X4: Foundations
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Big_Gun




Posts: 3017
Location: My mother's womb originally. . .
PostPosted: Fri, 18th Jan 2019 20:57    Post subject:
Sin317 wrote:
1.60 Beta 2 (yes, they went from 1.51 Beta 1 to 1.60 Beta 2... no wonder their forums were down for 3 days lol. Can't make shit like this up)

Anyway, here the changes from 1 to 2:

Quote:

[Beta 2] Added option to edit or remove assignment in order queue.
[Beta 2] Added tooltips explaining why Request Dock At option is greyed-out
[Beta 2] Improved likelihood of NPCs providing information when asking for the way to a station.
[Beta 2] Improved AutoMiner behaviour to avoid mining in enemy-held territory depending on crew skill.
[Beta 2] Fixed player ship standing still when opening the map after undocking from a station.
[Beta 2] Fixed HQ mission destroying wrong ship on certain occasions.
[Beta 2] Fixed problems docking certain M-sized ships (especially Drill) without docking software.
[Beta 2] Fixed ships protecting stations with the Protect Station order chasing targets out of the designated area.
[Beta 2] Fixed new NPC stations potentially having their build storages owned by incorrect factions.
[Beta 2] Fixed squadron subordinates sometimes not keeping up with their commanders.
[Beta 2] Fixed broken formations after loading a savegame (problem introduced in 1.51 Beta 1).
[Beta 2] Fixed dock showing stop sign while ship docked after loading savegame.
[Beta 2] Fixed occasional loss of control input while in flight.
[Beta 2] Fixed incorrect graphics settings displayed after changing Graphics Quality.
[Beta 2] Fixed Account Management and Logical Station Overview menus not setting manager budget when setting station account.
[Beta 2] Fixed menu crash in supply node of Logical Station Overview.
[Beta 2] Fixed menu crash when opening Info menu for certain stations.
[Beta 2] Fixed menu freeze in Account Management menu.
[Beta 2] Fixed map freeze if a commander was docked at one of their subordinates.
[Beta 2] Fixed UI showing possibility to edit default behaviours of subordinates.
[Beta 2] Fixed strange items being added to inventory after venture completes.
[Beta 2] Fixed unclaimed venture rewards getting lost on subsequent save/load cycle.
[Beta 2] Fixed several other causes of crashes.


As always, looks nice on paper, but usually has to be taken with a huge rock of salt irl and probably added a ton of new bugs with it lol.

I am having such a blast with X-Rebirth (I know!), can't even be arsed trying this out lol.


I have not tried Re-birth in ages. Are you running mods for that too? Also, if not too much trouble, what do you like with Re-birth that this one doesnt have? I never really gave Re-birth a shot. And, I have not played much at all of X-4 but it seemed nice from what very little I did play of it.


1 stripe purple belt in JiuJitsu (good grief this takes FOREVER hahah)
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Sin317
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PostPosted: Fri, 18th Jan 2019 22:49    Post subject:
Well, I think most people dropped Rebirth when it was released because it was just unplayable. I.e. full of game-breaking bugs. So I moved on (or back to X3 tbh) and never gave it another thought. So when playing X4, and it turned out to be even more of a turd than I thought Rebirth was, back in 2k13, I figured, let's give it a try. A real one.

And It is just so full of charm, features, story. Everything that X4 lacks.

There are actual factions, who have their own agenda and fight openly and covered against each other, there are tons and tons of different missions. Including actual fucking combat missions, like defend a station against an attack, patrol an area, escort a ship etc.

In x4, the only combat mission is, go kill X, oh and X happens to be of the same faction, so it's considered a criminal act and you'll lose reputation...

Anyway, Imho, Rebirth even LOOKS better than X4. Now sure, X4 has higher resolution textures, but that's about it.

Rebirth has so much more detail, the ships, the stations, the zones! Omg, the zones. Now sure, the whole highway system, it's something to get used to, but when you look at the random huge empty sectors that X4 has, the sectors in rebirth actually make sense and have thought put into it. Stations aren't just randomly plastered around.

Anyway, the game has a soul, something that X4 clearly is missing.

Oh and yes, I use a couple mods, mainly QoL improvements, but tbh, most things are probably just fine as they are. I even had to remove some mods, because they actually made the game unstable ^^.

Anyway, I highly suggest giving it a serious try again. And don't worry, you'll get over the ugly female faces eventually. I just try to never look at my copilot haha.

