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[Elite:Dangerous] Opérations de rééquilibrage

n°12683094
Er1c
Higher is better
Transactions (8)
Posté le 19-09-2016 à 22:09:11  profilanswer
 

Reprise du message précédent :

Supergrigri a écrit :


 
Tout le monde n'est pas aussi extrémiste que toi ^^


 
Certes :)
 
Néamoins mon clear save m'a été plus que bénefique finalement  :whistle:

mood
Publicité
Posté le 19-09-2016 à 22:09:11  profilanswer
 

n°12683096
nepheast

Transactions (0)
Posté le 19-09-2016 à 22:09:54  profilanswer
 

Er1c a écrit :


 
 :lol:  :lol:
 
Ca merite un clear save  :whistle:


Faut se méfier de ce que l'on souhaite pour les autres.   :whistle:  


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Deleted
n°12683325
SuperSic

Transactions (0)
Posté le 20-09-2016 à 06:37:26  profilanswer
 

Vous ferez moins les malins quand je serai maitre de la Galaxie. [:smilees:2]


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"Les soldats vivent. Et se demandent pourquoi." Toubib (La Compagnie noire) | [TU] Pronomoo
n°12683335
Er1c
Higher is better
Transactions (8)
Posté le 20-09-2016 à 06:55:21  profilanswer
 

SuperSic a écrit :

Vous ferez moins les malins quand je serai maitre de la Galaxie. [:smilees:2]


 
Je sortirai de la station  [:chkl:4]  
 
Blague à part je n'ai pas eu le temps d'aller chercher mon conda hier soir :( j'ai pu me connecter qu'une petite demi heure : 10M de credits  :o une mission à 3m entre Ceos Sothis et une à 7m au retour... si ça continue comme ça, ça sent bon le Shield en A direct !

n°12683345
SuperSic

Transactions (0)
Posté le 20-09-2016 à 07:18:37  profilanswer
 

Er1c a écrit :


Je sortirai de la station [:chkl:4]

 

Blague à part je n'ai pas eu le temps d'aller chercher mon conda hier soir :( j'ai pu me connecter qu'une petite demi heure : 10M de credits :o une mission à 3m entre Ceos Sothis et une à 7m au retour... si ça continue comme ça, ça sent bon le Shield en A direct !


Non mais c'était pas une erreur de pilotage hein

 

J'ai demandé le décollage, j'ai lancé la galaxie map. Sauf que mon joystick à une mauvaise zone morte sur le throttle, je dois le mettre à 0 quand je lance le jeu, cette fois, j'ai oublié... Paf pastèque.


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"Les soldats vivent. Et se demandent pourquoi." Toubib (La Compagnie noire) | [TU] Pronomoo
n°12683417
Gedemon
patron-adjoint
Transactions (0)
Posté le 20-09-2016 à 08:35:00  profilanswer
 

Bon, dans le cas ou la beta serait dispo en soirée (c'est pas gagné, je sais [:faman:1]), parmis les ceusses qui ont l’accès y en a qui voudraient tester un peu les nouveautés en groupe ? [:beleg]


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[hommage au beau jeu] [Footware]
n°12683460
SuperSic

Transactions (0)
Posté le 20-09-2016 à 09:06:20  profilanswer
 

Merde on est déjà le 20... J'espère qu'ils vont pas stopper les serveurs ce soir.


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"Les soldats vivent. Et se demandent pourquoi." Toubib (La Compagnie noire) | [TU] Pronomoo
n°12683557
Gedemon
patron-adjoint
Transactions (0)
Posté le 20-09-2016 à 09:47:04  profilanswer
 

c'est des serveurs à part pour la beta, ça ne devrait pas impacter les serveurs du jeu (ou dans le bon sens, y aura p't'être moins de monde dessus :o)


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[hommage au beau jeu] [Footware]
n°12683571
SuperSic

Transactions (0)
Posté le 20-09-2016 à 09:53:17  profilanswer
 

Bah ça sera pas mal, hier, les serveurs faisaient un peu la gueule (statut en orange). Et les ingés vont pas se farmer tout seul. :/
 
D'ailleurs, il vaut mieux farmer quoi ? Les shield (shield only ou les boosters aussi ?) ou les coques (renfort inclus) ?


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"Les soldats vivent. Et se demandent pourquoi." Toubib (La Compagnie noire) | [TU] Pronomoo
n°12683601
Peuwi

Transactions (0)
Posté le 20-09-2016 à 10:09:42  profilanswer
 

Cela dépends du vaisseau j'imagine.
Pour un FAS, vaut mieux la coque, pour tous les autres vaisseaux, il vaut mieux le shield + shield booster.
D'ailleurs, shield booster en premier, il est encore plus utile.
 
Je rappelle, pour les upgrades de shield :  
ce n'est pas tant les upgrades qui augmentent la taille du shield qui sont utiles, mais bien ceux qui en augmentent la résistance : cela accroît considérablement la solidité, sans créer pour de points d'énergie à régénérer.

mood
Publicité
Posté le 20-09-2016 à 10:09:42  profilanswer
 

n°12683654
L'HdT
Les beaufs c'est bien
Transactions (2)
Posté le 20-09-2016 à 10:21:02  profilanswer
 

Bonjour topic  [:cetrio:1]  
 
Après mes vacances, j'ai pris 36 pages de retard ici...
 
J'ai dû tout rattraper au boulot alors que c'est la folie en ce moment...
 
Bref, je m'aperçois que j'ai loupé les CG les plus lucratives depuis que je connais le jeu, un vaisseau alien, les tutos de camille mandragorex, plein de nouveaux joueurs et l'annonce de la beta qui arrive ... aujourd'hui :D
 
Va falloir s'y remettre  :o  
 
J'espère pouvoir jouer un peu cette semaine

n°12683685
Er1c
Higher is better
Transactions (8)
Posté le 20-09-2016 à 10:29:31  profilanswer
 

SuperSic a écrit :


Non mais c'était pas une erreur de pilotage hein  
 
J'ai demandé le décollage, j'ai lancé la galaxie map. Sauf que mon joystick à une mauvaise zone morte sur le throttle, je dois le mettre à 0 quand je lance le jeu, cette fois, j'ai oublié... Paf pastèque.


 
Ca va je te taquine. Par exemple moi avec mon joytsick, ça fait deux manches du pilotage devant l'ecran... Et je n'ai connu que des petit ships. Ce soir "normalement" je devrais pouvoir aller à Urvantju me payer mon Anaconda, et je ferai parti du club très ouvert des racleurs de coque sur boites aux lettres...

n°12683740
mandragore​x
Aka ~Turbine*
Transactions (0)
Posté le 20-09-2016 à 10:42:48  profilanswer
 

SuperSic a écrit :

Bah ça sera pas mal, hier, les serveurs faisaient un peu la gueule (statut en orange). Et les ingés vont pas se farmer tout seul. :/
 
D'ailleurs, il vaut mieux farmer quoi ? Les shield (shield only ou les boosters aussi ?) ou les coques (renfort inclus) ?


 
Ben déjà c'est pas le même Ingé :D
Et dans tous les cas, t'en auras trois à débloquer : Didi, Chung et Selene Jean !
 
Perso, j'ai commencé avec les shield, le mod Thermal Resistant 5 est juste énorme ... tu passe de -20% de résistance vs les lasers à +40% ... (sachant qu'il faut viser entre 50 et 60% max de résistances thermique/cinétique/explosif) ...
J'ai Didi à débloquer encore d'ailleurs ...
 
Concernant les coques, oui c'est pas dégueu, ne serait-ce que modder de la coque légère avec du Heavy Duty c'est tout bénéf.
En pratique, sur un Python, quand tes shields tombent ben t'as le temps de continuer le combat ou de fuir bien tranquillement ....
 

