New Content & Features (Horizons)

Commander creator UI added

Player avatars used in ship cockpits

Commander creator exists within the player's cockpit

Added holographic effect for commander avatars (when they are not physically present)

Hooked up the player avatar display to the comms panel and the commander history, so now chat messages will have a picture of the senders avatar next to them

We don't have a default avatar use one of the presets randomly instead

Added Holo-Me option to cockpit Status Panel

Added Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image.

Added 50 male and female preset commanders

Added feature presets for Eyes, Nose, Mouth, Ears, Jawline and Neck

Added zoom in with altered FOV for close ups in commander creator when playing without VR

Added custom mode for commander creator close ups in VR

Added randomise options to most feature categories in Commander Creator

Added Undo/Redo to Commander Creator

Group flight suits into collections to avoid top level list getting huge

Updated cockpit chairs to allow for more elbow movement

Fix avatar specular baking behaviour (it wasn't saving the output so it would simply replace its contents)

Added beards!

Added 14 new hairstyles

Expanded number of skin tones to 8 for each head type

Added “rough” female base head type

Refreshed all hair assets to get them ready for commander creator

Additional avatar morph options for nose bridge, profile, tip and tip angle

Added avatar morph options for eye angle, width and upper eye fold

Added morph option for upper lip profile

Added jaw angle and depth options

Added chin width and prominence options

Hair shader improvements

Avatar eyes now use correct environment map

Fixed some incorrect skinning on the female pilot suit

Added chin cleft options

Added transparent and opaque versions of the helmet

Added rank shoulder patches, unlocked with rank

Added faction and pirate shoulder patches

Added freckles, moles and pock marks to skin details

Added Milky eye type

Added fresnel shader to helmet glass to give the transparent version more definition

Added a selection of eyeliner, blusher and lipstick options.

Roles

Gunner role added External turret control view added Firegroup control added Quick fire slots added Scanner control added Updated UI for role Allow scanner view Allow schematic view Weapon mount highlights added Limpet control added Turreted weapons can be controlled Missiles can be fired

Fighter Con role added Helm can kick other players from ship Allow an NPC fighter if another player is in a fighter (only for ships that can support 2 fighters)

Helm role added

Ships Added multicrew cameras to supported ships Upgraded cockpits for multicrew Adder (upgraded second chair for multicrew) Anaconda (upgraded second and third chair for multicrew) Asp (added second chair for multicrew) Asp Scout (added second chair for multicrew) Beluga (upgraded second and third chair for multicrew) Cobra MkIII (upgraded second chair for multicrew) Cobra MkIV (upgraded second chair for multicrew) Empire Trader (upgraded second chair for multicrew) Corvette (upgraded second and third chair for multicrew) Fed Dropship (upgraded second chair for multicrew) Fed Assault (upgraded second chair for multicrew) Fed Gunship (upgraded second chair for multicrew) Fer de Lance (upgraded second chair for multicrew) Orca (upgraded second chair for multicrew) Cutter (upgraded second and third chair for multicrew) Type 9 (upgraded second and third chair for multicrew) Python (upgraded second chair for multicrew) Vulture (upgraded second chair for multicrew)

Chat interface updated

Matchmaking for different session types added Bounty Hunting Mentor Piracy Mining Exploration Smuggling Session summary screens added Allow friends invitations to multicrew

Power Distributor Non helm MultiCrew players now provide an additional single power distribution pip Players can distribute their pip where they want, as long as there is space for it FireCon defaults to weapons, FighterCon defaults to systems

Added idle animations for other commanders in cockpit

Multicrew usage is based on the number of physical seats on your ship

Crimes system updated to support multicrew

Multicrew related stats added

New mysterious things added

New organics added to surfaces

Dolphin playable ship added

Dolphin NPC ships added

New Content & Features (Non-Horizons)

Added ship name plates to ships

Added ID plates to ships

Ships can be named from within station services

Added ship names to various cockpit UI

Added hangar cameras for ship name slots

Request ship name when in the start new commander flow

Name and ID plates can be added via Outfitting

Ship names are server moderated if deemed inappropriate then will be masked off to other players

If it's not our ship and they have no name plates, then we don't know the ship's name

If you report a player in-game, we'll now fill in their ship name and ship ID for you

Added vanity cameras to the ships

Added free camera to ships

Added Zoom and rotations controls for internal vanity cameras

Added f-stop and focus Distance to vanity and free camera

Enabled vanity and free camera to work in vr

Updated ship cockpit interiors to account for new viewing angles

Added asteroid base type station (including air traffic controllers)

Added 32 asteroid bases in various deep space locations

Added some new challenge scenarios 4 new Incursion scenarios Speed docking Driver challenge Ship launched fighter challenge

Added custom engine trails support

Added Megaships Tanker Cargo Asteroid Miner Flight Operations Prison Ship Science Vessel Passenger ??? ???

