Baust du noch oder wohnst du schon? :-)

Server-Adresse: mc.boul.de

Du bist nicht angemeldet.

#1 26.05.2015 16:30:04

Ort: Kaffeemaschine
Registriert: 01.08.2012
Beiträge: 527

[ED] PC Updates 1.3.x "Powerplay" bis 1.3.08



This update has the following changes:
- Fix crash trying to update a drones location post physics when attached to a target ship which has no longer got any attach points
- Fix crash on drones when changing authority fails
- Fixed issue with mission cargo generation not storing the starport type on its destinations. Was allowing players to accept delivery missions to outposts with large ships
- Avoid deadlock when a machine (re)connects and the machine also has a pending routing query (from a different machine)
- Request routing data from the server as soon as we receive a sync letter from an unknown machine - may fix some connection issues
- Fix for merging islands in supercruise
- Fix for LAN connection issues (after conencting over lan, if both players had upnp enabled, it was switching back to wan connection)
- Allow recognition of a LAN-connected machine, in cases where Turn had failed to initialise
Add a new appconfig option, RouterPort, to tell the game that a port has been explicitly mapped on the router (another config setting affecting upnp has also been renamed to avoid ambiguity)
- Various telemetry fixes
- Make sure a machine is released from the server if they have disconnected
- Improved invalidation of client-side caching of Powerplay cycle changes
- Low level thread affinities change - possible fix for some stuttering seen on some machines


Powerplay server side hotfix (30/07/2015)

- Increase number of Powerplay Vouchers awarded when assassinating enemy NPCs
- Increase effectiveness of delivering Powerplay cargo when opposing expansion attempts and when undermining


Small server update - 27.07.2015

- Powerplay powers should automatically fail any expansion attempts if that attempt would push that power into a Command Capital deficit.
- Galnet's network of economists and experts have started publishing their predictions for how each of the Powers likely to perform this cycle!
- Various reliability fixes.
- Simplified Powerplay overheads calculation to be based upon number of control (& turmoil!) systems instead of number of exploited systems

Small server update - 10.07.2015

- Significant optimisations when buying and selling exploration data
- The first scan of an unexplored system no longer often needs to be done twice



Server change log
- Fix for discovering and scanning new stellar bodies not always showing up on system map
- Fixed Hudson’s outfitting discount benefit
- Fixed cases where player received rank up message, but rank stayed the same

Client change log
- Fixed accidental pasting of clipboard contents when typing ‘V’ in the galaxy map search box (OSX)
- Increased radius of the sphere of systems used to generate missions from 10ly to 15ly, allowing all permit systems to be within range of at least one system that can give the permit
- Various text fixes
- Fix crash in PlanetNoiseTextures (OSX)
- Fix crash in IShipMining interface
- Fix crash in SheildEmitterModule
- Fix crash in GalaxyRenderManager (OSX)
- Increase the limit of cargo that can be dumped before being culled, depending on location (near starports or scenarios limit stays at 20. In deep space it’s now 100)


Server side updates - 26.06.2015

- Fix number of visited systems statistic not updating
- Fix incorrect part-exchange and insurance rebuy costs for ships
- Reliability improvement in local starport news



Client change log:

- Prevent crash if we lose network connection while dying
- When a client requests contact with an as-yet-unseen different client, don't crash
- OSX: Fix crash in stellar forge
- OSX: Fix crash in supercruise
- OSX: Fix crash loading nebula textures
- Fix monotonic timer crash
- Fix crash in control bindings activity
- OSX: Fix input memory leaks
- Crash fix for a rarely reported issue ship being docked to a station that is not in a state to provide interfaces
- Fix prospector drone crash
- Promote people when they complete a rank up mission
- Fixes for malformed mission text strings, including minor faction symbols missing hashes
- Tweaks and cleaning up of salvage and smuggle delivery missions
- Fix having 0 shields after an ungraceful exit
- Fix to enable all wake scanners to work in super cruise
- Don't allow ships to score the last hit (or kill-assist) on themselves
- Fixed status labels/icons in expansion and control screens not matching what's going on in the graph
- Add skill for major factions in modify reputation detail
- Added language check when reading the cached powers list
- Fix faction consequence generators for donation missions
- OSX: Fix for pitch/yaw 'jolt' when using mouse input and launching, or returning to flight from another game state
- OSX: Fix for the mouse cursor remaining visible when it should not after OSX 'auto-shows' the dock
- OSX: Fixes for issues with the Apple Magic mouse and MacBook trackpad "scroll wheel"
- Reduced the stalk base alpha, and the radius from the cursor upto which they are drawn.
- reduced the dot, system label and region label sizes. The screen was feeling a bit too cluttered.
- Various text fixes

Server change log:

- The popular SideWinder now has a reduced tech level required to produce it, so fewer shipyards should be left empty across the galaxy
- Activated Powerplay effects to make the appropriate Commodities legal or illegal in markets controlled or exploited by Powers. The System - Authorities have been informed about these changes to their prohibited lists.
- Various reliability improvements for exploration scanning and station services

Balance change log:

- The number of votes assigned to players has been increased
- Requirements for fortify and undermine have been increased by 5 times – this is to encourage more tactical play and we believe this will need increasing further but will review on the next cycle.


Server Update Incoming - 19.06.2015

There are two changes for this update. The first addresses the server stability issues encountered last night and the second tackles the repair cost issue.

The fix should bring repair costs into line according with a module’s cost and current integrity; at zero health the maximum repair cost should be one percent of a module’s base value.

The net result should be fewer trivial repair costs and fewer costs that are crazy high. Overall, repair costs will be higher, but importantly, they will be consistently in accordance with module worth; coupled with the following change for ship integrity, on average overall repair costs should be lower.

We’re bringing ship integrity repair costs into line. Maximum integrity repair costs will be one percent of the ship’s hull cost, down from 5%; still potentially significant, but no longer so high as to tempt Commanders into trashing a ship and paying the insurance premium over fixing it back up.



