sometimes displays negative numbers fixed
Balance displayed in the Crew Lounge is incorrect fixed
AI Crew don't appear to be gaining any xp from combat in fighters fixed
Fixed logic error for allowing non horizons crew in to the crew lounge to fire crew they might have hired when they had horizons
Added default numpad keys for the new order bindings to each control scheme
Added in better descriptions for the fighter specific stats
Re-launching fighters resets ammo and pip setup fixed
Fixed radar not showing hostiles/allies correctly when switching vessel in a conflict zone
Helm 'Details' tab should go to ship description
Audio: Velocity of the ship launched fighter is now set to the same as long as the fighter stow interface is not active
Audio: Fixed „self“ explosions to be triggered to ship launched fighters
Fixed headlights on the fighters
Dust layer on Independent Fighter is green, fixed it to dark grey
Fighters can no longer use boost while they are still attached to the launch ramp
Fixed Imperial Fighter hitspheres so weapons can be damaged
Fed Fighter 100% damage paint issue fixed
Fighters can no longer kill ships inside starports without being shot by the station when mothership is far away
Fighters will no longer retract their hardpoints when the AI is asked to dock them, stopping the error where a player asked the AI to dock then swaps to the fighter and has no hard points
Balance displayed in the Crew Lounge is incorrect and does not update on purchasing a pilot fixed
NPC experience always shows as 50% when they're in the main ship fixed
Removed the life support, self destruct and reboot options from the fighter
Fighters destroyed by the mothership jumping away shouldn't count as player kills
Fixed rendering bug causing text to overlap buttons on the role panel orders
Fixed issue with right panel in crew lounge not showing data after loading
The little fighter HUD no longer overlaps the target panel. It now has its own home near your ship's schematic
Healing lasers now work on fighters
Moved the 'Request Docking' from fighter bay to helm
Stop fighters being able to operate beyond 30KM range if you switch to the Mothership at the last second before the SLF explodes
Stop AI crew members leaving turret mode of mothership on „Fire at will“
Vessel Status UI (cockpit): display the correct fighter variant name
Fixed overlapping text on Role panel orders menu
Fixed hit markers on the ship schematics in the cockpit being the wrong size and appearing in the wrong position for fighters
Reduced the severity of a few info messages when changing fighter orders. Now uses a small 'log' message type, rather than the big flashy one
Only show „No active crew“ warning when a hangar module is present
Unable to terminate crew without horizons
Crew total payment not updating immediately fixed
Created binding for opening the orders page (RB+B)
Reactivate the engineer button when switching back from a fighter
Allow the Orders
GUI to move selection to the top of the list to navigate quickly to the bottom order
Added the available stats to the fighter details page in the role switch panel
Role Switch panel flashes, and doesn't let player click on slots and order commands fixed
Fighters under AI Crew control now use the AI friendly fire rules
Can no longer select ship description text in fighters tab of role panel
You are able to purchase a SRV or Fighter that you already currently own into the same slot fixed
Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong
Following NPC crew oddities (When NPC crew is flying a player's ship) fixed:
If MC turrets are fitted and set to Target Only, the combat AI cannot fire them
Can only use one missile launcher, even if two are fitted
Missiles are fired at long range and are wasted
AI doesn't use boost to chase and kill targets, instead lets them get away
When out of ammo, AI ship should drop back into formation
Player ships with just missiles won't fight
After requesting docking, all other order hotkeys are ignored
AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed
Added clearer message to indicate that the players fighter will be destroyed when they FSD away
Moved empire fighters hit spheres for the weapons even further forward to help in hitting them
Use numbers rather than bars for displaying fighter stats
Wanted NPC has clean fighter fixed
Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty
Added loading animation to screen for switching between fighters and main ship
Fixed missing font glyphs on Role panel when running in Russian
Fixed commander name having the „Crew“ tag on the death screen when killed by a player in a fighter
Can use hotkeys to send invalid NPC commands to unmanned mothership fixed
Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore
Audio: reduced probability of „no more targts“ npc crew message down to 40%
Audio: Fix for Crew member saying wrong line when asked to attack target
Fix not being able to deploy an SRV or Fighter after resurrecting
Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression
Fighter ramming not counting as illegal fixed
Fixed the incorrect paintjobs used for red and blue in CQC
Make sure active crew are displayed correctly
Added an inbox notification when NPC Crew rank up
Fixed NPC Crew profit share not increasing when ranking up
Turret settings are recovered when switching back to main ship
Allow fighters to accept new orders if they've been told to dock
NPC Crew can't pilot ships near planet surfaces fixed
Added passenger modules of different sizes and quality to outfitting
Tourist beacon (surface and space) added
Tourist beacons send an inbox message with the blurb for that beacon when scanned
Passenger Lounge
Added Passenger Lounge to Station Services
Travel agents are available in the passenger lounge
Passengers can be bulk or VIP varieties
Added in support for mission filtering and selecting cabins in the missions panel for passenger missions
Added mission themes for the new passenger mission types - plus appropriate icons
Filtered missions with these themes to their own section on the transaction panel
Custom welcome lines and titles added
Added different passenger types
Aid Worker passenger type added
Business passenger type added
Criminal passenger type added
Explorer passenger type added
Medical passenger type added
Minor Celebrity passenger type added
Political Prisoner passenger type added
Politician passenger type added
POW passenger type added
Prisoner passenger type added
Protester passenger type added
Refugee passenger type added
Scientist passenger type added
Security passenger type added
Soldier passenger type added
Terrorist passenger type added
Tourist passenger type added
Head of State passenger type added
Added UI support for showing passenger entries when cargo scanning
Passengers (or their representitives) have portraits and names
Added cabin inventory tab to cockpit panel
Passenger Liner NPC archetype added
Passenger cabins require escape pods
Added passenger liners as possible Massacre Targets
Ships can be scanned for wanted passengers
Added stats for passenger contracts
Passengers use escape pods to abandon ship if they wish to leave
Added a long time stamp generator for use in expedition missions
Capacity for Passenger Cabin Size 5 Class 4 has changed from 6 to 8
Crewed SLF displays player rank, not crew's rank fixed
Display the NPC crew experience correctly
Improved the UI flow when selecting which cabin to place your passengers in
Plugged in Head of State passengers to the passenger sightseeing missions
Passengers do not eject themselves after failing a bulk mission until you discard the mission from your Transactions tab fixed
When you abandon a mission and the passengers eject themselves, the message you receive should now appear in your inbox
NPC chatter/ AI behaviour seems incorrect during PassengerVIP CEO kill chance wrinkle fixed
Passenger satisfaction now decreases when taking hull damage if they don't react well to danger
Updated the values, meaning passengers will get more disgruntled at lower ranks, but remain the same amount as before at higher ranks
Chief medical officer still expects goods wrinkle after declining it fixed
