Elite: Dangerous - Change Logs

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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Sat Jun 06, 2015 4:29 pm

Elite: Dangerous 1.3 - Powerplay Changelog
Here are the list of changes going in to Elite: Dangerous 1.3 Powerplay

Elite: Dangerous 1.3

- Fix non canopy breach crash in Diamondback Explorer
- Fix incorrect archetype name to prevent crash in supercruise
- Added per cycle bonus credits for Powerplay
- Added per transaction bonus credits for Powerplay
- Fixed Diamondback Explorer and Imperial Courier repair prices
- Fixed missing Diamondback Explorer loading screen model
- Prepare candidates are now sorted locally to take updated systems into account
- Don’t destroy the drones if they lose the thing they are attached to
- Create mission messengers around more suitable bodies
- Added alternate assassination targets to the pilot substitution
- Added Powerplay character images
- Fix shipyard GUI to fit new ship names
- Add message to rank up to indicate powerplay is now available
- A bunch of text fixes

Server side fixes:

- Fix various power rank benefits and system effects
- Adjusted power defection times
- Award credits when completing powerplay actions
- Award bonus payments to players pledged to powers at the end of a cycle
- Fix certain repair costs
- Failed preparations incur a CC cost
- Fix CC balance when systems entered turmoil at the start of a cycle

Beta 8

- Fixed a crash with trade vouchers, this change should fix a similar crash with bounty vouchers
- Avoid crashing if we try to open the system map before the system request has completed
- Don't crash if the missions file we've loaded hasn't got an archetype specified
- Fix maths error when entering station services
- Players without at least a rank 2 in any of the elite ranks are not allowed to pledge
- Added correct Military Rank Mission target to player events and Supercruise
- Fix missing Diamondback Explorer loading screen model
- Enable new newsfeed
- Added images for news items
- Lowered the percentage chance of power ships choosing to interdict
- Upped the value of total global bounty needed to make Bounty Hunters attack after a KW scan
- Drastically upped the total global bounty needed to cause a hitman to stalk the player
- AFM can now repair the tiny hardpoint shield booster
- Reduce chance of pirates/bounty hunters interdicting the player in anarchy systems when the player is low ranked
- Various fixes to get founder decal working
- When searching for a partial name match in the galaxy, sort the results before retuning
- Blacklisted systems are now hidden in the galaxy map power view
- Items shown for livery slots should always be sorted alphabetically in outfitting

And the serverside changes:

- Completing trade missions will advance trade rank
- Modules sell for the full price paid for them
- Fix for rearming repair modules

Beta 7

New content
- New ship: Diamondback Explorer (read more about this, and see an image by clicking here)

- Fix for collector limpets expiring prematurely
- Fix for Smuggle and Delivery missions awarding 0 credits for missions within the same system
- Fix for error when plotting routes in galaxy map
- Fixed some general typos and missing text
- Limpet hatch breaker ammo displays correctly on the ship UI
- Fix for assassin targets changing ship types
- Fixed some incorrect action types for systems on the Power details screen
- Fixed hole on Diamondback loading screen model
- Fix for AI disappearing from Supercruise (emergency drop, but not leaving a FSD wake)
- Fixed missing Diamondback landing gear SFX
- Tweaked throttle use for AI docking and Docking computer
- Fix for docking computer not functioning correctly at times
- Fix for black hole rendering when using Oculus Rift
- Fix for softlock when exiting hyperspace
- Updated expansion/control progress bars on Power detail screens
- Enable Galnet access from Galactic Powers hub

Server log
- Removed global news from the stations' local newsfeed
- Fix for delivering power play commodities
- Fix preparation affordability check

Known issues
- Certain power play rank benefits and system effects may be incorrect
- Galnet news feed is empty

Beta 6

- NPC messengers no longer spawn too close to the player
- Fix for AI docking and docking computer – obstacle avoidance is not enabled on the station approach and flying to holding position
- Fix for Courier engine trails not shutting off when they are suppose to
- Added ability to fit fuel tanks to internal compartments on the Anaconda
- Removed the ‘Disable UI camera lock-on’ from the graphics option screen
- Clicking ‘show headquarters’ in galaxy map now focuses the camera on the HQ
- Fix for visual quality issues when using Oculus Rift
- Imperial style pilot seat for the Courier
- Slightly increase spawn rate for NPC messengers in Supercruise
- Fixed wreckage causing extreme damage when collided
- Increased the following SC hunter and target values to make them more likely to interact with the players
- Updated system upkeep cost
- Bounty hunters will only attack (or interdict) if the target has a local bounty, unless the global bounty is greater than bountyValueToIgnoreThreat
- Fix for mission releated cargo staying in ships hold after completing mission
- Collector drones that scan for targets should now discount targets fired from the same ship but a different control unit
- Drones should no longer be destroyed if they collide with other drones, or scoop-able objects, no matter what sort of drone they are
- Federation and Empire rank assassination mission targets now spawn in Supercruise
- Fix for reoccurring fine after being paid off
- Assassination mission targets now appear in USS
- Fix problem where NPCs couldn’t interdict player (missing interdictor module in loadout)
- Fix for missing Enforcer Cannon has reload SFX
- Fix for hover sound in Power play being too loud when using headphones and night time mode
- Fix for SFX issues on Courier while changing flight direction
- Boost Courier engine SFX in the mix
- Fixes for Starports changing type

Server log:
- - Added repair discounts for Founders and Commander with high faction reputation or an Elite rank
- - Added the remaining Powerplay effects for Controlled and Exploited systems (Blackmarkets, Outfitting, Shipyard, Commodity Markets, System security level)
- - Fix some prepared systems being overlooked when selecting expansion candidates
- - Fix so vouchers no longer remain after a Commander's ship is destroyed
- - Remove some duplicated system names when displaying a Powerplay action that affects more than one star system
- - Fix for paying off some legacy fines

Known Issue:
- Attempting to complete a single Powerplay action that uses cargo commodities to affect more than one system at once will not work. Cargo that affects a single system in a single action should still work fine.

Beta 5

Crash fixes:
- Fix cases where RouteGeometryInstance could crash if locking the instance buffer fails (OSX specific)
- Fix for when glGenBuffers() fails (OSX specific)
- Fix for occasional crash when in the Galaxy map and using the Powerplay view
- Fix very rare crash found in busy network sessions
- Fix for a crash when using limpets

- Prevent supercruise music playing over Galactic Powers screen when viewing in supercruise
- Shield Cells now usable in supercruise
- Balanced another stat that effects heat build up in the Courier
- Ignore request from UI to redeem all trade vouchers if you don't have any vouchers to redeem
- Tweaked the transition between Galaxy Map and Powerplay music
- Fix for Smuggle branches (text)
- Fix for Courier landing gear doors being closed even when gear is deployed
- Text fix for mining mission rewards
- Fix an over-speed exploit that would let people maintain maximum boost speed indefinitely in flight assist off using transverse thrust
- Fix regularly reported turret issues where a turret pushed up to maximum confusion becomes useless
- Fix for final destination lock being lost whenever player targets anything other than a celestial object
- Fixed Diamondback outfitting camera angles
- Fix for Diamondback landing gear not fully extending when deployed
- Fixes for Diamondback hitcheck, decal slot 2 and 3, and lens flare orientation
- Added slave mission variants
- Fixed Diamondback jump flare positions
- Added more chatter lines for hunter NPCs in Supercruise
- Fix for mission text inconsistencies
- Fixed typos and spelling mistakes
- Fix for Merit value not updating after delivering cargo/claiming a voucher
- Fixed camera zoom when focused on comms panel in Courier

Beta 4

Client Changes:

- Fix for shut down crash
- Network stability fix
- Fix error opening system map
- Bounty timers are proportional to the size of the bounty
- NPC Ships in a wing stop moving after the biggest ship is destroyed fixed
- fix for suicide-sideys making people wanted and add some extra logging in case more cases appear
- Show by Population "Min" slider is not having any effect - min value is no longer clamped and now systems below the min population are hidden
- Fixed off by 1 error in the defect popup
- Fixed undermined upkeep cost calculation
- Unable to recentre display using DK2 fixed
- Upping the rewards given on civil war scenarios
- When NPCs are given a "local bounty", there's a chance it'll be with the major faction rather than the minor faction
- Upped the interdiction chance on powerplay assassins and pirates to 60%
- Upped security ships chance to 40% (as they are not so much about interceptions)
- Stop gimbaled weapons being eager little beavers wiggling around when they've no target
- Do not draw motion lines when the location rendering is suppressed (such as in Powerplay screen)
- Fix some odd shield behaviour where it wouldn't change its "is broken" flag in supercruise
- Powerplay details screen fixes
- Missions now using correct Hitman profile
- Capital ships now engage hostile AI ships or the player if the player has chosen a hostile faction
- Changed hand-in contracts to Cargo Required so they check you have the cargo
- Mining mission template fixes - Improved tests in Smuggle delivery (Slaves are no longer food)
- Added graphic for Imperial Courier on the contacts panel
- Control details page now displays base upkeep instead of current upkeep
- Wing UI now shows shields when the wingship is in Supercruise or Hyperspace
- Audio: Add bubble expand audio events for power play galaxy view to the tree different modes
- Audio: Make sure we only send ship voice events about drones attaching to ships if the drone is our own or the drone is clamping to our ship
- Audio: Only send through "Under Attack" and temperature warning ship voice events through to player cockpit and suppress all others if they are in the Galactic Network screen
- Audoo: Fixed power play details audio when transitioning back from galaxy map
- Diamondback is now the Diamondback Scout
- Fixed holes in loading screen model and shipyard model - Diamondback
- Preparation value cannot be seen due to system name being too long fixed
- Added schematics for Diamondback ship
- Fixed holes in loading screen model and shipyard model - Empire_courier
- Stop Powerplay screens being available in tutorials
- Fix overlapping icon/rating on outfitting ship loadout item UI
- Translations for missions added (French, German, Russian)
- Mission text fixes
- UI text fixes