Gedemon a écrit :

Bon, dans le cas ou la beta serait dispo en soirée (c'est pas gagné, je sais [:faman:1]), parmis les ceusses qui ont l’accès y en a qui voudraient tester un peu les nouveautés en groupe ? [:beleg]


 
Moi j'suis bien demandeur de vos premiers tests :D
J'ai pas accès à la béta mais jsuis curieux !
 
Bon sinon, j'ai testé New Yembo hier :
- Intéressant, avec une réputation Cordial, plein de missions (2/3) pour la même stations avec des tonnage compris entre 72 et 4 T et une récompense de 2.5M à chaque fois.
 
C'est clairement rapide niveau trajet, peu de risques sauf à prendre une missions Elite : j'en ai pris une pour un Isolant Pharmaceutique hihihi et le missant anaconda a voler en éclat !
A voir si les récompenses de missions augmentent avec la réputation, car 2.5M / mission, c'est léger comparé à Sothis.
Fun Fact : les missions sont intitulées : "Contrebande d'esclaves blabla... pour vous amuser" => Cela me rappelle une beta où il y avait ce type de missions (même intitulé) avec des rewards à 80M. Je suppute que les missions de cette station sont un oublie des devs ...
 
En revanche, ce qui peut carrément rapporter ce sont les missions de CZ !
J'en avais 9 à chaque relogg, toutes côté Fédération. C'est qui qui cherchait à monter sa réput' chez la Fédé ? :D


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CMDR ENIBRUT
n°12683898
mandragore​x
Aka ~Turbine*
Transactions (0)
Posté le 20-09-2016 à 11:24:14  profilanswer
 

OMFG !!!!!
 
- Added Fighter Bays for supported ships: Corvette, Cutter, Anaconda, Type 9, Beluga, Federal Gunship and Keelback
 
==> Ok, c'est décidé, jvais me monter un FGS.
 
Surface Features
 
- New geological features added (fumeroles and geysers)
- Biological entities added
- POIs can now be persistant (applies to new geological and organic features)
- Mysterious things added
 
==> Biological entities @_@ !!!!!!
 
Engineers
 
- Limpet blueprints added
- Scanners (KWS, Cargo, Wake) blueprints added
- Defences (ECM, Chaff, Heat Sinks, and Point Defence Turrets) blueprints added
- Utilities (Life Support, Fuel Scooping, Refinery, AFM) blueprints added
- Added new Engineers
 
==> ARGHHHHH !! Pas fini de tout min-maxer @_@ !!!
 
Oops, désolé j'ai mouillé mon boxer ....  
 
Source : https://forums.frontier.co.uk/showt [...] ta-is-live


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CMDR ENIBRUT
n°12683913
Caboc
Sauvage
Transactions (19)
Posté le 20-09-2016 à 11:27:38  profilanswer
 

mandragorex a écrit :


==> Biological entities @_@ !!!!!!


Ah, parfait, on va pouvoir sortir le SRV pour chasser d'la bidoche [:kede]


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Bien à vous, cordialement, bisous.
n°12683917
L'HdT
Les beaufs c'est bien
Transactions (2)
Posté le 20-09-2016 à 11:28:29  profilanswer
 

Putain  :heink:  
 
Tous les nouveaux blueprints, tu vois les compos "inutiles" n'apparaissant dans aucun blueprint jusqu'ici, ça va peut-être changer
 
Et le minage va visiblement être grandement améliorés avec des modifs de limpets et de la raffinerie !

n°12683928
Fenston
★ Tartuffe
Transactions (2)
Posté le 20-09-2016 à 11:31:08  profilanswer
 

Caboc a écrit :


Ah, parfait, on va pouvoir sortir le SRV pour chasser d'la bidoche [:kede]


Tu parles, ça va être une ligne supplémentaire "présence de Bactéries oui/non" [:sent mal_homme:2]


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Free Daweed - "The game might crash, but at least the trains will run on time" - Chris Roberts 2018 - Je fais ma pute pour un Dragonfly : STAR-V6VM-MD7X
n°12683955
Gedemon
patron-adjoint
Transactions (0)
Posté le 20-09-2016 à 11:37:21  profilanswer
 

Y a déjà des "entités biologiques" avec les barnacles, ça doit être d'autres trucs du genre [:transparency]


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[hommage au beau jeu] [Footware]
n°12683956
Caboc
Sauvage
Transactions (19)
Posté le 20-09-2016 à 11:37:31  profilanswer
 

Ou bien des...
 
 

Spoiler :

... Thargoïds  [:biiij:4]


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Bien à vous, cordialement, bisous.
n°12683964
nepheast

Transactions (0)
Posté le 20-09-2016 à 11:39:41  profilanswer
 

SuperSic a écrit :

Vous ferez moins les malins quand je serai maitre de la Galaxie. [:smilees:2]


 
Surtout avec un vaisseau jaune dessus marron en dessous . [:jposte avec prepuce:1]  
 
 :D  


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Deleted
n°12683968
Gedemon
patron-adjoint
Transactions (0)
Posté le 20-09-2016 à 11:40:47  profilanswer
 

Le log complet sinon :

Citation :

Greetings Commanders,

 

I'm pleased to confirm that the 2.2 beta is now live on PC. Please note that the ship transfers in the beta are correct as per the community poll and include delivery times. Module transfers and storage are still being worked on, so aren't available yet.

 

The change log is detailed below. Please do take the time to play and test the update as best you can and ensure you give your feedback on the Beta forums here
If you do not have Horizons Beta access, you can purchase it from our store from here.

 

Enjoy!

 

Change log:

 

NEW CONTENT 2.2
 
Fighters
 
- Added F-63 Condor as a playable ship
- Added Imperial Fighter as a playable ship
- Added Taipan as a playable ship
- Added fighter specific weapon modules
- Added fighter loadouts
- Added Fighter Bays for supported ships: Corvette, Cutter, Anaconda, Type 9, Beluga, Federal Gunship and Keelback
- Added Crew Lounge
                - NPC fighter pilots can be hired
                - Hired pilots receive a revenue percentage
- Fighters can be given orders
- Mothership can be given simple orders when player is in a fighter
- NPC ships can use ship launched fighters
- Role panel updated to support fighter operations
- Display NPC Fighter Pilot name when targeting the ship they are controlling
 - Added a warning/reminder to set active NPC crew
 
Surface Features
 
- New geological features added (fumeroles and geysers)
- Biological entities added
- POIs can now be persistant (applies to new geological and organic features)
- Mysterious things added
 
Passengers
 
- Added Beluga Liner as a playable ship
 
Engineers
 
- Limpet blueprints added
- Scanners (KWS, Cargo, Wake) blueprints added
- Defences (ECM, Chaff, Heat Sinks, and Point Defence Turrets) blueprints added
- Utilities (Life Support, Fuel Scooping, Refinery, AFM) blueprints added
- Added new Engineers
 
General
 
- Implementation of patch-based planet rendering on the system and planet maps
 
NEW CONTENT 1.7
 
Passengers
 
- Added passenger modules of different sizes and quality to outfitting
- Tourist beacon (surface and space) added
- Tourist beacons send an inbox message with the blurb for that beacon when scanned
- Passenger Lounge
                - Added Passenger Lounge to Station Services
                - Travel agents are available in the passenger lounge
                - Passengers can be bulk or VIP varieties
                - Added in support for mission filtering and selecting cabins in the missions panel for passenger missions
                - Added mission themes for the new passenger mission types - plus appropriate icons
                - Filtered missions with these themes to their own section on the transaction panel
               - Custom welcome lines and titles added
- Added different passenger types
                - Aid Worker passenger type added
                - Business passenger type added
                - Criminal passenger type added
                - Explorer passenger type added
                - Medical passenger type added
                - Minor Celebrity passenger type added
                - Political Prisoner passenger type added
                - Politician passenger type added
                - POW passenger type added
                - Prisoner passenger type added
                - Protester passenger type added
                - Refugee passenger type added
                - Scientist passenger type added
                - Security passenger type added
                - Soldier passenger type added
                - Terrorist passenger type added
                - Tourist passenger type added
                - Head of State passenger type added
- Added UI support for showing passenger entries when cargo scanning
- Passengers (or their representitives) have portraits and names
- Added cabin inventory tab to cockpit panel
- Passenger Liner NPC archetype added
- Passenger cabins require escape pods
- Added passenger liners as possible Massacre Targets
- Ships can be scanned for wanted passengers
- Added stats for passenger contracts
- Passengers use escape pods to abandon ship if they wish to leave
- Added a long time stamp generator for use in expedition missions
 
