Elite: Dangerous - Change Logs

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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Mon Jan 09, 2017 12:50 pm

The Guardians Update: 2.2.01
- Don't crash if there's invalid state in the powerplay map
- Fix crash when looking at the role panel in the SRV
- Protect against crash from an empty journal message
- Prevent spinning ship while docked and using VR mode with Rift CV1
- Fix a crash that can happen if the persistent POI generation runs before the planet surface controller is ready
- Fixed SRV starting underground if the base is in a crater
- Fix soft lock when entering installations when another player is already at the installation
- When cannons, plasma accelerators and railguns malfunction, they now deal 5% of their own damage to themselves, rather than 200% which would instakill them
- Civil wars now use the same structure as War/War Support to guarantee there is always at least one conflict zone in civil wars
- Fix an issue with station guns not causing damage in some network conditions
- Hunter hostiles now obey the same cooldown as normal NPCs to prevent instant interdictions
- Fixed an issue where delivery and delivery founder missions were showing the wrong credit reward in the first transaction tab after you accept the mission
- Fixed overhead per system being too large as it's not counting fortified systems towards the number of systems that pay overheads
- Materials do not drop from Fumaroles (or other persistent POIs) when multiple players are present fixed
- Stop prosecuting crimes committed by dead Commanders (Cross platform)
- Fixed Commanders allowed to equip multiple fuel scoops, fighter bays, refineries and shield generators by retrieving a module from storage
- Fixed some stored ships not being available within the Shipyard
- Fighter Cockpit UI: removing useless indicators in the bottom right corner, leaving the component's frame only for silent running and wanted status display
- Added message when main ships power plant is malfunctioning will be displayed when player is in both main ship and fighter
- Fine now given for shooting in no fire zone with a fighter
- Lower panel shows SRV that isn't owned fixed
- Fixed missing targeting schematic images for the Satellites
- Starport UI: fixing research panel (numeric stepper) not releasing focus when pressing left on a pad to get back to contacts menu (or back button)
- Change order of string returned by GetLongLatString, to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre-2.2
- Fixed missing Imperial Clipper vibrant paintjobs
- Reduced module and ship transfer distance costs by 50% (Cross platform)
- Removed build watermark.
- The engineers have now, sadly, sold out of fish. After realizing their mishaps, they've smartened up, noting that fish oil was not the key ingredient needed!
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Mon Jan 09, 2017 12:51 pm

Elite Dangerous 2.2.02 Update
PC and Xbox One

- Physics crash fix when disconnecting on entering a location
- Xbox One: Fix terrain flattening so planet ports do not appear underground
- Fix for client and server disagreeing about whether a jet cone boost is active and kicking the player
- Fix a crash writing to the player journal with an invalid station type when docking
- Fix low level network hang
- Crash fix when swapping to an SRV
- Update the maths around hyperspacing to a Neutron star with jet cones to properly deal with avoiding said cones, also push the arrival distance for neutron stars back out a little to avoid running straight into the drop-out radius. Note that you'll still hit them pretty fast, but not unfairly so as long as you're on the ball
- Fix buggy refuel on dock
- Fixed Passenger mission bug where you are unable to take any missions due to a bug where abandoned / failed missions continue to take up space in the missions limit
- Fix for planetary mission generation
- Fix for incorrect passenger elite rank points
- Heavy frame loss and stuttering when deploying a AI fighter and thrusting downwards
- Stop the station from responding to crimes of the Passenger Wanted type
- Stop the ThankYouPassedStopAndSearch chatter line from playing when scanned by police while carrying an illegal passenger as they're about to start attacking
- Target Body does not change after scanning the first beacon of a PassengerSightseeing mission that has multiple destinations
- Prevent a faction expanding twice when a conflict state overtakes an already ended expansion state
- Ensure a minimum amount of Combat rank progression is always awarded, even when the Commanders and NPC crew have a significantly higher rank than the losing pilot
- Fix transaction server error when restocking burst railguns and some other Engineer modifications
- Module storage reliability improvements
- NPC Crew Will Not Hold Position fixed
- More improvements to the automatic fixes that try to get a Commander into the game after an invalid location or loadout including storing modules that cause trouble
- Fix faction names in the Interstellar Factors contact screen being displayed as "NONE" when there are a large number of factions in the list
- The player journal entry for when docking at a station now reports the station faction economy, government, etc: (and the info on entering a starsystem names the properties as SystemEconomy, SystemGovernment etc to be explicit about what the values refer to)
- Fix journal entry when docking an ai fighter
- Orca tactical paintjobs fixed
- Fix to the Asp Pharaoh paintjob skus being switched
- Fix incorrect onionhead2 decal sku
- Always report a MaterialCollected event after MaterialDiscovered in the player journal
- Added a text line explaining more clearly the risk of carrying criminals
- If you have an illegal passenger, call this out in the status line. Only "Wanted" status trumps this
- Attempting to spend negative credits when refuelling fixed
- Add checks for ship validity to GetStoredItemsForSlot so that we only return items that can currently be fitted to a slot. This should stop multiple shield generators, refineries, fuel scoops and other assorted once only modules getting fitted via the storage tab
- Fix livery being accessible (in extenso, outfitting) when outfitting is actually not available in a starport

Xbox One also includes 2.2.01:

- Don't crash if there's invalid state in the powerplay map
- Fix crash when looking at the role panel in the SRV
- Fix a crash that can happen if the persistent POI generation runs before the planet surface controller is ready
- Fixed SRV starting underground if the base is in a crater
- Fix soft lock when entering installations when another player is already at the installation
- When cannons, plasma accelerators and railguns malfunction, they now deal 5% of their own damage to themselves, rather than 200% which would instakill them
- Civil wars now use the same structure as War/War Support to guarantee there is always at least one conflict zone in civil wars
- Fix an issue with station guns not causing damage in some network conditions
- Hunter hostiles now obey the same cooldown as normal NPCs to prevent instant interdictions
- Fixed an issue where delivery and delivery founder missions were showing the wrong credit reward in the first transaction tab after you accept the mission
- Fixed overhead per system being too large as it's not counting fortified systems towards the number of systems that pay overheads
- Materials do not drop from Fumaroles (or other persistent POIs) when multiple players are present fixed
- Stop prosecuting crimes committed by dead Commanders
- Fixed Commanders allowed to equip multiple fuel scoops, fighter bays, refineries and shield generators by retrieving a module from storage
- Fixed some stored ships not being available within the Shipyard
- Fighter Cockpit UI: removing useless indicators in the bottom right corner, leaving the component's frame only for silent running and wanted status display
- Added message when main ships power plant is malfunctioning will be displayed when player is in both main ship and fighter
- Fine now given for shooting in no fire zone with a fighter
- Lower panel shows SRV that isn't owned fixed
- Fixed missing targeting schematic images for the Satellites
- Starport UI: fixing research panel (numeric stepper) not releasing focus when pressing left on a pad to get back to contacts menu (or back button)
- Change order of string returned by GetLongLatString, to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre 2.2
- Fixed missing Imperial Clipper vibrant paintjobs
- Remove build watermark
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Fri Jul 28, 2017 2:51 pm

2.2.02 Server hotfix
- Fix transaction server error when restocking discounted ammunition (most notably Rank 5 supporters of Denton Patreus)
- Fix transaction server error when restocking ammunition for weapons with modified bursts
- Fix transaction server error when viewing members of exceptionally large private groups
- More aggressively match wing members onto servers.
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Fri Jul 28, 2017 2:53 pm

Elite Dangerous 2.2.03 - Update incoming.
2.2.03 Change Log

Stability Fixes

- Fix for crash when dropping from orbit at Eafots LZ-H b10-0 D 1
- Crash fix for a rare case when hyperspacing out of a system that turns into an invalid state en route
- Fix for outfitting crash when receiving a web response without a ship loadout in it
- Fix a crash in the PlayerPOISpawner if the closest planet in the planet surface manager hasn't been found yet
- Softlock loading in to a persistent POI in multiplayer situation fixed
- Prevent mission server softlock
- Fix some memory stomping reading JSON response for the ship list when transferring a remote ship
- Powerplay page softlocks on selecting power in turmoil fixed
- Fixed crash caused by the engineer crafting manager trying to callback on the workshop GUI after it has been closed
- Fix crash in role switch panel
- Xbox One: Fixed low level cockpit GUI crash


General Tweaks/Fixes

- Added new DTS Headphone X functionality
- Allow a mini USS bubble around Colonia
- Fix transaction server error when clearing a save that had lots of exploration data
- Committing a murder while in a fighter now results in being attacked by the Authority following a scan
- If saving or autosaving while in supercruise, move the player well clear of star Jet Cones. You shouldn't ever reload back in after a hyperspace failure stuck in the cones anymore. Note that if you save/log out while in normal space, you will still be in the cone on your return, this safety check can't be used to escape once you've already made a mistake, it's just covering for failures that aren't the player's fault
- Added a warning message when a non-flown ship is being scanned
- Fixed "Ship scan detected" warning not always appearing
- Fix for NPC voice volume slider not working in the audio options
- Allow Reload time in Outfitting to be shown to the nearest 1 decimal place rather than rounded to whole seconds
- Added some system metadata for the five starsystems holding refuelling bases between the Sol bubble and Colonia
- Crew rank does not update on the contacts or ship GUI after ranking up fixed
- Fixed missing cyrillic glyphs in module and systems panel
- Avoid tinting weapon impacts on environmental surfaces
- Fix for the POIs getting stuck loading due to the ReplicatedLevelContainer not activating its advance phase
- Allow Reload time in Outfitting to be shown to the nearest 1 decimal place rather than rounded to whole seconds
- Don't clear legal state after a cargo scan! This will make the cockpit "Wanted" warning vanish!
- Warning message now appears when player scans fighter or mothership with Kill warrant or Manifest scanner
- Fixed a rare cause of triggering the ship rebuy screen when docking an SRV at a planet base
- Fixed outfitting with multiple purchases of bobbleheads
- Added new Military slots to applicable ships along with loc strings and hit sphere locations for them
- Fixed descriptions for engineer related commodities
- Fixed (r) and (tm) glyph not being parsed correctly from loc files
- Xbox One: Don't show nameless scoreboard entries. If we have data for a player without a name, then don't add it to the score summary
- Xbox One: Where we have axis bindings, unhide the +/- button bindings so they can be rebound. Also make all flight control axes invertible
- Xbox One: Don't handle a protocol activation if we're resetting or disconnecting. This means if we accept one while suspended, we won't process it until we've gone through a full reset and reconnected, at which point we should be able to safely join the session
- Various text fixes
- Latest localisation updates included

Passengers

- Added passenger seating allocation to allow passengers to be assigned outside of mission board
- Updated the timescale of the Long Distance Expedition template to be 28 days
- Updated the bonus rewards from passenger demanded cargo - this makes the reward more worth while for the player

Missions

- Added a new mission type for investigating the ancient ruins
- Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)
- Reduce number of missions sent to clients as we're only sending relevant missions now
- Increased maximum mission duration to 28 days
- Fix elite rank point calculations from missions so that they are a % of any mission profit earned
- Fix the mission generation iteration limitor as it was preventing missions from spawning and thus decreasing board size
- Make sure that missions are properly transferred to the ship transactions panel after boarding from an SRV
- Fix for lack of Exquisite Focus Crystals as a mission reward
- Fix data message IDs at all ancient sites for the associated mission so that the codex scans actually trigger an inbox message
- Added mission limit to the ancient ruins mission
- Fixed mission progress elements in the ancient ruins template to actually show the inbox messages as the data is discovered
- Reduced the reputation reward for the ancient ruin mission when handed in and not fully completed
- Added a bonus reputation reward for full ancient ruin mission completion
- Massacre Conflict missions will only accept conflict zone targets
- Add additional logging to inbox messages to try to find out why we're receiving a reply for a message we don't have anymore
- Fixed codex with blank entries and Tweaked active codex numbers sot hat more are active at a time
- Fixed an incorrectly set boolean preventing multiple rewards from a single success point

New Module

- Module Reinforcement Pack (MRP) added, in the same sizes/classes as HRPs, designed to protect modules against external attacks piercing the hull
- Integrity of all MRPs approximately 15% higher than beta. MRPs now have a multiplier to make them much more easy to repair with an AMFU to offset their huge health pools, each unit of AFM ammo repaired restores 10x as much health to an MRP as it will to other modules

Weapons

- Rather than permanently disabling guidance on torpedoes, ECM now gives an enormous kick onto a new trajectory and scrambles them for a short time (randomly between 5 and 10 seconds), after which they will re-acquire a lock and turn back in to engage
- Fixed multicannon Clips increased to 100 (from 90)
- Fixed/gimbal multicannon reload times adjusted for consistency (generally buffed), fixed are now 4s, gimballed 5s (from an inconsistent 4s/5s mix)
- Fixed cannon damage increased by 25%
- Fixed cannon clip size increased to 6 (from 5)
- Fixed cannon reload time reduced to 3 (from 4)
- Fixed cannon ammo reserve size increased to 120 (from 100)
- Gimbal/Turret cannon damage increased by 15%
- All fixed pulse/burst/beam weapons have 10% reduced WEP drain
- WEP draw of burst lasers reduced by 10-15% (on top of fixed weapons as mentioned earlier). This has been adjusted so that pulse and burst weapons have essentially the same final DPE, and represent a tradeoff between DPS and power/heat
- Plasma Accelerator reload times reduced to 6s (from 8)
- Plasma Accelerator damage increased
- Damage split for Plasma accelerators changed from a kinetic thermal split to 60% absolute/20% kinetic/20% thermal (reduced from 100% absolute in beta), this means they partially ignore any damage resistance
- Reactor power draw for beams reduced 10%
- Frag Cannon base damage and hardness piercing adjusted to maintain the same damage against large ship hulls, but get a 15% bonus against small ships and shields
- Frag Cannon ammo reserve doubled (to 180 from 90)
- Clip size modifications now always round the clip up to avoid overly punishing small-clip weapons, and the modifier is not shown if it will have no effect
- Increased fighter weapon hardness piercing
- Internal statistics panel now has a combat defences section which should show:
- Shield health
- Armour health
- Armour rating
- plus the damage resistances to all 3 types for both
- Railgun Ammo increased from 30 -> 80 (90->240 for the Imperial Hammer)
- Railgun Firing heat reduced by 20%
- HRP mass halved across the board, MRPs use this halved mass
- Cytoscrambler improvement: 50% damage increase, damage falloff/range increased from 300/600 to 600/1000

Shields

- Regeneration rates have been increased for the larger shields when broken. Size 1 & 2 have no effect, size 8 is double what it was
- Regeneration rates when shields are active but have not recently taken damage are increased. It is now the maximum between what is was before (a fixed value for all sizes) and 25% of their broken regen (40% for biweave). This is lower than is was in beta
- Reboot-repair now Bump-starts shields when it completes, reducing downtime waiting for them to return. The focus of this is out of combat, so it does not work if you move at above 50m/s or take a shot during the reboot

Engineers

- Auto loader improved and ammo penalty removed
- Dispersal field damage penalty removed
- Overload Munitions ammo capacity penalty removed
- Smart rounds flight time penalty removed
- Concordant sequence regeneration amount doubled and lasts twice as long
- Emissive Munitions duration reduced to 30% of what it was, and capped much shorter for missiles
- Emissive Munitions Scale reduced vastly, it will still guarantee visibility but no longer maxes out gimbal tracking at all ranges
- Feedback Cascade no longer provides a fixed 90% reduction to healing, instead each hit reduces the healing rate by an amount proportional to damage capped at -90% as before. Exact number of hits to reach the cap varies based on size of weapon and shield cell, but will typically be 2-3 (requiring either high skill or multiple railguns) and up to 5 for smaller weapons against size 8 cell banks
- Overcharged and Efficient Blueprints now available for Beam weapons
- Plasma Slug now available on Plasma Accelerators
- More improvements to restocking weapons with engineer modifications
- Ensure the latest version of recipe ingredients are used when crafting, regardless of how long ago a recipe was pinned
- Automatically update modified modules to the latest version of the recipe
- Fix engineer names in inbox messages
- Make default items slot aware to prevent modules that are usually core (basically just fuel tanks) having to be replaced when stored from an optional module slot
- Removed option to remove modification when the module is stored
- Reduce multiplier on Phasing sequence by 20%
- When scaling Weapon Range up in a blueprint, we now display that the projectile speed has increased.
- When scaling down the fire rate of beams, lower their DPS correctly rather than having no effect. this will slightly nerf efficient beams, with a noticeable effect to lower levels, but G5 sees very small difference

New Engineer Recipes

- Grade 5 Burst Laser from Broo Tarquin
- Grade 5 Beam Laser from Broo Tarquin
- Grade 5 Mines from Juri Ishmaak
- Grade 5 Missiles from Liz Ryder
- Grade 5 Torpedos from Liz Ryder
- Grade 5 Railguns from Tod ‘The Blaster’ McQuinn
- Grade 4&5 Hull Reinforcement Thermal/Kinetic/Explosive resistance Blueprints from Selene Jean
- Grade 4&5 Armour Thermal/Kinetic/Explosive and Advanced Blueprints from Selene Jean
- Grade 4&5 Shield Booster Thermal/Kinetic/Explosive Blueprints from Didi Vatermann