Updated the sightseeing kill wrinkle, to have its own hand in state - allowing you to continue to kill the spawned enemies if you want to
Allow sightseeing to be completed even if a cargo wrinkle is active
Long distance expedition rewards shouldn't increase with each jump
Abandoning a long distance expedition should now impact faction reputation
Make pods the most important thing when working out if we can take passengers
Make passenger cabins replicate properly
Ensure that a new destination wrinkle doesn't send you to the port you've just come from
Updated the passenger quantity for the luxury cabin - can now support 8 passengers
Removed the destination marker for the visit tourist location wrinkle
Fixed not getting an inbox message about returning to the nearest dock after abandoning a passenger mission
Updated the states to prevent it sticking on disgruntled checks
Cannot accept PassengerStowaway mission message when there is one cabin remaining fixed
Passenger cabins in the inventory panel now match the surrounding styling better
If a tourist beacon is planetary, stop non-horizons people from accepting it
After dying with passengers on board and returning to the game there is no message saying that your passengers ejected from the ship fixed
Updated the passenger VIP templates with the state change effects for new destination system
Added new passenger modules for various sizes and tweaked capacity numbers for all of them as well
Balance pass on passenger mission rewards
Balance pass on passenger mission reputation, influence, and state changes
Add the bonus money for wrinkles into an inbox - so that players know there is a bonus for them if they do the wrinkle
Removed explorers from the bulk passenger template
Changed the scan wrinkle for long distance tourist missions to give a bonus for not getting scanned, rather than taking money away if you do get scanned
Passenger sightseeing mission was blocked from being handed in by inbox request for items fixed
Don't fail a mission if a fighter is destroyed
Reduced jump distances for visit tourist locations in passenger VIP missions
Corrected which VIPs get the wrinkles that they should have
Remove assert when we try to parse a passenger contract without a passenger cabin container (i.e. in an SRV)
Stuck in the cabin section of inventory tab in the right panel when you switch to a different ship with a cabin selected fixed
Changing the POW passengers to appear as security guards to match the text of the mission
When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
Allows the player to hand in the cargo without the cargo. Should the player dock at the final station without the cargo, the passengers will get mildy annoyed - preventing the player from exploiting the goods demanded wrinkle
Ship hull damage while in an SRV or Fighter does not effect passenger happiness state fixed
Fixed passenger satisfaction decreasing when SRV is damaged
Body location is now shown on long distance expeditions
Tourist beacon wrinkle will no longer spawn twice with passenger vip wrinkles
Tell mission listeners when progression is blocked so they don't try to trigger mission progression during location changes
Fix the transaction panel to show goods demanded at correct times
Manifest scanner returning incorrect results from passenger vessels fixed
No inbox message appears when scanning a Nav Beacon during a Passenger VIP mission fixed
Long distance expedition missions are not displaying body location of the tourist beacon in the transactions fixed
Fixed detection of planetary tourist sites
Audio: Fixed click in loop on Tourist beacon
Audio: Fixed a very loud tourist beacon
Passenger missions not displaying or paying out rewards on hand in fixed
Updated the transaction tab for passenger sightseeing conflict, and for passenger vip conflict. They now include the system address for the conflict zone
Remove commodities bought for passengers when completing a mission
More balance tweaks for reputation, influence and state effects
Player has been scanned - When scanned just once, the inbox message will pop up several times until the passenger is disgruntled fixed
Stop passenger cabins containing passengers from being swappable
Generic passenger generation now fits cabins with Tourists instead of Generics
Fixed errors in passenger cabin classes and types
Fix for passengers hiding when the ship is dismissed (from a planetary landing via SRV) and comes back…
When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
Fix Passenger mission problems when swapping occupied cabins between module slots
Updated the tips referenced for political prisoner. They now display the criminal trait
Fix error when previously occupied passenger cabins are not rebought from the resurrect screen
Fixed passenger crime scans. Add string for passenger wanted crime
Fix for passenger cabin allocation vis-a-vis missing pods and accidental restocking
*Mysterious things added*
Fixed mysterious things not deactivating
New player power added - Yuri Grom
Jet effects added to neutron and white dwarf stars
Updated tutorials
Instructor character added with dialogue across all training scenarios.
Added additional on-screen prompts and assists to all training scenarios.
Updated and improved existing training scenarios:
Docking and Travel
Basic Combat
Added new training scenarios:
Basic Flight
Advanced Combat
Mining
SRV Training
Ship Launched Fighter Training
Mining tutorial added
Added local player event log
Option to move owned ships added - it's available from all Shipyards
Ability to sell ships remotely (from different ports) added
Module storage added to Outfitting (not currently active in beta)
Stored modules can be sold (not currently active in beta)
Add system to support greater variation with station interiors
Industrial interior pieces added
Services interior pieces added
Agricultural interior pieces added
High Tech interior pieces added
Add some additional variants for hangar interiors (following the above scheme)
New layout for Station Services menu
Added a factor contact for universal fines, bonds and bounties handling - found in low security systems
Various station contacts now have faces and names
Added a security filter to the Galaxy Map
Added the ability to use a filter to govern systems used in route plotting in the galaxy map
Visited stars filter added to the galaxy map (this uses local storage so will only record stars visited from 2.2 release)
Add a method for semi-automatically replotting a route to the previous destination, if the route was lost after logging out of the game or jumping away from the route
Added fixed point locations using CQC assets
Added planet surfaces to planetary map
Added docked and state variants of the capital ships
Capital ship docks added to various locations
Added a Faction Status Summary to the local GalNet news feed
Added an info message popup which displays the security level and, if necessary, the state of the system when jumping to a new system
Added „Press BUTTON to abort“ to the jump-to-system info, where BUTTON is the most relevant of the various FSD input bindings
Added UI for the engine spooling when taking off from planetary surfaces
Mission cargo can be sold on the black market
Fixed network crash caused by non-replicated objects having replicated children
Fix for asserts/crashes and wrong items showing in outfitting when adjusting the sorting for buyback items
Fix a potential NaN in the vehicle system
Fix error while switching user while in matchmaking for CQC
Fix crash during high res screen capture
Fix a server crash if a CQC game ends at the same time the lobby is shut down
Fix a crash when searching for an exact system name that doesn't exist
Fix crash in CQC when taking damage and a contributing player doesn't exist any more, likely due to quitting
Fix a crash in CQC if we try to send a message to or about a player that is no longer in the game, also a tweak to getting player params to return a default value if that player is no longer in the game
Xbox One: The title enters a semi unresponsive state when changing the Yaw Axis Preset from within the Controls Options fixed