PS: I am currently streaming like all day long.
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Morphineus
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PostPosted: Sat, 19th Jan 2019 00:43    Post subject:
It sure did look like it crashed a lot though Wink


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Sin317
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PostPosted: Sat, 19th Jan 2019 00:47    Post subject:
when?
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Sin317
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PostPosted: Sat, 19th Jan 2019 19:01    Post subject:
Restarted by X-Rebirth Playthrough, 100% Vanilla (no mods) and Very Hard difficulty.

Check out my stream Smile

2019 is the year of Rebirth!

We'll play X4 in 2024!
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Morphineus
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PostPosted: Sat, 19th Jan 2019 20:31    Post subject:
Sin317 wrote:
when?


When Steam repeatedly showed me you booting up the game a load of times in a short time frame.


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Sin317
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PostPosted: Sat, 19th Jan 2019 20:42    Post subject:
Morphineus wrote:
Sin317 wrote:
when?


When Steam repeatedly showed me you booting up the game a load of times in a short time frame.


Like I said, the only issues I had, where mod/s related.

For example:

No Player Ship Fuel Jump -> would cause an issue with NPC ships not jumping into zone for a cut scene

Butter Missions -> would make the game crash after accepting most missions.

So once I removed those, the crashes were gone.

But to make sure nothing will interfere later, I restarted fresh, without mods, "the way it was intended to be played". Well, it IS kind of modded in itself, with the addition of the 2 DLC's, which add a lot of QoL improvements. Like SETA, I forgot that wasn't in the base game, among many other things.

Anyway, while mods are fine, they do tend to make the game kind of trivial. Everything happening without your input, i.e. finding lockboxes and other loot, looting everything in range, auto scan everything.

Basically, they take the exploration out of the whole thing.

Anyway, I am sincerely in love with Rebirth now and yes, that sounds wrong on so many levels, why does it have to have the word "Birth" in the title, lol.

Oh and also I am playing on very hard now, to give it an extra dose of a challenge Smile
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Sin317
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PostPosted: Sat, 19th Jan 2019 21:13    Post subject:
Oh X4 is finally tanking in the reviews on Steam as well. 52% from reviews in the last 30 days.

Guess "the evil internetz is review bombing again".

No, it's simply people having waited with their reviews, as I did, to see how much there actually is behind the "shiny facade" and well, not much.

Again, in 4 years, this will probably be an acceptable game, lol.
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sabathius___




Posts: 558

PostPosted: Sun, 20th Jan 2019 23:32    Post subject:
Sin317 wrote:
Well, I think most people dropped Rebirth when it was released because it was just unplayable. I.e. full of game-breaking bugs. So I moved on (or back to X3 tbh) and never gave it another thought. So when playing X4, and it turned out to be even more of a turd than I thought Rebirth was, back in 2k13, I figured, let's give it a try. A real one.

And It is just so full of charm, features, story. Everything that X4 lacks.

There are actual factions, who have their own agenda and fight openly and covered against each other, there are tons and tons of different missions. Including actual fucking combat missions, like defend a station against an attack, patrol an area, escort a ship etc.

In x4, the only combat mission is, go kill X, oh and X happens to be of the same faction, so it's considered a criminal act and you'll lose reputation...

Anyway, Imho, Rebirth even LOOKS better than X4. Now sure, X4 has higher resolution textures, but that's about it.

Rebirth has so much more detail, the ships, the stations, the zones! Omg, the zones. Now sure, the whole highway system, it's something to get used to, but when you look at the random huge empty sectors that X4 has, the sectors in rebirth actually make sense and have thought put into it. Stations aren't just randomly plastered around.

Anyway, the game has a soul, something that X4 clearly is missing.

Oh and yes, I use a couple mods, mainly QoL improvements, but tbh, most things are probably just fine as they are. I even had to remove some mods, because they actually made the game unstable ^^.

Anyway, I highly suggest giving it a serious try again. And don't worry, you'll get over the ugly female faces eventually. I just try to never look at my copilot haha.

PS: I am currently streaming like all day long.


You got me here. Now I have to try it again.


Future of gaming by Bioware:

"WHEN YOU PRESS A BUTTON, SOMETHING AWESOME HAS TO HAPPEN."
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Sin317
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PostPosted: Mon, 21st Jan 2019 10:15    Post subject:
By the way, Now I play without ANY mods what so ever on very hard and it's fucking awesome Smile

@rebirth
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Morphineus
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PostPosted: Mon, 21st Jan 2019 11:40    Post subject:
Seeing that the entire page is about Rebirth, maybe start posting in the Rebirth thread.

And it also shows how much of a winner X4 was for Egosoft... maybe next time they can release a game when its actually finished. Razz


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Frant
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PostPosted: Mon, 21st Jan 2019 12:12    Post subject:
Morphineus wrote:
Seeing that the entire page is about Rebirth, maybe start posting in the Rebirth thread.