Blueprint Changes

- Efficient no longer increases firing interval (reducing rate of fire)
- Efficient heat reduction reduced (from -50-90% to -50-60% at G5)
- Efficient WEP draw reduction range reduced and maximum reduced slightly (-15-40% to -25-35% at G5)
- Overcharged damage increased (+30-35% to +35-45% at G5)
- Overcharged Rate of fire increase removed
- Overcharged now reduces clip size (-15-25% at G5)
- (Changes to focused during beta were reverted entirely)
- Rapid Fire Rate of Fire range reduced, maximum still 40%
- Rapid Fire Damage penalty increased
- Rapid fire WEP draw reduction reduced, (-30-50% to -30-40%)
- Rapid Fire Hardness piercing increase removed
- Rapid fire now speeds up reload times (-50-65% at G5)
- Increase damage buff for Short Range to 45% (+5%) so that it is competitive with Overcharged and Rapid fire for raw damage,but with different tradeoffs
- Short Range: When scaling Weapon Range down in a blueprint, we no longer scale down the Damage Falloff start, nor the projectile speed
- Short range no longer increases WEP draw of the weapon
- Long Range now removes damage falloff from range on the weapon
- Long Range no longer increases WEP draw
- Long Range no longer reduces raw damage
- Light Weight no longer reduces damage
- Light Weight now reduces reactor power draw (-10-20% at G5)
- Light Weight now reduces WEP power draw (-10-20% at G5)
- Sturdy health increase doubled to +100-250% at G5
- Sturdy now reduces heat when firing (-20-30% at G5)
- Optimised Shields Reactor power draw reduction improved (20%-40% from 13-30%)
- Optimised Shields Mass reduction doubled (16-40% from 8-20%)
- Thermal/Kinetic Shields Module health increase added (+20%-40% at G5)
- Kinetic/Thermal/Explosive Hull Reinforcements: Penalties for off-types reduced (to 10%-15% from 10%-20% at G5)
- Kinetic/Thermal/Explosive Shield Boosters: Penalties for off-types on all single-type resistances reduced ( 4%-6% from 12%-13% at G5)
- Resistive (Shield Booster): Resistance to all types reduced by 2% (to 10-13% from 12-15% at G5)


Powerplay

- Powerplay consolidation feature added
- Powerplay assassins removed
- Powerplay pirates no longer spawn in exploited systems
- Powerplay pirates must align with an opposing superpower to that of the controlling power
- When a crime worthy of an authority response is committed between two ships (NPC or player) who are each pledged to a power, effectively reduce the security level of the system for the purposes of considering strength of response and delay
- Power security and pirate ships must now scan for powerplay vouchers, to check for powerplay cargo, and concerning which powers will get involved based on the player's power
- Power Security NPCs attack ships of opposing powers (different major faction) if they are locally wanted, they have powerplay vouchers issued by the controlling power of the system, or are carrying any powerplay commodity relevant to the controlling power of the system. They can not be appeased with cargo drops
- PowersPirate NPCs attack ships of the same power as the controlling power of the system if they are wanted, carrying any powerplay vouchers, or carrying any powerplay cargo (any power). They can be appeased by cargo drops as long as the attack was due to cargo, not bounty or vouchers
- Ships not meeting these criteria will be left alone, even if pledged to a power
- New chatter lines added to support changed behavious
- Ensure PowersSecurity ships are given an FSD interdictor by the auto-loadout system
- Updating the balance on AI ambient power play ships, as well as tweaking some of Famine and Outbreak AI ships
- When Opposing Control or Undermining a hostile power, vouchers will only be issued when destroying NPC ships from the defending power
- Cargo used for Opposing Control or Undermining a friendly power will now only count for 1 merit when delivered
- Voting for logistics consolidation becomes available at Rank 2 after supporting a power for 4 weeks. The number of votes increases to 5 after supporting a power for 16 weeks
- Replaced the 18 second threaten timer on PowersSecurity ships with a 2 second one (they appeared to be broken right after scanning, which was undesirable behaviour). Also adjusted standard Bounty Hunter AI to be the same
- Current Vote Status box doesn't encompass all information heading correctly
- Preparation Overview does not show the current voting ratio for logistics consolidation versus continued preparation fixed

NPCs

- Fixed firing on fighters launched from already scanned ships counting as a crime
- Increase the combat bond and bounties on NPC's by approximately 15% (to allow for increased time to kill)
- Don't spawn more escorts each time we transfer authority to a new authority
- Tweaks to make NPCs less effective against silent running
- NPCs should't always be so accurate with rail guns
- Wanted NPC has clean fighter fixed
- Balance pass for AI interdiction ability, to make it slightly easier
- Fix an accidental change that removed the delay before AI reboot-repair when their critical modules are damaged, this should now be 4-15 seconds as before
- Slight changes to the spawn rates of certain AI in ambient traffic and specific powerplay archetypes. The PP types have also had their interdiction chance upped, as there are now fewer PP ships in general flying around

POIs/USSs/Stations

- Removed wreckage and salvage from tourist beacon USSs
- Fixed some broken uplink messages
- Fixed the gamplay layout for Habitat_Layout_Civilian_001 so that it contains the correct assets
- Fix for some service station missing attachments
- Use the camera location instead of the ship location for determining whether to render the interior or exterior of the station

Ships

- Improved gold paintjob shader
- Improved chrome paintjob shader
- Fix for cockpit ambience ducking artifact
- Doubled hull health for:
- Hauler
- Type 6
- Keelback
- Type 7
- Type 9 Heavy
- Vipers across the galaxy have received lightweight chassis upgrades, reduce viper hull mass by 10 tons
- Added new military slots to the following ships:
- Eagle: 1x size 2
- Imperial Eagle: 1x size 2
- Viper Mk III: 1x size 3
- Viper Mk iV: 1x size 3
- Vulture: 1x size 5
- Federal Dropship: 2x size 4
- Federal Gunship 3x size 4
- Federal Assault ship: 2x size 4
- Imperial Cutter: 2x size 5
- Federal Corvette 2x size 5
- Anaconda: 1x5 size 5


VR

- Enabled dithering for VR to reduce banding
- If we aren't trying to override saved 3d settings don't prevent them loading
- If user has previous saved stereoscopic mode and we want to override with /vr or /novr allow all relevant modes

Network

- Wings matchmaking improvements
- Improve the way we exchange info about routers, to include info on whether there is manual port forwarding, so we don't immediately skip to Turn when a direct connection might work
- Ensure that packet sizes are correctly allowed for
- Added telemetry to catch inconsistencies with players network configurations
- Fix a race condition in Networking startup, where the initialisation of the Turn code was sometimes delayed due to taking a long time to identify the type of router: this meant that sometimes we would upload incomplete connection details to the server, which would then be passed on to other machines, they would not be able to connect via Turn
- Change the way we interpret appconfig.xml settings regarding manual port forwarding - if port has been set, but routerport has not, we will automatically assume port forwarding in the router, with the same port number on the external WAN side as the internal port number
- Fix some timings when adding machines to a session: if we're waiting for the machine's connection details, then when we receive them, reset the Session's timeout

Player Journal

- Improved atmosphere description in player journal
- Added "Target" property in player journal when recording a kill
- Fixed json syntax for Interdiction event
- Fix for getting the correct faction when docking at a station (to write into the journal)
- When a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
- Added a journal entry when gaining Federation or Empire rank
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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 » Fri Jul 28, 2017 3:04 pm

2.3 The Commanders Beta - Changelog

New Content & Features (Horizons)

Commander Creator

Commander creator UI added
Player avatars used in ship cockpits
Commander creator exists within the player's cockpit
Added holographic effect for commander avatars (when they are not physically present)
Hooked up the player avatar display to the comms panel and the commander history, so now chat messages will have a picture of the senders avatar next to them
We don't have a default avatar use one of the presets randomly instead
Added Holo-Me option to cockpit Status Panel
Added Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image.
Added 50 male and female preset commanders
Added feature presets for Eyes, Nose, Mouth, Ears, Jawline and Neck
Added zoom in with altered FOV for close ups in commander creator when playing without VR
Added custom mode for commander creator close ups in VR
Added randomise options to most feature categories in Commander Creator
Added Undo/Redo to Commander Creator
Group flight suits into collections to avoid top level list getting huge
Updated cockpit chairs to allow for more elbow movement
Fix avatar specular baking behaviour (it wasn't saving the output so it would simply replace its contents)
Added beards!
Added 14 new hairstyles
Expanded number of skin tones to 8 for each head type
Added “rough” female base head type
Refreshed all hair assets to get them ready for commander creator
Additional avatar morph options for nose bridge, profile, tip and tip angle
Added avatar morph options for eye angle, width and upper eye fold
Added morph option for upper lip profile
Added jaw angle and depth options
Added chin width and prominence options
Hair shader improvements
Avatar eyes now use correct environment map
Fixed some incorrect skinning on the female pilot suit
Added chin cleft options
Added transparent and opaque versions of the helmet
Added rank shoulder patches, unlocked with rank
Added faction and pirate shoulder patches
Added freckles, moles and pock marks to skin details
Added Milky eye type
Added fresnel shader to helmet glass to give the transparent version more definition
Added a selection of eyeliner, blusher and lipstick options.


Multicrew - ARRIVING IN A SEPARATE BETA UPDATE DATE TBC

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

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

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


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

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

Added idle animations for other commanders in cockpit
Multicrew usage is based on the number of physical seats on your ship
Crimes system updated to support multicrew
Multicrew related stats added


General

New mysterious things added
New organics added to surfaces
Dolphin playable ship added
Dolphin NPC ships added


New Content & Features (Non-Horizons)

Ship Naming

Added ship name plates to ships
Added ID plates to ships
Ships can be named from within station services
Added ship names to various cockpit UI
Added hangar cameras for ship name slots
Request ship name when in the start new commander flow
Name and ID plates can be added via Outfitting
Ship names are server moderated if deemed inappropriate then will be masked off to other players
If it's not our ship and they have no name plates, then we don't know the ship's name
If you report a player in-game, we'll now fill in their ship name and ship ID for you


Camera Suite

Added vanity cameras to the ships
Added free camera to ships
Added Zoom and rotations controls for internal vanity cameras
Added f-stop and focus Distance to vanity and free camera
Enabled vanity and free camera to work in vr
Updated ship cockpit interiors to account for new viewing angles


General

Added asteroid base type station (including air traffic controllers)
Added 32 asteroid bases in various deep space locations
Added some new challenge scenarios
4 new Incursion scenarios
Speed docking
Driver challenge
Ship launched fighter challenge

Added custom engine trails support
Added Megaships
Tanker
Cargo
Asteroid Miner
Flight Operations
Prison Ship
Science Vessel
Passenger
???
???

Added 100 new tourist beacons
Added Bucky Ball Beer Mats rare good


Stability Fixes

Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
Fix crash in the inertial camera simulation when in CQC
Fix an error that can happen in outfitting if you replace the power distributor too fast
Fix occasional directional lights assert when loading the system map
Fix an error if a POIPlaceholder gains authority before going live after the original authority created the POI.
Fix crash when entering CQC caused by the system map trying create the system map object store which doesn't work in CQC
Prevent crash while trying to generate ambient heat on ships inside stations
Avoid crash in physics if data for a wheel is not valid
Don't parse an empty string within the Commander Interaction History as it causes the JSON parser to assert
Fix deadlock if the galaxy map is repeatedly opened and closed
Fix to clean up partly-initialised modules if the parent object(ship) is destroyed before they have received their first network replication


General Fixes & Tweaks

Prevent ships spawning inside each other on interdiction drop out
The cursor was offset n some Front-end UI's circumstances when using 'In-Game Panel Based Cursor' mouse mode
Fix cases of relaunching game after killing the SRV and appearing in orbit
If we get a rank progress update that doesn't contain a value for combat rank, let's assume that that means that our combat rank hasn't changed and not that we're now harmless
Fixed trespass zone radar elements being visible in the debug/classified camera modes
Change order of string to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre 2.2
Torval Powerplay Decal changes to Patreus Powerplay Decal
String ID appears on info panel as the jump destination fixed
Possible fix for multiple unwanted audio events triggering in Friends and Groups screen
Updated some of the broken wireframe codes from the Unknown Artefact
Improved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effect
Fix for Docking Computer crashing into back of station when approaching from rear
Fix for Docking Computer crashing into Qwent Research tower when coming in to land
When starting the game, don't bother waiting for PlanetarySurfaceGeneration to be complete before starting up, if docked at a space station. This is an optimisation to save a few seconds off the spinning sidewinder screen during startup
In the cockpit friends list, show the distance to each friend (if they're in the same mode as you), and sort friends by the closest first
Info in status panel now only shows scrollbar when focused
Xbox One: File loading optimisations
Modified the "modules/trade/list" so that it filters modules where possible that are only related to the players current ship
Various mission template fixes
When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value
Fixed missing info text for data link scanner
Fixed some shadowing artefacts in the terrain rendering
Fixed station interior changing when the station in under influence of a UA
Fixed crash when looking at left-hand panel while in a fighter
Make sure kill chances spawn on CollectPalin Mission template
Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets. Rebalanced depth biases and enabled texel stability settings.
Displaying station name rather than the schematics name in the target details panel (external panel) fixed
Remove the missions market ignore case for Jaques station
Various optimisations for Galaxy map
fixed: Can't exit side panel with B Button after using fighter
Fixed refinery tab still being selected on the right hand panel after removing the refinery module from a vessel
Fixed Intermittent drop in frame rate in Challenge Scenario
Fixed low-resolution cockpit on loading into CQC matches
Various text fixes
Various localisation fixes


Passengers

Passenger's demanded cargo has been updated in passenger mission wrinkles it is now related to the passenger type
Added prisoner cells as alternatives to passenger cabins
Custom passenger text on cargo display does not match Passenger Type in Customise Passengers
Ensure that NPC cruise ships have passengers when scanned
Updated passenger bulk, VIP and VIPConflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates
Also updated Bulk to show the correct rewards on the inbox message when you get the wrinkle, and transaction panels during wrinklesNew destination and dont die
Balanced numbers for explorers disgruntledness in the LDE template to be the same as on other templates
Updated the demanded cargo reward amounts on the passenger missions to make them more worth wile
Reduced exploration rank boost from passengers as it was way too high
Occupied passenger cabin modules can no longer be stored using the store multiple menu
Fixed NPC passengers not showing up properly after a manifest scan
Fixed UI inconsistency, where the 'Pick Cabin' button was located differently to 'Accept Mission' even though both these UI essentially share the exact same user flow


Missions

Make sure that the mission filter doesn't show illegal salvage when set to legal
Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don't take you to a planetary station as the main destination. If you don't have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary stationpreventing you from accepting the new destination
Multi-stage mission support added (different to wrinkles)
Highlight a mission that is a direct consequence of completing a previous mission
Fixed mission messages being duplicated during transitions
Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)
Add support for equipment requirements for missions
Delivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional
Smuggle missions maximum range has been reduced to 100ly away
Smuggle long minimum range has been increased to 100 ly away
Fixed issue with showing credit rewards when there are no other rewards
Updated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completion
Added contract elements on all transaction panels to display the mission giver
Added factions involved in the mission on inspace missions inbox messages so that you know who you are working for, and who you are working against
Added missing text for assassination Inspace Scanthe first 2 inbox messages are missing
Mission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black market
When missions which require you to pick up cargo exist, they should be able to say Collect Cargo instead of Claim Reward
Welcome missions should not contribute towards influence or ranks
Prevent exploit where selling cargo from abandonment didn't create a downward rep spiral
Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate
Improve the chance of rank up and engineer missions being available
Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate
The ancient codex now resets approximately 30 seconds after being scanned
Decouple normal missions and passenger missions selection, so a full allocation is available to each type
Added a check for illegal goods to system search to stop returning a system that doesn't contain the markets needed
Prevent delivery scoop missions from appearing in systems without a landable planet
Stop player getting spammed with an inbox message from in space planetary hitmen missions
Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)
Added a variable generator to find a faction and station in the same system as a given station
Fixed superpower filtering in faction station generators


NPCs

Fix NPCs not having the long FSD cooldown after interdictions
Added the Independent Fighter to alliance and independent faction navies
Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance
NPC docking improvements
Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins
Make sure that we have the correct faction before using the automatic loadout for NPC archetypes
Don't report that the player is clean when being scanned when they are not
Balance pass for AI interdiction ability, to make it slightly easier
Auto-loadout system will now automatically add required passenger cabins based on the custom passenger type
Allowed auto-adding of cargo racks to consider slots which don't accept shield modules but do accept cargo racks
Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0
Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP
Changes to extend AI terrain avoidance on higher gravity worlds
Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters
Fix Pirate Hunter Hostile behaviour so that they attack after interdicting
In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes
For AI ships using the auto-loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply
Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing
Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn't have any/enough cargo
Threaten time changed to 15s (from 18s) now that it's displayed in chatter
Added jump after all ships scanned, which we didn't used to need for these pirates as they always attacked
Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player
Pirates should now make it clear what cargo can be dropped to apease them
Stop NPCs in ships that can't jump (like fighters) from trying to do so
When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped
Fix for pirate hunter hostiles not always being wanted
Increased the combat bonds and bounty multiplier for the "big 3" (Anaconda, Corvette & Cutter), upping their values by ~10%
Make sure that NPCs properly evaluate cargo worth to prevent some odd cases
Fixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from working


Stations/Ports

When targeting a station's location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis-rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out
Stations can now be disabled, which will turn off thier response to crimes and will disable AI spawning
Stations can now be placed within rings
Stations can now be placed within asteroid clusters
Fix for inner docks not using their own module list and instead always the default modules
Fixed the attach to bone offset incorrectly assuming the rotation it receives in in degrees instead of radians
Adjusted several garages in this location as planet terrain was poking through the floors
Fixed ugly circle caused by fog being incorrectly clipped in stations
Decreased the lens flare scale on the landing pad floor spots so that they don't obscure the GUI panels and generally look more sensible
Remove self destruct option from the right panel when we're docked (we can't self destruct here anyway so the button just doesn't do anything)
Adjusted the heat ring texture to get back some of the glow which had been lost
Fixed LODs on the "Rich" road sections
CPU optimisations around stations and capital ships


