Patch Notes Update Beyond - Chapter Four - Beta (Week 4)

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So, huh, make sure you launch the 3.3 Horizons beta. Not just the 3.3 beta.

Cause krait phantom and mamba are both at Jameson Memorial.
So, huh, guess what? I'm doing exactly that! And was doing exactly that the first time!

Restarted the game, just to be sure (you never know, huh?) - nope, still 37 ships and no Mamba.
 
my pre patch mamba boost speed: 530
my post patch mamba boost speed 520
boost capacitor usage roughly doubled (pre patch 2 bars post patch 4 bars)
don't know cruise speed (don't remeber pre match value)
heat management problem are fixed (dissipate heat really quick now)
Pitch way better now in blue zone.... still i wished boost speed were faster :/
 
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As someone who does not believe in especially big payouts and credit creep I still reckon' that if motherlode asteroids are going to remain as scarce as they currently are then they really need to have something worth at least 250,000 in the middle of them.
250,000Cr? I hope for more really.... I mean, 2T of painite in a boom station gets you that much
 
As someone who does not believe in especially big payouts and credit creep I still reckon' that if motherlode asteroids are going to remain as scarce as they currently are then they really need to have something worth at least 250,000 in the middle of them.
Given that a single terraformable water world is like 2-3M credits, I would expect motherlode to sit in the same range.
 
250,000Cr? I hope for more really.... I mean, 2T of painite in a boom station gets you that much
Given that a single terraformable water world is like 2-3M credits, I would expect motherlode to sit in the same range.
I was being extremely conservative (and originally wrote 500,000). Like I say, I'm not generally in favour of credit creep so I'm not 100% convinced that a single motherlode should pay for a Cobra but you get the gist? Let's just say it needs to be worth MANY hundreds of thousands - at least.
 
Added 'Distance Traveled in an SRV' stat
Big thank you. Glad its back. :)

And FDev if you are reading...please please please change its accuracy to 1km. It would be good way to measure planet surface distances (during circumference for example). In current live 3.2 at over 1000km traveled accuracy turns to 10km (meaning it loses last number).
 
BGS & Squadron UI

Thank you for displaying 'happiest' system.... but really, you have to click on ALL the systems to find it. I have 7 now, imagine having 30+ systems...

Also, expansion is happening from another system than happiest.... Really what makes it 'happiest'? I mean, it just sits at default 'none' states while the system I am expanding from is over 75% influence and in pending boom

This is just a lot more confusion and lacks so much more info than before.
 
Some great fixes there, guys, but I do hope you're giving serious consideration to giving commanders more situational awareness, & the ability to move their ship, whilst in the FSS mode.

I also hope you will consider all the suggestions made regarding the reduction of Module/Hardpoint inflation that comes withbthe new mining tools.
 
I was being extremely conservative (and originally wrote 500,000). Like I say, I'm not generally in favour of credit creep so I'm not 100% convinced that a single motherlode should pay for a Cobra but you get the gist? Let's just say it needs to be worth MANY hundreds of thousands - at least.
It's a bit late for that, isn't it? Considering that 20 minutes of RtR pay a Cobra and then some. You could've called it credit creep once -- now it's simply called balancing payouts, and making sure all activities are roughly on the same line in terms of Cr/h...
 
Hello Commanders,

Please find the beta patch notes for the fourth week of beta.

Squadron Bookmarks

  • Applicable ranks can now create and share bookmarks with Squadron members


Incursion State

  • Incursion state added, along with
  • Thargoid Conflict Zone scenario ("AX Conflict Zones")
  • Damaged megaship scenarios
  • For the Beta, the Maia system has been manually set to the incursion state, and these scenarios should appear there


Comms

  • Added a toggle to turn off the profanity filter (under the options tab in the comms panel)


Audio Options

  • Updated audio options:
  • Default/optimal volume position is now marked, allowing the player to return to default easily
  • All sliders (apart from the 3 "master" sliders (sounds, music, voice)) can be boosted as well as cut
  • Note: User volume slider positions will be reset to default on this update (this is a one time only reset)


Bug Fixes and Improvements

Anaconda

  • Fixed incorrect white lights in cockpit

Background Sim

  • Added galaxy map filter for the new 'Civil Liberty' state
  • Added text to indicate the happiest system in the 'Faction Allegiance' section in Squadrons
  • Added icons to states listed in the System Map
  • Outbreaks will now occur automatically
  • Fixed Conflict Zones not always spawning in systems at War

