The beta 3.9 build should be live in about an hour. There's no new launcher for this build. The change log is posted below:
Added in sets of baked greebles for the Anaconda and Type9, which should optimise these ships considerably
Enable use of Chaff by AI
Added baked greebles for the Bernal Sphere station for optimisation
Added baked greeble optimisation for CobraMKIII
Fix minor issue that would leave the text mesh renderer always thinking it's seeing a perspective camera
Set 'Islawless' flag based on whether the controlling faction has laws, instead of whether there is a controlling faction at all. This should also help some AI issues with police in anarchies
Don't worry about updating asteroids for correct collisions with a player if that player is not a live object
Added in optimised baked greebles for Hauler
Tiny fix for insurance screen: don't show redundant options in the odd case where a player has died during the start flow after collecting a fine
Added optimised baked greebles for the Eagle
Life-cycle unglitching: if the receiver of an authority transfer causes the object to die immediately (eg its too far from the object) then clear down the authority transfer attempt
Fix for the player schematic still rotating from user input when the engines have been powered off
Update time in system map UI
Fix for some larger ship schematic models intersecting into the landing pad schematic model
Reduced vertex cost of distant ring cells
Added muzzle flash lens flares to the multicannon, plasma accelerator, cannon and railgun
Scientific Outpost - Fixed Z-fighting and deleted geo on LOD 2/3
Updated the near UV calculation for planetary rings to fix obvious sliding on the Hepa 1 ice ring
Don't try to pop the system map camera stack override if the startup process was interrupted before the overriding began
Re-export backer NPC names. This fixes most of the malformed characters used
Added latest nebula additions
Fix for cargo collection on Imperial Clipper
Provide min distance for size scaling to lens flares that scale in size with the source
Apply min distance for size scaling to supercruise lens flare
Adjusted station lights so they can be seen better using low graphics settings
When coming out of a player vs AI interdiction, increase the separation to 500m (from 200m), put the AI within a 45 degree angle of the player's facing direction (was just in the facing direction), and make this behind the player if the AI was doing the interdicting (was always in front).
Added ship manoeuvrability stats
Fixed the Dropship outfitting cameras from clipping through the hanger floor
Improved the look of the Orion nebulae
Big update to loadouts:
New miner loadouts, now with refineries.
Pirate update, hopefully adding more variety
Added in a trader asp loadout
Fixed a couple of issues with other trader loadouts
The ship docking component should not do anything if the ship is dying
Make the high config default to the nicer AA method Ma
Small rejig of AI archetype ships, removed Asp from the bounty hunter role and replaced it with the Imperial Clipper
Slight adjustment to the fed dropship loadouts, to create a more turret orientated ship for AI
Discard parsed market list items that don't have market data
Fixed the incorrect ratings for the new modules as they didn't get shifted up by 3 like everything else
Fixed issue with rings testing their parents object type rather than their own type for determining how they render and generate ring cells
Fixed station idents not respecting faction
Memory optimisations for hyperspace effects
Chance of unlawful AI in a high security system increased from 10% to 30%
Time between spawns reduced from 20-40s to 10-20s
Chance of patrolling AI (rather than travelling) increased from 40% to 60%
Fix star frustum culling to account for glow effect
Point defence guns now shoot down drones
Sensors now treat drones like missiles
Missiles and drones can now include an extra collision capsule which point defence guns can shoot. The idea is to make it a bigger target so point defence can actually hit small fast moving things. The hack to sub-munitions is no more, if you want to shoot a missile with a non point defence you'd better be a good shot
Imperial Clipper landing gear intersection fix, animation for gear doors
Landing gear now removes any physics objects it might have attached as the gear is erased on shutdown
Added thread guards to decals manager
Pausing on the Starport Services screen now fades out the ship schematic
Commodities UI art pass
Added the Asp, Clipper and Dropship to pirates, to add even more variety to their archetype
The small Fighters no longer have 100000 tonne fuel tanks, meaning they should no longer destroy anacondas and other big ships on impact!
