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#1 17.12.2014 15:52:42

Fnupsuk
Owner
Ort: Kaffeemaschine
Registriert: 01.08.2012
Beiträge: 527

[ED] PC Updates "Release" 1.1.x bis 1.1.06

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v1.1.06

- Don't crash if player dies as they enter hyperspace
- Don't allow landing gear to destroy a player ship when deployed
- Use the correct jurisdiction for determining fine for illegal goods
- Fix network issue with text channel being shut down prematurely
- Adjusted terraforming meta data on three systems to stop server errors
- Story and text updates

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v1.1.05

- Fix crash with ring values being incorrect
- New partially constructed station added to New Yembo
- Added Goldrush station to LAWD 26
- Increase comms timeout to allow for slower connections
- Added talk channel logging to help identify issues with people not being able to chat
- Additional network key tests to help identify mismatched keys (connection failing)
- Station defences beefed up and not confused by chaff
- Changed system name ‘Bodb Djedi’ to ‘Bodedi’
- Update to friendly fire values. An increase across the board it's now possible, for example, to hit a non-targeted ship with multiple (up to 3) double small pulse laser hits before it turns aggressive
- Fix incorrect French number format
- Fix missing Russian characters
- You can no longer destroy ships by taking out their docking computer

Server-side changes:

- Fix issue that was not always issuing fines when ships were scanned whilst carrying prohibited cargo
- Ships that were stored in Starports that changed into Outposts at 1.1 have been moved to the closest Starport with a shipyard
- Fix a rare issue that was not always granting first discovery credit to every stellar body when selling exploration data for certain types of star system

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v1.1.04

- Bounty vouchers can be redeemed at any starport in a system that also contains the faction which issued the bounty.
- Some Commanders are in systems that cannot currently be retrieved from the server database, which has been causing crashes when loading into the game. We're working to identify and repair the systems affected, which includes a change to automatically report the problem system and exit back to the main menu with a load failure message.
- Audio for the Imperial Clipper more closely resembles the sound from the 1.07 release.
- Improved localisation support for community goals (we're still working through some issues with Russian language support).
- Fixed the 3rd decal not displaying properly on the Python.
- Fixed a very rare crash triggered by limpets being destroyed.

Server changes

- Added more checks for starsystems reported to crash the game. This interim measure will automatically attempt to restore access to that starsystem within 10 minutes of the crash being reported.
- Improved logging for some rare failures when selling exploration data.

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v1.1.03

- Don’t crash if an invalid system token is accessed in cartographics store
- Prevent crash if scanning and ship dies
- Fix crash opening station services menu with invalid parameter
- Fix case of station flipping and possibly causing mysterious player deaths near station entrance
- Commanders completing a major faction rank-up mission who have already earned enough skill to reach another rank-up mission can now see that mission immediately, rather than having to complete a regular mission in between the rank-up missions
- Fix ampersand appearing incorrectly in mission dialog panel
- Better layout for when community goal tiers are close together in mission dialog
- Fix missing lift audio
- Fix bass in supercruise issue
- Fix repeating docking computer alert audio
- Fix very quiet landing gear audio
- Fix exploration music cutting out unexpectedly and playing a new piece of music immediately after
- Update NPC database
- Various text fixes

UPDATE: Server Side changes

- Commanders entitled to an outfitting discount should no longer be affected by the '401' error when purchasing certain modules
- Commanders flying in ships that require a large docking pad and who logged out at a starport that changed into an outpost in the 1.1 update should be automatically unstuck when they next log into the game
- Commanders with missions affected by a space station name change should find that they've been neutrally cancelled, no penalties should be issued, cargo marked as haulage should be unflagged

For Commanders affected by the issue affecting collision damage between version 1.1 and 1.1.02, we've restored credits lost to:

Repairs

Commanders who spent money on any repairs between 3pm on 10th Feb and 4pm on 11th Feb had the credits restored to their balances by 6.15pm on 11th Feb.

Ships lost and not yet claimed on insurance

Commanders who had their ships destroyed but were patiently waiting on the insurance screen should have been automatically restored to their previous ship's state by 6pm on 11th Feb. Unfortunately we were not able to rescue the contents of those cargo holds.

