Scott Manley borrando su "save game" y empezando de cero en la Beta:
A las 17:00 se lanzará Horizons y la 1.5
New additions
- Fix crash in kinematics
- Fix audio emitter error
- Speculative fix for crash on shut down
- Fix crash creating a new player ship during death
- Fix crash caused by pressing the back button when trying to bind to an axis
- Don't crash when a prospector limpet collides with a planet surface (or any other physics object without user data)
- Make sure that the reverse mode is triggered if enter neutral/reverse if our velocity is negative
- Fix hand-ins for planetary missions
- Remove certain unused stations from planetary and pad size checks
- Fix issue with receiving no credits when selling cargo
- Fix planets shining through some materials
- Make sure re-supply all button adds the SRV
- Fix for Typos in commodity news
- Fixed spelling of minerals in mining data for class 3 planets
- When we leave a proving ground make sure to clear the flag to ignore the location safety checks. This should prevent someone from logging on in the middle of a star causing weird graphical glitches
- Don't close a players recalled ship hatch when other ships launch from star ports
1.5 Beta
NEW CONTENT/FEATURES (1.5)
- Added Asp Scout
- Added Viper MkIV
- Added Federal Corvette
- Added Imperial Cutter
- Added Keelback
- PC/Mac: Added Bobbleheads!!!
- Added Imperial Fighter to CQC
- Added new missions
- Don't die missions
- Don't get scanned missions
- Multi-stage missions
- Missions can be received in space
- Assassination variants
- Contact missions
- Unique cargo missions - you have to deliver what you are given
- Timed window missions
- Added new open space scenarios:
- Search and rescue scenarios
- Wrecked ships scenarios
- New deep space salvage scenarios
- Distress call scenarios
- Alliance vip escort
- PC/Mac: Updated French, German and Russian translations
- Added more player group sponsored minor faction descriptions
- Master Chefs rare good added
- Renamed various planets
- Local emergency rescue NPCs added
- Spanish localisation added - a big shout out for the Spanish community for their hard effort on this!
STABILITY FIXES
- Xbox One - Show gamertag for Xbox One players who have 'discovered by' tags
- Swap the order that some conditionals are checked in to fix an error that can happen when searching certain systems names
- Added sanity check when selling commodities
- Don't crash when we try to eject all cargo and we either: have no cargo hatch, or the cargo hatch is shutting down
- Fix crash trying to xtract the cargo canister's root physics skeleton before it is loaded
- Fix an error than can happen when your squad leader is joining and leaving matchmaking in rapid succession
- Xbox One: Fix some errors suspending and resuming a CQC match
- Make sure that th stellar manager on the server shuts down correctly
- Fix potential crash when spawning NPCs
- Fix crashes reported for missing D3D buffers
- Fix crash caused in Alliance space where the music track was given the wrong action name
- Stellar system evolution shouldn't create negative mass
- Fixed a softlock that can happen if a player joins a CQC game while it is in the game initialisation state
- Avoid softlock loading into CQC if the ship object isn't ready yet
- Made CQC handle the player being logged out while playing
- Fix crash when using multiple mining lasers
- Fixed a memory leak in audio occlusion
- Fix memory leak on ship destruction
GENERAL TWEAKS & FIXES
- Added a hitcheck box to the capital ship laser turret turntable so that there is something to hit for the energy weapons. Also fixed the hitcheck so that everything is aligned to the barrels
- Changed the seats in the Imperial Clipper to be the white imperial ones
- Add shadow distance override for cockpits where it's been missing
- Capped a few holes in the FDL hitcheck that was causing lasers and bullets to sometime go through the ship without hitting it
- Added Front LandingGear Doors to the Viper so you cannot see the LandingGear appear/disappear anymore
- The Eagle's rear landing gears no longer intersect with the landing pads
- Fix the galaxy map search returning systems that dont end in -0 when a search ends with -0. Also when an array of results is returned, make sure that we start iterating at the first element in the array
- Galaxy search - Make sure that when we are searching a region for a name match that the name matches the name of the region, otherwise it will end up looking through every star in a region without it being able to match anything
- Paint job tweaks and improvements
- Shipyard no longer shows 'filler text' during flicker animation on first visit
- Added NPC Police paintjobs to the Anaconda ship, so that the police forces in the game now all has the same livery when they respond to situations
- Added Keyboard toggle for orbit lines
- Fix the cancel binding causing you being unable to select that binding again until reloading the bindings menu
- Commodities market 'Demand' field can’t fit 8 or more digits fixed
- Having a extremely large amount of credits causes errors when buying commodities fixed
- Unable to return to the sort on categories in outfitting for modules when you have scrolled down the menu to the Back option fixed
- Resolved an issue with disappearing ship icon in the Functions panel
- Fixed geometry hole in the cockpit chair near the camera
- Now that the Mac client has a BORDERLESS mode, accept this setting if it is found in the display config. file
- Give 'out of range' message for the mining laser
- Changed damage types and made sure outfitting has the correct stats too for the plasma accelerator
- Vulture decal placement fixes
- Updated in conjunction with dirt and tweak edits to improve panel definition and wear and tear on Fer-de-Lance
- Fixed missing damage section on Anaconda
- Got rid of faint white border from Alliance logo
- Made more space for digits in confirmation popup when discarding cargo
- Increased brightness and placement of hyperjump lens flare and removed unneeded drive bone to prevent an error
- Moved shader preparation option out of the graphics quality group as it is not affected by the quality preset
- Don't save if we're dead. Saving our ship in this state makes no sense and the server already knows all it needs to know from an earlier commander/death request
- Fix AIs not spawning close to stations
- Increased the width of the textField containing the module name to the maximum width to avoid text cutting
- Added icon for new 'IllegalSalvage' mission icon
- Adjusted a couple of the Anaconda loadouts to make sure all Anaconda's have turrets of some sort
- Removed back button from New Commander Screen
- The CQC outfitting hangar now has the name Attilius Orbital on the back wall
- Fixed the 'Friends' text header disappears after opening a friend's Gamercard
- Added NPC stranded behaviour - they need refueling!
- Improvements to NPC traders
- Those spawned near stations (who will normally dock with that station) now pick their starting cargo from that station's imported goods, rather than a random station's exported goods
- If spawning docked they pick from that station's exports to take away with them. When buying cargo after docking they also use the station's exports
- Added 'terrorist' NPC archetype
- Fixes some hitcheck which was letting ships clip through heatsink rings on the front of the O'Neill station
- Added oculus reset to F12 to controller configs where they were missing
- CQC: Scorecard - Added an extra column for 'Game Mode'- specific scores
- Fixed hitcheck so you can hit targeted weapons on the Fer-de-Lance
- Re-Exported Eagle to fix broken hardpoints. Also fixed wrong material applied to hardpoint doors
- Increased text size of 'viewing' text on CQC death screen
- When Attempting to Change Loadout on Death in CQC an Option Was already selected fixed
- Stop spurious button audio in powerplay UI
- Powerplay rating tab: highlight the current rating you are in white on the right hand list of ratings
- Shortened the text field in wing panel slightly to prevent cutting off of wing locations
- Art fix for Eagle LOD issues
- Extended text field so that ship's stats description fits in German
- Hitcheck tweaks to the Anaconda, Federation Gunship, Type 7 and Type 9 to make sure a small railgun can fire from every hardpoint
- Swapped hit layouts around for Cobra's small hardpoints
- Moved the Small hard point from the underside to the side, so the hardpoints can fire without shooting into them on the Federal Assault Ship
- Fixed landing gear clipping on Type 9
- Tweaks to Hangar cameras, decals and baked greebels on Anaconda
- New chatter tables added for new scenarios
- Search and rescue NPCs added
- Landing gear no longer disappears before landing gear doors close on Vulture
- Cash reward for routing a capital ship is now 150000 instead of 50000 to bring it in line with other increases in combat bonds
- "Unable to complete Transaction" screen stuck on Commodities market fixed
- Fix for Top/Boost speed in the Shipyard being higher than expected
- Reversed text on baked texture on Fed Gunship fixed
- Decals made to be more intergrated with the hull to follow contours on Federal Dropship
- 'Back' button in Galactic Powers menu functions as 'Exit' when clicked with the mouse fixed
- The powerplay GUI will sometimes load up another power when clicking back instead of exiting galactic power standing screen fixed
- Added "back" buttons to the news and standings pages of the powerplay menus
- Galaxy map view is not centred when opening the map the first time fixed
- 'Surge detected' text transposing onto canisters
- 'None' Filter for Economy in Show by colour in the galaxy map does not work fixed
- Added a minimum number of visible stars to galaxy map for edge case where none are displayed
- Player does not see own name in Squad list when the Squad Leader is selecting a game fixed
- Adjusted animation on large gimbal so it doesn't rotate as far to avoid the large cannon clipping through the floor
- Toggling between Economical and Fastest Route on Galaxy Map doesnt change the plotted route fixed
- Added in loadouts for the Bounty Hunter Viper MkIV and added in a crime scanner to one of the standard Viper loadouts
- Added in loadouts for military Viper MkIV's and Asp Scout's, also fixed missing Class 5-E drive text
- Updated the Alliance Viper military loadout to have mediums on it's mediums
- Added NPC loadouts for Miner Asp Scouts and Keelback
- Stop dancing stars near stars with the lensing effect
- Add dynamic overrides for menu group GUI labels. When in supercruise, the GUI now says "Disable supercruise" rather than "Enable...".