Added 100 new tourist beacons

Added Bucky Ball Beer Mats rare good

Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live

Fix crash in the inertial camera simulation when in CQC

Fix an error that can happen in outfitting if you replace the power distributor too fast

Fix occasional directional lights assert when loading the system map

Fix an error if a POIPlaceholder gains authority before going live after the original authority created the POI.

Fix crash when entering CQC caused by the system map trying create the system map object store which doesn't work in CQC

Prevent crash while trying to generate ambient heat on ships inside stations

Avoid crash in physics if data for a wheel is not valid

Don't parse an empty string within the Commander Interaction History as it causes the JSON parser to assert

Fix deadlock if the galaxy map is repeatedly opened and closed

Fix to clean up partly-initialised modules if the parent object(ship) is destroyed before they have received their first network replication

Prevent ships spawning inside each other on interdiction drop out

The cursor was offset n some Front-end UI's circumstances when using 'In-Game Panel Based Cursor' mouse mode

Fix cases of relaunching game after killing the SRV and appearing in orbit

If we get a rank progress update that doesn't contain a value for combat rank, let's assume that that means that our combat rank hasn't changed and not that we're now harmless

Fixed trespass zone radar elements being visible in the debug/classified camera modes

Change order of string to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre 2.2

Torval Powerplay Decal changes to Patreus Powerplay Decal

String ID appears on info panel as the jump destination fixed

Possible fix for multiple unwanted audio events triggering in Friends and Groups screen

Updated some of the broken wireframe codes from the Unknown Artefact

Improved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effect

Fix for Docking Computer crashing into back of station when approaching from rear

Fix for Docking Computer crashing into Qwent Research tower when coming in to land

When starting the game, don't bother waiting for PlanetarySurfaceGeneration to be complete before starting up, if docked at a space station. This is an optimisation to save a few seconds off the spinning sidewinder screen during startup

In the cockpit friends list, show the distance to each friend (if they're in the same mode as you), and sort friends by the closest first

Info in status panel now only shows scrollbar when focused

Xbox One: File loading optimisations

Modified the "modules/trade/list" so that it filters modules where possible that are only related to the players current ship

Various mission template fixes

When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value

Fixed missing info text for data link scanner

Fixed some shadowing artefacts in the terrain rendering

Fixed station interior changing when the station in under influence of a UA

Fixed crash when looking at left-hand panel while in a fighter

Make sure kill chances spawn on CollectPalin Mission template

Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets. Rebalanced depth biases and enabled texel stability settings.

Displaying station name rather than the schematics name in the target details panel (external panel) fixed

Remove the missions market ignore case for Jaques station

Various optimisations for Galaxy map

fixed: Can't exit side panel with B Button after using fighter

Fixed refinery tab still being selected on the right hand panel after removing the refinery module from a vessel

Fixed Intermittent drop in frame rate in Challenge Scenario

Fixed low-resolution cockpit on loading into CQC matches

Various text fixes

Various localisation fixes

Passenger's demanded cargo has been updated in passenger mission wrinkles it is now related to the passenger type

Added prisoner cells as alternatives to passenger cabins

Custom passenger text on cargo display does not match Passenger Type in Customise Passengers

Ensure that NPC cruise ships have passengers when scanned

Updated passenger bulk, VIP and VIPConflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates

Also updated Bulk to show the correct rewards on the inbox message when you get the wrinkle, and transaction panels during wrinklesNew destination and dont die

Balanced numbers for explorers disgruntledness in the LDE template to be the same as on other templates

Updated the demanded cargo reward amounts on the passenger missions to make them more worth wile

Reduced exploration rank boost from passengers as it was way too high

Occupied passenger cabin modules can no longer be stored using the store multiple menu

Fixed NPC passengers not showing up properly after a manifest scan

Fixed UI inconsistency, where the 'Pick Cabin' button was located differently to 'Accept Mission' even though both these UI essentially share the exact same user flow

