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pc Elite Dangerous: Horizons - temat ogólny rozszerzenia

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Dziś ruszyła Beta - 1.6 dla posiadaczy podstawki oraz Beta 2.1 The Engineers dla posiadaczy Horizons

Lista zmian jest dłuuuuuga.

Spoiler

NEW CONTENT/FEATURES (2.1)

- Loot
- Added new commodities for loot/crafting (including ones from ice rings)
- Mining resources can now create materials
- Materials can be spawned inside signal sources
- Materials can be dropped from destroyed ships
- Materials can be dropped from destroyed skimmers
- Encoded data materials added
- Data materials can be scanned from scannable wreckage
- Materials inventory is now split into physical and virtual items
- Added scannable wreckage scenarios and POIs
- Added inbox messages when retrieving encoded loot from various objects
- Crafting
- Allow weapon damage values to modify visual affects
- Experimental effects can be generated on module modifications
- Engineers have module modifications of different types and grades available
- Resources can be used to craft module modifications
- NPC ships can use modified modules
- Engineers
- Added new landing pad types for Engineer bases
- Added new hangars for Engineer bases
- Added bases for each engineer
- Engineer contact history added to stats panel
- Engineer locations can be viewed in the galaxy map (if unlocked)
- Engineers each have their own unlock flow
- New surface material system - improves surface material detail and performance
- New surface salvage items
- Added new surface POIs
- Added NPC patrols near planetary ports and outposts
- NPC encounters can occur near planet surfaces
- NPCs can engage in combat near planet surfaces
- NPC ships can defend settlements and bases

NEW CONTENT/FEATURES (1.6)

- Missions
- New mission board added
- Mission board contacts added
- Contacts have their appearance deterministically generated to reflect various key factors
- Mission givers have a welcome message that reflects the state of the minor faction, their tone and relationship with player
- Display minor faction recovering and pending states
- Missions are now rated by rank, not gated by them
- Reason for mission generation now added as needed
- USSs for missions now positioned in specific locations as appropriate
- Difficulty of missions is factored into reputation requirements (as well as rank)
- Added additional scenarios for missions
- Mission UI now supports showing specific mission ranks (combat/trade/exploration)
- Reward balance pass for missions
- Commodities can be awarded from missions
- Loot items can be awarded from missions
- Special treasure locations can be awarded by completing missions
- Reveal the location of a mission USS when the body is discovery-scanned (or you scan the nav beacon)
- Mission contacts remember if they have encountered you before
- Updated scenarios for missions
- Added new planetary mission types
- Added new scan mission types
- Outfitting UI redux
- Updated hangar cameras to fit new outfitting UI
- Some locations can have unique vouchers from scanning for larger rewards that can't be 'scummed'
- Added huge beam laser
- Added huge pulse laser
- Added huge multi-cannon
- Added large multi-cannon
- Added enhanced performance size 2 and 3 drive modules
- Added VFX scaling for weapon size and damage
- Added huge gimball mount
- Bookmarks: adding bookmark feature to galaxy map and system map. Player is now able to save specific locations (systems, star, planet, stations, surface settlement)
- Added collapsing sections to options screen
- Community goal markers added to galaxy map
- Minor faction state filters added to galaxy map
- Mining scenarios can now spawn in icy rings
- New mining commodities added
- Add traffic density system for generating USSs
- Shipping lanes are created between the primary star, stations, and planets with settlements. Shipping lanes that are too similar to others, or too short, are removed
- Traffic density is calculated based on shipping lane, station and settled planet proximity. This traffic density value alters the probability of USSs
- If you scan a body that has a mission POI on it, the POI will be revealed. The scan can come from the discovery scanner, or from scanning a nav beacon
- Changed data scans to be unique per location, so they cannot be continuously rescanned
- Unlinked minor faction reputation from their parent major faction reputation, now you will be neutral with an Empire minor faction even if you are allied with the Empire major faction
- Added the ability to scan a nav beacon to get the system exploration data for that system
- Added a 'cordial' minor faction reputation level
- Allow cargo to be transferred to a newly bought ship, if it has adequate cargo space
- Add Chopper's Orbital to Phiince system
- Updated translations
- Added named planets from Charity stream
- Added new player group minor faction descriptions
- Player inbox will hold a message until it has been deleted, or 30 days old
- Added Bluford Orbital to LHS 3447
- Canonn Research space science outpost added to COL 285 SECTOR IX-T D3-
- Overhaul & cleanup of how module penetration behaves, to allow multiple hits and various styles of AOE damage. All missiles now use external damage spheres
- Clock added to cockpit's info panel
- Added missing backer station
- Added option to reduce camera shake

- Xbox One: Purchased outfitting content added
- Xbox One: Private group support added


STABILITY FIXES

- Defensive code for preventing crash when starting binding preset is invalid
- Fix crash in nonotonic timer
- Fix zero health error with nav beacon
- Don't throw an error when loading straight to insurance screen
- Fix an error that happens when loading into a session with someone with a shield bank on cooldown
- Fix error when spawning POIs
- Fix a rare crash bug with terrain height map handling (will also benefit load times)
- Don't crash if the cancel button is pressed multiple times in the bindings screen
- Prevent drone control module from possibly being able to shut down while holding game object handles to drones
- Don't crash if there is an overflow for ship lighting rigs
- Fix for error with zero length vector on dust particle lighting#
- Prevent soft locks on start-up for terrain disabled systems
- Fix memory leak in Drone Component if a drone is never activated before being destroyed
- Fix some terraformable meta data mismatches
- Fix crash cancelling control binding
- Fix crash with prospector drone
- Fix Goliath crime component crash
- Added guards to help prevent a Capital Ship related crash
- Ensure that the variable for boost cost is initialised to something valid, in case planet gravity is not active
- Fix crash in drone control module
- Fix computational shape error
- Fix for crash when approaching some settlements
- Fix for AI fighter manager crash
- Fix a crash in system generation for "Sidgoe LX-S c17-0"
- Dont try to generate systems for child stars, it can crash due the child star not having its own set of meta data
- Fix some of the errors about physics objects out of range when dropping out of supercruise
- Stop the conflict target generator from crashing in the event that a scenario is featuring a conflict with a minor faction we don't know about
- Fix an error on destruction of a ship in CQC
- Make sure that any location objects are destroyed before removing the player
- Fix a crash when the Goliath skimmer shields reform
- Hammering the back button in the CQC menus should no longer throw an error
- Fix an issue where a Protoplanetary Disk was initiated twice
- Fix Radeon 7000s crash with terrain shadow generation
- Fix a server crash for an odd edge case of where a player is ready in a proving ground that doesn't know about them

GENERAL TWEAKS & FIXES

- Fixed several region permits not working, allowing players to enter restricted regions of space. This could result in some players finding themselves trapped in restricted space, unable to jump out, which will have to be handed on a case-by-case basis
- Relocate Commanders affected by galactic region permits

UI:

- Prevented CMDR name from offsetting when in Russian
- Scaled the cargo-canister rack schematic to the correct size
- Adjusted the footer positions in the cockpit panels, they were off by a few pixels
- Added simple OS message box report for when a save operation fails
- Synthesis quality options do not cycle around fixed
- Added an unpowered state for weapons in Cockpit UI
- Adjusted text field widths ever so slightly in cargo menu
- Misleading wanted status and bounty message on vacant player ships
- Nominate screen sticks on screen if exited by pressing B
- Selling cartographics data does not allow you to select close on the menu when you have a first discovery bonus fixed
- Fix some wrongly sorted UI render layers
- System addresses hovered by pad/keyboard & mouse are now linked so that mouse movement won't hide the info popup after having used pad/keyboard to select a system
- Discrepancy between material name shown on contact list and when targeting/recovering the mineral fixed
- System map : making sure the system map address is reset when pressing back button to avoid displaying the map for another system when using the shortcut or the cockpit button
- In the insurance screen, only show the free ship option as an alternative to rejoining current ship when the player has fines to pay in their current ship's jurisdiction
- Ammo store shouldn't show drones as purchasable if there is no stock
- Fix for missing currency formatting on data link voucher rewards
- Fix calculating the distance to a sensor contact
- When we're at max rank, the stats should consider rank progress to be 0%
- Use "Total ship cost" not "Total cost" in the insurance screen to make it less misleading; the actual total cost would include paying off fines
- New layout for options screen
- Tone down the intensity of the white target GUI elements so that they do not over-bloom
- Add distances to wakes targeted by the player
- Fixed 'Back' input not working on the cockpit chat panel
- Fixed the ship schematic in the functions tab from 'drifting'
- "Launch" training messages saying "Not Bound" instead of the bound key
- Increased the minimum size for moons on the scanner in order to not collapse tiny moons into just one pixel
- Display the data micro resource inventory in the inventory panel
- Change the default number of items per page in Exploration selling from 20 to 50 following from server-side optimisations that make this plausible
- Systems that require a permit no longer highlighted in red on the Navigation panel
- Synced the wait time displayed on the quit game dialog with the underlying danger timer
- Fix some Commander stats not updating correctly for certain mission types or when destroying skimmers
- Fix displaying First Discovery names too many times when Commanders in a Wing claimed first discovery

Crimes:

- Fixed assault bounties not being applied when "Report Crimes Against Me" is off and turned on mid fight
- Issue was that pirate hunter hostile could spawn in a polity different from where the player drops out; if that polity is lawless no bounty would be given to the pirate - now fixed

Galaxy Map:

- Galaxy map now remembers the previous Cargo Mass slider setting, unless enough real cargo is added to the ship to exceed the slider setting
- Fix system map not remembering which tab you were on
- Planetary map: fixing coordinates used for surface settlements positioning and player ship position
- Galaxy Map: It is not that obvious what is selected when using the controller on the galaxy map fixed
- Galaxy Map: Pledge icon now lines up following the power's name fixed
- System Map: System map "Locale" scroll moves very slowly with mouse wheel fixed
- Fix performance spike in galaxy and system map pop ups
- Potential fix for the ring appearing sometimes in the system map
- Fixed the visibility routine for bodies in system map doesn't allow unexplored bodies to be show when going back from planetary map
- Safety fixes for input bindings: ConfigOptions returns the default option if its asked for the current options when it has an invalid index
- System map is now properly initialised when a route is a plotted in the targeted system
- Don't re-plot the current route just because the Galaxy Map is opened. Fixes the route being forgotten sometimes if viewing the galaxy map during FSD charge, and helps to avoid forgetting the in-system target at the end of the route
- The default light for black hole systems in the system map was not giving the desired result - A cold, dim blueish light is now substituted as the default
- Improved system map load time
- Fix the issue with the latitude being calculated negative. i.e. the North Pole was at latitude -90 when it should have been at +90
- Galaxy map: showing controlling faction state in the galaxy map popup, making sure "none" is displayed when primary minor faction is no particular state
- When searching for a system name, trim whitespace off the end of the search as some people use methods which automatically place whitespace on the end which is preventing the search from working
- Added clear route button for any waypoint of an active route
- Fixed route plotting issues when a system is actually unreachable : the route plot will fail, but the button will become available again, displaying a sub title : "route plotting failed"
- Galaxy Map population sliders don't update their position dynamically when using a control pad

Ships:

- Players are no longer awarded bounty vouchers for destroying their own ship while in a vehicle
- Remove a now obsolete angular velocity clamp that only applies in FAOff
- The classified camera no longer resets the player's throttle
- Shield cell banks now fire one at a time when triggered using the shield cell bank hotkey (similar to heatsinks)
- The Automated Field Maintenance Unit can no longer be repaired unless there are more than one active repair units
- Fixed error from firing heatsinks in super cruise
- Scanner zoom level is now preserved when entering and leaving FSD
- Silent running is now disabled when the docking computer is activated
- Player's ship shields should recharge while player is in SRV
- Disabled the Speeding UI warning while docked
- Fixed the photo camera not turning when cockpit headlook is toggled on
- Fix for the landing silhouette on the terrain schematics flipping to an X axis rotation when there's no altitude raycast result available
- Made the compass on the GUI align correctly with the nav marker at Nav Beacons and other locations
- Player ship no longer inappropriately accelerates automatically to max speed under certain conditions
- Hardpoints can no longer be deployed while in supercruise. This doesn't affect the usage of scanners and interdictors etc
- The photo camera is now disabled if the player's ship is being interdicted
- Photo camera popup can now be closed using the key bound to UI Select
- Proximity alarm is no longer triggered by projectiles launched by their owning ship
- Ships can land on top of each other when recalled in close proximity on a planet fixed
- Fix problem with evaluating landing area where ships would time out trying to land because their landing gear took more than 10 seconds to deploy
- Holding the vertical thrust input while launching from a landing pad will now work properly (you no longer have to release the input and re-apply it)
- Fixed incorrect super cruise flight model parameters for Federal Gunship
- Zero thrust on start of evaluating landing area as a previous fly to target might result in a spinning ship during this stage of approach
- Make sure that ships called in to land can take off if they landed
- Fixed thruster VFX playing while ships are landed
- It is no longer possible for a docked ship to commit a ramming crime
- Rebalanced heat efficiency of the Fer de Lance to offset the increased power plant change
- Landing gear doors are now initialised open if you load in to the game docked
- Cutter occasionally bounces off the surface when recalled fixed
- Update the logic for collision damage between ships and canisters so that larger ships don't insta-kill canisters on contact
- Review damage forwarded to the cockpit from hull - previously going in infrequent large lumps (and too fast overall) now occurs is more frequent but much much smaller amounts
- Ships can no longer enter super cruise if their thrusters are disabled
- Remove a stray transform set meaning if you hit a planet at much more than 0.1C you had a tendancy to drop out in it
- Tweak the limits on headlook angles to make what you can see appear more natural (you can no longer see where your neck ought to be, for instance)
- Ensure cargo is transferred when re-buying a ship from an orphaned SRV
- Be a little bit more forgiving for surface landings that don't meet a decent standard
- Fix minimum refuel calculation when using multiple fuel tanks

NPCs:

- Fix bad bay numbers in "parking permission granted" messages
- Attacking something that you own is legal and won't make it hate you
- Added Shield Cell Banks onto the targetable modules list. Should now appear on the subtargets list if a ship has them installed and be targetable
- Authority issue between two players at POI's fixed
- Stop NPC ships from dropping out immediately upon spawning in supercruise
- Fix some NPC docking queue issues
- Stop docked player ships that are near the docking shared path from blocking AI docking/launching
- Scanning NPCs shouldn't boost if they don't have time to slow down
- Fixed parked AI ships deploying their hardpoints while docked
- Police will destroy any loose illegal cargo after an interdiction, to stop the player from ejecting it and then re-collecting after interdiction
- Fix a few issues to do with chasers respawning when they shouldn't
- When respawning persistent AI hunters, check to see if we're in an unpopulated system beyond a set distance (500LY) from the nearest capital, and if we are, only spawn the chasers 50% of the time; this will get rerun each time we change between normal space and supercruise so the odds of the hunters persisting will diminish
- Updating certain player events so they don't appear in Anarchy systems, anything with authority, military or search & rescue ships in
- Fix NPC ships failing to launch from settlements
- Smooth out AI difficulty curve
- Improve AI for higher ranked NPCs
- Improve reliability for docking computer with the Cutter
- Don't allow vacant ships to commit crimes
- Make lower level NPCs a bit easier to chase
- Try to prevent NPCs stopping in space for no reason
- Improve docking computer behaviour near planet surfaces
- Optimise obstruction avoidance
- NPC spawned with no shields and broken AI fixed
- Slow down to engage Docking Computer message remains after cancelling docking request fixed
- NPC AI continues to fire hatch breaker even when player has no cargo and hatch is powered down fixed
- Improved use of missiles and torpedoes by NPCs
- Stop NPCs rolling on the spot
- Improve AI targeting of cargo canisters
- Docking computer forces you to collide with station on entry fixed
- Don't try and spawn ships with "Military Planet Dock", military ships don't dock. Also turn on powerplay ships at stations
- Powerplay ships can now be encountered in normal space
- Make sure that the police patrolling the station will be of the same faction as the station
- Fix ship vs environment collisions so that AI-controlled ships take damage again
- AI shouldn't be trying to manually fire weapons that are on auto fire - it causes them to fire in really odd directions
- Fix issues with inconsistent spawning. In particular, the issue with not all the cargo drops always spawning
- Only spawn pirates, power pirates and power assassins at anarchy stations
- Use local polity, not star polity, when determining ship composition at ports
- Added in more power specific chatter for Power Pirates. These guys are essentially privateers, paid to rob people, so placed the emphasis more on it being a job
- Increased variety for NPC paths approaching surface ports and outposts
- Dropping the min cargo and bounty values for a hunter to appear in
- Bumped up the percentage chance of the chasers appearing based on security
- Added the Viper MkIV to the police archetype
- Increase variety for ship departure behaviour on surface ports
- Remove scan behaviours from pirates and bounty hunters when around ports/outposts/settlements, i.e. when docking, doing a lift off, or travelling across the surface before jumping
- Killing an NPCs powerplant does not cause them to fall to the surface
- Minimum threat value for ambient supercruise police ships based on system security level
- Fix trespass zone orientation causing incorrect rendering on the scanner
- Fix duplicate spawning of chasing ships after interdiction
- Make state based trader NPCs have the same faction on multiple visits
- Slightly altered the Police Viper score values so that Viper's appear when an investigation is called, rather than an eagle
- Stop AI (often police) from scanning ships (particularly players) when docked at a station/outpost
- Fixes to AI scanning players with silent running enabled
- change hive mind reinforcement timer to be banded based on security level
- “In trouble” flee behaviour update – make decisions based on target
- AI should use Fragmentation Cannons at effective range, rather than at maximum range
- NPC's Drives do not malfunction when damaged
- Improved how NPC wing members operate with each other
- Check if a player has permission to access Horizons content before adding settlements to the list of targetable locations
- NPCs now have an automatic loadout system based on the archetype, ranks, ships and other factors
- Ships at range struggle with weapon minimum distances, don't fire enough/at all fixed
- If we've blocked NPCs from spawning due to multiple hunter hostile restrictions, check regularly to see if these restrictions no longer apply and then spawn

Missions:

- Mission giver faction now has its type set properly
- Rank missions should no longer instantly fail for no apparent reason
- Elite Piracy and Founder Smuggling missions should no longer instantly fail for no apparent reason
- Added new 'Wanted' Smuggler Maint to prevent Hostage Rescue missions resulting in a criminal act
- Multi-cargo contract elements now have messages. and cargo types can be checked
- Balance ranks missions are generated for
- Salvage Legal missions should've been using mission specific cargo
- When a mission attempts to send an inbox message, if the player currently has that inbox message, we will not push a new message onto the inbox
- Reduce mission limit to 20
- Improve checks for player's cargo for mission advance
- Fix for mission specific cargo not being dropped
- Add 'Mission detected' text to mission based USSs
- Change the Reputation Difficulty Scalar to be relative to player's reputation with a given faction
- Fix an issue where the USS wasn't actually being marked as belonging to a mission
- If a USS for a specific mission already exists, don't spawn another
- Ensuring rescue mission cargo is not marked as stolen when liberated
- Reduced time before targets spawn in Piracy and Rescue mission. Targets will now appear between 10 and 30 minutes from mission generation
- Don't send people to settlements which don't have ports in missions
- Don't send people to the same market they are requesting a mission from
- Authority mission wrinkles shouldn't occur in anarchies
- Don't add major faction rep to minor faction rep when working out player rep
- Mission targets in settlements now don't have a range limit for displaying as contacts, also when targeted they will show as a mission target
- If there are no missions, give text which tells players what other things they could do to help
- Allow NPC ships to dump mission specific cargo
- Allow inbox messages to obfuscate the sender for black ops
- Add an introductory mission for new starters
- Refresh the inbox when completing a mission, so mission tipoffs are immediately visible
- If a mission requires you to go to a body, then display the mission marker for that body in the system map
- Mission board factions now ordered such that factions with mission hand-ins are at the top

Space Scenarios:

- Distress call scenario fixes
- Prevent training level asteroids from jumping about when the game is unpaused
- Increased ship variation for terrorist leader
- Terrorist archetype now prioritises military targets
- Update spawning ambient AI in normal space, and add powerplay ships when at stations, nav beacons and RES locations
- Increased ship variety for political assassination targets
- Make more explicit use of security levels for generating police in supercruise
- Fix for dropping out at a USS not spawning the USS objects
- Added with bodyguard variants of trader and smuggler scenarios for missions
- Added more player events to scenarios
- Change how USSs are spawned so it is no longer simply time based, location is a factor
- Add a sine wave signal to POI turrets
- Add a clamp to prevent wars in systems with few planets creating no conflict zones
- Fixes to loadouts and behaviours in the rescue scenarios
- Fixed credit reward for routing a cap ship in war zones to 150000
- Show "shipping lane" instead of "deep space" when in supercruise in a shipping lane

Surface Scenarios/POIs

- Prevent collectibles on surface falling through the floor for non-authority clients
- Fixed an issue where materials would sometimes spawn inside a rock and be untargetable
- Settlement generator health cannot longer go into negative values
- Fix broken skimmer disable points on two settlements
- Unable to scan data points after other player completes settlement fixed
- Fix an issue causing POIs to spawn on steep parts of terrain when they shouldn't be
- Reduce fall off point for deep space POIs so human debris doesn't get found so far out
- Settlement sentry skimmers should avoid crashing into player ships
- Fix for canisters in POIs not replicating
- Don't try to render POIs when the sensors are off
- Make all Skimmers and POI objects detectable by ground sensors only by default, we don't want ships picking them off from the skies without having to work for it. Note that anything firing at the player will still show up and be target-able back - note that POIs can still be discovered from ships
- Collisions with skimmers are now also extremely disruptive to ships, hitting one will cause a temporarily loss of drives and shields - don't do it
- Extend time ships can fly over settlements before they get fines and bounties
- Cargo in a POI now has the correct legality flag set and is also marked as mission cargo if needed
- Settlement point defence capability upgraded
- Lower range at which buggy can target things
- Tweak skimmer armour resistances for boss
- Refresh vouchers when claiming a scan, so we can immediately see the voucher that was generated
- Don't allow skimmers to respond to accidental hits from their allied turrets
- Added a beacon light to certain data links so that players are attracted to them
- Skimmer disablers added
- Added point defence systems for settlements and bases
- If you leave a trespass zone while hostile, show a different message than leaving it while not hostile

Docking Computer:

- Screen violently shakes when using the Standard Docking Computer to dock at a Planet Port fixed
- Auto Docking module occasionally crashes ships on planetary stations fixed

Weapons:

- Fixed issue with incorrect firing mode assigned to gimballed fragment cannons
- Increased the heat damage of small beam laser slightly
- Explosive damage more effective against shield generators
- Increased torpedo damage
- Increased mine ammo capacity and hardness piercing
- Increased damage from missiles
- Increased ammo capacity for dumbfire missiles
- Re-evaluate default missile guidance parameters so that they make more use of lookahead further out
- Reduce the splash damage for dumbfire missiles so they're not overpowered against surface targets
- Fixed hardpoints deployed audio being spammed by ships that are in the process of landing/docking
- Point Defense Turrets should only damage their target or submunitions
- Fix Point Defense Turret parameters so they're a bit more accurate
- Chaff no longer blocks advanced scans and so is less of a catch-all defence
- Rebalanced torpedoes to be much tougher but slower
- Tweaked point defence turrets to fix a fire rate issue and increased hardness piercing of dumb fire missiles
- Make sure that beam weapons don't cause crimes when they're not supposed to
- Stop submunitions being teleported for a frame in some circumstances
- Target-Only turret mode changes:
- It will now stop firing when blocked correctly, and can be activated while blocked and will not fire until the shot is clear
- Target Only now has the same rules as Fire At Will and cannot cause crimes under any circumstances when accidentally hitting things other than the intended target. Crimes for hitting the intended target apply as normal
- Correct an exploit where rapidly switching target several times during a bullets' flight would allow damaging a target without aggro
- Replace legacy weapon variants with their defaults, along with some credits and materials to offset the inconvenience
- Increase heat generated per shot on rail guns
- Reduce heat sink ammo by one

Controls:

- Removed gamepad controls from keyboard and mouse scheme
- Fix a few errors in the PS3 control scheme files
- Removed some telemetry that is sent when every someone changes a control binding
- Axis bindings were being implicitly cast to button bindings fixed
- Turned off Yaw into Roll by default on controller schemes
- Mouse cursor visible when using HOTAS
- Don't force rotation correction on when we land on the planet surface - it only makes sense in a space station
- Fix being unable to use control keys to look at the cockpit panels whilst launching from dock
- Fixed throttle setting itself to zero when exiting from hyperspace or super cruise while the game doesn't have focus
- Add info message on cargo scoop retraction
- Fix an issue where is you have multiple Xbox controllers, only one of the controllers will work
- Fixed several issues with how the SRV was handling mouse input
- Added controller preset for Thrustmaster HOTAS 4

Galactic Simulation:

- Fix an issue when you had exactly -35 rep, it couldn't work out your relationship
- Added investment faction state
- Rebalance how player actions and missions count towards the star system's influence caps for the day
- Rebalance how player actions and missions contribute towards faction state and influence buckets
- Additional factors now contribute towards outbreak and famine's buckets
- Added a new "Retreat" state for factions with low influence levels not in their home system
- Significantly changed the "Expanded" state. The Faction's search for another system is now triggered at the end of the expansion's active phase. If the surrounding systems are full, then an expansion might trigger an invasion war if an appropriate defender can be found.
- Added new "Investment" state for factions that have failed to expand, which significantly increases development level for a short time and lets the Faction search a bit further away when they next expand
- The "Lockdown" state now locks down many station services for affected Factions, allowing Commanders to concentrate on helping those Factions' crime control efforts
- Conflicts should now be easier to win, with rebalanced effects of combat actions during conflicts.
- War now only needs a 5% influence difference to win. Civil War and Elections remain at 3%
- When assigning the spoils of war, Ports & Stations that ships can dock at, are now considered more valuable than Planetary Settlements
- Send out Inbox messages when Commander reputation changes past each threshold
- Superpower reputation now affects the rate of change of affiliated Faction reputation
- Fix background sim consequences for crimes other than piracy or murder and to consider both the victim faction and the faction that controls the jurisdiction of any crime
- Local news articles have been improved for many states, including which system a Faction has just expanded into!
- Fixed localisation for Commodity and Ship descriptions in local news reports

Markets

- Rebalanced smuggling illegal commodities
- Each star system's current security levels now significantly affects buy & sell prices for legal and illegal commodities
- Significantly increased the effects of faction state on commodity markets availability and prices

Powerplay

- Fixed not being able to defect away from dead powers
- Removed warning about assassins and power change cooldown when defecting away from a dead power - there's no penalty to defection here
- Fix Powerplay preparation costs varying during a cycle when Starsystem population varies
- Fix when choosing actions to oppose a Power. Independent powers should now always use the hostile variants against each other in all circumstances.
- Reactivate Powerplay actions in starsystems that have population but no planets


Network/Server:

- Add system X, Y, Z co-ordinates to network log
- Performance & reliability improvements for exploration

SRV:

- Added suspension travel prediction to SRV physics
- After any outfitting web request, update the module boost states from the ship state that the server returns
- Fix for incorrect SRV shadows
- SRV fuel bars do not update in your role panel fixed
- Disabling plot route / select buttons in galaxy map when player is in a SRV
- SRVs can no longer be deployed when their respective Vehicle Bays are disabled
- The select highest threat hotkey can now lock onto turrets and skimmers
- Fixed the cargo scoop hotkey not working in an SRV when close to the ship
- The SRV can no longer be deployed when the ship is in the middle of launching from a port
- The SRV is now refuelled when it docks at a port
- Fix for data link scanner not scanning when the option 'Firing deploys hardpoints' is disabled
- Prevent turret mode being accessible via roles panel when under the ship (or otherwise blocked)
- With drive assist on, moving off forwards at slow speed has long reaction time
- Fix for vehicle turret camera clipping when at max pitch angle
- Drive assist doesn't engage gear to react to throttle if buggy is slowly sliding fixed
- Fix for the buggy rolling when it shouldn't, automatic handbrake only disengages when a drive/reverse input is received
- Ship oxygen supply no longer depletes while the player is out of the ship (i.e. in a buggy)
- Fix detection of high-speed collisions when two buggies collide
- Fixed wheel motion blur rendering
- Fixed Forward Only throttle issues with dead zones on the buggy
- Fix incorrect physics collisions with wheels
- When broadcasting text chat to /local, send to all ships/vehicles in the current session, regardless of range, visibility, etc (SRVs were not previously receiving chat from ships)
- Tri-mesh vs. wheel stability improvements, wheels won't clip through walls anymore, rolling looks better
- Now if your ship makes contact with your buggy while landing, it'll fly away. If you drive under the feet of someone elses landing ship, it'll crush you
- Added tyre tracks
- Fixed SRV turret mouse pitch axis being inverted by default
- Allow transfer of stolen cargo from buggy to ship
- Incorrect distance shown from targeted location after deploying SRV fixed
- Fixed buggy wheel thrusters not animating while in the photo camera
- The Turret mode does not scan targets. Meaning you have no information of health or shields - fixed
- Added support for dirtying the buggy wheels according to the planet's dust colour
- Fixed the buggy trying to run away while the game is paused or doesn't have focus
- Fixed SRVs getting stuck in the cargo bay when deploying from the perspective of other clients
- Role panel shows 0 buggys available when you restock srv via the restock screen fixed
- Fixed the buggy going rogue while the photo camera is active during buggy deployment
- Fixed the throttle showing negative zero while stationary and improved buggy behaviour while the photo camera is active
- Fixed dumping cargo near a settlement in a buggy not giving the player a fine
- Fixed escape menu moving during the vehicle boarding animation
- Fixed Radar contacts being visible in the SRV while in turret mode
- Raise up the buggy's garage start position by a couple of metres, to stop it getting embedded in the floor in some garages
- Tweak vehicle cargo hatch behaviour to enable "Cargo Acquired" message in the SRV
- Buggy Turret UI is inconsistent when targeting things fixed
- Small modification to the SRV headlights so that they don’t bleach out the ground so much on some planets
- Add door change messages to the SRV to match what the ship has. Especially useful when opening/closing the cargo scoop while in turret mode
- Let player park buggy in any garage, not just the one for the ship's landing pad. Use compass to lead them to the nearest one
- Fix unsold exploration data and vouchers not always being removed when dying in an SRV and the parent ship has been destroyed

