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archive:patchnotes:2016:05:10

10.05.2016 - 1.6 / 2.1 Beta 3

Beta update 3 - incoming

Hey guys,

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.

Stability Fixes

  • 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

General Fixes & Tweaks

  • 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

Galaxy Map

  • Fixed galaxy map camera initialisation and use default system position to avoid the camera to focus on last searched system
  • Fixed scrollable areas on the galaxy map from jumping around seemingly at random when rolling over interactive elements with the mouse
  • Reset bookmark route icon when clearing a nav route

Engineers

  • 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

Temporary changes to help support testing modified modules balance

  • Greatly accelerated the speed of progress through Engineer reputation when crafting recipes
  • Changed recipes ingredients to fish
  • All Engineers have been taught all recipes
  • All Engineers have set up temporary commodity markets to help them sell fish

Missions

  • 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

NPCs

  • Fix for Pirates being stuck in IdleFlight/PirateThreaten at RESs
  • Added missing transitions between Pirate Hunter Hostile Mission Cargo Attack and Idle

USSs/POIs

  • Rebalance on data point drops: quality and quantity
  • Balance pass on low level scenarios that can be found as USS in shipping lanes. More Threat 1 opportunities for low ranking combat ships
  • Fixing under staffed skimmer zone
  • Added signal descriptors to ship wrecks

Outfitting

  • Added separate outfitting category for mining lasers
  • Speculative fix for abrupt stop in audio transition when entering outfitting
  • Added stats for vehicle bays
  • The outfitting Values Min / Current / Max for jump distance seem to be inconsistent fixed
  • Vehicle slots have 'fixed/gimbal/turret' options fixed
  • Added a indication that a installed module on a ship is „modified“ in outfitting
  • Vehicle bay sub slots now check the stock properly, rather than defaulting to „no stock“

Avatars

  • 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

Ships

  • 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

Weapons

  • Overhaul of mines for a mix of balance and fixes:
  • All mines now use Proximity versions rather than the slightly unreliable homing variants, and now have much bigger shiny explosions that better telegraph how dangerous they are
  • Mines now have the same module-stripping blast damage as missiles
  • Mines are now targetable by point defences, and have a little more health
  • Increased ammo on medium mine launcher (doubled)
  • Synthesis damage boost now adds a multiple of the base weapon damage rather than the damage after engineers have run their magic. To avoid some nasty multiplicative stacking issues we've seen

Hyperspace

  • Hyperspace is now much bigger to accommodate large ships
  • Passing lens flares now fade in rather than 'pop'
  • Added more distant stars to create a sense of depth
  • Reduced the frequency of nebula models
  • Added an extra light

Orbital Cruise

  • Fixed one aspect of the glide sequence sounding weird

Bases/Settlements

  • 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

Stations/Ports

  • 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

SRV

  • Prevent repeating handbrake line when stationary
  • Fixed very loud Wavescanner inactive weapons sound when close
  • Improved board ship icon sound, also mute sound when leaving ship
  • SRV lights are not silent when switch-spammed fixed

Render

  • Clear any pending terrain queries when we shut down or deactivate. Make sure we sample the terrain less often if we're on a ship

Xbox One update incoming

Hey guys,

There is an Xbox one update that will be going live at 10am BST. The servers are only expected to be down for a very short while (10 minutes).

The Update will be available from 10:00am BST (09:00 UTC) and is a 122MB download.

The patch notes are as follows.

CLIENT UPDATES

  • Fixed graphical corruption when returning to the main menu from the Achievements or Friends App.
  • Fixed game invites into Arena whilst in the main game.

STORE UPDATES

  • Fixed players not seeing their Frontier Points appearing.

archive/patchnotes/2016/05/10.txt · Zuletzt geändert: 2024/06/14 14:44 von nemwar

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