Fixed not returning to home page when backing out of contacts menu
Text is cut off when looking at an Anaconda Authority Vessel's faction on the contacts tab of the left hand panel fixed
FSD charging indicator no longer starts at 100%
Prevent the first player who asks for missions from influencing the missions that are generated based on his relationship with the minor faction
Knocked back the red highlight on unselectable shipyard purchase options
AI should deploy hardpoints upon starting Attack Duty
Use GPU, not CPU, to populate nebula volume textures from loaded 2D resource
Rebalances to ships like the asp and empire trader and fixed a bunch or problems with armour values not being set correctly
Missions Interaction should be informed when mission progression elements are removed form the server mission hub
Show current player ship in loading screen, when model is available
Federal distress signal now uses new damaged prototype
Fixed stars suddenly fading out
Stop players being spawned inside station geometry when exiting the game during the undocking sequence
Updated Oculus SDK to version 0.4.3
Fixed contacts panel so that the table will always have a complete top row
Show the Excess Value (aka Rebuy cost aka Resurrect cost) in the Commander Status panel
Only send one telemetry event when disconnecting from missions
Adjusted maximum vertex and index buffers for planets and stars
Miniatures (planets and stars in the system map) has smaller buffers now
Implement regular autosaves
Updates to the veil nebula west
Ensure requests for investigation and backup occur on the authority of the ship that's being summoned over to help, otherwise they'll be ignored
AI miners: don't try to mine ice asteroids, you won't get anything out of them
If a player is refused docking permission because a station/outpost is full, ask a docked AI ship to leave promptly. If an AI ship is already in the process of doing this, don't force any more to leave
Speed up take-off from outposts, it doesn't need to be that slow
Soften the edges of the flame nebula
Improved nebulas inter sorting
A few bug fixes to handle unexpected non live drone game objects
Cockpit side panels don't work in shipyard fixed
Make sure constraints on text width work correctly when kerning is factored in on text mesh renderer
Reworked real stars renderer to improve the performance
Damage Client now clamps its health. This will fix a rare bug where the server would reject a save because a module reported having health outside.
Mouse over selects systems in Galaxy Map when rotating using the Left Mouse Button fixed
Added a little bit the the horse head to make the shape a bit more recognisable
Reorder of the control scheme prorities. Now the order is UI > GalaxyMap > Panel controls > everything else
When docked, we should be able to discard cargo in the same way that we would jettison cargo when not docked (but without spawning the cargo canister)
AI - improve lead for best weapon logic/firing logic
Tidying up the edge work and increasing the source image size to help improve the quality of the flames on the final vector output of the Cobra hotrod paintjob
Enforce single login for client
Improvements to slugshot muzzle flash effect
Stars of classes without dedicated noise files now calculate which noise file is best suited for them, based on temperature. This should provide better visuals for Wolf-Rayette, carbon stars, and proto-stars.
The client should send the appropriate language code to the news
API
Improvements to slugshotimpact effects
Brightened the appearance of the system map icons for missions and ships
Traffic reduction (frame rate improvement): NewObjectLetters are only sent once even if several stimuli happened before the first opportunity to send
Frame rate improvement: WeaponControl: remove replication spew when there's a targeted ship, especially bad if there's a ship being given a bad day by a space station
Fix non-station bodies were all lawless
Art tweaks on Dropship
Update thrusters effects to be more analogue
Give AIs the same requirement as the players to be moving at a sufficiently high speed before hyperspacing away
Improved the speed of the system generation
Fixed an error with the generation causing extremely hot Ice worlds
Improved the authored Earthlike and terraforming calculations, now it can figue out a way to make Mars an Earthlike
Extended the number of nebulas that are in front of the dust billboards
The distance from the camera position to the nebulas are based now on the centre of the nebulas instead of the bounding sphere
Fix for a small slot mismatch on Imperial Clipper AI loadouts
AI firing missiles should have an in-built cooldown, rather than activity based
AI ships should be suspicious of certain threatening behaviour by players
Lens flare optimisations
Prevent accepting a mission if the player has a bad reputation with the mission giver
Prevent accepting a mission if the mission has less than 10 minutes remaining to complete it
When a player is successfully scanned by an authority ship, don't allow other authorities to interdict them until after the player next leaves supercruise
Correctly rank a machine against other machines after its sent its first parcel in a frame
Apply network bandwidth limits in all versions of the game, not just Profile
Turreted weapons/point defence turrets do not use fire groups. Do not warn the player about them not being assigned to fire groups when leaving outfitting
Re-instate packet flow control regulation
Minor factions now show in the location panel and on targetted (local) location panel.