Make sure that the mission filter doesn't show illegal salvage when set to legal

Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don't take you to a planetary station as the main destination. If you don't have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary stationpreventing you from accepting the new destination

Multi-stage mission support added (different to wrinkles)

Highlight a mission that is a direct consequence of completing a previous mission

Fixed mission messages being duplicated during transitions

Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)

Add support for equipment requirements for missions

Delivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional

Smuggle missions maximum range has been reduced to 100ly away

Smuggle long minimum range has been increased to 100 ly away

Fixed issue with showing credit rewards when there are no other rewards

Updated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completion

Added contract elements on all transaction panels to display the mission giver

Added factions involved in the mission on inspace missions inbox messages so that you know who you are working for, and who you are working against

Added missing text for assassination Inspace Scanthe first 2 inbox messages are missing

Mission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black market

When missions which require you to pick up cargo exist, they should be able to say Collect Cargo instead of Claim Reward

Welcome missions should not contribute towards influence or ranks

Prevent exploit where selling cargo from abandonment didn't create a downward rep spiral

Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate

Improve the chance of rank up and engineer missions being available

Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate

The ancient codex now resets approximately 30 seconds after being scanned

Decouple normal missions and passenger missions selection, so a full allocation is available to each type

Added a check for illegal goods to system search to stop returning a system that doesn't contain the markets needed

Prevent delivery scoop missions from appearing in systems without a landable planet

Stop player getting spammed with an inbox message from in space planetary hitmen missions

Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)

Added a variable generator to find a faction and station in the same system as a given station

Fixed superpower filtering in faction station generators

Fix NPCs not having the long FSD cooldown after interdictions

Added the Independent Fighter to alliance and independent faction navies

Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance

NPC docking improvements

Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins

Make sure that we have the correct faction before using the automatic loadout for NPC archetypes

Don't report that the player is clean when being scanned when they are not

Balance pass for AI interdiction ability, to make it slightly easier

Auto-loadout system will now automatically add required passenger cabins based on the custom passenger type

Allowed auto-adding of cargo racks to consider slots which don't accept shield modules but do accept cargo racks

Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0

Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP

Changes to extend AI terrain avoidance on higher gravity worlds

Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters

Fix Pirate Hunter Hostile behaviour so that they attack after interdicting

In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes

For AI ships using the auto-loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply

Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing

Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn't have any/enough cargo

Threaten time changed to 15s (from 18s) now that it's displayed in chatter

Added jump after all ships scanned, which we didn't used to need for these pirates as they always attacked

Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player

Pirates should now make it clear what cargo can be dropped to apease them

Stop NPCs in ships that can't jump (like fighters) from trying to do so

When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped

Fix for pirate hunter hostiles not always being wanted

Increased the combat bonds and bounty multiplier for the "big 3" (Anaconda, Corvette & Cutter), upping their values by ~10%

Make sure that NPCs properly evaluate cargo worth to prevent some odd cases

Fixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from working

When targeting a station's location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis-rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out

Stations can now be disabled, which will turn off thier response to crimes and will disable AI spawning

Stations can now be placed within rings

Stations can now be placed within asteroid clusters

Fix for inner docks not using their own module list and instead always the default modules

Fixed the attach to bone offset incorrectly assuming the rotation it receives in in degrees instead of radians

Adjusted several garages in this location as planet terrain was poking through the floors

Fixed ugly circle caused by fog being incorrectly clipped in stations

Decreased the lens flare scale on the landing pad floor spots so that they don't obscure the GUI panels and generally look more sensible

Remove self destruct option from the right panel when we're docked (we can't self destruct here anyway so the button just doesn't do anything)

Adjusted the heat ring texture to get back some of the glow which had been lost

Fixed LODs on the "Rich" road sections

CPU optimisations around stations and capital ships

Increase maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of ship

Small tweaks for repairing ship paintwork and integrity when they're only very slightly damaged. Don't display 100% when it is actually slightly damaged and repairable. This makes the UI clearer and avoids some odd behaviour

Check if a refinery has unprocessed materials in it, and display a warning if it does before storing the module, as these will be lost during the storage process