Ship loss due to collision damage between 3pm on 10th Feb and 4pm on 11th Feb

Commanders who lost their ships to collision damage and claimed using the insurance process have had credits restored to their balances by 12.15pm on 12th Feb to cover losses for:
- credits spent on insurance payments
- the replacement cost for ship modules or cargo not replaced by the insurance payment

For the small number of Commanders who lost ships that were not a free SideWinder to collision damage during that time, and chose the Free Sidewinder option, credits have been restored to their balances by 1.15pm 12th Feb to cover:
- the approximate replacement cost for the ship hull, modules and any cargo lost

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v1.1.02

- Collision damage tweak - Restore the check that prevented multiple lumps of damage from the same collision. Also make the damage split based on mass slightly more exaggerated
- Stop point defence turrets from targetting their parent ship's missiles/mines
- Fix issue with multiple controllers enabled and not recognising them all
- Fix matchmaking issue for comms when UDP hole punching fails
- Fix disconnect issue when a resend message is lost (fails and retries getting out of sync)
- Remove some unneeded telemetry in supercruise - it was causing some stutters

Server changes:

- Commanders with at least one Elite rank should receive a 2.5% discount at all shipyards and outfitting shops
- Backers who backed at the Founder level or above should receive a 2.5% discount at all shipyards and outfitting shops
- Faction recovery time from Civil War has been significantly reduced

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v1.1 + Clipper hot fix (1.1.01)

- Community Goals added
- Route planning extended to 1,000 ly
- Russian language translations added
- Add 'Discovered by' tag to system map - needs to be surfaced scanned
- Fancy new gas giant shader
- City lights on imhabited planets
- Pilots Federation rank decals
- Parallax shader for cloud layer on terrestrial planets
- Add explored system details on the right hand side of the cartographics shop
- Top benefactors support added to system map

STABILITY FIXES

- Prevent shadow manager trying to unregister view nodes that it never registered
- Fix a crash caused by systems with stations only orbiting non-habitable planets
- In the safety checking of the start location, make sure the body we are trying to load at exists, if it doesn't start around the largest star instead
- Prevent crash when generating star textures on low end hardware
- Prevent crash in the targetting system
- Fix possible crash entering capital ship scenarios
- Fix file load hardlock
- Fix potential crash in tutorials
- Fix a crash where limpet's parent exists but not fully created
- Don't crash when the AI looks up a ship state
- Fix crash selecting decal in livery
- Prevent softlock when a mission is progressing as a location transfer occurs
- Fix crash in outfitting when items aren't ready for use
- Prevent crash with bad data in ship state
- Avoid crash when calculating the star light curve near a black hole
- Prevent F12 crashing the game with certain third party software

