Fixed crash in the inertial camera simulation when in CQC
Fixed crash when entering CQC
Fixed a soft lock on entering CQC
Fixed a softlock that happened after dismissing an error dialog in CQC
Fixed an error that can happen in outfitting if you replace the power distributor too fast
Fixed crash that occurred while trying to generate ambient heat on ships inside stations
Fixed crash in physics if data for a wheel is not valid
Fixed deadlock if the galaxy map is repeatedly opened and closed
Fixed a network issue related to modules
Fixed crash when looking at left-hand panel while in a fighter
Fixed a crash with landing gear not being correctly initialised
Fixed a crash with GPU memory allocation
Prevented a crash if a mission loses some of its data
Speculative fix to prevent a crash on Mac builds, due to being unable to load some Horizons-only resources
Fixed crashes in high resolution screen captures when using supersampling settings < 1.0 and/or borderless modes with resolutions lower than the desktop resolution
Various System Map stability improvements (with force close of the map on exceptional circumstances, instead of crashing)
Fixed a crash accessing a stored module in outfitting
Fixed error with incorrect string types for Follow On missions
Addressed a softlock that could occur when mashing the selection button when no ships or activites are available
Fixed issue with memory corruption on shutdown
Fixed game becoming unresponsive on commander history tab
Fixed crash due to the vanity camera blur geometry not being correctly initialised
Fixed a crash that could occur during shutdown
Fixed crash when trying to upgrade the health of a module which has no concept of health
Networking stability fixes
Fixed a crash that occured when hyperspacing whilst swapping back from fighter
Fixed a number of transaction server errors when ejecting limpets, transferring cargo, buying exploration data and swapping loaded fighter bays into storage
Fixed crash that occured when contract destination does not come through correctly
Fixed a crash that occured when supercruising with your fighter deployed
Fixed a crash that occurred when opening the system map in rare circumstances
Fixed a crash that occurred if someone mines an asteroid near a station in a ring which then tries to spawn a microresource
Fixed a cockpit crash in SRV
Fixed a crash that occurred when loading a ship with an engineered surface scanner
Fixed a crash that occurred when trying to load refineries with empty bins
Implemented measures to prevent a crash when docking
Fixed a crash that could occur when launching a fighter and then immediately disconnecting before the fighter is constructed
Fixed a server disconnect that could occur when jettisoning cargo from an SRV underneath a ship
Fixed a crash that could occur when sending Wing invites in certain situations
Fix to prevent ships spawning inside each other on interdiction drop out
Fix to prevent the cursor being offset in some front-end UI circumstances when using 'In-Game Panel Based Cursor' mouse mode
Fixed cases of the SRV appearing in orbit after re-launching the game
Fixed issue whereby a player’s combat rank would be seen as ‘Harmless’ after making progress on their rank
Fixed trespass zone radar elements being visible in the debug/classified camera modes
Reverted the order of the latitude and longitude readout on the hud to be the same as pre 2.2
Fixed LOD issue with Zemina Torval’s Powerplay Decal
Fixed issue whereby a String ID would appear on the info panel as the jump destination
Improved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effect
Fix for Docking Computer crashing into back of station when approaching from rear
Fix for Docking Computer crashing into Qwent Research tower when coming in to land
Optimised loading time when loading in docked at a station
The cockpit friends list now shows the distance to each friend (if they're in the same mode as you), and sorts friends by the closest first
Info in status panel will now only show the scrollbar when focused
Modified the „modules/trade/list“ so that it filters modules where possible that are only related to the players current ship
Various mission template fixes
When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value
Fixed missing info text for data link scanner
Fixed some shadowing artefacts in the terrain rendering
Fixed station interior changing when the station in under influence of an Unknown Artifact
Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets
Fixed an issue where the station name, rather than the schematics name, would be displayed in the target details panel