Fixed module transfer timer wrapping around when the arrival time is in the past

Don't show the Livery button if outfitting isn't available at that location

Fix fuel level cap when exchanging modules

Refuel and repair SRVs and Fighters when restocking

Remove clip size modifiers on shield cell banks

New blueprints added Manifest/Killwarrant/Wake scanner: Long Range Wide Angle Fast Scan Ship primary sensor: Light weight Long Range Wide angle Detailed Surface scanner (affects how fast you can basic/detailed scan planets): Long Range Wide Angle Fast Scan

New blueprints added to: Bill Turner: DSS to grade 1, and sensor/scanner to grade 5 Juri Ishmaak: Sensor/scanner to grade 4, and DSS to grade 2 Lei Chung: Sensor/scanner to grade 2, and DSS to grade 2 Lori Jameson: Sensor/scanner to grade 5, and DSS to grade 5 Tiana Fortune: DSS to grade 5, and sensor/scanner – 5

Added extra gun turrets to various engineer bases

Fixed floating rock at Elvira Martuuk's base

Added new longer range missile defences to various engineer bases

Mic Turner Base had a population of 0, so added bakeout data for system "California Sector BA-A E6" so that it will pick up the correct details from server

Add Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer Workshop

Remove button missing under Adjust Experimental effect screen fixed

Crew rank does not update on the contacts or ship GUI after ranking up fixed

Optimisations for load times on fighters and SRVs

Perform extra crew resync after crew lounge role reassignment

Fighters no longer 'red out'

Crew being set to 'flying fighter' when switching into the fighter

Prevent transaction error when entering supercruise while a fighter is docking

Make fighter orders control group not conflict with non-ship (egSRV driving) controls

Fix for crew cut of commodity trades being calculated on the client incorrectly

Strengthening drone vfx as they were very difficult to see at long range

Updated laser impact effects so that they are compatible with weapon colouring

Limpets will show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed

Seeker Missile target hologram fixed

Added two turreted mining lasers

Regeneration sequence healing will now be affected by the targets thermal resist resistance will block healing as well (note that negative resistances will not increase healing)

Fix for Shield Cell bank displaying incorrect ammo amounts

Make sure a sensible default control scheme is selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list

Fix a bunch of the default control schemes that have had gamepad bindings added to them. This was causing them to not load if you did not have a gamepad connected to the PC

Removed gamepad bindings from all schemes that don't rely on a gamepad. This will stop you requiring a gamepad to be plugged in to see the schemes for joysticks or keyboard controls

Allowed the alternate control bindings to have inverted axis

Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become

Added additional installation scenarios Medical installation added Added Space Bar installation Added Space Farm installation Added Government installation Added new Security Station installation Colour variations for installations added

Enable replication of scannable space wreckage so that they are visible to all players

Changes to stop Unknown Probes jumping about and rolling up hill on planets:

The slow spinning animation did not work at all with things on the floor, it's been removed

Align to planet and align to system no longer apply when the object they're aligning is near a planet

Skimmers currently don't report hostiles to their owning settlement fixed

Allow planet surface landed ships to take-off and attack if there's a near-by faction hostile

Fumarole disappears in multiplayer situation when a collectable is collected while another client is logged out fixed

Added new Passenger USS scenarios

Fixed a bug with setting the health prop of a Destructible Mining Component to 1 causing it to have 0 health

Fixed hitcheck on fumarole collectibles

Improved loading of POIs

Proximity effects support added

Added more wreckage types

Space scenarios can now have localised fog

Fixed objects in a settlement drifting from their correct position if the player is far enough from the planets surface

Fix collision warnings on ship authority dummy objects hitting terrain wen landed

Prevent repeated malfunctions when they shouldn't occur

Added a new Data Link scanner for ships

Changed Vulture's planetary approach suite size to 1 as intended

Some optimisations for large multi-ship scenes

Prevent Eagle utility modules being swappable, because there is only one utility module slot and they're already in it.

Lowered Orca weight to increase jump range and effectiveness

Ship balance tweaks as described here by Sandro Sammarco



All ship explosive effects improved

Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter

Beluga Liner now has similar strength headlights to the Anaconda

Orca tactical paintjobs fixed

Left Decals on the F63 Condor fixed

Fixed Bobblehead cams and orientations on the Fer-de-Lance

Fixed smoothing groups and some decal positions on the Imperial Cutter

Updated Asp cockpit geometry to allow for the new camera views

Anaconda death explosion sorting fixed. Timings are nicer too

Disable GUI lights if the player is dying

Tweaks to the Sidewinder's exterior hull

Art fixes/improvements for the Cobra cockpits

Fix misaligned lights on the Diamondback

Fixed ship kit tail cameras for the Eagle and Fer-de-Lance

Imperial Cutter hologram clipping when launching from docked is now

Fix wear and tear on Python ship kit

Added spotlights to the Beluga's tiny hardpoints to highlight them more in outfitting

