BETA -- 1.5.3 (Ships) -- 2.0 (Horizons) -- 30/11/2015

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rootsrat

Volunteer Moderator
OFICJALNA DATA PREMIERY:

15/12/2015

-
"HORIZONS" BETA 2.0 Build #3
03/12/2015

Changelog:

Audio Changelog for beta 3


- Audio Mix - Improvements to non-self SRVs, and non-self SRV surface dust
- Audio Mix - Improvements on non-self ship launch-land sequence
- Audio Mix - Improvements to Turret HUD
- Audio Mix - Improvements to Material collection
- Audio Mix - Improvements to skimmers
- Audio Mix - Improvements to external sounds heard from SRV landing pad garages
- Audio Mix - External sounds no longer audible in planetary outfitting bays
- Audio Mix - Improvements to planet structures
- Audio Mix - Boosted Orbital HUD warning blips
- Audio Mix - Improvements to Buggy Shield
- Audio Bug - Fixed messy sounding Anaconda, Adder, Eagle, Imperial Eagle, Federal Assault SHip, Vulture, Cutter, Clipper, CobraMKIV on exiting from Glide
- Audio Bug - Fixed planetary launch “clunk” happening too late
- Audio Bug - Fix for hard music cut on leaving system map
- Audio Bug - Fixed hard-panned GUI sound in system map
- Audio Bug - Fix for buggy shield sounds being audible from huge distance
- Audio Bug - Fixed silent metal rich planet ambience
- Audio Bug - Ship engines now go silent when freefalling with FA off
- Audio Bug - Fixed silent canopy grit/scratch, when driving through dust kick-up
- Audio Bug - Ship voice no longer says "Landing Gear Deployed" when deploying buggy
- Audio Bug - Arrival from supercruise music delayed until a glide is complete near planets
- Audio Bug - Skimmer hatches now sound different depending on their size
- Audio Optimisation - Optimisations to skimmers




