I'm pleased to be able to inform you that there is a fourth beta update which will be going out this morning.
This update includes a Hutton Truck-load of updates, please see the change log below. It will also require up to 2 hours of downtime on the beta servers.
As always, thank you for your continued testing and feedback, please continue to give your thoughts on the 2.2 beta forums!
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
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
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
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
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
Audio: Fixed some issues with Imperial Fighter
Audio: Beluga audio fixes
Audio: Reduced the volume of the Taipan and Imperial Fighter boosts
Audio: Added in another layer to the Taipan orientation sounds to give them more weight at lower speeds
Adjusted mix of the landar/spacedar transition noise. Made a bit softer
Fixed crash site collision on debris
Fixed the buggy pad in mining object layer, so it snaps to position only, not orientation
Added fade to organic seed decals to fix cut off on extreme slopes
Added some more variety to mysterious places
Fixed some misaligned tunnels in an installation
Fixed a mysterious thing finding it's way into a cargo canister when being ejected
Fixed chatter table for trespass zone
Added depth prepass on fumaroles/ice rocks (slight optimisation)
Stellar schematics updated for White dWarf, Black Hole, Neutron Star
Ice Rocks - sublayer tiling rate reduced
Tunnel Texture in some Installations has a LOD issue with tunnel walls fixed
Audio: Rebalanced organics audio mix
Audio: Mix tweaks to crystal sinewave scanner element as it was dominating the mix when in a fumarole field
Audio: Changes to organics collisions to improve ratio of collision sound triggering
Audio: Fix for radio chatter not triggering near settlements
Audio: Some rebalancing for settlement security voice 3 to be clearer on stereo mix
Audio: Set correct compression settings on Hyperspace stress noises
Audio: Tweaked micro resource collect
GUI sounds
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