Hey guys,
We've got an update going live to the beta servers at approximately 11am BST. The servers will be down for up to a few hours but hopefully be back before then.
This will also start the Mayhem phase.
The change logs are below. This will not affect the normal game servers.
Stability Fixes
- Fix a crash when a proxy POI is killed before it gets to variables initialised
- Fix bad fog shape type
- Fix a crash if the Steam overlay is bound to a key that is named differently than in game
- Speculative fixes to a crash caused by cargo canisters in POIs not having an item set
- Speculative fix for non-Horizon's players being matchmade into inappropriate islands
- Crash fix in for when a weapon with the MalfunctionHit special effect hits a module that can't malfunction
- When a RingCell received a FOR shift, only transfer asteroids between physics worlds if they have already been added to a physics world
- When a POI is deactivated, make sure it kills all the levels it created
- Extra checks added a possible fix for a crash that occurs later in scaleform due to a null texture
- Safe-guard against the render system returning a null texture, if one couldn't be allocated
General Fixes & Tweaks
- Fix a case of moon-ring intersection, this time it was due to a binary moon
- Fixed missing audio on Packhound missiles
- Added support for non-latin characters in Air Traffic Controller callsign generation
- Fixed planet port voice announcements not waiting for their current message to stop playing before counting down the next message
- Fixed missing description for Maia system
- Add game client support for 'tradelist' Community Goals
- Fix for missing audio when scrolling in shipyards
- - Updated Archon Delaine’s commodity production and consumption control system effect to use the same set of commodities as his price reduction control system effect
- No value up or down sounds for sliders in the graphics, controls and audio options fixed
- Various text fixes
- Spanish translations updated
Galaxy Map
- Fixed galaxy map camera initialisation and use default system position to avoid the camera to focus on last searched system
- Fixed scrollable areas on the galaxy map from jumping around seemingly at random when rolling over interactive elements with the mouse
- Reset bookmark route icon when clearing a nav route
Engineers
- Renamed advanced armour to be consistent with the hull reinforcement upgrades with the same effect
- Top level module selections listed as 'Other' for both module options at Qwent Research Base fixed
- Fixed modified jitter stat off-by-one problem
- Implemented blueprint sorting
- Removed special effect warning from 'view cost & generate' pop-up and fixed the non-localised string
- Refresh engineer data after discarding
- Add generic "You've learned some information about a new engineer, $#name;. Check your log for more details." message when unlocking a new engineer to notify players of a change
- Adjust timers for mass lock munitions and both Choke Canister (Ion disruption) and Shift-lock canister for making more sense of their buffs and a longer immunity period
- Fix misnamed parameter which was causing locked recipes to appear unlocked
- Change default class of module assumed for pinned recipes in commander log to take into account that we don't have class 1 engines
- Overhaul Feedback Cascade: Now rather than breaking the shields, will inhibit the shield cell to only heal 10% of what it otherwise would do, and will deal direct damage to the shield cell bank equal to half the weapon damage
- Fixes to the donation popup button
- Known Engineers 'Sort Results' options are not sorting 'By Access Level' correctly fixed
- When the recipe pinned for an engineer changes, the commander log does not update fixed
- Fixed incorrect string for long range recipe
- Double amount of micro resource inventory capacity from 300 to 600 on physical and 100 to 200 on data
Temporary changes to help support testing modified modules balance
- Greatly accelerated the speed of progress through Engineer reputation when crafting recipes
- Changed recipes ingredients to fish
- All Engineers have been taught all recipes
- All Engineers have set up temporary commodity markets to help them sell fish
Missions
- Fix missing timeout element on BLOPs missions
- When spawning a mission USS with a cargo override, only override the amount of cargo needed for the mission instead of all the cargo
- Added some more links in the deserter.chatter so that it will say a few more things when it is interdicted
- Make the planetary race wrinkles work in the same way as the space equivalents
- Fixed an issue where the timeout was set to a different timer compared to what the transaction panels were saying
- Fix some confusing naming on planetary disable missions
- Planetary Rescue Dynamic Scan missions should now be more explicit in its telling the player to go scan the nav beacon after receiving the mission
- Fixed discovery scanner use not updating the assassination missions correctly
- Fixed where the penalties link to in the assassination legal templates - reputations should now decrease properly