Client change log:

- Localization strings updated
- Fixed various missing text strings
- Commodity text fixes
- Retain a discounted hull value when rebuying a ship after dying
- Fixed 'back button' sound not always playing
- Fixed Powerplay Scenario generation bugs
- Fix for crash with drone authority transfer

Server change log:

- Applied Senator Patreus' weapons discount to the Powerplay unique weapon modules
- For very high faction reputations, changed decay to apply only to major factions instead of only minor factions
- Remove some incorrect first discoveries with a zero credit bonus in certain cases when a body has already been discovered by another Commander
- Fixed certain star systems' exploration data so they again display the first Commander who discovered a body
- Fixed powerplay bonus trade profit vouchers not being displayed in the transactions panel in the cockpit

Mission fixes:

- Fixed various mission text strings
- Fixed slave delivery mission text
- Assassination text/contract consistency fix
- Fixed issue with substitution of NPC pilot names in mission strings
- Fixed Elite missions having two rank requirements
- Make permit missions require allied reputation
- Founder and Elite missions are no longer restricted to Empire space
- Make delivery missions remove correct amount of cargo
- Balanced the chance of an NPC messenger spawning across relevant mission types
- Handing in required cargo quantity completes Ranked Collect missions as expected
- Fix to give correct rewards
- Rewards updated for Elite/Founder Missions
- Massacre Conflict target numbers now scale
- Removed redundant TimeLeft element from Abandon Branch on ship panel ('0H 0M' left)

Mac specific:

- Fix for crashes reported from 'StarTextureGenComponent::ReadVectorField()'



Client change log:
- Fixed hard lock caused by galaxy map search
- Fixed memory leak in drone component after an authority transfer
- Fixed AI crash between two ships
- Fixed Mac crash in stellar forge
- Fixed drone crash caused by asteroid ID uncertainty
- Fixed low skilled ships appearing in RES points and conflict zones
- Various stellar forge server optimisations
- Fixed off by 1 error when displaying which systems will be prepared
- Mac: Updated GL Sampler and Texture checks to be more explicit
- Added overhead field to power overview page
- Fixed some network spew when connecting to server
- Various text fixes

Server change log:
- Fixed no fines or bounties being imposed for crimes committed in Pranav Antal’s control systems
- Fixed rating benefits for increased bounty and bond values
- Various exploration data reliability improvements
- Fixed trading modifiers for Edmund Mahon
- Fixed powerplay effects on smuggling crimes
- Fixed decals and integrity repair costs for Imperial Courier

Mission fixes:
- Mining missions now request Platinum not Palladium.
- Variant massacre missions changed to use the same system generation as the main template.
- Alternate Assassination missions no longer have timelimits of 0h 0m.
- Various text fixes
- 'Standard' and Rank Massacre missions will no longer give war/military targets.
- Rank missions should no longer give other faction rank as reward.
- Altruism missions now check for total cargo space, not current free space. This allows players to take missions when carrying cargo in their bay as long as the mission requirement doesn't exceed their total cargo capacity.


Server hot fixes applied for:

- Fix unable to sell commodities at markets
- Fix ship integrity repair costs
- Fix Elite Founders outfitting purchase prices


Minor server side update - 12.06.2015

Our server team have now identified and fixed the underlying issues on our servers, that where causing a limited set of star systems to experience issues and not correctly take into account your expansion preperation efforts.

As said in his earlier post:

Michael Brooks schrieb:

We have audited the results of this morning's Powerplay Cycle, and found that a few Powers did not receive the full benefit of your efforts to prepare systems for them to expand into.
If you previously experienced this issue then you should now notice that your hard work in system expansion is starting to pay off.



It also contains the following server changes:

- Updated the CC balances displayed for each power (Note that this includes the overhead for number of systems that are controlled or exploited by that power - this is being added in a client update next week)
- Significant performance improvement to the exploration servers

For those Commanders with a lot of unsold exploration scans from before the release of 1.3, we've started to upgrade the older data to make them as quick to sell as more recent scans. This is a background process, so whilst we have added more server capacity, it will likely take most of the weekend to complete.

Minor server side update - 12.06.2015

Our server team have now identified and fixed the underlying issues on our servers, that where causing a limited set of star systems to experience issues and not correctly take into account your expansion preperation efforts.

As Michael Brooks said in his earlier post:
We have audited the results of this morning's Powerplay Cycle, and found that a few Powers did not receive the full benefit of your efforts to prepare systems for them to expand into.
If you previously experienced this issue then you should now notice that your hard work in system expansion is starting to pay off.


Server Update - 11.06.2015

We have audited the results of this morning's Powerplay Cycle, and found that a few Powers did not receive the full benefit of your efforts to prepare systems for them to expand into. Unfortunately, this left space for some Powers to expand into a small number of systems that they were not entitled to.

To correct the balance, we have made the following adjustments to Expansion Systems.

The small number of Commanders with outstanding Powerplay vouchers earned by destroying enemy targets in the four lost systems will have received merits and credits for them.
Unfortunately, it is not possible to credit Commanders who have yet to deliver Powerplay Commodities that affect the lost systems, any such cargo will have to be abandoned.

To address concerns raised by those Commanders who were not expecting the first Powerplay Cycle to end this morning, we have reduced the decay so that all Commanders have only lost 6/7ths of the Merits they would normally have lost at the end of a cycle. This affects this cycle only, all future cycles will decay at the full amount.

We currently expect that the cycles will end during our weekly maintenance period on Thursday mornings (07.00 UTC), but we may revise this in the future if balancing and tuning requires it.

As part of our ongoing tuning, we have made another reduction to the costs of integrity repairs.

Aisling Duval
No Change

Edmund Mahon
No Change

Arissa Lavigny-Duval
Expanded into: Carverda, Lutni, Lakluita

Felica Winters
Expanded into: Aulin, Mendindui, LTT 4337, Zeta Trianguli Australis

Denton Patreus
Expanded into: Chapsugaibo, Picaurukan, Wangal, Lao Zi Lost expansion: Dongzi

Zachary Hudson
Expanded into: Bhritzameno, Te Uira

Li Yong-Rui
No Change

Zemina Torval
Expanded into: LFT 37, Kaliki

Pranav Antal
No Change

Archon Delaine
Expanded into: Lalande 45165
Lost expansion: Wu Chelki, HIP 110205

In order to work out who wins the preparation we look at all systems that are in the afforded top 10 lists of the powers.
Even if someone has done more preparation than anyone else if they can’t stump up the cash the cant prepare and they don’t count.
We then look at systems within exploitation radii of each other we take the most prepared systems and eliminate the others as Control systems cannot be contested and it is easier to eliminate them at this early stage.

This happened with the following systems:

LFT 37 (Sucessful) and Kappa Phoenicis (failed)
Kappa Fornacis (Sucessful) and Autahenetsi (failed)
Kaliki (Sucessful) and Mandh(failed)
Mendindui(Sucessful) and Kaukamine(failed)

If more than one power is preparing the same system e.g. Cartoi which was being prepared by both Aisling and Arrisa both of whom had enough CC the power with the highest preparation wins Aisling had the highest preparation value so took the system in to expansion.
This also happened in Anlave won by Hudson.

These changes have been made and require no downtime or client restart.

We're still looking at some other issues with this cycle such as the command capital allocation between powers.


Double checking the distance we found that as mentioned Grovichun had been wrongly excluded at 15.3 ly
So we have put that system in to expansion for Aisling Duval.