Station Services

Increase maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of ship
Small tweaks for repairing ship paintwork and integrity when they're only very slightly damaged. Don't display 100% when it is actually slightly damaged and repairable. This makes the UI clearer and avoids some odd behaviour
Check if a refinery has unprocessed materials in it, and display a warning if it does before storing the module, as these will be lost during the storage process
Fixed module transfer timer wrapping around when the arrival time is in the past
Don't show the Livery button if outfitting isn't available at that location
Fix fuel level cap when exchanging modules
Refuel and repair SRVs and Fighters when restocking
Remove clip size modifiers on shield cell banks


Engineers

New blueprints added
Manifest/Killwarrant/Wake scanner:
Long Range
Wide Angle
Fast Scan

Ship primary sensor:
Light weight
Long Range
Wide angle

Detailed Surface scanner (affects how fast you can basic/detailed scan planets):
Long Range
Wide Angle
Fast Scan


New blueprints added to:
Bill Turner:
DSS to grade 1, and sensor/scanner to grade 5

Juri Ishmaak:
Sensor/scanner to grade 4, and DSS to grade 2

Lei Chung:
Sensor/scanner to grade 2, and DSS to grade 2

Lori Jameson:
Sensor/scanner to grade 5, and DSS to grade 5

Tiana Fortune:
DSS to grade 5, and sensor/scanner – 5


Added extra gun turrets to various engineer bases
Fixed floating rock at Elvira Martuuk's base
Added new longer range missile defences to various engineer bases
Mic Turner Base had a population of 0, so added bakeout data for system "California Sector BA-A E6" so that it will pick up the correct details from server
Add Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer Workshop
Remove button missing under Adjust Experimental effect screen fixed


Fighters/Crew

Crew rank does not update on the contacts or ship GUI after ranking up fixed
Optimisations for load times on fighters and SRVs
Perform extra crew resync after crew lounge role reassignment
Fighters no longer 'red out'
Crew being set to 'flying fighter' when switching into the fighter
Prevent transaction error when entering supercruise while a fighter is docking
Make fighter orders control group not conflict with non-ship (egSRV driving) controls
Fix for crew cut of commodity trades being calculated on the client incorrectly


Weapons

Strengthening drone vfx as they were very difficult to see at long range
Updated laser impact effects so that they are compatible with weapon colouring
Limpets will show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed
Seeker Missile target hologram fixed
Added two turreted mining lasers
Regeneration sequence healing will now be affected by the targets thermal resist resistance will block healing as well (note that negative resistances will not increase healing)
Fix for Shield Cell bank displaying incorrect ammo amounts


Controls

Make sure a sensible default control scheme is selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list
Fix a bunch of the default control schemes that have had gamepad bindings added to them. This was causing them to not load if you did not have a gamepad connected to the PC
Removed gamepad bindings from all schemes that don't rely on a gamepad. This will stop you requiring a gamepad to be plugged in to see the schemes for joysticks or keyboard controls
Allowed the alternate control bindings to have inverted axis


POIs/USSs

Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
Added additional installation scenarios
Medical installation added
Added Space Bar installation
Added Space Farm installation
Added Government installation
Added new Security Station installation
Colour variations for installations added

Enable replication of scannable space wreckage so that they are visible to all players
Changes to stop Unknown Probes jumping about and rolling up hill on planets:
The slow spinning animation did not work at all with things on the floor, it's been removed
Align to planet and align to system no longer apply when the object they're aligning is near a planet
Skimmers currently don't report hostiles to their owning settlement fixed
Allow planet surface landed ships to take-off and attack if there's a near-by faction hostile
Fumarole disappears in multiplayer situation when a collectable is collected while another client is logged out fixed
Added new Passenger USS scenarios
Fixed a bug with setting the health prop of a Destructible Mining Component to 1 causing it to have 0 health
Fixed hitcheck on fumarole collectibles
Improved loading of POIs
Proximity effects support added
Added more wreckage types
Space scenarios can now have localised fog
Fixed objects in a settlement drifting from their correct position if the player is far enough from the planets surface


Ships

Fix collision warnings on ship authority dummy objects hitting terrain wen landed
Prevent repeated malfunctions when they shouldn't occur
Added a new Data Link scanner for ships
Changed Vulture's planetary approach suite size to 1 as intended
Some optimisations for large multi-ship scenes
Prevent Eagle utility modules being swappable, because there is only one utility module slot and they're already in it.
Lowered Orca weight to increase jump range and effectiveness
Ship balance tweaks as described here by Sandro Sammarco


Ship Art

All ship explosive effects improved
Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter
Beluga Liner now has similar strength headlights to the Anaconda
Orca tactical paintjobs fixed
Left Decals on the F63 Condor fixed
Fixed Bobblehead cams and orientations on the Fer-de-Lance
Fixed smoothing groups and some decal positions on the Imperial Cutter
Updated Asp cockpit geometry to allow for the new camera views
Anaconda death explosion sorting fixed. Timings are nicer too
Disable GUI lights if the player is dying
Tweaks to the Sidewinder's exterior hull
Art fixes/improvements for the Cobra cockpits
Fix misaligned lights on the Diamondback
Fixed ship kit tail cameras for the Eagle and Fer-de-Lance
Imperial Cutter hologram clipping when launching from docked is now
Fix wear and tear on Python ship kit
Added spotlights to the Beluga's tiny hardpoints to highlight them more in outfitting
Added missing spoiler camera to the Viper
Removed blinking light from Cutter cockpit
Fixed bobblehead positioning in the Vulture
Fixed Anaconda bobblehead camera 10
Adjusted decal front outfitting camera for the Imperial Eagle
Re-aligned the the F63 cockpit so thrusters align correctly
Added tail kit hanger camera to the Asp
Fixed blue emissive 'Lakon Systems' panel in T6 cockpit
Fixed missing textures on Type 7 utility slots
Fixed LOD popping with lime green gradient predator paintjob on cobra mk4
Fixed fighter bay hitcheck on Federation_Dropship
Fixed Z fighting issue on Federation_Corvette hardpoints
Smoothed LOD transitions on Eagle
Fixed clipping issues when deploying SRV from Viper
Fix for Federal Dropship paintjobs covering the vehicle bay
Fix for stretched textures on Viper MkIII ship kit
UV fixes for Federal Fighter's drive
Fixed wonky utility mounts on the Imperial Cutter
Patched a small hole in the Corvette
Fix a decal camera on the Vulture
Fix a missing texture on the Corvette's nose
Fixed bobblehead cameras in the Diamondback XL
Fixed landing gear volumes and hitcheck on the Sidewinder
Moved the Asp's front decal so as not to interfere with the ship kit
Imperial Clipper now has an icon on the livery page of outfitting


SRV

Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole
Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed
If ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.
Improved headlights on SRV for higher quality levels
Fix issue where srv could still be driven even though it was
Fix issue where the buggy was taking forever to cool down after taking heat damage
Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not
Optimisations to buggy headlight lens flares


CQC

Rebalanced capacitor and charge rates to be the same across the different ships
Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
Fix an error when accepting an invite from someone who has already joined a game
Fix an issue with the CQC default player starting params getting modified
Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easier


Render

Fix for hard edge on pfx smoke texture loop textures
Fixed temporal reprojection not taking a correct average of the 3x3 pixel neighbourhood
Added descriptions to various graphics setting options
HBAO no longer writes in the AO when the data stored in the anisotropic channel is in fact a tangent
Improved PFX lodding
Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)
Fixed the lens flare's having a 1 pixel line down the right hand side
Fixed black line at the centre of insanely high res screenshots
Fix the "Off" shadow preset being incorrectly flagged as "High" internally by default. This caused shadows to not update correctly when switching between Off and High settings


Galaxy Map

System map initialisation optimisations
Galaxy map memory and performance optimisations
Disable HBAO when using the galaxy map as it is not used
Fix System Map not updating when scanning planets while open
Fix a small bug where for single-jump plotting modes (synthesis or neutron-boosted jumps), there could be a discrepancy between which systems have the "plot route" button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single-jump modes is based on the ship's actual jump distance) didn't take into account the cargo mass slider that's used by the route plotter
Small route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabled
Systems that don't have meta-data now display as having pristine reserves in the system map


Powerplay

Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning. This means PowersPirates check the player is pledged to the controlling power and either carrying any powerplay cargo or holding any powerplay vouchers. For PowersSecurity they check the player is pledged to an opposing (different superpower) power, and either carrying powerplay cargo of the controlling power or holding powerplay vouchers of the controlling power
Previously ships could legally attack each other if the attacker shared the same superpower as the power of the current system, and the target was pledged to a power of a different superpower. First, we restrict this so that the attacker has to be the same power as the system. Second, we add an alternative to being different superpowersif the attacker is the same power as the system, and the target is of a different power from the attacker (but potentially now of the same superpower), is carrying powerplay cargo for the system's power, and the attacker has cargo scanned the target and knows this, then the attack is legal
Set powerplay help scrollbar to external, to prevent text from truncating


Controls

Can no longer use mouse 2 as back in station services menu fixed
When comparing bindings for conflicts, first sort the array of bindings in a chord, this fixes an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttons
Xbox One: Expose the yaw/pitch/roll bindings so they can be bound to an axis or a button


Commander Stats

Fix number of fines increasing whenever a mission has failed without a fine being levied
Fix "Highest single reward" from assassination missions not displaying correct information


Community Goals

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


Factions

Fix a rare opportunity for a conflict to start immediately after ending early
Fixed faction influence change from smuggling weapons
Faction influence change reduced from murder, interdiction and assault crimes
Faction influence change increased from redeeming bounty vouchers
Balanced faction effects from selling commodities with a zero purchase price
Removed faction reputation gains from smuggling cargo at a black market
Improved local news articles when faction conflicts end


Exploration

Rebalance the amount of exploration career rank awarded when completing Passenger missions
Stop awarding First Discovery bonuses of zero credits
Fix transaction server error when purchasing exploration data for certain systems
Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.


StellarForge

Starports can now be injected via server updates
Fix drop out distances for certain star types
Added thread safety to the StellarforgePostGeneration as it is used by the stellarforge job system on worker threads
Renamed a duplicate BD+56 521 system to 'Between'
Renamed duplicate Kamba system to Mbooni
Iorant JN-S c17-0 renamed to VonRictofen's Rescue
Iorant PD-K d8-4 renamed to Macedonica's Leap
Cuffey Plant in Acihaut renamed to Habermann Sanctuary
System COL 359 SECTOR NN-S D4-16 renamed to Joseph’s Lighthouse
Exoplanet in 61 Virginis renamed to 'Rubin's Discovery'
Added a dockable megaship called 'Fisher's Rest' to the Aldebaran system
Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben's Beacon
Col 285 Sector MZ-U b17-6 renamed to Sulis
Fix orbit and type of Scheau Phoea WL-D d12-1 A 1
Renamed a planet in 74 Aquarii to Ethan Raza Khan
Hyades Sector Zu-Y D117 renamed to Fullerene C60
Added starport "Rebuy Prospect" to Fullerene C60
Added starport 'McArthur's Reach' to LHS 5287
Added starport 'Bob Paffett' to Runo
Added starport 'Jaitinder Singh' to Namba
Added starport 'Mike Tapa Astronautics Ltd' to Sigma Hydri
Added starport 'Contestabile' to Baltah'Sine
Eol Prou IW-W e1-2400 renamed to Meretrida
Eol Prou YI-W b17-19 renamed to Kopernik
Eol Prou PX-T d3-347 renamed to Pergamon
Eol Prou IW-W e1-3246 renamed to Magellan
Eol Prou NH-K c9-40 renamed to Pyrrha
Eol Prou LW-L c8-227 renamed to Signalis
Eol Prou KW-L c8-164 renamed to Garuda
Eol Prou IW-W e1-3167 renamed to Canonnia
Eol Prou PX-T d3-336 renamed to Union
Eol Prou IW-W e1-1601 renamed to Phoenix
Eol Prou LW-L C8-10 renamed to Dubbuennel
Eol Prou LW-L C8-6 renamed to Kioti 368
Eol Prou LW-L C8-54 renamed to Mobia
Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing
Eol Prou SS-T D3-241 renamed to Tas
Added a dockable megaship called 'The Harmony' to Yum Kamcabi system


Celestial

Fix texture distortion in ultra due to morphing not scaling correctly
Improved quad efficiency for distant horizon planets
Ice terrain surface improvements
Reduce dark patches occurring when regenerating shadows
Don't allow ships to fly backwards in a ring orbiting a black hole to sneak through the exclusion zone
Surface rock system optimisations
Make star lens flares check the actual depth instead of comparing against a constant value
Red Spider Nebula is now red
Split up terrain noise generation into chunks to avoid using too much memory at once
Fix some nebula not appearing in the sky dome generation
Fix a stellar jet render artefact on AMD cards
Fix background brightness popping in multistar systems
Performance improvements for terrain on 4/500 series nVidia cards
Updated schematics for white dwarfs and neutron stars
Distant asteroid billboards shading incorrectly when passing in front of their planet fixed
Remove the planet material texture lod drop on consoles


Hyperspace/Supercruise

Physics optimisations for supercruise
Ensure that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabled


Network

Experimental IPV6 support added
Network options and information page added to the options menu
If you're already in a voice chat session with another player (eg if in a wing) and you block them, mute any further audio received from them during that talksession.
Make sure that a player is removed from a wing if they delete their save game
Added an option on Network Settings dialog to allow the port number used on IPv6 to be
Streamline session join protocol (may fix cases of extended supercruise or jump transition times)

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


VR

Made the schematics render in stereo
Added dithering support to tackle banding in VR
Fixes to some of the cockpit VR cameras
Fix some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160x1200 to 1280x768
Added Python ship kit VR hangar cameras


Player Journal

Added journal events for multicrew
Replace the docking journal entry when switching back to a mother ship after a fighter or buggy has exploded, with VehicleSwitch
Change several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entries
When a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
Added a journal entry when gaining Federation or Empire rank
Added "Target" property in player journal when recording a kill
Fix for getting the correct faction when docking at a station (to write into the journal)
Include surface location (latitude/longitude) in the player Journal's "Location" event, if starting game in SRV
Add a "StartJump" PlayerJournal event, at the start of the jump Countdown
Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal
At the start of a jump, include the target star's spectral type in the journal
When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation
Include Faction info in RedeemVoucher event in Player Journal
When DSS-scanning a ringed planet, the journal entry now includes the 'ReserveLevel'
Record journal entry when in SRV and the pilot's ship takes off or lands
Added journal entry for setting a ship name
Fixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you're still scooping
Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
Include target faction and count in Player Journal when accepting a mission
Added info in player journal at startup with Cargo, Materials, Passengers, Loadout
Add a player journal event when scanned (on scan complete)
Change the code for writing the 'Bounty' event into the player journal, so it gets written for every player in the wing that was involved in the fight
Include the name of the destination starsystem in the "StartJump" player journal
When buying or swapping ships in the Shipyard, write the ship's loadout to the player journal (similar to on startup)
When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority
The "Loadout" data now includes health and value for each module


Audio Change Log

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



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



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


Outfitting



- Fix fuel level cap when exchanging modules

- Refuel and repair SRVs and Fighters when restocking

- Remove clip size modifiers on shield cell banks



Commander Stats

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

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



Community Goals

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



Factions



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

- Fixed faction influence change from smuggling weapons

- Faction influence change reduced from murder, interdiction and assault crimes

- Faction influence change increased from redeeming bounty vouchers

- Balanced faction effects from selling commodities with a zero purchase price

- Removed faction reputation gains from smuggling cargo at a black market (NF)


Exploration


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

- Stop awarding First Discovery bonuses of zero credits

- Fix transaction server error when purchasing exploration data for certain systems

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


Misc

All players on 2.3 Beta 1 have a minimum starting balance on their existing Commander of 1,000,000 credits.
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Fri Jul 28, 2017 3:05 pm

2.3 Beta 1.01 Changelog
- Fix a crash with landing gear not being correctly initialised
- Ensure we can't access a null texture baking node when attempting to extract a texture – fixes a crash with GPU memory allocation
- Fix a crash when creating a ship name in the livery
- Fix some avatar related spammy web requests
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Fri Jul 28, 2017 3:07 pm

2.3 Beta, Update 2
Stability Fixes

Server crash fix for unsupported feature
AI no longer try to use non-existant nameplates
Prevent a crash if a mission loses some of its data
Initialise the anonymous avatar data way earlier than previously, to avoid issues where avatars are requested before the owner is Activated
Fix for crash when trying to save the ship's generated ID
Fixed a soft lock on entering CQC, in which the non-authority on a destructible environment object never receives the replication that sets its kinematic item
When saving a ship that is alive, don't allow it to have zero health as this causes hiccups on loading, instead round up to 1/1000000 of it's full health
Speculative fix to prevent a crash on Mac builds, due to being unable to load some Horizons-only resources
Allow VFX Hosting to abandon creating particle effects if the containing location is trying to shutdown
Fix avatar assert when loading into a second CQC deathmatch
Fix an assert when flying in multiplayer in supercruise
Fix a crash in the free camera if a remote client deployed an SRV
Fix crashes in high resolution screen captures when using supersampling settings <1.0 and/or borderless modes with resolutions lower than the desktop resolution
Fixed a softlock that happened after dismissing an error dialog in CQC
Various System Map stability improvements (with force close of the map on exceptional circumstances, instead of crashing)
DX11: Remove deferred context usage in runtime compression