- Make sure that timeouts function for the in space assassination mission variants
- Mission no longer uses Tiny Settlement for initial POI
- Planetary Scan missions now send an inbox message after scanning NavBeacon
- Fix altruisms to use demanded cargo, not supplied
- Fixed truncated text on community goals page
- Pirate Lord should use the auto bounty system, not a fixed value across all ranks
- Fix sending the incorrect inbox message after scanning a mission tipoff location
NPCs
- Fix for Pirates being stuck in IdleFlight/PirateThreaten at RESs
- Added missing transitions between Pirate Hunter Hostile Mission Cargo Attack and Idle
USSs/POIs
- Rebalance on data point drops: quality and quantity
- Balance pass on low level scenarios that can be found as USS in shipping lanes. More Threat 1 opportunities for low ranking combat ships
- Fixing under staffed skimmer zone
- Added signal descriptors to ship wrecks
Outfitting
- Added separate outfitting category for mining lasers
- Speculative fix for abrupt stop in audio transition when entering outfitting
- Added stats for vehicle bays
- The outfitting Values Min / Current / Max for jump distance seem to be inconsistent fixed
- Vehicle slots have 'fixed/gimbal/turret' options fixed
- Added a indication that a installed module on a ship is "modified" in outfitting
- Vehicle bay sub slots now check the stock properly, rather than defaulting to "no stock"
Avatars
- Adjusted avatar constraints for dictatorship and prison colony mission givers of Alliance and Independent mission givers
- Alliance/Independent Dictatorship and Prison Colony now use all of their accessories
- Male geometry and skinning refined to help prevent neck intersection
- Alliance/Independent Communism, Confederacy, Cooperative, Corporate and Democracy governments now have a chance to have a pair of glasses at Allied
- Added longer hairstyle onto the male portrait avatars
- Fixed hair intersecting with certain face shapes
- Adjusted some of the female hair styles
- Added hat for female engineers
- Alliance/Independent Dictatorship government now have a more varied set of accessories to choose from
- Empire Patronage now has a more varied accessory progression
- Corrected a typo so the indie theocracy uses the right kind of jacket
- Fixed inconsistent mission giver backgrounds
- Ensure we don't get odd FOVs for banner textures
- Fix to prevent Lei Cheung's eye deformation when posed
- Added a failure state that will abort a portrait request after a large period of time waiting for a texture to be provided, so the system won't be stalled indefinitely
Ships
- Adjusted Imperial Cutter UI elements
- Fixed missing texture in Federal Gunship cockpit
- Micro resources will now trigger the cargo scoop acquired audio
- Make sure that only valid paintjobs can be applied to a ship
- Fix missing LOD geometry on Sidewinder
- Type 9 Squadron LOD paint job issue fixed
- Decals displaying wrong colour scheme when on a Tactical Paint Job fixed
- Decal fixing on Anaconda pirate paintjobs
- Decal colours rectified on Squadron paintjobs
- Decal colours balanced on Asp & Asp Scout Stripe paintjobs
- Decal pass to balance colours for 3 colour setup on various paintjob schemes
- Added new low poly external Imperial chair model and diffuse texture
- Swapped internal and external chair models from DeLacy to Imperial versions on all relevant ships
- Fixed chair blue emissive hue to match cockpits
- Loud element in sidewinder landing gear fixed
- Fixed odd sound effect when placing a bobblehead character, not letters, numbers, or symbols
- Make sure we clear any "Under Attack" notifications sent to the ship voice system, so they don't trigger after combat has ended
- Friendly fire from wing mates no longer triggers "Under Attack" voice line
- Make sure shield break sounds always trigger the aggressive version when requested to be on, and the lighter version when turned off manually
- Module malfunction buffs now both trigger the "Malfunction Attack" ship voice event so it's not confused with the "Module Malfunction" ship voice event
- Engine reboot buff now only triggers either "Thrusters Offline" or "Warning, Engine Reboot" voice events, not both
- Make sure that if a traffic controller is speaking when the player begins their frameshift that we halt anymore notifications and clear the queue, to stop the ship voice from talking over itself
Weapons
- Overhaul of mines for a mix of balance and fixes:
- All mines now use Proximity versions rather than the slightly unreliable homing variants, and now have much bigger shiny explosions that better telegraph how dangerous they are
- Mines now have the same module-stripping blast damage as missiles
- Mines are now targetable by point defences, and have a little more health
- Increased ammo on medium mine launcher (doubled)
- Synthesis damage boost now adds a multiple of the base weapon damage rather than the damage after engineers have run their magic. To avoid some nasty multiplicative stacking issues we've seen
Hyperspace