Thanks to feed back it was noticed that a few existing expansions were aligned to the wrong power this affected the following systems:

Vaka moves from Denton Patreus to A Lavigny-Duval
Kappa Fornacis moves from Zachary Hudson to Zemina Torval



New features/Updates
- Updated to Oculus SDK 0.5

- Added custom decal slots to Courier
- Various text fixes
- Added Power insurance discount information to death screen
- Fix for resource extraction sites using repeating ships when spawning new ones
- Fix for the various intensities of RES locations. High, normal and low now mean high skill, medium skill and low skill, which they didn't before
- Tweaks to collector limpets behaviour; prevent them spinning in circles when trying to collect
- Fix for collector drone attempting to grab the same asteroid fragment repeatedly
- Reduce time it can take to enter Supercruise
- Tweak refuel costs when adding more fuel tanks to the ship
- Reduced the amount of wear damage taken from emergency super cruise drops
- Reduced the amount of wear damage taken when interdicted
- Fix for randomly losing rank
- Players no longer receive a bounty if they ram a ship near a starport, and the starport kills the ship for another, unrelated offense
- Fix missing Russian glyphs
- Tweaks when using control pad to navigate Power Play screens
- Add ability to scroll cartographic data list with joystick or keyboard
- Fix for overlapping community goal on bulletin board



Client Changes:

- Fix soft lock loading system map
- Fix for route plotting: route isn't cleared anymore each time a target is locked. Route is now cleared only when plotting a new route, reaching the end of the current route or when jumping in another system which is not the next destination on the current route
- Fix NAT handling for text chat
- Art tweaks for vibrant and tactical paint jobs
- Fixed Hangar cameras for DiamonbackXL so the right camera is focusing on the appropriate place
- Increase base repair cost for Diamondback Explorer as it was too low
- Fixed miner loadout with missing mining laser
- Updated Hitman Attacks AI archetype to be more aggressive
- Altruism Missions Will now remove all cargo upon completion
- Massacre Killcounts now update and display correctly across panels
- Make the nearby faction station generator check for permits
- Text fixes for branching massacre and assassination missions
- Audio: enabling diamondback other soundbanks on mac
- Fix HeatSinkLaunchers firing multiple heat sinks
- Fix missing space in news item headers
- Fix a bunch of UI text issues

Server Changes:

- Fix rank benefits for reducing fines and bounties from committing crimes
- Various performance and reliability improvements, including significant improvements for hyperspacing and exploration scanning
- Fix some missing ships that should have been stocked by various powers
- Commanders who cannot load back into the game after a certain type of Hyperspace failure should be automatically rescued to one of the last 5 systems they jumped from and their fuel tanks filled.
- Fix faction influence levels when many factions experience significant influence drops in a given star system

To address problems from the above issue, all minor faction influence levels in all star systems have been reset back to their state just before the release of 1.3

For those Commanders affected by the problems with military ranks, their Federation and Empire progression has been restored to the state just before the release of 1.3

Mission Server Changes:

- Missions should now give correct rewards
- Massacre missions should now payout correct reward
- Removed redundant TimeLeft element from Abandon Branch ship panel
- Reduced NPC Messenger spawn chance
- Various text fixes

Edit: Added Mission Server changes and new rescue system for lost commander data fix [Michael]


Server side update at 3pm - 08/06/15

- Better error handling for missing server resource to prevent crash
- Improved handling of cases where servers don’t provide full commander data
- Balance pass on commodity bonuses from Powers to prevent excessive stacking (TBC)
- Various Powerplay text and data fixes

- Fix the display value of discounted insurance costs
- Fix unreasonable changes in Federal and Empire military ranks when completing missions


Elite: Dangerous 1.3

- Fix non canopy breach crash in Diamondback Explorer
- Fix incorrect archetype name to prevent crash in supercruise
- Added per cycle bonus credits for Powerplay
- Added per transaction bonus credits for Powerplay
- Fixed Diamondback Explorer and Imperial Courier repair prices
- Fixed missing Diamondback Explorer loading screen model
- Prepare candidates are now sorted locally to take updated systems into account
- Don’t destroy the drones if they lose the thing they are attached to
- Create mission messengers around more suitable bodies
- Added alternate assassination targets to the pilot substitution
- Added Powerplay character images
- Fix shipyard GUI to fit new ship names
- Add message to rank up to indicate powerplay is now available
- A bunch of text fixes

Server side fixes:

- Fix various power rank benefits and system effects
- Adjusted power defection times
- Award credits when completing powerplay actions
- Award bonus payments to players pledged to powers at the end of a cycle
- Fix certain repair costs
- Failed preparations incur a CC cost
- Fix CC balance when systems entered turmoil at the start of a cycle


Beta 8:

Here's a list of the changes:

- Fixed a crash with trade vouchers, this change should fix a similar crash with bounty vouchers
- Avoid crashing if we try to open the system map before the system request has completed
- Don't crash if the missions file we've loaded hasn't got an archetype specified
- Fix maths error when entering station services
- Players without at least a rank 2 in any of the elite ranks are not allowed to pledge
- Added correct Military Rank Mission target to player events and Supercruise
- Fix missing Diamondback Explorer loading screen model
- Enable new newsfeed
- Added images for news items
- Lowered the percentage chance of power ships choosing to interdict
- Upped the value of total global bounty needed to make Bounty Hunters attack after a KW scan
- Drastically upped the total global bounty needed to cause a hitman to stalk the player
- AFM can now repair the tiny hardpoint shield booster
- Reduce chance of pirates/bounty hunters interdicting the player in anarchy systems when the player is low ranked
- Various fixes to get founder decal working
- When searching for a partial name match in the galaxy, sort the results before retuning
- Blacklisted systems are now hidden in the galaxy map power view
- Items shown for livery slots should always be sorted alphabetically in outfitting

And the serverside changes:

- Completing trade missions will advance trade rank
- Modules sell for the full price paid for them
- Fix for rearming repair modules


Beta 7:

New content
- New ship: Diamondback Explorer (read more about this, and see an image by clicking here)

- Fix for collector limpets expiring prematurely
- Fix for Smuggle and Delivery missions awarding 0 credits for missions within the same system
- Fix for error when plotting routes in galaxy map
- Fixed some general typos and missing text
- Limpet hatch breaker ammo displays correctly on the ship UI
- Fix for assassin targets changing ship types
- Fixed some incorrect action types for systems on the Power details screen
- Fixed hole on Diamondback loading screen model
- Fix for AI disappearing from Supercruise (emergency drop, but not leaving a FSD wake)
- Fixed missing Diamondback landing gear SFX
- Tweaked throttle use for AI docking and Docking computer
- Fix for docking computer not functioning correctly at times
- Fix for black hole rendering when using Oculus Rift
- Fix for softlock when exiting hyperspace
- Updated expansion/control progress bars on Power detail screens
- Enable Galnet access from Galactic Powers hub

Server log
- Removed global news from the stations' local newsfeed
- Fix for delivering power play commodities
- Fix preparation affordability check