Fixed issue that was affecting missions at Jaques station
Various optimisations for Galaxy map
Fixed issue whereby you could not exit side panel with B Button after using a fighter
Fixed refinery tab still being selected on the right hand panel after removing the refinery module from a vessel
Fixed Intermittent drop in frame rate in Challenge Scenario
Fixed low-resolution cockpit on loading into CQC matches
Fixed a problem introduced during 2.2, where you were no longer able to hold UP/DOWN to scroll information continuously within a common UI
Fix to correctly handle '<' in text chat
Fixed the 'bind dialog' on the controls screen - the 'back' 'confirm' and 'always confirm' buttons were being displayed when they shouldn't
Fixed long names getting truncated on the target panel
Rank requirement should no longer show up when not needed
Truncated text in shipyard list should now wrap
Start position has been adjusted for safety if a player drops out of supercruise at a wing beacon within a ring
Headlook should now activate panels by default when looked at
Ships are not duplicated in system map each time you open it anymore
Improvements made to the comms panel popup options, adding icons
Fix for incorrect mining decals spawning on rocky/icy asteroid types
Fixed friends markers not appearing on the galaxy map
Fixed landing gear and cargo hatch animating when logging in near your landed ship in an SRV
Fixed the brightness of dust clouds in the main galaxy background
Fixed missing progress bars on scanning reticle
Fixed asteroids sometimes not rendering into the far shadow views
Fixed an issue on the system map. After zooming and directly leaving the system map, the sounds would hang around
Fixed saved game code issue which was breaking neutron-star jumps
Fixed issue whereby credits were not being taken when purchasing exploration data
Sped up CQC matchmaking when players of significantly different ratings join the game
Fixed an issue whereby taking high-res screenshots could cause network disconnection
Fixed star texture pop when arriving from hyperspace
Pause menu now appears faster
Fix destination star's lens flare from separating from it in hyperspace when in large ships
History tab now shows date in shorter format „Mar 16“ so it doesn't truncate commander names so much
Fixed numerous issues with text truncation in power details screen
Fixed instances of corrupted text throughout the game
Fixed the visibility of stalks and jump highlights for systems in the galaxy map
Fixed text chat not becoming available for players you just unblocked
Fixed for AI ships in supercruise circling around station
Fixed some missing sounds for goals in CQC
NPC pilot suits have colour variants again
Fixed issue with Russian text being slightly cut off in various UI panels
Fixed issue whereby the labels for livery slots could display in black instead white or grey text
Updated the time format used in the comms panel timestamps
Fixed issue whereby long ship names were truncated on the ship transfer panel
Added an option to disable the smoothing in headlook, this is useful for some headtracking devices to reduce the latency involved
Terrain shader minor optimisation for 700 series Geforce
Optimised HUD 'glitch' effect
Optimisation for HBAO
Optimisation for stellar jets
Various VFX lighting optimisations
Various particle effects LODing and optimisations
Various text fixes
Various localisation fixes
Audio: Fixed triggering of Vessel Voice „Ready To Engage“ which wasn't being triggered
Audio: Fixed missing audio when scrolling on option pages
Audio: Fixed missing events on heat sink deploy
Audio: Fixed missing „Fuel Scooping Complete“ voice line
Audio: Enabled audio Obstruction/Occlusion in main game
Audio: Improvements to the way soundbanks are loaded. Should help with fragmentation and memory issues
Audio: New “Vessel-Voice” system, to replace our beloved old “Ship-Voice” system. Now much more robust and maintainable. This drives the computer voice lines
Audio: Audio code optimisations. Audio work is better encapsulated into a single phase which improves the game's overall frame rate
Audio: Fixed NPC voice volume slider not working
Audio: Fixed tutorial voice text getting truncated
Audio: Fixed an issue whereby the volume sliders only play sound when decreasing the volume
Audio: Fixed an issue whereby no music would play when docking with the Docking Computer
Audio: Fix audio issue with Hyperspace jumps
Audio: Added in new audio options for ship voice lines from 2.2 and 2.3. These include muting NPC orders, Passengers, Fighters, Multi-Crew, Neutron star jet cones and unknown objects voice lines