General Fixes/Tweaks

Fixed a problem introduced during 2.2, where you were no longer able to hold UP/DOWN to scroll information continuously within a common UI
Correctly handle '<' in text chat
Fixed the 'bind dialog' on the controls screen - it's 'back' 'confirm' and 'always confirm' buttons were being displayed when they shouldn't
Fixed long names getting truncated on the target panel when they could be expanded into the space reserved to show ship name
Rank requirement should no longer show up when not needed. Truncated text in shipyard list should now wrap
When player drops out of supercruise at a wing beacon within a ring, adjust start position for safety
Headlook should activate panels by default when looked at
Ships are not duplicated in system map each time you open it anymore
Completed a pass over the comms panel popup options, adding icons
Audio: Fix broken hyperspace jumps
Audio: Added in new audio options for ship voice lines from 2.2 and 2.3. These include muting NPC orders, Passengers, Fighters, Multicrew, Neutron star jet cones and unknown objects voice lines
Audio: Changed conversion setting on galnet focus sfx to stop seek table errors
Audio: Tamed the neutron star pulse ambience a wee bit
Audio: Volume sliders only play sound when decreasing the volume fixed
Audio: No music plays when docking with the Docking Computer fixed
Various text fixes
Particle effects lodding and optimisations
VFX lighting optimisations
OSX: Fix some odd character substitutions
Xbox One: Accept a CQC invite with only the launch chunk installed


Missions

Potential fix for mission inbox messages not appearing properly
Changes to chain missions: Piracy Heat, Piracy Contract, Clearing the Path and Safe Travelling - these should now spawn easier
Fixed Piracy Deal not giving you the correct target type to kill in the second mission
Rampant Leadership should now be giving the correct template
Updated the military career progression numbers to speed up progression a bit
Increase super power reputation gains by 25% when gaining faction reputation
Remove bookmarks and relevant inbox message from welcome mission template


Passengers

Automatically return passengers to their homes if their mission is no longer active and they're still in ship cabins


Ship Naming

Make sure ship names are displayed properly for locally stored ships and remote ships in the shipyard UI (accessible from station services)
We now let the server know when we generate a ship-id for a ship that we won't be able to generate consistently
Fix nameplate colours on OSX/OGL
Set restricted range of characters for input fields used when creating a commander and naming a ship (outfitting and New Commander Screen UI)
Fixed inconsistencies in the way we display the ship name in several pieces of UI when there's no custom name defined
Ship naming in Livery now accepts a fixed width rather than a character limit
Ship name in internal panel (functions tab) is now properly updated when changed from livery


Camera Suite

No default controls for Undo or Redo when using "Classic Context" or "Default Context" default bindings
Use the hanger bounding box to try and workout of a vanity camera is clipping with the hangar
Stopped the dof toggle been pressed should a user not have dof enabled
Should a player be in vanity camera when doing an hyperspace jump force them back into the cockpit view
Disable motion lines when in world fixed camera
Fixed UI not scaling correctly when fov is changed
Do not show the breathing mask when we are in a 3rd person view (vanity / gunner camera)
All bindings now display for elevation. Added UI support to hide DOF while inside the vanity cam
If the vanity camera is active, make sure background stars and directional lighting are not disabled
Audio: Stopped ascending whine of ship charging FSD being audible on player in external vanity cam
Audio: Fixed fuel scoop bug where the fuel scoop sound re triggers entering and exiting vanity cam


Commander Creator/Avatars

Avatars: fixed short beards so that they change colour properly; updated avatar presets to incorporate this change
Fixed pock marks decal so it doesn't erase detail off the base normal map
Allow for editable features to become aware of their availability to the player, so that randomise can select from only those options that are available for the player to equip
Avatars: Skin tone specular values balanced to new lighting
Re-add pilot to chair in holome during VR, but ensure that the head isn't visible
Updating male and female suit icons for Holo-Me
Removed Goth-y eye shadow from Male Preset 03 - he's one of our "Default 5" so should look more conventional
Male and female "Short" hairstyles were suffering from ghostly semi-transparent areas - now fixed
Organised scars prior to splitting off cleft chins into their own category
Fix for avatar head not being rendering correctly in cockpit after exiting Holo-me
Added labels for decal colours
Fixes for joint popping on male outfit animations
Updated eye icons
Hide Holo-me controls on non-Horizons platforms
Avatar texture baking recipes now include a flag to specify if baked output compression is allowed. Disabled baking output compression for avatars in the editor
Panel names are now data driven. Fixed bug where suit category name would not appear in the category panel
Made characters' nostrils properly dark
Add parent title to panel data name in holo-me. This should also fix the null text string in the suits section
Added game resources for female cornrows hairstyle
Avatar helmet now correctly deploys when emergency life support is enabled
Don't override a player's decision to apply a helmet in the editor
Removed the dev presets from the editor
Improved poly construction for the full beard
Improved transition to Holo-me to black out completely before making the camera transition. This should improve VR experience in particular to be less jarring
Put avatars in all cockpits when it's contextually relevant (try and avoid cameras inside heads)
Ensure that releasing the skinning bone buffer when we suddenly have no bones to process also unlocks the buffer and clears the lock. Also added some extra paranoid checks when releasing the bone buffer lock
Audio: Fixed audio to better follow slight timing and visual changes in Holo-Me


Community Goals

Allow Combat Bond Community Goals to be linked together, allowing one to fail if the other succeeds before the time runs out. A CG that ends early still honours any reward tiers reached


Weapons/Shields

Change the exponent of the curve used for shield resistance from power distributor pips to make it less harsh. 0 and 4 pips are unchanged, middle values now have a higher damage resistance. Specifically changed from 2->0.85, which means that 2 pip has an increased damage resistance from 15%->33% (0 pip stays at 0%, 4 pip stays at 60%). This change means that the TTL (Time To Live) increase of each additional half-pip is approximately the same, rather than almost nothing to start and spiking up towards the end, hopefully allowing players to use setups other than 4-SYS with less penalty. Does not affect CQC ships
Fix a muddling of grades on module reinforcements that made them a bit of a newbie trap if you didn't dig deeper - the Es were better than the Ds as they were probably ranked on the wrong primary stat. Increase the health of D class module reinforcements to be the same as what Es currently are (about +140%), and give Es a 10% buff to offset their higher mass
Incremental Railgun buffs: increase hardness piercing to match plasma accelerators so they do a better job of punching up against large ships. Reduce firing heat by approximately 15% (and round off to comfortable numbers)
Audio: Weapon impacts now respect whether or not the player is in internal / external cams
Audio: Fix missing weapon sounds
Audio: Fix missing events for ECM
Audio: Fix silent lod1 chaff launcher
Audio: Fixed silent shield cell audio
Audio: Tweak to the attenuation range of railguns chargeup


Engineers

Added reference module data for Sensors, Surface Scanners and Stellar Body Scanners
Audio: Fixes for various engineer bases bugs


NPCs

Audio: Renamed external point of no return event to make it audible on npc ships


Ships

Fixed Imperial Cutter vanity camera orientations
Fixed Federal Corvette vanity camera orientations
Audio: Fix for "Frameshift charge detected" voice line that triggers when the ship the player is targeting begins jumping
Audio: Fixed broken ship dust
Audio: Fixed broken cargo bay ambience
Audio: Fixed broken FSD "point of no return sound on non-player ships
Re-enabled audio ECM code which was turned off by accident
Audio: Fix for "Rotational Correction Enabled" triggering each time you switch back to the helm from a fighter/SRV
Audio: Fixed missing Orca external sounds
Audio: Fixes for ships hardpoint doors event errors and landing gear errors
Audio: Made Orca boosting sound slightly less aggressive and added a fade when the ship is stationary to prevent loud flyby boost sound when switching cams


SRV

Fixed a dependency for the SRV turret guns being nulltex whilst the player is in Vanity Camera mode
Audio: Fixed swapping turret view audio hanging
Audio: Fixed GUI panel sound getting stuck on when entering turret
Audio: Fixed broken wavescanner elements
Audio: Proper fix for "Scan Detected" voice line looping when sat in your srv next to your mothership and an unknown artefact
Audio: Added missing emitter group to scarab which was causing asserts and missing audio
Audio: Fix for fighter launch SFX always coming from player ship
Audio: Set up improved voice management and attenuations for various explosion related things
Audio: Code fix for hardpoint scanning sounds being re triggered when switching between turret and normal view


Stations/Ports

Added LODs for girders near entrance for asteroid bases
Fixed a small hole near the entrance on Asteroid base exterior
Audio: Fix missing station and outpost ambiences
Audio: Fixed flight controller clicks
Audio: Industrial station elements duck when inside outfitting fixed
Audio: Some tweaks to outpost elements to compression artefacts
Audio: Added a new audio emitter for the defense turrets at planetary bases, and changing their firing behavior so that firing sounds match the visuals
Audio: Corrected event names on advert drones so that we can hear them again
Audio: Fixed defence turrets being out of sync with the firing
Audio: Fix for very loud and clipped sound inside station docks


Installations/POIs/USSs

Ancient sites should not longer change layout (but all layouts will permanently change)
Correct the fallback logic for UA2's not in Merope
Fixed offset geometry on the dredger maw
Audio: Fix some missing SFX from capital ships
Audio: Fix for NavBeacon missing impact sounds
Fixed missing hitcheck on the Thomas Class Bulk Cargo Ship
Fixed missing hitcheck on the Henry Class Bulk Cargo Ship
Fixed some LOD popping on the cargo megaships
Fixes to stretched and zero map area UV's on some megaships
Audio: Fixed errors on installations/CQC
Audio: Audio logs positioned and duck music/ambiences correctly
Audio: Set capital ships to correct compression settings
Audio: Fixed some missing installation ambiences
Audio: Fix for missing sounds in Installation_SensorArray_002
Audio: Fixes for abandoned settlements missing events
AUdio: Setting up generic holoscreen events for missing holoscreen sounds


Render

Fix asteroid fog sometimes disappearing in DX11
Speculative fix for galactic background cubemaps ending up with messed up half-faces
Make effects switch to emitting when the emissionTimer is greater than or equal to the delay. This fixes continuous effects not emitting
Improve performance and reduce stalls when destroying surface rocks
Use the correct vertex layout for milky way dust instances in the galaxy map and skybox captures
Don't add milky way dust instances if we're not in an envmap view and we haven't finished updating the dust states
Improve the speed for morphing
Set the correct DOF values for consoles
OSX: DOF should appear off apart from on High and Ultra presets, which mirrors the x64 set up
Make GPU skinning precompute the result from the various morph frames
Make compression requests check the hardware capabilities first to determine if we can actually do anything


Controls

Unhide bindable controls categories on console - the only category still hidden is the mouse bindings
Added in the Dualshock 4 to the control bindings, includes a normal and "with yaw" flavour


Network

Fix various transaction server disconnections when resurrecting, buying exploration data, refining mining chunks, unloading passengers and outfitting ships
If we disconnect from the internet entirely (on PS4 and XB1 where we have an existing method of detecting that) then display a slightly more useful message on the main menus
When the game first connects to a server, if the game has a dual-stack connection, test the MTU over both IPv6 and IPv4
Improved error handling (RE: When the game first connects to a server, if the game has a dual-stack connection, test the MTU over both IPv6 and IPv4)
Show the path where log files are saved on the network settings screen


StellarForge

Changed Core Sys Sector XU-P a5-0 system to the recently announced Trappist-1 discoveries
Exoplanet in Kepler-20 renamed to Rob's Place
Moved Castellan station further away from its parent body


Player Journal

when docked at a planetary surface station, the "StationType" should show "SurfaceStation" not a blank string
The Docked event will now also include the distance from the star
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Fri Jul 28, 2017 3:12 pm

2.3 Beta, Update 2.1

- Enabled multicrew.
- Fix to correctly handle race condition when router type discovery takes longer than mtu discovery
- Don't try and handle invalid IPV6 addresses
- Collect direct telemetry on all IPv6 sync attempts
- Prevent over-counting sync attempts in network statistics due to switching to Turn
- Exclude Teredo addresses when looking for an IPv6 network connection
- Fix credits for beta test starter pack
- Adjusted the amount of exploration ranking awarded from selling exploration data to be 50% of the credits value, 20% of the credits value of Passenger Sightseeing missions and 40% of Long Distance expedition missions
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Fri Jul 28, 2017 3:13 pm

2.3 Beta, Update 3
Stability Fixes

Fix a crash accessing a stored module in outfitting
Fix error with incorrect string types for chained missions
Made sure ship/activity selection buttons are disabled and don't send events when there's no ship available, thus making it impossible to mash the button and generate the softlock
Removed redundant code that could cause the UI to get data from an object that may not exist
Fix memory corruption on shutdown
Fixedgame becoming unresponsive on commander history tab
Crash fix for the vanity camera blur geometry not being correctly initialised
Fix a crash that can happen when joining a multicrew session while the helm is in the process of a supercruise transition
Fix a crash during shutdown when the CommanderInteractionHistory was saving its data
Fixed crash when trying to upgrade the health of a module which has no concept of health
Fixed a crash that could happen for crew inconsistently when the helm emergency dropped hitting a stellar object
Network stability fix for IPv6/IPv4 dual-stack users
Networking stability fix
Fixed crash when starting a multicrew session while the hyperdrive is charging
Fix for a crash when another person in a multicrew session drops out of supercruise while someone is joining their session
Fix a crash caused when someone joining a multicrew session quits the game
Crash fix when hyperspacing whilst swapping back from fighter
Fix a number of transaction server errors when ejecting limpets, transferring cargo, buying exploration data and swapping loaded fighter bays into storage


General Fixes/Tweaks

Fix for incorrect mining decals spawning on rocky/icy asteroid types
Various text fixes
Fixed missing audio when scrolling on option pages
Fix friends markers not appearing on the galaxy map
Audio: Fixed missing events on heat sink deploy
Audio: Fix missing "Fuel Scooping Complete" voice line
Optimisation for stellar jets
Audio: Fixing vessel voice in hyperdiction encounter
Fixed landing gear and cargo hatch animating when logging in near your landed ship in an SRV
Crash fix when sending Wing invites in certain situations
Optimisations for HBAO
Optimised HUD glitch effect


Multicrew

Make sure that fighters receive combat bonds
Show fire groups on non-helm and non-gunner multicrew
Hide the "Lawful" description overlay for child activities in the "Join Another Ship" menu
Basic ship scan data is not replicated to crew members in the "idle" role fixed
Turret weapon mode can no longer be changed while in multicrew (workaround for turret mode replication issue in multicrew)
Pressing "B" while looking at multicrew info will go back to the default contact view
Use correct text symbols for ship names in the session report
Make sure livery and holo-me buttons (station menu) aren't available when in multicrew & give some feedback in the button sublabel accordingly
Icons and numbers for 'Join Another Ship' in multicrew are sometimes missing until you hover over them
Made the Wing and Multicrew invite buttons visible but disabled when appropriate. So it's clearer that the option would normally be available but is currently blocked by something
Added some visual feedback in the crew cockpit about current role (component on top of the role designation label containing a frame, an icon and a pulse animation)
Fixed hardpoint indicators from swimming through the new 'utility' item when deploying hardpoints in gunner role
Fixed overzealous blocking of the multicrew invite button, it didn't allow you to invite a second person to your crew because you were technically in a wing
Added remaining icons to comms UI, multicrew UI drop down menus and options
Audio: Multicrew members now receive ATC trespass, loitering and blocking door messages when in another player's ship
Fixed Comms Panel - Invite to Wings/Multicrew missing or not disabled in certain states
Audio: Make mining chunks breaking off asteroids audible to player 2 in multicrew
Made sure that station services closes when opening a session report
Updated session report with the correct stats
Audio: Fix a bunch of missing drone sounds for player two in multicrew
Audio: Fix for FSD jump sounding twice when jumping as player 2 in a multiplayer session
Non helm roles can now read the refinery value but not vent any materials
Crew members now have access to the helm's exploration data while part of a crew, however, crew members will not gain any new exploration data earned while part of the crew
Removed "Request Docking" button from the contacts panel for crew members
Make sure opening a crew is locked off when in a wing or leaving a wing
If you crew in a multicrew vessel display the permits of the helm under the permit tab, helm or non multicrew will display your own
Fixed ship name/id not appearing on the Functions Panel or the Info Panel for crew members
Show the interdiction tunnel for all crew members
Stop non helm crew members seeing the planetary landing gui
Show the local commander name in the status panel (and not the pilot) when in MultiCrew non-helm
If a gunner kills someone then the crime is attributed to them and not the helm
External players should now see the weapons moving/firing/aiming correctly
Fixed session report bounty values when killing a ship that awards multiple bounties for different factions
Stopped the message about switching flight controls being sent to crew members
Tweaked the logic that generates the cargo list for the UI so that mission cargo doesn't show up as stolen on non-helm multicrew machines
Show hits on the targeting schematic of the helm when target is shot by the Gunner
Fix for not being able to deploy fighter on non-helm after hyperspace
Fixed MultiCrew joining players not being aware of any deployed fighters
Matchmaking buttons disable more efficiently to prevent spamming
Update multicrew matchmaking activity counts more quickly


Avatars/Commander Creator

Some of the Female Outfit Changes had bent knees - now fixed
Enable preset feature randomisation, and turn on randomisation for the sub-components of avatar headgear
The male veteran had wispy photo-sourced eyebrows even with no eyebrows selected - fixed this
Fixed the head being missing on the player avatar after entering holo-me
Milky eye not applying when set to both eyes fixed
Added entry/icon for female Cornrows hairstyle
Added new motion graph variable to allow joints to correctly react to jaw width morphs
In the commander creator, the mouse input should now line up properly with the UI
Update icon .avatarSettings for helmets so that the helmet is actually turned on
Moved Chin clefts from scars to a new category under Head->Jawline->Chin
Moved Lip, Cheek and Eye makeup from tattoos to a new makeup category under Face
Fixed Holo-Me UI getting tinted by custom UI colors - meaning that the full-color thumbails of various things don't match what's rendered. This UI now uses the 'Front-End' shader variant, which ignores color tinting (like the galaxy map)
Initialise a cached helmet value, so that an avatar will not randomly have a helmet on in some instances
Palette Editor had set some saturation values to zero - fixed this
Move makeup back to the cosmetics tab in Holo-me
Made separate palettes for "regular" makeup and tattoos/warpaint
Fixed - some eyebrow textures were straying out the prescribed eyebrow area and then being stretched by the morphs influencing the eyelids
The UI now focuses on the correct flight suit when opening a category
Fixed Female avatar skinning - moving the avatar's eyes wider made a spike appear in the corner of the eyes; moving the mouth up made it intersect with the bottom of the nose
The avatar's head no longer appears a frame too late when switching to the vanity camera
Holo-Me sliders now retain focus even when the mouse is dragged outside the slider, making it easier to use
Close Station Services when entering Holo-me, so the UI's don't overlap
Fixed colour mismatch between some hairstyles and beards
Avatars: Female Rough neck morph changed to remove clipping with the back of the suit
Store consistent pose/background after the first time you see the portrait of your player
Suit category label now displays the name of the category instead of the name of the option
Fixed holo-me avatar vibration whilst docked in a Coriolis station
Fixed various UI inconsistencies in the avatar editor
A commanders own face now appears in the chat log when they send a message
Leveled off of the VR HoloMe Cameras so they are level with the cockpit floor