Cobra Mk.III

  • Fixed misaligned thrusters

Codex

  • Fixed an issue where a planet that didn't have a terraformed status set would default to being terraformable (when it shouldn't be)
  • Fixed overlapping text in the Archive section
  • Galactic region no longer resets to your location when searching the Discoveries section
  • Added 'Distance Traveled in an SRV' stat
  • Narration added for "Individuals" knowledgebase articles

Comms

  • Increased the volume of the background chatter in Conflict Zones
  • Increased the chat spam limit from 3 to 5 (fixes some Voice Attack issues)
  • Fixed issue that caused chat messages not to be delivered when the recipient was on main menu

Controls

  • The binding for entering the vanity cam in ship and SRV can now be bound to the same button

COVAS

  • Increased the volume of 'Jefferson'

Crashes/Stability

  • Fixed a crash that could occur when leaving a Resource Extraction Site
  • Fixed a crash that could occur when using the Subsurface Displacement missile
  • Fixed a crash that could occur when jumping to another system
  • Fixed crash that could occur when opening the Codex
  • Fixed that could occur when entering a Conflict Zone
  • Fixed a crash that could occur when players ship is destroyed
  • Fixed a crash that could occur when using the Pulse Wave Analyser
  • Fixed a crash that could occur when using the Prospector Limpet
  • Fixed a crash that could occur when switching ships
  • Fixed a crash that could occur when in the FSS mode
  • Fixed holo-me being incorrectly selectable from the SRV, leading to a softlock
  • Fixed a crash that could occur when switching between 3D modes
  • Fixed a crash that could occur when opening the Codex after a recent discovery
  • Fixed a crash that could occur when selling Exploration Data
  • Fixed instances of "authentication server" disconnections from mission servers

Crime & Punishment

  • Added clarification to the bounty transaction details, to explain the implications of the Kill Warrant Scanner

Decals

  • Fixed reversed decal slots on Cobra Mk.III and Imperial Cutter


Exploration

  • The Detailed Surface Scanner will now auto hide in the fire groups HUD while in normal space
  • Fixed an audio issue that could cause the scanning sound to get stuck and loop
  • Fixed an issue which meant players couldn't buy exploration data when docked at a port
  • Stopped the ship voice line from needlessly repeating when the system has been fully scanned
  • Fixed an issue where the info panel would not update to show a planets signals while in the DSS mode
  • Fixed an issue that was preventing players from firing probes a rings around stars (the star itself can still not be probed, which is intended behaviour)
  • Bodies now appear when using the FSS mode in non-Horizon versions of the game
  • Increased the sensitivity range on the FSS movement controls
  • Added sensitivity control to the spectrum analysis bar
  • FSS mouse binding now no longer gives a 'roll' option
  • Scanning a nav beacon now returns full system data (ring details were missing)
  • Fixed issue that could cause 'false' signals to appear that couldn't be resolved
  • The threat level of a USS is now displayed when zoomed in on it
  • The system map now indicates if the planet has been mapped or not
  • Added message when a body is passively scanned
  • Fixed an issue that was causing some bodies to appear on the system map, but were unable to be discovered using the FSS mode
  • Fixed impossible to meet efficiency targets
  • Info panel now has 2 lines to display messages on
  • Fixed some Thargoid signal sources being identified as Guardian

Federal Corvette

  • Fixed visual issues on fitted ship kit when using a paint job


Friends and Private Groups

  • Fixed a hang that could occur when browsing a very large group

General

  • Fixed issue where dropping out at ports in asteroid clusters wasn't dropping the player near it
  • Fixed an issue that meant certain Port contacts were erroneously appearing
  • Fixed issue where Thargoid probes weren't spawning correctly
  • Fixed issue where the left hand panel would become unresponsive when return to the players ship from an SRV
  • Fixed missing leading reticle for the Flechette launcher
  • Fixed issue that could lead to the left hand panel becoming unresponsive