- Hyperspace is now much bigger to accommodate large ships
- Passing lens flares now fade in rather than 'pop'
- Added more distant stars to create a sense of depth
- Reduced the frequency of nebula models
- Added an extra light
Orbital Cruise
- Fixed one aspect of the glide sequence sounding weird
Bases/Settlements
- Added Lights to the Bridge Lift Section and Bridge Lift Top meshes
- Added LODs to Breakers Yard
- Bridge section art resources updated
- Able to drive/fly through various giant drill parts in Pater's Memorial
- Structures not properly meeting the ground at Palin Research Centre
- Liz Ryder base - remove weapons range decals
- Dekker's Yard base building not flat with ground
- Flickering texture on side of building at MacCurdy Arsenal fixed
- Set up engineer garage reverb zone and prototype
- Fixed issue with Landing Pad 7 with clipping terrain
- Moved dock 6 slightly to stop the clipping between the interior of the hangar and the large tower
- Fix for settlement ambiences not being heard on Engineer Bases
- Fix missing textures and add LODs for Prospectors Rest
- Fix for settlement security voice events and problem with offset
- Navigation Panel indefinitely tries to scan Engineer Base for SubTargets
- Updated UVs on Pillars and Walls
- Fixed invisible ceiling
- Improve the depth blocking placement on the majority of hangers
Stations/Ports
- Added another indie flight controller variant
- Improvements to Alliance 02 flight controller
- Planet port voice factions now match their ATC counterparts
- ATC won't welcome you until you've taken off from terrain if landed on a planet and not docked
- ATC lines are suppressed whilst landed on a planet, apart from hostile messages, hostile hails and docking requests
- Docking request messages now stop welcome hails from playing after them
- Added detail pass and polish to medium neutral hangars
- Added detail pass to high tech medium hangars
- Polish of large rundown hangars
- Fix for flight controllers not being loaded on some rich stations
- If we don't let the player request boarding to a port from an srv because we're too close to our ship, make sure the ship voice tells them their request has been denied
SRV
- Prevent repeating handbrake line when stationary
- Fixed very loud Wavescanner inactive weapons sound when close
- Improved board ship icon sound, also mute sound when leaving ship
- SRV lights are not silent when switch-spammed fixed
Render
- Clear any pending terrain queries when we shut down or deactivate. Make sure we sample the terrain less often if we're on a ship
We've got an update going live to the beta servers at approximately 11am BST. The servers will be down for up to a few hours but hopefully be back before then.
This will also start the Mayhem phase.
The change logs are below. This will not affect the normal game servers.
Stability Fixes
- Fix a crash when a proxy POI is killed before it gets to variables initialised
- Fix bad fog shape type
- Fix a crash if the Steam overlay is bound to a key that is named differently than in game
- Speculative fixes to a crash caused by cargo canisters in POIs not having an item set
- Speculative fix for non-Horizon's players being matchmade into inappropriate islands
- Crash fix in for when a weapon with the MalfunctionHit special effect hits a module that can't malfunction
- When a RingCell received a FOR shift, only transfer asteroids between physics worlds if they have already been added to a physics world
- When a POI is deactivated, make sure it kills all the levels it created
- Extra checks added a possible fix for a crash that occurs later in scaleform due to a null texture
- Safe-guard against the render system returning a null texture, if one couldn't be allocated
General Fixes & Tweaks
- Fix a case of moon-ring intersection, this time it was due to a binary moon
- Fixed missing audio on Packhound missiles
- Added support for non-latin characters in Air Traffic Controller callsign generation
- Fixed planet port voice announcements not waiting for their current message to stop playing before counting down the next message
- Fixed missing description for Maia system
- Add game client support for 'tradelist' Community Goals
- Fix for missing audio when scrolling in shipyards
- - Updated Archon Delaine’s commodity production and consumption control system effect to use the same set of commodities as his price reduction control system effect
- No value up or down sounds for sliders in the graphics, controls and audio options fixed
- Various text fixes
- Spanish translations updated
Galaxy Map
- Fixed galaxy map camera initialisation and use default system position to avoid the camera to focus on last searched system
- Fixed scrollable areas on the galaxy map from jumping around seemingly at random when rolling over interactive elements with the mouse
- Reset bookmark route icon when clearing a nav route
Engineers
- Renamed advanced armour to be consistent with the hull reinforcement upgrades with the same effect
- Top level module selections listed as 'Other' for both module options at Qwent Research Base fixed