General
 
- Mysterious things added
- New player power added - Yuri Grom
- Jet effects added to neutron and white dwarf stars
- Updated tutorials
                - Instructor character added with dialogue across all training scenarios.
                - Added additional on-screen prompts and assists to all training scenarios.
                - Updated and improved existing training scenarios:
                                - Docking and Travel
                                - Basic Combat
                - Added new training scenarios:
                                - Basic Flight
                                - Advanced Combat
                                - Mining
                                - SRV Training
                                - Ship Launched Fighter Training
                               - Mining tutorial added
- Added local player event log
- Option to move owned ships added - it's available from all Shipyards
- Ability to sell ships remotely (from different ports) added
- Module storage added to Outfitting
- Stored modules can be sold
- Add system to support greater variation with station interiors
                - Industrial interior pieces added
                - Services interior pieces added
                - Agricultural interior pieces added
                - High Tech interior pieces added
- Add some additional variants for hangar interiors (following the above scheme)
- New layout for Station Services menu
- Added a factor contact for universal fines, bonds and bounties handling - found in low security systems
- Various station contacts now have faces and names
- Added a security filter to the Galaxy Map
- Added the ability to use a filter to govern systems used in route plotting in the galaxy map
- Visited stars filter added to the galaxy map (this uses local storage so will only record stars visited from 2.2 release)
- Add a method for semi-automatically replotting a route to the previous destination, if the route was lost after logging out of the game or jumping away from the route
- Added fixed point locations using CQC assets
- Added planet surfaces to planetary map
- Added docked and state variants of the capital ships
- Capital ship docks added to various locations
- Added a Faction Status Summary to the local GalNet news feed
- Added an info message popup which displays the security level and, if necessary, the state of the system when jumping to a new system
- Added "Press BUTTON to abort" to the jump-to-system info, where BUTTON is the most relevant of the various FSD input bindings
- Added UI for the engine spooling when taking off from planetary surfaces
- Mission cargo can be sold on the black market
 
Stability Fixes
 
- Fixed network crash caused by non-replicated objects having replicated children
- Fix for asserts/crashes and wrong items showing in outfitting when adjusting the sorting for buyback items
- Fix a potential NaN in the vehicle system
- Fix error while switching user while in matchmaking for CQC
- Fix crash during high res screen capture
- Fix a server crash if a CQC game ends at the same time the lobby is shut down
- Fix a crash when searching for an exact system name that doesn't exist
- Fix crash in CQC when taking damage and a contributing player doesn't exist any more, likely due to quitting
- Fix a crash in CQC if we try to send a message to or about a player that is no longer in the game, also a tweak to getting player params to return a default value if that player is no longer in the game
- Xbox One: The title enters a semi unresponsive state when changing the Yaw Axis Preset from within the Controls Options fixed
 
General Fixes & Tweaks
 
- Speed/distance restrictions for dropping from supercruise now scale with how strong the local gravity influence is - the further from bodies the easier it is to drop out
- Fix an issue that could cause flickering and/or duplicate GUIs during interdiction
- Uncontrollable spin on completing interdictions at high speed fixed
- Fix a bug that meant the rate at which the target for the interdictee moved was partially tied to framerate.
 - Kill Warrant Scanner does not show progress if the scan is started when the user is out of range
- Balance and cleanup pass to the challenge scenarios. Fix descriptions, tips and difficulty
- Wake Scanners, they now deploy and work in Supercruise again
- Cannot Unlock Target within the Contacts panel command fixed
- Sensor zoom level should now be approximately preserved between super cruise and normal space
- Labels in status panel now resize width to take up all available space
- Update cargo status when moving between faction space to keep legal status in sync with displayed status
- ComboBox Menu now has an opaque background - it's previous transparent one caused readability problems when overlaying other UI
- Fixed issues with right align not working on horizontal text boxes
- Fixed bug where scrolling the focused item off the top/bottom of the list would case the focused index to become nonsense
- Allow the UI to react to changes in the cargo more quickly
- Don't show Leave Voice Comms popup if we're just passing through the state while not in voice comms
- Inventory panel states activate cargo scanner, even when unable to fixed
- Fixed written text Messages being discarded if looking away from the comms panel
- Sub target panel will display retrieving scan data animation indefinitely fixed
- All the options and main menus now have confirmation dialogs when you cancel changes
- Flipped the heading calculated for the compass GUI (no effect on other areas) so it is consistent
- Orbital HUD optimisations
- Repair inbox messages when awarding certain permits
 - Amended Get Long Lat String to return a string formatted Longitude, Latitude, instead of Latitude, Longitude
- Pitch and yaw on the photo camera will now work while docked for players using mouse control
- Fixed issue where button hit boxes were misaligned on friends list
- Fixed the options screens losing focus when scrolling up and down long lists
- Commanders occasionally being rescued to last known good stations if they've logged out after driving in an SRV but before flying anywhere else
- Xbox One: Removed cause of performance drain in the tutorial UI (pre-flight checks)
- Xbox One: Data point reset timer and supercruise charging GUI overlap and flicker fixed
- Xbox One: Game takes input during the transitions between menu options fixed
- Xbox One: In Open Play, The First time a user sends a comms message to To [LOCAL]: the cursor moves from right of [Local] to left of To fixed
- Xbox One: Speculative fix for Starport Services having long loading times
- Comms panel scroll bar going beyond the bar line fixed
- Fixed settlements appearing twice on the navigation panel
- Various text fixes
 
Missions
 
- Added option to sell mission specific cargo on the black market
- Seeking Goods scenarios now issue missions
- Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
- Salvage and Collect missions have got a new destination faction state effect now
- Courier missions now also affect the target faction
- Players can now drop mission specific cargo. If third parties pickup said cargo they receive it as stolen
- Added in new inbox text into piracy, rescue and planetary rescue mission templates
- Changed the timers to dynamic timeouts for recovery agents and cargo hunter wrinkles in piracy and rescue missions
- Add a check which can be used to detect if a player has committed a crime during a mission
- Assassination mission template has a fix to alt targets name not being overwritten properly
- Updated smuggle and delivery mission templates with new state effects that affect the destination faction's state, as well as the mission giver's state
- Mission generation optimisations
- Added in the dynamic credit reward for not being scanned into the piracy missions reward transaction
- Added mission tracker component for damage to the player's ship
- NPC Messengers with hidden contacts should be hidden
- Added in a pilot roster contract element into the transaction tabs for the recovery agents/pirates in piracy and rescue missions
- All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
- Updated text for an inbox message in missions that tells the player when they have killed a target, that there are more targets. Mission types it affects: Assassination, Collect, Courier, Delivery, Piracy, Rescue and Salvage
- Stopped New Destination Wrinkle from using Mission Giver Station in Smuggle missions
- If we don't have space for all the material rewards, only add what we can
- Remove duplicate information from massacre skimmer
- Fixed some layout issue with the mission row item renderer
 - Modified mission interaction so that "Destination" title will not be displayed if there is no destination for the mission
- Massacre templates alternate wrinkle updated, so the mission can progress if the player ignores the alternate target inbox message
- Missions in transactions tab are slightly misaligned fixed
- Complete tick box now displays with correct localised text
- Resized mission complete box to support 2 lines of text properly
- Stop credit reward being shown twice when more than one faction is involved in rewards
- UI updated to display commodity/material rewards in mission summary
- If a mission POI fails to find a flat spot, then create one in a random position rather than not at all
- Removed a duplicate value the recovery agents/piracy transaction panel in piracy and rescue templates
 - Massacre missions - stripped out the authority targets from the templates. These have been replaced with citizens, or activists
- Set Mining missions so that they cannot offer the cargo that the player has mined as a reward
- Make sure the mission icon is displayed when mission target is a non landable planet
- Fixed some mismatches between missions and available cargo in USSs
- Updated piracy and rescue missions to include an inbox state, to stop the constant inbox message spam when you kill the target and don't have the cargo yet
- Exclude systems with permit locked planets from mission generation targets
- Accept/ decline inbox messages now have a discard button if they are no longer relevant
- Updated Collect, Deliver, Salvage and Smuggle mission templates to no longer send cargo to a state where that cargo is illegal on new destination. (Opposite way round for smuggle, where it should always be illegal)
- Mission screen loading optimisations
- Fix a transaction server error when issuing mission tip offs
 - Fix mining statistics when using mined ores to complete missions
 