Display the outpost type in the targetted location panel
Distinguish between items flagged by the server as buyback <bb>, and those that are not
Actually disable interdictions when offline, e.g. in tutorials
Don't allow the mission generator to generate multiple missions for a single template (reduces the number of missions at a station)
Improved the scaling on ScaleformLabel so that system names fade better with respect to the mission and ship icons
We now distinguish between stations and outpost nav icons
Optimisations in class generation of new stars when viewing the core in the galaxy map
Optimise glass shattering
Galaxy map art-pass plus support for data-driven buttons on info panel popup
Outfitting reskin
Continually update the Info panel when browsing shop item
The 'ok' button is hard to find on the Livery, when applying a paint job when one isn't available fixed
Allowed the player to supercruise through the visual gaps in the rings without getting mass-locked
Missions no longer displayed if the player doesn't reach the reputation required for a mission
Clean the Exploration data correctly instead of allowing an assert to occur
You can now scan asteroid clusters to the basic level, much like planets, etc
Fix for the way thrusters cut out. should now behave much more smoothly
When acknowledging replications, don't queue a backlog, instead send the most recent one once
Loading screen assets update
For scanner modules, in OutfittingItemInfo add range and time to scan
Checks along the line of mouse input, to try catch when not-a-number values are creeping in when the window does not have focus
Update to the status panel:
3 separate ranks
Faction icons
Coriolis art tweaks
Don't award combat skill points when committing a murder
Changed the Station Type for manually added outposts so that they show with the correct icon
Insurance screen selection tweaks
Remove a authored asteroid scenario in dahan that is now out of the ring
Fix for QNAN cursor position when outside the letterbox area
Award combat skill points to killer on player death
Fix bug where bounties were still being converted to fines
Added credit balance to galaxy map
Make the gui behave appropriately for asteroid clusters and exploration
Reduce the call spew when authority is transferred
AI - stop group members from jumping away when their leadship dies if they are in a minor faction that is at war
Changed deferred shading depth stencil state to use greater-equal instead of greater. May prevent lights from failing when precision starts to run out
Fix mission cargo not being unlinked on mission end
Fix memory corruption when changing graphics configuration
Removed some Galaxy map data (wanted status, security) that we can't support at this level
Added very short star descriptions for the target info panel
Reordered the system popup data gathering code so it requests the server data after the short delay of spooling up the system. Therefore, should reduce the load on the server when player is moving the selection through a number of systems before coming to rest
Hauler door animations updated
Disabling RepairsPanelItemRenderer when corresponding item is 100% health
Outfitting fix for info panel updates
Tweak A class stars to appear more bright
Dropship art tweaks
If we do not want to update m_nearbyMouseCursorSystem then do not clear it either, this stops the gui flicking on and off when you hover over the pop up menu
Add details of planetary rings to planet info pane in system map
Trade route data is time stamped and expires after 24 hours
Retry user login on failure, just in case it was a one-off
Add controlling minor factions and allegiance to pop-up in system map for stations
Implement gating missions based on universal commander ranks
Add mission gating by commander rank
Made sure rings only have the correct material type in them, i.e. no 1000K ice rings
When we are no longer considering what items to equip to a slot, we should display the ship info for the current ship, not accounting for module changes
Fixing the render order of the cockpit struts on the Asp
Fix for some broken pirate Asp loadouts, and adjusted one of the miner ones
Some rework in icy planets
A fix for planet texture generation with SLI/Crossfire
When comparing items and pushing ship info to the UI, we should consider the hyperdrive's max fuel consumption. We should also consider the effect of increasing/decreasing module mass on jump distance
Viper - Bring the left & right rail panels forward to avoid clipping with the cockpit struts. Rescaled in the prototype to shrink the perceived size back down to offset the change in position
Fixed bug where shadow near clamping was being incorrectly applied when running with inverted depth. Fixes shadow glitches seen inside space stations and on capital ships
When leaving supercruise safely at a station, ring or asteroid cluster (notably, not interdiction), use an 8km arrival zoom
When Leaving supercruise into a ring scenario, no longer snap us to the scenario transform, instead appear at the edge of the ring pointing at the scenario
Prevent camera shake going mental if you're several times faster than normal max speed
Correct the direction shove when dropping inside s body so that we no longer appear facing away from clusters
Increase containment radius of clusters so we don't get very odd effects flying more than a few kilometers from them