Known issues
- Certain power play rank benefits and system effects may be incorrect
- Galnet news feed is empty


Beta 6:

- NPC messengers no longer spawn too close to the player
- Fix for AI docking and docking computer – obstacle avoidance is not enabled on the station approach and flying to holding position
- Fix for Courier engine trails not shutting off when they are suppose to
- Added ability to fit fuel tanks to internal compartments on the Anaconda
- Removed the ‘Disable UI camera lock-on’ from the graphics option screen
- Clicking ‘show headquarters’ in galaxy map now focuses the camera on the HQ
- Fix for visual quality issues when using Oculus Rift
- Imperial style pilot seat for the Courier
- Slightly increase spawn rate for NPC messengers in Supercruise
- Fixed wreckage causing extreme damage when collided
- Increased the following SC hunter and target values to make them more likely to interact with the players
- Updated system upkeep cost
- Bounty hunters will only attack (or interdict) if the target has a local bounty, unless the global bounty is greater than bountyValueToIgnoreThreat
- Fix for mission releated cargo staying in ships hold after completing mission
- Collector drones that scan for targets should now discount targets fired from the same ship but a different control unit
- Drones should no longer be destroyed if they collide with other drones, or scoop-able objects, no matter what sort of drone they are
- Federation and Empire rank assassination mission targets now spawn in Supercruise
- Fix for reoccurring fine after being paid off
- Assassination mission targets now appear in USS
- Fix problem where NPCs couldn’t interdict player (missing interdictor module in loadout)
- Fix for missing Enforcer Cannon has reload SFX
- Fix for hover sound in Power play being too loud when using headphones and night time mode
- Fix for SFX issues on Courier while changing flight direction
- Boost Courier engine SFX in the mix
- Fixes for Starports changing type

Server log:
- Added repair discounts for Founders and Commander with high faction reputation or an Elite rank
- Added the remaining Powerplay effects for Controlled and Exploited systems (Blackmarkets, Outfitting, Shipyard, Commodity Markets, System security level)
- Fix some prepared systems being overlooked when selecting expansion candidates
- Fix so vouchers no longer remain after a Commander's ship is destroyed
- Remove some duplicated system names when displaying a Powerplay action that affects more than one star system
- Fix for paying off some legacy fines

Known Issue:
- Attempting to complete a single Powerplay action that uses cargo commodities to affect more than one system at once will not work. Cargo that affects a single system in a single action should still work fine.


Beta 5:

Crash fixes:
- Fix cases where RouteGeometryInstance could crash if locking the instance buffer fails (OSX specific)
- Fix for when glGenBuffers() fails (OSX specific)
- Fix for occasional crash when in the Galaxy map and using the Powerplay view
- Fix very rare crash found in busy network sessions
- Fix for a crash when using limpets

- Prevent supercruise music playing over Galactic Powers screen when viewing in supercruise
- Shield Cells now usable in supercruise
- Balanced another stat that effects heat build up in the Courier
- Ignore request from UI to redeem all trade vouchers if you don't have any vouchers to redeem
- Tweaked the transition between Galaxy Map and Powerplay music
- Fix for Smuggle branches (text)
- Fix for Courier landing gear doors being closed even when gear is deployed
- Text fix for mining mission rewards
- Fix an over-speed exploit that would let people maintain maximum boost speed indefinitely in flight assist off using transverse thrust
- Fix regularly reported turret issues where a turret pushed up to maximum confusion becomes useless
- Fix for final destination lock being lost whenever player targets anything other than a celestial object
- Fixed Diamondback outfitting camera angles
- Fix for Diamondback landing gear not fully extending when deployed
- Fixes for Diamondback hitcheck, decal slot 2 and 3, and lens flare orientation
- Added slave mission variants
- Fixed Diamondback jump flare positions
- Added more chatter lines for hunter NPCs in Supercruise
- Fix for mission text inconsistencies
- Fixed typos and spelling mistakes
- Fix for Merit value not updating after delivering cargo/claiming a voucher
- Fixed camera zoom when focused on comms panel in Courier


Beta 4:

Client Changes:

- Fix for shut down crash
- Network stability fix
- Fix error opening system map
- Bounty timers are proportional to the size of the bounty
- NPC Ships in a wing stop moving after the biggest ship is destroyed fixed
- fix for suicide-sideys making people wanted and add some extra logging in case more cases appear
- Show by Population "Min" slider is not having any effect - min value is no longer clamped and now systems below the min population are hidden
- Fixed off by 1 error in the defect popup
- Fixed undermined upkeep cost calculation
- Unable to recentre display using DK2 fixed
- Upping the rewards given on civil war scenarios
- When NPCs are given a "local bounty", there's a chance it'll be with the major faction rather than the minor faction
- Upped the interdiction chance on powerplay assassins and pirates to 60%
- Upped security ships chance to 40% (as they are not so much about interceptions)
- Stop gimbaled weapons being eager little beavers wiggling around when they've no target
- Do not draw motion lines when the location rendering is suppressed (such as in Powerplay screen)
- Fix some odd shield behaviour where it wouldn't change its "is broken" flag in supercruise
- Powerplay details screen fixes
- Missions now using correct Hitman profile
- Capital ships now engage hostile AI ships or the player if the player has chosen a hostile faction
- Changed hand-in contracts to Cargo Required so they check you have the cargo
- Mining mission template fixes - Improved tests in Smuggle delivery (Slaves are no longer food)
- Added graphic for Imperial Courier on the contacts panel
- Control details page now displays base upkeep instead of current upkeep
- Wing UI now shows shields when the wingship is in Supercruise or Hyperspace
- Audio: Add bubble expand audio events for power play galaxy view to the tree different modes
- Audio: Make sure we only send ship voice events about drones attaching to ships if the drone is our own or the drone is clamping to our ship
- Audio: Only send through "Under Attack" and temperature warning ship voice events through to player cockpit and suppress all others if they are in the Galactic Network screen
- Audoo: Fixed power play details audio when transitioning back from galaxy map
- Diamondback is now the Diamondback Scout
- Fixed holes in loading screen model and shipyard model - Diamondback
- Preparation value cannot be seen due to system name being too long fixed
- Added schematics for Diamondback ship
- Fixed holes in loading screen model and shipyard model - Empire_courier
- Stop Powerplay screens being available in tutorials
- Fix overlapping icon/rating on outfitting ship loadout item UI
- Translations for missions added (French, German, Russian)
- Mission text fixes
- UI text fixes

Server Changes:

- Always award powerplay vouchers when destroying NPC trade ships, regardless of any difference in combat skills
- Some neutral systems are now excluded from powerplay
- Fix clearing save games
- Grant more powerplay vouchers when destroying powerplay NPCs outside of a conflict zone


Powerplay Beta 3 incoming (28/05/15)