Engineers
 
- Improved lighting and geometry in all the Engineers hangars
- Engineer base Farseer Inc's floating rock formations dropped to seal gap
- Truncated elements in the material information panel for micro-resources and data fixed
- Made sure that the first focusable element is focussed on when showing the "adjust popup"
- Engineers 'Sort' Drop Down is layered underneath Engineers 'Speciality' text & No Search Results String, leads to overlapping text fixed
- Mouse wheel scrolling in engineers window affect other functions fixed
- Fixed bug where an experimental effect rolled a fail, but the UI would sometimes land on blue
- When opening the Engineers panel information may not be displayed correctly depending on how you closed the panel previously fixed
- Known engineers Pinned blueprint jitters when selecting cost fixed
- Text wrap enabled on encoded materials inventory further information panel
- Adjusted special effect text fields to account for 2 lines
- Adjusted modification text fields to prevent truncating text
- Centre align the workshop module class popup to account for wider text area
- Prevent the player from using hidden buttons in Engineers Workshops
- Added headers for type and grade microresource filter options
- Changed microresource filtering so type and grade filters are exclusive rather than inclusive
- Added engineer base UI schematic icon images
- Fixed legal state display errors when changing starsystems and when trying to pay fines at an Engineer base
 - Xbox One: Pass in current text when enabling soft keyboard on Engineers screen, and get a callback when the keyboard opens (where we would clear the text, if we could)
 
Powerplay
 
- Cut-off text present on Preparation Tasks on most powerplay factions when selecting a system under their Preparation Tab fixed
- Distance of system in turmoil truncated on the powerplay screen for factions with a deficit (negative cc) fixed
- Contacts - Red confirm button should be changed to grey because red is widely used where nothing can be done
- Preparation pledge to nominate popup cant be selected as focus on background menu fixed
- Opponents undermined statistic in the stats panel removed as it's redundant
- Changed 'age' label for Powerplay characters to 'Year of Birth'
- Incorrect scaling of control systems on Powerplay map, when map origin is a long way away fixed
- Fixed Powerplay stats and ratings tabs occasionally having extremely oversized vertical scroll areas
 
NPCs
 
- Make sure police ships are aware of assault crimes that are happening if the initial crime happened before they were spawned or near enough
- Rework how NPCs score their behaviour for interdictions to be less 'binary'
- Rebalanced interdiction difficulty based on AI pilot skill
- New jump away state "Jump Uninterruptible" to handle NPCs jumping away when their target enters a No Fire Zone
- Stop powerplay AI from interdicting other powerplay AIs which are aligned to the same major faction
- Fixed docking Computer landing damage
- AI ships now aim launcher weapons properly
- Ensure that the AI auto-loadout system always gives a ship at least two fixed/gimballed weapons, to avoid ships with all-turreted weapons not being able to attack
- Passenger hunter archetypes added
 
Wings
 
- Ensure single body exploration scans are awarded to all wing members
- Fix case where dropping to a wing beacon in a ring would leave the player at their current location rather than the beacon
- Propagate hostility between wing members when attacked - this should make ships in silent running show up to all members of the wing they are attacking
- Select wingman's target can now target systems that aren't in the nav panel
- Improve notifications between wing members when doing system or body exploration scans
- Only propagate wing hostility for player ships
 
CQC
 
- Adding in explosive damage for the destructibles in CQC/Arena
- Made the matchmaking lobby detect disconnects faster, this prevents the lobbies from getting stuck in a state for a few mins due to a disconnect
- Player Rank Shows Combat Rating instead of CQC Ranking while in CQC
- Fix an issue where the server was calculating a different amount of credits to reward than the client displayed
- If there are multiple winners in a deathmatch game and you are not one of them, display defeat instead of a list of the winners
- Fixed some clipped loadout text in localised languages
- 2 Digit ranks are truncated in the scoreboard menu fixed
- Since a CQCing player can't respond, don't send them text chat or voice invites
- Fixed missing Russian glyphs on CQC respawn menu
- Scale the mouse cursor for fov in the same way that usual UI movies do, which catches that one giant cursor case when zooming during death cam in CQC
- Xbox One: Fix an issue with mismatched teams in CQC
- Xbox One: Fix a case where a player A enters a CQC match against player B, when player B had previously been signed in on player A's console during this session
 
Controls
 
- Fix for the sensor zoom resetting when the game loses focus when the sensor zoom is bound to an axis
- Removed eject all cargo binding from all schemes by default
- In the keyboard and mouse control scheme add the arrow keys as secondary bindings to the UI-controls to allow navigation through the menus in the galaxymap
- Mouse cursor stuck on side of screen when in main menu fixed
- Now DualShock 4 controller keys are shown as Xbox360 icons, instead of []
- Don't bind XB360 pad's Back button to Cancel Binding, so more buttons are free for gameplay
- Removed all gamepad options from keyboard and mouse only schemes as they will prevent these schemes from showing up as a preset if you don't have a pad connected
- Fixed bug where info panel would not display correct controls after changing to new control scheme
- Get mouse-controlled headlook working in Hyperspace again
- Added device and vendor IDs for the xbox one wireless controller so it will be picked up as a gamepad in the game
- Added keybindings for fighter orders and for recalling the main ship while in the SRV
- Xbox One: When switching users, forget about disconnected controllers for the old user
 
Weapons
 
- Two changes aimed at rebalancing Thermal Shock and similar heat-imparting weapons:
               - Ships now gain resistance to heat weapons based on spare cooling capacity (when ships are cold they're more resistant).
               - Having a heatsink actively charging diverts most heat from external heat attacks straight into the heatsink, granting 90% resistance to these effects for those few seconds.
                These two changes combine well, as now heatsinks are much more able to cut through even extreme heat attacks, and then the newly cold ship is temporarily more resistant. Simply running a cold ship will also extend the time before external heat is able to cause damage by a larger proportion.
- Heat sink launchers now take substantially less damage from beaing overheated (down to a quarter of what it was), they are designed to be the defence against overheating after all.
- Shield resistance to heat-imparting attacks increased, and active shield will now block 50% of the effect of thermal shock weapons, up from 25%.
- Fix issues with mines and missiles sometimes failing to hit targets due to networking inconsistencies, most noticeable when driving into someone else mines at high speed
- Fix issue weapons switching to Fire at Will on supercruise transitions
- When modifying a weapon that fires in bursts, always ensure the clip size is rounded up to a multiple of the burst size. This will retroactively affect existing weapons and fixes cases of the Double Shot 3 slugshot having a 5 round clip
- Fix custom VFX scaling for weapons (scaling was affecting the particles rather than the emitter
- Mines should be affected by gravity
- Mines now have vfx for default, dirt and ice surfaces
- Point defence range has been increased slightly along with it's integrity
- Blast radius for Deep Cut Payload and Penetrator Munitions is now correctly 75% of what it would be for an external blast, rather than 0.75m
- Fix a bug where the penetration direction for a missile could be wrong depending on the exact detonation trigger
- Set the Penetration chance for torpedoes and dumbfire missiles to 1. This is not used with their normal damage mode, but guarantees penetration when the damage mode is switched
- Tweaked chance of burst laser malfunction when firing as it was observed to be too likely to happen given that each shot of the burst did the test, not each burst
- Point defences will no longer try to shoot down a ships' own dumbfire missiles
 