Increase the containment height of rings to a megametre so you can actually manoeuvre close to them without the reference-shift screwing with things
Fixed the misaligned „Charging“ text
Vary player's ship's conspicuousness based on their reputation with the faction which the scanning ship is from
Stop AIDefenceComponent from continually unsetting deploy-hardpoints, and continually set it while scanning
Additional backer NPC names added
Fix for spinning ship on loading screen disappearing while wearing the Oculus Rift
Groups UI fixes
Allow for player dying while saving
When a ship explodes before the local instance has gone live, dispose of the local instance instead of leaving a dead carcase lying around
Fix to prevent pow of 0.f in the fresnel shader for ring fog
Reduce frequency of USS scenarios
Correction to depth link for restore nodes to stop the softlock when in low settings
Added missing camera shake parameters to Imperial Clipper and toned them down a bit
Toning down the harshness of the external cockpit materials to help improve the look of the glass canopies
Matching the position of the schematic export to that of the actual ship, so that the
GUI schematic sits where it's supposed to for the Hauler
In normal space, non-authority, non-interdictors won't scan ships (NPCs or players) with a rank 5 or more levels below theirs
If a drone control module game object vanishes some how without destroying it's drones, prevent the drone from trying to use a non existent controller
Fixed nebula seams. Now when capturing the galaxy background, the nebulas are sorted once and they are all consistent in the different faces of the cube
Removed UV symmetry that was giving an obvious seam down the centre of the Asp's canopy
Slight tweak to front-end menu meshes - now in-line with other fullscreen UI's
Set up kerning tables for TextMesh fonts - this should vastly improve the look and spacing of our text on spacestations etc
Dropship now does have a ship preview on the contacts panel
Refinery shown as unpowered in Cargo panel fixed
Distinguish between stolen contraband and owned contraband in the market interaction
Fix a bug where replacing modules on a proxy ship would result in the module not being registered with ModuleProvider
Replicate MiningChunks correctly. They should be spawned in the same session as the ship that spawns them. Their positions should be replicated at least every 2 seconds
Disabled depth test when downsampling and blurring the nebulas
Auto-naming for military ships based on faction
Eagle art tweaks
Added game pad PIDs and VIDs to hopefully catch every possible controller out there that resembles an xbox 360 pad
Player reputation with police ship faction will affect the chance of interdiction
Fuel and Damage Regions weren't save/loading properly
Fix for unable to turn on fullscreen mode when Oculus is set to Direct mode (even if not rendering to it).
Police and bounty hunters never interdict „clean“ players
GPU optimisations and simplification of the beam renderer
Added combat bonds icon to the station menu
Repair Wear and Tear looks clickable and not red at 0% fixed
Newsfeed only shows first line of report fixed
Updated the cluster icon on the target panel
White dwarves should now appear brighter and bluer
Fix range checks for groups of ships deciding to attack
Centered some schematics and changed the scale for the Dropship in the ship buying menu
We should be able to eject cargo and allow other players to pick it up without it being flagged as stolen „Jettison (Abandoned)“
Improved the appearance of the front cockpit wanted graphic
Improved handling of multiple errors in stations
More subtle colour on hyperspace wake
Check group member has a faction before checking the faction state, it can be validly null
Re-skinned the station dialog box to match UI style in the station menus
The distance that jump routes are displayed/calculated to for the galaxy map is now linked to the „focus range“; i.e. the view distance for stars in the galaxy map
AI composition affected by system state
Tweaks to the reputation pag of the status panel
Highlighting of bounty, rep and wanted status
Changed the alpha blending equation of the nebulas
Can spawn debris in USSs
Adjust the magnetism of the galaxy map camera so that you can actually escape the currently targeted star at default zoom level
Bring back the 15s In Danger timer
Fixed Nav beacons removed, these are now done automatically in populated systems based on controlling minor factions major faction
Updated massive star list
Outpost icon/ident added to stations services UI
Cobra cockpit art updates
When requesting docking, have a station respond with a greeting based on the faction's standing with the player
Block all new object letters when we start our close-down sequence
Medium pad and lift lowers an extra metre
Fixed mouse scrolling on system map
Greatly reduced the execution time for the texture generations in all planet types
Repair and refuel costs should vary depending on the player's reputation with the station's faction
Small tweaks to the new outpost ident animation - should look cleaner at lower resolutions
Show the damage of a module on the item compare screen. New modules all come with full health, but old ones may be damaged
Status screen now shows reputation deltas
Made missions remain on side panel when failed
Fix for engine trails inheriting very large velocities when zoom-arriving in from super cruise, and generally looking a bit weird when it overtakes you
Galaxy Map changes.