Server Changes:

- Always award powerplay vouchers when destroying NPC trade ships, regardless of any difference in combat skills
- Some neutral systems are now excluded from powerplay
- Fix clearing save games
- Grant more powerplay vouchers when destroying powerplay NPCs outside of a conflict zone

There is a change to the bounty system in this build:

Another new change is coming to the Powerplay beta to how the bounties system works. The length of time bounties are active will scale according to the level of the bounty. So at the bottom end – an assault charge, for example – you would receive a bounty, but the time it remains active will be quite low, say 15 minutes. For more serious crimes the time will increase according to the value of the bounty, so at 1,000 credits it’s a day and up to a cap of seven days for bounties of 7,000 credits or higher. The active time will increase if you commit further crimes, so committing numerous assault crimes will increase the bounty value and the time that it is active. We think this will provide better proportionality for crimes that are committed

Beta 3

- Crash fix for drones having destroyed parent ships
- Fix some ship loadouts causing crashes
- Don't fire beams if a ship is not ready to prevent a crash
- Fix crash caused by improper wakes
- Fix render crash in Powerplay map
- Prevent crash and corrupt save with equipping multiple refineries
- Avoid a crash when saving without a ship state
- Fix low level crash in outfitting
- Increased the Courier's ability to dissipate heat so that it runs a bit cooler and thus can scoop around more stars safely than before
- Use the major faction (in addition to the existing test on the minor faction) when determining if a player is friendly enough with a faction to take a mission
- Audio: Stop ship voice events coming through when the player is in the outfitting screen
- When Options are Cleared and Game Restarts in Fullscreen Mode the Mouse is locked in the Centre of the Screen fixed
- System popup disappears too quickly when hovering on system in galaxy map fixed - small delay added to close event
- Added string substitutions for the abandon and alternate factions in salvage missions
- Minor fixes to mining mission template
- Changed hand-in contracts to Cargo Required so they check you have the cargo
- Reduce spawn rate of elite/founder missions
- Make delivery missions remove correct amount of cargo
- Reward pass on Elite/Founder Missions
- Massacre Conflict target #'s now scale
- State effects added to Piracy Missions
- Make mission times all use the same value
- Remove random elements from scaling stage of some mission reward generators
- Shooting a ship that is aligned to the same Power OR Major Faction as you results in a Power Rank penalty
- Fixed manoeuvrability stats for ships that needed them
- Fixed incorrect radiator stats for Empire Courier
- Add power play details - System Map
- Fix incorrect calculation of contested systems
- Powers on the galaxy map are only rendering on one lens when using the Oculus Rift
- Fix a bug where the incorrect item was being selected from the repairs list
- Fix "against" powerplay actions not updating cached progress values
- Make sure that repair costs are calculated correctly
- Player allied with opposing Power didn't get bounty when firing on a player allied with system's power
- Don't give every mission spawner a better than desired chance of spawning
- Audio: Suppress cargo scoop deployed and retracted ship voice events during drone programming and firing
- Audio: fixed power play bubble audio events not being posted
- Add "Added to bounty" at the end of the "fine gained" message if the player already has a bounty (or dormant bounty)
- "Fixed Weapon" icon for the Advanced Plasma Accelerator is not aligned correctly fixed
- Audio: Fixed some issues with Landing Area animations
- Galaxy Map does not remember selected filter fixed
- Diamondback not resting on landing pad but hovering above it fixed
- Adjusted hitcheck on courier so it can scoop cargo
- On returning to the Preparation menu for Power player after using the View on Map function you are NOT returned to the system you were previously viewing fixed
- Rebalanced damage values to make the Cytoscrambler more useful
- Doubled the combat bond amounts for standard combat zones. Now 4000cr instead of 2000cr
- Fixed an issue where all scroll panes in the Power Details UI would seemingly ignore the first 3-4 DPAD up/down button inputs
- Edited Courier's gear animation to fit design when deployed
- Increased the heat values to something appropriate given the decreased fire rate of the Pulse Disrupter
- Fix a stack of missing mission text
- Fix a stack of GUI text issues

Server-side changelog:

- Decreased rate of reputation decay

New Content/Features:

Powerplay added
Power map views added to galaxy map
Added power information and action screens
Power specific ship modules added
Power specific ambient traffic added
Spawn AI to hunt player if they defect
Power specific goods and actions added

Playable ship Imperial Courier added
Playable ship Diamondback added
Cargo/Mining chunk collection drones added
Fuel transfer drones added
Prospector drones added
Mission system overhaul
Inbox integration for branching missions
Missions scaling up based on rank
Missions scaling up based on reputation with mission giver
Mission targets can be generated in supercruise rather than USSs
Spawned AI difficulty determined by mission (if spawned by mission)
Missions requiring only mineable materials added
Revamped military progression missions
Added Founders and Elite ranked missions
More mission variants added
Chatter tables updated

Updated bounty system
Bounties cannot be paid off (Pilot's Fed contact is gone!), but expire after 7 days.
Major factions don't record crimes anymore, only minor factions. (You may have major faction stuff in your saves left over from the previous system).
Fines now take 7 days to expire, but never coexist with bounties (bounties absorb fines and dormant bounties with the same faction).
Expiry only actually happens when you login, hyperspace or resurrect. (This stops cases of "I attacked a wanted ship that had no bounty a few seconds ago")
Friendly fire values relaxed

Add select nav target functionality to system map
Add mining bonus for mining operations within extraction sites
Added Painite as a minable commodity
Added osmium as a minable commodity
Added low and high intensity resource extraction site scenarios
Loan ceiling scales based on player's highest Elite rank
Founder decal now gold
Added crimes for reckless flying (collisions) within starport no fire zones:
Shields only collisions above speed limit is a fine
Hull damage only above speed limit is a larger fine
Ship destruction within short window after collision above speed limit is a bounty
Respects 'Report crimes against me' setting

Allow any general purpose slot on any ship to contain a fuel tank module
Show progress to next PF rank
NPC chatter works in supercruise
Added rank up messages and animations to inbox

Stability Fixes:

Fix crash when entering icy rings as they have no possible minerals
Fix possible stability issue with AI entering resource extraction sites
Fix access violation when interdicting NPCs
Fix crash when taking high res screen shots with super sampling turned on
Don't try and transfer group leadership for player-owned groups
Fix a crash in keyboard helper when it is unable to find a keyboard locale
Fix for skybox render crash on exit
Fix for memory crash in system map
Fix a crash in the system generation
Fix rank-restricted ships being purchasable and causing server errors
Fix for streaming crash on shut down
Fix server error entering some empty systems
Prevent Module Data Gather crashing when setting modules while looking at the fire groups tab
Fix for invalid shield value in network traffic
Fix ships setting their faction to the non-existent "Anarchy" faction when there aren't any factions around
Fix AI crash in combat zone
[OSX] Fix memory allocation crash
Don't kill the server if we have a hash collision on system name
Fix issue with low level maths during ship docking
OSX: Don't crash if an attached joystick has an invalid product ID
OSX: Fix crash if memory allocation fails
OSX: Fix for various crashes on launch associated with some keyboards and locales