Fixed a crash when trying to get a name from a non-existent system
Fixed crash that often occurs when self-destructing an SRV - but could conceivable occur during initialisation of any new ship
Fixed a crash during transition states is a valid ship isn’t available
Fixed crash exiting CQC
Fixed a crash trying to create an NPC pilot in an invalid vehicle
Prevent crash on game shutdown
Prevent a crash trying to generate a mission for a station that no longer exists
Fix a crash with the fighter bay trying to access an invalid state machine
Fixed crash in the ship launched fighter tutorial
Fixed crash in the SRV tutorial
Fixed soft-lock on station services home screen if you spam click the quick refuel/reload/repair button
Fixed the game locking up when editing/deleting a bookmark
Fixed crash when finishing VR experience tutorial
Trying to switch into a retrieved fighter crashes the game fixed
Fixed an occasional crash in open vr on startup. Prevent presenting when SDK Rendering isn't setup
Fixed CQC CTF assert when picking up a flag after previously dropping a flag
Fixed an error in terrain cube sphere mapping
Prevent attempting to eject a cargo unit that is already queued for ejection
Livery modules are no longer added to the list of newly purchased modules
Don't try to access control bindings while they're loading
Fix a crash if a planet made completely out of gas cannot hold onto its own gas and so has no mass
AI fighters can validly spawn as independent ships, not linked to any parent ship, so cope with this case in Fighter Stow
ix a crash when a POI tries to spawn the same time the player is disconnected
Fixed a crash in the role switch panel
Fix vehicle switching crashes in the SRV tutorial
Mark a persistent POI as invalid if it fails to find a position for its first attempt, this fixes a crash that it causes on some planets
Fixed an error with an audio emitter
Fixed an error with a mysterious thing in the contacts panel
Fix for an assert failure when loading game into a fighter and using the role switch panel
Fixed crash when shooting Skimmers due to them not having a vessel ownership
Fixed soft lock when backing out of launchable livery
Fixed soft lock when selecting a cabin from your inventory tab
Added some sanity checking to cargo transfer so we don't try to move from non-existent inventories
Fix an assert caused by damage being moved between a ship and its modules causing it to lose the original machine the damage came from
Fixed soft lock in outfitting when the user has the livery vessel selection dialog is open, but then instead selects an outfitting group from the left
Removed crash telemetry if entering a location takes more than 2 minutes
Fixed outfitting crash when previewing a fighter while docked at a planet port
Allow the „visited stars“ map filter to apply to route-plotting
Fixed crash when starting the game with an HMD for some monitor/resolution combinations
Fix a low level vertex locking crash
Fix a crash when self-destructing the SRV
Fixed JSON error in ship delivery
If we lose connection with server immediately after connection, before mtu discovery is complete, don't crash, reset mtu discovery for another go around
Server time synchronisation can soft-lock the game fixed
Ensure that system map materials get destroyed on shutdown
Fix crash swapping modules in outfitting
No longer assert when trying to add an item which is supposed to be empty
Fix for buyback and stored items being deleted in one array but not another
Don't crash if the planets materials are not sensible
Fixed error loading civilian installation
Fixed a memory leak with the terrain compute shaders
Updating the contents of module storage in UI was causing the UI to unlock earlier than intended fixed
Fixed crash in outfitting where players were able to try to access data before it was ready
Fixed an issue with a highly eccentric planet orbiting a single star and intersecting it
Fixed an assert in CQC when damaged by an explosion from a destructible
Module Transfer Crash - Trying to fit a module into a slot that it won't fit into fixed
Fixed a crash when killing a faction ship
Fix a server disconnection when boarding an SRV at a planet station after the ship has been destroyed
Catch cases where physics objects returned in an ai probe are destroyed before being used
Fixed crash when role switching
Fixed memory leak in system map
Fix for crash when bulk storing large ships
Disconnect after deploying SRV then requesting boarding with an SRV at Planetary Outposts/Stations fixed
Spawn our ship in space on Xbox One instead of crashing if the launch bay is not valid
Speed/distance restrictions for dropping from supercruise now scale with how strong the local gravity influence is - the further from bodies the easier it is to drop out
Fix an issue that could cause flickering and/or duplicate GUIs during interdiction
Uncontrollable spin on completing interdictions at high speed fixed
Fix a bug that meant the rate at which the target for the interdictee moved was partially tied to framerate.
Kill Warrant Scanner does not show progress if the scan is started when the user is out of range
Balance and cleanup pass to the challenge scenarios. Fix descriptions, tips and difficulty
Wake Scanners, they now deploy and work in Supercruise again
Cannot Unlock Target within the Contacts panel command fixed
Sensor zoom level should now be approximately preserved between super cruise and normal space
Labels in status panel now resize width to take up all available space
Update cargo status when moving between faction space to keep legal status in sync with displayed status
ComboBox Menu now has an opaque background - it's previous transparent one caused readability problems when overlaying other UI
Fixed issues with right align not working on horizontal text boxes
Fixed bug where scrolling the focused item off the top/bottom of the list would case the focused index to become nonsense
Allow the UI to react to changes in the cargo more quickly
Don't show Leave Voice Comms popup if we're just passing through the state while not in voice comms
Inventory panel states activate cargo scanner, even when unable to fixed
Fixed written text Messages being discarded if looking away from the comms panel
Sub target panel will display retrieving scan data animation indefinitely fixed
All the options and main menus now have confirmation dialogs when you cancel changes
Flipped the heading calculated for the compass
GUI (no effect on other areas) so it is consistent
Orbital HUD optimisations
Repair inbox messages when awarding certain permits
Amended Get Long Lat String to return a string formatted Longitude, Latitude, instead of Latitude, Longitude
Pitch and yaw on the photo camera will now work while docked for players using mouse control
Fixed issue where button hit boxes were misaligned on friends list
Fixed the options screens losing focus when scrolling up and down long lists
Commanders occasionally being rescued to last known good stations if they've logged out after driving in an SRV but before flying anywhere else
Xbox One: Removed cause of performance drain in the tutorial UI (pre-flight checks)
Xbox One: Data point reset timer and supercruise charging
GUI overlap and flicker fixed
Xbox One: Game takes input during the transitions between menu options fixed
Xbox One: In Open Play, The First time a user sends a comms message to To [LOCAL]: the cursor moves from right of [Local] to left of To fixed
Xbox One: Speculative fix for Starport Services having long loading times
Comms panel scroll bar going beyond the bar line fixed
Fixed settlements appearing twice on the navigation panel
Make sure the station generation system uses the „old“ metadata when in the orphaned station section of the code - Stops server/client crashing by using updated metadata
Jet cone visual bug when viewed through buggy turret fixed
Fixed broken shadow on SRV
Prevent module storage until it’s working
Fixed spurious warning when fitting a fighter hangar
Many text fixes throughout the game.
Fix a Commander ID mismatch with launch able vehicle in save game causing matchmaking errors
Fix an error with settlement on Dahan 3 a.
