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Thread: Beta 2.2 - Update 6

  1. Click here to go to the next staff post in this thread. #1

    Beta 2.2 - Update 6

    Hey guys,

    Great news! There is another 2.2 beta update coming in this morning.

    The Beta servers will be going down in a few minutes at 10:00 BST and we will expect them to be back up within a couple of hours.

    Here's a nice juicy change log while you wait.

    Change log

    Stability Fixes

    - Allow the "visited stars" map filter to apply to route-plotting
    - Fixed crash when starting the game with an HMD for some monitor/resolution combinations
    - Fix a low level vertex locking crash
    - Fix a crash when self-destructing the SRV
    - Fixed JSON error in ship delivery
    - If we lose connection with server immediately after connection, before mtu discovery is complete, don't crash, reset mtu discovery for another go around
    - Server time synchronisation can soft-lock the game fixed
    - Ensure that system map materials get destroyed on shutdown
    - Fix crash swapping modules in outfitting
    - No longer assert when trying to add an item which is supposed to be empty
    - Fix for buyback and stored items being deleted in one array but not another
    - Don't crash id planet materials are not sensible

    General Fixes & Tweaks

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


    - Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong
    - Following NPC crew oddities (When NPC crew is flying a player's ship) fixed:
    - If MC turrets are fitted and set to Target Only, the combat AI cannot fire them
    - Can only use one missile launcher, even if two are fitted
    - Missiles are fired at long range and are wasted
    - AI doesn't use boost to chase and kill targets, instead lets them get away
    - When out of ammo, AI ship should drop back into formation
    - Player ships with just missiles won't fight
    - After requesting docking, all other order hotkeys are ignored
    - AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed
    - Added clearer message to indicate that the players fighter will be destroyed when they FSD away
    - Moved empire fighters hit spheres for the weapons even further forward to help in hitting them
    - Use numbers rather than bars for displaying fighter stats
    - Wanted NPC has clean fighter fixed
    - Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty
    - Added loading animation to screen for switching between fighters and main ship
    - Fixed missing font glyphs on Role panel when running in Russian
    - Fixed commander name having the "Crew" tag on the death screen when killed by a player in a fighter
    - Can use hotkeys to send invalid NPC commands to unmanned mothership fixed
    - Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore
    - Audio: reduced probability of "no more targts" npc crew message down to 40%
    - Audio: Fix for Crew member saying wrong line when asked to attack target
    - Fix not being able to deploy an SRV or Fighter after resurrecting
    - Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression


    - We think heat attacks have been reduced a little too far, and need a very conservative buff:
    - Diminishing returns for heat now limit at 100% (up from 95% in previous beta)
    - Damage penalty for Thermal shock reduced to 20% (from 25%)
    - ECM needs some slight tweaks:
    - ECM will now fire when hardpoints are not deployed
    - ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)
    - Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5
    - Improved flight speed and hacking time of all hatch breaker limpets
    - Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled
    - Slight reduction to the effectiveness of Incendiary rounds for Multicannons:
    - Remove the hidden 20% kinetic damage that was left over
    - Reduce the fire rate penalty from -10% to -5%
    - Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff.


    - Process transaction cost correctly when fetching or selling a remote module
    - UI was being unlocked before hardpoint animation was complete. This should now be fixed
    - Module distance incorrectly show when transferring a module fixed
    - Adjusted the balance areas of the popups to have an auto width, to account for large balances
    - Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint
    - Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red
    - Fixed keeping hold of buyback items once we've bought them back
    - Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text
    - Prevented focus from being lost when pressing Right on the read more section of the module transfer
    - The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected
    - Ship loadout doesn't update after multiple swaps fixed
    - Updated icon positioning and colouring in the Inventory Browser Screen
    - Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK'
    - Starport UI: fixed quick action button icons disappearing when coming back from outfitting
    - Store multiple modules lists incorrect number when unticking categories fixed
    - Damage type tagged as 'labelfield' overlapping fixed
    - Adjusted colour of "in transit" text, when focused on
    - Made the "Stored Ship" tab, glow white when a ship completes its transfer
    - Increased Module Storage size to 60
    - Tune credits costs of Ship and Module transfer


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


    - Passenger missions not displaying or paying out rewards on hand in fixed
    - Updated the transaction tab for passenger sightseeing conflict, and for passenger vip conflict. They now include the system address for the conflict zone
    - Remove commodities bought for passengers when completing a mission
    - More balance tweaks for reputation, influence and state effects
    - Player has been scanned - When scanned just once, the inbox message will pop up several times until the passenger is disgruntled fixed
    - Stop passenger cabins containing passengers from being swappable
    - Generic passenger generation now fits cabins with Tourists instead of Generics
    - Fixed errors in passenger cabin classes and types
    - Fix for passengers hiding when the ship is dismissed (from a planetary landing via SRV) and comes back...
    - When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
    - Fix Passenger mission problems when swapping occupied cabins between module slots


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


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


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


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


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


    - Audio: Fix for Materials sound wrong on planet surfaces

    Galaxy Map

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

    Player Journal

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

  2. #2

  3. #3
    - Fixed supercruise motion indicators not being displayed

    That's not those vertical bars either side of the screen is it? Losing them was a great step forwards!

  4. #4


    Will have some feedback on the heat changes asap.

    Can we please get some input on the new Engineer schematics? That sticky thread in the beta feedback sub-forum needs some dev post lovin'.

  5. #5
    When will we get Update 2?

    Thanks, look excellent!


  6. #6
    Awesome, looking forward to playing once it has been upgraded on the servers!

  7. #7
    Originally Posted by Zac Antonaci View Post (Source)
    - Docking computer staying 1km above planetary outpost fixed
    Will that stop the docking computer from boosting like crazy when docking at a planetary station?

  8. #8
    Originally Posted by jgm View Post (Source)
    - Fixed supercruise motion indicators not being displayed

    That's not those vertical bars either side of the screen is it? Losing them was a great step forwards!
    Yep, now I want the option to show/hide them. Well, I can always hide the hud completely with ctrl-alt-g or whatever the shortcut is but it's not the same ^^'

  9. Click here to go to the next staff post in this thread. #9
    FYI, change log has been updated.

  10. #10
    Does the change to the Type 7 mean it will now fit on medium landing pads?

  11. #11
    Originally Posted by jgm View Post (Source)
    - Fixed supercruise motion indicators not being displayed

    That's not those vertical bars either side of the screen is it? Losing them was a great step forwards!
    Heheh - I prefer the vertical bars. Soooo much better than Space Sleet, IMO.

    Regards o7

  12. #12
    Originally Posted by paindesegle View Post (Source)
    Yep, now I want the option to show/hide them. Well, I can always hide the hud completely with ctrl-alt-g or whatever the shortcut is but it's not the same ^^'
    I seem to remember that they weren't affected by ctrl-alt-g

    - - - - - Additional Content Posted / Auto Merge - - - - -

    Originally Posted by Zac Antonaci View Post (Source)
    FYI, change log has been updated.
    What did you do? Can we have a changelog for the changelog?

  13. #13

  14. #14
    Will there be a beta 7?

  15. #15
    Originally Posted by jgm View Post (Source)
    - Fixed supercruise motion indicators not being displayed

    That's not those vertical bars either side of the screen is it? Losing them was a great step forwards!
    Indeed! Please include an option to turn them off!

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