Full changes below:

- Crash fix for drones having destroyed parent ships
- Fix some ship loadouts causing crashes
- Don't fire beams if a ship is not ready to prevent a crash
- Fix crash caused by improper wakes
- Fix render crash in Powerplay map
- Prevent crash and corrupt save with equipping multiple refineries
- Avoid a crash when saving without a ship state
- Fix low level crash in outfitting
- Increased the Courier's ability to dissipate heat so that it runs a bit cooler and thus can scoop around more stars safely than before
- Use the major faction (in addition to the existing test on the minor faction) when determining if a player is friendly enough with a faction to take a mission
- Audio: Stop ship voice events coming through when the player is in the outfitting screen
- When Options are Cleared and Game Restarts in Fullscreen Mode the Mouse is locked in the Centre of the Screen fixed
- System popup disappears too quickly when hovering on system in galaxy map fixed - small delay added to close event
- Added string substitutions for the abandon and alternate factions in salvage missions
- Minor fixes to mining mission template
- Changed hand-in contracts to Cargo Required so they check you have the cargo
- Reduce spawn rate of elite/founder missions
- Make delivery missions remove correct amount of cargo
- Reward pass on Elite/Founder Missions
- Massacre Conflict target #'s now scale
- State effects added to Piracy Missions
- Make mission times all use the same value
- Remove random elements from scaling stage of some mission reward generators
- Shooting a ship that is aligned to the same Power OR Major Faction as you results in a Power Rank penalty
- Fixed manoeuvrability stats for ships that needed them
- Fixed incorrect radiator stats for Empire Courier
- Add power play details - System Map
- Fix incorrect calculation of contested systems
- Powers on the galaxy map are only rendering on one lens when using the Oculus Rift
- Fix a bug where the incorrect item was being selected from the repairs list
- Fix "against" powerplay actions not updating cached progress values
- Make sure that repair costs are calculated correctly
- Player allied with opposing Power didn't get bounty when firing on a player allied with system's power
- Don't give every mission spawner a better than desired chance of spawning
- Audio: Suppress cargo scoop deployed and retracted ship voice events during drone programming and firing
- Audio: fixed power play bubble audio events not being posted
- Add "Added to bounty" at the end of the "fine gained" message if the player already has a bounty (or dormant bounty)
- "Fixed Weapon" icon for the Advanced Plasma Accelerator is not aligned correctly fixed
- Audio: Fixed some issues with Landing Area animations
- Galaxy Map does not remember selected filter fixed
- Diamondback not resting on landing pad but hovering above it fixed
- Adjusted hitcheck on courier so it can scoop cargo
- On returning to the Preparation menu for Power player after using the View on Map function you are NOT returned to the system you were previously viewing fixed
- Rebalanced damage values to make the Cytoscrambler more useful
- Doubled the combat bond amounts for standard combat zones. Now 4000cr instead of 2000cr
- Fixed an issue where all scroll panes in the Power Details UI would seemingly ignore the first 3-4 DPAD up/down button inputs
- Edited Courier's gear animation to fit design when deployed
- Increased the heat values to something appropriate given the decreased fire rate of the Pulse Disrupter
- Fix a stack of missing mission text
- Fix a stack of GUI text issues

Server-side changelog:

- Decreased rate of reputation decay



New Content/Features:

- Powerplay added
       - Power map views added to galaxy map
       - Added power information and action screens
       - Power specific ship modules added
       - Power specific ambient traffic added
       - Spawn AI to hunt player if they defect
       - Power specific goods and actions added

- Playable ship Imperial Courier added
- Playable ship Diamondback added
- Cargo/Mining chunk collection drones added
- Fuel transfer drones added
- Prospector drones added
- Mission system overhaul
       - Inbox integration for branching missions
       - Missions scaling up based on rank
       - Missions scaling up based on reputation with mission giver
       - Mission targets can be generated in supercruise rather than USSs
       - Spawned AI difficulty determined by mission (if spawned by mission)
       - Missions requiring only mineable materials added
       - Revamped military progression missions
       - Added Founders and Elite ranked missions
       - More mission variants added
       - Chatter tables updated

- Updated bounty system
       - Bounties cannot be paid off (Pilot's Fed contact is gone!), but expire after 7 days.
       - Major factions don't record crimes anymore, only minor factions. (You may have major faction stuff in your saves left over from the previous system).
       - Fines now take 7 days to expire, but never coexist with bounties (bounties absorb fines and dormant bounties with the same faction).
       - Expiry only actually happens when you login, hyperspace or resurrect. (This stops cases of "I attacked a wanted ship that had no bounty a few seconds
       - Friendly fire values relaxed

- Add select nav target functionality to system map
- Add mining bonus for mining operations within extraction sites
- Added Painite as a minable commodity
- Added osmium as a minable commodity
- Added low and high intensity resource extraction site scenarios
- Loan ceiling scales based on player's highest Elite rank
- Founder decal now gold
- Added crimes for reckless flying (collisions) within starport no fire zones:
       - Shields only collisions above speed limit is a fine
       - Hull damage only above speed limit is a larger fine
       - Ship destruction within short window after collision above speed limit is a bounty
       - Respects 'Report crimes against me' setting

- Allow any general purpose slot on any ship to contain a fuel tank module
- Show progress to next PF rank
- NPC chatter works in supercruise
- Added rank up messages and animations to inbox

Stability Fixes:

- Fix crash when entering icy rings as they have no possible minerals
- Fix possible stability issue with AI entering resource extraction sites
- Fix access violation when interdicting NPCs
- Fix crash when taking high res screen shots with super sampling turned on
- Don't try and transfer group leadership for player-owned groups
- Fix a crash in keyboard helper when it is unable to find a keyboard locale
- Fix for skybox render crash on exit
- Fix for memory crash in system map
- Fix a crash in the system generation
- Fix rank-restricted ships being purchasable and causing server errors
- Fix for streaming crash on shut down
- Fix server error entering some empty systems
- Prevent Module Data Gather crashing when setting modules while looking at the fire groups tab
- Fix for invalid shield value in network traffic
- Fix ships setting their faction to the non-existent "Anarchy" faction when there aren't any factions around
- Fix AI crash in combat zone
- [OSX] Fix memory allocation crash
- Don't kill the server if we have a hash collision on system name
- Fix issue with low level maths during ship docking
- OSX: Don't crash if an attached joystick has an invalid product ID
- OSX: Fix crash if memory allocation fails
- OSX: Fix for various crashes on launch associated with some keyboards and locales