Camera Suite

Changed the max speed of the focus distance in the vanity camera
Should the vanity camera collision not detect we are clipping with an object cast a ray 1m in front of us to check if there is a surface
Changed the vanity camera collision to check the edge of the screen instead of the centre when trying to detect if we are clipping with an object
Only force the camera into planet range while we are in low level flight and not in supercruise
Tweaked Ship Low camera position to prevent intersection with hangar floors
Audio:Chaff Launcher firing retriggers when switching between Cockpit Cam and Vanity Cam fixed
Various fixes for camera positions to avoid "Signal Lost" where cameras were clipping through things
Fixed vanity cam 'stop' sound playing when re-entering the cockpit only if the gui was visible
Swapped FreeCameraPitchUp and ''Pitchdown so pressing up makes the camera pitch up and vice versa
Force the vanity camera to update when a multicrew player joins
Moved the "Toggle Camera Suite" button out of flight and vehicle miscellaneous into the "Camera Suite" menu
Fix for free camera mouse controls not working while docked
Made camera name label in vanity cam capable of expanding to fit long camera names in
Prevent access to srv turret while using the camera suite
Stopped the Free camera throttle mode overwriting the flight throttle mode, this means you can have each throttle in a different mode


Starports/Bases

Various performance optimisations for the Asteroid Station
Dockable Megaships now display their name on the side
Fixed advert drones disappearing outside the station when we switch over to the entrance kinematic
Updated chat panel to support station messages
Audio: Fix missing SFX on biomes
Audio:Removed unused events from military outposts
Audio:Fixes for issues with activation distances in various engineer bases audio emitters
Audio:Added correct soundbanks to a number of planet and engineer base elements
Fixed station type icon for Freeholm
Audio: Fixes for popping sounds in loop inside stations


Missions

Mission Failed string added to all chained missions
Changed the commodity required to Fish, from Aluminium in the welcome mission collect template
Fixed error in sorting algorithm for transaction panel
Chain Missions chance of spawning reduced from 100% to 30%
Changed the archetype of pirate lords used in assassination missions - when you jump into the USS, they should no longer flee from you if you have no cargo
Fixing the cargo in planetary rescue so that it is no longer illegal (for the welcome arc only)
Fixed an issue where the Famine Piracy chain was showing string data instead of commodity data
Fix some passengers refusing to leave their cabins


POIs/USSs/Megaships

Samson Class Bulk cargo ship has unconnected geometry fixed
Moved micro resource spawners in mega ships to stop micro resources from spawning at the origin regardless of the offset we had entered
Ancient 01 site multiple fixes to problems in layout, floating rocks, bad controllers, incorrect customisations
Fix some LOD popping on megaships
Hitcheck fixes for the asteroid ship
Remove frame stalls in poi spawner when loading sector layers on approach to certain planets
Cockpit location panel (bottom left) now displays icons for the new types of nav location (megaships and asteroid bases)
Audio: Fix audio error with materials
Audio: Stop solar panels SFX from cutting in abruptly
Fixed: specific arrangements of terrain-stamped POIs would cause heigh issues on AMD cards
Fix for floating objects at ancient sites


Weapons

Audio:Makes some sounds react to amount of ammo remaining in magazine


Ships

Fixed zfighting issue of decals on floor. Fixed mirrored writing and removed emissive detailing from cockpit 'screens' which were obscuring the MultiCrew UI in the Beluga
Fixed issue stopping the ships from kicking up dust while near a planet
Fixed flipped vanity cameras on the Asp Explorer
Fixed flipped vanity cameras on the Federal Dropship
Fixed sidewinder explosion which looked broken at 7000m
Balanced Orca by lowering the weight, making it faster with bigger jump distance
Audio:Fixed the boost fail sound which went missing during the emitter update
Audio:Fixes for landing gear event errors and hardpoint audio event errors
Audio: Fixes for Anaconda, Empire eagle, eagle missing events
Audio: Fixes for Diamondback Scout emitters appearing in the wrong place
Audio: Fix for other player/npc fsd jumps in/out of an instance sounding truncated
Audio: Fix fighter launch sounds on type 9
Rebalanced ships: DBX now has an extra size 2 slot and is a bit lighter, Asp Scout has a new size 2 slot and a size 5 slot replacing one of it's size 4 ones. Beluga mass brought more in line with other large ships to help FSD range
Removed second discovery scanner from Asp Scouts new size 2 slot
Fix for The Fer De Lance not having any shipkit slots in Livery
Balance pass on the Federal Condor, increasing it's transverse acceleration from 10 to 20
Fixed bobble head positions for imperial courier
Fixes missing vessel voice lines in Hyperspace
Audio: added oomph back to the weapons
Audio: Fixes for retro drives in external view


SRV

Optimisations to SRV headlights with improved visuals
Audio: Fix audio errors with the stow/deploy animation


Station Services

Audio: Manage ship voice alerts better when in outfitting to reduce message spam


Player Journal

Include local minor faction information in the player journal when arriving in a system
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Fri Jul 28, 2017 3:15 pm

2.3 Beta 4 Changelog
Stability Fixes
• Fixed crash with contract destination does not coming through correctly
• Prevent crash when two players attempt to switch to fighter at same time
• Crash fix when supercruising with fighter out
• Crashfix: when opening the system map in rare circumstances
• Fix a crash if someone mines an asteroid near a station in a ring which then tries to spawn a microresource
• Fix a crash if a user quits the game during a multicrew location transition
• Fix a crash if a multicrew crew member disconnects from the host while loading
• Fixed cockpit crash in SRV
• Crash fix for various Multicrew edge cases

General Fixes/Tweaks
• Fixed the brightness of dust clouds in the main galaxy background
• Terrain shader minor optimisation for 700 series Geforce
• Audio: Fixing triggering of Vessel Voice "Ready To Engage" which wasn't being triggered
• Fixed missing progress bars on scanning reticle
• Fix asteroids sometimes not rendering into the far shadow views
• Fixed an issue on the system map. After zooming and directly leaving the system map, the sounds would hang around
• Fix saved game code to not write fsd superchange state twice (correct then wrong) which was breaking neutron-star jumps
• Fix for credits not being taken when purchasing exploration data
• Speed up CQC matchmaking when players of significantly different ratings join the game

Multicrew
• Made NPC voice and messages work in multicrew
• Fixing visibility issues for HUD rings and quick slots behaviour
• Added collision sounds for Multicrew seated players
• Audio: "Asteroid depleted" vessel voice line now audible to all members of a multicrew session
• Each player in a multicrew session can now see the boost gained for supercharging your fsd
• Prevented crew from jettisoning cargo which could cause their cargo hold to be inconsistent with the helm
• Fix an issue where if a local player's ship's cockpit component is destroyed, ie if a player enters a fighter, all crew would be detached from their chairs
• Fix gunner controls reverting to helm if fighterCon gets kicked when in a fighter due to illegal activity
• Removing wing icon from the galaxy map view and from the left hand panel when in multicrew
• Fix for: In the commander interaction history make sure the player can't have themselves in their own history.
• Cockpit health is now replicated between multicrew members (fixes cockpit not breaching for crew members)
• Fix for 2 players trying to switch to fighter at the same time
• Audio:Tweaks to crew voice mix
• Fix for MultiCrew fighter being destroyed when MultiCrew is disbanded when it is being flown by another player
• Gunner hud (3rd person camera) now displays relevant information when targeting a prospector limpet
• Increase the delay after launching fighters so that they shouldn't clip the parent ship on the way out (0.5 -> 0.8 seconds)
• Disband crews more forcefully when the captain disconnects

Avatars/Commander Creator
• Exit and Cancel popups are now displayed only after changes are made in Holo-Me.
• Fixed issue where Russian text would not be displayed on stepper in Holo-Me
• Fixed occasional blank images in avatar portraits
• Added VR backdrop to Holo-Me
• Tab bar in holo-me no longer repeats input when tab button is held down
• Fix the avatar portraits using lower res resources in some instances

Camera Suite
• Further fixes to various camera positions to avoid obscured angles
• Change the jump to camera vanity bindings to say the name of the camera they will jump to instead of just "Camera {number}"
• Added the ability to roll the free camera using the mouse, Renamed Mouse Pitch and Mouse Roll in the bindings menu to Mouse Y-axis and Mouse X-axis to reflect which mouse axis is used for the input instead of what the input will do since that is now set in a toggle

Starports/Bases
• Fixes for popping sounds in loops inside stations
• Fixed hitcheck issues with asteroid base

Missions
• Changed labelling of chained missions on the mission board to help relieve confusion over what part of a chain the player is on
• Add 2 new scenario remaps so that the new Incursion missions still let us complete the Well Trained achievement on XB1
• Disparity between text and audio logs now fixed
• Fix cabin escape pods not always being used when passengers eject

POIs/USSs/Megaships
• Fixed Texture Seam on space Dredger

Weapons
• Audio:Fixing silent Pulselaserburst_Huge
• Audio:Fix missing hold events pulselaserburst huge
• Audio:Fix silent LOD1 heatsink launcher
• Audio:Fixing a weird sound on the large pulslaser turrets

Ships
• Added cockpit chair based lighting (small amount of ambient to stop avatars being completely unlit in dark environments) to all ships where it was missing
• Added new ship naming popup in livery
• Fixed being unable to activate/deactivate colour customisation modules on the right hand panel
• Audio: Fixing triggering of Vessel Voice "Ready To Engage" which wasn't being triggered
• Audio:fixing waste pod volume issues.
• Audio:Few tweaks to fighter launch/stow to make them quieter when heard from the cockpit. Shortened a needlessly long loop and fixed its XBox conversion settings so it doesn't sound rubbish.
• Audio:Tweak to engine launch
• Audio:Fixed broken fighter tractor beam event actions
• Fixed Imperial cutters external lights not working

SRV
• Fixed for silent turret guns on other buggys
• Fixed ships not appearing on the SRV's wave scanner
• Fix for turret gui remaining should a srv get shutdown while in turret view
• SRV terrain schematic should now correctly render a cross section effect between the radar plane and any terrain that rises above it
• Fixed SRV's decal slot names

Station Services
• Fixed flow issues when opening Station Services for the first time
• Fix fighter paintjobs not appearing in outfitting
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Fri Jul 28, 2017 3:17 pm

2.3 Beta 5 Change Log
Stability Fixes

Fixed crash when loading a ship with an engineered surface scanner
Fix crash when trying to load refineries with empty bins
Fixed crash when selecting a new preset while the editor is changing avatar gender
Fixed crash entering a fighter as crew.
Fixed a crash if the helm was targeting an unexplored system you were not currently in
Protect against crash when docking
Fixed crash when launching a fighter and them immediately disconnecting before the fighter is constructed
Fixed crashes that could occur for a player when helm disbands a multicrew
Fixed a crash that occurred when being interdicted during a multicrew session
Fixed crash that occurred if the player's ship was destroyed while they were in the Holo-Me interface
Fixed a server disconnect that could occur when jettisoning cargo from an SRV underneath a ship


General Fixes/Tweaks

Fixed console specific icons in the Comms panel
Fixed: Highres Screenshot can cause network disconnection
Fixed star texture pop when arriving from hyperspace
Pause menu appears faster now
Fix destination star's lens flare from separating from it in hyperspace when in large ships
Fixed: Combat music will suddenly start playing for a few seconds when entering supercruise from combat with life support disabled/destroyed
History tab now shows date in shorter format "Mar 16" so it doesn't truncate commander names so much
If you report a player in-game, we'll now fill in their ship name and ship ID for you
fixed numerous issues with text truncation in power details screen
fixing instances of corrupted text throughout the game
Fix the visibility of stalks and jump highlights for systems in the galaxy map
Fix text chat not becoming available for players you just unblocked
Fix for AI ships in supercruise circling around station
Audio: Fixed celestial flybys
Fix some missing sounds for goals in CQC
NPC pilot suits have colour variants again
Fixed issue with Russian text being slightly cut off in various UI panels
Fixed issue whereby the labels for livery slots could display in black instead white or grey text
Updated the time format used in the comms panel timestamps
Fixed issue whereby long ship names were truncated on the ship transfer panel
Player Journal now shows faction data for redeemed voucher events
NPC portraits will no longer appear in the comms panel chat log
Further improvements for IPV4+IPV6 (Dual Stack) connections


Headlook

Added an option to disable the smoothing in headlook, this is useful for some headtracking devices to reduce the latency involved


Multicrew

Fixed silent pips in multi crew
Audio: Discovery scanner is no longer silent to multicrew members
Multicrew info panels should now correctly display red text
Can now focus on Back button in multicrew info panels using button input
Fix firegroup selection resetting when going in and out of Gunner mode
Fixed interdiction GUI on wing info not updating properly in multicrew
Added an "invited" state, displayed when a player has been invited to join a multicrew session, rather than showing them as connecting immediately
Fix Gunner target lock not being cleared after it has been destroyed
Fixed: Social Comms panel will lose focus whenever a friend comes online
enabled some changes to the multicrew info screens to turn tabs/text red when a role is unavailable
Only cycle through relevant firegroups (when Gunner is present, so you skip (local player) empty groups)
Clarified unit type for "Distance Travelled" values in the Settings panel and MultiCrew Session Report
Made sure mining chunks content info are displayed in gunner hud
Fixed connection error when trying to rejoin a crew after disconnecting
Fixed: Player will disconnect from a Multicrew session if they join while the Captain is channeling a Supercruise/Hyperspacejump and then cancels the jump upon the player joining
Audio: Fix for appropriate shields offline/online vessel voice lines not playing in multicrew
Audio: Silent running voice lines now play for player 2 in multicrew
Fixed utilities not working properly in multicrew
Disabling multicrew idle members seeing the helm targeting gui to avoid any conflicting behaviour
Audio: "Unable to dock, fighter still deployed" voice line now plays for all members of a multicrew session, including the ones deployed in fighters
Audio: Correct docking request voice notifications are now sent to the helm and fighter multicrew members when a fighter requests to dock with the mothership
Fixed ammunition levels not being replicated correctly between crew members
Fix for MultiCrew UI tab selection not being active when docked
Fix for station menu not working when not in MultiCrew
Fix for: [Multicrew] If a crew member swaps into an NPC-crewed fighter that is recalling, they have no control over it
Fix for: Multicrew welcome message panel stays on in gunner role if switch to gunner role whilst panel is open
Vessel Voice lines not all triggering in multicrew
Fixed multicrew gunners occasionally consuming 2 ammo instead of 1 when firing
Vessel voice lines no longer get cut off when transitioning from one ship to another
Players no longer receive the 'shield break' audio and VFX feedback when joining a ship with no shield generator
Various fixes to prevent the MultiCrew non-helm scanner/schematics from overlapping during transition of hyperspace, supercruise and when in a fighter
Fixed issue whereby only the helm would hear the self destruct countdown when in multicrew
When in a ship as a crewman you will now see correct timers/intro VFX for hyperspace and supercruise transitions
The "Switch To Mothership" option should never appear in the role panel until the player is actually in a fighter
Improvements to the cargo scanner when used in MultiCrew in the Gunner role
Bounty Vouchers and Combat Bonds are now awarded to MultiCrew members based on their combat rank


Avatars/Commander Creator

Categories panel in holo me now correctly displays 'Suit Categories' instead of just 'Suit'
Fixed issue with avatars floating in space, when a ship was destroyed
Female suffocation sounds now play when running out of oxygen
Fixed: Selecting a base preset in Holo-Me will never change the name of the suit despite the suit changing appearance
Changed the shoulder decal icons so they render at 1:1 ratio
Got rid of bright orange lip icons
Fixed inconsistent Cosmetics icons in the Holo-Me interface
Commander's Helmet now reacts to jaw width to prevent clipping
Fixed issue where some changes to facial features in the commander creator would not save correctly
Fixed issue whereby certain previewed features would remain applied to the commander when they changed tabs


Camera Suite

Various fixes to camera positions and FOV
Audio: Discovery scanner no longer retriggers when jumping between internal and external camera modes
Fix for Free camera roll modes acting in the inverse of what they say they do
Fixed bug in Cam UI that would still show DOF button even when it was disabled
Camera suite should now refer to Ship Controls as SRV Controls while in an SRV


Starports/Bases

Fixes to hangar lighting.
Hide powerplay contact at stations that lack the 'powerplay' service
Stations that are within a planetary ring are now displayed on the system map
Reduced some shimmering on asteroid bases


Missions

Changed UI text for Chain missions to 'Follow On' missions
Fixed an issue with the first inbox of a passenger vip Follow On mission. The correct portrait is now shown
Fixed an error where the massacre illegal blops mission was not spawning the correct mission targets
Balance pass on passenger mission rewards
Fixed issue where you could not focus onto the mission filtering box in the Mission Panel using just button input
Fixed issue with some missions not generating after completing a Piracy mission
Made certain Follow On missions spawn more reliably
Fix to allow missions to progress correctly if the player gets to the target system before the timer for the mission progresses
Alternative destinations for Planetary Rescue (plus variants), Federal Navy Salvage and Long Range Smuggling missions are now correctly optional
Address an issue whereby players could not open the mission board if they had a large number of pending follow on missions
Fixed issue whereby the mission target did not spawn in mission USS during Piracy Deal Assassination follow on mission