Can now buy exploration data within the map.
Changed when the trade data purchase option shows up (same range as the exploration data).
Changed how you set a system as your destination and displaying pertinent permit data.
Removed old static route lines (they are superseded by the dynamic ones).
Improved the appearance of the missions panel pop up
Updated internal panel pop up style
Disabled depth testing for all the objects rendered in the galaxy map
Display star catalogue information in galaxy map info panel
Fix checks for illegal cargo when AI are ejecting cargo and want to only eject legal items
Fix for using the incorrect height of the ring for testing point in volume
„Wanted“ status is now shown on minor faction controlled objects on SystemMap when the bounty has been emitted by the parent major faction
Clear down all wake sessions when quitting to main menu, or shutting down game
Display all banned and restricted cargoes for a market, not just the top 3
Renamed stellar rings to be called belts
Add pip management for AIs
Adjusted the Empire trader's headlights
Made colour of charge bar less bright
Changed how the server calculates the value of a body. This prevents terraformable bodies having an extremely large value
Modules with ammo now display the quantity of ammo they have along side their name in the module management panel
Show imports and exports from trade route data on commodities screen
Support automatically picking loadouts based on archetype, prototype *and faction* for military archetypes
Updates to commuter behaviour. Added new prototypes, added chance of having cargo (before ships that might have cargo always had to have at least some cargo), changed jump away and scan detection options, and added piracy response
Fix for an uninitialised value sometimes being set for the supercruise radar range
Minor factions now have a government type assigned to them
Update the the name generation to take into account the government type
Some tweaks the generation of the minor faction initial state
Allow modules to be targettable using the targeting system
Missions can now influence the USS table by overriding the weights for named player events at each stage
If we get no response from MtuDiscovery, try again without the DF flag set; if that fails, fall back to a very small MTU=576
Added ship graveyard scenario where pirates could show up
Semi major axis for stations are now expressed in km, ring masses in megatonnes & belt masses in Moon masses
Graphics optimisations to trails for the 4 different graphics options
New 'internal' tab in outfitting
Alt-Enter (fullscreen toggle) no longer works on the Oculus Rift
Failing to update a mission when we can recover from it will no longer disconnect the player
Criminal Outposts can now accept medium sized ships
Update to galaxy map visualisation colours
Implement PowerUse Deployed/Retracted in OutfittingShipInfo
Improved criminal outpost signage and lighting
Tweaks to the commodities market layout
Removed some greebles which interfere with longer station nameson the Coriolis
When reporting a checksum error, distinguish between the case where we think the machine is connected, and disconnected
Galaxymap billboards rotating when using Oculus Rift fixed
Persist state of cockpit and cargo hatch
Prioritise machines in forward order relative to each other (instead of reverse order). Sorts out connectivity and rubber banding issues when the network is at capacity - a machine with a high urgency letter will get it sent
Fix rounding errors on ammo prices
Changed the way the high res nebula in the background is chosen. Now its based on screen size
More pirates in anarchy supercruise
If the player interdicts a pirate, keep them in their Ambush Pirate behaviour, rather than switching back to the generic Pirate (which will cause them to only attack if you have cargo)
Upped the number of AI ships in super cruise, especially in lower pop systems
Upped the chance of pirates choosing to interdict the player
Slight adjustment to the BH's chance to interdict wanted ships
In anarchy systems only, supercruising bounty hunters use global bounty to decide which percentage interdiction chance to use
Non-police patrolling ships ignore targets with an elite ranking *6* or more below theirs, not 5
Bring back separate Hyperspace/Supercruise keys; the context-sensitive key is still there too
Increased the size of InfoPanel in outfitting (bottom right panel) to accomodate masses of up to 9,999.9 T
When an AI is interdicted by the player, make it send a chatter line to the player when they both arrive in normal space
Balance stars in sky rendering to make constellations a little more apparent
We should be able to sell drones back to the store
Supercruising AIs, if no suitable destinations of the desired sort can be found, pick a planet to go to instead. Was a particular issue for pirates, who aren't allowed to go to stations or outposts, and if they were spawned close to the star might have nowhere else to go