For the basic flight tutorial, disallow request dock with fake station
Only add headings to „store multiple“ page if they will be populated
Fixed ‘sleepy’ expression pose
Fixed ancient collectables appearing as „Mining Fragments“ on the
GUI
Basic flight tutorial, change the way we detect pitch/roll/yaw input so that it also works with mouse controls
Updated the ship throttle tip in basic flight tutorial to also show throttle axis if present
Fixed sub targets panel not updating when scanning beacons (nav beacons, tourist beacons etc)
Fixed headlook not working in station menu
Fixed missing icon on Science & Research contact screen
Preparation ethos icon is truncated in Powerplay menu fixed
Removed VR Missions on platforms that don't support VR
Audio: Fixed some missing audio in the tutorials
Various text fixes
Latest translation batch added
Starport UI: displaying station economy instead of system economy in main screen and commodities market UI
Fixed issue where CQC stats screen would not update
Fix an issue where if you disconnect on the match summary of rewards screen in CQC the player character isn't cleared when going back to the main menu
Fixed commander name on remote clients incorrectly identifying which vessel a player is actually controlling when entering a location
Fixed bug where wrong icons would be displayed in info panel when being damaged by an engineered weapon
Water Giant hologram
GUI animation issue fixed
Fix deco layers not showing on abandoned settlements
Improved clarity when large info panel messages overlap existing log messages
Cleaned up some of the messaging being used when jumping to a system. We now only show the abort message when the destination is potentially dangerous (currently, when in anarchy)
By popular request - added the destination star's class type to the info panel message upon initiating a jump
Fixed the positioning of POI and player markers on the planet map
Low resolution artefacts on mysterious thing's lens flare fixed
Removed black bar from station services wait banner
Avatars with a certain eye blend shape were looking as if their eyes were closed in certain poses fixed
Dock and travel tutorial: show correct station entrance pointer at all times during station approach, so that pointer doesn't suddenly jump to the wrong place
Dock and travel tutorial: Don't allow cargo jettisoning
Fixed logic loophole where docking and travel tutorial could be waiting for the docking UI to appear indefinitely if the landing gear is deployed very late
Audio: Fix for incorrect tutorial VO line
Neutron & White dwarf schematics fixed
Fixed star-class info not appearing for some systems when initiating jump
Fixed supercruise motion indicators not being displayed
Fixed incorrect integrity value for size 1 class 2 refinery
Prevent duplicate ships being generated on authority transfer
Docking computer staying 1km above planetary outpost fixed
Latest translations added
Various text fixes
Award combat rank progression when destroying NPCs from no particular faction
Added MassLocks to Cap Ship Docks
Fixed missing parts of starports
Many starsystems were controlled by planet settlements. These have all been upgraded to dockable bases
Bounty vouchers once again split between all wing members
Allow bounties to be claimed from SRVs again
Changed cargo scanner text to Manifest Scanner
Added powerplay overhead cost in various places
Fixed incorrect Imperial Cutter schematic
Fixed some jet cone flickering
CQC: When server logs out, make sure we clean up any pending lobbies
NPC shouldn't advance their firegroups manager - this might explain some cases in game where NPC ships are not firing all their weapons
Xbox One: Speculative fix for Xbox player not being restored to the island after resuming from store
Added in default T16000 FCS bindings
Enable storing info about visited stars for Xbox One
Moved The Pit's orbit out to make it easier to dock
Show planet surfaces in the system map without needing the surface scan
Xbox One: Fix an issue with connecting to CQC through the friends app
Added option to sell mission specific cargo on the black market
Seeking Goods scenarios now issue missions
Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
Salvage and Collect missions have got a new destination faction state effect now
Courier missions now also affect the target faction
Players can now drop mission specific cargo. If third parties pickup said cargo they receive it as stolen
Added in new inbox text into piracy, rescue and planetary rescue mission templates
Changed the timers to dynamic timeouts for recovery agents and cargo hunter wrinkles in piracy and rescue missions
Add a check which can be used to detect if a player has committed a crime during a mission
Assassination mission template has a fix to alt targets name not being overwritten properly
Updated smuggle and delivery mission templates with new state effects that affect the destination faction's state, as well as the mission giver's state
Mission generation optimisations
Added in the dynamic credit reward for not being scanned into the piracy missions reward transaction
Added mission tracker component for damage to the player's ship
NPC Messengers with hidden contacts should be hidden
Added in a pilot roster contract element into the transaction tabs for the recovery agents/pirates in piracy and rescue missions
All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
Updated text for an inbox message in missions that tells the player when they have killed a target, that there are more targets. Mission types it affects: Assassination, Collect, Courier, Delivery, Piracy, Rescue and Salvage
Stopped New Destination Wrinkle from using Mission Giver Station in Smuggle missions
If we don't have space for all the material rewards, only add what we can
Remove duplicate information from massacre skimmer
Fixed some layout issue with the mission row item renderer
Modified mission interaction so that „Destination“ title will not be displayed if there is no destination for the mission
Massacre templates alternate wrinkle updated, so the mission can progress if the player ignores the alternate target inbox message
Missions in transactions tab are slightly misaligned fixed
Complete tick box now displays with correct localised text
Resized mission complete box to support 2 lines of text properly
Stop credit reward being shown twice when more than one faction is involved in rewards
UI updated to display commodity/material rewards in mission summary
If a mission POI fails to find a flat spot, then create one in a random position rather than not at all
Removed a duplicate value the recovery agents/piracy transaction panel in piracy and rescue templates
Massacre missions - stripped out the authority targets from the templates. These have been replaced with citizens, or activists
Set Mining missions so that they cannot offer the cargo that the player has mined as a reward
Make sure the mission icon is displayed when mission target is a non landable planet
Fixed some mismatches between missions and available cargo in USSs
Updated piracy and rescue missions to include an inbox state, to stop the constant inbox message spam when you kill the target and don't have the cargo yet
Exclude systems with permit locked planets from mission generation targets
Accept/ decline inbox messages now have a discard button if they are no longer relevant
Updated Collect, Deliver, Salvage and Smuggle mission templates to no longer send cargo to a state where that cargo is illegal on new destination. (Opposite way round for smuggle, where it should always be illegal)
Mission screen loading optimisations
Fix a transaction server error when issuing mission tip offs
Fix mining statistics when using mined ores to complete missions
Ensure that a new destination wrinkle doesn't send you to the port you've just come from
Fix the calculation of dimensions for portraits in non 16:9 resolutions
Removed two examples of settlements metadata giving missions the idea that they can be used as skimmer massacre targets
Switched from MM: SS time format to MMm SSs format for inbox messages detailing a remaining duration for part of the mission. This format avoids the ambiguity from a string like 20:30 (is it 20 minutes, or twenty hours?)
Updated massacre skimmer missions to reference the skimmer system
Remove meta data that makes invalid settlements a target for skimmer massacre missions
Template and text changes to show both factions involved in a mission
Target faction for missions now shown on the mission board when you accept the mission
Make sure players in SLFs can get credit for kills in assassination and massacre missions
Added missing strings for illegal delivery missions
Fix missing contract elements for delivery missions triggered by scooping an item
Prevent disconnection when retrieving data from the previous system and we've already jumped
Changed the panel to point to the correct text for massacre illegal and massacre skimmer mission templates - The Don't Die wrinkle now shows the correct text on the panel
Fix assassination missions not completing correctly in fighters
Two changes aimed at rebalancing Thermal Shock and similar heat-imparting weapons:
Ships now gain resistance to heat weapons based on spare cooling capacity (when ships are cold they're more resistant).
Having a heatsink actively charging diverts most heat from external heat attacks straight into the heatsink, granting 90% resistance to these effects for those few seconds.
These two changes combine well, as now heatsinks are much more able to cut through even extreme heat attacks, and then the newly cold ship is temporarily more resistant. Simply running a cold ship will also extend the time before external heat is able to cause damage by a larger proportion.
Heat sink launchers now take substantially less damage from beaing overheated (down to a quarter of what it was), they are designed to be the defence against overheating after all.
Shield resistance to heat-imparting attacks increased, and active shield will now block 50% of the effect of thermal shock weapons, up from 25%.
