We've got an update going live to the beta servers at approximately 11am BST. The servers will be down for up to a few hours but hopefully be back before then. :)
This will also start the Mayhem phase.
The change logs are below. This will not affect the normal game servers.
Fix a crash when a proxy POI is killed before it gets to variables initialised
Fix bad fog shape type
Fix a crash if the Steam overlay is bound to a key that is named differently than in game
Speculative fixes to a crash caused by cargo canisters in POIs not having an item set
Speculative fix for non-Horizon's players being matchmade into inappropriate islands
Crash fix in for when a weapon with the MalfunctionHit special effect hits a module that can't malfunction
When a RingCell received a FOR shift, only transfer asteroids between physics worlds if they have already been added to a physics world
When a POI is deactivated, make sure it kills all the levels it created
Extra checks added a possible fix for a crash that occurs later in scaleform due to a null texture
Safe-guard against the render system returning a null texture, if one couldn't be allocated
Fix a case of moon-ring intersection, this time it was due to a binary moon
Fixed missing audio on Packhound missiles
Added support for non-latin characters in Air Traffic Controller callsign generation
Fixed planet port voice announcements not waiting for their current message to stop playing before counting down the next message
Fixed missing description for Maia system
Add game client support for 'tradelist' Community Goals
Fix for missing audio when scrolling in shipyards
Updated Archon Delaine’s commodity production and consumption control system effect to use the same set of commodities as his price reduction control system effect
No value up or down sounds for sliders in the graphics, controls and audio options fixed
Various text fixes
Spanish translations updated
Renamed advanced armour to be consistent with the hull reinforcement upgrades with the same effect
Top level module selections listed as 'Other' for both module options at Qwent Research Base fixed
Fixed modified jitter stat off-by-one problem
Implemented blueprint sorting
Removed special effect warning from 'view cost & generate' pop-up and fixed the non-localised string
Refresh engineer data after discarding
Add generic „You've learned some information about a new engineer, $#name;. Check your log for more details.“ message when unlocking a new engineer to notify players of a change
Adjust timers for mass lock munitions and both Choke Canister (Ion disruption) and Shift-lock canister for making more sense of their buffs and a longer immunity period
Fix misnamed parameter which was causing locked recipes to appear unlocked
Change default class of module assumed for pinned recipes in commander log to take into account that we don't have class 1 engines
Overhaul Feedback Cascade: Now rather than breaking the shields, will inhibit the shield cell to only heal 10% of what it otherwise would do, and will deal direct damage to the shield cell bank equal to half the weapon damage
Fixes to the donation popup button
Known Engineers 'Sort Results' options are not sorting 'By Access Level' correctly fixed
When the recipe pinned for an engineer changes, the commander log does not update fixed
Fixed incorrect string for long range recipe
Double amount of micro resource inventory capacity from 300 to 600 on physical and 100 to 200 on data
Fix missing timeout element on BLOPs missions
When spawning a mission USS with a cargo override, only override the amount of cargo needed for the mission instead of all the cargo
Added some more links in the deserter.chatter so that it will say a few more things when it is interdicted
Make the planetary race wrinkles work in the same way as the space equivalents
Fixed an issue where the timeout was set to a different timer compared to what the transaction panels were saying
Fix some confusing naming on planetary disable missions
Planetary Rescue Dynamic Scan missions should now be more explicit in its telling the player to go scan the nav beacon after receiving the mission
Fixed discovery scanner use not updating the assassination missions correctly
Fixed where the penalties link to in the assassination legal templates - reputations should now decrease properly
Make sure that timeouts function for the in space assassination mission variants
Mission no longer uses Tiny Settlement for initial POI
Planetary Scan missions now send an inbox message after scanning NavBeacon
Fix altruisms to use demanded cargo, not supplied
Fixed truncated text on community goals page
Pirate Lord should use the auto bounty system, not a fixed value across all ranks