General Tweaks/Fixes

Fix ring scaling on stars in system map
Made the streaks on the Cobra windscreen less noticeable, but more balanced
When we're clearing bounties and resetting hostility states, make sure we do it on remote authorities as well.
Searching for 'PAND' in the galaxy map brings up 'PANDAMONIUM' as the first result fixed
Galaxy map camera now caches its current position for retrieval on returning to the galaxy map
Fix planet popping on approach
Replaced the mute button mode (toggle/hold) with a bespoke option which allows for toggle, push to talk and push to mute modes
Enabling wing beacon enables voice comms fixed
Stop the system info popup preventing clicking the system itself
The minimum value of the lighting curves for stars has been altered so that it scales from a universal base value with star temperature
Moved the UI camera lock on option to the input options screen, to hopefully make it more visible
Updated all resource extraction scenario CSM's to heavily reduce the number of NPC's
Fix missing black hole effect in certain systems - such as Phua Aub SO-Z
Make trade voucher redemption menu options consistent with bounty vouchers - separate menu items for each, and local factions only
Fix police ships spawning at lawless mining scenarios
Reset current target contact when pressing the "select next route system" key
Fix Shield Bank Module not filling properly; this lead to a missing cell when using "reload all" option in station services
Fix to Render order problem with section of Adder cockpit
Changed WING RANGE to EXCEEDS WING for nav panel system buttons
Fix some new modules the wrong amount of ammo (e.g. Shield Cell Banks)
Rebalanced mass lock values across all ships to fix various inconsistencies and also ensured ships overheat when self destructing
Population data inconsistencies between galaxy and system map fixed Belt information are now displayed for stars in the system map
Fix surprise non-zero throttle after pre-flight checks (unless you're using the throttle axis binding)
Toxic corrosive damage from carried cargo now ignores broken modules
Fixed the Fer-de-Lance clipped inside landing pad
Prevent sleeping cargo canisters from penetrating asteroids
One suspected cause for driver micro-stutters addressed
Weapon lighting optimisations
Lighting overdraw optimisations to ship exteriors
Lighting overdraw optimisations to ship cockpits
Lighting overdraw optimisations to landing pads
Fix radiators being damaged and broken by corrosive cargo when nothing else could touch them
Self destruct and Reboot/repair are not shown in the functions tab when in supercruise
Headlook disabled during panel focus fixed
Transaction pane now matches entries using both the id and the type, so the focus no longer jumps to a different section when it updates
When nav lock auto jump fails and suppresses a warning, also suppress the audio for the notification
Default ships to not being full-members of factions - only police/military should be full members. Escorts/wingmen will get the full-member status of their lead
Give escorts/wingmen a default generic escort chatter table rather than the same as their lead
Make AIs respect the FSD cooldown timer, the same as the long timer for players (as NPCs never submit)
Fix incorrect orbital period for Pluto
Move Castellan Station away from Lave 2 to prevent people not being able to supercruise away
AI not subject to heat targeting mechanic in same way as players fixed
Make SSAO respond to being toggled in the options menu
Docking computer not working at outposts fixed
AI ships experiencing difficulty leaving Orbis starport interior fixed
Docking computer gives wrong setting fixed
Removed extra radius added to the 'am I close enough to dock' maths so the distance on the GUI matches the distance required to allow a successful docking request
Fix problem of Outfitting showing the incorrect maximum ammo for Shield Cell Banks
Disable vignette effect for debug fly camera
Fix typos in Leestian Evil Juice description
Update to pirate scanning behaviour. Always scan, whatever the threat value, but potentially block attacking because of threat
Updated station ad screens
NPC bounty hunter scanning update: New chatter triggers added. Added new behaviour: if target is scanned, found to have a bounty below the minimum (but non-zero), warned, then later scanned again, it will then be attacked
Make sure we spend fuel when we hyperspace, even if disconnect before the save-on-arrival
Adjusted military archetypes in war zones, to distinguish them a bit more from lockdowns and the subsequent blockade. Won't interdict clean ships in war, as they are too busy fighting a war to do that
Made the stars and planets wait until they are ready to render, this will fix planets showing up as white for a short time after entering the game
When police scans a wanted target that has a very high threat score, previously it would ignore it; now it starts attacking, says a chatter line, and calls reinforcements
Wing beacon is turning off or timing out and not updating the GUI fixed
When the player equips a module and their ship has insufficient power - we should warn them about power management
Fix no distinction between dormant and active bounties in the transactions panel
Fix throttle going to full when hyperspacing from normal space with FAOff and without using the throttle axis
Interdictions do 10% of the damage of a normal emergency drop
Chance that NPC escorts won't flee but stay and fight
Fix for Commuters having a crazy high chance to flee when their hull got to about 50%
Improved and highly optimised Hangar lighting
Visual improvements, rebalancing and optimisation to hangar particle effects
Fixed typo in basic discovery scanner description
Fix typos in water giant description
Fix spelling for Luyten 347-14 system permit
Remove extraneous space in class M star description
Fix incorrect starting explorer description
Remove unneeded secondary economy from Auta Isuang
Jovian texture replaced wrong default terrestrial texture, schematic height params for this planet type slightly raised for better definition
Fix turrets set to Target Only deciding to fire when you're in the hangar
Adjusted the height of the flood lights around the large landing pad (raised them up by 5 metres) so that they interfere less with the Chat panel in the GUI
Give turret mounts the ability to track 5 degrees down past horizontal, to help ships like the python be able to actually hit small ships in front of it
Friendly fire rules should apply to player Vs player, not just AI
Fix NPCs not giving themselves local bounties
Added ampersand character to text rendering on starports
Don't allow NPC's to jump if they have 0% hull
Prevent docking after the police 'notice' that a player is wanted. This is the same reaction with committing a violent crime near the station
The contents of an asteroid are now deterministic again, and will be the same every time a players logs in and for every player
A history of mined asteroids is stored per player on the web server. If a player tries to mine a previously mined asteroid, they get nothing
Asteroids can now contain up to 3 minerals, chunks still contain 2 minerals
Fix typo in star class L description
Don't go through the process of choosing a new group leader if when the leader dies we aren't the authority, as this will be an authority transfer rather than the leader dying
When a ship is dying and we're setting its behaviour to "Just hit me", we only need to set this as the current behaviour, not the default state
Fix repeat exploration scans cancelling previous scans
Outpost hangars now have new and improved lighting
Rich hangars and inner dock now have new and improved lighting
Fix underside of flood light poking through a hangar and a texture issue on a LOD in the Rich Station interior
Fix police defending wanted ships in their own faction
Thickened up the fine strut detail on the Solar Array LODs which was causing a lot of aliasing as much of the geometry could become sub-pixel at distance. This seems to have improved render quality somewhat, especially in the mid-range LODs
Fix the test that zeroed throttle when docked to only zero when docking state *changes* - allows the throttle to work when using accumulated controls during a pre-flight check
Don't show a ship's health bar if the schematic is showing a subsystem/module
Fixed the decal cameras for the Imperial Clipper
Make sure that an NPC appears after an interdiction if it has been interdicted by more than one player
Make sure that the lead ship wouldn't always head for the wake to drop out into the interdiction
Fix alignment issues with tiny and medium hardpoints, and also splits the doors into separate CSM files so that they can open independently
Fix rings becoming invisible when entering or exiting supercruise
Docking computer resets timer back to 10:00 fixed
Docking computer cannot land the ship if the player resumes control after the docking computer has piloted the ship inside the station fixed
Eagle interior cockpit now has texture
Fix for Asp landing gear not locking down
Improve Vulture LODs
Fix landing gear for Type 6
Fix landing gear for Type 7
Fixed shadow sharpness on cockpits
Fed Dropship Lowest LOD fix
Add a 'Hostile' sign in the same place as the 'Wanted' sign to indicate when the police will attack the player due to bad reputation
Add a missing check that meant mines were being targeted even if there was a better target around
Added rank progress bars
Decal pass for Mercenary paintjobs
Chaff now affects turrets and gimbals by the same amount
Improvements to engine effects overhaul
Improved the appearance of the Hauler drive effects
Stop Spinning AI Ships in Supercruise
AI will try to avoid crossing a player's firing line
Optimisation for partial name search in galaxy map
Fixed hole in Adder cockpit geometry
Pilot and chair added to external cockpits
Reduced range of Medium Empire thrusters light so it doesn't illuminate the Empire Courier's cockpit
Cap bounties to 10 million per jurisdiction - fines remain unlimited
Fixed Asp Gun Barrel Clipping in Outfitting
Inconsistency in the Class Y dwarf stars description fixed
Minor Typos in the Lakon Type-9 Heavy ship text description fixed
Fixed some mixed up commodity labels in French
Fix broken non-breaking spaces in French
Make sure that the gunsights system has sensible start values to prevent odd jumping
Fix a few cases of people with old weapon loadouts being unable to fire
On the galaxy map, "Plan Route" should be "Route Planen" in German
FSD cool-down timer should read "FSA-ABKÜHLZEIT" in German
When receiving machine details in response to wing/invite, try to connect to the machine - fix for some invites not getting through
Various translation fixes
Altered flicker on light to be more subtle in Fer-de-Lance cockpit
Shields persist in supercruise
Fixed not being able to supercruise through a completely invisible ring
Steadily loosen rank limits on supercruise interdiction as security decreases
Allow players to adjust their power pips in Supercruise
Make every capacitor recharge at max rate while docked, since station UI can steal the power controls, leaving players without any sys energy to bring their shield back up
Station entrance VFX optimisations
Don't skip the long shield recharge delay on location transition if your shield were at 0 health
Fix 2.5s hyperspace transition time when jumping from Supercruise
Don't duplicate ships when following a wake
Landing gears are initialised 'down' if you start docked, instead of starting 'up' and immediately deploying
New take on chaff effect, visible from greater distances
Encourage mining chunks to float away from asteroids, not inside them. Also push them out along that direction a little when spawning to help prevent fast moving asteroids from rotating through the new chunks
When weapons have a shot blocked and fail to fire, no longer drain weapon power spuriously
Adjusted some hitcheck were it may be possible to ram your way through a wall in the Coriolis station due to an acute angle in the mesh
Transactions panel will now update the vouchers if they change while it's open
When firing at a moving target turrets confusion is affected by distance so that turrets are more easily confused by sharp manoeuvres at short range than long
Confusion is based on the acceleration of the target in both absolute space and relative to the firer
Rather than Wobbling when the gun gets confused, turrets now tend to lag behind their target instead.
Fix for cartography data being fetched but requested in the previous page refresh
Shipyard now accounts for fitted modules in the Shields and Armour values
Prevent cap ship fighters spawning on top of each other
Only apply capital ship exclusion zone to player ships
Don't say "Warning! Landing gear" when approaching a landing pad if your gears are currently deploying
Class 2 Seeker missiles sometimes fire backwards in a Python fixed
Tweaked ammo amounts for multicannon and rail gun.
When targeting a Point of Interest, show the second detail as the name of the body it's around rather than the type of body. Also show minor faction names instead of major faction
Fix for weapons that fire atomic bursts - rather than draining energy per shot, the energy for the whole burst is drained up-front to prevent the burst getting oddly straddled over time if you're low on power
Added support for warming up shaders - a likely issue causing the big stalls approaching planets
Added better description to highlight the technical limitation of the kill warrant scanner
Fix clothing and consumer technology being the wrong way round in Russian
Speculative fix for Achenar star description is missing in German version
Medium pulse turret stopping aiming fixed
Stop AI ships jumping with a destroyed Frame Shift Drive
Shorten some French strings to fit on the gauge panel better
Fixed incorrect permit ID for Phekda that was causing it to appear as a debug
Update to the Police Hivemind numbers, slight rebalance to minimum delay, max strength and max bounty numbers
Balance pass on SC hunter/target chatter distances
Added alternative mapping for CH combat stick
Fix some inconsistencies in ship vs. environment collisions
Increase persistence for NPCs that are hunting player ships for various readings - this means they are more likely to chase for longer and not so easily thrown off the scent
The new collision crime now checks both ships in the collision; if either has Report Crimes set to true then it'll issue a bounty to both.
Adjusted weapon impacts to reduce spin craziness
Fix to part of Type 9 cockpit which stuck out so far it could be seen rendering through external hull
Fixed a problem where in menus players could choose to play in a private group which they weren't yet members of
The forth user who joins the wing will appear as 'In the menu' to the third user despite being in game fixed
Redesigned control scheme based on suggested scheme found on the forums for Warthog controls
"Prism as One" faction has no description fixed - along with any other Imperial cooperative factions
Fixed some errors in the Imperial Slaves commodity description
Fix spelling for CS Camelopardalis
Mines now do both thermic and explosive damage
Dead NPCs no longer taunt from beyond the grave
Stop NPCs jumping if they are about to die
If stellar surface tessellation fails then make sure we try again on the next frame
Prevent immediately restarting an interdiction tether when an interdiction succeeds
Don't show multiple locations for mission stations in the galaxy map
Further changes to how people manage turrets:
Turrets not in a firegroup won't do anything.
Turrets in Fire at Will cannot commit Assault.
Turrets in Fire at Will won't fire at illegal targets.
Target Only is now a manual/latched fire mode, and can be used on illegal targets.
Fix a non-deterministic 1-frame lag in weapons fire.
Remove the crime exception for point defence guns as they're now covered under the above rules.