Outfitting
 
- We now preview ship kits and bobbleheads when we mouse over them
- Outfitting stats improvements:
               - Adjusted stat priority so that CQC module stats no longer extend beyond the capacity of the GUI
                - Added booster stats back in (CQC only)
                - Show hidden stats in comparisons if the original stat isn't hidden
                - Cleaned up code and resources to remove depreciated "Outfitting" stats
                - Small optimisation to stop OutfittingItemInfo calculating stats unnecessarily
- Chance Modification symbol overlaps description fixed
- Vehicle bay in outfitting does not populate class indicator pip fixed
- Fixed cut off label in item descriptions
- Sort preference in Outfitting resets after being closed fixed
- Sort results ignores weapon filters fixed
- Changed slot size for planetary approach suite to 1 rather than 8 as the item itself is only size 1
- Changed "Set Fire Group Reminder" text to apply to modifying modules as well as buying them
- Modules tab pop-up backgrounds are translucent on first viewing fixed
- Class/Rating sort filter in outfitting now correctly sorts by class first, then rating
- After applying a livery item to you ship via mouse input - the UI will no longer focus to the slot under the mouse and cause a camera change away from the item you were applying
- Block the purchasing of more than one scanner of each type
- Still allow save files to have multiple scanners if they bought them previously
- Still allow selling of a third duplicate scanner, even if the remaining 2 would, strictly speaking, still be against the rules
- The sale price of a vehicle bay now takes its contents into account
- Fix module buy back becoming hidden when swapping modules
 
POIs/USSs
 
- Award exploration progress when creating vouchers for scannable settlements & points of interest
- Scannable vouchers now scale by the distance from Sol
- Allow objects to be spawned in response to cargo being scooped
- Added some new conditions for the poi buckets:
                - Planet volcanism strength
                - Planet volcanism type
                - Primary star type
                - Required star type
- A warning message is now displayed when leaving a conflict zone
- Added scenario for Elite Plus gameplay
- Added military patrol scenarios
- Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
 - Added in new ship types and slightly tweaked down the difficulty of the more extreme set ups
- Skimmers can now be spawned in waves
- Increased pool of Federation and Empire capital ship names
- Added a Cruise Liner scenario for Boom system states
- Stop ambient police ships spawning where there shouldn't be any security response
- POIs can now contain landed ships
- Modules on damaged capital ships can now be shot and broken just like their more intact counterparts
 
Settlements
 
- Fixed space settlements not appearing on clients without horizons/planet landing capabilities
- Improved snap to ground mechanism
 
Galactic Simulation
 
- Fixed some economic states ending too early for factions
 - Fixed the faction retreat state so that it only tries to cancel pending conflicts in the system it's retreating from, not all conflicts everywhere
 - Stopped factions expanding into starsystems that can't be travelled to or are immune to conflicts
 - Fixed some market & shipyard price overrides not correctly ignoring expired modifiers
 
Community Goals
 
- Added support for Material donation Community Goals
 - Fixed a transaction server error when redeeming CG rewards
 - Fixed Community Goal conflicts ending half a day too early
 - Stopped CG leaderboards being padded out with Commanders who've signed up but not yet contributed
 
Galaxy Map
 
- Avoid "route unavailable" cases in low density areas, when the route looks like it should be available
- Fix an issue with being unable to search for systems in "Lupus Dark Region B Sector"
- When searching for a star, try to find a star with the exact searched name first before starting the partial matching, fixes the issue of "BLU THUA QY-Z D1" returning "BLU THUA QY-Z D13-0" as the first match
- Improvements to "economical" route plotting times in high density areas of the galaxy. Cap the jump range used by JumpRouteFinder, so at each system we only consider jumping to nearby systems for the route, rather than every system within jump range
- If the jump range is low, don't try to cut down the number of systems considered for fastest route plotting in high density areas
- If the player unticks the current plotting mode, don't re-tick it when next opening the galaxy map
- Fix an issue with long jump distances and route plotting
- System map performance optimisation for VR
- Optimisations for the route planner
- Fix a stall at the end of plotting a route
- When using the Fastest route plotter in high density areas of the galaxy, reduce the cost that is calculated for the final jump to the target system. This allows the route plotter to return a route much sooner rather than spending minutes investigating potential small fuel savings
- The option to turn off Nebula Names only works at a distance fixed
- Trade route filters can once again be toggled on/off en-mass by holding LMB and dragging over them
- Switched buttons around so action button is now on the right of the cancel button with bookmark dialog windows
- When system names are too long, try and trim them in a sensible manner
- System Map - Lumpy planets now get their own models in the system map overview instead of using the smooth sphere model
- Slightly sped up the double sided lighting change when first entering the planet map
- Fix an issue where planets with a retrograde spin would not have their rotation speed or axial tilt displayed in the system map
- System map planets now use subsurface scattering colouring
- Added galaxy map overrides for population and economy
- Only display a conflict state on the galaxy map if the Faction controlling that system is also fighting in that system
 
SRV
 
- Improvements to stopping the SRV falling into planet / getting stuck in geometry when loading the game
- Improved wave scanner readability when SRV full beams are on at night, on a planet with a bright surface colour
- Use correct bone when calculating the scoop UI in the SRV
- SRVs now trigger docking offences when loitering on landing pads
- B button on SRV cockpit GUI panels engages vertical thruster fixed
- Enabled warning after buying a SRV hangar without bays
- If the player logs in while in a buggy and their ship is landed, the ships landing gear will now be extended placing them in the same state they were in when the player launched the buggy, this should help with the buggy getting stuck under ships if the player logs out under their ship
- Fixed ships crashing into the ground/destroyed when recalled by SRV
- Reduce the maximum number of signal traces on the wavescanner now that we have more extreme cases
- Optimise the wavescanner to better handle multiple signal sources
 
Ships
 
- The discovery scanner can no longer be used while self destructing
- Flight Landing Overrides conflicts with Targeting, Cooling, Weapons etc. fixed
- Fixed where there was no space after ASSIST OFF warning
- Ships will now try to align to the target destination during the hyperspace countdown
- Wear should now apply and repair properly
- Fix an issue with the calculation for the offset of the station schematic
- Prevent "Drives Offline: Zero Thrust Capability" message showing spuriously (while engines are not on, but are booting)
- Fix paintjob wear & tear and ship integrity recording
 
Ship Art
 
- Fix for all Lakon ships that have cockpit textures which bloom out and cause visibility issues with the GUI around stars/ brightly lit environments
- Fixed smoothing on Imperial Courier
- Fixed collision issue on landing in Diamondback
- Changed Imperial Cutter /Imperial Clipper target schematics for a proper one
- Cockpit version of external material renders under cockpit emissive elements fixed
- Fixed hitcheck issues with Federal Gunship
- Fixed Hitcheck on Orca so that you can retrieve cargo
- Moved bobblehead bones backwards to stop interference with GUI compass in the Adder
- Fixed gap in mesh for Cobra MkIII
- Adjusted camera position for Decal 1 on the Eagle
- Hitcheck adjustment for greater hardpoint clearance for the Keelback
- Moved hardpoints slightly and fixed some smoothing issues on the Cutter
- Created a new front landing gear animation to avoid intersection with the SRV bay on the Keelback
- Fixed hanger camera issue for front decal on the Imperial Eagle
- Fixed landing volume for Orca
- Fixed landing volume for Diamondback Explorer
- Fixed landing volume for Imperial Cutter
- Fixed landing volume for Viper MkIV
- Removed scaling on the warning panel to fix issue on the Imperial Eagle
- Fixed front landing gear intersection with the Cutter
 