Audio: Possible fix for multiple unwanted audio events triggering in Friends and Groups screen
Audio: Fixed an audio issue whereby combat music would suddenly start playing for a few seconds when entering supercruise from combat with life support disabled/destroyed
Audio: Fixed celestial flybys
Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
Added additional installation scenarios
Medical installation added
Added Space Bar installation
Added Space Farm installation
Added Government installation
Added new Security Station installation
Colour variations for installations added
Enabled replication of scannable space wreckage so that they are visible to all players
Changes to stop Unknown Probes jumping about and rolling up hill on planets
Align to Planet and Align to System no longer apply when the object they're aligning to is near a planet
Fixed an issue whereby Skimmers did not report hostiles to their owning settlement
We now allow planet surface landed ships to take-off and attack if there's a nearby faction hostile
Fixed an issue whereby fumaroles would disappear in a multiplayer situation when a collectable is collected while another client is logged out
Added new Passenger USS scenarios
Fixed a bug with the Destructible Mining Component that was causing it to have 0 health
Fixed hitcheck on fumarole collectibles
Improved loading of POIs
Proximity effects support added
Added more wreckage types
Space scenarios can now have localised fog
Fixed objects in a settlement drifting from their correct position if the player is far enough from the planets surface
Ancient sites should not longer change layout (but all layouts will permanently change)
Multiple fixes to address problems with an Ancient Site
Removed frame stalls in POI spawner when on approach to certain planets
Cockpit location panel (bottom left) now displays icons for the new types of nav location (megaships and asteroid bases)
Fixed: Specific arrangements of terrain-stamped POIs would cause height issues on AMD cards
Fix for floating objects at ancient sites
POI loot now remembers which commanders have already claimed them
Audio: Fix some missing SFX from capital ships
Audio: Fix for NavBeacon missing impact sounds
Audio: Fixed errors on installations/CQC
Audio: Audio logs positioned and duck music/ambiences correctly
Audio: Set capital ships to correct compression settings
Audio: Fixed some missing installation ambiences
Audio: Fix for missing sounds in Installation_SensorArray_002
Audio: Fixes for abandoned settlements missing events
Audio: Setting up generic holoscreen events for missing holoscreen sounds
Audio: Fix audio error with materials
Audio: Stop solar panels SFX from cutting in abruptly
Audio: Fixed issues with tourist beacon ambiances
Multi-stage (Follow On) mission support added (different to wrinkles)
Ensured that the mission filter doesn't show illegal salvage when set to legal
Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don't take you to a planetary station as the main destination. If you don't have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary station, preventing you from accepting the new destination
Missions that are a direct consequence of completing a previous mission are more prominent on the mission board
Fixed mission messages being duplicated during transitions
Made supply to demand overrides take max distance into account (Makes Colonia missions more likely to spawn destinations within the Colonia Bubble)
Added support for equipment requirements for missions
Change Destination Wrinkles are now optional for the following mission types:
Smuggle missions maximum range has been reduced to 100ly away
Smuggle long minimum range has been increased to 100ly away
Fixed issue with showing credit rewards when there are no other rewards
Updated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completion
Added contract elements on all transaction panels to display the mission giver
Added factions involved in the mission on space missions inbox messages so that you know who you are working for, and who you are working against
Text no longer missing from inbox messages received during In Space Assassination missions
Mission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black market
When missions which require you to pick up cargo exist, they will now say ‘Collect Cargo’ instead of ‘Claim Reward’
Welcome missions should not longer contribute towards influence or ranks
Fix to prevent exploit when selling abandoned mission cargo
Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate
Improved the chance of rank up and engineer missions being available
Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate
The ancient codex now resets approximately 30 seconds after being scanned
Decoupled normal missions and passenger missions selection, so a full allocation is available to each type
Added a check for illegal goods to system search to stop returning a system that doesn't contain the markets needed
Fix to prevent delivery scoop missions from appearing in systems without a landable planet
Stopped player from getting spammed with an inbox message from space planetary hitmen missions
Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)
Potential fix for mission inbox messages not appearing properly
The following missions should now spawn more frequently:
Piracy Heat
Piracy Contract
Clearing the Path
Safe Travelling
Fixed Piracy Deal not giving you the correct target type to kill in the second mission
Rampant Leadership is now using the correct template
Updated the military career progression numbers to speed up progression a bit
Increased super power reputation gains by 25% when gaining faction reputation
Removed bookmarks and relevant inbox message from welcome mission template
Changed the commodity required to Fish, from Aluminium in the welcome mission collect template
Fixed an error in sorting algorithm for transaction panel
Changed the archetype of pirate lords used in assassination missions - when you jump into the USS, they should no longer flee from you if you have no cargo
Fixed the cargo in planetary rescue so that it is no longer illegal (for the welcome arc only)
Fixed some instances of passengers refusing to leave their cabins
Disparity between text and audio logs now fixed
Fixed cabin escape pods not always being used when passengers eject
Fixed an issue with the first inbox of a passenger vip Follow On mission. The correct portrait is now shown
Fixed an error where the massacre illegal black ops mission was not spawning the correct mission targets
Balance pass on passenger mission rewards
Fixed issue where you could not focus onto the mission filtering box in the Mission Panel using just button input
Fixed issue with some missions not generating after completing a Piracy mission
Fix to allow missions to progress correctly if the player gets to the target system before the timer for the mission progresses
Alternative destinations for Planetary Rescue (plus variants), Federal Navy Salvage and Long Range Smuggling missions are now correctly optional
Addressed an issue whereby players could not open the mission board if they had a large number of pending follow on missions
Fixed issue whereby the mission target did not spawn in mission USS during Piracy Deal Assassination follow on mission
Potential fix for two errors relating to the Piracy mission templates
Fix NPCs not having the long FSD cooldown after interdictions
Added the Independent Fighter to alliance and independent faction navies
Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance
NPC docking improvements
Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins
Make sure that we have the correct faction before using the automatic loadout for NPC archetypes
Don't report that the player is clean when being scanned when they are not
Balance pass for AI interdiction ability, to make it slightly easier
Auto-loadout system will now automatically add required passenger cabins based on the custom passenger type
Allowed auto-adding of cargo racks to consider slots which don't accept shield modules but do accept cargo racks
Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0
Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP
Changes to extend AI terrain avoidance on higher gravity worlds
Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters
Fix Pirate Hunter Hostile behaviour so that they attack after interdicting
In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes
For AI ships using the auto-loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply
Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing
Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn't have any/enough cargo
Threaten time changed to 15s (from 18s) now that it's displayed in chatter
Added jump after all ships scanned, which we didn't used to need for these pirates as they always attacked
Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player
Pirates should now make it clear what cargo can be dropped to apease them
Stop NPCs in ships that can't jump (like fighters) from trying to do so
When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped
Fix for pirate hunter hostiles not always being wanted
Increased the combat bonds and bounty multiplier for the „big 3“ (Anaconda, Corvette & Cutter), upping their values by ~10%