TWEAKS & FIXES

- French and German translations updated
- Fixed incorrect masses for C3 beam weapons
- Added in LOD levels for the holographic guide markers on the landing pads. This should fix the issues with the guides vanishing randomly since there should always now be some mesh to render regardless of what LOD the parent hanger is set at
- Fix AI issues at high frame rates
- Ensure that bounty checks for correct faction
- Some optimisations for performance is busy network conditions
- Correctly scale companion stars with large in system map if they are children of a common centre of gravity
- Optimise route planner
- Skybox stars now know if they're in/behind a nebula and fade out accordingly
- When an NPC kills the player, report any claimed bounties to the webserver so they can be cleared; clear relevant bounties on client
- Fixes for some issues with docking computer:
- Slow down when on final part of descent to pad, to avoid damage; if station is rotating the chosen speed has to be greater than the rotational velocity at the pad
- Fix some issues on outposts with the chosen point above the pad being inside or too close to the bounding volume of the outpost
- Allow NPCs to travel faster in the first stage of moving to an outpost
- Ensure NPCs ignore outposts as obstacles when in final descent
- Fixes to stop awkward ships like the Python from hovering over the pad while docking, because they aren't trying to get close enough
- Improvements to getting NPCs to leave a crowded station when player is denied docking permission
- Fix issues where 3D anaconda and Orca ship schematics clip parts of the UI
- Prevent GUI colour rotation from affecting the galaxy map
- Expanded news-item text can now scroll
- Rebalanced shield strengths at different pip levels to make those levels useful
- Fixed a random number 9 floating near Natural Fabrics commodity at Dobrovolski Station CM
- Remove sparkles on asteroids when rendering to Oculus Rift, as they have been found uncomfortable for Rift users
- Fix for movies not being rendered with the appropriate size when side-by-side rendering is enabled
- Added a chevron to the landing pad schematics to help indicate the direction that a player's ship should be facing when docking
- Rebalanced shield cells to take more power, have less ammo and cost more per unit than before
- Lowered the ammo count and increased the cost per unit for Chaff Launcher
- Added chevrons to pad schematics to indicate direction player should face when landing
- Increased Federal capital ship heat relay health
- As neutron stars have their radii saved in km, not Suns, use the black hole size method for them in the galaxy map
- Added missing mass lock components to ships that needed it - such as the Imperial Clipper
- Remove term 'medium' from Type 7 description to prevent players thinking it will land on a medium pad
- Fixing some areas of the Coriolis' collision mesh including those which were causing some aiming issues with the station's defences
- Correct consumed by string for Marine Equipment
- Put exoplanets Kepler 438 b and 442 b into the correct star systems
- Art and collision fixes for criminal outposts
- Fix for the asteroids on the radar spinning too quickly
- Tweaks to Prism system economy and faction
- Fix for the mass-lock sphere visualisation not fading off when outside of the radar bounds
- Art and collision fixes for commercial outposts
- AI ships seem to sometimes be orienting incorrectly fixed
- Tweaked flight model for Orca
- Fix for number of steps in the orbit lines
- NPCs shouldn't be able to use FSD with hardpoints deployed
- Art and collision fixes for science outposts
- Fixes for Galaxy Map searches:
- Fixed it only accepting a lowercase character for 1 part of the search.
- Also fixed it setting the final number in a name to 0
- Fix the case of missing black hole effects when three are in a system and forces background stars to render when the visible distortion is very high
- Fix the texture values on the mining laser heatsinks so that they don't colour pop when deploying
- Fix the rare background brightness curve popping between low luminosity stars.
- Add a 'planning route' graphic to cover the loading of the plot
- Make sure that an AI follows a player into their session after an interdiction
- Removed stray particle effect from beam laser muzzle - was never supposed to be there!
- Realigned lens flares that were not in the right places on weapon muzzles
- Weapon impacts improved
- Weapon impacts on player improved- Explosion glitches fixed
- Allowed supplemental devices to be used. They count as PCPads (for example independent throttles, custom control panels)
- Fixes to Ammunition (cannon trails and empire laser bolt light inner range)
- Toggle focus mode never reaches right panel fixed
- Fixed incorrect size limits on the sensors of the Imperial Clipper
- When rendering planets set a shader parameter for the planet's radius. This allows shaders to produce consistent results when rendering in miniature form in the system map
- Fix Terrestrial_Volcanic planets not showing their schematic
- Atmosphere shader optimisations
- Removed stray muzzle particle effects from pulse lasers
- Changes for various backer names stations
- Added Supersampling menu options
- Removed collisions from station doors to fix an issue of some ships crashing while docking
- Drive lens flares should now stay within sane brightness values
- Fix for the galaxy map not responding to changing options
- Add the Repairable component to several modules that otherwise couldn't be repaired by AFM modules. Discovery scanners, Detail scanners and Thrusters are all now repairable in the field
- Fix some missing system descriptions
- Collision damage update:
- Damage is now calculated at both ends and each apply half, it should no longer be possible for one party to miraculously escape undamaged from a collision