Synthesis

- Remove the "No Effect", "Superseded" and "Boost Active" synthesis states, so a synthesis is always available as long as you have the materials for it and you are in the appropriate vessel
- When scanning a micro resource outcrop, up the maximum amount of different types the scan message can display from 4 to 6
- Fix large calibre munitions synthesis not being applicable to cannons
- When applying synthesis boost to the buggy's armour, decrease the damage multiplier rather than increasing it

Supercruise:

- Smooth some issues with supercruise transition
- Made the drop out into glide mode smoother, so there is no teleport backwards
- Speed/distance restrictions for dropping from supercruise now scale with how strong the local gravity influence is - the further from bodies the easier it is to drop out. Statios and most scenarios won't be majorly affected, but things like USSes that appear in deep space, and some nav beacons are much easier to drop at
- Fixed the safe for drop message not appearing when entering supercrusie in a safe to drop state

Wings:

- Prevent dropping at wing beacons inside asteroids
- Feedback is now given to the player if they send a wing invite to a player already in a wing
- Always show wing commander names above their ships, regardless of them being targeted or not
- Fix when issuing trade dividend vouchers to wing members
- Fix for for a wing member showing as destroyed briefly when they transition to/from supercruise

Drones/Limpets:

- Prospector limpet drone replacement order gets stuck fixed
- Fixed refinery bin list jumping up and down when collecting fragments that are automatically removed from the hopper
- Stop jumping when non-auth drones receive a position update via the network
- Non targeted collection drones should try to return to their ship and find another target
- Drone controller modules are no longer visible on the HUD arcs unless assigned to an active firegroup
- Limpets can now deliver cargo to a hatch which is trying to be any of the 4 open states, rather than having to wait on the door to cycle back to the open scooping state
- Fixed bug where roaming collector drones would re-build after authority transfer as single target drones
- Don't allow further drone launches while another drone controller on the same ship is busy launching a drone
- Prospectors now display asteroid material content as high, medium or low

Stations:

- Shooting a station module will now result in the station registering the hit and becoming hostile
- Improved LODs on the holo adverts outside of stations
- Fix LOD pop on station storage pods caused by greebles being used for large areas of geometry
- Fix LOD pop on station fusion reactor caused by greebles being used for large areas of geometry
- Fixed and smoothed landing pad animations
- Improved textures in hanger to receive lighting correctly
- Fix station name in chat panel
- Fix for matchmaking when starting docked at a surface settlement: players were always starting in a 'fresh' island
- Improved the issue of the station inner dock popping into view
- Add fog to station interior
- Fix the occasional loading into the wrong docking bay
- Added a check if the ship is clear of any landing bays, before classing the ship as "left the station"
- Stations will no longer let you dock if the controlling faction dislikes you

Arena:

- Don't start the CQC backfill matchmaking check timer if we're not in a CQC game yet
- If someone joins a CQC match when the current game has less than 1 minute left, then have them wait on the lobby screen for the next match instead of joining a game about to end
- Added scaling to the schematic models in the empire fighter cockpit
- Fix a possible timing issue where the replication of CQC objects could come out of order, this would cause the splash at the end of a game to show an incorrect result, but the score summary screen which appears later would be correct
- Make sure we don’t mark a CQC game as about to end when it’s in the loading state
- Make sure we keep hold of the spawn point claim in CQC until either we move off the spawn point or we get destroyed, so we don't allow a spawn in the same location
- Fixed issue of not being able to focus on party elements in UI
- Fix an issue with accepting an invite from a player that has since disconnected from you
- Cancel pending lobby invites when we enter matchmaking - players can't join lobbies that are in the middle of matchmaking, so the invite should be invalidated at this point
- Adjusted how teams are set up in CQC games so make them more balanced
- Save the CQC loadouts when you leave the ship select and loadout edit screens, instead of just when we quit the game
- Fix for CQC disconnect bug caused by incorrectly aligned timeouts
- Moved the animating doors on the asteroids map so there isn't a gap that the player can fly through
- Added an extra check to the Matchmaking Lobby to try and catch an odd case of someone not quitting the game after the match has ended
- Make sure we set the CQC user presence string when we start loading into the CQC menu, otherwise it will say we are in open play when we are on the loading screen
- If we detect a CQC game is imbalanced (i.e. only 1 person in deathmatch or a 3v1 in team games) the it will start a 30 second countdown to end the game early. This countdown will be cancelled if someone else joins and balances the game out a bit
- We now give players notifications for when someone joins/leaves/disconnects from the same CQC match that they are in
- Fix drive placement/damagability on empire fighter drives
- Drop 'CMDR' from gamertag when showing score summary as there's not enough room and everyone is a commander on that screen
- If we receive a session error and we are the host to a squad, them make sure to remove the squad from matchmaking to avoid errors of being in the wrong state
- After respawning after dying in a proving ground, make sure the respawn menu is closed
- Fix for the CQC score screen staying up between matches if you have it open when the match ends
- CQC ShieldBooster multiplier too small, bumped from 4% to 10%.
- Fix an issue when trying to start a game with more players that in supports
- Fix an issue with team sorting, it was possible for the team sorting to happen when we didn't have all the players data, so it couldn't split into teams correctly

Ship Art:

- Modified trimesh hitcheck for targeting weapons to work on the Cutter
- Fixed hardpoint slot decal renumbering and adjusted thruster on Keelback
- Improved LODS on cargobay for all ships
- Bobble head stem fixes on some ship cockpits
- Added Low LOD lights and fixed clipping issue in Cutter cockpit
- Make sure that landing gear collision is in the right place at the right time
- Type 6 landing gears have some of the pistons broken fixed
- Type 7 landing gears have some of the pistons broken fixed
- Keelback Hardpoint door clips into thruster fixed
- Fixed UV mapping issue on the Cutter large hardpoint insets
- Fixed the landing gear on the Keelback not deploying in sync
- Added in cargo bay door and fixed some hitcheck issues for the Anaconda
- Fix for non shadow casting ship headlights (Anaconda and Cutter)
- Make the struts an interior material so they get the nicer clip plane on the Vulture cockpit
- Four types of generic utility hardpoints for use as Scanners, Shield Boosters etc
- Burning embers on permanent damage now cools off over time
- Fixed greeble issues on the Anaconda
- Fixed Anaconda chair positions and orientations
- Let the Corvette's schematic get smaller when departing a planet surface
- Updated Scratch, Dirt maps etc to improve appearance of damaged states and fix issues with damage appearing on new ships
- Fix for Python hitcheck issue
- Fixed flipped decals on Type 6, Type 7, and Type 9
- Fixed mirrored decal on Diamondback Explorer
- Viper MkIV flipped decal fixed
- Adjustments to Imperial Cutter cockpit to fix some camera and HUD issues
- Fix for incorrect hardpoint doors opening and closing in outfitting on Type 6
- Updated Orca cockpit so bobbleheads don't intersect broken canopy
- Fixed flipped hardpoints on Keelback
- Fixed medium hardpoints were intersecting with the weapon's cage
- Ensure that cockpit exterior textures aren't loaded twice
- Now the Federation Corvette has bespoke landing gear doors animations
- Decal pass on all ships
- Fixed hitcheck for the ASP scout to cover wings
- Some hitcheck fixes on the Imperial Cutter
- Fixed offset shield issues with the Vulture
- Keep clear text flipped on Corvette hull fixed
- Fixed some hitcheck issues with the Orca
- Fixed landing volumes for Asp Scout
- Fixed offset hitcheck on the hauler, also fixed the landing gear hitcheck so that it covers the doors so that the SRV won't drive through them now
- Increased the height of the buggy bay so that it doesn't clip when you look up in the SRV
- Updated the Eagle's top hardpoint to not clip and be able to fire when small weapon is applied
- Updated the Imperial Cutter's retro drive unit so that the particle fires the correct direction
- Fixed stretched texture on the front of the Type 9
- Fixed bone position on the Cutter's rear thrusters
- Fix some issues with Sidewinder landing gear
- Fixed mirrored text and incorrectly rotated light on the Python
- Fixed an AO issue on the Type 9
- Fixed multiple issues regarding the Imperial Eagle
- Viper Paint 'MCV2' LOD issue fixed
- Fix a mesh issue on the Viper

