Just a quick post to let you know that there is a new Beta update going live this morning. We're expecting the servers to go down at 10AM BST and the update to be completed within a couple of hours.
Once again, the team have been working incredibly hard and we've got another huge list of changes coming in. As always, your feedback is really valuable so please do continue to test and give your feedback in the beta forums.
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
Fix 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
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
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
Various text fixes
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
Audio: 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
Audio: Hooked up missile incoming warning on NPC Crews
Audio: Fixed a bug within the role switch panel, where switching panel items did not send the stop event of the fighter construction
Audio: Fixed a bug with the role switch fighter construction
Audio: Fix for crew lines being audible in pause menu
Audio: Fix for Fighter 'other' sounds stopping abruptly when docking at speed
Audio: Fix for fighter bay animations sometimes not being heard
Audio: Fix missing gimbaled fighter beam weapon sounds
Audio: Added SFX for inflight fighter construction
Audio: Mix tweaks on fighter docking
Audio: Mix tweak to Crew lounge sounds
Audio: Setting Crew comms to be controlled by the „non-player voice communication“ volume slider in the options menu
Audio: Added friendly fire behaviour to the Npc Crew voices
Audio: Fixed isues with fighter boost caused by flight model changes
Audio: Fix for the loud boost charge up on Taipan
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
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
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
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
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
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
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
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