Slow boating to distant starports fixed
Fix ShieldCellBank's hopper ammo resetting
Fix ECM not appearing in the firegroups panel
Fixed weapons are immune to Chaff
Updated galaxy export
Pirates normally pick a random criminal minor faction; now, if there are no criminal minor factions, or 30% of the time anyway, pick a random minor faction
Supercruise patrollers will now patrol to between 3 and 6 locations, and will then pick a suitable destination to go to and drop out of supercruise at
Retain some ship state (firegroups etc.) when rebuying ship on resurrect
Ensure we don't try to send a letter to a null address
Missions can list permits as rewards
Hostile acts on a player now unlock the assailant's wanted level immediately
Make system map info for space stations display allegiance as major faction associated with controlling minor faction, not as system major faction
Silent running is irrelevant when you're docked. Generally better to not burn up when you undock later
Got rid of animation effect for galaxy/system map UI panel
AI pick loadouts based on their skill
Optimized breathing mask effect
Fixed coms chatter issue with missions
Added guard against not having captured nebulas for the background
Resized blurred background for outfitting stat panel
Taken Hauler out of the miner archetype ships, it's not a great mining ship at all
Fix for loading screen bug when imperial trader can't be found
If a player interdicts a military ship, make that ship attack the player when they both arrive in normal space
The Generator (powerplant) is a required module
Do not allow nebulae to be selected in the galaxy map
Fix 'lock on' reticules moving over the target ship instead of the target module
Slower turns for low level AI. Shorter fly away distance
Fix moving texture seen on stars in system map
Searching for friends, now users can search with just 1 or 2 characters in search field
Increased text field for balance width in shipyard
Improved retries when connecting to server
Fix bounty messages in conflict zones
Protection against newsfeeds that have mismatched/missing data
Outfitting cursor loses focus when swapping modules fixed
Outfitting - When a paintjob is chosen, the icon on the livery list does not update fixed
Bumped up the size of the stars in the galaxy map (but not the environment capture) by 50%
Added chatter lines for NPC super cruise pull out
QWEASD don't work when zoomed in on docking pad fixed
Player Status statistics screen does not update after purchasing a ship fixed
Statistics menu forever shows retrieving data in tutorials fixed
Optimised atmosphere shader and some improvements to the default curve
Added a bit of noise to Barnards's-Loop stops it from making sutch a perfect circle around the horse head nebula
Make the white dwarf surfaces more visible and the light more blue. It gets bluer with increasing temperature
Galaxy Map: If the systems government is Anarchy, it should use that rather than the Major Faction
Fixed being unable to navigate menu after buying a new weapon
More chatter for mission archtypes added
Fix the way that mining chunks are replicated so that only authorities select what model they will use
AI - limit supercruise patrol stops to 1-3, rather than 3-6
If allied (high reputation) with non-police faction, ships from that faction will never interdict you
Reduced ice asteroids fake SSS settings to improve the look
Removed some more recognisable elements to make the random nebula more generic
Non-authored nebulae have random rotation applied
Fix for asteroid clusters sometimes not creating asteroids
Added an alert symbol to the mission rows on the transaction panel
Fix missions not appearing at some stations
Updates to UI to make it clearer when voice comms fails
Fix for rare cases of getting a bad mission list when first connecting to the server
Solar flares improvements with fewer artefacts
Allow ignoring of certain items in the facilities and prohibited goods lists displayed for space stations in the system map
Re-skinned the death menu
Prevent drones trying to initialise with non live targets
Did not lose wanted status after clearing all of my fines and bounties at Dahn Gateway fixed
Purchasing notification was hard to see in certain situations fixed
Galaxy Map - scrolling through the list of trade goods also zooms out of the map fixed
Break up text on the starports/outposts with banner headings/dividers, and reorganised the infoPanel
Comms carries over between unrelated sessions fixed
Updated main menu
Conflict Zones - now work for civil war state systems
Replace some potentially offensive station names
Code fixes for altruism mission checking
Super upped the number of AI ships in supercruise across the board. Minimum is now 7, max 21
Correctly assign minor faction influences when a minor faction has a presence in more than one starsystem but only controls one of them