Added missing spoiler camera to the Viper

Removed blinking light from Cutter cockpit

Fixed bobblehead positioning in the Vulture

Fixed Anaconda bobblehead camera 10

Adjusted decal front outfitting camera for the Imperial Eagle

Re-aligned the the F63 cockpit so thrusters align correctly

Added tail kit hanger camera to the Asp

Fixed blue emissive 'Lakon Systems' panel in T6 cockpit

Fixed missing textures on Type 7 utility slots

Fixed LOD popping with lime green gradient predator paintjob on cobra mk4

Fixed fighter bay hitcheck on Federation_Dropship

Fixed Z fighting issue on Federation_Corvette hardpoints

Smoothed LOD transitions on Eagle

Fixed clipping issues when deploying SRV from Viper

Fix for Federal Dropship paintjobs covering the vehicle bay

Fix for stretched textures on Viper MkIII ship kit

UV fixes for Federal Fighter's drive

Fixed wonky utility mounts on the Imperial Cutter

Patched a small hole in the Corvette

Fix a decal camera on the Vulture

Fix a missing texture on the Corvette's nose

Fixed bobblehead cameras in the Diamondback XL

Fixed landing gear volumes and hitcheck on the Sidewinder

Moved the Asp's front decal so as not to interfere with the ship kit

Imperial Clipper now has an icon on the livery page of outfitting

Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole

Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed

If ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.

Improved headlights on SRV for higher quality levels

Fix issue where srv could still be driven even though it was

Fix issue where the buggy was taking forever to cool down after taking heat damage

Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not

Optimisations to buggy headlight lens flares

Rebalanced capacitor and charge rates to be the same across the different ships

Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live

Fix an error when accepting an invite from someone who has already joined a game

Fix an issue with the CQC default player starting params getting modified

Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easier

Fix for hard edge on pfx smoke texture loop textures

Fixed temporal reprojection not taking a correct average of the 3x3 pixel neighbourhood

Added descriptions to various graphics setting options

HBAO no longer writes in the AO when the data stored in the anisotropic channel is in fact a tangent

Improved PFX lodding

Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)

Fixed the lens flare's having a 1 pixel line down the right hand side

Fixed black line at the centre of insanely high res screenshots

Fix the "Off" shadow preset being incorrectly flagged as "High" internally by default. This caused shadows to not update correctly when switching between Off and High settings

System map initialisation optimisations

Galaxy map memory and performance optimisations

Disable HBAO when using the galaxy map as it is not used

Fix System Map not updating when scanning planets while open

Fix a small bug where for single-jump plotting modes (synthesis or neutron-boosted jumps), there could be a discrepancy between which systems have the "plot route" button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single-jump modes is based on the ship's actual jump distance) didn't take into account the cargo mass slider that's used by the route plotter

Small route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabled

Systems that don't have meta-data now display as having pristine reserves in the system map

Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning. This means PowersPirates check the player is pledged to the controlling power and either carrying any powerplay cargo or holding any powerplay vouchers. For PowersSecurity they check the player is pledged to an opposing (different superpower) power, and either carrying powerplay cargo of the controlling power or holding powerplay vouchers of the controlling power

Previously ships could legally attack each other if the attacker shared the same superpower as the power of the current system, and the target was pledged to a power of a different superpower. First, we restrict this so that the attacker has to be the same power as the system. Second, we add an alternative to being different superpowersif the attacker is the same power as the system, and the target is of a different power from the attacker (but potentially now of the same superpower), is carrying powerplay cargo for the system's power, and the attacker has cargo scanned the target and knows this, then the attack is legal

Set powerplay help scrollbar to external, to prevent text from truncating

Can no longer use mouse 2 as back in station services menu fixed

When comparing bindings for conflicts, first sort the array of bindings in a chord, this fixes an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttons

Xbox One: Expose the yaw/pitch/roll bindings so they can be bound to an axis or a button

Fix number of fines increasing whenever a mission has failed without a fine being levied

Fix "Highest single reward" from assassination missions not displaying correct information

Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending

Fix a rare opportunity for a conflict to start immediately after ending early

Fixed faction influence change from smuggling weapons

Faction influence change reduced from murder, interdiction and assault crimes

Faction influence change increased from redeeming bounty vouchers

Balanced faction effects from selling commodities with a zero purchase price

Removed faction reputation gains from smuggling cargo at a black market

Improved local news articles when faction conflicts end

Rebalance the amount of exploration career rank awarded when completing Passenger missions

Stop awarding First Discovery bonuses of zero credits

Fix transaction server error when purchasing exploration data for certain systems

Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.

