Patch Notes Update 2.3 The Commanders Beta - Changelog

Ship Art

[*]All ship explosive effects improved

[*]Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter

[*]Beluga Liner now has similar strength headlights to the Anaconda

[*]Orca tactical paintjobs fixed

[*]Left Decals on the F63 Condor fixed

[*]Fixed Bobblehead cams and orientations on the Fer-de-Lance

[*]Fixed smoothing groups and some decal positions on the Imperial Cutter

[*]Updated Asp cockpit geometry to allow for the new camera views

[*]Anaconda death explosion sorting fixed. Timings are nicer too

[*]Disable GUI lights if the player is dying

[*]Tweaks to the Sidewinder's exterior hull

[*]Art fixes/improvements for the Cobra cockpits

[*]Fix misaligned lights on the Diamondback

[*]Fixed ship kit tail cameras for the Eagle and Fer-de-Lance

[*]Imperial Cutter hologram clipping when launching from docked is now

[*]Fix wear and tear on Python ship kit

[*]Added spotlights to the Beluga's tiny hardpoints to highlight them more in outfitting

[*]Added missing spoiler camera to the Viper

[*]Removed blinking light from Cutter cockpit

[*]Fixed bobblehead positioning in the Vulture

[*]Fixed Anaconda bobblehead camera 10

[*]Adjusted decal front outfitting camera for the Imperial Eagle

[*]Re-aligned the the F63 cockpit so thrusters align correctly

[*]Added tail kit hanger camera to the Asp

[*]Fixed blue emissive 'Lakon Systems' panel in T6 cockpit

[*]Fixed missing textures on Type 7 utility slots

[*]Fixed LOD popping with lime green gradient predator paintjob on cobra mk4

[*]Fixed fighter bay hitcheck on Federation_Dropship

[*]Fixed Z fighting issue on Federation_Corvette hardpoints

[*]Smoothed LOD transitions on Eagle

[*]Fixed clipping issues when deploying SRV from Viper

[*]Fix for Federal Dropship paintjobs covering the vehicle bay

[*]Fix for stretched textures on Viper MkIII ship kit

[*]UV fixes for Federal Fighter's drive

[*]Fixed wonky utility mounts on the Imperial Cutter

[*]Patched a small hole in the Corvette

[*]Fix a decal camera on the Vulture

[*]Fix a missing texture on the Corvette's nose

[*]Fixed bobblehead cameras in the Diamondback XL

[*]Fixed landing gear volumes and hitcheck on the Sidewinder

[*]Moved the Asp's front decal so as not to interfere with the ship kit

[*]Imperial Clipper now has an icon on the livery page of outfitting
All those fixes and still nothing for the Federal Assault Ship & Federal Dropship cockpits :( :( :(
 
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I know in the last round of ship balance updates (where the traders were buffed), Sandro mentioned giving some love to the Diamondback Explorer in the form of an additional size 2 slot. Any chance of seeing that sometime in 2.3?
 
MFW reading these patch notes:

Andy-Samberg.jpg


Ohhhhh yeah, that's the stuff.

So much good stuff here, I'm going to have a lot of fun following this Beta, and salivating at the chance to try everything myself when it gets to release day.
 
[*]Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate

[*]Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate

This will appease all those who hate "mission stacking" and utterly destroy the gameplay of those who do it.

Misc

All players on 2.3 Beta 1 have a minimum starting balance on their existing Commander of 1,000,000 credits.

For some reason this doesn't actually show in the post and I didn't notice it until I'd quoted.
 
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If you want to limit the stacking of missions and board switching, which I'm sure is tough on the servers, you need to more than slightly increase mission rewards - not just Massacre and Scan missions, but for all missions.

For Massacres I'd at least double if not triple or more the rewards.
 
Added 32 asteroid bases in various deep space locations

32? As in, among these thousands of inhabited systems, many of them containing millions of asteroids... only 32 times did anyone have the idea of turning an asteroid into a space station?
 
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Deleted member 38366

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Hmm.... No fixes/tweaks/additions to the BGS this time around? Or did I miss anything?
 
32? As in, among these thousands of inhabited systems, many of them containing millions of asteroids... only 32 times did anyone have the idea of turning an asteroid into a space station?

Yeah these should be as common as other station types.
 
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Stations can now be disabled, which will turn off thier response to crimes and will disable AI spawning

Wait WHATTTTTT What do you mean Disabled ????, as in shooting it into "lighs out" ???, or server side fdev disabled ?
 
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