- Added NPC loadouts for Smuggler Asp Scouts and Keelbacks
- Fix for the CQC stats screen showing 0% progress once the player's hit Elite, should show 100% for a warm sense of completeness
- Rename duplicate authored system Khan to prevent conflict with generated system of the same name
- Removed translated ship names that shouldn't be translated
- Xbox One: Selecting current location on Galaxy Map isn't saved upon closing map fixed
- HIP and HD numbers in Galaxy map should not have commas in them
- Inconsistent Galaxy Map search method in Powerplay fixed
- Xbox One: Opening galaxy/system map with radial menu causes target panel to open when map is closed fixed
- Xbox One: Closing the system map with the B button brings up the galaxy map or vice-versa fixed
- Make sure that not having a microphone doesn't stop you using voice comms completely (i.e. listening)
- Add some significant events from recent history to various system descriptions in the galaxy map
- Superpower reputation progress bars added (plus minor redesign to improve layout)
- The icon for pledging to a power is still visible on the Power Standing screen after leaving the power fixed
- Fixed physics issue on the Viper
- Fix wing beacons disappearing after after 150s. Also fix wing beacons not appearing on the radar
- Fix for being allowed to attack ships that have bounty before scanning them enough to see it
- Updated damage decals for ships
- If the player gets into a conflict zone where the factions aren't hostile to each other, don't allow the player to join a faction and show "ceasefire" where we would show "choose faction"
- Fixed a problem in old planets that makes the normal map to be misaligned for one frame
- If two NPCs in an interdiction finish with one of the objects not live, don't try to make an FSD wake since we can't cache that ship
- Xbox One: If QoS times out after joining a friend's game (which shouldn't normally happen), neaten up the error message flow
- Two Zero-length vector fixes for velocity during interdiction - could have been causing odd directions
- Assigned a proper shipyard hologram for the Imperial Eagle
- Xbox One: Fix a matchmaking issue where players that had previously failed QoS with one game may be kicked out of another game they later joined successfully
- Fixed some issues with localised number formatting
- When the game is paused and we take a high-res screenshot, don't unpause it again afterwards
- Xbox One: Disable Friends menu options when we have no network, because the FriendsManagementScreen will just kick us out anyway
- Fix an issue with entering the reference frame of a space station while on the surface of Lave 2 by shrinking the station's reference frame size
- Wing beacons are now visible whenever the caster is in the same system and you can't see their ship
- Removed gamepad references from control schemes so that they'll show up when a gamepad isn't plugged in
- Fix the required SKU for the Cobra GamesCom paint job
- Stop AI ships blowing themselves up due to overheating when firing weapons
- Galaxy Map Info panel is consistently blank, regardless of selection fixed
- Xbox One: If you pause the game while on Outfitting screen and Open Help -> controller focus remains on Outfitting under the help UI
- CQC - Text Chat - Squad chat is labeled as Wing chat in team matches fixed
- Make empire/federation faction skill have a minimum of 0.01 and a maximum of 0.2 (if there is any) so that faction ranking is slightly easier
- Modified the way that containment radius is calculated so that for small moons close to their parent they don't end up with a containment radius intersecting their parents surface
- Fix incorrect game miode being shown in comms panel
- NPC's constantly flying into asteroids in resource extraction sites improvements
- If a squad invite for CQC gets declined the person who invited them is not informed fixed
- Add some additional checks to ensure that permits are loaded in correctly
- Stagger the creation of ring cells within a ring, to avoid creating many cells in the same frame
- Reduce memory overhead from cached asteroid physics
- When choosing targets for AI hyperspacing, check that targets aren't blocked by a body
- Cockpit was being attached slightly out of place causing the exterior cockpit chair to be in view from normal player camera in the Vulture
- Pioneer rank decal is listed as Starblazer fixed
- Ensure that the AI ambient spawner always generates enough NPC archetypes to satisfy the ideal number
- Moved chat box to the bottom right corner to not obscure main menu descriptions
- Fix for billboard asteroids not converging on the Oculus Rift and having different orientations in any 3D mode when stereo rendering is not enabled from the start of the game session
- Render the bottom of the planet rings for bodies in system map - you can move to see this side with HMDS
- If we are overriding the cargo of a ship, change the allocations of illegal/legal/stolen so that all cargo allocation is either legal or stolen
- Stop NPC ships from using paint jobs from wrong ship types
- "Target acquired" message stays when attempting to scoop new cargo fixed
- Miner NPCs spawn with a random mix of minerals from the asteroid field they're in; if they're not in an asteroid field, pick minerals from the station lists, rather than just random commodities as before
- Added more chatter lines for ambushed pilots to stop repetition
- Robigo system listed as "Terraforming", but it's actually Extraction fixed
- Reduce the shadow depth bias settings for Medium/Ultra inside the cockpit to fix the gaps showing at the cockpit glass struts
- Check we have an available pad before trying to spawn capital ship fighters
- Make sure massacre mission branches have reasonable timeouts
- Add training video section to front end
- System map should show distance from entry point for planets (similar to starports)
- Classified Camera Toggle control input remains after selecting the "Empty" controls scheme fixed
- Mass Lock cockpit indicator not turned off on entering new system fixed
- OSX: Fix for mouse click detection and cursor positioning issue when using Retina resolutions
- Fix NPC pirate wings not accepting dropped cargo to stop their attack
- Missions now check in advance that the player's ship is eligible to dock at all stations/outposts required for multi-stage missions
- Wrong Economy information for Devakak system fixed
- Fix an issue where dark side lighting on planets wasn't working in supercruise
- Player cannot pay fine when Black Market is accessed fixed
- Added a small amount of weapon drain to the plasma repeater to stop people leaving it on 0 pips for extended periods of time
- Disable local chat in CQC. Also show a more specific error message when blocking a direct message to a followee
- Corrected animation error on viper underside hard point doors
- Stop NPCs from trying to flee as a result of scanning when they are on the shared docking path
- Fixed a pop between the deploy and stow also fixed the intersection between the medium Pulselaserburst Turret and the ship
- Mirrored the location of the tiny hardpoints on the Hauler so that they're the right way around
- If we don't have mic focus (because the party app does), then show all channels as muted
- Raised Top Hardpoint bone to prevent the gun shooting through the hull on the Imperial Eagle
- Restructured front end training menus
- Fixed Custom Decals not showing on LODs on Python
- Fix some framerate sensitivity issues that caused partial frames of weapon recharge between shots to be ignored, resulting in lower than intended fire rates at low frame rates
- Give auto-bounties to powerplay pirates, the same as normal pirates
- Capped holes between Exterior hull and cockpit on Vulture
- The galaxy map, system map and powerplay screens are now closed when the player receives damage or hostiles appear
- Fix "repair paintwork" not working
- Make target time and target time range contract elements stop you from accepting a mission if the time range is going to be over within 10 minutes
- Massacre missions cannot be given by system owners now
- Hide Refinery tab if the refinery doesn't exist
- Changed message given to players trying to fit a shield generator that can't support the hull mass of the ship
- Chaff and Heatsinks will no longer be launched when deploying hardpoints by pressing one of the fire buttons if they are assigned to one of the active fire groups
- Don't snow nav/proximity warnings when your landing gear is down - you're probably trying to "hit" something intentionally
- Elite/Founder missions are now only available at the Founders World
- System Map: Removed long description line from system UI data
- Xbox One: Kick user out of voice comms (with dialog prompt) when entering CQC
- There was an area below the galaxy map popup where rolling over a star/planet wasn't possible. This is now fixed
- Positioning of star map popup is smarter and more flexible. Popup will stay contained to the screen bounds
- Xbox One: Change message to not use (possibly truncated) name when we can't find a chat target
- Made the system map rollover more forgiving - smaller objects no longer require precision mouse movements to see the popup
- In mining, player unable to eject minerals from the refinery hopper fixed
- Fixed missing doors on Federal Dropship
- Added tabs to system map - System, Info, Points of Interest
- Fixed tiny hardpoint placement and tweaked hitcheck on Federal Assault Ship
- Turning off 'Show star names' in galaxy map doesn't clear existing labels fixed