- Changed the mass/velocity to damage calculation, it should now be more consistent and harder to damage large ships with small ones, even at high speed
- Store whether the system map was entered from galaxy map or cockpit, and invoke appropriate transition out back to the previous state
- Notice when route finder fails to find a route and replace the progress spinner with unavailable route text
- When generating scenarios that lie outside the containment area of their body, update the address to be relative to the correct parent (the same one ships will use if they drop into those scenarios). Most noticable when unable to stay in nav beacon scenarios near a close binary pair of stars
- Implement sort by Mass, Power Draw and Name for outfitting items
- Star temperature used for driving colours clamped to sensible range based on Harvard and Yerkes classification
- Interdiction can be a Crime
- Extended the hitcheck out to included the Fed Fighter's engines
- Extended the hitcheck out to include the Federal capital ship's main engines
- Shadow fixes for various ships
- Headlights balanced. Now slightly more useful in an asteroid field. Larger ships with larger lights have stronger beams
- NPC chatter line added when police interdict a player
- Don't just consider combat rank when determining AI rank
- Stop AI miners from mining empty space
- Fix 'nearby bounty' so it include local minor factions
- Dumbfire missiles can now be shot down by PD weapons
- Allow axis input to control scanner zoom level
- Have different combat bond values for each ship type
- Performance improvement for galaxy map after route has been generated
- Put Cygni X-1 Black hole in the right location
- Improved light behaviour on station exterior
- Eagle art fixes
- Automated turret fire shouldn’t aggro non-hostile ships
- Make AI use turrets correctly, and ignore the default
- Fix the barrels on guns spanning back to the identity position when they stop spinning
- When the player accidentally hits an AI ship damage is accumulated. If a threshold is exceeded (by multiple hits or a powerful weapon like a rail-run), the ship turns hostile. The AI ship will "forget" the damage before it turns hostile:
1) if the AI ship recharges its shield to 100%.
2) if a (currently 30 sec) timer runs out.
- Make the system apply to stations as well.
- Large lateral thrusters now have settings consistent with small and medium thrusters. Balanced lighting and fade in/out durations
- Federal Fighter art fixes
- If a ship is scanned by the police and they discover that it has a bounty, don't turn the station hostile, just get the police to attack
- It's possible that players could get docking offences stuck on even when they were no longer causing offence now fixed
- When AI ships are starting docked don't do the hyperspace-in effect
- Fixed the incorrect engine stats so they give the appropriate benefit
- When a large planet is converted into a star, clamp the spin speed so that it cant spin too fast as planets and stars follow different rules
- Fix generated system name mismatch that was causing missions to fail
- Use localised faction names in the galaxy map
- Station menu now shows the local major faction rather than the system major faction
- Fix for star lens flares appearing through planets
- Fix floating station names and text on station surfaces
- Sort the commodity screen trade data drop-down menu alphabetically
- Decreased damage modifier from for missile weapons against shields
- Lowered hardness piercing stat on explosive missiles to make them less effective against larger ships
- Prevent cargo duplication
- Allowing gravitational distortion effects around white dwarves and neutron stars
- Fixed light range on the class2_B retro drives so that it doesn't light up the Adder cockpit, also moved the lens flare offset so it's actually visible
- Tweak Python collision to make cargo scooping a bit easier
- Decal colouration fix for the Viper's Mercenary paintjob
- Fix some artifacts when close to the surface as the position of the vertices changes with different levels of tessellation
- Heat generated from weapons fire is now increased based on how empty the weapon cooling system is
- Shield cells generate heat while charging
- Abort the docking process if the station becomes hostile during it
- Clear boost state when docked
- Don't scan if the advanced scanner module is disabled
- Landing pad numbers now consistently numbered front-to-back then clockwise in stations (in other words, bones 0 and 12 swapped over, so that pads 1 and 13 are now in their correct places). Also checked Outposts and fixed pad numbers there too, so that the medium pad is always the highest pad number
- Balancing pass on Plasma Point Defence
- Balancing pass on dumbfire weapons
- Rebalanced heat gain in certain weapons (Beam laser, Missile Rack, ECM, Chaff, Plasma Accelerator, Pulse Laser)
- Supercruise lens flares now smaller when close to them
- More detail and softer/more subtle sun rays in star lens flare
- Fix the landing gear disappearing when retracted on the Eagle, which leaves a hole in the ship
- Rebalanced boost heat amounts as they were all set to 10 when that was only appropriate for the sidewinder
- Add starport to BU 741
- Increased ammo for the top range shield cell banks slightly
- New improved torpedo explosion effect
- "Seeking Luxuries" Rarer in boom states
- Improve AI behaviour if they get trapped in station structures
- Turreted weapons Set to Target Only will no longer fail to fire if you aim at a subsystem
- Point defense turrets can no longer cause aggro or commit crimes on your behalf
- Turrets will now check if their line of sight is blocked before firing, should drastically reduce accidentaly hits
- Turret weapons set to Target Only will now obey the correct range limit and not waste ammo when out of range
- Added in interdiction chatter lines
- Federal Dropship art fixes
- Turn on the aim-blocked checking for all weapons set in a Fire at Will or Target only mode