POIs/USSs/Megaships

Audio fix: Megaships having a loud sound and outposts events not loading issues
POI loot now remembers which commanders have already claimed them


Weapons

Audio: slight boost to the volume of other shields breaking and reforming.
Audio: Fixed issue with plinky-plonky small/medium turreted multicannon
Audio: beam laser tweaks. Turned up hardpoints by 3db
Fix for gimballed weapons stuck to fixed after switching from a fixed weapon fighter
Fix for The Enforcer multicannon sounds skipping when firing


Ships

A player's ship name will always be visible to other players when scanned
Various camera position fixes
Fixed various minor graphical issues across multiple ships
Fixed: Detailed surface scanner no longer claims to draw power in outfitting inconsistantly
Fixed: Detailed surface scanner cannot be turned off
Module popup in cockpit systems panel now retrieves the full name of the module rather than the short name
Fixed ship kits not rendering in hyperspace
Audio: Fixing cockpit reverb size on Beluga liner
Fixed certain ships being raised off of the landing pad when logging in while docked
Engine deploy for Diamondback and Diamondback XL now have their landing gear audio restored to proper working order
Fix for chugging sound that was present in a Beluga when stationary.
Fix for missing sounds on diamondback drive anims.
Audio: ship ready for boarding line vessel voice line now plays again
Audio: Fixed FSD supercharge voice line being triggered multiple times and every 5 minutes
Fixing missing distant external ship sounds on empire courier
Fixed broken retro drive sound on viper and viper 4
Fix for crackling loop on DiamondbackXL
Fixed issue whereby stellar audio and ship creaks would continue to play after rebuying your ship if you explode in the cone of a neutron star
Vessel voice will no longer spam the low oxygen lines when you jump/enter game with low oxygen
Fixed audio issue that occurred when completing the pre-flight checklist
Addressed an audio issue with ship engine sounds when deploying/retracting landing gears and cargo scoops at certain speeds


SRV

Fixed issue with inconsistent audio patterns while using the SRV wave scanner


Stations

Audio:Fix for cracking on xbox one for both industrial inner dock and station external ambiences
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Re: Elite: Dangerous - Change Logs

Post by XMadMarkX » Fri Jul 28, 2017 3:20 pm

2.3 The Commanders - Changelog
New Content & Features (Horizons)

Holo-Me (Commander Creator)

• Holo-Me UI added
- Players can create their own commander using a variety of customisation options and/or presets
• Player avatars now used in ship cockpits
• Added holographic effect for commander avatars (when they are not physically present)
• Hooked up the player avatar display to the comms panel and the commander history, so now chat messages will have a picture of the senders avatar next to them
• Added Holo-Me option to cockpit Status Panel
• Added Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image
• Added rank shoulder patches, unlocked with rank
• Added faction and pirate shoulder patches

Multi-Crew

• Multi-Crew availability is based on the number of physical seats on your ship
• Gunner role added
• Fighter Con role added
• Helm role added
• Matchmaking for different session types added
- Bounty Hunting
- Mentor
- Piracy
- Mining
- Exploration
- Smuggling
• Session summary screens added
• Allow friend invitations to Multi-Crew
• Power Distributor - Non helm Multi-Crew players provide an additional single power distribution pip which they control
• Added idle animations for other commanders in cockpit
• Crimes system updated to support Multi-Crew
• Multi-Crew related stats added
• Chat interface updated

Ships

• Added Multi-Crew cameras to supported ships
• Upgraded cockpits for Multi-Crew
- Adder (upgraded second chair for Multi-Crew)
- Anaconda (upgraded second and third chair for Multi-Crew)
- Asp (added second chair for Multi-Crew)
- Asp Scout (added second chair for Multi-Crew)
- Beluga (upgraded second and third chair for Multi-Crew)
- Cobra MkIII (upgraded second chair for Multi-Crew)
- Cobra MkIV (upgraded second chair for Multi-Crew)
- Imperial Clipper (upgraded second chair for Multi-Crew)
- Corvette (upgraded second and third chair for Multi-Crew)
- Federal Dropship (upgraded second chair for Multi-Crew)
- Federal Assault (upgraded second chair for Multi-Crew)
- Federal Gunship (upgraded second chair for Multi-Crew)
- Fer de Lance (upgraded second chair for Multi-Crew)
- Orca (upgraded second chair for Multi-Crew)
- Cutter (upgraded second and third chair for Multi-Crew)
- Type 9 (upgraded second and third chair for Multi-Crew)
- Python (upgraded second chair for Multi-Crew)
- Vulture (upgraded second chair for Multi-Crew)
• Dolphin playable ship added
• Dolphin NPC ships added

General

• New mysterious things added
• New organics added to surfaces

New Content & Features (Non-Horizons)

Ship Naming

• Ship Name and ID plates can now be added via Outfitting
• Ship names are server moderated if deemed inappropriate then will be masked off to other players
• If you report a player in-game, we'll now fill in their ship name and ship ID for you
• Added ship name plates to ships
• Added ID plates to ships
• Added ship names to various cockpit UI
• The start new commander flow will now prompt you to enter a ship name

Camera Suite

• Added vanity cameras to the ships
- Players can view their commander and ship from a variety of interior and exterior camera angles, using a range of new camera control options, including:

+ Zoom (Interior, Exterior, with Free Camera enabled)
+ Focus (Exterior, with Depth of Field Enabled)
+ Blur (Interior, Exterior, with Depth of Field Enabled)
+ Roll (Exterior)
+ Elevation (Exterior)
+ Speed (Exterior)
+ Stabiliser On/Off (Exterior)
+ Enable/Disable Ship Controls (Exterior)
+ Detach/Attach Camera With Ship (Exterior)
+ Hide UI (Interior, Exterior)

• Added free camera to ships
- Within the vanity camera, players can also select a free camera mode to more freely adjust their camera view (with access to the above camera options)
- Updated ship cockpit interiors to account for new viewing angles

General

• Added asteroid base type station (including air traffic controllers)
• Added 32 asteroid bases in various deep space locations
• Added some new challenge scenarios
- 4 new Incursion scenarios
- Speed docking
- Driver challenge
- Ship launched fighter challenge
• Added custom engine trails support
• Added Megaships
- Tanker
- Cargo
- Asteroid Miner
- Flight Operations
- Prison Ship
- Science Vessel
- Passenger
- ???
- ???
• Added 100 new tourist beacons
• Added Bucky Ball Beer Mats rare good

Fixes and Improvements

Stability Fixes

• Fixed crash in the inertial camera simulation when in CQC
• Fixed crash when entering CQC
• Fixed a soft lock on entering CQC
• Fixed a softlock that happened after dismissing an error dialog in CQC
• Fixed an error that can happen in outfitting if you replace the power distributor too fast
• Fixed crash that occurred while trying to generate ambient heat on ships inside stations
• Fixed crash in physics if data for a wheel is not valid
• Fixed deadlock if the galaxy map is repeatedly opened and closed
• Fixed a network issue related to modules
• Fixed crash when looking at left-hand panel while in a fighter
• Fixed a crash with landing gear not being correctly initialised
• Fixed a crash with GPU memory allocation
• Prevented a crash if a mission loses some of its data
• Speculative fix to prevent a crash on Mac builds, due to being unable to load some Horizons-only resources
• Fixed crashes in high resolution screen captures when using supersampling settings < 1.0 and/or borderless modes with resolutions lower than the desktop resolution
• Various System Map stability improvements (with force close of the map on exceptional circumstances, instead of crashing)
• Fixed a crash accessing a stored module in outfitting
• Fixed error with incorrect string types for Follow On missions
• Addressed a softlock that could occur when mashing the selection button when no ships or activites are available
• Fixed issue with memory corruption on shutdown
• Fixed game becoming unresponsive on commander history tab
• Fixed crash due to the vanity camera blur geometry not being correctly initialised
• Fixed a crash that could occur during shutdown
• Fixed crash when trying to upgrade the health of a module which has no concept of health
• Networking stability fixes
• Fixed a crash that occured when hyperspacing whilst swapping back from fighter
• Fixed a number of transaction server errors when ejecting limpets, transferring cargo, buying exploration data and swapping loaded fighter bays into storage
• Fixed crash that occured when contract destination does not come through correctly
• Fixed a crash that occured when supercruising with your fighter deployed
• Fixed a crash that occurred when opening the system map in rare circumstances
• Fixed a crash that occurred if someone mines an asteroid near a station in a ring which then tries to spawn a microresource
• Fixed a cockpit crash in SRV
• Fixed a crash that occurred when loading a ship with an engineered surface scanner
• Fixed a crash that occurred when trying to load refineries with empty bins
• Implemented measures to prevent a crash when docking
• Fixed a crash that could occur when launching a fighter and then immediately disconnecting before the fighter is constructed
• Fixed a server disconnect that could occur when jettisoning cargo from an SRV underneath a ship
• Fixed a crash that could occur when sending Wing invites in certain situations

General Fixes & Tweaks

• Fix to prevent ships spawning inside each other on interdiction drop out
• Fix to prevent the cursor being offset in some front-end UI circumstances when using 'In-Game Panel Based Cursor' mouse mode
• Fixed cases of the SRV appearing in orbit after re-launching the game
• Fixed issue whereby a player’s combat rank would be seen as ‘Harmless’ after making progress on their rank
• Fixed trespass zone radar elements being visible in the debug/classified camera modes
• Reverted the order of the latitude and longitude readout on the hud to be the same as pre 2.2
• Fixed LOD issue with Zemina Torval’s Powerplay Decal
• Fixed issue whereby a String ID would appear on the info panel as the jump destination
• Improved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effect
• Fix for Docking Computer crashing into back of station when approaching from rear
• Fix for Docking Computer crashing into Qwent Research tower when coming in to land
• Optimised loading time when loading in docked at a station
• The cockpit friends list now shows the distance to each friend (if they're in the same mode as you), and sorts friends by the closest first
• Info in status panel will now only show the scrollbar when focused
• Modified the "modules/trade/list" so that it filters modules where possible that are only related to the players current ship
• Various mission template fixes
• When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value
• Fixed missing info text for data link scanner
• Fixed some shadowing artefacts in the terrain rendering
• Fixed station interior changing when the station in under influence of an Unknown Artifact
• Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets
• Fixed an issue where the station name, rather than the schematics name, would be displayed in the target details panel
• Fixed issue that was affecting missions at Jaques station
• Various optimisations for Galaxy map
• Fixed issue whereby you could not exit side panel with B Button after using a fighter
• Fixed refinery tab still being selected on the right hand panel after removing the refinery module from a vessel
• Fixed Intermittent drop in frame rate in Challenge Scenario
• Fixed low-resolution cockpit on loading into CQC matches
• Fixed a problem introduced during 2.2, where you were no longer able to hold UP/DOWN to scroll information continuously within a common UI
• Fix to correctly handle '<' in text chat
• Fixed the 'bind dialog' on the controls screen - the 'back' 'confirm' and 'always confirm' buttons were being displayed when they shouldn't
• Fixed long names getting truncated on the target panel
• Rank requirement should no longer show up when not needed
• Truncated text in shipyard list should now wrap
• Start position has been adjusted for safety if a player drops out of supercruise at a wing beacon within a ring
• Headlook should now activate panels by default when looked at
• Ships are not duplicated in system map each time you open it anymore
• Improvements made to the comms panel popup options, adding icons
• Fix for incorrect mining decals spawning on rocky/icy asteroid types
• Fixed friends markers not appearing on the galaxy map
• Fixed landing gear and cargo hatch animating when logging in near your landed ship in an SRV
• Fixed the brightness of dust clouds in the main galaxy background
• Fixed missing progress bars on scanning reticle
• Fixed asteroids sometimes not rendering into the far shadow views
• Fixed an issue on the system map. After zooming and directly leaving the system map, the sounds would hang around
• Fixed saved game code issue which was breaking neutron-star jumps
• Fixed issue whereby credits were not being taken when purchasing exploration data
• Sped up CQC matchmaking when players of significantly different ratings join the game
• Fixed an issue whereby taking high-res screenshots could cause network disconnection
• Fixed star texture pop when arriving from hyperspace
• Pause menu now appears faster
• Fix destination star's lens flare from separating from it in hyperspace when in large ships
• History tab now shows date in shorter format "Mar 16" so it doesn't truncate commander names so much
• Fixed numerous issues with text truncation in power details screen
• Fixed instances of corrupted text throughout the game
• Fixed the visibility of stalks and jump highlights for systems in the galaxy map
• Fixed text chat not becoming available for players you just unblocked
• Fixed for AI ships in supercruise circling around station
• Fixed some missing sounds for goals in CQC
• NPC pilot suits have colour variants again
• Fixed issue with Russian text being slightly cut off in various UI panels
• Fixed issue whereby the labels for livery slots could display in black instead white or grey text
• Updated the time format used in the comms panel timestamps
• Fixed issue whereby long ship names were truncated on the ship transfer panel
• Added an option to disable the smoothing in headlook, this is useful for some headtracking devices to reduce the latency involved
• Terrain shader minor optimisation for 700 series Geforce
• Optimised HUD 'glitch' effect
• Optimisation for HBAO
• Optimisation for stellar jets
• Various VFX lighting optimisations
• Various particle effects LODing and optimisations
• Various text fixes
• Various localisation fixes
• Audio: Fixed triggering of Vessel Voice "Ready To Engage" which wasn't being triggered
• Audio: Fixed missing audio when scrolling on option pages
• Audio: Fixed missing events on heat sink deploy
• Audio: Fixed missing "Fuel Scooping Complete" voice line
• Audio: Enabled audio Obstruction/Occlusion in main game
• Audio: Improvements to the way soundbanks are loaded. Should help with fragmentation and memory issues
• Audio: New “Vessel-Voice” system, to replace our beloved old “Ship-Voice” system. Now much more robust and maintainable. This drives the computer voice lines
• Audio: Audio code optimisations. Audio work is better encapsulated into a single phase which improves the game's overall frame rate
• Audio: Fixed NPC voice volume slider not working
• Audio: Fixed tutorial voice text getting truncated
• Audio: Fixed an issue whereby the volume sliders only play sound when decreasing the volume
• Audio: Fixed an issue whereby no music would play when docking with the Docking Computer
• Audio: Fix audio issue with Hyperspace jumps
• Audio: Added in new audio options for ship voice lines from 2.2 and 2.3. These include muting NPC orders, Passengers, Fighters, Multi-Crew, Neutron star jet cones and unknown objects voice lines
• Audio: Possible fix for multiple unwanted audio events triggering in Friends and Groups screen
• Audio: Fixed an audio issue whereby combat music would suddenly start playing for a few seconds when entering supercruise from combat with life support disabled/destroyed
• Audio: Fixed celestial flybys

Celestial

• Fixed texture distortion in ultra due to morphing not scaling correctly
• Improved quad efficiency for distant horizon planets
• Ice terrain surface improvements
• Reduced dark patches occurring when regenerating shadows
• Prevented ships from flying backwards in a ring orbiting a black hole to sneak through the exclusion zone
• Surface rock system optimisations
• Made star lens flares check the actual depth instead of comparing against a constant value
• Red Spider Nebula is now red
• Split up terrain noise generation into chunks to avoid using too much memory at once
• Fixed some nebula not appearing in the sky dome generation
• Fixed a stellar jet render artefact on AMD cards
• Fixed background brightness popping in multistar systems
• Performance improvements for terrain on 4/500 series nVidia cards
• Updated schematics for white dwarfs and neutron stars
• Distant asteroid billboards shading incorrectly when passing in front of their planet fixed
• Removed the planet material texture LOD drop on consoles

Commander Stats

• Fixed number of fines increasing whenever a mission has failed without a fine being levied
• Fixed "Highest single reward" from assassination missions not displaying correct information

Community Goals

• Fixed inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending
• Allowed Combat Bond Community Goals to be linked together, allowing one to fail if the other succeeds before the time runs out. A CG that ends early still honours any reward tiers reached

Controls

• A sensible default control scheme is now selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list
• Fixed various default control schemes that have had gamepad bindings added to them. This was causing them to not load if you did not have a gamepad connected to the PC
• Removed gamepad bindings from all schemes that don't rely on a gamepad. This will stop you requiring a gamepad to be plugged in to see the schemes for joysticks or keyboard controls
• Allowed the alternate control bindings to have inverted axis
• Fixed an issue whereby players could no longer use mouse 2 as back in station services menu
• Fixed an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttons

CQC

• Rebalanced capacitor and charge rates to be the same across the different ships
• Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
• Fix an error when accepting an invite from someone who has already joined a game
• Fix an issue with the CQC default player starting params getting modified
• Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easier

Engineers

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

Bill Turner:
• Sensor/Scanner to grade 5
• DSS to grade 5

Felicity Farseer:
• Sensor/Scanner to grade 3
• DSS to grade 3

Hera Tani:
• Sensor/Scanner to grade 3
• DSS to grade 5

Juri Ishmaak:
• Sensor/Scanner to grade 5
• DSS to grade 5

Lei Cheung:
• Sensor/Scanner to grade 5
• DSS to grade 5

Lori Jameson:
• Sensor/Scanner to grade 5
• DSS to grade 5

Tiana Fortune:
• Sensor/Scanner to grade 5
• DSS to grade 3

• Added extra gun turrets to various engineer bases
• Fixed floating rock at Elvira Martuuk's base
• Added new longer range missile defences to various engineer bases
• Mic Turner Base had a population of 0, so added bakeout data for system "California Sector BA-A E6" so that it will pick up the correct details from server
• Added Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer Workshop
• Removed button missing under Adjust Experimental effect screen fixed
• Added reference module data for Sensors, Surface Scanners and Stellar Body Scanners
• Audio: Fixes for various engineer bases bugs

Exploration

• Rebalanced the amount of exploration career rank awarded when completing Passenger missions
• Stopped awarding First Discovery bonuses of zero credits
• Fixed transaction server error when purchasing exploration data for certain systems
• Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.