- System map popup positioning tweaked - now avoids overlapping other bodies in the same row
- Option added to disable head look focus mode on Comms and Info panels
- Adjusting position of Skirmish tutorial to bring it out of the planets pull
- SMAA workaround while core issue is investigated
- Moved tiny hardpoint bones so that the assets don't clip through the hull
- Made the matchmaking lobby check to make sure the server is updating it correctly and disconnect if it is not
- Set the hit sphere to the correct cargo hatch under the anaconda
- Don't let players choose a decline button on a mission branch if the message is no longer relevant
- Added a vent button to the refinery hopper
- If we accept a CQC invite while loading into CQC, don't return to the main menu
- Cockpit shadow fix for the Federal Gunship
- Rebalance of shield cell heat gain
- The heatsink projectile now simulates physics properly, and is susceptible to collisions and gravity
- Hull reinforcement health increased
- Modules now have boot up times
- OSX: Added support for up to 8 mouse buttons
- Server optimisation for StellarForge lookups - reduces system lookup times when hyperspacing
- Stop shadow casting spotlights from remaining after the owning activity has been destroyed
- Do allow remaining hopper items to be moved to bins after we've filled a canister. This fixes a bug where remaining items would get stuck in the hopper even though there's an empty bin available
- Significant improvements to blocked-shot testing for turrets, mostly aimed at settlements but will help elsewhere
- Small chance of spawning rescuer AI when player runs out of fuel in supercruise if in sufficiently populated system, not an anarchy, if player is ffriendly with controlling faction. Spawned AI acts like a hunter passive, so it will approach the player and then drop out, waiting for the player to follow
- Render the radar in world space as FOR shifts now are frequent avoiding relative positioning issues
New Audio:
- Audio for Imperial Fighter
- Audio for Federal Corvette
- Audio for Imperial Cutter
- Audio for Keelback
- Audio for CobraMKIV
- Audio for ViperMKIV
- Audio for Asp Scout
- Audio has been added to new damage model decals
- Adding LFE thump to cockpit breaches and FSD transitions
- CytoScrambler Laser has a sound!!
Audio Fixes:
- Weapons: Fixed Collector drone GUI "blip" sound triggering on all ships in the area. Now they only trigger on the drone owner's ship.
- Weapons: Improvements to missile mix
- Weapons: Missile explosion tweaks.
- Weapons: Improved Capital/Station Broadside Guns.
- Weapons: removed the falloff of volume over time when firing multi-cannons continuously.
- Physics: Raised the volume of cannon/plasma/railgun impacts on other ships that the player causes.
- Ships: Mix tweaks to Eagle, PG_Eagle Empire Eagle and Dropship to improve volume consistency across all ships.
- Ships: Fixed some clicks in Dropship drives.
- Ships: Fixes to Asp orientation.
- Ships: Fixes to Diamondback's boost.
- Ships: Fixed missing sound on Federal Dropship Boost.
- Ships: Improvements to occlusion on ships.
- Ships: Empire Eagle landing gear tweaks.
- Ships: Added boost fail volume curves, so not too loud when game is quiet.
- Ships: Added missing "Clunk" on other ships docking/undocking at stations.
- Music: Enabled streaming on some music – memory optimisation .
- Music: Fixed a possible problem with music being faded out in the CQC menu.
- GUI: Fixed behaviour of docking offense and heat alarms, to avoid getting stuck on.
- GUI: Evened out the volumes on the rank up anims.
- GUI: Updates to CQC GUI.
- GUI: Tweak to CQC results stingers.
- GUI: loads of menu GUI tweaks.
- GUI: Fixed missing scanner sounds when losing a regaining line of sight.
- Voice: Added new CQC voice line "Enemy has the lead".
- Voice: Changed CQC welcome announcement wording.
- Set up occlusion on non-player ship impacts.
- Fixed joypad rumble to not rumble on nearby ships landing.
- Used our Pooled Audio Object system in a lot more places. Reduces voice count and improves performance.
- Plugged some holes in Pooled Audio Object system.
- Fixed some minor bugs in Soundbank Management.
- Optimised memory assignments for soundbanks.
1.5 Beta 2
- Fix for crash during hyperspace
- Fix for stored ships being inaccessible
- Fix for crash when route planning in the system map
- Fix server crash for error in Maia system
- Improve Don't Die Contact missions, remove transaction panel timers, references to the wait time and make wait longer
- Adjust dashboard cameras in the Hauler, Type 7 and Federal Dropship
1.5 Beta 3
- Various server reliability fixes
- Fix Cutter not passing through docking port with landing gear up
- Made Cutter's cargo bay move down when deployed to allow for easier cargo pickup and fixed orientation of tiny hardpoints
- Left and right panels are smaller in 1.5 than 1.4
- Some Piracy missions now have their mission cargo overridden properly.
- Make missions unavailable to players in ships that cannot land at all stations during a mission
- Changes to when reward is displayed on panels and BB
- Assassination crash fix where system was trying to use the wrong ship
- Decrease mission respawn time and number of missions
- Don’t Die text fixes
- Fix for times in the past being mistaken for times in the future
- Make some assassination targets more likely to spawn
- Make some missions clearer to understand via timer’s etc.
- Fixed some ship names in the local traffic reports
- Fixed refuelling reserve tanks
- Update Viper MkIII descriptions to reflect the addition of the MkIV
- (all languages) Powerplay statistics tab missing translations
- Re exported Type 6 debris with charred materials
- Fixed Galaxy Map FOV cutting off the side panel
- Some missing Spanish and tweaks added
- Various text fixes
- Temporarily remove the new damage decals until a proper fix can be implemented
- Doubled the time a shield cell is actively providing a benefit
- Increased the amount of heat a heat sink can drain and doubling the time over which it drains it
- We are adding a small amount of thermal and kinetic resistance to hull reinforcement packages, again, increasing their effectiveness, including versus module damage
- Increased the maximum speed of recovery for collapsed shields (especially larger shields)
- Increased the manoeuvrability of the FDL, increasing its power plant capacity and increasing its heat dissipation
- Fixed Corvette hangar cameras
- Fixed orientation of Corvette's tiny hardpoints
- Fixed Corvette's collision so point defences work properly
- Make sure mission targets have the correct cargo
- Added missing discovery scanners to the Asp Scout, Imperial Clipper and Federal Assault Ship
- Bobbleheads should only render when inside the cockpit
Dobleposteo, no cabe todo en uno
2.0 Beta 1
NEW CONTENT/FEATURES (Horizons)
- Ships can land on planet surfaces!
• Orbital cruise mode added
• Sub-orbital flight mode added
• Added glide path planetary approach flight model
• Added the Planetary Landing module slot
• Scanner landing radar added
• Adjusted ships that can carry SRVs to have sufficient clearance when landed
• Added the ability to dismiss and recall your ship
• FA Off for planetary flight model
• Added Planetary Approach Suites to all starter load outs
• Added Planetary Approach Suite to all ships
• Added current gravity strength indicator
• Added role switch GUI panel
• Can deploy SRV when landed
• Can deploy SRV at planetary ports
- SRV Surface Operations
• SRV surface driving added
• SRV vertical boost added
• SRV turret added
• SRV surface interactions added
• Wave scanner added
• Playable Scarab SRV added
• Terrain scanner added
• Added SRV specific control options
• Add pilot animations for SRV
- Planet Rendering
• Updated mid-distance planet rendering
• Added surface rendering for airless worlds
• Added quality settings for surface rendering
• Improved planet lighting
• Added detail objects for surface
- NPC surface skimmers added
• Goliath
• Sentry
• Guardian
• Stinger 2
- Added surface ports
• Players can dock at planetary ports
• NPC ships use planetary ports
• Added planetary ports as mission targets/givers
• Added planet surface market specific commodities
- Added surface settlements
• Art assets added
• Opposition strength variants added
• Added air defense turrets
• Added ground attack turrets
• Surface base components added
• Surface base interaction points added
• Settlement data link rewards added
• Trespass zones added
- Added surface points of interest
• Scanner indication added
• Wave scanner signals added
• Materials POIs added
• Encounter POIs added
• Natural POIs added
• Structure POIs added
- Materials & Synthesis
• Added generation of materials
• Added synthesis
• AFM module resupply
• FSD Boost
• Ship projectile resupply
• SRV hull repair
• SRV refuel
• SRV ammo refill
Synthesis quality bonuses
- Missions
• Add planetary Missions
• Make some missions only spawn at planetary ports
• Add rare planetary missions
• Add off-base planetary missions
- GUI
• Nav panel indicate planets that can be landed on
• Hook planet map into the 'hyperlinking' we support with galaxy/system map
• Provide direct access to the planet map from the cockpit
• Added planetary schematic map
• System map: Adding planetary resource level in info panel
• Indicate if a nav target is on the other side of the planet
• Render trespass zone boundaries over the terrain schematics
• Show settlement and ports locations on planetary map
- General
• NEW: 64 bit client!
