· Powerplay added
· Playable ship Imperial Courier added
· Playable ship Diamondback added
· Cargo/Mining chunk collection drones added
· Fuel transfer drones added
· Prospector drones added
· Mission system overhaul
· Missions scaling up based on rank
· Missions scaling up based on reputation with mission giver
· Updated bounty system
· Friendly fire values relaxed
· Added crimes for reckless flying (collisions) within starport no fire zones:
· Show progress to next PF rank
· Made the streaks on the Cobra windscreen less noticeable, but more balanced
· Reset current target contact when pressing the "select next route system" key
· Fix Shield Bank Module not filling properly; this lead to a missing cell when using "reload all" option in station services
· Changed WING RANGE to EXCEEDS WING for nav panel system buttons
· Rebalanced mass lock values across all ships to fix various inconsistencies and also ensured ships overheat when self destructing – ORCA MASS LOCK CONDA?
· Make AIs respect the FSD cooldown timer, the same as the long timer for players (as NPCs never submit)
· Adjusted military archetypes in war zones, to distinguish them a bit more from lockdowns and the subsequent blockade. Won't interdict clean ships in war, as they are too busy fighting a war to do that
· Fix turrets set to Target Only deciding to fire when you're in the hangar
· Give turret mounts the ability to track 5 degrees down past horizontal, to help ships like the python be able to actually hit small ships in front of it
· Friendly fire rules should apply to player Vs player, not just AI
· Added rank progress bars
· Chaff now affects turrets and gimbals by the same amount
· AI will try to avoid crossing a player's firing line
· When receiving machine details in response to wing/invite, try to connect to the machine - fix for some invites not getting through
· Shields persist in supercruise
· Allow players to adjust their power pips in Supercruise
· Don't skip the long shield recharge delay on location transition if your shield were at 0 health
· When firing at a moving target turrets confusion is affected by distance so that turrets are more easily confused by sharp manoeuvres at short range than long
· Adjusted weapon impacts to reduce spin craziness
· Further changes to how people manage turrets:
· Turrets not in a firegroup won't do anything.
· Turrets in Fire at Will cannot commit Assault.
· Turrets in Fire at Will won't fire at illegal targets.
· Target Only is now a manual/latched fire mode, and can be used on illegal targets.
· Try not to spawn players inside asteroid belts and more specifically not inside asteroids - seen a few people loose ships this way. good to know they listened
· Increase mark up when selling illegal goods in black markets
· Reduced cooldowns on minor faction states: expansion, war, election
· Make smuggling profits count towards trade ranks as well as crime ranks
· Playable ship Imperial Courier added
· Playable ship Diamondback added
· Cargo/Mining chunk collection drones added
· Fuel transfer drones added
· Prospector drones added
· Mission system overhaul
· Missions scaling up based on rank
· Missions scaling up based on reputation with mission giver
· Updated bounty system
· Friendly fire values relaxed
· Added crimes for reckless flying (collisions) within starport no fire zones:
· Show progress to next PF rank
· Made the streaks on the Cobra windscreen less noticeable, but more balanced
· Reset current target contact when pressing the "select next route system" key
· Fix Shield Bank Module not filling properly; this lead to a missing cell when using "reload all" option in station services
· Changed WING RANGE to EXCEEDS WING for nav panel system buttons
· Rebalanced mass lock values across all ships to fix various inconsistencies and also ensured ships overheat when self destructing – ORCA MASS LOCK CONDA?
· Make AIs respect the FSD cooldown timer, the same as the long timer for players (as NPCs never submit)
· Adjusted military archetypes in war zones, to distinguish them a bit more from lockdowns and the subsequent blockade. Won't interdict clean ships in war, as they are too busy fighting a war to do that
· Fix turrets set to Target Only deciding to fire when you're in the hangar
· Give turret mounts the ability to track 5 degrees down past horizontal, to help ships like the python be able to actually hit small ships in front of it
· Friendly fire rules should apply to player Vs player, not just AI
· Added rank progress bars
· Chaff now affects turrets and gimbals by the same amount
· AI will try to avoid crossing a player's firing line
· When receiving machine details in response to wing/invite, try to connect to the machine - fix for some invites not getting through
· Shields persist in supercruise
· Allow players to adjust their power pips in Supercruise
· Don't skip the long shield recharge delay on location transition if your shield were at 0 health
· When firing at a moving target turrets confusion is affected by distance so that turrets are more easily confused by sharp manoeuvres at short range than long
· Adjusted weapon impacts to reduce spin craziness
· Further changes to how people manage turrets:
· Turrets not in a firegroup won't do anything.
· Turrets in Fire at Will cannot commit Assault.
· Turrets in Fire at Will won't fire at illegal targets.
· Target Only is now a manual/latched fire mode, and can be used on illegal targets.
· Try not to spawn players inside asteroid belts and more specifically not inside asteroids - seen a few people loose ships this way. good to know they listened
· Increase mark up when selling illegal goods in black markets
· Reduced cooldowns on minor faction states: expansion, war, election
· Make smuggling profits count towards trade ranks as well as crime ranks
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