Holo-me

  • Fixed some graphical issues on the avatar portrait

Lighting

  • Reduced brightness in galaxy map

Localisation

  • 'Search' wasn't translated in the Friends and Private Groups menu
  • Fixed various typos
  • Fixed incorrect text on 'Galactic Powers' button on the home tab
  • Fixed truncated text on the 'Galactic Powers' button in German
  • Added translations for Detailed Surface Scanner options
  • Replaced placeholder text with actual text in Fine description

Mamba

  • Fixed thrusters not changing colour when applying engine colours
  • Fixed misaligned vanity preview cameras
  • Balance pass on boost, speed, and pitch and roll rates
  • Should now dissipate heat quicker (in line with the FDL)

Megaships

  • Fixed Z-fighting issue

Mining

  • Added information on what is inside a motherlode asteroid to the data returned by the prospector limpet
  • Added extra detail to the Subsurface Displacement Missiles outfitting description, to explain the pull and hold trigger feature
  • Fixed graphical issue after using a Displacement Missile
  • NPC ships now use their mining lasers once again
  • Fixed missing targets, UI and feedback when a multicrew member joins after a prospector limpet has been used
  • Added extra feedback icons to the areas that represent the different yield ranges when attempting to crack an asteroid apart
  • Tweaked the pulse wave analyser results to be less broad and more focused at range
  • Added new, high value materials to the motherlode asteroids (free floating materials and new surface deposits, which are found after cracking the asteroid open)
  • Increased the ammo capacity of the new mining tools
  • Stopped depleted asteroids from appearing gold when scanned with the Pulse Wave Analyser

Missions

  • Removed restriction on in space collect missions, to allow players to take them even if their ships cargo hold is below the amount needed (they will use the Cargo Depot feature)

Multicrew

  • Fixed the target panel for the gunner role
  • Fixed issue where select the view report button didn't take players directly to the screen

Orrery

  • Fixed incorrect planetary ring orientation

Outfitting

  • Updated the refinery text to change the refernce of "Mining Laser" to "Mining Tools"

Player Journal

  • Fixed duplicate scan events
  • Fixed some wing mission cargo reported as stolen
  • FSSSignalDiscovered: add USSType info (§6.6)
  • Add new FSSAllBodiesFound event (§6.4)
  • Scan events generated automatically when entering system now logged as “ScanType”:”AutoScan” (§6.3)
  • Add new event MultiSellExplorationData (§6.10)
  • Faction info in Location/FSDJump: if it's the player's squadron faction, add SquadronFaction:true, and flags HappiestSystem:true or HomeSystem:true if relevant (§4.8)

Render

  • Fixed high res screen shot feature when zoomed into a body in FSS
  • Fixed some Z-fighting found at Platers's Tyranny port
  • Fixed some flickering on glass materials in stations
  • Make the light diffusion through volumetrics similar in appearance across graphics settings.
  • Cockpit geometry occludes ship schematics now
  • Fixed some jittering in ring fog
  • Fixed for brightness of mining related volumetric effects when in shadow of planet
  • Fixed rendering of glass material behind fog in stations

Ship Name Plates

  • Text size is now affected when using leading and/or trailing spaces

Squadrons

  • Randomised the results when browsing
  • Added a new 'Mentor' activity tag
  • Fixed issue where players could not use the gamepad to select a member to hand over the Squadron to
  • The members list now defaults to sorting by rank (high - low)
  • Shortened the invite text to solve truncated text
  • Tags can now be edited after the Squadron has been created
  • Fixed the Squadron feed tab being incorrectly reset upon ship destruction
  • Players can now transfer ownership to players that are not currently online
  • Faction alligence page now uses current state rather than pending state
  • After a player is promoted/demoted, permissions are now granted/taken away immediately
  • Tags can now be used to filter Squadron results
  • Fixed a transaction server error when sharing a starport or settlement bookmark
  • Fixed a bug preventing some pre-registered squadrons from changing their faction affiliation
  • Fixed exploration data and CQC results not always being added to the squadron leaderboards

Stellar Forge

  • Corrected the orbit of the moon around Earth

Vanity Camera

  • Stopped the ship cockpit UI rendering through the pilots chair

VR

  • Ensured the ring scan effect (and hotspots) are correctly occluded by the planet geometry in both eyes.
  • Fixed issue that causes the camera to clip through the pilots body more than usual
This is very very good. Thanks Will.

You know what would make it AMAZING though? This:

Added a Universal Limpet Controller module, to unify the 8 different types of Limpets currently in the game
 
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