• Added Horizons specific starter package
• Planetary permits added
• Added Black Friday paint jobs - These will be available for the Horizons launch.
NEW FEATURES/CONTENT (1.5)
• Added Vive support
• Did we mention that we have the 64 bit client now available?!
STABILITY FIXES
• CQC: Prevent "Waiting for Players" with a full lobby
• Don't try and update the navigation panel when in CQC
GENERAL TWEAKS & FIXES
- Fixed some ASP dirtmap issues
- Fixed a geometry issue on the Anaconda
- Changed the position of camera decal 1 & 3 on the Diamondback
- Fixed Sidewinder landing gear collision issue
- New shadow profile to improve the quality of shadows in asteroid field locations, the main difference being a reduced amount of adaptability to prevent excessive shadow blurring when distant asteroids are in view.
- Fixed repetitive audio glitch after CQC Team Deathmatch
- Closed hole in mesh for the Federal Assault Ship
- If a button is currently using a default binding then show that in the binding’s option screen rather than just appearing blank.
- Added a new size 1 slot to the Sidewinder and Eagle and edited the horizons load out for the sidewinder so that it has two cargo in that slot
- The cockpit canopy can now be repaired by the AFM
- Fixed Russian Stats page texts shows as missing characters throughout
- Fix offset mouse pointer on Station menu, shipyard and insurance screen
- Imperial cutters Mouse Widget is inclined towards one corner fixed
- If a head tracking library fails to load, even though we have a path to it, then make sure it goes into the error state rather than attempting to load the dll every frame
- Fix for distant asteroid billboards partially showing through the asteroid models
- Orca's bobblehead placement adjustments (wobbly bobbles).
- System Map VR: - Added the concept of a Base Scale that scales all GUI, planet miniatures and dolly ranges to make everything pleasantly bigger and further away (as we deal with locked FOVs in VR opposed to orthographic)
- System Map: Add a different global scale to the label manager for VR to make the text larger
- Ensures that the player's pilot gender is represented correctly in the cockpit
- Made the schematics bigger for the construction phases of the Occellus Stations
- Fixed NPCs not becoming Wanted (if appropriate) or turning red when attacking player in a large ship
- Wakes created by ships that the local player knows the names of now display the name of that ship. This should help the mission NPCs that ask you to follow their wake
- Fixed the animation issue with the doors of the vulture
- Fix for 10cr repair bug
- Shields regenerate at a much faster rate while docked
- Fixed Cutter's decal cameras
- Ship dashboard GUI still present when viewing Bobbleheads in Outfitting
- Track CQC gametype when entering matchmaking to prevent entering lobbys of another gametype
- Fixed clipping bobbleheads in the Eagle
- Nav markers now have an 'obscured' visual state when the location is behind a planet/star
- Add a Terrain Material Quality setting to the graphics options menu
- Fixed animation clipping on the nacelle hard point doors
- Fixed sometimes incorrectly showing the generic "failed to join" message rather than the "session is full" message when trying to join a full CQC game
- Made it so that the cockpit module isn't visible in the module panel while playing CQC
- Added specialized VR mesh for the outfitting screen
- Make player ship invulnerable when player's in a buggy (Temporary for Beta 1)
- Missiles are now more effective against shields
- Updated translations
- Fed fighter drive lighting fixed
- Added three stage slider background to FSD boost slider in the galaxy map
- Make sure that heat sinks are affected by gravity when launched
- Increased the hopper ammo amount for the fragmentation cannons from 30 to 90
- Prevent excessive spamming of telemetry from edServer to webServer after a player has followed a jump wake
- Starter package Sidewinders (and bought) now come with low powered gimballed pulse lasers
- Add missing mission assassin chatter
- Imperial Cutter's Mouse Widget is inclined towards one corner
- Resized the Standard bullet impact FX game wide to fix the standard bullet impact from being too large when hitting shields
- You can raise your landing gear while landed via the function panel fixed
- Turn off proximity warnings in super cruise, they feel odd near planets, and aren't that helpful anyway
- Refuel all vehicles in the target ship's launch bay when docking at a market
- For the Beta 2 public test, Beagle 2 Landing in Asellus Primus star system also has all modules and ships available in stock
- Fix occasional transaction server errors for users with very large numbers of friends
- Slightly retuned background sim to give greater daily influence changes for a given amount of player activity
- Various sever performance and reliability improvements
- Add missing hitmen types
- Try to improve the feedback for contact mission types
- Decrease mission respawn time and number of missions at boards
- Increase timed assassination targets spawn rate
- Generally fix target spawning errors
- Added new mission icons
- Add fines to early abandonment where applicable
- Some reputation/influence/state value fixes
Xbox One Changes
- Fix some issues when adding preflight checks to the Xbox controls
- If ship is destroyed while controller is disconnected, handle when the controller is disconnected in CQC as well as normal play
- Make sure the session is full error is displayed if that is the reason for not joining a session
- Don't show disconnection messages if we're in the controller disconnect flow
- Enabled the FOV graphics setting on Xbox to help people compensate against TVs cropping the screen edges off
- Improve network problems diagnostics messaging
- Don't give up on waiting for a voice comms name if the other player is in the unnamedVoiceCommsUsers list and so the name retrieval is still underway
Server Side Changes
- Fix occasional transaction server errors for users with very large numbers of friends
- Slightly retuned background sim to give greater daily influence changes for a given amount of player activity
- Many performance and reliability improvements
Audio Changes
- Music - New exploration music
- Planetary Audio - Ambiences for all new planetary structures, POIs etc
- Planetary Audio – Sounds for skimmers
- Planetary Audio - Planetary mining
- Physics Audio - New physics surface audio in settlements and planets
- Physics Audio - New surface collisions/impacts/frictions for Ice/Rock/Metal planet surfaces
- Physics Audio - Buggy has rubber/glass/buggy metal impacts
- Physics Audio - Planetary dust audio added to buggy/skimmers/ships
- Ship Audio - Orbital cruise
- Ship Audio - Launch/Landing mechanic
- Ship Audio - CargoBay ambience
- Ship Audio - CobraMKIV
- Ship Audio - Planetary glide
- Ship Audio - Planetary flight
- Ship Audio – Ship stress (creaking/rattling) now happens when ship is working hard against gravity, or performing an extreme manoeuvre
- SRV Audio – Engine/movement/boost/wheel-thrusters/surface/skid/dust/chassis/suspension
- SRV Audio – Deploying/retrieving SRV and transitions
- SRV Audio – SRV turret gun
- SRV Audio – SRV Datalink Scanner
- SRV Audio – Micro-resource physical sounds
- GUI Audio - New planet surface map audio
- GUI Audio - Orbital HUD
- GUI Audio – Turret HUD
- GUI Audio - Landing helper
- GUI Audio - Synthesis
- GUI Audio - Wavescanner
- GUI Audio - MicroResource GUI sounds
- Audio Optimisation - Optimisations on LandingPad audio
- Audio System - Dynamic soundbank loading
- Audio System - Optimisation on asteroid ring reverb
- Audio System – Optimised Occlusion/Obstruction system in CQC
- Audio System – Improvements to the pooled objects system
- Audio Bug – Fixed repetitive audio glitch after CQC team deathmatch
- Audio Bug – Rank up sounds now stop if animation becomes hidden
- Audio Bug – Fix for silent Asp cockpit
2.0 Beta 2
• Fix issue with some players not being able to connect to the gamer server from the main menu
• Fix some mismatched terra-formed meta data on server caused stability problems
• Stop edserver crashes when player is in an SRV and has a mission to kill ships
• Fix crash when scanning a data link with turret and boarding ship
• Fix values for inertial camera spring on VR HMDs
• Fix occasional crash related to SRV wheel collisions
• CQC - Reticle gains a strange overlay / Extra GUI arrows appear each time your ship is destroyed fixed
• Xbox One: Overlapping numbers on Gamertags fixed
• Make sure the supercruise stations are set up correctly for networking
• Tweaks to comms and info panel in Cutter cockpit
• Hitting a planet at high speed (above several C in supercruise) no longer does weird things
• Ensure that the planetary approach suite is automatically applied when resurrecting a ship
• Fix for settlement decorations replicating when they should be local only
• Re-export mission templates for latest settlement layouts
• Xbox One: Crash fix in Eranin combat zone
• Xbox One: Allow entry into orbital cruise (already applies to non-Horizons clients)
• Xbox One: Abort system map on network error
• Xbox One: Better handling of webserver errors