Make sure that NPCs properly evaluate cargo worth to prevent some odd cases
Fixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from working
Audio: Renamed external point of no return event to make it audible on npc ships
Added journal events for Multi-Crew
Replaced the docking journal entry when switching back to a mother ship after a fighter or SRV has exploded, with VehicleSwitch
Changed several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entries
When a ship/ship launched fighter takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
Added a journal entry when gaining Federation or Empire rank
Added „Target“ property in player journal when recording a kill
Fix for getting the correct faction when docking at a station (to write into the journal)
Include surface location (latitude/longitude) in the player Journal's „Location“ event, if starting game in SRV
Add a „StartJump“ PlayerJournal event, at the start of the jump Countdown
Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal
At the start of a jump, include the target star's spectral type in the journal
When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation
Include Faction info in RedeemVoucher event in Player Journal
When DSS-scanning a ringed planet, the journal entry now includes the 'ReserveLevel'
Record journal entry when in SRV and the pilot's ship takes off or lands
Added journal entry for setting a ship name
Fixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you're still scooping
Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
Include target faction and count in Player Journal when accepting a mission
Added info in player journal at startup with Cargo, Materials, Passengers, Loadout
Add a player journal event when scanned (on scan complete)
Changed the code for writing the 'Bounty' event into the player journal, so it gets written for every player in the wing that was involved in the fight
Included the name of the destination starsystem in the „StartJump“ player journal
When buying or swapping ships in the Shipyard, write the ship's loadout to the player journal (similar to on startup)
When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority
The „Loadout“ data now includes health and value for each module
When docked at a planetary surface station, the „StationType“ should show „SurfaceStation“ not a blank string
The Docked event will now also include the distance from the star
Include local minor faction information in the player journal when arriving in a system
Player Journal now shows faction data for redeemed voucher events
Audio: Added oomph back to the weapons
Audio: Fixes for retro drives in external view
Audio: Fixing triggering of Vessel Voice „Ready To Engage“ which wasn't being triggered
Audio: Fixing waste pod volume issues.
Audio: Few tweaks to fighter launch/stow to make them quieter when heard from the cockpit.
Audio: Tweak to engine launch
Audio: Fixed broken fighter tractor beam event actions
Audio: Ship ready for boarding line vessel voice line now plays again
Audio: Fixed FSD supercharge voice line being triggered multiple times and every 5 minutes
Audio: Fix for „Frameshift charge detected“ voice line that triggers when the ship the player is targeting begins jumping
Audio: Fixed broken ship dust
Audio: Fixed broken cargo bay ambience
Audio: Fixed broken FSD „point of no return sound on non-player ships
Audio: Fix for „Rotational Correction Enabled“ triggering each time you switch back to the helm from a fighter/SRV
Audio: Fixes for ships hardpoint doors event errors and landing gear errors
Audio: Added audio for the FSD supercharge including voice alerts
Audio: Fixed the boost fail sound which went missing during the emitter update
Audio: Fixes for landing gear event errors and hardpoint audio event errors
Audio: Fix for other player/npc fsd jumps in/out of an instance sounding truncated
Audio: Added audio for the FSD supercharge including voice alerts
Audio: Added additional Wavescanner sounds
Audio: Fixed missing vessel voice lines in Hyperspace
Audio: Vessel voice will no longer spam the low oxygen lines when you jump/enter game with low oxygen
Audio: Fixed audio issue that occurred when completing the pre-flight checklist
Audio: Addressed an audio issue with ship engine sounds when deploying/retracting landing gears and cargo scoops at certain speeds
Adjust the sorting of signals being sent to the sinewave scanner
GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole
Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed
If ship gets stuck in „ship approaching“ when recalled on extreme uneven ground, it can now be dismissed.