Fixed missing mass value for Type 9 reactive armour
Add consumed by and produced by information to Chemical Waste
Improved model culling with stations
Orerve description states system is a planet fixed
Fixed some incorrect Russian words
Improve reconnect handling if a connection to the game server fails
Try not to spawn players inside asteroid belts and more specifically not inside asteroids
Russian translation for 'Jettison All Cargo' fixed
Network optimisations for copying game objects
OSX: enable [Cmd]+[V] to be used to paste text (as [Ctrl]+[V] is used on Windows)
OSX: Fixed the broken planet rings on OSX caused by mips not being generated correctly
Police ships shouldn't ram the player just because they are scanning them
Updates to ring fog system
German language feedback pass integrated
Balance pass on metal types in different ring types
When we are docked, do not allow anything to add wear to our ship
Show whether a black market is present on the station in the system map
Galaxy map popup now always shows who is in charge of a system, regardless of which view is active
OSX: Fix for game window being positioned incorrectly on a secondary monitor arranged to the left of the primary monitor, in OSX System Preferences terms
OSX: Fix for the game thinking that the [Enter] key is still held down after using the [Alt]+[Enter] key combination to switch between windowed and full-screen modes
OSX: Fix for a Core Animation warning on shutdown
Modules can be repaired partially from the repairs screen
Indications to commodity descriptions for their legality (if applicable)
Popup message to go with the inbox message when the player gains a Pilots Federation rank


PowerPlay interface and PowerPlay Galaxy-map audio added.
Diamondback audio.
Empire Courier audio.
PowerPlay reward modules audio added.
Audio for new drone types.
New ship voice lines added.
Added separate GUI blip for when collecting a chunk.
More station announcer voice characters have been added to all factions.
Rank animations audio added.
Deploy and stow on other ships is now audible.
Reduced volume of the gui target hit indicator.
When two weapons of the same type are firing, the volume should no longer increase as much.
Various tweaks to weapons fire so they more or less sound equally loud and don't drown out engines and impacts.
Supercruise engines are improved and have subtle 'judder' when overshooting a planet.
Combat music volume tweaks.
Improved Cobra engines when at a static speed.
Torpedo's explode a little more prominently as befit their esteem.
Fixed several broken Eagle sounds.
Improved looping audio on Hauler.
Improved landing gear audio.
Reduced loud reload on the multi-cannon
Reduced reverb on weapon deploys, to fix oddness in stations.
Allowed impacts caused by own weapons to use a bit of the centre channel.
Tweaks to frame-shift transitions.
Tweaks to NightTime mode and inaudible explosions.
Mix pass on shield SFX for other ships.
Put a slight fade-in on the shield break sounds to make them a wee bit less percussive.
Improved mix on hyperspace tunnel whispers and flybys.
Voice comms mix improvements for better audibility.
Muted unpredictable engine roar on buying a new ship.
Improved the audibility of collision alert sounds.
StellarAmbient/Music in System/GalaxyMap tweaked.
New distance element added for delayed secondary explosions.
Added section to the logo-ident music to transition gracefully between pre-caching of shaders and menu.
Improved lift animations have improved sound also now.
Proximity alarm muted when stationary.
Added a bit more bass to Cannon fire.
The beamlaser had major low end issues when the beam connects to a target which has been fixed (and we could make the non-issued bass louder as a result!)
Added interactive mixing to combat music which responds to how much is going on; fights stay exciting throughout an engagement.
Volume tweak to ambiences in the system map.
Improved cockpit ambiences in Gutamaya and Saud Kruger ships.
Improvements to landing area atmosphere.
Multi-cannon is a little louder and 'clunkier'.
Improved target indicator sound to be less piercing at high volume.
Improved (slightly) Eagle and Vulture sounds.
Improved differentiation of small, medium and large explosions and redistributed these more evenly across ship types.
Improved Explosions so that they remain powerful/satisfying even when further away.
Added sound for when passive scan resolves target as wanted/unwanted.
Added slight delay to ship voice saying "Target Shields Offline" so the shield breaking audio is audible also.
Improvements to deploying/stowing weapons audio.
Light switching on/off is a little clunkier and audible.
Improved audibility on heat alarms.
Reversed the FSD cool-down sound as before it sounded too much like a prelude to a big event.
Improved audibility of mass lock, safe to disengage and speed warning sound.
Improved navigating the system map audio when using mouse.
Improved growl and orientation noises on the Asp, improved boost sound.
Safe to Disengage, Slow Down gui sounds so they are more distinct from each other.
Improved construction hubs; added construction ambiences to the bits that are under construction.
Slightly increased volume of inflicter impacts so they sit better in all mix modes.
Improved station forcefield in night time mode.
Fixed issues with hangar bay mechanical noises and landing gear.
Removed the "warning" from the no cargo voice asset.
Shieldboost and Shields going up/down should be audible on others again.
The explosion when your own ship goes down (booo!) was clipping (double booo!) so now it is at least a nice and clear booo-m!
Fixed sounds being cut out in the GUI when moving quickly over options.
Reinstated missing barrel sound on pulse lasers.
Paintjob audio is audible again.
Fixed missing audio on Beamlaser Turret medium/small.
Fixed some silly clicks on fuelscoop.
Fixed missing front thruster acceleration audio on Orca.
Fixed a bug that removed all bass from cargo pick up sounds.
Fixed missing super-cruise thunder.
Optimized beam impact sounds to reduce memory usage.
Set pulse laser mechanized elements to use different attenuation to help mix it on large ships.
Reverbs use less memory.
Optimisation pass on Black Box flight recorder.
Improved explosion usage of memory.
Reduced length of the Panel loop which saves memory.


Increase mark up when selling illegal goods in black markets
Apply 10% price penalty when selling modules
Increased Vequess' tech level and stocked it with shields
Automatically apply the Sol permit in another situation
Reduced cooldowns on minor faction states: expansion, war, election
Increase minimum tech level required to activate the shipyard and outfitting shops
Reduced the bounty cap to 1 million credits per voucher
Rename some minor factions to make them more unique across the galaxy
Increased outfitting stock levels by 20%
Extremely high and extremely low faction reputations now slowly decay towards less extreme values
Make smuggling profits count towards trade ranks as well as crime ranks

Update: A hot fix for server disconnects is being released in Powerplay 1.3 Beta 2
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Wed Jun 10, 2015 9:10 pm

Elite: Dangerous 1.3.01 incoming
Here's a list of the changes in Elite: Dangerous 1.3.01:

Client Changes:

- Fix soft lock loading system map
- Fix for route plotting: route isn't cleared anymore each time a target is locked. Route is now cleared only when plotting a new route, reaching the end of the current route or when jumping in another system which is not the next destination on the current route
- Fix NAT handling for text chat
- Art tweaks for vibrant and tactical paint jobs
- Fixed Hangar cameras for DiamonbackXL so the right camera is focusing on the appropriate place
- Increase base repair cost for Diamondback Explorer as it was too low
- Fixed miner loadout with missing mining laser
- Updated Hitman Attacks AI archetype to be more aggressive
- Altruism Missions Will now remove all cargo upon completion
- Massacre Killcounts now update and display correctly across panels
- Make the nearby faction station generator check for permits
- Text fixes for branching massacre and assassination missions
- Audio: enabling diamondback other soundbanks on mac
- Fix HeatSinkLaunchers firing multiple heat sinks
- Fix missing space in news item headers
- Fix a bunch of UI text issues

Server Changes:

- Fix rank benefits for reducing fines and bounties from committing crimes
- Various performance and reliability improvements, including significant improvements for hyperspacing and exploration scanning
- Fix some missing ships that should have been stocked by various powers
- Commanders who cannot load back into the game after a certain type of Hyperspace failure should be automatically rescued to one of the last 5 systems they jumped from and their fuel tanks filled.
- Fix faction influence levels when many factions experience significant influence drops in a given star system

To address problems from the above issue, all minor faction influence levels in all star systems have been reset back to their state just before the release of 1.3

For those Commanders affected by the problems with military ranks, their Federation and Empire progression has been restored to the state just before the release of 1.3

Mission Server Changes:

- Missions should now give correct rewards
- Massacre missions should now payout correct reward
- Removed redundant TimeLeft element from Abandon Branch ship panel
- Reduced NPC Messenger spawn chance
- Various text fixes

Edit: Added Mission Server changes and new rescue system for lost commander data fix [Michael]

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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Thu Jun 11, 2015 11:45 am