- Fixed modified jitter stat off-by-one problem
- Implemented blueprint sorting
- Removed special effect warning from 'view cost & generate' pop-up and fixed the non-localised string
- Refresh engineer data after discarding
- Add generic "You've learned some information about a new engineer, $#name;. Check your log for more details." message when unlocking a new engineer to notify players of a change
- Adjust timers for mass lock munitions and both Choke Canister (Ion disruption) and Shift-lock canister for making more sense of their buffs and a longer immunity period
- Fix misnamed parameter which was causing locked recipes to appear unlocked
- Change default class of module assumed for pinned recipes in commander log to take into account that we don't have class 1 engines
- Overhaul Feedback Cascade: Now rather than breaking the shields, will inhibit the shield cell to only heal 10% of what it otherwise would do, and will deal direct damage to the shield cell bank equal to half the weapon damage
- Fixes to the donation popup button
- Known Engineers 'Sort Results' options are not sorting 'By Access Level' correctly fixed
- When the recipe pinned for an engineer changes, the commander log does not update fixed
- Fixed incorrect string for long range recipe
- Double amount of micro resource inventory capacity from 300 to 600 on physical and 100 to 200 on data
Temporary changes to help support testing modified modules balance
- Greatly accelerated the speed of progress through Engineer reputation when crafting recipes
- Changed recipes ingredients to fish
- All Engineers have been taught all recipes
- All Engineers have set up temporary commodity markets to help them sell fish
Missions
- Fix missing timeout element on BLOPs missions
- When spawning a mission USS with a cargo override, only override the amount of cargo needed for the mission instead of all the cargo
- Added some more links in the deserter.chatter so that it will say a few more things when it is interdicted
- Make the planetary race wrinkles work in the same way as the space equivalents
- Fixed an issue where the timeout was set to a different timer compared to what the transaction panels were saying
- Fix some confusing naming on planetary disable missions
- Planetary Rescue Dynamic Scan missions should now be more explicit in its telling the player to go scan the nav beacon after receiving the mission
- Fixed discovery scanner use not updating the assassination missions correctly
- Fixed where the penalties link to in the assassination legal templates - reputations should now decrease properly
- Make sure that timeouts function for the in space assassination mission variants
- Mission no longer uses Tiny Settlement for initial POI
- Planetary Scan missions now send an inbox message after scanning NavBeacon
- Fix altruisms to use demanded cargo, not supplied
- Fixed truncated text on community goals page
- Pirate Lord should use the auto bounty system, not a fixed value across all ranks
- Fix sending the incorrect inbox message after scanning a mission tipoff location
NPCs
- Fix for Pirates being stuck in IdleFlight/PirateThreaten at RESs
- Added missing transitions between Pirate Hunter Hostile Mission Cargo Attack and Idle
USSs/POIs
- Rebalance on data point drops: quality and quantity
- Balance pass on low level scenarios that can be found as USS in shipping lanes. More Threat 1 opportunities for low ranking combat ships
- Fixing under staffed skimmer zone
- Added signal descriptors to ship wrecks
Outfitting
- Added separate outfitting category for mining lasers
- Speculative fix for abrupt stop in audio transition when entering outfitting
- Added stats for vehicle bays
- The outfitting Values Min / Current / Max for jump distance seem to be inconsistent fixed
- Vehicle slots have 'fixed/gimbal/turret' options fixed
- Added a indication that a installed module on a ship is "modified" in outfitting
- Vehicle bay sub slots now check the stock properly, rather than defaulting to "no stock"
Avatars
- Adjusted avatar constraints for dictatorship and prison colony mission givers of Alliance and Independent mission givers
- Alliance/Independent Dictatorship and Prison Colony now use all of their accessories
- Male geometry and skinning refined to help prevent neck intersection
- Alliance/Independent Communism, Confederacy, Cooperative, Corporate and Democracy governments now have a chance to have a pair of glasses at Allied
- Added longer hairstyle onto the male portrait avatars
- Fixed hair intersecting with certain face shapes
- Adjusted some of the female hair styles
- Added hat for female engineers
- Alliance/Independent Dictatorship government now have a more varied set of accessories to choose from
- Empire Patronage now has a more varied accessory progression
- Corrected a typo so the indie theocracy uses the right kind of jacket
- Fixed inconsistent mission giver backgrounds
- Ensure we don't get odd FOVs for banner textures
- Fix to prevent Lei Cheung's eye deformation when posed