Game Changelog for Beta 3
- Fix crashes in power distributor
- Fixed server crash with island clean up
- Fix crash in station menu if a cockpit isn't present
- Kinematic input crash fix
- When the connection to the webserver is broken, prevent the game from softlocking at the end of a CQC match
- Speculative fix for some data points not being active at the right time
- Make sure that surface installation damage is fully network replicated
- Fix for only some data points actually giving a reward for completion
- Make some points of interest illegal, allowing you to attack and trespass for no permanent penalty
- Fix for some Commanders not being able to die or clear their save
- Enable a free ship option on SRV death; generalise resurrection options some more in preparation for respawning to orbit
- Fix rescuing Commanders stuck on planets without access to Horizons
- The "rejoin ship" option on the insurance screen now only returns to your last port if you deployed the SRV from a settlement; if you deployed straight from a landed ship, your ship respawns in orbit around the planet you were on
- Send through the market id of settlements so galaxy map can show them
- Close the cargo transfer panel when you can no longer switch back to the ship
- Allow more texture streaming memory
- Make sure time (and legal status) properties are replicated across the network
- Don't fix ship when dismissed and recalled
- Logging out while landed or hovering near a settlement or port should not longer potentially respawn you under the floor
- Making sure the SRV specific "surface map" button doesn't appear in the ship cockpit when going back to the ship
- Adding localisation key for system map "locale" panel ("settlements" category becomes "Ports" )
- Removing old icon system from system map station and surface settlements
- Stop all hostile ships in conflict zones targeting the player and friendly ships do not assist
- Trespass zones around settlements now fire a fine and then a bounty
- DataPoint rewards now select their payee from star polity. Federation, Alliance or Empire are acceptable factions
- Fix potential bad transform for far dust effects
- Added 50% more fuel for the SRV
- Fix for hologram advert activities blocking objects from activating (e.g. some port segments in a loading screen)
- When docked or landed altitude should now read 0
- Altitude in SRV should now read 0 when SRV is on the floor
- Altitude fixed for ships, incorrect parameter was being used for offsetting landing gear against ship location
- Fix remote client buggies spawning in the wrong place and doing a weird flip under their parent ship
- Fix FOR (Frame of Reference) error causing ships spawning in the right place and then flying to weird locations during ship recall
- Added disabled "Ship Departing" button to the role panel when the ship is departing
- UI support for updating the 'SC' panel to show distance and speed to orbital cruise
- Make sure we cant fire the turret if we are in any other state but active
- The canopy no longer repairs its self when leaving and re-entering the ship
- Split out the SRV roll into a new binding, this new binding can be bound to the same as the steering axis to get the same functionality as we have now
- Pushed Python drive hit spheres back so it can intersect with the hitcheck - so drives are not invulnerable
- Turrets remain in contacts at 1% health after they die fixed
- When applying a module perk, check that the new perk can be applied before deactivating the current one
- Restock panel no longer allow you to confirm a transaction with zero things selected
- Improved feedback when attempting to confirm a transaction you cannot afford (flashy red cost) on restock panel
- You should not be able to target modules on an SRV
- Orbital HUD now stops rendering when canopy is breached
- Enable the collision callback whether we are the authority or not, so collisions on the capsule of the SRV are registered (fixes some issues with SRV not taking damage)
- Goliath Skimmer vehicle missiles aren't affected by the weapons range value fixed
- Make skimmers a bit more mobile with shooting and moving
- Missile skimmers don't respond quick enough to players driving at them
- Setting skimmer missiles to have a range of up to 800m, instead of a couple of kilometers
- Adjusted the basic skimmer weapon attack and down time
- Skimmers do not have an image on the contact panel fixed
- Ramming into skimmers with your ship doesn't give the player a penalty fixed
- Able to partly hide behind settlement structures enough to obscure skimmer LoS making it super easy to kill them fixed
- You shouldn't be able to friend yourself while in the SRV
- Fix bug in vehicle where its trying to find some valid geometry below the SRV to ensure we'll spawn above the floor
- Fix for turrets/skimmers becoming hostile to the player without the player being hostile in return
- AI NPCs having issues docking at a station and a planetary port fixed
- Settlement/Planetary ports locations in the navigation panel are shuffling constantly fixed
- The choose module popup now continuously updates
- Look up the player's ship if they are in a buggy and we want to know if they can dock at an outpost
- LOD fixes for some buildings
- Collision mesh fixes for various buildings
- Fixed LODs for the hardpoint bunkers used for Outpost Planet Ports
- Fixed a number of UV and LOD issues on port road sections
- Fixed some floating POIs
- Improved VR camera positions in SRV
- Fix bullets not reliably appearing for their first frame. Looks significantly better in the SRV, especially at low framerates. will also improve feel of other projectile weapons (CQC cannons a notable case)
- Fixed the Keelback's name in local traffic reports
- Bobblehead GUI image disappears fixed
- Bobblehead slots 8 and 9 are not automatically re-selected after you place a bobblehead in it fixed
- Added new signal source for mining extractors
- Unbound system and galaxy map bindings from classic context scheme and resolved some other weird issues present in the file too
- Updated terrain GPU work option description to make it clearer what this option does
- Fix for star trails flickering off every time an envmap capture is taken
- Subtle tinting for surface materials that were coming through too flat / neutral grey
- Upgraded detail rocks AO and improved the textures on the metal rocks
- Adjust surface material blending values
- Fix Io type worlds not reporting their atmospheres
- Postpone planet rendering while in loading screens
- Display modules in the choose module popup as disabled if we can't apply a perk to them
- Fixed error that was preventing Ship Graveyard from spawning
- Fixed laser gate visibility issue (it wasn't turning off)
- Remove an extra copy of the firegroup in the data link scanners module data in the SRV starter loadout
- Tweak to the SRV muzzle flash to make it more visible when shooting close range
- Fix logic components and inactive turrets in one of the military settlements
- Player debris should now fall under gravity when the payer dies on a planet
- Don't kick out dust when ship is docked
- Initialise openvr tracking space to seated - will prevent compositor bounds being permanently shown
- Compute shader performance tweak
- Prevent targeting SRV with ship
- Buying or swapping a ship in the ship yard causes the camera to float around the station
- Fix for the radar occasionally displaying in the wrong location above the player after the buggy redocks with the ship
- Removed decals to stop them floating on destroyed geometry
- Cockpit no longer marked as "inactive" once repaired
- Art pass on deco files for the Radial ports
- Various minor text fixes
- Xbox One: Fix an error seen when temporarily breaking the network connection during CQC matchmaking
- Xbox One: Wing members are not informed that another wing member is no longer part of the chat when they've accepted a new voice comms request
- Xbox One: If the UI is waiting for us to update our friends list but we're not updating (have done so too recently) then re-push the current friends list to the UI to remove the "Server Response" loading screen