Fix issues with mines and missiles sometimes failing to hit targets due to networking inconsistencies, most noticeable when driving into someone else mines at high speed
Fix issue weapons switching to Fire at Will on supercruise transitions
When modifying a weapon that fires in bursts, always ensure the clip size is rounded up to a multiple of the burst size. This will retroactively affect existing weapons and fixes cases of the Double Shot 3 slugshot having a 5 round clip
Fix custom VFX scaling for weapons (scaling was affecting the particles rather than the emitter
Mines should be affected by gravity
Mines now have vfx for default, dirt and ice surfaces
Point defence range has been increased slightly along with it's integrity
Blast radius for Deep Cut Payload and Penetrator Munitions is now correctly 75% of what it would be for an external blast, rather than 0.75m
Fix a bug where the penetration direction for a missile could be wrong depending on the exact detonation trigger
Set the Penetration chance for torpedoes and dumbfire missiles to 1. This is not used with their normal damage mode, but guarantees penetration when the damage mode is switched
Tweaked chance of burst laser malfunction when firing as it was observed to be too likely to happen given that each shot of the burst did the test, not each burst
Point defences will no longer try to shoot down a ships' own dumbfire missiles
ECM balance tweaks: guided missiles and torpedos hit by an ECM charge will now gain a major drunk effect if they did not already have it, causing them to veer off target most of the time. Technically you can still be struck, but previously ECM'ed torpedos would maintain an almost straight trajectory which for ships unable to dodge would mean they got hit anyway
Dedicated keybinding for ECM. CM do not have to be in a fire group, holding this down will charge the first ECM module on your ship that is ready to go, and releasing will fire it
Experimental balance change reworking how heat weapons function, similar to our earlier proposal but adjusted with player feedback. Aim of the changes:
Thermal diminishing returns cut in much harder, previously they would start at 60% and prevent you going over 190%, whereas they will now start at 65% and prevent you going over 95% (down from 80%/120% in our earlier proposal). This means that heat from external attacks alone can never cause module or hull damage
The heat effects of Thermal Shock are doubled
The heat effects of Thermal Cascade are 25% more than they are on live (the previous beta heat nerf is being reversed, and then a small buff), combined with a slight nerf to PackHounds to stop them being so superior to other missiles
The goal here is for heat not to be a primary damage mechanism, but be there to punish your target for doing things that generate heat spikes such as SCBs, boosting or firing the hotter weapons. We also want to make it so that it is never worthwhile to stack a lot of heat weapons together: You will get the new full effect from a smaller number of weapons than before, but it can never get anywhere near as deadly and stacking more weapons beyond that point is counterproductive
Drop the damage of packhound missiles slightly, from 9 per missile to 7.5. They're doing slightly more damage than we wanted given their relative immunity to point defences, and dwarfing normal missile launchers
Remove num pad 6 as a binding for chargECM, it's already in use for fighter order follow
Small usability improvement for Slugshot turrets, drop the range at which they will auto-acquire targets drastically (down to 500m rather than the weapon's maximum range of 2000m), to stop them wasting shots on things they'll never hit
Experimental Balance tweaks for Fixed vs Gimbal weapons with travel times. Overall we think larger changes are needed, but for now going with a safe option to avoid over-correcting and will review once these changes settle:
Projectile Speeds for fixed cannons increased by 20% (for S/M/L/H weapons this has gone from 750/800/875/1000 to 900/960/1050/1200)
Projectile Speeds for Plasma Accelerators (APA included) increased by 20% from 700 to 875
Damage for fixed multi-cannons adjusted so that the benefit for fixed over gimbals is much more consistent, and on average larger. Small fixed multis are reduced by 5%, Mediums are unchanged, large and huge increased by 11% and 14%
Damage for fixed cannons adjusted for similar consistency, small increased by 5%, medium/large/huge increased by 10%
Damage for Plasma Accelerators increased for a more consistent relationship with equivalent cannons, medium increased by 2%, large by 5%
Advanced Plasma Accelerator has also had its energy efficiency improved (7 per shot down to 5.5). It now has slightly better damage per capacitor power than a normal Large and deals more DPS, but at the cost of more heat
Reduction in damage to Reverberating Cascade was a bit much, especially when considered alongside much improved ECM. Returning this to 35% of raw damage punched through to shield generator.(originally 50%, previously reduced to 20%)
Balance tweaks to buff PDTs:
Missile health reduced for Small and Medium dumbfire and standard seeker. Now requires 2 point defence hits rather than 3 per missile
PDT jitter angle halved (from 1.5 degrees to 0.75 degrees).
Fixed where PDT shots would appear to vanish but would still have an effect at long range
Fix a reported bug with Containment missiles and their engineer equivalents, the 35 second immunity period was not working correctly for them
Minor balance tweak for Containment missiles have received a 20% damage reduction and 50% increased time between shots. FSD interrupt mod has gone from a 20→30% reduction and the same 50% increase in time between shots. Reducing their overall DPS so you're sacrificing a little more to use them
We think heat attacks have been reduced a little too far, and need a very conservative buff:
Diminishing returns for heat now limit at 100% (up from 95% in previous beta)
Damage penalty for Thermal shock reduced to 20% (from 25%)
ECM needs some slight tweaks:
ECM will now fire when hardpoints are not deployed
ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)
Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5
Improved flight speed and hacking time of all hatch breaker limpets
Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled
Slight reduction to the effectiveness of Incendiary rounds for Multicannons:
Remove the hidden 20% kinetic damage that was left over
Reduce the fire rate penalty from -10% to -5%
Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff.
Hatch breakers can now be blown up by point defence.
We now preview ship kits and bobbleheads when we mouse over them
Outfitting stats improvements:
Adjusted stat priority so that CQC module stats no longer extend beyond the capacity of the
GUI
Added booster stats back in (CQC only)
Show hidden stats in comparisons if the original stat isn't hidden
Cleaned up code and resources to remove depreciated „Outfitting“ stats
Small optimisation to stop OutfittingItemInfo calculating stats unnecessarily
Chance Modification symbol overlaps description fixed
Vehicle bay in outfitting does not populate class indicator pip fixed
Fixed cut off label in item descriptions
Sort preference in Outfitting resets after being closed fixed
Sort results ignores weapon filters fixed
Changed slot size for planetary approach suite to 1 rather than 8 as the item itself is only size 1
Changed „Set Fire Group Reminder“ text to apply to modifying modules as well as buying them
Modules tab pop-up backgrounds are translucent on first viewing fixed
Class/Rating sort filter in outfitting now correctly sorts by class first, then rating
After applying a livery item to you ship via mouse input - the UI will no longer focus to the slot under the mouse and cause a camera change away from the item you were applying
Block the purchasing of more than one scanner of each type
Still allow save files to have multiple scanners if they bought them previously
Still allow selling of a third duplicate scanner, even if the remaining 2 would, strictly speaking, still be against the rules
The sale price of a vehicle bay now takes its contents into account
Fix module buy back becoming hidden when swapping modules
A module category will appear in the wrong place on the Store Multiple menu if no modules of that type are equipped fixed
Shipyard - B button doesn't work on sell ship popup fixed
Stop clearing the remote ships list when we list the ships available at this station - this stops the remote ships list sometimes being cleared when we update
Added some additional code to track whether a ship is being delivered „here“ to control the local ship tab highlighting
Accessing the livery via the station home screen no longer skips the 'which vehicle' step (if applicable)
Fixed failing to go back behaviour when using the livery link from homes screen
Fixed missing blurred background when picking which vehicle to livery
Overhanging buttons and items in outfitting list fixed
Changed outfitting filter options to use vectors instead of bitmaps to try to improve clarity
First module highlighted statistics missing if purchasing to an empty slot fixed
Removed the swap module option while previewing a fighter or an SRV as the web support is currently not available. This shouldn't cause any issues as the only swappable modules on fighters and SRVs are decal slots
Updated icons and animation for ship transfer to improve clarity and remove WIP items
Fixed focusing issues in the modifications screen in outfitting
Fixed several issues with ship transfer timers
Updated outfitting button icons to improve clarity
Module transfers with delivery times added
Fix overflow values for very expensive ship transfers
Fixed bug where paintjobs and items would persist when using breadcrumbs to navigate out the menu
Added icon for the main ship when selecting a vessel in the outfitting
Updated vessel selection screen in the outfitting to use new cleaner ship icons
Allow a non-horizons player to view their horizons ships if they already own them (because they own horizons on another platform)
When selling a ship of no value, we now show its value as „0 CR“, rather than „FREE“
Shipyard UI sell confirmation popup : replacing „current ship“ heading by „ship“, and displaying sold ship name instead of current ship
Don't allow more ships to be transported to a station than the local storage allows