General Tweaks/Fixes

- Fix ring scaling on stars in system map
- Made the streaks on the Cobra windscreen less noticeable, but more balanced
- When we're clearing bounties and resetting hostility states, make sure we do it on remote authorities as well.
- Searching for 'PAND' in the galaxy map brings up 'PANDAMONIUM' as the first result fixed
- Galaxy map camera now caches its current position for retrieval on returning to the galaxy map
- Fix planet popping on approach
- Replaced the mute button mode (toggle/hold) with a bespoke option which allows for toggle, push to talk and push to mute modes
- Enabling wing beacon enables voice comms fixed
- Stop the system info popup preventing clicking the system itself
- The minimum value of the lighting curves for stars has been altered so that it scales from a universal base value with star temperature
- Moved the UI camera lock on option to the input options screen, to hopefully make it more visible
- Updated all resource extraction scenario CSM's to heavily reduce the number of NPC's
- Fix missing black hole effect in certain systems - such as Phua Aub SO-Z
- Make trade voucher redemption menu options consistent with bounty vouchers - separate menu items for each, and local factions only
- Fix police ships spawning at lawless mining scenarios
- Reset current target contact when pressing the "select next route system" key
- Fix Shield Bank Module not filling properly; this lead to a missing cell when using "reload all" option in station services
- Fix to Render order problem with section of Adder cockpit
- Changed WING RANGE to EXCEEDS WING for nav panel system buttons
- Fix some new modules the wrong amount of ammo (e.g. Shield Cell Banks)
- Rebalanced mass lock values across all ships to fix various inconsistencies and also ensured ships overheat when self destructing
- Population data inconsistencies between galaxy and system map fixed Belt information are now displayed for stars in the system map
- Fix surprise non-zero throttle after pre-flight checks (unless you're using the throttle axis binding)
- Toxic corrosive damage from carried cargo now ignores broken modules
- Fixed the Fer-de-Lance clipped inside landing pad
- Prevent sleeping cargo canisters from penetrating asteroids
- One suspected cause for driver micro-stutters addressed
- Weapon lighting optimisations
- Lighting overdraw optimisations to ship exteriors
- Lighting overdraw optimisations to ship cockpits
- Lighting overdraw optimisations to landing pads
- Fix radiators being damaged and broken by corrosive cargo when nothing else could touch them
- Self destruct and Reboot/repair are not shown in the functions tab when in supercruise
- Headlook disabled during panel focus fixed
- Transaction pane now matches entries using both the id and the type, so the focus no longer jumps to a different section when it updates
- When nav lock auto jump fails and suppresses a warning, also suppress the audio for the notification
- Default ships to not being full-members of factions - only police/military should be full members. Escorts/wingmen will get the full-member status of their lead
- Give escorts/wingmen a default generic escort chatter table rather than the same as their lead
- Make AIs respect the FSD cooldown timer, the same as the long timer for players (as NPCs never submit)
- Fix incorrect orbital period for Pluto
- Move Castellan Station away from Lave 2 to prevent people not being able to supercruise away
- AI not subject to heat targeting mechanic in same way as players fixed
- Make SSAO respond to being toggled in the options menu
- Docking computer not working at outposts fixed
- AI ships experiencing difficulty leaving Orbis starport interior fixed
- Docking computer gives wrong setting fixed
- Removed extra radius added to the 'am I close enough to dock' maths so the distance on the GUI matches the distance required to allow a successful docking request
- Fix problem of Outfitting showing the incorrect maximum ammo for Shield Cell Banks
- Disable vignette effect for debug fly camera
- Fix typos in Leestian Evil Juice description
- Update to pirate scanning behaviour. Always scan, whatever the threat value, but potentially block attacking because of threat
- Updated station ad screens
- NPC bounty hunter scanning update: New chatter triggers added. Added new behaviour: if target is scanned, found to have a bounty below the minimum (but non-zero), warned, then later scanned again, it will then be attacked
- Make sure we spend fuel when we hyperspace, even if disconnect before the save-on-arrival
- Adjusted military archetypes in war zones, to distinguish them a bit more from lockdowns and the subsequent blockade. Won't interdict clean ships in war, as they are too busy fighting a war to do that
- Made the stars and planets wait until they are ready to render, this will fix planets showing up as white for a short time after entering the game
- When police scans a wanted target that has a very high threat score, previously it would ignore it; now it starts attacking, says a chatter line, and calls reinforcements
- Wing beacon is turning off or timing out and not updating the GUI fixed
- When the player equips a module and their ship has insufficient power - we should warn them about power management
- Fix no distinction between dormant and active bounties in the transactions panel
- Fix throttle going to full when hyperspacing from normal space with FAOff and without using the throttle axis
- Interdictions do 10% of the damage of a normal emergency drop
- Chance that NPC escorts won't flee but stay and fight
- Fix for Commuters having a crazy high chance to flee when their hull got to about 50%
- Improved and highly optimised Hangar lighting
- Visual improvements, rebalancing and optimisation to hangar particle effects
- Fixed typo in basic discovery scanner description
- Fix typos in water giant description
- Fix spelling for Luyten 347-14 system permit
- Remove extraneous space in class M star description
- Fix incorrect starting explorer description
- Remove unneeded secondary economy from Auta Isuang
- Jovian texture replaced wrong default terrestrial texture, schematic height params for this planet type slightly raised for better definition
- Fix turrets set to Target Only deciding to fire when you're in the hangar
- Adjusted the height of the flood lights around the large landing pad (raised them up by 5 metres) so that they interfere less with the Chat panel in the GUI
- Give turret mounts the ability to track 5 degrees down past horizontal, to help ships like the python be able to actually hit small ships in front of it
- Friendly fire rules should apply to player Vs player, not just AI
- Fix NPCs not giving themselves local bounties
- Added ampersand character to text rendering on starports
- Don't allow NPC's to jump if they have 0% hull
- Prevent docking after the police 'notice' that a player is wanted. This is the same reaction with committing a violent crime near the station
- The contents of an asteroid are now deterministic again, and will be the same every time a players logs in and for every player
- A history of mined asteroids is stored per player on the web server. If a player tries to mine a previously mined asteroid, they get nothing
- Asteroids can now contain up to 3 minerals, chunks still contain 2 minerals
- Fix typo in star class L description
- Don't go through the process of choosing a new group leader if when the leader dies we aren't the authority, as this will be an authority transfer rather than the leader dying
- When a ship is dying and we're setting its behaviour to "Just hit me", we only need to set this as the current behaviour, not the default state
- Fix repeat exploration scans cancelling previous scans
- Outpost hangars now have new and improved lighting
- Rich hangars and inner dock now have new and improved lighting
- Fix underside of flood light poking through a hangar and a texture issue on a LOD in the Rich Station interior
- Fix police defending wanted ships in their own faction
- Thickened up the fine strut detail on the Solar Array LODs which was causing a lot of aliasing as much of the geometry could become sub-pixel at distance. This seems to have improved render quality somewhat, especially in the mid-range LODs
- Fix the test that zeroed throttle when docked to only zero when docking state *changes* - allows the throttle to work when using accumulated controls during a pre-flight check
- Don't show a ship's health bar if the schematic is showing a subsystem/module
- Fixed the decal cameras for the Imperial Clipper
- Make sure that an NPC appears after an interdiction if it has been interdicted by more than one player
- Make sure that the lead ship wouldn't always head for the wake to drop out into the interdiction
- Fix alignment issues with tiny and medium hardpoints, and also splits the doors into separate CSM files so that they can open independently
- Fix rings becoming invisible when entering or exiting supercruise
- Docking computer resets timer back to 10:00 fixed