Elite: Dangerous 1.3.02 incoming
The servers will be down from 4PM BST for approximately 60 minutes to allow us to update to Elite: Dangerous 1.3.02

See the full changes below:

New features/Updates
- Updated to Oculus SDK 0.5

- Added custom decal slots to Courier
- Various text fixes
- Added Power insurance discount information to death screen
- Fix for resource extraction sites using repeating ships when spawning new ones
- Fix for the various intensities of RES locations. High, normal and low now mean high skill, medium skill and low skill, which they didn't before
- Tweaks to collector limpets behaviour; prevent them spinning in circles when trying to collect
- Fix for collector drone attempting to grab the same asteroid fragment repeatedly
- Reduce time it can take to enter Supercruise
- Tweak refuel costs when adding more fuel tanks to the ship
- Reduced the amount of wear damage taken from emergency super cruise drops
- Reduced the amount of wear damage taken when interdicted
- Fix for randomly losing rank
- Players no longer receive a bounty if they ram a ship near a starport, and the starport kills the ship for another, unrelated offense
- Fix missing Russian glyphs
- Tweaks when using control pad to navigate Power Play screens
- Add ability to scroll cartographic data list with joystick or keyboard
- Fix for overlapping community goal on bulletin board

Thanks guys!
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Sat Jun 13, 2015 1:09 am

Powerplay Update 1.3.03 Incoming
Powerplay update 1.3.03 is incoming at 2.30 pm (BST). The client update contains a single fix to address mission related adjudication server error.

It also contains the following server changes:

- Updated the CC balances displayed for each power (Note that this includes the overhead for number of systems that are controlled or exploited by that power - this is being added in a client update next week)
- Significant performance improvement to the exploration servers

For those Commanders with a lot of unsold exploration scans from before the release of 1.3, we've started to upgrade the older data to make them as quick to sell as more recent scans. This is a background process, so whilst we have added more server capacity, it will likely take most of the weekend to complete.


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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Wed Jun 17, 2015 5:43 pm

Powerplay Update 1.3.04 Incoming
Powerplay update 1.3.04 is incoming at around 11:30am (BST).

Client change log:
- Fixed hard lock caused by galaxy map search
- Fixed memory leak in drone component after an authority transfer
- Fixed AI crash between two ships
- Fixed Mac crash in stellar forge
- Fixed drone crash caused by asteroid ID uncertainty
- Fixed low skilled ships appearing in RES points and conflict zones
- Various stellar forge server optimisations
- Fixed off by 1 error when displaying which systems will be prepared
- Mac: Updated GL Sampler and Texture checks to be more explicit
- Added overhead field to power overview page
- Fixed some network spew when connecting to server
- Various text fixes

Server change log:
- Fixed no fines or bounties being imposed for crimes committed in Pranav Antal’s control systems
- Fixed rating benefits for increased bounty and bond values
- Various exploration data reliability improvements
- Fixed trading modifiers for Edmund Mahon
- Fixed powerplay effects on smuggling crimes
- Fixed decals and integrity repair costs for Imperial Courier

Mission fixes:
- Mining missions now request Platinum not Palladium.
- Variant massacre missions changed to use the same system generation as the main template.
- Alternate Assassination missions no longer have timelimits of 0h 0m.
- Various text fixes
- 'Standard' and Rank Massacre missions will no longer give war/military targets.
- Rank missions should no longer give other faction rank as reward.
- Altruism missions now check for total cargo space, not current free space. This allows players to take missions when carrying cargo in their bay as long as the mission requirement doesn't exceed their total cargo capacity.


Server hot fixes applied for:

- Fix unable to sell commodities at markets
- Fix ship integrity repair costs
- Fix Elite Founders outfitting purchase prices
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Fri Jun 19, 2015 2:23 pm

Powerplay Update 1.3.05 Incoming
Powerplay update 1.3.05 is incoming and due to arrive around 12:15pm (BST).

Client change log:

Localization strings updated
Fixed various missing text strings
Commodity text fixes
Retain a discounted hull value when rebuying a ship after dying
Fixed 'back button' sound not always playing
Fixed Powerplay Scenario generation bugs
Fix for crash with drone authority transfer

Server change log:

Applied Senator Patreus' weapons discount to the Powerplay unique weapon modules
For very high faction reputations, changed decay to apply only to major factions instead of only minor factions
Remove some incorrect first discoveries with a zero credit bonus in certain cases when a body has already been discovered by another Commander
Fixed certain star systems' exploration data so they again display the first Commander who discovered a body
Fixed powerplay bonus trade profit vouchers not being displayed in the transactions panel in the cockpit

Mission fixes:

Fixed various mission text strings
Fixed slave delivery mission text
Assassination text/contract consistency fix
Fixed issue with substitution of NPC pilot names in mission strings
Fixed Elite missions having two rank requirements
Make permit missions require allied reputation
Founder and Elite missions are no longer restricted to Empire space
Make delivery missions remove correct amount of cargo
Balanced the chance of an NPC messenger spawning across relevant mission types
Handing in required cargo quantity completes Ranked Collect missions as expected
Fix to give correct rewards
Rewards updated for Elite/Founder Missions
Massacre Conflict target numbers now scale
Removed redundant TimeLeft element from Abandon Branch on ship panel ('0H 0M' left)

Mac specific:

Fix for crashes reported from 'StarTextureGenComponent::ReadVectorField()'
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Thu Jun 25, 2015 9:46 pm

Powerplay Update 1.3.06 - incoming
Powerplay update 1.3.06 is coming shortly, the servers will go down at 10.30 BST and will be down for up to 30 minutes.

Client change log:

- Prevent crash if we lose network connection while dying
- When a client requests contact with an as-yet-unseen different client, don't crash
- OSX: Fix crash in stellar forge
- OSX: Fix crash in supercruise
- OSX: Fix crash loading nebula textures
- Fix monotonic timer crash
- Fix crash in control bindings activity
- OSX: Fix input memory leaks
- Crash fix for a rarely reported issue ship being docked to a station that is not in a state to provide interfaces
- Fix prospector drone crash
- Promote people when they complete a rank up mission
- Fixes for malformed mission text strings, including minor faction symbols missing hashes
- Tweaks and cleaning up of salvage and smuggle delivery missions
- Fix having 0 shields after an ungraceful exit
- Fix to enable all wake scanners to work in super cruise
- Don't allow ships to score the last hit (or kill-assist) on themselves
- Fixed status labels/icons in expansion and control screens not matching what's going on in the graph
- Add skill for major factions in modify reputation detail
- Added language check when reading the cached powers list
- Fix faction consequence generators for donation missions
- OSX: Fix for pitch/yaw 'jolt' when using mouse input and launching, or returning to flight from another game state
- OSX: Fix for the mouse cursor remaining visible when it should not after OSX 'auto-shows' the dock
- OSX: Fixes for issues with the Apple Magic mouse and MacBook trackpad "scroll wheel"
- Reduced the stalk base alpha, and the radius from the cursor upto which they are drawn.
- reduced the dot, system label and region label sizes. The screen was feeling a bit too cluttered.
- Various text fixes

Server change log:

- The popular SideWinder now has a reduced tech level required to produce it, so fewer shipyards should be left empty across the galaxy
- Activated Powerplay effects to make the appropriate Commodities legal or illegal in markets controlled or exploited by Powers. The System - Authorities have been informed about these changes to their prohibited lists.
- Various reliability improvements for exploration scanning and station services

Balance change log:

- The number of votes assigned to players has been increased
- Requirements for fortify and undermine have been increased by 5 times – this is to encourage more tactical play and we believe this will need increasing further but will review on the next cycle.

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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Wed Jul 08, 2015 10:40 pm

Powerplay Update 1.3.07 incoming...
The following changes are included in the update:

Server change log
- Fix for discovering and scanning new stellar bodies not always showing up on system map
- Fixed Hudson’s outfitting discount benefit
- Fixed cases where player received rank up message, but rank stayed the same

Client change log
- Fixed accidental pasting of clipboard contents when typing ‘V’ in the galaxy map search box (OSX)
- Increased radius of the sphere of systems used to generate missions from 10ly to 15ly, allowing all permit systems to be within range of at least one system that can give the permit
- Various text fixes
- Fix crash in PlanetNoiseTextures (OSX)
- Fix crash in IShipMining interface
- Fix crash in SheildEmitterModule
- Fix crash in GalaxyRenderManager (OSX)
- Increase the limit of cargo that can be dumped before being culled, depending on location (near starports or scenarios limit stays at 20. In deep space it’s now 100)

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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Wed Aug 05, 2015 9:05 pm

Powerplay Update 1.3.08 Incoming

Powerplay update 1.3.08 is incoming. The servers will be down at 10.30 BST this morning and will be offline for around 30 minutes. This update has the following changes:

- Fix crash trying to update a drones location post physics when attached to a target ship which has no longer got any attach points
- Fix crash on drones when changing authority fails
- Fixed issue with mission cargo generation not storing the starport type on its destinations. Was allowing players to accept delivery missions to outposts with large ships
- Avoid deadlock when a machine (re)connects and the machine also has a pending routing query (from a different machine)
- Request routing data from the server as soon as we receive a sync letter from an unknown machine - may fix some connection issues
- Fix for merging islands in supercruise
- Fix for LAN connection issues (after conencting over lan, if both players had upnp enabled, it was switching back to wan connection)
- Allow recognition of a LAN-connected machine, in cases where Turn had failed to initialise
Add a new appconfig option, RouterPort, to tell the game that a port has been explicitly mapped on the router (another config setting affecting upnp has also been renamed to avoid ambiguity)
- Various telemetry fixes
- Make sure a machine is released from the server if they have disconnected
- Improved invalidation of client-side caching of Powerplay cycle changes
- Low level thread affinities change - possible fix for some stuttering seen on some machines


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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Wed Oct 07, 2015 9:32 pm

CQC Update 1.4
Greetings Commanders, here is the CQC 1.4 update change log!