And it also shows how much of a winner X4 was for Egosoft... maybe next time they can release a game when its actually finished. Razz


I doubt it. They've released N amount of duds in a row (contested duds but still duds). X4 is like a shell structure with nothing inside. It could use another 12 months of content creation. As it is I'd say that X4 is still between alpha and beta stage. They've got the core of the game but lacks all the content that makes the game more than a demo of the engine.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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Sin317
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PostPosted: Mon, 21st Jan 2019 12:13    Post subject:
One may say, a "Foundation" ^^
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xGAME007




Posts: 2134
Location: Croatia
PostPosted: Mon, 21st Jan 2019 14:16    Post subject:
Frant wrote:
Morphineus wrote:
Seeing that the entire page is about Rebirth, maybe start posting in the Rebirth thread.

And it also shows how much of a winner X4 was for Egosoft... maybe next time they can release a game when its actually finished. Razz


I doubt it. They've released N amount of duds in a row (contested duds but still duds). X4 is like a shell structure with nothing inside. It could use another 12 months of content creation. As it is I'd say that X4 is still between alpha and beta stage. They've got the core of the game but lacks all the content that makes the game more than a demo of the engine.


That description pretty much fits all the current Space Sim games. They just slap big empty space with nothing to do in it and say "you create your own adventure" and then have fanbois defending that philosophy Very Happy


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Immunity




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PostPosted: Tue, 22nd Jan 2019 00:11    Post subject:
xGAME007 wrote:

That description pretty much fits all the current Space Sim games. They just slap big empty space with nothing to do in it and say "you create your own adventure" and then have fanbois defending that philosophy Very Happy


Yep. Minimum effort, maximum ass coverage. If you can't find something worthwhile to do in an empty sandbox that's a million miles wide but an inch deep it's on the player, not the devs. apparently.


I can never be free, because the shackles I wear can't be touched or be seen.
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Sin317
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Location: Geneva
PostPosted: Sat, 26th Jan 2019 08:10    Post subject:
New low:

Egosoft links to this in a stickied thread on their forums... claiming it's not paid promotion or anything...

I let you be the judge



PS: Help me downvote this pos video Smile
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PredOborG




Posts: 1944
Location: BG
PostPosted: Sat, 26th Jan 2019 10:56    Post subject:
Sin317 wrote:
New low:

Egosoft links to this in a stickied thread on their forums... claiming it's not paid promotion or anything...

I let you be the judge

PS: Help me downvote this pos video Smile


You are just jealous they don't link your videos. Laughing
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Sin317
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PostPosted: Sat, 26th Jan 2019 11:50    Post subject:
Yeah, mine aren't so "incredible" "omg incredible" "omg I just came all over this incredible..."
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scaramonga




Posts: 9800

PostPosted: Sun, 27th Jan 2019 04:10    Post subject:
So much 'butthurt' here Laughing
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Sin317
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PostPosted: Mon, 28th Jan 2019 20:28    Post subject:
Quote:
Update 1.60 | 2019-01-28