- Docking computer cannot land the ship if the player resumes control after the docking computer has piloted the ship inside the station fixed
- Eagle interior cockpit now has texture
- Fix for Asp landing gear not locking down
- Improve Vulture LODs
- Fix landing gear for Type 6
- Fix landing gear for Type 7
- Fixed shadow sharpness on cockpits
- Fed Dropship Lowest LOD fix
- Add a 'Hostile' sign in the same place as the 'Wanted' sign to indicate when the police will attack the player due to bad reputation
- Add a missing check that meant mines were being targeted even if there was a better target around
- Added rank progress bars
- Decal pass for Mercenary paintjobs
- Chaff now affects turrets and gimbals by the same amount
- Improvements to engine effects overhaul
- Improved the appearance of the Hauler drive effects
- Stop Spinning AI Ships in Supercruise
- AI will try to avoid crossing a player's firing line
- Optimisation for partial name search in galaxy map
- Fixed hole in Adder cockpit geometry
- Pilot and chair added to external cockpits
- Reduced range of Medium Empire thrusters light so it doesn't illuminate the Empire Courier's cockpit
- Cap bounties to 10 million per jurisdiction - fines remain unlimited
- Fixed Asp Gun Barrel Clipping in Outfitting
- Inconsistency in the Class Y dwarf stars description fixed
- Minor Typos in the Lakon Type-9 Heavy ship text description fixed
- Fixed some mixed up commodity labels in French
- Fix broken non-breaking spaces in French
- Make sure that the gunsights system has sensible start values to prevent odd jumping
- Fix a few cases of people with old weapon loadouts being unable to fire
- On the galaxy map, "Plan Route" should be "Route Planen" in German
- FSD cool-down timer should read "FSA-ABKÜHLZEIT" in German
- When receiving machine details in response to wing/invite, try to connect to the machine - fix for some invites not getting through
- Various translation fixes
- Altered flicker on light to be more subtle in Fer-de-Lance cockpit
- Shields persist in supercruise
- Fixed not being able to supercruise through a completely invisible ring
- Steadily loosen rank limits on supercruise interdiction as security decreases
- Allow players to adjust their power pips in Supercruise
- Make every capacitor recharge at max rate while docked, since station UI can steal the power controls, leaving players without any sys energy to bring their shield back up
- Station entrance VFX optimisations
- Don't skip the long shield recharge delay on location transition if your shield were at 0 health
- Fix 2.5s hyperspace transition time when jumping from Supercruise
- Don't duplicate ships when following a wake
- Landing gears are initialised 'down' if you start docked, instead of starting 'up' and immediately deploying
- New take on chaff effect, visible from greater distances
- Encourage mining chunks to float away from asteroids, not inside them. Also push them out along that direction a little when spawning to help prevent fast moving asteroids from rotating through the new chunks
- When weapons have a shot blocked and fail to fire, no longer drain weapon power spuriously
- Adjusted some hitcheck were it may be possible to ram your way through a wall in the Coriolis station due to an acute angle in the mesh
- Transactions panel will now update the vouchers if they change while it's open
- When firing at a moving target turrets confusion is affected by distance so that turrets are more easily confused by sharp manoeuvres at short range than long
- Confusion is based on the acceleration of the target in both absolute space and relative to the firer
- Rather than Wobbling when the gun gets confused, turrets now tend to lag behind their target instead.
- Fix for cartography data being fetched but requested in the previous page refresh
- Shipyard now accounts for fitted modules in the Shields and Armour values
- Prevent cap ship fighters spawning on top of each other
- Only apply capital ship exclusion zone to player ships
- Don't say "Warning! Landing gear" when approaching a landing pad if your gears are currently deploying
- Class 2 Seeker missiles sometimes fire backwards in a Python fixed
- Tweaked ammo amounts for multicannon and rail gun.
- When targeting a Point of Interest, show the second detail as the name of the body it's around rather than the type of body. Also show minor faction names instead of major faction
- Fix for weapons that fire atomic bursts - rather than draining energy per shot, the energy for the whole burst is drained up-front to prevent the burst getting oddly straddled over time if you're low on power
- Added support for warming up shaders - a likely issue causing the big stalls approaching planets
- Added better description to highlight the technical limitation of the kill warrant scanner
- Fix clothing and consumer technology being the wrong way round in Russian
- Speculative fix for Achenar star description is missing in German version
- Medium pulse turret stopping aiming fixed
- Stop AI ships jumping with a destroyed Frame Shift Drive
- Shorten some French strings to fit on the gauge panel better
- Fixed incorrect permit ID for Phekda that was causing it to appear as a debug
- Update to the Police Hivemind numbers, slight rebalance to minimum delay, max strength and max bounty numbers
- Balance pass on SC hunter/target chatter distances
- Added alternative mapping for CH combat stick
- Fix some inconsistencies in ship vs. environment collisions
- Increase persistence for NPCs that are hunting player ships for various readings - this means they are more likely to chase for longer and not so easily thrown off the scent
- The new collision crime now checks both ships in the collision; if either has Report Crimes set to true then it'll issue a bounty to both.
- Adjusted weapon impacts to reduce spin craziness
- Fix to part of Type 9 cockpit which stuck out so far it could be seen rendering through external hull
- Fixed a problem where in menus players could choose to play in a private group which they weren't yet members of
- The forth user who joins the wing will appear as 'In the menu' to the third user despite being in game fixed
- Redesigned control scheme based on suggested scheme found on the forums for Warthog controls
- "Prism as One" faction has no description fixed - along with any other Imperial cooperative factions
- Fixed some errors in the Imperial Slaves commodity description
- Text cut-off in OUTFITTING: FRAME SHIFT DRIVE fixed
- Fix spelling for CS Camelopardalis
- Mines now do both thermic and explosive damage
- Dead NPCs no longer taunt from beyond the grave
- Stop NPCs jumping if they are about to die
- If stellar surface tessellation fails then make sure we try again on the next frame
- Prevent immediately restarting an interdiction tether when an interdiction succeeds
- Don't show multiple locations for mission stations in the galaxy map
- Further changes to how people manage turrets:
       - Turrets not in a firegroup won't do anything.
       - Turrets in Fire at Will cannot commit Assault.
       - Turrets in Fire at Will won't fire at illegal targets.
       - Target Only is now a manual/latched fire mode, and can be used on illegal targets.
       - Fix a non-deterministic 1-frame lag in weapons fire.
       - Remove the crime exception for point defence guns as they're now covered under the above rules.
- Fixed missing mass value for Type 9 reactive armour
- Add consumed by and produced by information to Chemical Waste
- Improved model culling with stations
- Orerve description states system is a planet fixed
- Fixed some incorrect Russian words
- Improve reconnect handling if a connection to the game server fails
- Try not to spawn players inside asteroid belts and more specifically not inside asteroids
- Russian translation for 'Jettison All Cargo' fixed
- Network optimisations for copying game objects
- OSX: enable [Cmd]+[V] to be used to paste text (as [Ctrl]+[V] is used on Windows)
- OSX: Fixed the broken planet rings on OSX caused by mips not being generated correctly
- Police ships shouldn't ram the player just because they are scanning them
- Updates to ring fog system
- German language feedback pass integrated
- Balance pass on metal types in different ring types
- When we are docked, do not allow anything to add wear to our ship
- Show whether a black market is present on the station in the system map
- Galaxy map popup now always shows who is in charge of a system, regardless of which view is active
- OSX: Fix for game window being positioned incorrectly on a secondary monitor arranged to the left of the primary monitor, in OSX System Preferences terms
- OSX: Fix for the game thinking that the [Enter] key is still held down after using the [Alt]+[Enter] key combination to switch between windowed and full-screen modes
- OSX: Fix for a Core Animation warning on shutdown
- Modules can be repaired partially from the repairs screen
- Indications to commodity descriptions for their legality (if applicable)
- Popup message to go with the inbox message when the player gains a Pilots Federation rank