Stations/Ports
 
- Advertising boards in hangars updated with more companies
- Landing pad hologram colours adjusted to better suit new interior variations
- Fixed other player's ships appearing to be outside of the station when they are docked
- Increased variety for adverts outside starports controlled by various local factors such as alliegence
- Rich and High Tech stations now use the alternative trucks and buses models on the roads
- Hide the station's navigation marker while within the station's bounding sphere
- Fix the stations attached modules not showing up in the station schematic
 - Fix overbright envmaps being generated in rich stations and potentially other places in the game
- Rebalanced lighting in rich interiors
- The glowing emissive texture on the floodlights for Standard, Rich and ZeroG landing pads now switches on/off in sync with the spotlights
- Re-colour the crane texture used for the main gantries in the Inner Dock for variety:  Agri is off-white, High-Tech red and Services a cleaned-up blue
- Fixed some flimmering lines on the back wall of the small rich hangar
- Fixed hitcheck for the trees in the rich stations
 - It is no longer possible to supercruise into the back of a station and prang off it if you approach from exactly behind it
- Reworked a road junction on the PlanetPort so that it joins better
- Added a warning if trying to launch from a port without a planetary approach suite
 
Celestial Objects
 
- Fix cases of "dropping too close" when leaving rings from normal space into supercruise. You are now able to maintain cruise inside a ring, so long as you are outside of it's core and heading away from the ring's plane
- Improve drop-out location for entering rings in other situations, players will generally drop out closer to the ring and their target
 - Improved method for blending distant bump maps for the terrain
- Ice surface material improvements
- Rocky surface material improvements
- Metal surface material improvements
- Updated planet surface wang tiles
- Reworked the ice asteroid shader's lighting, and improved its parameter
- White Dwarf stars now have a unique lens flare
- Fix surface material quality being incorrect when rendering some patches
- Prevent distant surface maps jumping when camera crosses 16km boundaries, and improve precision of the largest maps
- Fix ring fog from being being lit in black hole systems
- tweaked the way ring fog interacts with local star colour so that it blends better with the star lighting
- Increased the maximum value for depth obtained from the depth buffer linearization. Fixes rendering for extremely large stars at extreme distances
- Improved the visibility of planet dust particles when in the darkside of the planet
- Terrain minor UV fixes
- Asteroids now generate only within the bounds of rings
- Asteroid billboards have their positions and size adjusted accordingly to ensure they fit within thin rings
- Ring cells now obey the ring height correctly rather than assuming all rings want 5km of asteroids
- Ring height clamped to a minimum of 1km
- Re-written asteroid billboard placement to use better depth ranges
 - Re-written asteroid billboard mesh generation, lods are finally now coherent with one another
- Added randomised static rotation to asteroid billboards to break up visible repeating
- Fixed some obvious patterns on rock and metal planetary surfaces
- Stop lens flares getting disabled when entering supercruise
- Changed the planet dust colour system to only request data if we're actually close enough to a planet to see any dust
- Fix fast moving distant Horizons planets not orbiting smoothly
- Optimise physics surface patch generation
- Improved memory management for surface textures
- Alterations to europa line parameters on rocky ice worlds - stops physics-breaking patches
- Have a hard cap in the noise graph for max geometry height, to prevent planets you can fly through or from being able to drive into space
- Remove the artificial increase in star spin speeds
- Added a medium quality planet surface material setting, with performance roughly halfway between low & high
- Disable Wang tiling and detail textures at a distance of 1km on Xbox and mid/low-quality PC. This helps us afford Wang tiling in the worst cases (hovering a few hundred metres above the planet
- Xbox One: Improvements to planetary surfaces
- Xbox One: Fix star luminosity not being the same as PC/Mac
 
Render
 
- Fixed sorting of emmisve textures bleeding through opaque surfaces
- Decal rendering improvements/optimisations
- Xbox One: Fixed the SSAO command
 
Hyperspace
 
- Arriving at a star now correctly leaves you in line with the source and destination systems, rather than the previous not-well-defined behaviour
- It is no longer possible to travel through or end up inside another star if you hypespace into a multi-star system. If an intervening star is detected your hyperspace will be redirected onto that star. This process repeats if the new path is also obstructed. Note that you can still end up dangerously close to other stars and get more than a little cooked
- When hyperspacing to a star with jet cones, avoid potential danger regions at the poles
- Ship aligns and follows target star through hyperspace tunnel
- Made elements of the hyperspace tunnel persist across boundaries
- Made the hyperspace tunnel go faster
- Optimisations to the hyperspace tunnel
- Texture and particle improvements to hyperspace tunnel
- Reduction of GUI contributed stalls to hyperspace entry/exit
- Fix for hyperspace nebula streaming in at low-mip at the start of the hyperspace jump
- Stop the shadow settings changing when starting the FSD charge for hyperspace/supercruise
 
StellarForge
 
- Added Persephone (Planet Nine), Haumea, Makemake, Eris, Orcus, 2002 MS4, Salacia, Quaoar, 2007 OR10 and Sedna to Sol
- Renamed Eol Prou RS-T D3-94 to Colonia
- Added starport to Eol Prou LW-L C8-76 A 3 A
- Outpost added to Eol Prou LW-L c8-138 1
- Outpost added to Eol Prou YD-W B17-1 4
- Outpost added to Eol Prou YD-W B17-5 A 5
- Outpost added to Eol Prou Lw-L C8-28 A 1 a
- Outpost added to Eol Prou Lw-L C8-306 A 4 a
- Outpost added to Eol Prou VY-R d4-443 6
- Outpost added to Eol Prou LW-L C8-133 2
- EES2009 Persei has duplicate system names fixed
- Renamed duplicate Frey system to Yngvi-Freyr
- Duplicate system name Grafias renamed to SO4-H1E 2000
- Check spin rates for neutron stars and black holes are something more sensible
- Fix issues with close orbiting bodies with large eccentricities intersecting their parent star
- Fix an issue when generating a system when a highly eccentric orbit goes outside the hillsphere of its parent, we will now reduce the eccentricity to fit inside the hillsphere
- When checking for moon-ring intersection, need to account for any objects orbiting the moon so that they don't intersect at any point in their orbit
- Ring around Archerbas in the Carthage system no longer intersects the planet
- Renamed exoplanet in the Ross 444 system to Hutton Prime
- Col 285 Sector HX-X B16-4 renamed to Exton
- Jaques station name restored
- Made the Pleiades Nebula blue
- Speculative fix for intermittently disappearing stations/systems in overriden generated systems
 
SRV
 
- Death in a SRV with a mother ship in orbit now re-spawns the mother ship in orbit, not on the planet
- Prevent SRV's getting stuck partially retrieved if another buggy is in the same island with their mother ship
- Minor update to SRV preview to prevent the turret and the chair from shaking
- Made the inertial camera simulation use the mode AccelerationSpring when using trackIR in the buggy, the same as without TrackIR. This fixes the camera twitching when using TrackIR in a buggy
 
Limpets
 
- All Limpets are no longer killed when one player leaves the instance
 - Untargetted collector limpets will not target items owned by their player
- Tweak the thresholds for displaying Low / Medium / High material asteroid content when using a prospector limpet. The thresholds were previously way too high so it always showed Low. Now the information is more meaningful: all rings can show either Low or Medium for an asteroid, and Rocky and MetalRich rings can also show High
 
Networking/Server
 
- Fix some issues with matchmaking disconnections
- Fix a transaction server error during resurrection
 - Improve reliability when selling lots of exploration data
 - Fix clearing saves with a lot of exploration data
 - If an island update happens and the new location is in a system that is not ready, then ignore it
- Fix for cargo scooping bug, only update the server when we have authority over the cargo canister being destroyed
- Generate new ID when ejecting cargo from a ship. This should fix some cargo duplication errors
- Some network replication optimisations
- Various server performance and reliability improvements
 