Factions

• Fix a rare opportunity for a conflict to start immediately after ending early
• Fixed faction influence change from smuggling weapons
• Faction influence change reduced from murder, interdiction and assault crimes
• Faction influence change increased from redeeming bounty vouchers
• Balanced faction effects from selling commodities with a zero purchase price
• Removed faction reputation gains from smuggling cargo at a black market
• Improved local news articles when faction conflicts end
• Distributed effects from redeeming vouchers from super powers amongst all minor factions in that system aligned to that super power

Fighters/Crew

• Fixed issue whereby crew rank did not update on the contacts or ship GUI after ranking up
• Implemented optimisations for load times on fighters and SRVs
• Fighters no longer 'red out'
• Crew are now set to 'flying fighter' when switching into the fighter
• Prevented transaction error when entering supercruise while a fighter is docking
• Fighter orders control group no longer conflicts with non-ship (eg SRV driving) controls
• Fix for crew cut of commodity trades being calculated on the client incorrectly

Galaxy Map

• System map initialisation optimisations
• Galaxy map memory and performance optimisations
• Disabled HBAO when using the galaxy map as it is not used
• Fixed System Map not updating when scanning planets while open
• Fixed a small bug where for single-jump plotting modes (synthesis or neutron-boosted jumps), there could be a discrepancy between which systems have the "plot route" button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single-jump modes is based on the ship's actual jump distance) didn't take into account the cargo mass slider that's used by the route plotter
• Small route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabled
• Systems that don't have meta-data now display as having pristine reserves in the system map
• Audio: Fixed broken sounds in galaxy and system maps

Hyperspace/Supercruise

• Physics optimisations for supercruise
• Ensured that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabled
• Audio: Tamed the neutron star pulse ambiance a wee bit

Installations/POIs/USSs

• Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
• Added additional installation scenarios
- Medical installation added
- Added Space Bar installation
- Added Space Farm installation
- Added Government installation
- Added new Security Station installation
• Colour variations for installations added
• Enabled replication of scannable space wreckage so that they are visible to all players
• Changes to stop Unknown Probes jumping about and rolling up hill on planets
• Align to Planet and Align to System no longer apply when the object they're aligning to is near a planet
• Fixed an issue whereby Skimmers did not report hostiles to their owning settlement
• We now allow planet surface landed ships to take-off and attack if there's a nearby faction hostile
• Fixed an issue whereby fumaroles would disappear in a multiplayer situation when a collectable is collected while another client is logged out
• Added new Passenger USS scenarios
• Fixed a bug with the Destructible Mining Component that was causing it to have 0 health
• Fixed hitcheck on fumarole collectibles
• Improved loading of POIs
• Proximity effects support added
• Added more wreckage types
• Space scenarios can now have localised fog
• Fixed objects in a settlement drifting from their correct position if the player is far enough from the planets surface
• Ancient sites should not longer change layout (but all layouts will permanently change)
• Multiple fixes to address problems with an Ancient Site
• Removed frame stalls in POI spawner when on approach to certain planets
• Cockpit location panel (bottom left) now displays icons for the new types of nav location (megaships and asteroid bases)
• Fixed: Specific arrangements of terrain-stamped POIs would cause height issues on AMD cards
• Fix for floating objects at ancient sites
• POI loot now remembers which commanders have already claimed them
• Audio: Fix some missing SFX from capital ships
• Audio: Fix for NavBeacon missing impact sounds
• Audio: Fixed errors on installations/CQC
• Audio: Audio logs positioned and duck music/ambiences correctly
• Audio: Set capital ships to correct compression settings
• Audio: Fixed some missing installation ambiences
• Audio: Fix for missing sounds in Installation_SensorArray_002
• Audio: Fixes for abandoned settlements missing events
• Audio: Setting up generic holoscreen events for missing holoscreen sounds
• Audio: Fix audio error with materials
• Audio: Stop solar panels SFX from cutting in abruptly
• Audio: Fixed issues with tourist beacon ambiances

Missions

• Multi-stage (Follow On) mission support added (different to wrinkles)
• Ensured that the mission filter doesn't show illegal salvage when set to legal
• Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don't take you to a planetary station as the main destination. If you don't have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary station, preventing you from accepting the new destination
• Missions that are a direct consequence of completing a previous mission are more prominent on the mission board
• Fixed mission messages being duplicated during transitions
• Made supply to demand overrides take max distance into account (Makes Colonia missions more likely to spawn destinations within the Colonia Bubble)
• Added support for equipment requirements for missions
• Change Destination Wrinkles are now optional for the following mission types:
- Delivery
- Collect
- Passenger
- Bulk
- Piracy
- Rescue
- Salvage
- Smuggle
- Planetary Rescue (plus variants)
• Smuggle missions maximum range has been reduced to 100ly away
• Smuggle long minimum range has been increased to 100ly away
• Fixed issue with showing credit rewards when there are no other rewards
• Updated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completion
• Added contract elements on all transaction panels to display the mission giver
• Added factions involved in the mission on space missions inbox messages so that you know who you are working for, and who you are working against
• Text no longer missing from inbox messages received during In Space Assassination missions
• Mission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black market
• When missions which require you to pick up cargo exist, they will now say ‘Collect Cargo’ instead of ‘Claim Reward’
• Welcome missions should not longer contribute towards influence or ranks
• Fix to prevent exploit when selling abandoned mission cargo
• Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate
• Improved the chance of rank up and engineer missions being available
• Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate
• The ancient codex now resets approximately 30 seconds after being scanned
• Decoupled normal missions and passenger missions selection, so a full allocation is available to each type
• Added a check for illegal goods to system search to stop returning a system that doesn't contain the markets needed
• Fix to prevent delivery scoop missions from appearing in systems without a landable planet
• Stopped player from getting spammed with an inbox message from space planetary hitmen missions
• Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)
• Potential fix for mission inbox messages not appearing properly
• The following missions should now spawn more frequently:
- Piracy Heat
- Piracy Contract
- Clearing the Path
- Safe Travelling
• Fixed Piracy Deal not giving you the correct target type to kill in the second mission
• Rampant Leadership is now using the correct template
• Updated the military career progression numbers to speed up progression a bit
• Increased super power reputation gains by 25% when gaining faction reputation
• Removed bookmarks and relevant inbox message from welcome mission template
• Changed the commodity required to Fish, from Aluminium in the welcome mission collect template
• Fixed an error in sorting algorithm for transaction panel
• Changed the archetype of pirate lords used in assassination missions - when you jump into the USS, they should no longer flee from you if you have no cargo
• Fixed the cargo in planetary rescue so that it is no longer illegal (for the welcome arc only)
• Fixed some instances of passengers refusing to leave their cabins
• Disparity between text and audio logs now fixed
• Fixed cabin escape pods not always being used when passengers eject
• Fixed an issue with the first inbox of a passenger vip Follow On mission. The correct portrait is now shown
• Fixed an error where the massacre illegal black ops mission was not spawning the correct mission targets
• Balance pass on passenger mission rewards
• Fixed issue where you could not focus onto the mission filtering box in the Mission Panel using just button input
• Fixed issue with some missions not generating after completing a Piracy mission
• Fix to allow missions to progress correctly if the player gets to the target system before the timer for the mission progresses
• Alternative destinations for Planetary Rescue (plus variants), Federal Navy Salvage and Long Range Smuggling missions are now correctly optional
• Addressed an issue whereby players could not open the mission board if they had a large number of pending follow on missions
• Fixed issue whereby the mission target did not spawn in mission USS during Piracy Deal Assassination follow on mission
• Potential fix for two errors relating to the Piracy mission templates

Network

• Experimental IPV6 support added
• Network options and information page added to the options menu
• If you're already in a voice chat session with another player (eg if in a wing) and you block them, we mute any further audio received from them during that talksession
• Ensured that a player is removed from a wing if they delete their save game
• Streamlined session join protocol (may fix cases of extended supercruise or jump transition times)
• Fix various transaction server disconnections when resurrecting, buying exploration data, refining mining chunks, unloading passengers and outfitting ships
• Improved error handling
• We now show the path where log files are saved on the network settings screen

NPCs

• Fix NPCs not having the long FSD cooldown after interdictions
• Added the Independent Fighter to alliance and independent faction navies
• Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance
• NPC docking improvements
• Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins
• Make sure that we have the correct faction before using the automatic loadout for NPC archetypes
• Don't report that the player is clean when being scanned when they are not
• Balance pass for AI interdiction ability, to make it slightly easier
• Auto-loadout system will now automatically add required passenger cabins based on the custom passenger type
• Allowed auto-adding of cargo racks to consider slots which don't accept shield modules but do accept cargo racks
• Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0
• Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP
• Changes to extend AI terrain avoidance on higher gravity worlds
• Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters
• Fix Pirate Hunter Hostile behaviour so that they attack after interdicting
• In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes
• For AI ships using the auto-loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply
• Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing
• Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn't have any/enough cargo
• Threaten time changed to 15s (from 18s) now that it's displayed in chatter
• Added jump after all ships scanned, which we didn't used to need for these pirates as they always attacked
• Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player
• Pirates should now make it clear what cargo can be dropped to apease them
• Stop NPCs in ships that can't jump (like fighters) from trying to do so
• When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped
• Fix for pirate hunter hostiles not always being wanted
• Increased the combat bonds and bounty multiplier for the "big 3" (Anaconda, Corvette & Cutter), upping their values by ~10%
• Make sure that NPCs properly evaluate cargo worth to prevent some odd cases
• Fixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from working
• Audio: Renamed external point of no return event to make it audible on npc ships

Outfitting

• Fixed fuel level cap when exchanging modules
• SRVs and Fighters are now refueld and repaired when restocking
• Removed clip size modifiers on shield cell banks

Passengers

• Passenger's demanded cargo has been updated in passenger mission wrinkles so it is now related to the passenger type
• Added prisoner cells as alternatives to passenger cabins
• Fixed issue whereby custom passenger text on cargo display did not match passenger type
• Ensured that NPC cruise ships have passengers when scanned
• Updated passenger bulk, VIP and VIP Conflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates
• Updated Bulk Passenger missions to show the correct rewards on the inbox message and transaction panels when you get the New Destination and Don’t Die wrinkles
• Balanced numbers for explorers disgruntled level in the Long Distance Exploration template to be the same as on other templates
• Updated the demanded cargo reward amounts on the passenger missions to make them more worthwhile
• Reduced exploration rank boost from passengers as it was way too high
• Occupied passenger cabin modules can no longer be stored using the store multiple menu
• Fixed NPC passengers not showing up properly after a manifest scan
• Fixed UI inconsistency, where the 'Pick Cabin' button was located differently to 'Accept Mission' even though both these UI essentially share the exact same user flow
• We now automatically return passengers to their homes if their mission is no longer active and they're still in ship cabins

Player Journal

• Added journal events for Multi-Crew
• Replaced the docking journal entry when switching back to a mother ship after a fighter or SRV has exploded, with VehicleSwitch
• Changed several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entries
• When a ship/ship launched fighter takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
• Added a journal entry when gaining Federation or Empire rank
• Added "Target" property in player journal when recording a kill
• Fix for getting the correct faction when docking at a station (to write into the journal)
• Include surface location (latitude/longitude) in the player Journal's "Location" event, if starting game in SRV
• Add a "StartJump" PlayerJournal event, at the start of the jump Countdown
• Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal
• At the start of a jump, include the target star's spectral type in the journal
• When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation
• Include Faction info in RedeemVoucher event in Player Journal
• When DSS-scanning a ringed planet, the journal entry now includes the 'ReserveLevel'
• Record journal entry when in SRV and the pilot's ship takes off or lands
• Added journal entry for setting a ship name
• Fixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you're still scooping
• Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
• Include target faction and count in Player Journal when accepting a mission
• Added info in player journal at startup with Cargo, Materials, Passengers, Loadout
• Add a player journal event when scanned (on scan complete)
• Changed the code for writing the 'Bounty' event into the player journal, so it gets written for every player in the wing that was involved in the fight
• Included the name of the destination starsystem in the "StartJump" player journal
• When buying or swapping ships in the Shipyard, write the ship's loadout to the player journal (similar to on startup)
• When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority
• The "Loadout" data now includes health and value for each module
• When docked at a planetary surface station, the "StationType" should show "SurfaceStation" not a blank string
• The Docked event will now also include the distance from the star
• Include local minor faction information in the player journal when arriving in a system
• Player Journal now shows faction data for redeemed voucher events

Powerplay

• Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning
• Changes to legality of attacking ships and Powerplay:
- Previously ships could legally attack each other if the attacker shared the same superpower as the power of the current system, and the target was pledged to a power of a different superpower.
- Now, we restrict this so that the attacker has to be the same power as the system.
- Also, we add an alternative to being different superpowers if the attacker is the same power as the system. If the target is of a different power from the attacker (but potentially now of the same superpower), is carrying powerplay cargo for the system's power, and the attacker has cargo scanned the target and knows this, then the attack is legal
• Fix to prevent text truncating on the Powerplay help scrollbar

Render

• Fix for hard edge on PFX smoke texture loop textures
• Added descriptions to various graphics setting options
• Improved PFX lodding
• Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)
• Fixed the lens flares having a 1 pixel line down the right hand side
• Fixed black line at the centre of insanely high res screenshots
• Fixed the "Off" shadow preset being incorrectly flagged as "High" internally by default. This caused shadows to not update correctly when switching between Off and High settings
• Fixed asteroid fog sometimes disappearing in DX11
• Speculative fix for galactic background cubemaps ending up with messed up half-faces
• Fixed continuous effects not emitting
• Improve performance and reduce stalls when destroying surface rocks
• Use the correct vertex layout for Milky Way dust instances in the galaxy map and skybox captures
• Improved the speed for morphing
• OSX: DOF will appear off apart from on High and Ultra presets, which mirrors the Windows set up

Ships

General Ship Fixes and Improvements

• Fixed an issue with ships collision warnings when landed
• Fix to prevent repeated malfunctions when they shouldn't occur
• Added a new Data Link scanner for ships
• Implemented some optimisations for large multi-ship scenes
• All ship explosive effects improved
• GUI lights are now disabled if the player's ship has suffered extreme damage
• Fixed issue stopping the ships from kicking up dust while near a planet
• Added cockpit chair based lighting (small amount of ambient to stop avatars being completely unlit in dark environments) to all ships where it was missing
• Added new ship naming popup in livery
• Fixed being unable to activate/deactivate colour customisation modules on the right hand panel
• A player's ship name will always be visible to other players when scanned
• Various camera position fixes
• Fixed various minor graphical issues across multiple ships
• Fixed: Detailed surface scanner no longer claims to draw power in outfitting inconsistantly
• Fixed: Detailed surface scanner cannot be turned off
• Module popup in cockpit systems panel now retrieves the full name of the module rather than the short name
• Fixed ship kits not rendering in hyperspace
• Fixed certain ships being raised off of the landing pad when logging in while docked
• Fixed issue whereby stellar audio and ship creaks would continue to play after rebuying your ship if you explode in the cone of a neutron star

Anaconda

• Improvements made to the Anaconda death explosion
• Fixed Anaconda bobblehead camera 10

Asp

• Updated Asp cockpit geometry to allow for the new camera views
• Added tail kit hangar camera to the Asp
• Moved the Asp's front decal so as not to interfere with the ship kit
• Asp Scout has a new size 2 slot and a size 5 slot replacing one of it's size 4 ones
• Removed second discovery scanner from Asp Scouts new size 2 slot
• Audio: Fixed some volume issues with the Asp's boost

Beluga Liner

• Beluga Liner now has similar strength headlights to the Anaconda
• Added spotlights to the Beluga's tiny hardpoints to highlight them more in outfitting
• Fixed zfighting issue of decals on floor. Fixed mirrored writing and removed emissive detailing from cockpit 'screens' which were obscuring the Multi-Crew UI in the Beluga
• Beluga mass brought more in line with other large ships to help FSD range
• Audio: Fixing cockpit reverb size on Beluga liner
• Audio: Fix for chugging sound that was present in a Beluga when stationary

Cobra

• Implemented art fixes/improvements for the Cobra cockpits

Cobra MkIV

• Fixed LOD popping with lime green gradient predator paintjob on Cobra MkIV

Diamondback

• Fixed misaligned lights on the Diamondback
• Fixed bobblehead cameras in the Diamondback Explorer
• DBX now has an extra size 2 slot and is a bit lighter
• Audio: Fixes for Diamondback Scout emitters appearing in the wrong place
• Audio: Engine deploy for Diamondback and Diamondback Explorer now have their landing gear audio restored to proper working order
• Audio: Fix for missing sounds on Diamondback drive animations
• Audio: Fix for crackling loop on Diamondback Explorer

Eagle

• Prevented Eagle utility modules being swappable, because there is only one utility module slot and they're already in it
• Fixed ship kit tail cameras for the Eagle
• Smoothed LOD transitions on Eagle

F63 Condor

• Fixed the left Decals on the F63 Condor
• Re-aligned the F63 Condor cockpit so thrusters align correctly
• UV fixes for F63 Condor's drive
• Balance pass on the F63 Condor, increasing it's transverse acceleration from 10 to 20

Federal Corvette

• Fixed Z fighting issue on Federal Corvette hardpoints
• Patched a small hole in the Corvette
• Fixed a missing texture on the Corvette's nose

Federal Dropship

• Fixed cargo bay hitcheck on Federal Dropship
• Fix for Federal Dropship paintjobs covering the vehicle bay

Fer-de-Lance

• Fixed Bobblehead cams and orientations on the Fer-de-Lance
• Fixed ship kit tail cameras for the Fer-de-Lance
• Fix for The Fer-de-Lance not having any shipkit slots in Livery