- CQC Added!
- Imperial Eagle added
- Federal Gunship added
- Federal Assault Ship added
- Hazardous resource extraction sites added
- Compromised nav beacons added
- Legal salvage missions added
- Added Outfitting for CQC
- Changed how powerplant damage is handled - small chance of instant destruction, otherwise malfunctions and halved power output
- Assign Imperial Eagles to those who should have them from their backer rewards


- Speculative fixes for several rare crashes
- Fixed soft lock on login
- Crash fix for a rarely reported issue ship being docked to a station that is not in a state to provide interfaces
- Fix crash where the station news updates while quitting the
- OSX: Fix crash when generating star textures
- Prevent a crash when drones hit shields after recent changes to damage
- OSX: Fix for occasional assert due to unexpected texture
- Avoid firing beams if the firing ship is not ready and so causing a crash
- Prevent crash when trying to scoop something that no longer exists
- Fix crash caused by chatter in supercruise
- Fix crash when shutting down while looking at a mission in the bulletin board
- Restructure some checks so we don't fatally crash when there's a missing entry in the exploration database for an object we've targetted
- OSX: changes to reduce crashes due to low heap memory, including changes to use memory more efficiently
- OSX: fix for occasional crashes when closing the game window
- OSX: fix for a rare crash in the keyboard handling code on startup
- OSX: fix for potential cause of crashes in OpenGL code
- Fix a zero burst interval in plasma point defences
- Fix memory leak in ring cell generation
- Fix duplicate system ID
- Crash fix for invalid positions being passed
- Fix a pair of crashes that can happen if trying to place a scenario with no valid body list, and cope with this selection failing gracefully
- CQC: Fix a memory leak caused by the NavMarker holding onto its radar marker after the location that created it is destroyed
- Prevent crash if power data isn't available (such as in CQC)
- Low level UI crash fix
- Contacts panel restored in CQC to allow muting of other players
- CQC stats should start tracking credits earned through CQC and only count offensive weapons towards ‘favourite weapon’
- Add a few more stats to the cockpit panel
- Fix Powerplay outfitting discounts when in Beta test mode
- Fix a server bug when scooping a mineral fragment that then requires processing multiple refinery buckets into multiple cargo units at the same time
- Adjusted text field size in OptionsScreen.swf to account for larger text strings
- Don't show debug names for unbound controls
- Make the score summary UI in CQC aware of fov (prevents scaling during fov zooms from death cam)
- Fixed main menu spending up to 1.5 mins on a black screen if the player loses his internet connection just before going to the CQC menu
- Removed offset in UI rendering which should sharpen things up a bit
- Allow NPCs to start interdicting the player while they are charging for a hyperspace jump (but not once the countdown has started)
- Scoreboard no longer refers to the players gamertag - it uses the commander name which might look the same - isn't!
- Fix assert message and telemetry to report the correct bucket IDs when we receive an incorrect ID from the web server
- When you are kicked from a game due to inactivity, it now displays an error message on the main menu to say why
- Fix the reverse resistance armour text so it says it's strong vs kinetic and weak vs laser
- Make sure that if we disconnect while in the CQC menus we go to the disconnected from CQC state
- When there is a session error, make sure that we disconnect from the game
- Fix a bug where the player's current team was reset from Blue to None
- Fix a bug where shield regeneration would appear to stall in cases where the current delay after break was longer than the delay after hit (only experienced by some CQC ships with 1.5 or less pips in SYS)
- Various Numerous text fixes
- Fix missing shield rings in GUI


