patchnotes:abg:2016-10-11
2016-10-11 - 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“
patchnotes/abg/2016-10-11.txt · Zuletzt geändert: 2024/09/05 11:00 von nemwar