2.0 Beta 3
Audio Changelog
- Audio Mix - Improvements to non-self SRVs, and non-self SRV surface dust
- Audio Mix - Improvements on non-self ship launch-land sequence
- Audio Mix - Improvements to Turret HUD
- Audio Mix - Improvements to Material collection
- Audio Mix - Improvements to skimmers
- Audio Mix - Improvements to external sounds heard from SRV landing pad garages
- Audio Mix - External sounds no longer audible in planetary outfitting bays
- Audio Mix - Improvements to planet structures
- Audio Mix - Boosted Orbital HUD warning blips
- Audio Mix - Improvements to Buggy Shield
- Audio Bug - Fixed messy sounding Anaconda, Adder, Eagle, Imperial Eagle, Federal Assault SHip, Vulture, Cutter, Clipper, CobraMKIV on exiting from Glide
- Audio Bug - Fixed planetary launch “clunk” happening too late
- Audio Bug - Fix for hard music cut on leaving system map
- Audio Bug - Fixed hard-panned GUI sound in system map
- Audio Bug - Fix for buggy shield sounds being audible from huge distance
- Audio Bug - Fixed silent metal rich planet ambience
- Audio Bug - Ship engines now go silent when freefalling with FA off
- Audio Bug - Fixed silent canopy grit/scratch, when driving through dust kick-up
- Audio Bug - Ship voice no longer says "Landing Gear Deployed" when deploying buggy
- Audio Bug - Arrival from supercruise music delayed until a glide is complete near planets
- Audio Bug - Skimmer hatches now sound different depending on their size
- Audio Optimisation - Optimisations to skimmers
Game Changelog
- Fix crashes in power distributor
- Fixed server crash with island clean up
- Fix crash in station menu if a cockpit isn't present
- Kinematic input crash fix
- When the connection to the webserver is broken, prevent the game from softlocking at the end of a CQC match
- Speculative fix for some data points not being active at the right time
- Make sure that surface installation damage is fully network replicated
- Fix for only some data points actually giving a reward for completion
- Make some points of interest illegal, allowing you to attack and trespass for no permanent penalty
- Fix for some Commanders not being able to die or clear their save
- Enable a free ship option on SRV death; generalise resurrection options some more in preparation for respawning to orbit
- Fix rescuing Commanders stuck on planets without access to Horizons
- The "rejoin ship" option on the insurance screen now only returns to your last port if you deployed the SRV from a settlement; if you deployed straight from a landed ship, your ship respawns in orbit around the planet you were on
- Send through the market id of settlements so galaxy map can show them
- Close the cargo transfer panel when you can no longer switch back to the ship
- Allow more texture streaming memory
- Make sure time (and legal status) properties are replicated across the network
- Don't fix ship when dismissed and recalled
- Logging out while landed or hovering near a settlement or port should not longer potentially respawn you under the floor
- Making sure the SRV specific "surface map" button doesn't appear in the ship cockpit when going back to the ship
- Adding localisation key for system map "locale" panel ("settlements" category becomes "Ports" )
- Removing old icon system from system map station and surface settlements
- Stop all hostile ships in conflict zones targeting the player and friendly ships do not assist
- Trespass zones around settlements now fire a fine and then a bounty
- DataPoint rewards now select their payee from star polity. Federation, Alliance or Empire are acceptable factions
- Fix potential bad transform for far dust effects
- Added 50% more fuel for the SRV
- Fix for hologram advert activities blocking objects from activating (e.g. some port segments in a loading screen)
- When docked or landed altitude should now read 0
- Altitude in SRV should now read 0 when SRV is on the floor
- Altitude fixed for ships, incorrect parameter was being used for offsetting landing gear against ship location
- Fix remote client buggies spawning in the wrong place and doing a weird flip under their parent ship
- Fix FOR (Frame of Reference) error causing ships spawning in the right place and then flying to weird locations during ship recall
- Added disabled "Ship Departing" button to the role panel when the ship is departing
- UI support for updating the 'SC' panel to show distance and speed to orbital cruise
- Make sure we cant fire the turret if we are in any other state but active
- The canopy no longer repairs its self when leaving and re-entering the ship
- Split out the SRV roll into a new binding, this new binding can be bound to the same as the steering axis to get the same functionality as we have now
- Pushed Python drive hit spheres back so it can intersect with the hitcheck - so drives are not invulnerable
- Turrets remain in contacts at 1% health after they die fixed
- When applying a module perk, check that the new perk can be applied before deactivating the current one
- Restock panel no longer allow you to confirm a transaction with zero things selected
- Improved feedback when attempting to confirm a transaction you cannot afford (flashy red cost) on restock panel
- You should not be able to target modules on an SRV
- Orbital HUD now stops rendering when canopy is breached
- Enable the collision callback whether we are the authority or not, so collisions on the capsule of the SRV are registered (fixes some issues with SRV not taking damage)
- Goliath Skimmer vehicle missiles aren't affected by the weapons range value fixed
- Make skimmers a bit more mobile with shooting and moving
- Missile skimmers don't respond quick enough to players driving at them
- Setting skimmer missiles to have a range of up to 800m, instead of a couple of kilometers
- Adjusted the basic skimmer weapon attack and down time
- Skimmers do not have an image on the contact panel fixed
- Ramming into skimmers with your ship doesn't give the player a penalty fixed
- Able to partly hide behind settlement structures enough to obscure skimmer LoS making it super easy to kill them fixed
- You shouldn't be able to friend yourself while in the SRV
- Fix bug in vehicle where its trying to find some valid geometry below the SRV to ensure we'll spawn above the floor
- Fix for turrets/skimmers becoming hostile to the player without the player being hostile in return
- AI NPCs having issues docking at a station and a planetary port fixed
- Settlement/Planetary ports locations in the navigation panel are shuffling constantly fixed
- The choose module popup now continuously updates
- Look up the player's ship if they are in a buggy and we want to know if they can dock at an outpost
- LOD fixes for some buildings
- Collision mesh fixes for various buildings
- Fixed LODs for the hardpoint bunkers used for Outpost Planet Ports
- Fixed a number of UV and LOD issues on port road sections
- Fixed some floating POIs
- Improved VR camera positions in SRV
- Fix bullets not reliably appearing for their first frame. Looks significantly better in the SRV, especially at low framerates. will also improve feel of other projectile weapons (CQC cannons a notable case)
- Fixed the Keelback's name in local traffic reports
- Bobblehead GUI image disappears fixed
- Bobblehead slots 8 and 9 are not automatically re-selected after you place a bobblehead in it fixed
- Added new signal source for mining extractors
- Unbound system and galaxy map bindings from classic context scheme and resolved some other weird issues present in the file too
- Updated terrain GPU work option description to make it clearer what this option does
- Fix for star trails flickering off every time an envmap capture is taken
- Subtle tinting for surface materials that were coming through too flat / neutral grey
- Upgraded detail rocks AO and improved the textures on the metal rocks
- Adjust surface material blending values
- Fix Io type worlds not reporting their atmospheres
- Postpone planet rendering while in loading screens
- Display modules in the choose module popup as disabled if we can't apply a perk to them
- Fixed error that was preventing Ship Graveyard from spawning
- Fixed laser gate visibility issue (it wasn't turning off)
- Remove an extra copy of the firegroup in the data link scanners module data in the SRV starter loadout
- Tweak to the SRV muzzle flash to make it more visible when shooting close range
- Fix logic components and inactive turrets in one of the military settlements
- Player debris should now fall under gravity when the payer dies on a planet
- Don't kick out dust when ship is docked
- Initialise openvr tracking space to seated - will prevent compositor bounds being permanently shown
- Compute shader performance tweak
- Prevent targeting SRV with ship
- Buying or swapping a ship in the ship yard causes the camera to float around the station
- Fix for the radar occasionally displaying in the wrong location above the player after the buggy redocks with the ship
- Removed decals to stop them floating on destroyed geometry
- Cockpit no longer marked as "inactive" once repaired
- Art pass on deco files for the Radial ports
- Various minor text fixes