- Reset the backfill timer when leaving CQC or ending CQC gameplay. This prevents it from trying to start backfill matchmaking when not in a game session
- Increasing the amount of time it takes for the shields power-up to respawn to match the others
- Control changes for context schemes so that they maintain keyboard alternatives wherever they were present in the original control pad scheme these were based from
- Fix spawn points facing the wrong direction in Elevate
- Decreased the time the highest end AIs spend "on" the interdiction vector to make them a little easier
- Prestige icons not displaying
- Corrected the text for Deathmatch to state the correct amount of points needed to win
- Fix for player name in CQC turning white when not highlighted
- Correct CQC stats are now on the right hand panel in the ship cockpit
- Decreased amount of time between CQC matches once in a session
- Fix for control UI staying on screen in supercruise
- Fix for text in control settings screen being cut off after scrolling
- Increased duration of damage powerup
- Increased the time it takes for the shields power up to decay
- Fixes to the Anaconda model
- Fix for F63 Condor boost actually causing loss of speed
- Fix for deathmatch draws being recorded as losses
- Fix for not being able to navigate through squad list
- Various network optimisations
- Don't try to generate scores if we don't have the data for them (stops crash)
- Don't crash if a ship has an invalid loadout in CQC
- Fix a server crash to do with updating a users machine handle when they previously weren't in the game
- Fix server crash if players haven't been cleared out from the lobby
- Crash fix for network replication occurring in the wrong order in CQC
- Update mute symbols in lobby correctly
- 'Capture' and 'Protect' indicators do not move / may not render while in Oculus Rift fixed
- Make sure that we are removed from a wing when we end a proving ground game. This should fix an issue with opponents in deathmatch appearing friendly
- Fixed where players didnt always get assigned to the team the the lobby wanted to put them in
- In the CQC Outfitting, boost diverters should not show class/rating/mass, instead they should show Power Draw and Boost Speed Multiplier
- Fix for selling illegal drones (sometimes known as limpets)
- CQC matchmaking reliability improvements
- Re-enable starter packs on Beta Test
- Add the Empire_Eagle_Upgraded template to the Imperial Bounty Hunter starter pack
- Background sim fix to stop a faction declaring war on more than one opponent per tick when there’s more than one eligible
- Major refactoring of PC CQC Matchmaking game notification sending
- Stop titles appearing in the body of Galnet articles on the website
- Persist the Ship Lights option through location transitions, but not save/load
- If the refinery is idle and has a non-empty hopper, try to reallocate these materials to the bins
- Fixed high ranked AI ships not being able to fire due to empty WEP capacitor!
- Pressing enter when going into the outfitting will result in no ui being shown fixed
- Fix hole in Hauler cockpit geometry
- Diamondback Explorer Image in the contact panel was missing now fixed
- Docking computer failure at station type Orbis fixed
- Added a case to handle WM_MENUCHAR messages, which were causing the system to beep when Alt+Key combinations were pressed
- Local Cartographic Data Filters not working fixed
- Adjustments to how penetrating shots work:
- If no standard penetration depth is set for a ship, use 75% of its size in the smallest axis (rather than 100m). As no ships actually had this value set this will stop shots going all the way through ships to hit modules at the back
- Remove spurious increased penetration distance from medium beam turrets
- Railguns now have extreme penetration distance (will pierce to any module on any ship)
- News ticker can now be clicked to jump to a particular news item
- Unable to select system with mouse fixed
- Landing gear speed limiter is now tied to the landing gear toggle rather than what the gears are actually doing
- Prevent Hardpoints being told to fire when docked
- Fix issues where the station doesn't retaliate when being shot
- Edits to dirt and scratch maps to work with new white underpaint colour on Imperial ships
- Co-pilot seat added to external view for Python
- Fix for LAN connection issues (after conencting over lan, if both players had upnp enabled, it was switching back to wan connection)
- Fix for problem where drones delivering cargo canisters belonging to another authority would scan for new targets and pick the same canister
- Fix for NPC miner loadouts that are missing refineries
- Fix for NPC pirate loadouts that are missing cargo scanners
- Fix for merging islands in supercruise - changes in scanner range (due to acceleration) were not being handled correctly
- Fix spawning fighters from capital ships
- Make sure police escorts get police names, rather than random NPC names
- Stop pirates from scanning target after they've pirated it
- Miners check their refinery while mining and if it's destroyed they'll jump away
- If NPC hull is below 20% when being spawned in supercruise don't try and interdict anybody
- Removed some rogue geometry in Sidewinder cockpit that was resulting in a thin purple line in front of the camera
- Fixes to police response:
- update formulae for strength/delay calculation to match latest design numbers
- investigation strength hard limited to calculated value, previously could go over rather than leave a remainder; reinforcement can still go over
- don't try and respond to crime in supercruise
- correctly set the limit on investigation ships to be the score of a viper, fixes only getting the lowest-scored ships for investigations
- Don't allow NPCs to interdict if the target is charging their hyperspace drive - previously only blocked the interdiction during the actual countdown
- When the lead of an NPC wing dies and a new NPC is chosen, re-run the code that choose their chatter table so that it uses the correct one
- Request routing data from the server as soon as we receive a sync letter from an unknown machine - may fix some connection issues
- Allow pirates with low hull to dock at non-anarchy stations - gives them something to do as they can't interdict
- Add pirate threaten & cargo collection behaviour to the Pirate Hunter Hostile archetype, copied from standard Pirate archetype. They can now be pacified by dropping cargo, and will collect it
- Fix potential cause of excessive number of escort NPCs if they had a different authority from the lead
- Give AI wing members the same wanted/clean status as their lead, so the whole group will have the same status on spawning
- Increased malfunction chances on dumbfire missiles as they were far too low
- Made Viper hardpoint-cavities deeper to prevent the weapon clipping when retracting it
- NPCs can interdict other NPCs
- Fix combat bonds not disappearing from the transactions panel once they're redeemed
- Fix outfitting screen giving inaccurate ranges for sensors, scanners, and ECM. Now uses the standard 3 sig fig instead of rounding to the nearest km
- Stop mission messengers from constantly spawning and talking to players
- Reduced the size of the anacondas powerplant hit
- Enforce minimum of 10 credits to hull repair cost check
- Fixed the missing texture on Vulture debris, and increased explosion speed of drifting debris
- Added 'Shader preparation on startup' option to the 'graphic options' screen
- Re-mapped part of the back of the landing pad skirts to break up the repetition of a texture
- Police Hunter Hostile ships will scan their target after interdicting it, rather than opening fire immediately
- Increase health values for Diamondback cockpits
- Updated the pirate lord to have a better pirate-y loadout, he had no interdictor or cargo scanner
- Galaxy Map Trade Route 'Clear' button cannot be easily access via gamepad fixed
- 'Recovering' minor faction state progress added to UI
- Don't reduce powerplay ships when in a taking control state
- Fix cargo losing it's powerplay origin when eject-and-collected
- Derive the number of visible stars from the galaxy map graphics setting
- Updated Warthog control scheme to allow full galaxy map and system map control with the joystick only
- Predicted CC news items added
- Discard cargo dialog now supports 3 digits
- Fix floating point inaccuracy with large fuel tanks and fuel consumption
- Bulletin board now shows which major faction a mission is related to
- Prevent mines and missiles from jumping vast distances when they shouldn't
- Fix missing asteroids in thin rings.
- System scenarios are regenerated when system state changes
- Incorrect Station Name Display On Menu after Docking at 2 stations fixed
- Game sometimes loads with starport services missing when playing loads in docked fixed
- Station Services GUI fades but remains whilst descending into hangar fixed
- Reduced colour value of scratch map to ensure no damage present when Imperial Clipper is 100% repaired or new
- Powerplant damage changes - rather than going critical when badly damaged they will drop into a limp-home state and provide 50% emergency power. If the power plant continues to take damage (past a threshold) there is still a chance they will fail critically and take out the ship. The Reboot/Repair sequence is now able to repair powerplants to restore full functionality
- Updated Pluto and Charon to use rocky template rather than icy
- Tidied up our display of 'pending' and 'recovering' states in the reputation tab
- Community Goal "How To" Box displays as boxes when in russian fixed
- GUI rendering optimisations
- Reduce station rate of fire, but increase per shot damage to compensate
- Optimisations for star searches
- Fix binding GUI not allowing us to bind axes that don't already have one
- Fix for flickering white square in starport
- Fix for mining lasers not having gunsights (includes Torval's Mining Lance)
- Added more chatter line variety
- Fix for supercruise island merging
- Add chatter to provide reason for security ships attacking player
- Optimisations for scanner rendering
- Better shuffling of map choices for CQC
- CQC Loading screen to replace the spinning ship model
- Cannot check Scoreboard During Killcams fixed
- Add speaker icon in CQC lobby to show who is speaking
- Speculative fix for some stuttering in supercruise seen on Win10 machines with AMD graphics cards
- Add ability to mute a player in the lobby
- Fixed Power's control page text cut off
- Damage tweak for the CQC rapid fire cannon
- Optimisations for power distribution management
- Player allied with opposing Power didn't get bounty when firing on a player allied with system's power fixed
- 'Cargo scoop' indicator light wrongly labeled 'Landing gear' fixed
- Fix for CQC back lighting being inconstant with angle
- Improved spawn point generation for CQC maps
- Fixed hitcheck on the pipes around the central area of objective towers
- No visible timer during CQC match fixed
- Show the killer pilot name in respawn menu, don't show anything if we don't have a killer
- OSX: Fix for custom mouse cursor sometimes disappearing, particularly on lower-spec machines
- Repeating Dialogue When Being Asked to Accept Alternate Mission Parameters fixed
- Fix inbox message contract elements for delivery missions
- Update how conflict scenarios are generated, and the triggers for scenario generation:
- Multiple wars/civil wars in a single system
- Remove some oddities in wars spanning several systems
- Wars between non-controlling factions are allowed and will co-incide with scenarios generated by the controlling minor's state
- Update the logic to trigger a rebuild of scenarios to watch and make use of the last changed seed, along with the ability to generate zero scenarios - Should fix several cases where scenarios should show but don't (though the case of zero planets in a system still causes problems)
- Fix the occasional insanely large amount of time spend in the advance of matchmaking lobby
- Made low colours the same as normal colours for large icons on the scanner in CQC
- CQC prestige button now available when rank 50
- Added error messages for a number of CQC invite error scenarios.
- Already in the squad you were invited to
- The other squad is closed
- The invite was not yours to accept!
- Fixed module hit locations for all ships, improving layout and correcting oversized/overlapping setups
- Fixed a bug with the tea traders to allow them to trade tea in Star systems exploited by a Power
- Fixed buying exploration data when then only thing a Commander knows about a star system is its name
- Improved Powerplay cache behaviour for Players connecting within a couple of minutes after weekly maintenance
- Support multiple conflicts within a given starsystem. However, one minor faction can still only be involved in a single conflict, no matter how many starsystems they're present in.
- Fixed some minor faction economic states so they once again affect influence levels
- Minor faction conflict states can now take precedence over economic states, which should fix many one sided conflicts
- Star system stability factors now affect rate of change of minor faction influence levels, making it harder to affect influence in systems with any of large populations, higher security, development level and standard of living.
- If the server doesn't think we have any paintjob wear, but the client thinks we have a tiny bit of wear (<0.000001), we will just ignore it
- Fixed missing rank icons in manage party screen
- CQC Rogue spawn point is no longer hiding in an asteroid
- Add'restore defaults' button on the Graphics and Audio menus
- Improve abandon branch rewards for massacre missions
- Replace &nbsp; (non breakable space html) by unicode value when generating loc files
- Updated the minor faction state durations to give a much more dynamic galaxy
- Audio optimisations to tackle clicks and dropouts
- Show rank and stats on player stat cards when inviting them or looking in the lobby
- Closing the Pause Menu's Help screen after focusing on UI panels reverts to incorrect focus fixed
- The matchmaking lobby will now also has the id of the squad a player is in, it can use this to try and make sure squad members end up on the same team
- The account linking interface will not display the virtual keyboard if the field is accessed with a physical keyboard
- Make sure we correctly award score for actions in capture the flag
- Network fix for wings not working in private groups on a shared router
- If a user tries to load into a CQC game that has ended then stop the loading and go back to the menu and wait for the next match to begin
- Don't auto-decline wing invites while permissions are being fetched
- Fix a rare bug where a station could be destroyed and recreated while hyperspacing or supercruising away form the station
- Show aloading screen (with spinning ship) when changing ships at the shipyard
- Fix for DiamondBack Scout missing all unique audio on Xbox One and OSX
- Disallow wing invites to friends whose online status is in CQC
- Destroying an NPC's power plant, and them not exploding, results in the AI continuing to fight like normal fixed
- CQC: Moved a number of in-map asteroids that were clipping through 'background' asteroids when rotating
- Show gamertag/commander name of current player in the Clear Save button
- OSX: fix for mouse cursor remaining on-screen after attempting to use [Cmd]+[Shift]+4 to take a screenshot in flight
- Improvements to matchmaking QoS failure handling, to prevent it from appearing stuck to the player
- CQC: Added a confirmation dialog box when quitting out of matchmaking
- Updated the minor faction state warmups, durations and cooldowns to give a much more dynamic galaxy
- Retune influence and faction state bucket values from all player actions
- Allow fortify and undermine actions for turmoil systems
- Correctly handle losing turmoil systems to revolt if the power in turmoil nearly expanded their way out of turmoil only to be undermined back into it again
- Fix an inconsistency between the powerplay CC balances displayed to the players and used internally by the servers in the turn when a Power has just emerged from Turmoil
- You cannot open the galaxy map from a mission contract when using headlook mode fixed
- Dont open uneeded talk channels in the CQC menu, this should reduce some spam in the comms panel
- Make sure configurable buttons and toggles wait for the presets to be loaded before they start, this fixes an issue of some bindings not working when starting the game until you go into the controls binding menu
- Fixed an issue with the control presets not being sorted when they are first loaded, this caused your control scheme to change when going into the controls menu and then backing out of it without applying changes
- In a deathmatch game, when the lobby is about to start sure the player as blue and everyone else as red
- Improve behaviour when experiencing disconnection on the CQC menu
- Fixed an incorrect TDM spawn on Cluster Compound
- CQC: Fix for fast charge shields taking longer to recharge than the default shields
- Further fix for IP4/Nat issues: do not change the "ConnectWith" decision during constructor or SyncArrived, if a decision to connect via Lan has already been made
- Fixes the right and left panels getting clipped at 720p for the Eagle and Empire Eagle
- When multiple players draw for the win in a deathmatch, display all the winners at the top
- CQC: Adding in the ship specific info for the efficiency shields so it only appears for the Eagle. Also made it so it consumes less power
- Added a cooldown period to the shield cell ability in CQC. This should balance it's use to be much fairer, especially in CTF
- Make sure that full connection information is carried through the STUN server results
- Flight Assist state should not be preserved between ships when dying in CQC
- Store the currently active fire group when the player's CQC ship is destroyed
- Make sure the rank cached in the CQC lobby data is updated after a game as a player might rank up
- Corrected the power draw setting on the light shields for the fed fighter
- Make sure that we stop trying to attach the flag to the flag carrier ship if the flag is no longer being carried
- When opening the CQC stats screen, put it into a loading state and then fill it with data when the web request returns. This stops the user from being unable to do anything while it is waiting for a response
- OSX: Fix for intermittent glitches in GUI output on Nvidia cards
- CQC: Fixing and balancing the boost diverters on the ships
- CQC: Making the single cycle shields take longer to regen as designed
- Clear CQC error message queue when resetting game, so the next user doesn't get irrelevant error messages on the main menu after signing in
- CQC: Making the Hyper Charge shields re-charge faster
- Show a better message when chat is disabled in Death Match. Also only show it once, don't spam it
- Don't show voice comms notifications for (definitely) blocked players. Can join their team in CQC or a wing with them - we can't actually communicate so don't indicate that we can
- Fix error with missing soundbanks
- Show a loading spinner while clearing saves
- Slight change to cursor logic. Now, only lock an invisible cursor to the centre of the window if any mouse traps are active
- OSX: Fix memory error with cursor
- Reduced the audio virtualisation distance of scanners
- Correctly kick out a minor faction from their system when they're displaced by an expanding faction
- Bindings disabled in CQC should not be enabled by rebinding
- Added extra fields to the power details screens for systems that are in turmoil
- Added approved player group descriptions to the galaxy map
- Make interdiction a bit fairer, it isn't so weighted in favour of the person being interdicted
- Fixed missing damage sections on Anaconda
- Fixed user display name not being set properly after creating a new commander.
- Increasing the radius on Ice Field slightly so players have a bit more space behind the structures