When populating vehicle list, making sure „selectable“ flag is set (based upon purchaseAllowed state) so that the button behaves properly
Fighter icon on SRV bay fixed
Stat comparison screen remains during weapon swap fixed
Process transaction cost correctly when fetching or selling a remote module
UI was being unlocked before hardpoint animation was complete. This should now be fixed
Module distance incorrectly show when transferring a module fixed
Adjusted the balance areas of the popups to have an auto width, to account for large balances
Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint
Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red
Fixed keeping hold of buyback items once we've bought them back
Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text
Prevented focus from being lost when pressing Right on the read more section of the module transfer
The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected
Ship loadout doesn't update after multiple swaps fixed
Updated icon positioning and colouring in the Inventory Browser Screen
Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK'
Starport UI: fixed quick action button icons disappearing when coming back from outfitting
Store multiple modules lists incorrect number when unticking categories fixed
Damage type tagged as 'labelfield' overlapping fixed
Adjusted colour of „in transit“ text, when focused on
Made the „Stored Ship“ tab, glow white when a ship completes its transfer
Increased Module Storage size to 60
Tune credits costs of Ship and Module transfer
Added ship summary back to ship details panels for local and remote stored ships
Don't allow sold modules to have transfer options
Display a 0% transfer levy when transferring a free item
Distance Levy [Undefined] Displayed when transferring modules to your current station fixed
Only display locally stored modules when transferring a module from storage to a pre-selected ship slot
Fix server error after transferring cargo to a newly purchased ship
Silent Audio on module store multiple scroll fixed
Award exploration progress when creating vouchers for scannable settlements & points of interest
Scannable vouchers now scale by the distance from Sol
Allow objects to be spawned in response to cargo being scooped
Added some new conditions for the poi buckets:
Planet volcanism strength
Planet volcanism type
Primary star type
Required star type
A warning message is now displayed when leaving a conflict zone
Added scenario for Elite Plus gameplay
Added military patrol scenarios
Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
Added in new ship types and slightly tweaked down the difficulty of the more extreme set ups
Skimmers can now be spawned in waves
Increased pool of Federation and Empire capital ship names
Added a Cruise Liner scenario for Boom system states
Stop ambient police ships spawning where there shouldn't be any security response
POIs can now contain landed ships
Modules on damaged capital ships can now be shot and broken just like their more intact counterparts
Make sure body volcanism is being correctly read
Increased the distance at which persistent POIs will spawn from 5km to 15km and also made the persistent POI placement avoid placing near POIS from other placement types
Fumaroles now no longer spawn all materials of the same type, they will select from a bucket like other mining rocks
Have more varied states of geological activity
Fix for POIs getting cleared when swapping into a fighter
Fixed Occupied Escape Pods in USS appearing as Illegal Salvage/Stolen
Fixed missing Satelittes schematic
Added schematics for various mysterious things
Rebalanced geyser, gas vent and lava spout forces
Modifications to which geological can spawn where based on the volcanism types
Fixed the hitcheck for a mysterious thing
Added mysterious thing schematic
Fixed broken Geyser forces
Fix to floating Data Uplinks
Added audio activity to trigger audio when breaking off collectables from organics
Fixed missing serverbank audio
Fixed Lodding Popping on Datapoint
Updated Large Aerials on Adornments to have new texture, to make them more visible
Fixed audio for geology fields
Tunnel geometry not lining up in civilian installation fixed
Turned on the hitcheck for the scaffolding around the under repair capital ship
Placed the correct Installation in Ngalkin
Rebalanced liquid elements of geyser VFX
Removing Lava and fumaroles from Ice only planets at this is scientifically inaccurate
Audio: Mix tweaks to abandoned settlements
Audio: Added low rumble to geyser
Fixed some misaligned tunnels on civilian installation
Make sure that persistent POIs cannot spawn within their minimum separation of each other
Audio: Fix for silent ambience on a secret thing
Audio: Fix for number station ambience being audible at infinite distance
Added new mission tipoff locations to settlements
Suppress heat warning event if docked
Tweaks to the “Location” event
Added a mechanism to import star system names into visited stars cache
Include Powerplay info in the FSDJump and Location events
Include PowerplayOrigin in CargoDumped event if relevant
When collecting microresources, include the count in the journal entry
When scanning a star, include age and surface temperature; When scanning a star or planet, include more orbital details;
When scanning a planet with rings, more significant figures for ring statistics
Modification to player journal entry when rewarded a bounty, as it may list multiple factions
The „ReceiveText“ event in the player journal now has a „Channel“ value that indicates if player text was received via a wing, local, friend, or direct player chat;
also include npc chat
Added checks that we're a component on the player's ship before writing an entry in the player journal - applies to the following events: USSDrop, FuelScoop, JetConeBoost, Launch/Dock/Fighter/SRV, HeatWarning, CockpitBreached, MiningRefined
Include details of all modules stored in the MassModuleStore event
When transferring a ship, report distance in LY not metres
Added Commodity Rewards info into MissionCompleted event
Fixed issue where some received text messages were not written into player journal
Added a „ScientificResearch“ event in PlayerJournal for contributing materials to a research community goal
When importing stars from a file into the VisitedStarsCache, interpret any line containing just digits as a starsystem address in decimal rather than a name
Fixed journal entry for „ScientificResearch“
Fixed the 'abandon' flag in player journal for cargo ejected from SRV
Fixed typo in player journal for ModuleRetrieve which was causing broken json
Fixed missing 'Module' tag in JetConeDamage playerjournal entry
Some non-settlements were being reported via the „ApproachSettlement“ journal entry - was potentially revealing secrets
Fixed „TransferCost“ key in „FetchRemoteModule“ journal entry
Player journal was asking for the packed star system age. System map was using a per star wobbled age. Now both use the per star age
Avoid „route unavailable“ cases in low density areas, when the route looks like it should be available
Fix an issue with being unable to search for systems in „Lupus Dark Region B Sector“
When searching for a star, try to find a star with the exact searched name first before starting the partial matching, fixes the issue of „BLU THUA QY-Z D1“ returning „BLU THUA QY-Z D13-0“ as the first match
Improvements to „economical“ route plotting times in high density areas of the galaxy. Cap the jump range used by JumpRouteFinder, so at each system we only consider jumping to nearby systems for the route, rather than every system within jump range
If the jump range is low, don't try to cut down the number of systems considered for fastest route plotting in high density areas
If the player unticks the current plotting mode, don't re-tick it when next opening the galaxy map
Fix an issue with long jump distances and route plotting
System map performance optimisation for VR
Optimisations for the route planner
Fix a stall at the end of plotting a route
When using the Fastest route plotter in high density areas of the galaxy, reduce the cost that is calculated for the final jump to the target system. This allows the route plotter to return a route much sooner rather than spending minutes investigating potential small fuel savings
The option to turn off Nebula Names only works at a distance fixed
Trade route filters can once again be toggled on/off en-mass by holding LMB and dragging over them
Switched buttons around so action button is now on the right of the cancel button with bookmark dialog windows
When system names are too long, try and trim them in a sensible manner
System Map - Lumpy planets now get their own models in the system map overview instead of using the smooth sphere model
Slightly sped up the double sided lighting change when first entering the planet map
Fix an issue where planets with a retrograde spin would not have their rotation speed or axial tilt displayed in the system map
System map planets now use subsurface scattering colouring
Added galaxy map overrides for population and economy
Only display a conflict state on the galaxy map if the Faction controlling that system is also fighting in that system
Reduced loading time for galaxy map
Fixed some stalls loading the system map
Bookmarks all disappeared and can no longer create them fixed
Fix planet scan logic to ensure that planet terrain is only visible if the planet has had a basic scan performed on it
Fix rendering when there are only Horizons planets in a system
The discovery scanner can no longer be used while self destructing
Flight Landing Overrides conflicts with Targeting, Cooling, Weapons etc. fixed
Fixed where there was no space after ASSIST OFF warning
Ships will now try to align to the target destination during the hyperspace countdown
Wear should now apply and repair properly
Fix an issue with the calculation for the offset of the station schematic
Prevent „Drives Offline: Zero Thrust Capability“ message showing spuriously (while engines are not on, but are booting)
Fix paintjob wear & tear and ship integrity recording
Fixed livery errors with Taipan fighter
Fixed parent ship livery slots appearing briefly when selecting a launch able, which should prevent a crash caused by trying to modify a slot that doesn't exist
Fix error in ship delivery calculation – it should be a linear association with distance, not exponential!