- Up the rate of damage the python receives from overheating
- Increase the timer before dishing out a bounty for trepassing in a station to 90 seconds from 30. People in big heavy ships should be able to avoid being killed for that mistake
- Refraction particles now only visible when FX quality setting is set to high
- Spark and most debris particles now disabled in low FX quality setting.
- Added star class filter to the galaxy map
- Prevent infinite stream of pirates in extraction zones
- Set up Distance Based Lodding for explosions
- Added a new "ultra" shadow quality, a replacement "medium" with one extra cascade, and replaced the existing "low" with the old "medium"
- "California Sector IR-W D1-26" no longer requires non-existent permits to visit
- Increase player arrival distance in capital ship scenarios
- Fix when you had confirmation window that your group had been created where was no focus on it
- Fix when you attempted to disband your group but chosen "cancel" in confirmation window for this action you'd have disband button still greyed out
- Attacking ships wanted by the local jurisdiction doesn't necessarily incur the rep hit
- Fix where the message log would say you've claimed a ship's local bounty when you didn't because you haven't basic-scanned it
- Ice planets optimised and improved visually
- Tweaks for hanger cameras for various ships
- Pending states in the system status panel dissapear after viewing and then viewing a faction that does not have a pending state fixed
- Players cannot press "B" on an xbox pad to exit the commodities market while the "galactic average" tab is highlighted fixed
- Exiting game during combat has an infinite spinning 0 timer icon at the end of the countdown fixed
- Tweaks to reduce stuttering around planets caused by surface texture generation
- Optimisations for particle effect management
- Reduced the glow scale on the medium thrusters so they don't clip through the ships
- Added some extra logging to track down voice comms issues
- When you target a sub-target of a ship, the sub-target GUI displays incorrectly
- Show stored ships in the correct locations
- Rename the duplicate 12 Aquarii system to Bentonio
- Adjusted shadow max frustum distances up a little so that high/ultra settings manage to encompass station during drop from supercruise
- All ships now rebalanced to work with new gui lighting set up. Emergency lights and chair lighting have been standardised across ships
- The UI focus mode toggle button closes the chat pane if you wait a few seconds when it is selected fixed
- Make low influence minor factions able to generate missions at a comparable rate to influential minor factions
- Atmosphere colour and intensity tweaked for gas giants and reduced saturation of neon atmospheres
- Fix a mistake in the English version of the description for type II gas giants, it had been replaced by the description for type III gas giants
- Fixed searching for stations, it now correctly cycles between all systems that contain a station with that name
- Also fixed searching using generated system names so that it only matches systems that have that name, rather than also matching to authored systems
- Reputation in the mission summary screen now includes the contribution from the major faction
- Restored missing Founders World permits from some Commanders who have reached the rank of Elite in Combat, Trading or Exploration
- Fix a bug stopping newly created Commanders' names from appearing in the Comms Panel during the first few minutes of their career
- Don't crash if hyperspacing and the ship no longer exists
- Don't clear bounties from the player until resurrect; this means other clients know correct bounty amounts when the player's ship explodes
- Reduce heat overspill from weapons
- Tweaks to Python: Lowered speed, manoeuvrability and shield strength. It now has a higher max speed and improved boost speeds (to catch those pesky haulers). Also a minor improvement to it's pitch to keep it well above the Anaconda
- Fixed: Controller 'Back' failed on Outfitting Sort Dropdown
- Community initiatives: support an optional top rank of N players instead of 1
- Fix rank icons on community challenges
- Nicer string in community initiative dialog when no rewards available yet
- Fix UI weirdness with community initiatives on bulletin board
- Fed Dropship cockpit geometry was offset in the model file, cockpit has now been placed back in the centre
- Raised health of broadside guns for Fed Capital
- Optimisations to landing pad which should help with distortions inside stations
- Change supersampling options to store multiplier rather than mode
- Change graphics option screen to offer x0.75, x1.5 and x3.0 as well as the existing options
- Fix for menu music being too quiet
- Localisation text update
- Fix an issue with joysticks axises bound to headlook would mask the axis for pitch and roll when headlook was active
- Fixed mission summary screen major faction icon formatting
- Made community goal 'Sign Up' option easier to find
- Fixed some incorrect station prototypes
- Add text strings for station construction prototypes
- Simplify exploration data purchase a bit, and fix finance bug when player has >2^32 credits
- Implemented explored system details on the right hand side of the cartographic shop (and pop up box work)
- Remove seeking luxuries for now
- Fix some cannon ammos in some loadouts that had incorrect ammo item names
- Fix the medium missile rack firing backwards
- Fix landing pad holograms from disappearing during environment map capture
- Fix FSD charge sequence being silent after returning from the galaxy map
- The credit value displayed on the Cartography congratulations screen is too close to the system name fixed
- On the First Founder Congratulation sceen only the bonus is displayed and not the total value that you get fixed
- Prevent fragments of the battlecruiser floating in space before the ship arrives
- Move test for roaming station