Audio ChangeLog

* New Features:
- Audio for new ships: Imperial Eagle, Federation Gunship, and Federation Assault Ship.
- More CQC audio improvements.
- Added CQC combat music
- Audio for CQC lobby and results screens
- Many optimisations in the audio systems and assets (benefits Mac, PC and Xbox One users), details below.
- Added dynamic occlusion/obstructions system to CQC, to muffle/mute ships when they are behind other objects.
- Fixed audio getting stuck in lobby.

Changes, Bugs & fixes:

- Added a boost fail sound.
- Minor update to the hauler sound, slightly louder boost.
- Added sounds for Leave, defect, nominate and pledge in power-play menus.
- Multi-cannon mechanical sounds are slightly pushed back and gunshot noises slightly pushed forward, also added a bit more bass.
- Gui hover sound in power-play menu has been tweaked.
- Courier added bits to the boost sound, improved audibility of main engine layer, improved orientation sounds, improved loops.
- Lowered Diamondback audio as it was generally much louder than any other ship.
- Increased the volume of music stingers when switching between articles in GalNetNews.
- Courier boost moved to rear speakers.
- Volume tweaked really loud door hinge on landing gears.
- Tweaked Courier Hardpoint door and Engine Flaps.
- Cannon Impacts are more audible.
- Improvements to the way landing pads sound.
- Balanced missile lock on sounds.
- Less intrusive way of filtering beam lasers when they are low on ammo and constantly re-triggering because of weapon recharge rate.
- Added a background ambience to Powerplay menu's for when music is muted.
- Shield impact sounds on others and self slightly are more audible during combat.
- Armour impact has less wizz and more metallic bang. Stands out better during combat.
- First phase of mixing weapons, other engines and other weapons. Long term goal is to make combat more exciting and other ships more audible around - commanders, we're doing this in stages across the next few major updates.
- Impact sound scales up with volume of the game to always be noticeable.
- Multicannon and Pulselaser tweaks.
- Improved ship voice glitch effects.
- Self destruct alarm sequence tweaks.
- Improved CQC forcefield to stop it getting very loud if you park next to it.
- Fix to Hauler HP Doors.
- Various fixes to make impacts on self more audible.
- Fixed a bug that would sometimes mute shots from the multicannon.
- Fixed multi-cannons firing in an uneven rhythm.
- Fixed sound cuts when going between galaxy map and power play menu.
- Fixed galaxy map bg music playing in power-play view mode.
- Fixed missing sound on Small gimballed Cannon.
- Fixed missing reload on Enforcer Cannon.
- Fixed a bug where firing weapons of one type could duck the sound of weapons fire from another type, making weapons fire inaudible with multiple hard-points active.
- Fixed a clipping issues on explosions and re-enabled a missing sub-bass layer. (ps. boom!)
- Fixed an audio loop that was clicking in the GalaxyMap view.
- Fixed a very loud element when using navipane's.
- Fixed a problem with the docking computer glitching in the forcefield, getting very loud.
- Fixed missing DiamondBack landing gear sounds.
- Fixed ship voice going inaudible in galaxy map.
- Fixed issue where silent running in stations could result in a massive sound buildup.
- Fixed issue with toxic waste canisters.
- Fixed several sounds not being audible on the mac build.
- Fixed a bug that quiets shield impacts when hull strength is high.
- Fixed missing audio on shieldcell bank.
- Fixed Multicannon firing sounds still audible when cannons run out of ammo.
- Many mix improvements
- Several fixes to speed detection during collisions, so that they are much more audible when they happen.
- Fixed pitch curves on friction so it doesn't go mental on metal ... did same for rocks and ice although that doesn't rhyme.
- Made the pulse laser sounds more consistent and scale better across small, medium, large.. thanks to CMD Mephane for reporting!
- Fixed diamondback clicks.
- Fixed missing exploration completed sound.
- Fixed a clicking loop in the Empire Courier.
- Fixed click in PowerHub loop.
- Fixed sounds in GUI hard panned to the right.
- Fixed odd behaviour when middle mouse wheel scrolling with mouse pointer highlighting items.
- Lowered volume of the loud "incoming player chat-message" to accommodate densely populated areas with lots of chat traffic.
- Fixed problem with guns on larger ships (ie anything bigger than a cobra) sounding narrow and weak, should also fix all instances of guns behind the cockpit
- Fix math error when normalising audio
- Fix some missing collision mesh in Asteria Point
- Fix the hyperspace effect Sounding weak.
- Removed excessive engine ducking when passing forcefields.
- Removed double dampening on music track when explosions happen.
- Fixed missing star sounds when zooming in galaxy map.
- Strange audio issues if you enter the Galactic Powers or System Map while the overheat warning buzzer is playing fixed
- Very loud in-game error sound effect when accessing Galaxy Map and when entering or exiting Galactic Powers Menu fixed
- Announcer welcomes players to "Close quarters championship" fixed


- Many code and wwise side optimisations to further combat glitches, gaps and crackly sounds.
- Landing pads use less resources.
- Stellar ambiences muted inside stations to reduce load on wwise.
- Various station optimisations.
- Pre-filter and mix various source sounds to save CPU.
- Added a dynamic priority system to reduce voice count in busy scenes. If you find instances where sounds that should be audible are muted, please let us know?
- Added a soundbank manager to efficiently and dynamically manage memory usage and soundbank loading/unloading.
- More efficient structuring of self ship sounds in Supercruise, resulting in less audio memory used in supercruise.
- Cockpit fires and sparks use less resources and sound better.
- Fixed potentially many ambient audio streams playing in the system map, hogging memory.
- Optimisations to fuel scooping and Heat External.
- Fix crash on startup when retrieving user data
- Fix crash on shutdown
- Fix some incorrect galaxy data causing failed or unexpected Hyperspace jumps
- Fix some Login Failure errors for Commanders with recent Beta access
- Poll the webserver for lobby details every minute in case we've dropped game details from a request to enter matchmaking
- Added inbox message warning the player that a powerplay cycle is due
- Fix the occasional ~10s black screen after selecting CQC in the main menu
- Add a transition so that Oculus Death Cam can transition back to Cockpit Cam (and out to Oculus Cockpit Cam).
- 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 audio crash in Powerplay GUI
- Fix an index error in matchmaking
- Speculative fix for Re-fuel limpet rapidly damaged hull and destroyed ship

Server Side Changes:

- Many PC/Mac CQC Matchmaking fixes and refinements
- Fix some display issues with the new Cockpit Stats
- Fix faction economic states not being always being superseded by conflict states
- Ensure that both factions always get the message when they're supposed to be fighting in a conflict zone
- Fix the CQC starsystem permit not always being issued correctly
- Various stability and server performance improvements
- Tidy up faction data caches for all factions, not just the final
- Share the star system daily digest data between all web servers to try to avoid caching issues
- Various server side matchmaking fixes
- Check for timestamps on incoming CQC Updates - we can discard any messages received out of order
- Put more awesome into space.
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Thu Oct 22, 2015 3:11 pm

1.4.01 update
Patch notes are as follows...

All platforms

CQC Matchmaking Improvements
Improvements to interdictions
New Mission Templates
Fix for multiple fines for the same illicit cargo in the same system
Fix for Federal Assault Ship and Gunship Ranks
Speculative fix for mining hopper with unallocated ore

Xbox One Specific

Fix for GFX settings
Kepler Eye fix for multiple discoveries
Upload App now supported
Updated User Guide
Non supported language resources removed (fixes issue with NXOE Preview)
Improvements to our package builder to reduce update size

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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Sat Dec 19, 2015 3:34 pm

Ships 1.5 beta update - Patch notes

- 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!


- 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


- 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.
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Sat Dec 19, 2015 3:36 pm

Ships Beta 1.5 Beta 2 Incoming
we will be releasing an update for the 1.5 beta at 2.30pm GMT and the game will be down for up to 30 minutes. The following changes are included in this update:

- 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
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Sat Dec 19, 2015 3:39 pm

Ships beta 1.5.3 incoming
Here are the patch notes.

- 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
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Sat Dec 19, 2015 3:40 pm

Horizons 2.0 Beta Change Log

- 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

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


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.


Added Vive support
Did we mention that we have the 64 bit client now available?!


CQC: Prevent "Waiting for Players" with a full lobby
Don't try and update the navigation panel when in CQC

- 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
An error does not become truth by reason of multiplied propagation, nor does truth become error because nobody sees it.
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Sat Dec 19, 2015 3:43 pm

Horizons 2.0 Beta Change Log #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
An error does not become truth by reason of multiplied propagation, nor does truth become error because nobody sees it.
(Mahatma Gandhi)

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