Building Art:

- Fixed some flimmering decals on buildings
- Fixed offset collision on holographics
- Offset the collision more under the external planet port buttresses to stop the top of the SRV clipping
- Fixed missing geometry on a section of the science outpost
- Fixed offset collision mesh for buildings
- Fixed some lodding issues on buildings
- Buildings texture fixes
- Fixed floating decals on buildings
- Extended foundations on the Dome outbuildings to help prevent them from floating over the ground on very bumpy terrain
- Fix various floating buildings
- Added an extension to the entrance ramp to improve access to a crater base if its placed on particularly bumpy terrain
- Removed some rogue ground polygons which sometimes clipped into planetary port hangars
- Fixed intersecting text on low lod of medium sized planetary hangar
- Don't generate small rocks within planetary ports
- Fixed offset UVs on the small planetary landing pad, which was causing textures to pop between LODs

Celestial Bodies:

- Prevent rings intersecting moons
- Make sure that a ring is not completely invisible
- Planet pops in and out of view when close to the edge of the viewport fixed
- Graphics settings-dependant rocks now placed near existing rocks to maintain patch layout, so that graphics settings now only affect the general density, rather than the pattern of placement
- Small surface rocks now generate right up to and around settlements
- Game is not waiting for physics terrain to be ready on start-up at planet fixed
- Reduce the green component of the starlight starting with surface temperatures greater than 8000K. This moves the colour scheme more towards the expected colour range for O-B stars
- Reduce the maximum brightness from the star so that not every system follows the full range. This is a loose guard to stop dim stars with a nearby frost line from having high-albedo planets in over bright conditions
- Fix the desaturated starlight target - it had been transitioning to full-grey instead of a fraction of the true/conventional colour mix
- Fix a bug where patch lighting wasn't being generated and causing planets to render at low detail
- Disable the terrain depth prepass render nodes when the player isn't on near/on the planet surface
- Ejecta crater basins, edges, and multiring regions play nice with each other - the subsequent craters in the array should (mostly) stamp out the previous ones
- A layer of noise from crater basins has been removed as it misbehaves for planets with large radius
- The europa line depths have been exaggerated for large planets
- Various optimisations for planet surface rendering
- Add a very low terrain option for use in environment map captures
- Optimisations for weapon effects on planet surfaces
- Improved LOD management over distance
- Enable asteroid shadow casting in ultra quality settings
- Put the rocky/metal asteroid shaders into the correct FX list, there's no need for them to be doing any forward rendering
- Add high quality bloom settings and preset updates for new bloom settings. Currently enabled for ultra and high presets for Win64 and OSX, and also enabled for Xbox One. The previous bloom has been kept in as a cheaper medium setting
- Colour re-balance and general housekeeping for Rocky asteroid rings.
- Changed billboard colour to better match "real" rocks
- Tweaked billboard normal to give better surface detail
- Tweaked fog effects when in ring to add more "atmosphere"
- Balancing pass on Metal and Ice asteroid rings:
- Billboard diffuse textures tweaked to remove shading.
- Billboard colour matched to "real" asteroid diffuse better.
- Billboard normals given more detail.
- Ring fog boosted and balanced for greater atmosphere.
- Ring distant specular brought down into sensible ranges as much as possible
- Transition from distant ring to close up ring (in supercruise) improved to be more visually pleasing
- Fix for large surface rock rotations not matching the correct settings
- Enable asteroid SSS at medium material quality
- Change to help reduce the brightness of ice ring systems
- Texture generation workload size is now increased during System Map loads to compensate for vsync
- Fix environment map null render logic
- Fix black strip artefacts on planets
- Tweak shadow bias settings for planetary approach on ultra to reduce some blocky artefacts
- Fixed non-linear depth for stars and planets
- Fix AO artefacts due to precision issues on terrain patches
- Prevent light showing through planets that use lookup tables for atmosphere scattering, like gas giants
- Implemented alternative technique for baked shadow calculation that removes precision issues. This fixes patchy shadow artefacts on large planets
- Fix an issue where planets were using the wrong lighting when rendering sometimes
- Improve LOD calculation for surface patches
- Replace the authored ring detail texture with a generated texture which is unique for every ringed planet and does not tile
- Scale frequency of detail texture on planet rings so that rings of differing breadths have uniform detail effects
- AMD optimisation for terrain patch generation
- Asteroid billboards are now deferred. This means that the ring fog is able to interact with them correctly
- Changed how planet rings shadow. They now receive more realistic, much less diffused planet shadows. Rings background occlusion values have all been boosted as well
- Fixed the asteroids in the ring sometimes not appearing when dropping out in them
- Planet base dust is now driven from blended surface material colour
- Stop shield geometry being drawing into the environment map (was causing the planets to turn blue sometimes)
- Fix an issue where stellarforge live objects would not get a FOR shift it it happened the same frame as a location transfer, this would mean the live objects would be a few km out of position

Render:

- Fix lens flares from clipping against near plane
- Fix stereoscopic display resolution issues when using borderless window
- Fix for normal maps having an incorrect format in Win64 resource builds
- Add additional options to frame limiter and increase accuracy
- Stop beam laser light sources from flickering
- Added new VR High and Low graphics options
- Fixes for particle visuals when shadows are set to the lowest setting
- Decal rendering optimisations
- Disabling the GUI now dims the HUD lights
- Improved default HBAO settings and fixed reading settings from the graphic configuration XMLs
- Fix AO quality presets for Windows
- Changed how the size for HBAO quarter res elements was calculated in order to avoid any additional aliasing
- Added scaling for the AO radius based on the distance to the camera. This ensures that we get some HBAO contribution on far away objects in large scenes (such as station interiors and settlements).
- Environment map blending optimisations
- Rebalanced shadows for all quality levels and profiles
- Fixed the light diffusion on lit dust

VR/3D:

- Fix HMD cockpit position for ships
- Fix VR performance issue in glide mode
- Fix for no head look when in hyperspace
- Updated the main menu hangar
- Fix headlook not working when playing on a 3D TV
- Make 3D mode revert to off when options attempt to set HMD when it is not present
- Update hangar VR cameras

Steam:

- Instead of always blocking the "shift+tab" button combo for the steam overlay, look up the current steam users steam overlay binding and block that key combo in game

Stellar Forge:

- Rename some duplicate star systems
- Capitol is no longer a water world
- Change StellarForge population to match system data in LHS 2819
- Renamed CEECKIA ZQ-L C24-0 to Beagle Point
- The authored Naraka system has been renamed to Arbuda
- Renamed EACTAINDS GN-W C1-6 to Rendezvous Point
- Renamed duplicate HR 6946 to Mammon

Localisation:

- Updated translations
- Fix for errant 'location' text field not being translated
- Use localised strings for star types that previously weren't
- Fix some localisation issues with the training scenarios
- Localised Galnet's Powerplay prediction
- Adjusted ship name to cover 2 lines instead of 1 in the shipyard

Xbox One Specific:

- Fix physics crash with overheating ship and fuel scooping
- Fix softlock entering or leaving supercruise
- Fix error retrieving star data when the data hasn't loaded yet
- Add option to hide user's presence in rich presence
- Unable to see any notifications in the top right panel about the flag in CTF fixed
- When a player is invited into a game, try to use your squads suggested team as your suggested team, this should help the xBox backfill matchmaking make better team suggestions for new members
- Allow comms to remain open between squad mates until a CQC game starts, then it will switch over to team comms. After a match has ended it will go back to squad comms
- Fix issue with player being kicked if they're Live data wasn't properly initialised as the session was being created
- Activate panel controls while focussed on the scanner panel for consistency - can now use pad B to exit the focus
- Docking computer activates hardpoints and fires at station without player input
- Always show the friend options popup, even if the only options are Show Gamercard and Back. This is less confusing than just automatically showing the gamercard in some situations
- Add greater facility for binding controls
- Prevent unlocking ship-killing achievements by killing skimmers
- Fix full gamertag not being shown when targeting wing wake
- Made space for gamertag in CQC menus able to fit 15 characters wide
- To the right of Arena on Main Menu are links to Training Videos, these block Controller Navigation to Comms Contacts fixed
- Various UI performance optimisations
- Enabled HBAO by default on Xbox One
- Fix issue with video player when coming back from constrained mode
- Friends and Private Groups: Pressing B with a friend selected backs out of friends completely instead of just the sub-menu fixed

Headline Audio Features:

Audio - Flight controller voices on starports, planet ports and engineer bases
Audio - Ambient radio chatter when close to starports and planet ports
Audio – SRV combat music
Audio – SRV voice alerts
Audio – Settlement security voice and alarms
Audio – Planet port ambient Tannoy voice announcements

Audio Support for Main 2.1 Features

Audio – sounds for all engineer related screens
Audio – support for missions screens
Audio – Engineer base ambiences
Audio – new ambiences for underground docking bays
Audio – Audio sweeteners and changes to reflect the dynamic properties of the weapons
Audio – support for new POIs/USSs
Audio – support for new collectable items/materials
Audio – Audio support for new weapons: Huge multi-cannon, pulse and beam lasers, and large multi-cannon
Audio – support for USS scanning

Additional Audio Features:

Audio – Added more Starport voices
Audio – Added Wavescanner volume slider to audio options
Audio – added SRV handbrake sounds and Voice alert (which can be switched off)
Audio – added SRV boarding alert sound (pings when in the correct position to board ship/port)
Audio – Added audio for modules powering up
Audio – SRV headlights
Audio – Manual shield deactivation sound (different to forced deactivation in combat)
Audio – Discover scanner is now audible on other ships at close range

Improvements, Bugs and Mixing

Audio – Improvements to port and settlement ambiences
Audio – Improvements and additions to reverbs on settlements and planet ports
Audio – Various skimmer improvements
Audio – Numerous tweaks to SRV audio
Audio – Improved Anaconda and Type 9 boost sounds
Audio – Wave scanner “man-made” sound, is now separate sounds for Generator, Mining area, and Ship/SRV
Audio – Numerous bug fixes

Technical

Audio – Various improvements to memory management and soundbank loading
Audio – New fancy system to manage distribution of sound emitters over the area of a settlement or planet port (internally called Audio-Crowd-System!)
Audio – updated Wwise to v2015.1.5
Audio – numerous optimisations to voice count, and compression settings

 

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Beta kończy się 26.05.2016

Dodatek Horizons w nowych niższych cenach (w rublach to ok 90 pln)

19.99 GBP

24,99 EU

29,99 USD

1490 RUB

 https://www.frontierstore.net/eur/games/elite-dangerous-cat/elite-dangerous-horizons-dlc.html

 

Zbliża się koniec Bety :thumbsup:

Aktualizacja Elite Dangerous Guardians 2.2 (dla posiadaczy Horizons) oraz 1.7 (dla posiadaczy podstawki) dostępna od 25.10.16 (wtorek)

https://forums.frontier.co.uk/showthread.php/299552

https://forums.frontier.co.uk/attachment.php?attachmentid=112413&d=1477064355

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Są patchnotesy do 2.2. Ogólnie jest ciekawie ;)
https://forums.frontier.co.uk/showthread.php/290122-Elite-Dangerous-2-2-Beta-is-live

 

20161028032353_1.jpg

Edytowane przez Frosty

Kosmos to całkiem spoko miejsce, można tam mieć w końcu święty spokój... szczególnie jak padnie system podtrzymywania życia.

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W nawiązaniu do tych ruin Obcych ciekawostka: otóż jeden z graczy opublikował interesującą teorię, że cała ta struktura to kosmiczna mapa :)

Więcej na ten temat można przeczytać tutaj https://forums.frontier.co.uk/showthread.php/300054-Alien-archeology-and-other-mysteries-Thread-9-The-Canonn?p=4748842&viewfull=1#post4748842

GiFscOV.jpg

 

Nowe Elite Dangerous update 2.2.02

PC
- 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

update sobie odpuściłem ... :devil:

 

Tweet od Drew Wagar (autora książek z uniwersum E: D)  zaleca aby w czwartek mieć uaktualnioną wersję gry

Coś tam może się wydarzyć w ED ... :tongue:

ps.

Jeślim ktoś gra w ED to TWH ponownie uruchomiła rekrutację

https://forums.frontier.co.uk/showthread.php/190220-Frakcja-The-Winged-Hussars-Skrzydlaci-Husarze-(polska-frakcja-w-grze!)?p=4781413&viewfull=1#post4781413

Pomijając fajną ekipę to dla samych poradników i bazy wiedzy zgromadzonej na forum TWH warto :P

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dokładnie, jak ktoś zamierza bardzie się wkręcić w ED to idealne miejsce, niestety wymaga sporo czasu ale jest tam spora grupa ciekawych i naprawdę fajnych ludzi chętnych do działania i pomocy.

P.S. radze tylko zbytnio się nie chwalić, że macie coś wspólnego z SC bo na niektórych działa to irytująco :rotfl: 

 

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1 godzinę temu, Nexus napisał:

P.S. radze tylko zbytnio się nie chwalić, że macie coś wspólnego z SC bo na niektórych działa to irytująco :rotfl:

Bo ja wiem. Robię za naszego reprezentanta i w sumie wszyscy tam wiedzą, że jestem promotorem SC (takim nie nachalnym), dwie osoby tylko narzekały na grę, kilka przekonałem do free flight, który był swego czasu, a ktoś nawet paczkę z grą kupił :P 


Kosmos to całkiem spoko miejsce, można tam mieć w końcu święty spokój... szczególnie jak padnie system podtrzymywania życia.

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3 godziny temu, Dako napisał:

Jeślim ktoś gra w ED to TWH ponownie uruchomiła rekrutację

Jakiś czas temu dwa razy składałem pismo o dostęp do forum. Nie było odzewu ze strony admina to se dałem spokój ;)


Nic mi w życiu tak nie wyszło jak włosy.

JAX0wAC1.jpg

Lepiej dobrze zjeść, niż podobać się byle komu.

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@Dako, już pod żadnym. Mathias zdecydował, że dla ułatwienia roboty wszyscy dyplomaci na stałe przenoszą się na Discorda, więc z forum zniknąłem :P


Kosmos to całkiem spoko miejsce, można tam mieć w końcu święty spokój... szczególnie jak padnie system podtrzymywania życia.

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9 godzin temu, Frosty napisał:

@Dako, już pod żadnym. Mathias zdecydował, że dla ułatwienia roboty wszyscy dyplomaci na stałe przenoszą się na Discorda, więc z forum zniknąłem :P

Dzięki rozumiem. Czyli na forum nie bywasz bo nie masz dostępu ?

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23 godziny temu, Dako napisał:

Tweet od Drew Wagar (autora książek z uniwersum E: D)  zaleca aby w czwartek mieć uaktualnioną wersję gry

 

@Dako rzucili już dzisiaj coś ciekawego...?

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jeszcze nic :)

Czekamy

ps.

Frontier update klienta wrzuca popołudniu więc może wówczas coś tam się wydarzy ...

ps2.

Na forum jest ankieta odnośnie relogów może ktoś będzie chciał oddać swój głos

https://forums.frontier.co.uk/showthread.php/308616-Vote-for-stop-Relog-fest

 

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A może to prezent od Frontiera ? Podając datę urodzin dostajemy w tym dniu coś tam w prezencie ...

ps.