- PowerPlay interface and PowerPlay Galaxy-map audio added.
- Diamondback audio.
- Empire Courier audio.
- PowerPlay reward modules audio added.
- Audio for new drone types.
- New ship voice lines added.
- Added separate GUI blip for when collecting a chunk.
- More station announcer voice characters have been added to all factions.
- Rank animations audio added.
- Deploy and stow on other ships is now audible.
- Reduced volume of the gui target hit indicator.
- When two weapons of the same type are firing, the volume should no longer increase as much.
- Various tweaks to weapons fire so they more or less sound equally loud and don't drown out engines and impacts.
- Supercruise engines are improved and have subtle 'judder' when overshooting a planet.
- Combat music volume tweaks.
- Improved Cobra engines when at a static speed.
- Torpedo's explode a little more prominently as befit their esteem.
- Fixed several broken Eagle sounds.
- Improved looping audio on Hauler.
- Improved landing gear audio.
- Reduced loud reload on the multi-cannon
- Reduced reverb on weapon deploys, to fix oddness in stations.
- Allowed impacts caused by own weapons to use a bit of the centre channel.
- Tweaks to frame-shift transitions.
- Tweaks to NightTime mode and inaudible explosions.
- Mix pass on shield SFX for other ships.
- Put a slight fade-in on the shield break sounds to make them a wee bit less percussive.
- Improved mix on hyperspace tunnel whispers and flybys.
- Voice comms mix improvements for better audibility.
- Muted unpredictable engine roar on buying a new ship.
- Improved the audibility of collision alert sounds.
- StellarAmbient/Music in System/GalaxyMap tweaked.
- New distance element added for delayed secondary explosions.
- Added section to the logo-ident music to transition gracefully between pre-caching of shaders and menu.
- Improved lift animations have improved sound also now.
- Proximity alarm muted when stationary.
- Added a bit more bass to Cannon fire.
- The beamlaser had major low end issues when the beam connects to a target which has been fixed (and we could make the non-issued bass louder as a result!)
- Added interactive mixing to combat music which responds to how much is going on; fights stay exciting throughout an engagement.
- Volume tweak to ambiences in the system map.
- Improved cockpit ambiences in Gutamaya and Saud Kruger ships.
- Improvements to landing area atmosphere.
- Multi-cannon is a little louder and 'clunkier'.
- Improved target indicator sound to be less piercing at high volume.
- Improved (slightly) Eagle and Vulture sounds.
- Improved differentiation of small, medium and large explosions and redistributed these more evenly across ship types.
- Improved Explosions so that they remain powerful/satisfying even when further away.
- Added sound for when passive scan resolves target as wanted/unwanted.
- Added slight delay to ship voice saying "Target Shields Offline" so the shield breaking audio is audible also.
- Improvements to deploying/stowing weapons audio.
- Light switching on/off is a little clunkier and audible.
- Improved audibility on heat alarms.
- Reversed the FSD cool-down sound as before it sounded too much like a prelude to a big event.
- Improved audibility of mass lock, safe to disengage and speed warning sound.
- Improved navigating the system map audio when using mouse.
- Improved growl and orientation noises on the Asp, improved boost sound.
- Safe to Disengage, Slow Down gui sounds so they are more distinct from each other.
- Improved construction hubs; added construction ambiences to the bits that are under construction.
- Slightly increased volume of inflicter impacts so they sit better in all mix modes.
- Improved station forcefield in night time mode.
- Fixed issues with hangar bay mechanical noises and landing gear.
- Removed the "warning" from the no cargo voice asset.
- Shieldboost and Shields going up/down should be audible on others again.
- The explosion when your own ship goes down (booo!) was clipping (double booo!) so now it is at least a nice and clear booo-m!
- Fixed sounds being cut out in the GUI when moving quickly over options.
- Reinstated missing barrel sound on pulse lasers.
- Paintjob audio is audible again.
- Fixed missing audio on Beamlaser Turret medium/small.
- Fixed some silly clicks on fuelscoop.
- Fixed missing front thruster acceleration audio on Orca.
- Fixed a bug that removed all bass from cargo pick up sounds.
- Fixed missing super-cruise thunder.
- Optimized beam impact sounds to reduce memory usage.
- Set pulse laser mechanized elements to use different attenuation to help mix it on large ships.
- Reverbs use less memory.
- Optimisation pass on Black Box flight recorder.
- Improved explosion usage of memory.
- Reduced length of the Panel loop which saves memory.


- Increase mark up when selling illegal goods in black markets
- Apply 10% price penalty when selling modules
- Increased Vequess' tech level and stocked it with shields
- Automatically apply the Sol permit in another situation
- Reduced cooldowns on minor faction states: expansion, war, election
- Increase minimum tech level required to activate the shipyard and outfitting shops
- Reduced the bounty cap to 1 million credits per voucher
- Rename some minor factions to make them more unique across the galaxy
- Increased outfitting stock levels by 20%
- Extremely high and extremely low faction reputations now slowly decay towards less extreme values
- Make smuggling profits count towards trade ranks as well as crime ranks

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


Fußzeile des Forums

Powered by FluxBB