Alpha 2.2

I'm sure nobody will mind if I post a little thread in here just to let excitable types like myself know that Alpha pilots are prepping for 2.2 as we speak. Man your live streams and standby for video as it looks like there is more here than just bug fixes :D

Alpha release 2.2 is now live, here is the change log:

Additions/Changes

- Pilot's chair and pilot added to cockpit
- Damage to shields is scaled based on the power distribution, now defined by the shield generator item.
- OPtion to turn off shadows added.
- Updated fire damage FX.
- "You died" is now "You were killed by [CMDR name]"
- Anaconda material tweaks.
- Weapons balance tweaks.
- Added small dot to center of targeting reticles.
- Added option for logarithmic or linear scanner scaling.
- [audio] latest soundbanks - numerous fixes and mix tweaks.
- Art pass on lens flares
- Pass on class 4 A drive lens flare and lighting
- Add UI messages for cargo scoop actions
- Loading screen movie replaced with model (not final)
- Updated options - players will need to resave their options!
- Thinned targeting brackets

Crash Fixes

- Crash fix: multiplayer joining another player would cause that player to crash immediately and the new player to crash shortly after.
- Audio: Fixed crash in AudioSourceBlendRTPC when the ship is destroyed
- Help debug and recover with out crashing from using the results of a raycast that contains invalid physics objects and shapes.
- Speculative crash fix for moon.
- Fix for crashes with multiplayerand guided missiles
- Fix AudioManager hang on shut down
- Fix for crash caused by failed loads on texture resources (seen on some low end Nvidia cards)
- Authority of multiplayer scenarios leaving while other players are able to take the authority will no longer cause the remaining players to crash.
- Fix crash exiting Endless War
- Fix crash for invalid factions in Endless War
- Fix zero length vector crash when loading new scenario
- Fix for crash when second capital ship created (don't create it)
- AMD crash fix worjaround no longer needed


General Fixes

- Sparks appearing on cockpit creation fixed.
- Audio: fix assorted aspects of cargo scanner, pulse laser, rail gun, gatling gun and submunition audio.
- Added improvements and lighting to damage effects and rolling out to all ships
- Fix for DamageParticleActivity destructor assert.
- Encourage the window to go full screen as soon as we can when creating the display. Prevents a window from appearing immediately before going fullscreen.
- Fix for VFXes in FireParticleActivity.
- Fixes and performance improvements in noise generators.
- Don't include the machine name in the upnp port description: we don't need it, and it sometimes causes trouble
- Hide the desired speed indicator when flight assist is turned off.
- Updated effects used for hull damage
- Make the restored game window appear on the monitor specified in options.
- Negative indent on the message to make blocks of text easier to read.
- Impact fires don't happen on every hit, now a 0.15 chance (the pyromaniac inside me is sad )
- Added separate path, for when you are disconnected from the server, that allows the game to unload while the dialog remains on screen. This prevents you getting

killed while view the dialog and the game trying to move you into the player has died state.
- Adjustments to the radar-highlighting of things firing at player
- Automatically time out and repoll for a different server if not connected
- Updated new heavy damage FX and added it to the various prototype files.
- Right of retaliation now implemented.If attacked, the victim can legally attack and kill the aggressor, but won't collect bounty unless scanned.
- Increased the min value of the velocity overrides as a temporary fix for the drives having strange velocity alignment behaviour
- Add the collidable flag to cargo canisters so they'll collide with things that aren't ships (asteroids specifically).
- Reduce aim assist effect at longer ranges
- Added distance scaling to the pulse and rail gun impact FX
- Network replication fixes for core system, following up with specific gameplay instances
- Stats updated after scenario end rather than shut down.
- Prevent missile lock audio looping
- Optimise network replication
- Replicating variable length variables is now guaranteed to give the correct variable value.
- Fix authority conflict slowing down return to menu
- Fix for joining a multiplayer game dupe-spawning the scenario ships for multiplayer factions.
- Fix multiplayer-join dupe-spawning on free for all.
- Fix for multiplayer-join dupe-spawn for ethics.
- Fix for wrong background when player is not the authority
- Occulus shadows fixed
- Occulus targetting reticule renders at appropriate distance

Michael
 
"- Replicating variable length variables is now guaranteed to give the correct variable value."

phew, i'm glad they nailed that one :p
 
new loader

22loader_zps4d6937f2.jpg

notice anything?

22left_zps644eb9e0.jpg

wing commander anyone? And no, the joystick doesn't animate (yet)

22chair_zpsdb637438.jpg
 
Some new pics

Is it my imagination or have there been some serious vfx improvements? The planets, the HUD, fonts... :)

I was thinking that too... anyone got any comments on these below?

Oh and no sign of the impeccable but tons of NPCs firing like crazy!

Font Change
Screenshot_0060nText_zps10ae05b6.png

GFX Changes
Screenshot_0063Kill_zps7a6d78f3.png

New centre point and finer target markers
Screenshot_0064Riticles_zps95a77c55.png

Killed by Notification
Screenshot_0068KilledBy_zps31e4d67a.png
 
One thing I've noticed is that the HUD (reticules etc.) doesn't display when the 'window' is shattered... Nice touch...

Also like the gas escaping when the windscreen is broken... More excellent deft touches from the team... Getting better than ever....

Oh and a pic of the Hot Seat :D

Screenshot_0081Chair_zps0313fbf6.png
 

Minti2

Deadly, But very fluffy...
the graphics do look different, is it me or is ethics & credits much darker and less orange?

i thought it was lighter in E@C! but it may be from the glare of the sun when i was looking, the asteroids look even better, actually it all looks better.
 
I noticed:

"- Damage to shields is scaled based on the power distribution, now defined by the shield generator item."

What does this mean?

Commander Wombat
 
I noticed:

"- Damage to shields is scaled based on the power distribution, now defined by the shield generator item."

What does this mean?

Commander Wombat

sounds like diverting power to systems will reduce damage being taken to the shield rather than simply recharging them faster.
 
For me it means that the NPCs are slicing through my shields a lot quicker :(

I managed to get into Impeccable deference and the Dreadnought was there for a change. I think its fair to say playing against the A.I in those scenarios is harder, either because the ship is taking more damage or the A.I is more ruthless. I think its a combination.
 
I did manage to get a quick go on ID earlier and managed to take out a couple of pirates but they never attacked me. I think the AI was more concerned with not running into the ship then bothering about me. :)
 
I managed to get into Impeccable deference and the Dreadnought was there for a change. I think its fair to say playing against the A.I in those scenarios is harder, either because the ship is taking more damage or the A.I is more ruthless. I think its a combination.

Yes, I was thinking the NPCs were a bit more vicious and focussed although I did have a couple that just flew around lazily (not zombies) while I shot at them.... Getting better though in many ways :)
 
As an eager Beta, I'd like to say thanks to all posting info here.

Can't wait to get stuck in, but will have to make do with the stuff you guys post and Youtube footage for now.

That's an awful lot of fixes and tweaks the FD devs have put in, so fair play to them for cracking on with it.
 
the best mmo game i have played to date was daoc - and one of the best features was instance/battlegroup wide announcements of who was killed by who.

best ever announcement "Italy was just killed by Poland"

ok, ok, you had to be there but i LOVE death spam =)
 
As an eager Beta, I'd like to say thanks to all posting info here.

Can't wait to get stuck in, but will have to make do with the stuff you guys post and Youtube footage for now.

That's an awful lot of fixes and tweaks the FD devs have put in, so fair play to them for cracking on with it.

i really think it is a RIP OFF though
 
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