Great news! There is another 2.2 beta update coming in this morning. :)
The Beta servers will be going down in a few minutes at 10:00 BST and we will expect them to be back up within a couple of hours.
Here's a nice juicy change log while you wait. :)
Allow the „visited stars“ map filter to apply to route-plotting
Fixed crash when starting the game with an HMD for some monitor/resolution combinations
Fix a low level vertex locking crash
Fix a crash when self-destructing the SRV
Fixed JSON error in ship delivery
If we lose connection with server immediately after connection, before mtu discovery is complete, don't crash, reset mtu discovery for another go around
Server time synchronisation can soft-lock the game fixed
Ensure that system map materials get destroyed on shutdown
Fix crash swapping modules in outfitting
No longer assert when trying to add an item which is supposed to be empty
Fix for buyback and stored items being deleted in one array but not another
Don't crash id planet materials are not sensible
Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong
Following NPC crew oddities (When NPC crew is flying a player's ship) fixed:
If MC turrets are fitted and set to Target Only, the combat AI cannot fire them
Can only use one missile launcher, even if two are fitted
Missiles are fired at long range and are wasted
AI doesn't use boost to chase and kill targets, instead lets them get away
When out of ammo, AI ship should drop back into formation
Player ships with just missiles won't fight
After requesting docking, all other order hotkeys are ignored
AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed
Added clearer message to indicate that the players fighter will be destroyed when they FSD away
Moved empire fighters hit spheres for the weapons even further forward to help in hitting them
Use numbers rather than bars for displaying fighter stats
Wanted NPC has clean fighter fixed
Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty
Added loading animation to screen for switching between fighters and main ship
Fixed missing font glyphs on Role panel when running in Russian
Fixed commander name having the „Crew“ tag on the death screen when killed by a player in a fighter
Can use hotkeys to send invalid NPC commands to unmanned mothership fixed
Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore
Audio: reduced probability of „no more targts“ npc crew message down to 40%
Audio: Fix for Crew member saying wrong line when asked to attack target
Fix not being able to deploy an SRV or Fighter after resurrecting
Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression
We think heat attacks have been reduced a little too far, and need a very conservative buff:
Diminishing returns for heat now limit at 100% (up from 95% in previous beta)
Damage penalty for Thermal shock reduced to 20% (from 25%)
ECM needs some slight tweaks:
ECM will now fire when hardpoints are not deployed
ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)
Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5
Improved flight speed and hacking time of all hatch breaker limpets
Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled
Slight reduction to the effectiveness of Incendiary rounds for Multicannons:
Remove the hidden 20% kinetic damage that was left over
Reduce the fire rate penalty from -10% to -5%
Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff.
Process transaction cost correctly when fetching or selling a remote module
UI was being unlocked before hardpoint animation was complete. This should now be fixed
Module distance incorrectly show when transferring a module fixed
Adjusted the balance areas of the popups to have an auto width, to account for large balances
Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint
Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red
Fixed keeping hold of buyback items once we've bought them back
Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text
Prevented focus from being lost when pressing Right on the read more section of the module transfer
The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected
Ship loadout doesn't update after multiple swaps fixed
Updated icon positioning and colouring in the Inventory Browser Screen
Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK'
Starport UI: fixed quick action button icons disappearing when coming back from outfitting
Store multiple modules lists incorrect number when unticking categories fixed
Damage type tagged as 'labelfield' overlapping fixed
Adjusted colour of „in transit“ text, when focused on
Made the „Stored Ship“ tab, glow white when a ship completes its transfer
Increased Module Storage size to 60
Tune credits costs of Ship and Module transfer
Passenger missions not displaying or paying out rewards on hand in fixed
Updated the transaction tab for passenger sightseeing conflict, and for passenger vip conflict. They now include the system address for the conflict zone
Remove commodities bought for passengers when completing a mission
More balance tweaks for reputation, influence and state effects
Player has been scanned - When scanned just once, the inbox message will pop up several times until the passenger is disgruntled fixed
Stop passenger cabins containing passengers from being swappable
Generic passenger generation now fits cabins with Tourists instead of Generics
Fixed errors in passenger cabin classes and types
Fix for passengers hiding when the ship is dismissed (from a planetary landing via SRV) and comes back…
When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
Fix Passenger mission problems when swapping occupied cabins between module slots