Don’t send the ship arrived inbox message until the ship has actually arrived
Fixed loading screen model for the Taipan
Increased size of internal fuel tank for Beluga and Orca
Enlarged hit locations on Imperial Fighter so its weapons can take damage
F63 Condor and Eagle side panels obscured by canopy geometry
Type 7 Bobbleheads slot 1 and 10 are incorrectly rotated fixed
Equipped bobbleheads in the Beluga Liner clip into pieces of the
GUI fixed
Tweak up the minimum speed before taking damage when landing on a planet's surface
Keelback landing gear floating above ground when landing on planet fixed
Fixed zfighting issues with loading screen for the Federation Fighter
Adjusted hitcheck for Diamondback Explorer
Fixes for hanger cameras and decal slots on the imperial Eagle
Fixed Decal issues on the Cobra MKIV
Fixed fuel scoop UI position for Fed Assault Ship, Corvette, Imperial Courier, Fed Dropship, Fed Gunship, and Vulture
Fixed some holes in the mesh for Fed Gunship, Assault Ship and Dropship
Fixed smoothing group issues on the Type 7
Taipan's left decal no longer missing
Taipan fighter decals pass to make them more legible
Added slight improvements to how accurately ships are snap to the planet's surface
Adjusted mix of the landar/spacedar transition noise. Made a bit softer
Rebalanced Type 7 ship to have better toughness and larger internal module slots
Fixed incorrect Type 6 armour hardness values
Increased armour, shields and hardness (armour rating) base stats for the Keelback. Increased a single size 3 slot on it to a size 4 slot as well
The heading gauge now displays during orbital cruise
Moved the docking bone on the Beluga down to help with docking issues on planetary ports
Set asp (and asp scout) landing gear door to be open or closed when initialising to up to down
Diamondback Explorer cockpit handles in wrong place fixed
Moved Mini panel placement (and tweaked radar position slightly)
Fix for docking computer crashing into Farseer tower when coming in to land
Vulture ship kit parts have a lot of wear & tear on them when purchased brand new fixed
Landing gear can get stuck on if you have recently had an SRV destroyed and then launch from the planet fixed
While trying to land on a planet - the landing UI will now check against Terrain→Speed→Alignment rather than Speed→Terrain-Alignment. This should make the UI a little more helpful in the majority of situations where the terrain is unsuitable, rather than you moving too fast
Fixed incorrect landing volume for Type 7
Cannot see Tail Shipkits on Vulture in Outfitting due to camera angle in VR fixed
Fixed some mapping issues on the Cutter
Audio: Ship drives silent when respawing over planet surface having died in SRV fixed
Advertising boards in hangars updated with more companies
Landing pad hologram colours adjusted to better suit new interior variations
Fixed other player's ships appearing to be outside of the station when they are docked
Increased variety for adverts outside starports controlled by various local factors such as alliegence
Rich and High Tech stations now use the alternative trucks and buses models on the roads
Hide the station's navigation marker while within the station's bounding sphere
Fix the stations attached modules not showing up in the station schematic
Fix overbright envmaps being generated in rich stations and potentially other places in the game
Rebalanced lighting in rich interiors
The glowing emissive texture on the floodlights for Standard, Rich and ZeroG landing pads now switches on/off in sync with the spotlights
Re-colour the crane texture used for the main gantries in the Inner Dock for variety: Agri is off-white, High-Tech red and Services a cleaned-up blue
Fixed some flimmering lines on the back wall of the small rich hangar
Fixed hitcheck for the trees in the rich stations
It is no longer possible to supercruise into the back of a station and prang off it if you approach from exactly behind it
Reworked a road junction on the PlanetPort so that it joins better
Added a warning if trying to launch from a port without a planetary approach suite
Added fighter bays to Jameson Memorial and Dalton Gateway
Fix stations being different from before the beta
Typo when selecting primary/secondary economy in station generation was changing station types
Fixed a missing access panel on some of the large landing pads, which allowed you to see through the pad at a certain distance
Audio: Various ATC fixes
Added missing backer station 'Samphire's Solace'
Added agricultural customisations to Harvestport in Kappa Fornacis
Fix Station Services availability to cope when services aren't present at all instead of falling through to 'market not found'
Starport UI: pressing B / exit button in Cartography section of startport UI doesn't exit back to the cockpit and just goes back to home screen as expected
Fixed one spot light bone being offset in the Foundry station
Fix to allow the inner dock faction light overrides to work again with the new station customisation system
Art optimisations for the Nemo Cyber Party Base
Fixed missing textures on holoscreens
Fixed VO not matching polity for ATC and announcements
Fixed some floating industrial planet settlements
Audio: Fixed loud ambience in station menu when buying/transfering/storing a ship
Audio: Fixed loud passenger and crew lounge ambiences
Fix for faction lighting being applied to the new station inner docks instead of their own lighting
Audio: Fixed number station audio events not synced due to time step miscalculation
Audio: The new flight controllers are too quiet fixed
Services of Stations
Fix quick restock button (was showing a full bar when empty), also remove vehicles from the calculation if not vehicle bay is present on the ship
Adjusted the faction name label within the News Panel. It will now resize and add an ellipses when required
Fix the contact panel avatar loading (triangles animation)
Fix cases of „dropping too close“ when leaving rings from normal space into supercruise. You are now able to maintain cruise inside a ring, so long as you are outside of it's core and heading away from the ring's plane
Improve drop-out location for entering rings in other situations, players will generally drop out closer to the ring and their target
Improved method for blending distant bump maps for the terrain
Ice surface material improvements
Rocky surface material improvements
Metal surface material improvements
Updated planet surface tiles
Reworked the ice asteroid shader's lighting, and improved its parameter
White Dwarf stars now have a unique lens flare
Fix surface material quality being incorrect when rendering some patches
Prevent distant surface maps jumping when camera crosses 16km boundaries, and improve precision of the largest maps
Fix ring fog from being being lit in black hole systems
tweaked the way ring fog interacts with local star colour so that it blends better with the star lighting
Increased the maximum value for depth obtained from the depth buffer linearization. Fixes rendering for extremely large stars at extreme distances
Improved the visibility of planet dust particles when in the darkside of the planet
Terrain minor UV fixes
