Patch Notes Update CQC Update (1.4) Beta Build #3

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Zac Antonaci

Head of Communications
Frontier
Hi guys,

We've just gone live with an update to the 1.4 Beta build. Please find the details below.

- Don't try to generate scores if we don't have the data for them (stops crash)
- Don't crash if a ship has an invalid loadout in CQC
- Fix a server crash to do with updating a users machine handle when they previously weren't in the game
- Fix server crash if players haven't been cleared out from the lobby
- Crash fix for network replication occuring in the wrong order in CQC
- Fix error
- Update mute symbols in lobby correctly
- 'Capture' and 'Protect' indicators do not move / may not render while in Oculus Rift fixed
- Make sure that we are removed from a wing when we end a proving ground game. This should fix an issue with opponents i deathmatch appearing friendly
- Fixed where players didnt always get assigned to the team the the lobby wanted to put them in
- In the CQC Outfitting, boost diverters should not show class/rating/mass, instead they should show Power Draw and Boost Speed Multiplier
- Fix for selling illegal drones (sometimes known as limpets)
- CQC matchmaking reliability improvements
- Re-enable starter packs on Beta Test
- Add the Empire_Eagle_Upgraded template to the Imperial Bounty Hunter starter pack
- Background sim fix to stop a faction declaring war on more than one opponent per tick when there’s more than one eligible
- Major refactoring of PC CQC Matchmaking game notification sending
- Stop titles appearing in the body of Galnet articles on the website
 
good stuff

I take it the poor performance in super cruise is proving a pig to sort out then...... or are you confident that the new launcher when going live will fix this issue (if not it would be handy sorting now, because right now, whislt still playable, 1.4 is pretty nausea inducing for me when playing.

I am not alone in this i think... (ticket already in and being looked at)

Thanks
 
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Great
Thank you!
I don't understand this point : Re-enable starter packs on Beta Test
 
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Awesome!

Guys, I've asked about this in the previous build patch notes thread but it wasn't addressed.

I'm quite positive towards CQC and all the fantastic work and effort that has been put into it, but I'm wondering if we can expect any other balance tweaks in patch 1.4 for the open game.

Things like:

Balancing missiles?
Some mass locking value revision?
Maybe a revision on the shield cell bank mechanic?
Any exploration mechanics added?
Balancing Torpedo Pylons?


Thanks! Keep up the great work.
 
Great
Thank you!
I don't understand this point : Re-enable starter packs on Beta Test

whilst you are waiting for a dev to reply, maybe i can help. I *think* this is info for the kickstarter backers who had different starting loadouts offered to them at the start of the game.

at least 1 - possible more i cant remember - included having an imperial eagle as their starter ship instead of the sidewinder. Obviously when the game launched this was not possible so they got a Federal Eagle instead. Others got to start with either a Cobra with a variety of different loadouts

I am assuming this is pertaining to that.

but i may be wrong :)
 
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I guess fixing the collector drones is a big job, or towards back of the que :(

Will wait for next beta build before trying again.
 
Hi guys,

We've just gone live with an update to the 1.4 Beta build. Please find the details below.

- Don't try to generate scores if we don't have the data for them (stops crash)
- Don't crash if a ship has an invalid loadout in CQC
- Fix a server crash to do with updating a users machine handle when they previously weren't in the game
- Fix server crash if players haven't been cleared out from the lobby
- Crash fix for network replication occuring in the wrong order in CQC
- Fix error
- Update mute symbols in lobby correctly
- 'Capture' and 'Protect' indicators do not move / may not render while in Oculus Rift fixed
- Make sure that we are removed from a wing when we end a proving ground game. This should fix an issue with opponents i deathmatch appearing friendly
- Fixed where players didnt always get assigned to the team the the lobby wanted to put them in
- In the CQC Outfitting, boost diverters should not show class/rating/mass, instead they should show Power Draw and Boost Speed Multiplier
- Fix for selling illegal drones (sometimes known as limpets)
- CQC matchmaking reliability improvements
- Re-enable starter packs on Beta Test
- Add the Empire_Eagle_Upgraded template to the Imperial Bounty Hunter starter pack
- Background sim fix to stop a faction declaring war on more than one opponent per tick when there’s more than one eligible
- Major refactoring of PC CQC Matchmaking game notification sending
- Stop titles appearing in the body of Galnet articles on the website

any update for xbox players? thanks
 
whilst you are waiting for a dev to reply, maybe i can help. I *think* this is info for the kickstarter backers who had different starting loadouts offered to them at the start of the game.

at least 1 - possible more i cant remember - included having an imperial eagle as their starter ship instead of the sidewinder. Obviously when the game launched this was not possible so they got a Federal Eagle instead. Others got to start with either a Cobra with a variety of different loadouts

I am assuming this is pertaining to that.

but i may be wrong :)

Thank you ;)
 
Howdy, still having trouble connecting to CTF in CQC, I'm at level 33, is this because match making does not have enough people at that level?
 
Don't see it on the list, but thanks guys for nailing down that throttle bug going to zero all the time. Tested it in both hyperspace exit, SC entry and exit, and going to menu, and it's back to normal again. Amazing how a little thing like that is so annoying.
 
... makes you wonder what else was fixed, but not listed in changelog.

Trust issues stirring....!
lol

\\///
Oo
>
--
Spike553
 
I'll take undocumented fixes, any day!

Undocumented changes, however, can be good or bad. *cough* interdictions *cough*
 
Holy moly that came down my pipe at 85MBps! (megabytes per second)

Have you been fertilising your server farm or something?

AFAICT the 'speed' you see in the downloader/upgrade process is how quickly it is comparing/validating the full client file list. If only a few files are changed then the speed is super fast as it'll be doing something like a quick CRC check for which files have changed and need downloading and skipping the rest. The speed will seem to hiccup when a updated file needs downloading for real.

M
 
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