Fix sending the incorrect inbox message after scanning a mission tipoff location
Adjusted avatar constraints for dictatorship and prison colony mission givers of Alliance and Independent mission givers
Alliance/Independent Dictatorship and Prison Colony now use all of their accessories
Male geometry and skinning refined to help prevent neck intersection
Alliance/Independent Communism, Confederacy, Cooperative, Corporate and Democracy governments now have a chance to have a pair of glasses at Allied
Added longer hairstyle onto the male portrait avatars
Fixed hair intersecting with certain face shapes
Adjusted some of the female hair styles
Added hat for female engineers
Alliance/Independent Dictatorship government now have a more varied set of accessories to choose from
Empire Patronage now has a more varied accessory progression
Corrected a typo so the indie theocracy uses the right kind of jacket
Fixed inconsistent mission giver backgrounds
Ensure we don't get odd FOVs for banner textures
Fix to prevent Lei Cheung's eye deformation when posed
Added a failure state that will abort a portrait request after a large period of time waiting for a texture to be provided, so the system won't be stalled indefinitely
Adjusted Imperial Cutter UI elements
Fixed missing texture in Federal Gunship cockpit
Micro resources will now trigger the cargo scoop acquired audio
Make sure that only valid paintjobs can be applied to a ship
Fix missing LOD geometry on Sidewinder
Type 9 Squadron LOD paint job issue fixed
Decals displaying wrong colour scheme when on a Tactical Paint Job fixed
Decal fixing on Anaconda pirate paintjobs
Decal colours rectified on Squadron paintjobs
Decal colours balanced on Asp & Asp Scout Stripe paintjobs
Decal pass to balance colours for 3 colour setup on various paintjob schemes
Added new low poly external Imperial chair model and diffuse texture
Swapped internal and external chair models from DeLacy to Imperial versions on all relevant ships
Fixed chair blue emissive hue to match cockpits
Loud element in sidewinder landing gear fixed
Fixed odd sound effect when placing a bobblehead character, not letters, numbers, or symbols
Make sure we clear any „Under Attack“ notifications sent to the ship voice system, so they don't trigger after combat has ended
Friendly fire from wing mates no longer triggers „Under Attack“ voice line
Make sure shield break sounds always trigger the aggressive version when requested to be on, and the lighter version when turned off manually
Module malfunction buffs now both trigger the „Malfunction Attack“ ship voice event so it's not confused with the „Module Malfunction“ ship voice event
Engine reboot buff now only triggers either „Thrusters Offline“ or „Warning, Engine Reboot“ voice events, not both
Make sure that if a traffic controller is speaking when the player begins their frameshift that we halt anymore notifications and clear the queue, to stop the ship voice from talking over itself
Added Lights to the Bridge Lift Section and Bridge Lift Top meshes
Added LODs to Breakers Yard
Bridge section art resources updated
Able to drive/fly through various giant drill parts in Pater's Memorial
Structures not properly meeting the ground at Palin Research Centre
Liz Ryder base - remove weapons range decals
Dekker's Yard base building not flat with ground
Flickering texture on side of building at MacCurdy Arsenal fixed
Set up engineer garage reverb zone and prototype
Fixed issue with Landing Pad 7 with clipping terrain
Moved dock 6 slightly to stop the clipping between the interior of the hangar and the large tower
Fix for settlement ambiences not being heard on Engineer Bases
Fix missing textures and add LODs for Prospectors Rest
Fix for settlement security voice events and problem with offset
Navigation Panel indefinitely tries to scan Engineer Base for SubTargets
Updated UVs on Pillars and Walls
Fixed invisible ceiling
Improve the depth blocking placement on the majority of hangers
Added another indie flight controller variant
Improvements to Alliance 02 flight controller
Planet port voice factions now match their ATC counterparts
ATC won't welcome you until you've taken off from terrain if landed on a planet and not docked
ATC lines are suppressed whilst landed on a planet, apart from hostile messages, hostile hails and docking requests
Docking request messages now stop welcome hails from playing after them
Added detail pass and polish to medium neutral hangars
Added detail pass to high tech medium hangars
Polish of large rundown hangars
Fix for flight controllers not being loaded on some rich stations
If we don't let the player request boarding to a port from an srv because we're too close to our ship, make sure the ship voice tells them their request has been denied