Starports can now be injected via server updates

Fix drop out distances for certain star types

Added thread safety to the StellarforgePostGeneration as it is used by the stellarforge job system on worker threads

Renamed a duplicate BD+56 521 system to 'Between'

Renamed duplicate Kamba system to Mbooni

Iorant JN-S c17-0 renamed to VonRictofen's Rescue

Iorant PD-K d8-4 renamed to Macedonica's Leap

Cuffey Plant in Acihaut renamed to Habermann Sanctuary

System COL 359 SECTOR NN-S D4-16 renamed to Joseph’s Lighthouse

Exoplanet in 61 Virginis renamed to 'Rubin's Discovery'

Added a dockable megaship called 'Fisher's Rest' to the Aldebaran system

Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben's Beacon

Col 285 Sector MZ-U b17-6 renamed to Sulis

Fix orbit and type of Scheau Phoea WL-D d12-1 A 1

Renamed a planet in 74 Aquarii to Ethan Raza Khan

Hyades Sector Zu-Y D117 renamed to Fullerene C60

Added starport "Rebuy Prospect" to Fullerene C60

Added starport 'McArthur's Reach' to LHS 5287

Added starport 'Bob Paffett' to Runo

Added starport 'Jaitinder Singh' to Namba

Added starport 'Mike Tapa Astronautics Ltd' to Sigma Hydri

Added starport 'Contestabile' to Baltah'Sine

Eol Prou IW-W e1-2400 renamed to Meretrida

Eol Prou YI-W b17-19 renamed to Kopernik

Eol Prou PX-T d3-347 renamed to Pergamon

Eol Prou IW-W e1-3246 renamed to Magellan

Eol Prou NH-K c9-40 renamed to Pyrrha

Eol Prou LW-L c8-227 renamed to Signalis

Eol Prou KW-L c8-164 renamed to Garuda

Eol Prou IW-W e1-3167 renamed to Canonnia

Eol Prou PX-T d3-336 renamed to Union

Eol Prou IW-W e1-1601 renamed to Phoenix

Eol Prou LW-L C8-10 renamed to Dubbuennel

Eol Prou LW-L C8-6 renamed to Kioti 368

Eol Prou LW-L C8-54 renamed to Mobia

Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing

Eol Prou SS-T D3-241 renamed to Tas

Added a dockable megaship called 'The Harmony' to Yum Kamcabi system

Fix texture distortion in ultra due to morphing not scaling correctly

Improved quad efficiency for distant horizon planets

Ice terrain surface improvements

Reduce dark patches occurring when regenerating shadows

Don't allow ships to fly backwards in a ring orbiting a black hole to sneak through the exclusion zone

Surface rock system optimisations

Make star lens flares check the actual depth instead of comparing against a constant value

Red Spider Nebula is now red

Split up terrain noise generation into chunks to avoid using too much memory at once

Fix some nebula not appearing in the sky dome generation

Fix a stellar jet render artefact on AMD cards

Fix background brightness popping in multistar systems

Performance improvements for terrain on 4/500 series nVidia cards

Updated schematics for white dwarfs and neutron stars

Distant asteroid billboards shading incorrectly when passing in front of their planet fixed

Remove the planet material texture lod drop on consoles

Physics optimisations for supercruise

Ensure that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabled

Experimental IPV6 support added

Network options and information page added to the options menu

If you're already in a voice chat session with another player (eg if in a wing) and you block them, mute any further audio received from them during that talksession.