Imperial Clipper

• Imperial Clipper now has an icon on the livery page of outfitting
Imperial Courier
• Fixed bobble head positions for Imperial Courier
• Fixing missing distant external ship sounds on Imperial Courier

Imperial Cutter

• Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter
• Fixed smoothing groups and some decal positions on the Imperial Cutter
• Fixed an issue with the Imperial Cutter hologram clipping when launching from docked
• Removed blinking light from Cutter cockpit
• Fixed wonky utility mounts on the Imperial Cutter
• Fixed Imperial Cutters external lights not working

Imperial Eagle

• Adjusted decal front outfitting camera for the Imperial Eagle

Lakon Type 6

• Fixed blue emissive 'Lakon Systems' panel in Type 6 cockpit

Lakon Type 7

• Fixed missing textures on Type 7 utility slots

Lakon Type 9

• Audio: Fix fighter launch sounds on Type 9

Orca

• Lowered Orca weight to increase jump range and effectiveness
• Orca tactical paintjobs fixed
• Audio: Fixed missing Orca external sounds
• Audio: Made Orca boosting sound slightly less agressive and added a fade when the ship is stationary to prevent loud flyby boost sound when switching cams

Python

• Fixed wear and tear on Python ship kit

Sidewinder

• Tweaks made to the Sidewinder's exterior hull
• Fixed landing gear volumes and hitcheck on the Sidewinder
• Fixed sidewinder explosion which looked broken at 7000m

Viper

• Added missing spoiler camera to the Viper
• Fixed clipping issues when deploying SRV from Viper
• Audio: Fixed broken retro drive sound on Viper

Viper MkIII

• Fix for stretched textures on Viper MkIII ship kit

Viper MkIV

• Audio: Fixed broken retro drive sound on Viper MkIV

Vulture

• Changed Vulture's planetary approach suite size to 1 as intended
• Fixed bobblehead positioning in the Vulture
• Fixed a decal camera on the Vulture

General Ship Audio Fixes and Improvements

• Audio: Added oomph back to the weapons
• Audio: Fixes for retro drives in external view
• Audio: Fixing triggering of Vessel Voice "Ready To Engage" which wasn't being triggered
• Audio: Fixing waste pod volume issues.
• Audio: Few tweaks to fighter launch/stow to make them quieter when heard from the cockpit.
• Audio: Tweak to engine launch
• Audio: Fixed broken fighter tractor beam event actions
• Audio: Ship ready for boarding line vessel voice line now plays again
• Audio: Fixed FSD supercharge voice line being triggered multiple times and every 5 minutes
• Audio: Fix for "Frameshift charge detected" voice line that triggers when the ship the player is targeting begins jumping
• Audio: Fixed broken ship dust
• Audio: Fixed broken cargo bay ambience
• Audio: Fixed broken FSD "point of no return sound on non-player ships
• Audio: Fix for "Rotational Correction Enabled" triggering each time you switch back to the helm from a fighter/SRV
• Audio: Fixes for ships hardpoint doors event errors and landing gear errors
• Audio: Added audio for the FSD supercharge including voice alerts
• Audio: Fixed the boost fail sound which went missing during the emitter update
• Audio: Fixes for landing gear event errors and hardpoint audio event errors
• Audio: Fix for other player/npc fsd jumps in/out of an instance sounding truncated
• Audio: Added audio for the FSD supercharge including voice alerts
• Audio: Added additional Wavescanner sounds
• Audio: Fixed missing vessel voice lines in Hyperspace
• Audio: Vessel voice will no longer spam the low oxygen lines when you jump/enter game with low oxygen
• Audio: Fixed audio issue that occurred when completing the pre-flight checklist
• Audio: Addressed an audio issue with ship engine sounds when deploying/retracting landing gears and cargo scoops at certain speeds

SRV

• Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole
• Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed
• If ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.
• Improved headlights on SRV for higher quality levels
• Fix issue where the SRV was taking forever to cool down after taking heat damage
• Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not
• Optimisations to SRV headlight lens flares
• Fixed a dependency for the SRV turret guns being nulltex whilst the player is in Vanity Camera mode
• Audio: Fixed swapping turret view audio hanging
• Audio: Fixed GUI panel sound getting stuck on when entering turret
• Audio: Fixed broken wavescanner elements
• Audio: Proper fix for "Scan Detected" voice line looping when sat in your srv next to your mothership and an unknown artefact
• Audio: Added missing emitter group to scarab which was causing asserts and missing audio
• Audio: Fix for fighter launch SFX always coming from player ship
• Audio: Set up improved voice management and attenuations for various explosion related things
• Audio: Code fix for hardpoint scanning sounds being re triggered when switching between turret and normal view
• Optimisations to SRV headlights with improved visuals
• Audio: Fix audio errors with the stow/deploy animation
• Fixed for silent turret guns on other SRVs
• Fixed ships not appearing on the SRV's wave scanner
• Fix for turret gui remaining should a srv get shutdown while in turret view
• SRV terrain schematic should now correctly render a cross section effect between the radar plane and any terrain that rises above it
• Fixed SRV's decal slot names
• Fixed issue with inconsistent audio patterns while using the SRV wave scanner

Station Services

• Increase maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of ship
• Small tweaks for repairing ship paintwork and integrity when they're only very slightly damaged. Don't display 100% when it is actually slightly damaged and repairable. This makes the UI clearer and avoids some odd behaviour
• Check if a refinery has unprocessed materials in it, and display a warning if it does before storing the module, as these will be lost during the storage process
• Fixed module transfer timer wrapping around when the arrival time is in the past
• Don't show the Livery button if outfitting isn't available at that location
• Fix fuel level cap when exchanging modules
• Refuel and repair SRVs and Fighters when restocking
• Remove clip size modifiers on shield cell banks
• Fixed flow issues when opening Station Services for the first time
• Fix fighter paintjobs not appearing in outfitting

Stations/Ports

• When targeting a station's location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis-rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out
• Stations can now be placed within rings
• Stations can now be placed within asteroid clusters
• Fix for inner docks not using their own module list and instead always the default modules
• Adjusted several garages in this location as planet terrain was poking through the floors
• Fixed ugly circle caused by fog being incorrectly clipped in stations
• Decreased the lens flare scale on the landing pad floor spots so that they don't obscure the GUI panels and generally look more sensible
• Remove self destruct option from the right panel when we're docked (we can't self destruct here anyway so the button just doesn't do anything)
• Adjusted the heat ring texture to get back some of the glow which had been lost
• Fixed LODs on the "Rich" road sections
• CPU optimisations around stations and capital ships
• Added LODs for girders near entrance for asteroid bases
• Fixed a small hole near the entrance on Asteroid base exterior
• Various performance optimisations for the Asteroid Station
• Dockable Megaships now display their name on the side
• Fixed advert drones disappearing outside the station when we switch over to the entrance kinematic
• Updated chat panel to support station messages
• Hide powerplay contact at stations that lack the 'powerplay' service
• Stations that are within a planetary ring are now displayed on the system map
• Fixed hitcheck issues with asteroid base
• Fixes to hangar lighting
• Fixed station type icon for Freeholm
• Reduced some shimmering on asteroid bases
• Audio: Fix missing SFX on biomes
• Audio: Removed unused events from military outposts
• Audio: Fixes for issues with activation distances in various engineer bases audio emitters
• Audio: Added correct soundbanks to a number of planet and engineer base elements
• Audio: Fixes for popping sounds in loop inside stations
• Audio: Manage ship voice alerts better when in outfitting to reduce message spam
• Audio: Added ambient audio details to the starport inner-dock variants
• Audio: Fix missing station and outpost ambiences
• Audio: Fixed flight controller clicks
• Audio: Industrial station elements duck when inside outfitting fixed
• Audio: Some tweaks to outpost elements to compression artefacts
• Audio: Added a new audio emitter for the defense turrets at planetary bases, and changing their firing behavior so that firing sounds match the visuals
• Audio: Corrected event names on advert drones so that we can hear them again
• Audio: Fixed defence turrets being out of sync with the firing
• Audio: Fix for very loud and clipped sound inside station docks
• Audio: Added ambient audio details to the starport inner-dock variants
• Audio: Added 3 New flight controllers – Empire, Anarchy, Independent
• Audio: Fixed various flight controller issues

StellarForge

• Fixed drop out distances for certain star types
• Renamed a duplicate BD+56 521 system to 'Between'
• Renamed duplicate Kamba system to Mbooni
• Iorant JN-S c17-0 renamed to VonRictofen's Rescue
• Iorant PD-K d8-4 renamed to Macedonica's Leap
• Cuffey Plant in Acihaut renamed to Habermann Sanctuary
• System COL 359 SECTOR NN-S D4-16 renamed to Joseph’s Lighthouse
• Exoplanet in 61 Virginis renamed to 'Rubin's Discovery'
• Added a dockable megaship called 'Fisher's Rest' to the Aldebaran system
• Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben's Beacon
• Col 285 Sector MZ-U b17-6 renamed to Sulis
• Fix orbit and type of Scheau Phoea WL-D d12-1 A 1
• Renamed a planet in 74 Aquarii to Ethan Raza Khan
• Hyades Sector Zu-Y D117 renamed to Fullerene C60
• Added starport "Rebuy Prospect" to Fullerene C60
• Added starport 'McArthur's Reach' to LHS 5287
• Added starport 'Bob Paffett' to Runo
• Added starport 'Jaitinder Singh' to Namba
• Added starport 'Mike Tapa Astronautics Ltd' to Sigma Hydri
• Added starport 'Contestabile' to Baltah'Sine
• Eol Prou IW-W e1-2400 renamed to Meretrida
• Eol Prou YI-W b17-19 renamed to Kopernik
• Eol Prou PX-T d3-347 renamed to Pergamon
• Eol Prou IW-W e1-3246 renamed to Magellan
• Eol Prou NH-K c9-40 renamed to Pyrrha
• Eol Prou LW-L c8-227 renamed to Signalis
• Eol Prou KW-L c8-164 renamed to Garuda
• Eol Prou IW-W e1-3167 renamed to Canonnia
• Eol Prou PX-T d3-336 renamed to Union
• Eol Prou IW-W e1-1601 renamed to Phoenix
• Eol Prou LW-L C8-10 renamed to Dubbuennel
• Eol Prou LW-L C8-6 renamed to Kioti 368
• Eol Prou LW-L C8-54 renamed to Mobia
• Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing
• Eol Prou SS-T D3-241 renamed to Tas
• Added a dockable megaship called 'The Harmony' to Yum Kamcabi system
• Changed Core Sys Sector XU-P a5-0 system to the recently announced Trappist-1 discoveries
• Exoplanet in Kepler-20 renamed to Rob's Place
• Moved Castellan station further away from its parent body

VR

• Made the schematics render in stereo
• Added dithering support to tackle banding in VR
• Fixes to some of the cockpit VR cameras
• Fixed some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160x1200 to 1280x768
• Added Python ship kit VR hangar cameras

Weapons

• Strengthened drone VFX as they were very difficult to see at long range
• Updated laser impact effects so that they are compatible with weapon colouring
• Limpets will now show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed
• Fixed an issue with the Seeker Missile target hologram
• Added two turreted mining lasers
• Regeneration sequence healing will now be affected by the targets thermal resist resistance and will block healing as well (note that negative resistances will not increase healing)
• Fix for Shield Cell bank displaying incorrect ammo amounts
• Changed the exponent of the curve used for shield resistance from power distributor pips to make it less harsh. 0 and 4 pips are unchanged, middle values now have a higher damage resistance. Specifically changed from 2->0.85, which means that 2 pip has an increased damage resistance from 15%->33% (0 pip stays at 0%, 4 pip stays at 60%). This change means that the TTL (Time To Live) increase of each additional half-pip is approximately the same, rather than almost nothing to start and spiking up towards the end, hopefully allowing players to use setups other than 4-SYS with less penalty. Does not affect CQC ships
• Fix a muddling of grades on module reinforcements that made them a bit of a newbie trap if you didn't dig deeper - the Es were better than the Ds as they were probably ranked on the wrong primary stat. Increase the health of D class module reinforcements to be the same as what Es currently are (about +140%), and give Es a 10% buff to offset their higher mass
• Incremental Railgun buffs: Increased hardness piercing to match plasma accelerators so they do a better job of punching up against large ships. Reduced firing heat by approximately 15% (and round off to comfortable numbers)
• Audio: Weapon impacts now respect whether or not the player is in internal / external cams
• Audio: Fix missing weapon sounds
• Audio: Fix missing events for ECM
• Audio: Fix silent lod1 chaff launcher
• Audio: Fixed silent shield cell audio
• Audio: Tweak to the attenuation range of railguns chargeup
• Audio: Makes some sounds react to amount of ammo remaining in magazine
• Audio: Fixing silent Class 4 Burst Laser
• Audio: Fix missing hold events Class 4 Burst Laser
• Audio: Fix silent LOD1 heatsink launcher
• Audio: Fixing a weird sound on the Class 3 Pulse Laser (Turreted)
• Audio: Slight boost to the volume of other shields breaking and reforming.
• Audio: Fixed issue with plinky-plonky small/medium turreted multicannon
• Audio: Beam laser tweaks. Turned up hardpoints by 3db
• Audio: Fix for gimballed weapons stuck to fixed after switching from a fixed weapon fighter
• Audio: Fix for The Enforcer multicannon sounds skipping when firing


The following are changes from the last 2.3 beta to live

• Assorted improvements to make sure the hyperspace timer and intro effects are not skipped for crewmen
• Fixed a number of minor Holo-Me bugs
• Fixed a vessel ownership bug when in a Multi-Crew session and inside a fighter, Multi-Crew players should now know exactly which vessel they are in without mistaking any other ships
• Fixed cargo scanner not working in the correct direction when used in Multi-Crew Gunner
• Reverted big ship shield/balance changes due to feedback/side effects
• Tweak to the Fer De Lance outfitting tail camera to better see the Ship Kit tail piece
• Various localisation changes
• Various text changes
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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 » Fri Jul 28, 2017 3:22 pm

Update 2.3.01
Stability Fixes

Fix to prevent a crash under some network conditions, that could occur when arriving in a session just as another player jumps away
Fixed a crash that could occur when the helm initiated a supercruise jump while a Multi-Crew player was in a fighter
Fixed a crash that could occur when cancelling a docking request when you have a docking computer installed


General Fixes & Tweaks

Fixed an issue which created low resolution stars when exiting hyperspace
Fixed an issue whereby gas giants would be incorrectly assigned a star texture in the system map when zooming out
Addressed a large framerate drop that could occur when a friend logs in
Various text fixes
Various localisation updates
Fix some Engineer bookmarks not being set when issuing invitations
Missing GalNet articles have been fixed
Farmed salt from the community for usage later.
Addressed an issue causing Commanders to resurrect in Eranin instead of on a Planet Base near Colonia
Fixed an issue whereby chained missions were not appearing often enough.


Audio

Fixed some audio issues related to settlements
Addressed some audio popping that could occur when near Moisture Farms
Fixed missing audio dialogue in training missions
Various ship related audio fixes


Galaxy and System Map

Fixed an issue whereby galaxy and system map popups were offset on resolutions other than 1920x1080


Missions

Fixed welcome mission not appearing for the Horizon Sidewinder starting package
Fixed an issue whereby a certain welcome mission was not generating correctly
Fixed a number of adjudication server disconnects


Multi-Crew

Fix for non-helm players ending up in the pilot chair when dropping out of supercruise
Addressed an issue that led to incorrect bounty share messages being displayed during a Multicrew session
Increased crew payments: voucher scaling now tops out at 80% of helm earnings (previously 50%)
Increased insurance rebuy discount for Helm to 30% reduction per crew member (previously 25%)


Networking

Various network optimisations


Player Journal

Scanning objects with no rotational period (or infinite rotational period) no longer writes any information about rotational period to the Player Journal
Fixed an issue whereby events could become merged in the Player Journal


Ships and SRVs

Fixed an issue whereby decals on an SRV appeared within a black box
Small tweak to the tail camera on the Fer-De-Lance so an installed shipkit piece is more visible
Adjusted ship name filtering
Fixed a transaction server disconnection when transferring cargo


Weapons and Modules

Fixed an issue with infinite Packhound missile ammunition and heat generation which meant they could be fired infinitely by a Multi-Crew Gunner
Fixed issue whereby certain modules (such as the Advanced Discovery Scanner) could not be reactivated after being repaired by the Auto Field-Maintenance Unit


Powerplay

Fixed expansions not being correctly processed during weekly server maintenance
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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 » Fri Jul 28, 2017 3:23 pm

Server Update 2.3.02
Fix to make sure mission data and material rewards match between mission boards and transactions panel
Fix some players stuck on the main menu with Unable to Load Commander Data errors after launching a Fighter or SRV
Fix a transaction server disconnection when failing to restock limpets
Fix a transaction server Community Goal issue
Stop factions from getting positive effects when selling black market commodities for really low prices
Fix some stored ships not being available from the shipyard
Fix a transaction server issue when switching to a deployed fighter in multicrew
Split faction effects from redeeming superpower bounties based upon current influence percentages.
A percentage of the influence change will be left over if there are factions in the system that are not part of the superpower. This remaining amount will be discarded.
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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 » Fri Jul 28, 2017 3:25 pm

Update 2.3.02 Coming 10am BST 27/04
Stability Fixes
• Fixed a crash that could occur in Capital Ship encounters
• Fixed a crash that could occur under various circumstances, such as when alt-tabbing and loading the game

Factions
• Reverted 2.3's increase in faction influence from redeeming bounty vouchers

General Fixes & Tweaks
• Fixed an issue with a vessel's total value not reflecting changes when outfitting modules

Missions
• Fixed an adjudication server disconnection from passenger missions
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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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