- Xbox One: Fix an error seen when temporarily breaking the network connection during CQC matchmaking
- Xbox One: Wing members are not informed that another wing member is no longer part of the chat when they've accepted a new voice comms request
- Xbox One: If the UI is waiting for us to update our friends list but we're not updating (have done so too recently) then re-push the current friends list to the UI to remove the "Server Response" loading screen
New 2.0 mission changes
- General Text fixes
- Remove cargo requirement for off-Base 6/8/9
- Stop pirate ships respawning if killed in bespoke 4/5
- Show distance for all delivery missions
- Rep/inf/state/reward balancing first pass
- Crash fixes
- Prevent players being unable to take off-base missions because they are in the buggy
- Make more off-base missions trigger
2.0 Beta 3.1 hotfix
Hotfix for the AMD issues
2.0 Beta 4
- Crash fix for rare case when checking data point rewards
- Fix crash on remote clients when spawning a skimmer from a level skimmer spawner
- In the rare case we don't have an authority machine, avoid the crash caused when checking whether to wait for an object
- Prevent potential crash when quitting the game on the same frame as a recalled ship appears
- Fix softlock when entering the CQC menu
- Ensure that NPC pilots are created correctly and don't block loading
- If the user overwrites GraphicsConfiguration.xml with a copy from an older version of the game, provide default quality settings for planet surface materials instead of crashing
- Fix crash in cockpit UI if disconnected from server
- Fix crash in bobblehead component when exiting orbital cruise
- Don't crash if a POI cannot be placed on a suitable body
- Fix a crash when targeting a wake (or otherwise managing to have an approach type without valid target destination)
- Fix crash when scooping mining and material fragments
- Landfall planets will be displayed in "locale" panel only if they've been discovered
- Planet surface map displays starting system map when selected fixed
- Fix for the Wing UI saying "destroyed" when the wing member deploys their SRV
- Escape pod does not show up in schematic view when targeted
- Navigation panel filter resets after action, such as leaving a station fixed
- Too close dropping out box stuck over the top of HUD fixed
- Planetary map displays player position even with an altitude = 0.f meters (SRV / docked or landed ship)
- Skimmers do not have an image on the contact panel fixed
- Added a list of stored ships for stations and surface settlements (displayed in the left hand panel, below faction info)
- Prevent materials and synthesis tabs overlapping
- Active Cargo Filters now all fit on screen
- Modules are showing bonuses incorrectly when synthesizing fixed
- Synthesis - Back button loses synthesis focus fixed
- Cargo Filters - Back button doesn't set the filter button active fixed
- Adjusted the alpha of the background panels while pop-ups are different sizes to make it more readable
- Added disabled or inapplicable state to the module select buttons
- Heading indicator now use the planet up rather than world space up for its 0 degree direction
- Made the Occupied Escape Pod refer to the correct schematic and resized the schematic to be about the same size as a cargo canister
- Reset focus in external panel when hiding surface map button
- Fix for the cruise drop-out UI being confused if targeting a landable planet and a low wake at the same time
- Bobblehead slots 8 and 9 are not automatically re-selected after you place a bobblehead in it fixed
- Fixed back button in surface map. Also small cosmetic change to system map camera : no more lerping when accessing the surface map of a planet from the cockpit
- Resized Type 9 and Sidewinder target schematics a bit
- Hide role panel UI from season 1 players
- Fixed focus issue when displaying an inbox message and switching to another panel
- system map : changed "ships" to "stored ships" in middle panel
- SRV Scarab sub module lost when moving Planetary vehicle hanger to different internal slot fixed
- Keep the camera in the cockpit position for interior Outfitting view in VR
- Fix label flickering in Galaxy Map
- Nav marker disappears when targeting away from it fixed
- Move CQC stats lower in the Commander Stats page
- Fix for mining objects not replicating their dead state
- Skimmer lasers now only have a 50m (visual) range. This will hopefully make it less likely that their scanning lasers will poke through geometry and in to hangars
- Network the hostile override list, meaning that skimmers and turrets in a settlement will shoot you even if you're not the authority of the settlement
- Cargo Canisters no longer spawn half stuck in geometry in dump POIs
- Turrets now become invisible to sensors when you destroy them. They will also return to the sensor contacts when they are healed
- Reduced the amount of force applied to debris when it's shot
- Increased the probability of lawless POIs spawning
- Increased rewards from cargo canisters at wrecks
- Fix for skimmers not providing bounty vouchers when killed
- Make sure hostility lists are transferred when switching from SRV to ship
- Changing the shipwrecks to have more cargo/rewards and skimmers to fight
- Reward pass for 'hard' unflattened shipwrecks
- Fix for not triggering the "blocking landing pad" crime
- Speculative fix for some missiles failing to die at the end of their life
- Make fuel materials a bit more common
- When setting off a trespass bounty, Sentry skimmers didn't respond fixed
- Make ship detectable POIs visible from the ship if the ship is near enough
- Added fuel efficiency benefit to synthesis
- Fixed landing gear getting stuck after deploying a SRV while docked
- Added exploration progression for discovering and collecting materials
- Added consequences for the minor faction that controls the market where settlement vouchers are redeemed
- When setting off a trespass bounty, Sentry skimmers didn't respond fixed
- Hostile skimmers at POIs don't aggro unless shot fixed
- Fixed completion components for large settlements
- Remove erroneous missions from bulletin board
- Fixes for missing mission text
- Fix for some missions ending early
- Add influence to some missions
- Make some interface targets more obvious
- Remove erroneous time left contract elements
- Fix rescue missions
- Make planetary missions available in space
- Remove rank requirements from some missions
- Added mouse controls to the buggies steering, rolling and pitching. These are overridden by the turret mouse controls when in the turret
- Added an option for throttle increments when in drive assist, this will increase/decrease the throttle by fixed amounts each time the accelerate/decelerate buttons are pressed
- If a toggle button(like headlook) is using the default bindings, then disable the toggle mode button as it is always the same as the default binding. If it is then bound to something else and not the default any long, then toggle mode button will become available again
- The data link scanner on the SRV now defaults to fire group 2
- Ship states 1 SRV available when it has been destroyed on role panel fixed
- Fixed SRV panel not showing quantity
- Correct the info displayerd about Planetary Vehicle Hangars in outfitting. It should not show Health or Integrity, but it should show power draw and it's number of available vehicle slots
- Solved missing header for role panel when in the ship and looking at the SRV loadout
- Ensure correct SRV info string is being used
- Fixed problem of 'Selecting to "Reload All" from starport services does not re-buy a broken SRV back but still takes credits
- Added text warnings for low SRV fuel and health
- Deploy the turret in code only when we have driven away from the ship, stow it when we get near the ship
- Change damage calculations for the wheel so that it uses the speed of the first wheel that we find that has impacted but the up of the SRV instead of the speed of the SRV and the up of the car
- Help text for 'Steering left button' and 'Steering right button' both read 'Button for steering left in SRV'
- Stop SRV debris falling through ground
- Fixed disappearing speed gauge on SRV
- Fixed mismatched weapon status for turret gun
- Added new feedback messages when one tries to thrust, use the turret or change to turret mode when the turret is stowed
- SRV handbrake indicator doesn't refresh in turret mode fixed
- SRV turret power distribution 'pips' aren't synced with the SRV in cockpit view
- Health bar appears under planet target schematic after using turret mode fixed
- Fixed GUI constantly alternating between Activate Turret and Leave settlement when driving the SRV
- Improve accuracy with SRV turret
- Open galaxy map button and system map in SRV does not work fixed
- Added facility to load cargo onto ship without docking
- Added exploration progression for SRV driving (scaled by distance from SOL)
- Increased default oxygen remaining for new vehicles to 4 minutes
- In VR remove inertial camera simulation entirely
- Present an option in AppConfig to disable rendering to the monitor window in Steam VR
- Added LODs for the Planetary Bases road sections