AUDIO

New
- Under construction station has dedicated ambience and spot sound effects.
- Renamed dynamic range modes and further tweaked the volume curves, please keep providing us with feedback as we’re still working on improving these.
- Added a new BOOST dynamic range mode that is intended to offer a good compromise between industry standard reference volume (normal) and louder mixed games.
- Centre channel is now used for some positional audio such as other ships, cockpit blowout, GUI etc.
- Improved audio on Docking Bay Lifts and panels.
- New music added to Exploration.
- “Power Plant Capacity exceeded” - voice and sfx warnings added.
- Support for muting "Engage" ship voice alert.
- New audio for the “First to Discover” notification.
- Landing gear audio re-implemented: now matches each ships’ deploy and stow animation

Tweaks
- Additional audio for when entering Supercruise/Hyperspace.
- Supercruise engines and music now interact much nicer.
- Improved feedback of engine/masslock in supercruise.
- Brought back the hyperspace tunnel flybys and detail sounds, with new implementation. Previously removed to fix render issues.
- Balanced boost stress noises.
- Cockpit blowout sequence remixed to fix clipping.
- Mixpass on docking sequence audio.
- Remixed force field audio for when using larger ships or flying at lower speed, to fix clipping issues.
- Mixpass on hardpoint stow and deploy animations.
- Increased volume of cargo bay door opening, when launching drones.
- Added more debris and shockwave content to Explosions.
- Reduced fire-rate of the small multicannon to differentiate it from the medium one.
- BeamLaser/PulseLaser on others will change according to energy capacity. Helps in identifying an opponent’s remaining power on weapons.
- Unified volumes and fixed issues on Asp, Cobra, Orca, Empire Clipper, Python, Anaconda, Type6, Type 7 and Type 9.
- Arrival music should be more audible now.
- Mixpass on gui for consistent behaviour across various game areas.
- Mixpass on the Station Menu ambiences.
- Sounds for adding a Sensor or FSD Interdictor in outfitting.
- Sell sound added to outfitting.
- Station menu is positional now to follow head tracking movement.
- Mixpass on Galaxy/System Map for consistent volume and effects.
- Collision and Navigational warnings now better respond to distance and speed and will be more audible in dangerous situations.
- Mixpass on cargo scoop gui.
- More variation added when selling items in Stellar Cartography.
- Galaxymap crossing of the grid is slightly more audible.
- Galaxy and system map musical elements in ambiences are now controlled by music slider and sfx elements by sfx slider.

Bugs
- Fixed many performance and mixing issues.
- Fixed bug that would cut off Exploration music prematurely.
- Fixed clicks in Python assets.
- Fixed an issue with reverbs in the stations.
- Fixed a bug that would spam physics audio on friction, causing drop outs.
- Fixed clicking in the multicannon.
- Fixed clicking in the beam laser.
- Fixed bug in system map on out-of-focus state always playing Jovian Gasgiant ambience.
- Fixed in game music playing during the menus instead of menu music in some situations.
- Fixed medium turreted beam lasers from not stopping correctly.
- Fixed a bug that would double fade the stellar ambiences.
- Fixed several ship voice related bugs.
- Fixed missing Jovian Planet Ambiences in system map.
- Fixed hard-panning of Python engines when wearing headphones.
- Audio – Tentative fix for audio break up near starports
- Audio – Fix for shooting debris with beam lasers causing audio break up
- Audio – fix for very loud station arrival music
- Audio – Fixed the alert sound that hangs in supercruise
- Audio – fix for stuttering multi-cannon issue
- Audio – fix for very loud ambience in system map
- Audio – Fix for player ships not having reverb in starports
- Audio – fixed planet and ship flybys in supercruise causing clipping