Improved headlights on SRV for higher quality levels
Fix issue where the SRV was taking forever to cool down after taking heat damage
Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not
Optimisations to SRV headlight lens flares
Fixed a dependency for the SRV turret guns being nulltex whilst the player is in Vanity Camera mode
Audio: Fixed swapping turret view audio hanging
Audio: Fixed
GUI panel sound getting stuck on when entering turret
Audio: Fixed broken wavescanner elements
Audio: Proper fix for „Scan Detected“ voice line looping when sat in your srv next to your mothership and an unknown artefact
Audio: Added missing emitter group to scarab which was causing asserts and missing audio
Audio: Fix for fighter launch SFX always coming from player ship
Audio: Set up improved voice management and attenuations for various explosion related things
Audio: Code fix for hardpoint scanning sounds being re triggered when switching between turret and normal view
Optimisations to SRV headlights with improved visuals
Audio: Fix audio errors with the stow/deploy animation
Fixed for silent turret guns on other SRVs
Fixed ships not appearing on the SRV's wave scanner
Fix for turret gui remaining should a srv get shutdown while in turret view
SRV terrain schematic should now correctly render a cross section effect between the radar plane and any terrain that rises above it
Fixed SRV's decal slot names
Fixed issue with inconsistent audio patterns while using the SRV wave scanner
When targeting a station's location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis-rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out
Stations can now be placed within rings
Stations can now be placed within asteroid clusters
Fix for inner docks not using their own module list and instead always the default modules
Adjusted several garages in this location as planet terrain was poking through the floors
Fixed ugly circle caused by fog being incorrectly clipped in stations
Decreased the lens flare scale on the landing pad floor spots so that they don't obscure the
GUI panels and generally look more sensible
Remove self destruct option from the right panel when we're docked (we can't self destruct here anyway so the button just doesn't do anything)
Adjusted the heat ring texture to get back some of the glow which had been lost
Fixed LODs on the „Rich“ road sections
CPU optimisations around stations and capital ships
Added LODs for girders near entrance for asteroid bases
Fixed a small hole near the entrance on Asteroid base exterior
Various performance optimisations for the Asteroid Station
Dockable Megaships now display their name on the side
Fixed advert drones disappearing outside the station when we switch over to the entrance kinematic
Updated chat panel to support station messages
Hide powerplay contact at stations that lack the 'powerplay' service
Stations that are within a planetary ring are now displayed on the system map
Fixed hitcheck issues with asteroid base
Fixes to hangar lighting
Fixed station type icon for Freeholm
Reduced some shimmering on asteroid bases
Audio: Fix missing SFX on biomes
Audio: Removed unused events from military outposts
Audio: Fixes for issues with activation distances in various engineer bases audio emitters
Audio: Added correct soundbanks to a number of planet and engineer base elements
Audio: Fixes for popping sounds in loop inside stations
Audio: Manage ship voice alerts better when in outfitting to reduce message spam
Audio: Added ambient audio details to the starport inner-dock variants
Audio: Fix missing station and outpost ambiences
Audio: Fixed flight controller clicks
Audio: Industrial station elements duck when inside outfitting fixed
Audio: Some tweaks to outpost elements to compression artefacts
Audio: Added a new audio emitter for the defense turrets at planetary bases, and changing their firing behavior so that firing sounds match the visuals
Audio: Corrected event names on advert drones so that we can hear them again
Audio: Fixed defence turrets being out of sync with the firing
Audio: Fix for very loud and clipped sound inside station docks
Audio: Added ambient audio details to the starport inner-dock variants
Audio: Added 3 New flight controllers – Empire, Anarchy, Independent
Audio: Fixed various flight controller issues
Fixed drop out distances for certain star types
Renamed a duplicate BD+56 521 system to 'Between'
Renamed duplicate Kamba system to Mbooni
