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archive:patchnotes:2016:10:11

11.10.2016 - 2.2 Beta 6

Beta 2.2 - Update 6

Hey guys,

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. :)

Change log

Stability Fixes

  • 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

General Fixes & Tweaks

  • Neutron & White dwarf schematics fixed
  • Fixed star-class info not appearing for some systems when initiating jump
  • Fixed supercruise motion indicators not being displayed
  • Fixed incorrect integrity value for size 1 class 2 refinery
  • Prevent duplicate ships being generated on authority transfer
  • Docking computer staying 1km above planetary outpost fixed
  • Latest translations added
  • Various text fixes
  • Award combat rank progression when destroying NPCs from no particular faction

Fighters

  • 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

Weapons

  • 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.

Outfitting/Shipyard

  • 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

Engineers

  • Make sure we always get the right string key for existing modification name
  • Added ellipses functionality to blueprint text strings. If they are greater than 25 characters an ellipses will be added
  • Fixed layout problems in engineers workshop that would cause a scrollbar to appear and have unintended effects
  • Fixed bug where engineer special effect animation would always overlay the description of the successful special effect, before the animation had completed

Passengers

  • 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

Missions

  • Make sure players in SLFs can get credit for kills in assassination and massacre missions
  • Added missing strings for illegal delivery missions

Ships

  • Fixed incorrect landing volume for Type 7
  • Cannot see Tail Shipkits on Vulture in Outfitting due to camera angle in VR fixed
  • Fixed some mapping issues on the Cutter
  • Audio: Ship drives silent when respawing over planet surface having died in SRV fixed

Stations/Ports

  • Fix for faction lighting being applied to the new station inner docks instead of their own lighting
  • Audio: Fixed number station audio events not synced due to time step miscalculation
  • Audio: The new flight controllers are too quiet fixed

SRV

  • Stop data points showing up on a fighter HUD after been scanned in the SRV S
  • Stop fighter mothership pointer appearing in an SRV after the player has been in a fighter

Installations/POIs/USSs

  • Fixed some misaligned tunnels on civilian installation
  • Make sure that persistent POIs cannot spawn within their minimum separation of each other
  • Audio: Fix for silent ambience on a secret thing
  • Audio: Fix for number station ambience being audible at infinite distance
  • Added new mission tipoff locations to settlements

Celestial

  • Audio: Fix for Materials sound wrong on planet surfaces

Galaxy Map

  • Reduced loading time for galaxy map
  • Fixed some stalls loading the system map
  • Bookmarks all disappeared and can no longer create them fixed

Player Journal

  • When importing stars from a file into the VisitedStarsCache, interpret any line containing just digits as a starsystem address in decimal rather than a name
  • Fixed journal entry for „ScientificResearch“

archive/patchnotes/2016/10/11.txt · Zuletzt geändert: 2024/06/17 09:06 von nemwar

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