Server Changes

- Fix server crash accessing star information
- Advertise Community Goals in the news feed to everybody in that star system
- Sorted out the difference between founders and backers decals
- Fix the first discovered by bonus when selling exploration data from scanning supermassive bodies
- Fix some commodities not being available for sale from markets run by minor factions with different laws to those that control the starsytem

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v1.07

- Crash fix for low end onboard graphics chipsets
- Block method for duplicating cargo
- Further death related telemetry
- Additional file telemetry for resource loading failure

Server Changes:

- the daily maintenance period is now weekly, the galaxy servers will be unavailable at 0700 UTC on Thursday mornings
- improve private groups and matchmaking at busier playing times
- fixed a rare cause of Commanders being unable to load into the game

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v1.06

- Make sure that station doors do not kill players in stations
- Stability fix for memory allocation on textures
- Prevent recycling of the mission list so the same mission cannot be taken over and over again
- Fix for matchmaking in private groups
- Add more telemetry to continue investigation on why some resourses don't load on some machines
- Add more telemetry for player collisions
- Some mission text fixes

Server Changes

- Memory optimisations for scenario handling
- Improvements to space station news generated from background simulation events
- No longer treat commodities as prohibited in the system map or on trade route data for space stations that have temporarily declared them legal
- Fix a bug that sometimes prevented a starsystem's government type and major faction allegiance changing
- System change queues no longer stall
- Fixed issue with influence from a faction from a different system not being applied to the correct system
- Added a safety net so that permits awarded on faction ranks (Imperial and Federal) will be forcibly added at the rank above if the player hasn't been able to access the mission for whatever reason

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v1.05

- Fixed crash when launching limpets
- Fixed some system meta data mismatches between client and server
- Memory use improvements and fixes on server
- Fix assert when someone manage to select 'declare bankruptcy' button before UI receives proper data from the game
- Optimise mission template list selection
- When switching servers do not disconnect during the transfer
- Added telemetry for when a player dies to help identify cause of death when players explode near stations
- Added further telemetry to trace failed resource loading
- Fix large quantity missions using "light cargo" text
- Fix salavage coms lines
- Correct reputation on abandon branch of pirate missions
- Fix incorrect destination for massacre branch money collection
- Fix salvage mission branching
- Change order of mission contracts in massacre missions
- Change data that is displayed to players in massacre missions

Server Updates:

- Fixed some issues that stopped some Commanders logging into the Companion App
- Stopped wars and civil wars in star systems with only 1 minor faction in that state
- Added ship discount to Founders World
- Various reliability and performance improvements

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v1.04

- If a station somehow loses it's parent then move it to another body so players at that station can load
- Prevent inconsistencies between client and server in which parts of a sector are and are not occupied
- Some fixes to meta-data that were being disguised by an issue with inconsistent generation
- When deciding if we should go hostile to a faction we just shot, consider whether the target has a local bounty rather than a bounty with their own faction. Prevent people being attacked by the police after attack nearby wanted targets
- Fix only the first consequence being applied to the universe state when completing a mission
- Set killer before we do ship death - fixes problem with players not getting bounties or reputation when they kill other players by breaking critical modules
- Reduce likelihood of server disconnects from stellar forge server queries
- Fix mouse control if galaxy map opened with key binding when in outfitting
- Updated exoplanets Kepler 438 b and 442 b
- Add produced by and consumbed by information to all trade goods (except rares)
- Telemetry added to try and figure out why some machines are failing to load resource files
- Remove the terraforming data for Pareco system causing an assert
- Fix packet loss statistics
- Use the correct absolute magnitude in bolometric luminosity calculations
- Various text fixes

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Server Update - 23nd Dec 2014:

a server update has just been completed with a single change. It includes two balance tweaks, the first is to prevent large economies consuming more of the good that it also produces. This improves the supply of those goods for the player. The second change reduces the impact of demand from the AI trading so that players are more likely to encounter high demand.