New 2.0 mission changes


- General Text fixes
- Remove cargo requirement for off-Base 6/8/9
- Stop pirate ships respawning if killed in bespoke 4/5
- Show distance for all delivery missions
- Rep/inf/state/reward balancing first pass
- Crash fixes
- Prevent players being unable to take off-base missions because they are in the buggy
- Make more off-base missions trigger


"HORIZONS" BETA 2.0
30/11/2015 & 01/12/2015

Changelog:

NEW CONTENT/FEATURES (Horizons)


- Ships can land on planet surfaces!


Orbital cruise mode added
Sub-orbital flight mode added
Added glide path planetary approach flight model
Added the Planetary Landing module slot
Scanner landing radar added
Adjusted ships that can carry SRVs to have sufficient clearance when landed
Added the ability to dismiss and recall your ship
FA Off for planetary flight model
Added Planetary Approach Suites to all starter load outs
Added Planetary Approach Suite to all ships
Added current gravity strength indicator
Added role switch GUI panel
Can deploy SRV when landed
Can deploy SRV at planetary ports




- SRV Surface Operations


SRV surface driving added
SRV vertical boost added
SRV turret added
SRV surface interactions added
Wave scanner added
Playable Scarab SRV added
Terrain scanner added
Added SRV specific control options
Add pilot animations for SRV




- Planet Rendering


Updated mid-distance planet rendering
Added surface rendering for airless worlds
Added quality settings for surface rendering
Improved planet lighting
Added detail objects for surface




- NPC surface skimmers added


Goliath
Sentry
Guardian
Stinger 2




- Added surface ports


Players can dock at planetary ports
NPC ships use planetary ports
Added planetary ports as mission targets/givers
Added planet surface market specific commodities




- Added surface settlements


Art assets added
Opposition strength variants added
Added air defense turrets
Added ground attack turrets
Surface base components added
Surface base interaction points added
Settlement data link rewards added
Trespass zones added




- Added surface points of interest


Scanner indication added
Wave scanner signals added
Materials POIs added
Encounter POIs added
Natural POIs added
Structure POIs added




- Materials & Synthesis


Added generation of materials
Added synthesis
AFM module resupply
FSD Boost
Ship projectile resupply
SRV hull repair
SRV refuel
SRV ammo refill


Synthesis quality bonuses




- Missions


Add planetary Missions
Make some missions only spawn at planetary ports
Add rare planetary missions
Add off-base planetary missions




- GUI


Nav panel indicate planets that can be landed on
Hook planet map into the 'hyperlinking' we support with galaxy/system map
Provide direct access to the planet map from the cockpit
Added planetary schematic map
System map: Adding planetary resource level in info panel
Indicate if a nav target is on the other side of the planet
Render trespass zone boundaries over the terrain schematics
Show settlement and ports locations on planetary map




- General


NEW: 64 bit client!
Added Horizons specific starter package
Planetary permits added
Added Black Friday paint jobs






NEW FEATURES/CONTENT (1.5)


Added Vive support
Did we mention that we have the 64 bit client now available?!




STABILITY FIXES


CQC: Prevent "Waiting for Players" with a full lobby
Don't try and update the navigation panel when in CQC