Ostatnio w ramach wsparcia w sklepie Frontiera pojawiły się fajne modyfikacje kadłuba do ASP-a (mam) i Vulture oraz nowe kolory naszych laserów ...

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a możliwe, może się pochwali jak nie to go podpytam.

A idzie gdzieś sprawdzić jaką datę się podało?

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9 minut temu, Nexus napisał:

A idzie gdzieś sprawdzić jaką datę się podało?

https://www.elitedangerous.com/en/prefs/special-day

Zwykle to 20% rabatu na zakupy w sklepie Frontiera ...

 

 

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oni to wprowadzili chyba w tym roku bo termin minął a ja niczego nie dostałem... :-( no bo poprawić tego nie idzie wiec trzeba czekać teraz rok.

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dziwne, za pierwszym razem pokazała się jakaś data w maju, teraz mam 1 stycznia...? 

mniejsze z tym, tiket poszedł.

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Chyba coś się na stronie Frontiera popieprd ...

Jak nie jesteś zalogowany to taka data się pokazuje 01.01

Zmienić nie można bo obowiązuje ta którą podałeś wcześniej czyli ta majowa

Pisz ticketa - kilka osób z TWH też nic nie dostało a po upomnieniu otrzymali :D

ps

Ja otrzymałem wg "rozdzielnika"

 

Krótkie info z wczorajszego streama

  • Beta 2.2.03 startuje dziś a potrwa do 24.12.16
  • brak informacji na temat 2.3 i 2.4 oraz na temat sezonu 3 :wallbash:
  • W nowej aktualizacji zostaną usprawnione 3 aspekty gry:
    - Combat - nowy i kolejny już balans broni oraz nowe moduły defensywne
    - Powerplay - usprawnienia w logistyce i zrównoważone AI statków PP
    - Inżynierowie - zmiany w modułach, dopasowywanie ich efektywności
  • Przymiarki do magazynu towaru dla inżynierów (brak szczegółów)
  • Zostaną dodane nowe moduły (sensory i różnych skanery). Takie które mają większy zasięg lub skanują szybciej.
  • Zmiany dotyczące Górnictwa i Eksploracji będą wprowadzone w 2.3. Eksploracja ma być bardziej opłacalnym zajęciem :tongue:
  • System Kar oraz Karmy jest nadal w trakcie tworzenia
  • Unikanie walki (combat logging) początkowo ma być wysyłane ostrzeżenie do gracza
  • podczas Bety wszystkie modyfikacje będą dostępne.
  • Moduły specjalne, np. w Orce czy Beludze są w trakcie opracowywania. Inne czyli specjalne moduły pancerza/obronne dla Gunshipa/Dropshipa/Assault Shipa by można było je specjalizować jako "czołgi" możliwe również, że zostaną wprowadzone wraz ze specjalnymi modułami Cargo ale z tym pozostaje nam poczekać do 2.3
  • Zmiany w Powerplay! Poziomy meritów zostaną zbalansowane liczą na większe zaangażowanie zwykłych pilotów w rozgrywkach
  • planują rynek i handel dla Pilotów
  • pojawi się "body kit" do Pythona
  • Uzbrojenie na wieżyczkach nie będzie powiązane z klasą sensorów (będzie to dotyczyć tylko gimbali)

 

Frontier poinformował, że w przyszłym roku wyda ED na PS4 ...

Przynajmniej stało się jasne dlaczego mamy takie opóźnienia :devil:

Dziś powinniśmy oglądać zapowiedź nowego sezonu ED 3.0 a nie jakąś tam zajawkę na konsole ... :wallbash:

 

 

BETA 2.3 już dostępna

Zawartość bety

Spoiler


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

 

 

Spoiler

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 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.

 

 

 

Kilka filmów z zawartości Bety 2.3

Kreator postaci

Nowa kamera

Można nadać nazwy swoim statkom

Spoiler

wFheFxY.jpg

0qTHVv5.jpg

InO3hoF.jpg

 

Nowy statek Dolphin

I wiele innych rzeczy ...

 

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      [align=center]================= SŁOWO WSTĘPU =================[/align]

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      [align=center]=================== PRZYGOTOWANIA ==================
      [/align]
      [align=justify]Na początek będziemy potrzebować:[/align]


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      WINEARCH=win64 WINE=/usr/bin/wine64 winetricks dotnet452 corefonts vcrun2015 dxvk WINEARCH=win64 WINE=/usr/bin/wine64 winetricks win7 WINEARCH=win64 wine64 "C:\\EliteDangerous-Client-Installer.exe" WINEARCH=win64 wine64 "C:\\Program Files (x86)\\Frontier\\EDLaunch\\EDLaunch.exe"
      Wtedy gra już powinna się uruchamiać poprawnie.
      W razie czego poniżej jest zawartość pliku .desktop do umieszczenia na pulpicie (użyj edytora tekstu, a gotowy plik nazwij Elite Dangerous.desktop, nie zapomnij uczynić go wykonywalnym!

      [Desktop Entry]Type=Application Encoding=UTF-8 Name=Elite: Dangerous Comment=Elite Dangerous is the definitive massively multiplayer space epic, bringing gaming’s original open world adventure to the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions. Exec=WINEARCH=win64 wine64 "C:\\Program Files (x86)\\Frontier\\EDLaunch\\EDLaunch.exe" Icon= Terminal=False
      Niestety nie ma ikonki gdyż raczej nie ma takowej w formacie .svg.
      [align=center]========== IV - A co z Husarską Wtyczką?! =========[/align]
      Generalnie są dwie opcje: Natywnie przez plik źródłowy lub przez binarkę EDMC.
      Co do pliku źródłowego można odwołać się do oficjalnej instrukcji dostępnej tutaj: https://github.com/Marginal/EDMarketConnector/wiki/Installation-&-Setup
      Podobnie można też uczynić, instalując plik .msi do Windowsa, ale wtedy należy pamiętać o traktowaniu

      /home/[user_1000]/.wine/drive_c
      jako dysku C, tak jak w przypadku instalacji samodzielnej Elitki.
      Kuba Wolf także zgłaszał problemy z overlayem i wtyczką Canonn w przypadku gdy EDMC był odpalany z pliku .py, a nie .exe.
      [align=center]===== Ściąga - katalogi Elite =====[/align]
      Wtyczki EDMC (Windows przez WINE):

      %LOCALAPPDATA%\EDMarketConnector\plugins z reguły to ~/.wine/drive_c/users/[user_1000]/AppData/Local/EDMarketConnector/plugins
      Wtyczki EDMC (Natywnie przez Pythona):


      $XDG_DATA_HOME/EDMarketConnector/plugins W przypadku braku zmiennej "$XDG_DATA_HOME" to ~/.local/share/EDMarketConnector/plugins
      Bindy do kontrolerów:

      WINE: ~/.wine/drive_c/users/[user_1000]/AppData/Local/Frontier Developments/Elite Dangerous/Options/Bindings STEAM: ~/.steam/steam/steamapps/compatdata/359320/pfx/drive_c/users/steamuser/Local Settings/Application Data/Frontier Developments/Elite Dangerous/Options/Bindings/
      Kolorowanie HUD:

      WINE: ~/.wine/drive_c/users/[user_1000]/AppData/Local/Frontier Developments/Elite Dangerous/Options/Graphics STEAM: ~/.steam/steam/steamapps/compatdata/359320/pfx/drive_c/users/steamuser/Local Settings/Application Data/Frontier Developments/Elite Dangerous/Options/Graphics/

      [align=center]===== Źródła =====[/align]

      [ProtonDB] Elite Dangerous [EDMC] Installation & Setup [WINE] Elite Dangerous (Proton) Requirements Protontricks

      [align=center]Link do starej wersji: https://pastebin.com/9b34m4ax[/align]
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