

Change log

Hey guys,Great news! There is another 2.2 beta update coming in this morning.The Beta servers will be going down in a few minutes at 10:00 BST and we will expect them to be back up within a couple of hours.Here's a nice juicy change log while you wait.Stability Fixes- Allow the "visited stars" map filter to apply to route-plotting- Fixed crash when starting the game with an HMD for some monitor/resolution combinations- Fix a low level vertex locking crash- Fix a crash when self-destructing the SRV- Fixed JSON error in ship delivery- If we lose connection with server immediately after connection, before mtu discovery is complete, don't crash, reset mtu discovery for another go around- Server time synchronisation can soft-lock the game fixed- Ensure that system map materials get destroyed on shutdown- Fix crash swapping modules in outfitting- No longer assert when trying to add an item which is supposed to be empty- Fix for buyback and stored items being deleted in one array but not another- Don't crash id planet materials are not sensibleGeneral Fixes & Tweaks- Neutron & White dwarf schematics fixed- Fixed star-class info not appearing for some systems when initiating jump- Fixed supercruise motion indicators not being displayed- Fixed incorrect integrity value for size 1 class 2 refinery- Prevent duplicate ships being generated on authority transfer- Docking computer staying 1km above planetary outpost fixed- Latest translations added- Various text fixes- Award combat rank progression when destroying NPCs from no particular factionFighters- Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong- Following NPC crew oddities (When NPC crew is flying a player's ship) fixed:- If MC turrets are fitted and set to Target Only, the combat AI cannot fire them- Can only use one missile launcher, even if two are fitted- Missiles are fired at long range and are wasted- AI doesn't use boost to chase and kill targets, instead lets them get away- When out of ammo, AI ship should drop back into formation- Player ships with just missiles won't fight- After requesting docking, all other order hotkeys are ignored- AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed- Added clearer message to indicate that the players fighter will be destroyed when they FSD away- Moved empire fighters hit spheres for the weapons even further forward to help in hitting them- Use numbers rather than bars for displaying fighter stats- Wanted NPC has clean fighter fixed- Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty- Added loading animation to screen for switching between fighters and main ship- Fixed missing font glyphs on Role panel when running in Russian- Fixed commander name having the "Crew" tag on the death screen when killed by a player in a fighter- Can use hotkeys to send invalid NPC commands to unmanned mothership fixed- Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore- Audio: reduced probability of "no more targts" npc crew message down to 40%- Audio: Fix for Crew member saying wrong line when asked to attack target- Fix not being able to deploy an SRV or Fighter after resurrecting- Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progressionWeapons- We think heat attacks have been reduced a little too far, and need a very conservative buff:- Diminishing returns for heat now limit at 100% (up from 95% in previous beta)- Damage penalty for Thermal shock reduced to 20% (from 25%)- ECM needs some slight tweaks:- ECM will now fire when hardpoints are not deployed- ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)- Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5- Improved flight speed and hacking time of all hatch breaker limpets- Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled- Slight reduction to the effectiveness of Incendiary rounds for Multicannons:- Remove the hidden 20% kinetic damage that was left over- Reduce the fire rate penalty from -10% to -5%- Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff.Outfitting/Shipyard- Process transaction cost correctly when fetching or selling a remote module- UI was being unlocked before hardpoint animation was complete. This should now be fixed- Module distance incorrectly show when transferring a module fixed- Adjusted the balance areas of the popups to have an auto width, to account for large balances- Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint- Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red- Fixed keeping hold of buyback items once we've bought them back- Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text- Prevented focus from being lost when pressing Right on the read more section of the module transfer- The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected- Ship loadout doesn't update after multiple swaps fixed- Updated icon positioning and colouring in the Inventory Browser Screen- Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK'- Starport UI: fixed quick action button icons disappearing when coming back from outfitting- Store multiple modules lists incorrect number when unticking categories fixed- Damage type tagged as 'labelfield' overlapping fixed- Adjusted colour of "in transit" text, when focused on- Made the "Stored Ship" tab, glow white when a ship completes its transfer- Increased Module Storage size to 60- Tune credits costs of Ship and Module transferEngineers- Make sure we always get the right string key for existing modification name- Added ellipses functionality to blueprint text strings. If they are greater than 25 characters an ellipses will be added- Fixed layout problems in engineers workshop that would cause a scrollbar to appear and have unintended effects- Fixed bug where engineer special effect animation would always overlay the description of the successful special effect, before the animation had completedPassengers- Passenger missions not displaying or paying out rewards on hand in fixed- Updated the transaction tab for passenger sightseeing conflict, and for passenger vip conflict. They now include the system address for the conflict zone- Remove commodities bought for passengers when completing a mission- More balance tweaks for reputation, influence and state effects- Player has been scanned - When scanned just once, the inbox message will pop up several times until the passenger is disgruntled fixed- Stop passenger cabins containing passengers from being swappable- Generic passenger generation now fits cabins with Tourists instead of Generics- Fixed errors in passenger cabin classes and types- Fix for passengers hiding when the ship is dismissed (from a planetary landing via SRV) and comes back...- When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed- Fix Passenger mission problems when swapping occupied cabins between module slotsMissions- Make sure players in SLFs can get credit for kills in assassination and massacre missions- Added missing strings for illegal delivery missionsShips- Fixed incorrect landing volume for Type 7- Cannot see Tail Shipkits on Vulture in Outfitting due to camera angle in VR fixed- Fixed some mapping issues on the Cutter- Audio: Ship drives silent when respawing over planet surface having died in SRV fixedStations/Ports- Fix for faction lighting being applied to the new station inner docks instead of their own lighting- Audio: Fixed number station audio events not synced due to time step miscalculation- Audio: The new flight controllers are too quiet fixedSRV- Stop data points showing up on a fighter HUD after been scanned in the SRV S- Stop fighter mothership pointer appearing in an SRV after the player has been in a fighterInstallations/POIs/USSs- Fixed some misaligned tunnels on civilian installation- Make sure that persistent POIs cannot spawn within their minimum separation of each other- Audio: Fix for silent ambience on a secret thing- Audio: Fix for number station ambience being audible at infinite distance- Added new mission tipoff locations to settlementsCelestial- Audio: Fix for Materials sound wrong on planet surfacesGalaxy Map- Reduced loading time for galaxy map- Fixed some stalls loading the system map- Bookmarks all disappeared and can no longer create them fixedPlayer Journal- When importing stars from a file into the VisitedStarsCache, interpret any line containing just digits as a starsystem address in decimal rather than a name- Fixed journal entry for "ScientificResearch"