Avatars
 
- Added scientist outfits
- Added aid worker outfit
- Added security outfit and military variant
- Added freedom fighter outfit
- Added refugee outfit
- Added doctor outfit
- Added tourist outfits
- Added option to set different portrait settings for passengers once on board ship (different background, remove baggage)
- Rebalanced all outfit palettes for mission contacts
- Rebalanced hair colours
- Rebalanced lighting in avatar portrait scene
- Switched over to using new hair shader with bespoke HSV shifts & AO support and HSV offset maps.
- Added new male and female hair styles as tests for new rendering technique
- Updated existing hair styles with decal to blend into scalp
- Added option to match hair and beard colour
- Added custom camera-facing environment map for avatar eyes
- Added 8 new pilot suit variants for NPC crew
- Preload mission contact avatars ahead of the mission board to reduce delays
- We now cache engineer portrait icons
- Reorganised avatar resources to reduce portrait generation times by up to 50%
- Added NPC crew specific backgrounds
- Added passenger cabin backgrounds
 
VR
 
- Updated to LibOVR 1.4
- Added new (and improved!) VR graphics presets as faster cards can handle the bump.
                - VR Low (unchanged from current VR Low)
                - VR Medium (is currently ‘VR High’)
                - VR High (Mid preset with x1.25 supersampling) VR Ultra (High with medium shadows and medium Terrain Sampler)
- Added backgrounds to textual elements on menu and option screens. Greatly improves readability in VR
- Draw the Mouse Control UI as far away as we draw other gunsights in VR
- Cannot see Tail Ship kits on Vulture in Outfitting due to camera angle in VR fixed
- Cannot see Spoiler/Wing Shipkits in Outfitting on Asp due to camera angle in VR fixed
- Fix the missing text on the wall in the VAR Main Menu hangar if you look behind you
- Fix for mouse cursor size when HMD is present
- Memory optimisations for Oculus
 
Audio
 
Audio Specific Features
 
- 5 new flight controllers
- 4 new settlement security voices
- The laser-beam part of beam/mining lasers now emit sounds (previously just the weapon did)
- Sounds for GUI radar transition from spacedar to landar and vice versa
 
Mix Improvements
 
- Improved sonic consistency across all ship voice lines (previously a few sounded different)
- Improved various rough transitions (between galaxy map, system map, main game etc)
- Improved the ship purchase screen sounds
- Some small mining tweaks/improvements
- Volume fix for SRV shield drop and reform
- Boosting Flight Controllers and Radio Chatter by small amount
- Tweaks to Solar Satellite mix
 
Technical Audio changes
 
- Better integration of ship voice and npc comms (tutorial, npc crews, flight control) systems and future proofing
- Improved the way non-player voice content in managed in game. Improved prioritisations, de-clutters the mix, and future-proofing.
- Improved memory management, and reduces chance of missing audio happening.
- Improvements to the way FSD soundbanks are managed, to target problems with missing FSD charge and hyperspace tunnel sounds.
 
Audio Bug Fixes
 
- Fixed module bootup start/complete/charge sometimes occurring in the wrong place
- Fix for impact sound spam when more than 4 beams hit the target.
- Fixed broken solar satellite audio
- Fix for multiple back sounds when backing out of certain menus using a joypad
- Fixed wing notification sound not triggering when the panel is not in focus.
 - Fixed planetary music not playing when approaching from supercruise
- Changes to debris system that should improve issues with missing audio
- Voice - Fixed ability to make it flood/spam the player with Request/Cancel docking flight controller messages
- Voice - Fix low gravity warning incorrectly triggering when spawning in SRV on engineer base
- Voice - SRV boarding permission granted voice line now linked to GUI message. Fixes some issues where it wasn't always playing.
- Voice - Fix for some ship voice lines playing after player dies and respawns
- Voice - Fix "Cargo Scoop Retracted" playing upon entering a ship from a buggy with an open cargo scoop
- Voice - Prevent Flight Assist On voice event playing in death sequence



Message édité par Gedemon le 20-09-2016 à 11:51:17

---------------
[hommage au beau jeu] [Footware]
n°12684003
Fenston
★ Tartuffe
Transactions (2)
Posté le 20-09-2016 à 11:47:58  profilanswer
 

Sacré patchlog  [:fenston:1]  
 

Citation :


- Added option to sell mission specific cargo on the black market


 [:remaas:4]


---------------
Free Daweed - "The game might crash, but at least the trains will run on time" - Chris Roberts 2018 - Je fais ma pute pour un Dragonfly : STAR-V6VM-MD7X
n°12684076
mandragore​x
Aka ~Turbine*
Transactions (0)
Posté le 20-09-2016 à 12:05:41  profilanswer
 

Fenston a écrit :


Tu parles, ça va être une ligne supplémentaire "présence de Bactéries oui/non" [:sent mal_homme:2]


 
Rho ne soit pas rabat-joie !  
Jme souviens de la maj des Ingé, y'avait beaucoup de sceptiques mais in fine (cad après quelques corrections), c'est du tout bon et le contrat est rempli : vaquer à ses occupations pour fitter et personnaliser son vaisseau.
 
D'ailleurs, je rebondis sur la discussion quand au "farm" / "grind" des pages précédentes, perso je ne le ressens pas.
J'ai adoré faire du trade de rares à mes débuts, et dès que cela m'a soulé j'suis passé à autre chose (Sothis).
Après y'a eu Robigo, et dieu que j'ai adoré aussi, et maintenant Sothis/Ceos à nouveau : moins prenant que Robigo mais tout aussi sympa.
La majorité de mes milliards provient du long range trading / smuggling mais j'aime varier le jeu avec du RES ou du CZ de temps en temps.
 
Avant les 100 premiers millions, oui on est clairement obnubilé par la thunes, mais après, cela rentre un peu tout seul. Dès qu'on peut se payer un bon vaisseau polyvalent, on prend juste du plaisir à le piloter, à visiter de nouveaux endroits (New yembo dernièrement est assez joli) et à tester de nouvelles activités.
 
Enfin, le "grind" de rangs est clairement chiant car on n'a pas la sensation d'avancement.
Au lieu d'avoir tout un système de missions façon quête de chevalier, ben cela se résume à spammer des trucs sans intérêt (donations, base assault, deliveries etc).
Qu'on soit Ensign ou Baron, aucun changement dans la manière de grimper, excepté qu'on reçoit moins de pourcentage pour la même tâche ...
Donc de mon point de vue, cette étape pour l'accession d'un vaisseau se résumait à la limiter au max en termes de temps de jeu => optimiser à mort.
Et sincèrement, oui avant c'était plus facile. Mais pour un nouveau joueur, monter ses rangs est aussi le moyen de faire le plein de commodities d'ingé et de matériaux pour upgrader son vaisseau à côté.
 
Je répète : gogo New Yembo pour les missions de CZ de la Fédération :)


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CMDR ENIBRUT
n°12684095
Er1c
Higher is better
Transactions (8)
Posté le 20-09-2016 à 12:14:10  profilanswer
 

Eh ben on peut dire qu'ils ne chôment pas  :love:

n°12684099
nepheast

Transactions (0)
Posté le 20-09-2016 à 12:16:28  profilanswer
 

y'a ps l'air d'avoir du stockage de module.. ou j'ai raté l'info. :o  


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Deleted
n°12684112
mandragore​x
Aka ~Turbine*
Transactions (0)
Posté le 20-09-2016 à 12:23:25  profilanswer
 

nepheast a écrit :

y'a ps l'air d'avoir du stockage de module.. ou j'ai raté l'info. :o  


- Module storage added to Outfitting
- Stored modules can be sold
 
___________
- AI ships now aim launcher weapons properly
- Ensure that the AI auto-loadout system always gives a ship at least two fixed/gimballed weapons, to avoid ships with all-turreted weapons not being able to attack
 
==> Get ready ! sa va piquer !