Make sure that a player is removed from a wing if they delete their save game

Added an option on Network Settings dialog to allow the port number used on IPv6 to be

Streamline session join protocol (may fix cases of extended supercruise or jump transition times)



When the game first connects to a server, if the game has a dual-stack connection, test the MTU over both IPv6 and IPv4



Made the schematics render in stereo

Added dithering support to tackle banding in VR

Fixes to some of the cockpit VR cameras

Fix some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160x1200 to 1280x768

Added Python ship kit VR hangar cameras

Added journal events for multicrew

Replace the docking journal entry when switching back to a mother ship after a fighter or buggy has exploded, with VehicleSwitch

Change several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entries

When a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot

Added a journal entry when gaining Federation or Empire rank

Added "Target" property in player journal when recording a kill

Fix for getting the correct faction when docking at a station (to write into the journal)

Include surface location (latitude/longitude) in the player Journal's "Location" event, if starting game in SRV

Add a "StartJump" PlayerJournal event, at the start of the jump Countdown

Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal

At the start of a jump, include the target star's spectral type in the journal

When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation

Include Faction info in RedeemVoucher event in Player Journal

When DSS-scanning a ringed planet, the journal entry now includes the 'ReserveLevel'

Record journal entry when in SRV and the pilot's ship takes off or lands

Added journal entry for setting a ship name

Fixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you're still scooping

Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere

Include target faction and count in Player Journal when accepting a mission

Added info in player journal at startup with Cargo, Materials, Passengers, Loadout

Add a player journal event when scanned (on scan complete)

Change the code for writing the 'Bounty' event into the player journal, so it gets written for every player in the wing that was involved in the fight

Include the name of the destination starsystem in the "StartJump" player journal

When buying or swapping ships in the Shipyard, write the ship's loadout to the player journal (similar to on startup)

When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority

The "Loadout" data now includes health and value for each module

Audio Additions Added audio for the FSD supercharge including voice alerts Added ambient audio details to the starport inner-dock variants 3 New flight controllers – Empire, Anarchy, Independent Many audio optimisations and mix improvements Additional Wavescanner sounds Secret stuff. Shhh.



Technical Audio Changes New Audio Emitter system! Imaginatively named “emitter2”, a major re-work of a critical audio system. This change is essential to support new listener/camera positions, and graceful switching of cameras and vehicles in Multicrew and Vanity Cam. Now also supports audio-lods, leading to improved efficiency and sonic detail when needed. Refactored Pooled audio object system. It's more than twice as fast now! Enabled audio Obstruction/Occlusion in main game. Previously it was only enabled in Arena. Improvements to the way soundbanks are loaded. Should help with fragmentation and memory issues. New “Vessel-Voice” system, to replace our beloved old “Ship-Voice” system. Now much more robust and maintainable. This drives the computer voice lines. Audio code optimisations. Audio work is better encapsulated into a single phase which improves the game's overall frame rate.



Audio Bug Fixes Fixed broken sounds in galaxy and system maps Fixed NPC voice volume slider not working Fixed issues with tourist beacon ambiences Fixed tutorial voice text getting truncated Fixed various flight controller issues



Hi everyone,The beta for Commanders 2.3 should be going live at approximately 4PM GMT (28/02) See the changelog below, and refer to the other stickied posts in this forum for where to leave your feedback.Enjoy Commanders!----------------------------------------------------Also added details about the beta upgrade path being made available on our store tomorrow - https://forums.frontier.co.uk/showthread.php/332677-The-Commanders-2-3-Beta-Incoming-(w-Important-News)?p=5214555&viewfull=1#post5214555 PLEASE KEEP IN MIND THE MULTI-CREW FEATURES WILL BE ARRIVING IN A FUTURE SEPARATE UPDATE TO THE BETAOutfitting- Fix fuel level cap when exchanging modules- Refuel and repair SRVs and Fighters when restocking- Remove clip size modifiers on shield cell banksCommander Stats- Fix number of fines increasing whenever a mission has failed without a fine being levied- Fix "Highest single reward" from assassination missions not displaying correct informationCommunity Goals- Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of endingFactions- Fix a rare opportunity for a conflict to start immediately after ending early- Fixed faction influence change from smuggling weapons- Faction influence change reduced from murder, interdiction and assault crimes- Faction influence change increased from redeeming bounty vouchers- Balanced faction effects from selling commodities with a zero purchase price- Removed faction reputation gains from smuggling cargo at a black market (NF)Exploration- Rebalance the amount of exploration career rank awarded when completing Passenger missions- Stop awarding First Discovery bonuses of zero credits- Fix transaction server error when purchasing exploration data for certain systems- Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.MiscAll players on 2.3 Beta 1 have a minimum starting balance on their existing Commander of 1,000,000 credits.