Iorant JN-S c17-0 renamed to VonRictofen's Rescue
Iorant PD-K d8-4 renamed to Macedonica's Leap
Cuffey Plant in Acihaut renamed to Habermann Sanctuary
System COL 359 SECTOR NN-S D4-16 renamed to Joseph’s Lighthouse
Exoplanet in 61 Virginis renamed to 'Rubin's Discovery'
Added a dockable megaship called 'Fisher's Rest' to the Aldebaran system
Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben's Beacon
Col 285 Sector MZ-U b17-6 renamed to Sulis
Fix orbit and type of Scheau Phoea WL-D d12-1 A 1
Renamed a planet in 74 Aquarii to Ethan Raza Khan
Hyades Sector Zu-Y D117 renamed to Fullerene C60
Added starport „Rebuy Prospect“ to Fullerene C60
Added starport 'McArthur's Reach' to LHS 5287
Added starport 'Bob Paffett' to Runo
Added starport 'Jaitinder Singh' to Namba
Added starport 'Mike Tapa Astronautics Ltd' to Sigma Hydri
Added starport 'Contestabile' to Baltah'Sine
Eol Prou IW-W e1-2400 renamed to Meretrida
Eol Prou YI-W b17-19 renamed to Kopernik
Eol Prou PX-T d3-347 renamed to Pergamon
Eol Prou IW-W e1-3246 renamed to Magellan
Eol Prou NH-K c9-40 renamed to Pyrrha
Eol Prou LW-L c8-227 renamed to Signalis
Eol Prou KW-L c8-164 renamed to Garuda
Eol Prou IW-W e1-3167 renamed to Canonnia
Eol Prou PX-T d3-336 renamed to Union
Eol Prou IW-W e1-1601 renamed to Phoenix
Eol Prou LW-L C8-10 renamed to Dubbuennel
Eol Prou LW-L C8-6 renamed to Kioti 368
Eol Prou LW-L C8-54 renamed to Mobia
Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing
Eol Prou SS-T D3-241 renamed to Tas
Added a dockable megaship called 'The Harmony' to Yum Kamcabi system
Changed Core Sys Sector XU-P a5-0 system to the recently announced Trappist-1 discoveries
Exoplanet in Kepler-20 renamed to Rob's Place
Moved Castellan station further away from its parent body
Strengthened drone VFX as they were very difficult to see at long range
Updated laser impact effects so that they are compatible with weapon colouring
Limpets will now show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed
Fixed an issue with the Seeker Missile target hologram
Added two turreted mining lasers
Regeneration sequence healing will now be affected by the targets thermal resist resistance and will block healing as well (note that negative resistances will not increase healing)
Fix for Shield Cell bank displaying incorrect ammo amounts
Changed the exponent of the curve used for shield resistance from power distributor pips to make it less harsh. 0 and 4 pips are unchanged, middle values now have a higher damage resistance. Specifically changed from 2→0.85, which means that 2 pip has an increased damage resistance from 15%→33% (0 pip stays at 0%, 4 pip stays at 60%). This change means that the TTL (Time To Live) increase of each additional half-pip is approximately the same, rather than almost nothing to start and spiking up towards the end, hopefully allowing players to use setups other than 4-SYS with less penalty. Does not affect CQC ships
Fix a muddling of grades on module reinforcements that made them a bit of a newbie trap if you didn't dig deeper - the Es were better than the Ds as they were probably ranked on the wrong primary stat. Increase the health of D class module reinforcements to be the same as what Es currently are (about +140%), and give Es a 10% buff to offset their higher mass
Incremental Railgun buffs: Increased hardness piercing to match plasma accelerators so they do a better job of punching up against large ships. Reduced firing heat by approximately 15% (and round off to comfortable numbers)
Audio: Weapon impacts now respect whether or not the player is in internal / external cams
Audio: Fix missing weapon sounds
Audio: Fix missing events for ECM
Audio: Fix silent lod1 chaff launcher
Audio: Fixed silent shield cell audio
Audio: Tweak to the attenuation range of railguns chargeup
Audio: Makes some sounds react to amount of ammo remaining in magazine
Audio: Fixing silent Class 4 Burst Laser
Audio: Fix missing hold events Class 4 Burst Laser
Audio: Fix silent LOD1 heatsink launcher
Audio: Fixing a weird sound on the Class 3 Pulse Laser (Turreted)
Audio: Slight boost to the volume of other shields breaking and reforming.
Audio: Fixed issue with plinky-plonky small/medium turreted multicannon
Audio: Beam laser tweaks. Turned up hardpoints by 3db
Audio: Fix for gimballed weapons stuck to fixed after switching from a fixed weapon fighter
Audio: Fix for The Enforcer multicannon sounds skipping when firing