- Draw call optimisations for road sections on planetary bases
- Further LOD optimisations for buildings
- Removed debug settlements from 49 Arietis
- Texture optimisations to aid streaming
- Capped the undersides of the buttresses on the edges of the radial ports
- Fixed floating structures at Bryant Prospect
- Fixed floating structures in large extraction settlements
- Fixed collision mesh issue with the energy gates
- Add another LOD level to the planetary port
- Updated textures for buildings
- Enable icy planet sub surface scatter
- Fixes for incorrect particle shadows/lighting and potentially other numerous subtle render bugs
- Fix for immediate compute d3d hazard warnings (one cause for broken terrain with some AMD cards)
- Changes to surface rock slope placement to reduce likelihood of floating rocks
- Overhaul of surface materials to add more detail and improved colours
- Prevent tiny planets from having a combination of basins, large scale deformation, europa linae, rifts and craters which add up to a depth greater than the radius of the planet itself
- Changed the bindings of the X52 pro to deal with the issue of not being able to scan. Hard points now deploy by default when a trigger is used and other controls are put in line with the normal x52
- Ensure that a pilot is present in a ship and SRV in all instances
- Reduced the intensity of the texture and related lights of projectors in the Corvette cockpit to stop them interfering with the compass
- Raised the floor of the low poly Sidewinder cockpit in the external ship to avoid clipping with cargo bay/SUV hold. Blacked out section of diffuse under the chair to aid the change
- Corrected Diamondback landing gear volumes
- Added correct shadows for Federal Assault Ship and Federal Gunship
- Drive Spool up time starts at 1.0 in open play in a surface landed ship fixed
- Fixed collision on the Type 9 and adjusted landing height to make disembarking easier
- Tweaked external pilot chair positions in Clipper
- Added white chairs to low poly cockpit in Clipper
- Fixed hitcheck issue with Sidewinder convex hull being backwards
- Stop ship landing gear collision being in the wrong place for the first few frames
- Extra capping on landing pad bases
- Fixed offset one of the garages not allowing SRV access
- Increased detail of collision mesh around the approach aprons for the the large and medium landing pads, so if the player manages to drive the SRV up there it will react to the geometry better
- Adjusted landing volumes for Vulture
- Adjusted landing volumes for the Federal Gunship
- Updated the Imperial Fighter's default colour scheme
- Fixed broken UVs on Viper MkIV's utility hardpoints
- Changes to smooth out jerky camera motion from the inertial simulation during supercruise transitions - Primarily aimed at Orbital Cruise to Glide transition
- When dropping to Glide make sure the Normal-space Ship is told about its above-normal starting velocity to prevent glide being interpreted as a huge instantaneous acceleration
- Slight change to the speed curve in Orbital Cruise so that the players ship will naturally tend towards 2.5k/s a little more strongly in the last second, so we get a much smaller speed discontinuity
- The temporary placeholder ship used during the transition now inherits velocity correctly, removing speed/FOV discontinuity at both ends
- Changes to Cockpit Orbital Hud so that when players try to steer back towards the planet they understand what is going on:
- When below the drop out height but leaving the planet, mark the whole bottom half of the pitch gauge red
- Fix the altimeter so it displays usefully at these altitudes
- Improved loading to reduce stalls during ident movie
- Updated translations added
- Various text fixes
Audio Changes
New Audio - Shield break and reform sounds added to SRV
New Audio - Added unique sounds in outfitting bay, when purchasing scarab, Vehicle bay and planet approach suite
Audio Optimisation - Optimisations to planetary physics sounds
Audio Optimisation - Optimised launch land sounds
Audio Mix – Added small echo effect on distant FSD jumps and explosions when on planet surface
Audio Mix – Mix improvements to System map
Audio Mix – Set up dynamic mixing on Wavescanner and the way it interacts with planetary ambiences, music and SRVs
Audio Mix – Improvements to planet dust
Audio Mix – Boosted combat music slightly
Audio Mix – Many improvements to the way non-player SRVs sound
Audio Bug – Fixed crash on CQC chaff launcher variant
Audio Bug - Fix for abrupt stopping and starting of close dust sounds when under a ship
Audio Bug - Fixed broken dynamic ranges on explosions
Audio Bug - Reduced the sense of repetition on SRV boost sounds, when spamming it
Audio Bug - Fixed silent large landing areas
Audio Bug - Fixed orbital cruise sound getting stuck on if your SRV is destroyed and you respawn into an orbiting ship and then enter supercruise
Audio Bug - Fixed a bunch of GUI sounds being muted in the outfitting bay
Audio Bug - Set “orbital flight engaged” voice line to only occur when entering orbital cruise during approach to planet, not when leaving planet
Audio Bug - Fixed hard cut in ship stress noises when FSD starts counting down
Audio Bug - Fix for ship stress sounds being silent on keelback
Audio Bug - Fixes for various issues with the launch/land sounds
2.0 Beta 5
Fix a crash caused by a POI activating during a transition
Fixed multi-threading crash in physics
Fixed crash in mission manager
Fixed crash in terrain patch generation
Fix for missing texture errors in schematics
Fix missing component error if a player goes offline
OSX crash fix for activity incorrectly trying to load incorrect resources
Fix for starting with the keyboard and mouse control preset causing your throttle controls to go weird
Prevent server error if player tries to buy something they cannot afford
Fix a confirmed cause of players loading into the game up to a kilometer up or down from where they saved
Fix for turrets at illegal PoIs not being legal targets
Turn on main engines by defaultso that dying while landed doesn't respawn you with a disabled ship
Networked the direction of the buggy turret
Add anti ship weapons to match anti buggy weapons in certain POI scenes and appropriate trespass zones
Improved surface details by adding more bump from the normals close up and reducing tiling at distance due to the alpha not being faded out at the same time as the normal
Fixed deep space POIs spawning incorrect POIs
Improve flattening on some deep space POIs
Fix disappearing blue circle for POIs
Fixed skimmers at illegal POIs not having bounties
Attacking settlement generators now counts as Assault, and triggers settlement aggro
Scanning private data links now counts as Major Trespass (up from minor, so now a bounty instead of a fine), and triggers settlement aggro
Updated additional POIs to be visible from the ship and adjusting their radar radius size
Made some of the smaller POIs only visible in the buggy
Don’t render no fly zones on the scanner if you’re in the SRV
When evaluating the terrain for flatness when spawning POIs handle the case when one of the ray casts hits an edge of a triangle and goes through the mesh without hitting it
Adjusted the radar circle offset so that POIs are less likely to be spawned towards the centre
Fixed bounties claimed stat incrementing twice as often as it should be
Fixed redeeming all vouchers for a faction instead of just combat bonds
Fixed some Commodity names in the market trend local news articles
Fixed longitude and latitude using the wrong time to establish location
Rebalance LOD stream priorities to help with some streaming issues
Add support for vacant ship death, and for parking a buggy without a parent ship. Landed ship is now killable except during the vehicle swap process, when it can be damaged but not killed
Fade POIs from the radar down based on altitude so that they're at full opacity at 2.25km altitude and transparent at 2.00km
Fixed issue with launching audio
Reduce the scale size to trigger the cockpit/vehicle Role popup to reduce the frequency of unintentionally opening it
Fixed Refinery Panel to show correct strings at the correct time
Updated SRV cargo panels dividers to be more consistent
Fixed focus issue when going to external / internal / role panel while an inbox message is opened
Brought back the cross hair for scooping
Check to see if we have disconnected from edserver before checking to see if we have permission to be close to a planet
Surface material fix for patchiness
Prevent tiny planets from having a combination of basins, large scale deformation, europa linae, rifts and craters which add up to a depth greater than the radius of the planet itself
Building LOD fixes
Building collision fixes
Fixed hitman chatter table
Fixed cargo items in the cargo merge panel not using loc strings
Mission text fixes
Updated tutorial video names and descriptions
Prevent the attempted parsing of $; on data links when scanned info is empty string
2.0 Beta 6
IMPORTANT: Mission changes for this release will wipe existing missions
- Fix for crash when reporting bindings
- Crash fix for when a cargo canister spawns with either an invalid item, or one set up incorrectly