Asteroids now generate only within the bounds of rings
Asteroid billboards have their positions and size adjusted accordingly to ensure they fit within thin rings
Ring cells now obey the ring height correctly rather than assuming all rings want 5km of asteroids
Ring height clamped to a minimum of 1km
Re-written asteroid billboard placement to use better depth ranges
Re-written asteroid billboard mesh generation, lods are finally now coherent with one another
Added randomised static rotation to asteroid billboards to break up visible repeating
Fixed some obvious patterns on rock and metal planetary surfaces
Stop lens flares getting disabled when entering supercruise
Changed the planet dust colour system to only request data if we're actually close enough to a planet to see any dust
Fix fast moving distant Horizons planets not orbiting smoothly
Optimise physics surface patch generation
Improved memory management for surface textures
Alterations to europa line parameters on rocky ice worlds - stops physics-breaking patches
Have a hard cap in the noise graph for max geometry height, to prevent planets you can fly through or from being able to drive into space
Remove the artificial increase in star spin speeds
Added a medium quality planet surface material setting, with performance roughly halfway between low & high
Disable tiling and detail textures at a distance of 1km on Xbox and mid/low-quality PC. This helps us afford tiling in the worst cases (hovering a few hundred metres above the planet
Xbox One: Improvements to planetary surfaces
Xbox One: Fix star luminosity not being the same as PC/Mac
Star Jets
The FSD boost level now uses the larger effect out of synthesis and jet cone supercharge, rather than always using the latter if set
FSD supercharge status now persists between sessions rather than being wiped on game load
Added a random initial rotation to stellar jet billboards
Re-enable jets for OSX
Minor optimisation to texture lookup for jet cones
Jet cone optimisations and quality settings
Enable BC7 compression
Fixed some pixelation on ice distant map
Reduce the minimum star visibility for white dwarves and neutron stars. This fixes an issue where lens flares for those star types would be rendered when the star was occluded by a planet
Audio: Fix for Materials sound being wrong on planet surfaces.
Added Persephone (Planet Nine), Haumea, Makemake, Eris, Orcus, 2002 MS4, Salacia, Quaoar, 2007 OR10 and Sedna to Sol
Renamed Eol Prou RS-T D3-94 to Colonia
Added starport to Eol Prou LW-L C8-76 A 3 A
Outpost added to Eol Prou LW-L c8-138 1
Outpost added to Eol Prou YD-W B17-1 4
Outpost added to Eol Prou YD-W B17-5 A 5
Outpost added to Eol Prou Lw-L C8-28 A 1 a
Outpost added to Eol Prou Lw-L C8-306 A 4 a
Outpost added to Eol Prou VY-R d4-443 6
Outpost added to Eol Prou LW-L C8-133 2
EES2009 Persei has duplicate system names fixed
Renamed duplicate Frey system to Yngvi-Freyr
Duplicate system name Grafias renamed to SO4-H1E 2000
Check spin rates for neutron stars and black holes are something more sensible
Fix issues with close orbiting bodies with large eccentricities intersecting their parent star
Fix an issue when generating a system when a highly eccentric orbit goes outside the hillsphere of its parent, we will now reduce the eccentricity to fit inside the hillsphere
When checking for moon-ring intersection, need to account for any objects orbiting the moon so that they don't intersect at any point in their orbit
Ring around Archerbas in the Carthage system no longer intersects the planet
Renamed exoplanet in the Ross 444 system to Hutton Prime
Col 285 Sector HX-X B16-4 renamed to Exton
Jaques station name restored
Made the Pleiades Nebula blue
Speculative fix for intermittently disappearing stations/systems in overriden generated systems
Prevent an invalid update query on updating time spent in ships when we don't know the commander's current ship type
Fixed module bootup start/complete/charge sometimes occurring in the wrong place
Fix for impact sound spam when more than 4 beams hit the target.
Fixed broken solar satellite audio
Fix for multiple back sounds when backing out of certain menus using a joypad
Fixed wing notification sound not triggering when the panel is not in focus.
Fixed planetary music not playing when approaching from supercruise
Changes to debris system that should improve issues with missing audio
Voice - Fixed ability to make it flood/spam the player with Request/Cancel docking flight controller messages
Voice - Fix low gravity warning incorrectly triggering when spawning in SRV on engineer base
Voice - SRV boarding permission granted voice line now linked to
GUI message. Fixes some issues where it wasn't always playing.
Voice - Fix for some ship voice lines playing after player dies and respawns
Voice - Fix „Cargo Scoop Retracted“ playing upon entering a ship from a buggy with an open cargo scoop
Voice - Prevent Flight Assist On voice event playing in death sequence
Fixed out of range warning and linked it up to UI
Fixed „no more targets“ NPC crew line
Enabled „multiple contacts“ message which could never trigger before
Rock & Ice Fumaroles have no impact audio fixed
Fixed some issues with Imperial Fighter
Beluga audio fixes
Reduced the volume of the Taipan and Imperial Fighter boosts
Added in another layer to the Taipan orientation sounds to give them more weight at lower speeds
Added the oxygen mask sounds to the SRV
Tweaks to wavescanner so not so overwhelming at organics locations
Added spread to wavescanner attenuation shareset, so doesnt pan as harshly
Small changes to ATC. The ATC will not look at what the fighter is doing but instead at the mothership. Calls to the mothership will be forwarded to the player in the fighter
Hooked up missile incoming warning on NPC Crews
Fixed a bug within the role switch panel, where switching panel items did not send the stop event of the fighter construction
Fixed a bug with the role switch fighter construction
Fix for crew lines being audible in pause menu
Fix for Fighter 'other' sounds stopping abruptly when docking at speed
Fix for fighter bay animations sometimes not being heard
Fix missing gimbaled fighter beam weapon sounds
Added SFX for inflight fighter construction
Mix tweaks on fighter docking
Mix tweak to Crew lounge sounds
Setting Crew comms to be controlled by the „non-player voice communication“ volume slider in the options menu
Added friendly fire behaviour to the Npc Crew voices
Fixed isues with fighter boost caused by flight model changes
Fix for the loud boost charge up on Taipan
Audio: Only play the hull damaged line if hull has taken damage
Audio: Mix tweaks on Keelback on full speed acceleration
Audio: Fixed audio error when turning Thrusters on/off in Taipan
Audio: Adjusted the frequency balance of the ship voice lines
Audio: Fixed a couple of clicks in the very low altitude engine elements
Audio: Tweaks to mix of cockpit overheating sounds
Audio: The ship voice system now distinguishes between fighter, mothership and srv
Audio: Delayed the pre-hyperspace exit swell, to restore synchronisation on exit
Audio: Fix for strange volume changes when entering the main game and on FSD jumps