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Server Update - 22nd Dec 2014:

Hot-fixes from over the weekend:

- When a distributed transaction fails in a certain way, make sure the servers roll back such that Commanders' credit balances should be added to, even if we might have failed to remove the item they were selling
- Significantly reduce the number '499' timeout errors triggered when Commanders travel to certain types of star systems.
- Improve the 'stuck cargo' cleaning check when a Commander first logs in
- Fix a bug preventing some people logging into the Companion app

Today's changes:

- Fixed a bug that was sometimes causing a market to flip from being a net consumer to a net producer when the AI traders supplied significantly more into that market than the market demands. This will mean that many commodities currently listed at a low level of 'demand' will revert back to the 'not interested' price, as they should have been.

- Fixed a small set of bugs that were working together to cause the AI traders to significantly over supply an import market in a specific set of circumstances.

This bug fix will increase the demand numbers being offered to Commanders for consumed commodities where there isn't a large exporting market nearby supplying that demand.
Where large exporting markets are nearby, the AI traders will now respect their import caps and leave some demand for Commanders.
In that situation, the exporting markets should see a slightly increased level of supply available for Commanders to purchase.

These bug fixes together should also sort out some of the 'backwards' trade route data over the next day or so when the data next update.

For the trading the changes in demand should propagate quickly but for the trade routes may take a day or so. This has uncovered an issue with split markets stacking rather than being netter out, although this effect is minor compared to the previous issue. We'll then record the stats over Christmas to identify what further tweaks are needed.

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v1.03

- Added option to hide the orbit lines in shown in Supercruise
- Added control bindings icons for some of the most popular control devices
- Reduce likelihood of NPC ships claiming bounties after a player has weakened an opponent
- Avoid disconnection if the client is unable to connect to the TURN server but is setup to successfully connect to peers through normal means
- Fix for refresh of mission data provoking rare disconnections from a heavily loaded server
- Fix for ranking missions sometimes being available from factions that won't award a rank promotion
- Fix for "unknown error" shown when selecting an already refined material from the refinery hopper
- Fix for a rare crash when loading inconsistent saved game data
- Correction for missing name for Python radiator module
- Corrections for some mission descriptions
- Corrections for some galaxy data in a small number of systems
- Enhanced diagnostics for PVP bounties sometime not being awarded
- Enhanced diagnostics for rare errors preventing game data from loading

Just the one server-side update today:

- Fix a bug that was preventing Commanders from exploration scanning stellar bodies that they had previously scanned but not sold and then died.

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v1.02

- Allow text chat to function for any voice comms member, not just for friends
- Fix for a rare crash when scanning unexplored systems
- Fix for a rare crash during networked combat
- Fix for a very rare crash in or near starports and outposts
- Fix for a very rare crash after migrating servers on network island changes
- Corrections to some mission descriptions
- Corrections to some galaxy data in rarely visited systems
- Extend a time-out that occasionally triggers a disconnect during hyperspace
- Extend some previously added diagnostics to further refine the data gathered

    And there are some server-side changes, too:

- After yet another discussion with the rare commodity producers, Commanders should now be eligible to only purchase rare goods up to their own personal allocation, instead of buying everybody else's ration as well.
- Universal Cartographics has issued a new purchasing policy, so Commanders exploring supermassive stellar bodies should no longer receive supermassive payouts.
- Tune matchmaking to significantly improve the chances of meeting other Commanders in space
- Improvements to Exploration server performance

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v1.01

- Removed "Elite: Dangerous 1.0.0.0" version text
- Fix one cause of infrequent disconnections during hyperspace when server load is high
- Fix an infrequent system map crash related to data associated with specific systems
- Fix some debug strings being shown in slave-related mission descriptions
- Fix some ambiguous galaxy data in a small number of regions
- Fix two different very rare networking crashes
- Diagnostics to help track down one cause of disconnections following server island migration
- Diagnostics to help understand some graphics memory allocation failures
- Diagnostics to help track down systems with possibly inconsistent minor faction data
- Diagnostics to help understand if some bounties aren't being awarded


Eines der nützlichsten Tiere ist das Schwein. Von ihm kann man alles verwenden, das Fleisch von vorn bis hinten, die Haut für Leder, die Borsten für Bürsten und den Namen als Schimpfwort.  wink

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