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CMDR ENIBRUT
n°12684113
Caboc
Sauvage
Transactions (19)
Posté le 20-09-2016 à 12:23:29  profilanswer
 

nepheast a écrit :

y'a ps l'air d'avoir du stockage de module.. ou j'ai raté l'info. :o


T'as raté l'info :o

 
Citation :

- Module storage added to Outfitting
- Stored modules can be sold

 

Edit:
 [:cheesecake]


Message édité par Caboc le 20-09-2016 à 12:25:07

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Bien à vous, cordialement, bisous.
n°12684122
mandragore​x
Aka ~Turbine*
Transactions (0)
Posté le 20-09-2016 à 12:27:38  profilanswer
 

Weapons
 
- Two changes aimed at rebalancing Thermal Shock and similar heat-imparting weapons:
- Ships now gain resistance to heat weapons based on spare cooling capacity (when ships are cold they're more resistant).
- Having a heatsink actively charging diverts most heat from external heat attacks straight into the heatsink, granting 90% resistance to these effects for those few seconds.
These two changes combine well, as now heatsinks are much more able to cut through even extreme heat attacks, and then the newly cold ship is temporarily more resistant. Simply running a cold ship will also extend the time before external heat is able to cause damage by a larger proportion.
- Heat sink launchers now take substantially less damage from beaing overheated (down to a quarter of what it was), they are designed to be the defence against overheating after all.
- Shield resistance to heat-imparting attacks increased, and active shield will now block 50% of the effect of thermal shock weapons, up from 25%.
 
____________
C'est Schimz qui va être content ! T'as plus qu'à tout re-modder :p
 
____________________
- Mines should be affected by gravity
 
==> Ho Yeah ! On va pouvoir larguer des mines en rasant des bases planétaires :DDDD

Message cité 1 fois
Message édité par mandragorex le 20-09-2016 à 12:29:08

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CMDR ENIBRUT
n°12684123
nepheast

Transactions (0)
Posté le 20-09-2016 à 12:28:42  profilanswer
 

pas ma faute y'a trop de lignes dans leurs logs, mais merci :D


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Deleted
n°12684194
nepheast

Transactions (0)
Posté le 20-09-2016 à 13:12:29  profilanswer
 

Comme si il y avait pas assez d'ingés et de farm qui va avec, ils en rajoutent encore une bonne dose..   [:jeanlucpicard]  :o  


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Deleted
n°12684213
Schimz
Bouge pas, meurs, ressuscite !
Transactions (0)
Posté le 20-09-2016 à 13:18:49  profilanswer
 

Le bouzin passe de 8.2go à 13go.
 

mandragorex a écrit :

C'est Schimz qui va être content ! T'as plus qu'à tout re-modder :p


Mais bien sûr [:tim_coucou:1]


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çà s'est HFR | Music for the Galaxy
n°12684249
Caboc
Sauvage
Transactions (19)
Posté le 20-09-2016 à 13:31:12  profilanswer
 

Schimz a écrit :

Le bouzin passe de 8.2go à 13go.


Ca en fait de la grosse Biological entitie :o


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Bien à vous, cordialement, bisous.
n°12684283
mandragore​x
Aka ~Turbine*
Transactions (0)
Posté le 20-09-2016 à 13:44:46  profilanswer
 

- Made elements of the hyperspace tunnel persist across boundaries
- Made the hyperspace tunnel go faster
- Optimisations to the hyperspace tunnel
 
==> En plus d'être plus jolis, les jumps vont être plus rapides !  
Gain de temps mes amis !!


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CMDR ENIBRUT
n°12684286
Schimz
Bouge pas, meurs, ressuscite !
Transactions (0)
Posté le 20-09-2016 à 13:46:01  profilanswer
 

Lutain de merde, les naines blanches, ce stress, le vaisseau qui répond à moitié aux contrôles en craquant de partout [:king-arthur]

 

Holly cow, FSD overchargé : 47ly -> 200ly

 

Bonus, la route plotée se mets à jour toute seule :sol:

Message cité 1 fois
Message édité par Schimz le 20-09-2016 à 13:47:52

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çà s'est HFR | Music for the Galaxy
n°12684289
Peuwi

Transactions (0)
Posté le 20-09-2016 à 13:46:41  profilanswer
 

Citation :

- The discovery scanner can no longer be used while self destructing


Certaines modifications étaient pour le moins .. INDISPENSABLES :D
 
Plus sérieusement, les geyser et la vie sur les planètes, ca va être très très bon !
J'espère que ce sera plus rigolo qu'un champ de plantes vertes, et moins ridicule que "je ne sais plus quel jeu" avec des monstres ridicules.
 
L'upgrade de fuel scoop ... Ca va être encore un truc monstrueux je sens.
L'upgrade de sensor / life support, je sens que l'anaconda est parti pour sauter à 65ly :D

n°12684295
Fenston
★ Tartuffe
Transactions (2)
Posté le 20-09-2016 à 13:47:58  profilanswer
 

mandragorex a écrit :

- Made elements of the hyperspace tunnel persist across boundaries
- Made the hyperspace tunnel go faster
- Optimisations to the hyperspace tunnel
 
==> En plus d'être plus jolis, les jumps vont être plus rapides !  
Gain de temps mes amis !!


 [:am72:5]


---------------
Free Daweed - "The game might crash, but at least the trains will run on time" - Chris Roberts 2018 - Je fais ma pute pour un Dragonfly : STAR-V6VM-MD7X
n°12684309
mandragore​x
Aka ~Turbine*
Transactions (0)
Posté le 20-09-2016 à 13:51:26  profilanswer
 

Elle sort quand déjà cette 2.2 ? J'vais pitete patienter pour débloquer Palin et partir en explo qu'elle soit sortie :D
oh wait, y'aura d'autres ingé donc faudra être dans la bulle !
 
Bon c'est cool, y'a de quoi faire :D


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CMDR ENIBRUT
n°12684361
L'HdT
Les beaufs c'est bien
Transactions (2)
Posté le 20-09-2016 à 14:03:20  profilanswer
 

mandragorex a écrit :

Elle sort quand déjà cette 2.2 ? J'vais pitete patienter pour débloquer Palin et partir en explo qu'elle soit sortie :D
oh wait, y'aura d'autres ingé donc faudra être dans la bulle !
 
Bon c'est cool, y'a de quoi faire :D


 
C'est mi-octobre je crois

n°12684370
nepheast

Transactions (0)
Posté le 20-09-2016 à 14:05:48  profilanswer
 

mandragorex a écrit :

- Made elements of the hyperspace tunnel persist across boundaries
- Made the hyperspace tunnel go faster
- Optimisations to the hyperspace tunnel
 
==> En plus d'être plus jolis, les jumps vont être plus rapides !  
Gain de temps mes amis !!


 
Ca laissera plus de temps pour...farmer  :o  


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Deleted
n°12684391
Supergrigr​i
Greetings CMDRs o7
Transactions (0)
Posté le 20-09-2016 à 14:10:34  profilanswer
 

mandragorex a écrit :


 
 
En revanche, ce qui peut carrément rapporter ce sont les missions de CZ !
J'en avais 9 à chaque relogg, toutes côté Fédération. C'est qui qui cherchait à monter sa réput' chez la Fédé ? :D


 
C'est moi :) J'avais fait un tour à New Yembo, mais j'avais pas vu les missions CZ... Vais y refaire un saut, merci du conseil! J'ai farmé un peu Ceos/Sothis en Data delivery (ce qui rapporte pas si mal, au final, avec les bonus de temps et tout, même si forcément moins que les delivery long range), et je suis passé 100% de mon rang fédé actuel, mais pas de proposition de mission pour grimper de niveau :/ Ça va venir, j'espère!
 
Sinon, pas accès à la bêta de mon côté, mais ouah... Ça fait bien baver tout ça!!


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N'hésitez pas à me déranger, je le suis déjà. ED: CMDR Lord Grinder
n°12684408
Schimz
Bouge pas, meurs, ressuscite !
Transactions (0)
Posté le 20-09-2016 à 14:13:27  profilanswer
 

Onufrienko a un nouvel intérieur (services, très joli, ambiance disco) et une nana en contrôleur de vol.


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çà s'est HFR | Music for the Galaxy
mood
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