GENERAL TWEAKS & FIXES
- Fixed some ASP dirtmap issues
- Fixed a geometry issue on the Anaconda
- Changed the position of camera decal 1 & 3 on the Diamondback
- Fixed Sidewinder landing gear collision issue
- New shadow profile to improve the quality of shadows in asteroid field locations, the main difference being a reduced amount of adaptability to prevent excessive shadow blurring when distant asteroids are in view.
- Fixed repetitive audio glitch after CQC Team Deathmatch
- Closed hole in mesh for the Federal Assault Ship
- If a button is currently using a default binding then show that in the binding’s option screen rather than just appearing blank.
- Added a new size 1 slot to the Sidewinder and Eagle and edited the horizons load out for the sidewinder so that it has two cargo in that slot
- The cockpit canopy can now be repaired by the AFM
- Fixed Russian Stats page texts shows as missing characters throughout
- Fix offset mouse pointer on Station menu, shipyard and insurance screen
- Imperial cutters Mouse Widget is inclined towards one corner fixed
- If a head tracking library fails to load, even though we have a path to it, then make sure it goes into the error state rather than attempting to load the dll every frame
- Fix for distant asteroid billboards partially showing through the asteroid models
- Orca's bobblehead placement adjustments (wobbly bobbles).
- System Map VR: - Added the concept of a Base Scale that scales all GUI, planet miniatures and dolly ranges to make everything pleasantly bigger and further away (as we deal with locked FOVs in VR opposed to orthographic)
- System Map: Add a different global scale to the label manager for VR to make the text larger
- Ensures that the player's pilot gender is represented correctly in the cockpit
- Made the schematics bigger for the construction phases of the Occellus Stations
- Fixed NPCs not becoming Wanted (if appropriate) or turning red when attacking player in a large ship
- Wakes created by ships that the local player knows the names of now display the name of that ship. This should help the mission NPCs that ask you to follow their wake
- Fixed the animation issue with the doors of the vulture
- Fix for 10cr repair bug
- Shields regenerate at a much faster rate while docked
- Fixed Cutter's decal cameras
- Ship dashboard GUI still present when viewing Bobbleheads in Outfitting
- Track CQC gametype when entering matchmaking to prevent entering lobbys of another gametype
- Fixed clipping bobbleheads in the Eagle
- Nav markers now have an 'obscured' visual state when the location is behind a planet/star
- Add a Terrain Material Quality setting to the graphics options menu
- Fixed animation clipping on the nacelle hard point doors
- Fixed sometimes incorrectly showing the generic "failed to join" message rather than the "session is full" message when trying to join a full CQC game
- Made it so that the cockpit module isn't visible in the module panel while playing CQC
- Added specialized VR mesh for the outfitting screen
- Make player ship invulnerable when player's in a buggy (Temporary for Beta 1)
- Missiles are now more effective against shields
- Updated translations
- Fed fighter drive lighting fixed
- Added three stage slider background to FSD boost slider in the galaxy map
- Make sure that heat sinks are affected by gravity when launched
- Increased the hopper ammo amount for the fragmentation cannons from 30 to 90
- Prevent excessive spamming of telemetry from edServer to webServer after a player has followed a jump wake
- Starter package Sidewinders (and bought) now come with low powered gimballed pulse lasers
- Add missing mission assassin chatter
- Imperial Cutter's Mouse Widget is inclined towards one corner
- Resized the Standard bullet impact FX game wide to fix the standard bullet impact from being too large when hitting shields
- You can raise your landing gear while landed via the function panel fixed
- Turn off proximity warnings in super cruise, they feel odd near planets, and aren't that helpful anyway
- Refuel all vehicles in the target ship's launch bay when docking at a market
- For the Beta 2 public test, Beagle 2 Landing in Asellus Primus star system also has all modules and ships available in stock
- Fix occasional transaction server errors for users with very large numbers of friends
- Slightly retuned background sim to give greater daily influence changes for a given amount of player activity
- Various sever performance and reliability improvements
- Add missing hitmen types
- Try to improve the feedback for contact mission types
- Decrease mission respawn time and number of missions at boards
- Increase timed assassination targets spawn rate
- Generally fix target spawning errors
- Added new mission icons
- Add fines to early abandonment where applicable
- Some reputation/influence/state value fixes




Xbox One Changes
- Fix some issues when adding preflight checks to the Xbox controls
- If ship is destroyed while controller is disconnected, handle when the controller is disconnected in CQC as well as normal play
- Make sure the session is full error is displayed if that is the reason for not joining a session
- Don't show disconnection messages if we're in the controller disconnect flow
- Enabled the FOV graphics setting on Xbox to help people compensate against TVs cropping the screen edges off
- Improve network problems diagnostics messaging
- Don't give up on waiting for a voice comms name if the other player is in the unnamedVoiceCommsUsers list and so the name retrieval is still underway




Server Side Changes
- Fix occasional transaction server errors for users with very large numbers of friends
- Slightly retuned background sim to give greater daily influence changes for a given amount of player activity
- Many performance and reliability improvements

Patch z 01/12/2015:



Fix issue with some players not being able to connect to the gamer server from the main menu
Fix some mismatched terra-formed meta data on server caused stability problems
Stop edserver crashes when player is in an SRV and has a mission to kill ships
Fix crash when scanning a data link with turret and boarding ship
Fix values for inertial camera spring on VR HMDs
Fix occasional crash related to SRV wheel collisions
CQC - Reticle gains a strange overlay / Extra GUI arrows appear each time your ship is destroyed fixed
Xbox One: Overlapping numbers on Gamertags fixed
Make sure the supercruise stations are set up correctly for networking
Tweaks to comms and info panel in Cutter cockpit
Hitting a planet at high speed (above several C in supercruise) no longer does weird things
Ensure that the planetary approach suite is automatically applied when resurrecting a ship
Fix for settlement decorations replicating when they should be local only
Re-export mission templates for latest settlement layouts
Xbox One: Crash fix in Eranin combat zone
Xbox One: Allow entry into orbital cruise (already applies to non-Horizons clients)
Xbox One: Abort system map on network error
Xbox One: Better handling of webserver errors



"SHIPS" BETA 1.5.3
17/11/2015


"SHIPS" BETA 1.5.2
14/11/2015


"SHIPS" BETA 1.5
13/11/2015
 
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Świetnie to wygląda, jakie to duże :eek:
Teraz każdy nawet kawałek kosmicznej skały w przypadku eksploracji powierzchni będzie zapewniał zabawę na wiele godzin ...
 
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Przespałem jakieś promo, czy ten dodatek jest wyceniony na 55€ po rabacie dla graczy ED? 0.o (cena wyjściowa 67.99€).
EDIT: Wrzuciłem do kosza HORIZONS BETA za tę cenę. Dodatek bez dostępu do bety wyceniony na 49€ - 12,50€ rabatu lojalnościowego.
EDIT2: Traktuje już ED powoli jak klocki lego. Mam jakiś zestaw, zamek z fosą, ale chętnie dobudowałbym wieżę i dokupił rycerza na koniu, a kiedyś może stajnie z zestawem kowalskim. Szkoda, że drogie to cholerstwo. Łudzę się, że może jakieś kody będą do rozlosowania, albo do wygrania na turnieju CQC xD
 
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Ja z kolei polecam zakup wszystkich dodatków do E.D., które kiedykolwiek zostaną wydane. Nazywa się to "lifetime-expansion-pass" ale z tego co widzę, to oferta zniknęła już z ich strony internetowej (www.frontierstore.net) :(
Może pojawi się w przyszłości raz jeszcze.
 
Też wczoraj szukałem tego dodatku. Jeśli ktoś zna powód ściągnięcia tej oferty albo czas jej powrotu to będę wdzięczny za info.
 
To byla oferta czasowa, na pewno się jeszcze kiedyś pojawi, ale nie wiadomo jaka cena, za pierwszym razem kosztowała chyba 40 czy 50 euro, za drugim 140, więc nastepnym razem będzie 250 ;)
 
The hype is real. :D Nie mogę się doczekać 20.00. Oczywiście Horizons beta zakupione. Swoją drogą czy ktoś się orientuje czy dostęp do bety tyczy się tylko startu Horisons czy całego sezonu przed każdym patchem?
 
Oglądam te planety - PVP umrze, spróbuj tu znaleźć przeciwnika jeżdżąc łazikiem po planecie, całe życie można na tym stracić i nie zobaczyć nawet śladu obcych kół ;)
 
Oglądam te planety - PVP umrze, spróbuj tu znaleźć przeciwnika jeżdżąc łazikiem po planecie, całe życie można na tym stracić i nie zobaczyć nawet śladu obcych kół ;)

Bo ja wiem, niewykluczone że całe planety to będą stałe instancje więc będzie można się śmiało ustawiać na destruction derby łazikami na księżycu ;)

Jedno jest pewne, FD chce chyba zapchać wszelkie dostępne bazy danych w chmurze :D
 
Oglądam te planety - PVP umrze, spróbuj tu znaleźć przeciwnika jeżdżąc łazikiem po planecie, całe życie można na tym stracić i nie zobaczyć nawet śladu obcych kół ;)
Pewnie zrobią jak z resami, można co prawda wskoczyć w dowolne miejsce na pierścieniach, ale ruch skupiony jest w resach. Była jeszcze mowa o skanerach które mają wskazywać gdzie na planecie coś się dzieje.
 
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