- Added a failure state that will abort a portrait request after a large period of time waiting for a texture to be provided, so the system won't be stalled indefinitely
Ships
- Adjusted Imperial Cutter UI elements
- Fixed missing texture in Federal Gunship cockpit
- Micro resources will now trigger the cargo scoop acquired audio
- Make sure that only valid paintjobs can be applied to a ship
- Fix missing LOD geometry on Sidewinder
- Type 9 Squadron LOD paint job issue fixed
- Decals displaying wrong colour scheme when on a Tactical Paint Job fixed
- Decal fixing on Anaconda pirate paintjobs
- Decal colours rectified on Squadron paintjobs
- Decal colours balanced on Asp & Asp Scout Stripe paintjobs
- Decal pass to balance colours for 3 colour setup on various paintjob schemes
- Added new low poly external Imperial chair model and diffuse texture
- Swapped internal and external chair models from DeLacy to Imperial versions on all relevant ships
- Fixed chair blue emissive hue to match cockpits
- Loud element in sidewinder landing gear fixed
- Fixed odd sound effect when placing a bobblehead character, not letters, numbers, or symbols
- Make sure we clear any "Under Attack" notifications sent to the ship voice system, so they don't trigger after combat has ended
- Friendly fire from wing mates no longer triggers "Under Attack" voice line
- Make sure shield break sounds always trigger the aggressive version when requested to be on, and the lighter version when turned off manually
- Module malfunction buffs now both trigger the "Malfunction Attack" ship voice event so it's not confused with the "Module Malfunction" ship voice event
- Engine reboot buff now only triggers either "Thrusters Offline" or "Warning, Engine Reboot" voice events, not both
- Make sure that if a traffic controller is speaking when the player begins their frameshift that we halt anymore notifications and clear the queue, to stop the ship voice from talking over itself
Weapons
- Overhaul of mines for a mix of balance and fixes:
- All mines now use Proximity versions rather than the slightly unreliable homing variants, and now have much bigger shiny explosions that better telegraph how dangerous they are
- Mines now have the same module-stripping blast damage as missiles
- Mines are now targetable by point defences, and have a little more health
- Increased ammo on medium mine launcher (doubled)
- Synthesis damage boost now adds a multiple of the base weapon damage rather than the damage after engineers have run their magic. To avoid some nasty multiplicative stacking issues we've seen
Hyperspace
- Hyperspace is now much bigger to accommodate large ships
- Passing lens flares now fade in rather than 'pop'
- Added more distant stars to create a sense of depth
- Reduced the frequency of nebula models
- Added an extra light
Orbital Cruise
- Fixed one aspect of the glide sequence sounding weird
Bases/Settlements
- Added Lights to the Bridge Lift Section and Bridge Lift Top meshes
- Added LODs to Breakers Yard
- Bridge section art resources updated
- Able to drive/fly through various giant drill parts in Pater's Memorial
- Structures not properly meeting the ground at Palin Research Centre
- Liz Ryder base - remove weapons range decals
- Dekker's Yard base building not flat with ground
- Flickering texture on side of building at MacCurdy Arsenal fixed
- Set up engineer garage reverb zone and prototype
- Fixed issue with Landing Pad 7 with clipping terrain
- Moved dock 6 slightly to stop the clipping between the interior of the hangar and the large tower
- Fix for settlement ambiences not being heard on Engineer Bases
- Fix missing textures and add LODs for Prospectors Rest
- Fix for settlement security voice events and problem with offset
- Navigation Panel indefinitely tries to scan Engineer Base for SubTargets
- Updated UVs on Pillars and Walls
- Fixed invisible ceiling
- Improve the depth blocking placement on the majority of hangers
Stations/Ports
- Added another indie flight controller variant
- Improvements to Alliance 02 flight controller
- Planet port voice factions now match their ATC counterparts
- ATC won't welcome you until you've taken off from terrain if landed on a planet and not docked
- ATC lines are suppressed whilst landed on a planet, apart from hostile messages, hostile hails and docking requests
- Docking request messages now stop welcome hails from playing after them
- Added detail pass and polish to medium neutral hangars
- Added detail pass to high tech medium hangars
- Polish of large rundown hangars
- Fix for flight controllers not being loaded on some rich stations
- If we don't let the player request boarding to a port from an srv because we're too close to our ship, make sure the ship voice tells them their request has been denied
SRV
- Prevent repeating handbrake line when stationary
- Fixed very loud Wavescanner inactive weapons sound when close
- Improved board ship icon sound, also mute sound when leaving ship
- SRV lights are not silent when switch-spammed fixed
Render
- Clear any pending terrain queries when we shut down or deactivate. Make sure we sample the terrain less often if we're on a ship