- Speculative fix for world transform crash
- Fix streaming error in the faction manager
- Fix UI crash in options screen
- More aggressive guards to prevent corruption of the physics proxy pair manager
- Fix crash with terrain evaluation for landing
- Added new graphics option for bottom end video cards to better handle the requirements for Horizons
- Fix VR rendering of surface schematic
- Optimnisations for environment map capture
- Load shaders earlier again on AMD to reduce stalls on loading sequence
- Swap order of long/lat on the orbital HUD: the order is now; latitude, longitude, gravity
- Altered the null chance for POIs such that there is a nice fall off between civilised and unexplored space
- Fix POI's that were visible form ship in the form of a disk but were not spawning when in the ship
- Reduced damage boots from synthesis
- Fixed multi-cannon basic synthesis so that it only gives 50% ammo refill
- Planet ports only care about crimes committed within 4km
- Moved targeting bones to make them more centred in the rock so the turret wont miss
- Fix for wing beacons making player ships spawn colliding with existing ships
- Disable targeting of sub-targets for planetary turrets
- Fix for the assert/silly transforms that happen when you try to Glide down to a planet that's stuck through a ring
- Optimisations for Skimmers
- Adjusted fade off for POI blue circle so that it starts fading out at 2km and fades out by 1.5km
- Modified timings for Data points on easy settlements based on feed back all should be at least 120 many medium to large should be 180 seconds
- Increased the texture resolution of the cargo bay
- Disabled steering controls when in headlook mode when using a mouse for both
- Fix some network issues with turrets
- Requires missions wipe. Add settlement market id to interface and disable targets missions
- Don't show Horizons missions on platforms that don't support them
- Split available planetary missions into a separate section on the bulletin board
- Remove timeleft contract element from reward collection phases of planetary missions
- Added text for surface mission buckets
- Don't show space missions in the bulletin board
- Allow Commanders to resurrect at other space stations if they last docked at a planet port and their current session does not have access to Horizons
- Fix a cargo bay transaction server error
- Remove the "Warning, thingy has changed jurisdiction" message, it's misbehvaing around POIs and causing more confusion that it's helping
- Ensure that the correct mountain material are being used on high metal worlds where the geology is borderline for metal content
- Fix for mismatch in ice fog density between interior and exterior volume
- Ensure correct splash screen is shown for the relevant platform
- Planet port material optimizations
- Schematic material optimizations
- Memory optimizations by changing material texture data format
- Optimized resource loading
- Female pilot texture optimisations
- Audio: Slightly changed the way how dust grit works. Also setting initial values for them, so it won't pop in without cause
IMPORTANT: Mission changes for this release will wipe existing missions
Han mostrado un nuevo trailer (cgi) de horizons en el live stream del lanzamiento, si lo encuentro lo posteo luego.
Live stream:
https://www.youtube.com/watch?v=aYHJY9JZNBA
Para los que como yo, no lo tengais por Steam, necesitaremos un nuevo launcher para descargar la 1.5.
Os dejo enlace.
#4625 Si lo he entendido bien si vas a jugar la 1.5 por Steam, Steam te lo hace todo creo. Si vas a jugar Horizons o la 1.5 sin Steam directamente de Frontier tienes que usar el launcher que pone el compi mas arriba.
#4628 Todo muy bonito hasta que entres y veas que son las mismas misiones repetitivas de trasladar cosas de A a B y las de matar a tal nave
Steam ya actualiza, son 8.1GB
Edit: no se, Braben dijo en el stream que todavía no está en steam, así que no se lo que estoy bajando.
Edit 2: es la 1.5. Dijo que horizons llegaría próximamente a steam.
Edit 3: si vas al directorio de steam donde se guarda el juego y ejecutas edlaunch, carga la 2.0.
Ya esta en Steam: http://store.steampowered.com/app/419270/
Pero si lo has comprado en frontier hay que conseguir la clave famosa: https://support.frontier.co.uk/kb/faq.php?id=200&
#4637 pero es el mismo precio?? por que estaba apunto de pillarlo por la web de frontier?
Ademas de que no se si en steam tengo el descuento ese famoso de 10 libras por tener ya el juego base
#4638 La tienda de frontier debe estar petada porque no consigo entrar a ver le precio
Edito: ahora. Lo veo a 49.99€ en frontier, y todavia parece incluir el descuento si tienes el juego de base: https://www.frontierstore.net/eur/games/elite-dangerous-cat/elite-dangerous-horizons.html
En steam parece estar a 53.99€.
#4639 39.99 GBP
Tambien:
For a limited time all existing Elite Dangerous players will receive a £10 loyalty discount plus the exclusive Cobra Mark IV ship when ordering the Elite Dangerous: Horizons through the Frontier Store. Discount will be automatically applied at checkout. Those who take advantage of this offer will be able to purchase the Cobra MkIV in-game when Elite Dangerous: Horizons lands.
https://www.frontierstore.net/games/elite-dangerous-horizons.html
EDITO #4639 a mi en steam me marca un descuento del 25% 40.49€
Q&A del stream que pusieron en reddit.
-Steam keys: Soon, if you have preordered the season 2 Horizons in the official Frontier store;
-Season 2 includes looting & Crafting, small integrated fighters, avatars creation, multicrew, and a lot of major updates;
-They know that the 2.0 doesn't contain as much content as the community wanted, however it will be a very good start for the Season 2 Horizons in 2016. It brings a LOT of technologies. More to come!;
-The Cutter is a well balanced mix between a trader and a fighter. Its resistances, armors, and shields allows the Cutter to counter most of the attacks, while delivering a huge firepower to its targets. It owns its own gameplay;
-"The Missing" will be the main story during the season 2. Some colonies have been lost while the civilization first colonized the stars, we never retrieved them. With the previous Elite games, these old colonies could only be visited via wormholes;
-No new stations' types so far;
-We might be able to process some mining on the surfaces, on a later date;
-The ships naming feature is still on the list;
-"Any new plans for the Alliance? " - "Oh yes. Definitely" - "When? During the season 2?" - "Yes"; switch pants
-The dev team would like to develop their own official tool to switch UI colors in game;
-We might be able to share missions while flying in wings, on a later date;
-Despite focusing more on the gameplay rather than the new ships, the season 2 will still bring new ships, and SRVs;
-Water worlds will be for another season, however we might see volcanoes and geysers in Horizons;
-The integrated fighters in our bay can be used by AI or players;
-The multicrew roles in the ships can only be used by players, no AI allowed... so you need friends;
-More interesting, more diversed, Powerplay will returned stronger than ever in Season 2;
-Bookmarks might be developed for 2.2 ;
-Up to 4 people in a ship with multicrew... but then, the wing is only one ship, or count it 2 ships of 2 people, or 3 people on a ship + another ship with 1 pilot... You got it, 4 players max;
-One multicrew role will be engineer. You can switch between roles as you want to, if you decide to switch to the Engineer role, your ship will fly in a straight line if there is no pilot;
4 roles: Helm (piloting), Fire control (turrets/weapons), Countermeasures (shields, tactical), -Engineering (sensors, navigation, repairs)
-Multicrew will be balanced so 4 people in a ship is on par with 4 people in a wing
-Ships can launch fighters... UP TO FOUR FIGHTERS!
-No news about Alliance ships despite "hm Alliance Ships" from Mike Evans
-SRV customization might come in the future
-Loot and Crafting will allow players to configure her/his ship into a completly different one by changing its weapons, internal modules, laser colors, strenghes, strengthes, weaknesses, ... It's difficult to balance but they will make it right with max range for each configuration;
-New materials in Looting and Crafting. They can be found in asteroids, ships wreckage after fights, planets' rings;
-We might be able to store our modules, on a far later date. They are interesting in it;
Al final he podido comprar horizons desde frontier.
Yo tenia el juego base de steam, y de momento lo de pedir la key de horizons para steam no anda funcionando.
Puedo jugar desde el que ya tengo instalado en steam sin necesidad de bajarme el launcher de horizons y el juego entero de nuevo???
#4645 si, pero para poder jugar a Horizons tienes que ir a "archivos locales del juego" y abrir el launcher desde la carpeta, si le das a ejecutar en steam solo te aparece la 1.5.
Creo que la semana que viene ya lo implementan bien, pero de momento hay que hacer asi, no te asustes si no ves la 2.0 al lanzar el juego desde steam.
#4646 si asi si he podido gracias!!
Lo malo que no cuenta para steam (las horas y tal.. pero bueno, ya daran la key)