Added music tracks from previous games.
Added map filter option to disable allied order queue visualisation.
Added option to edit or remove assignment in order queue.
Added tooltips explaining why Request Dock At option is greyed-out.
Improved overall game performance.
Improved AI attacking of stations.
Improved reward calculation for Rescue Ship mission.
Improved reward calculation and area range for Repair mission.
Improved reward calculation and fleet variation in Fleet Delivery mission.
Improved location check for claiming plot in Station Building mission.
Improved likelihood of NPCs providing information when asking for the way to a station.
Improved AutoMiner behaviour to avoid mining in enemy-held territory depending on crew skill.
Removed ability to map right mouse button to avoid conflicts with context menu function.
Fixed player-owned stations not transferring money to the player after having earned a surplus.
Fixed player-owned ships mis-identifying some ships as being abandoned.
Fixed ships sometimes undocking and docking again when given an order that doesn't require a ship to change docks.
Fixed NPC-owned capital class mining ships not being able to mine due to lack of collector drones.
Fixed mining ships sometimes not going to their designated positions before starting to mine.
Fixed delay after player issuing AutoMiner order.
Fixed capital ships with forward-mounted weapons sometimes orienting broadside to big targets.
Fixed capital ships not acquiring some station modules when attacking them.
Fixed fighters manoeuvering against and firing upon the center of stations rather than acquiring station modules.
Fixed player-owned squadron subordinates pursuing targets to the ends of the universe.
Fixed combat ships assigned to a station not staying in the vicinity of the station.
Fixed captured visitor ships sometimes not accepting orders.
Fixed UI allowing player to order player-owned ships to "Dock to Trade" at player-owned stations that have no trade offers.
Fixed ships wanting to undock from a venture platform worrying that they might leave the player stranded at the station.
Fixed player-owned free traders preferring build-related trades.
Fixed free traders tending to prefer trades involving buying low amounts or high prices.
Fixed player-owned station-based traders ignoring sell offers at the station below a certain threshold.
Fixed rare case that would prevent AutoMine and AutoTrade orders from functioning.
Fixed lasertower orders being assignable to things that weren't lasertowers.
Fixed lasertowers erroneously attempting to move while in highways.
Fixed computer pilots of drones and lasertowers sometimes bailing.
Fixed player-owned ships formerly owned by pirates retaining their cover ownership.
Fixed docked ships on claimed ships retaining old ownership and crew on board.
Fixed theoretical ability to improve relations with Xenon and Kha'ak.
Fixed not being able to select items to deliver to Black Marketeer when playing multiple delivery missions simultaneously.
Fixed receiving pilot comm chatter while not in a cockpit.
Fixed Security Office not being available on all stations.
Fixed Boarding mission where ship was already captured earlier.
Fixed mission character disappearing during Delivery mission.
Fixed duplicate greeting of Black Marketeer during Delivery mission.
Fixed cases of missing dialog choices for Black Marketeers.
Fixed Tutorial and Help menu in ultra-wide resolutions.
Fixed large number of queued orders breaking the order queue menu.
Fixed map shortcuts not working after using minimize.
Fixed wrong production resources shown in LSO and encyclopedia.
Fixed hidden information (shown as "???") on player stations in certain cases.
Fixed loadout statistics showing changes in engine performance when applying a paint mod.
Fixed venture reward menu sometimes not displaying reward information.
Fixed custom player logo not being displayed on target monitor.
Fixed comms monitor not showing up on incoming reports from pilots.
Fixed excessive L and XL travel engine prices.
Fixed certain M-sized turret slots on some L-sized ships not allowing mining turrets to be fitted.
Fixed mirrored logos on some ships.
Fixed NPC position in bar.
Fixed various NPC animation issues.
Fixed player ship standing still when opening the map after undocking from a station.
Fixed problems docking certain M-sized ships (especially Drill) without docking software.
Fixed ships protecting stations with the Protect Station order chasing targets out of the designated area.
Fixed new NPC stations potentially having their build storages owned by incorrect factions.
Fixed squadron subordinates sometimes not keeping up with their commanders.
Fixed dock showing stop sign while ship docked after loading savegame.
Fixed occasional loss of control input while in flight.
Fixed incorrect graphics settings displayed after changing Graphics Quality.
Fixed Account Management and Logical Station Overview menus not setting manager budget when setting station account.
Fixed menu crash in supply node of Logical Station Overview.
Fixed menu crash when opening Info menu for certain stations.
Fixed menu freeze in Account Management menu.
Fixed map freeze if a commander was docked at one of their subordinates.
Fixed UI showing possibility to edit default behaviours of subordinates.
Fixed strange items being added to inventory after venture completes.
Fixed unclaimed venture rewards getting lost on subsequent save/load cycle.
Fixed planned station builds being lost after saving and loading.
Fixed some memory leaks.
Fixed causes of several freezes and performance issues in specific circumstances.
Fixed several other causes of crashes.
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oakwind




Posts: 325

PostPosted: Mon, 28th Jan 2019 21:32    Post subject:
X4.Foundations.Update.v1.60-CODEX

I don't see anything about the autopilot bug was it fixed?

 Spoiler:
 
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Sin317
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PostPosted: Fri, 8th Feb 2019 09:34    Post subject:
Quote:
Patch 2.00 Beta 1 HF1 1 (331614)
Information on how to opt into Public Beta can be found here

https://steamcommunity.com/app/392160/discussions/0/1778262124936772230/

New Feature: Player-owned stations with Shipyard, Wharf and Equipment Dock facilities.
Added options to set custom name for savegames and to delete savegames.
Added ware exchange between ships docked at the same station.
Added possibility to start/stop travel mode and SETA while map is open.
Added warnings about non-working venture modules due to station layout.
Added fighter wings directly subordinate to carriers.
Added display of partial skill stars to one third of a star accuracy.
Added preview of ship storage capacity after all planned trades to info menu.
Added trade menu warning that ware is not available after all planned trades.
Added separate Remove all Orders and Wait option, replacing parameter to Remove all Orders.
Added failure sound when invalid hotkey is used while map is displayed.
Added confirmation before closing station build menu if there are unsaved changes.
Added tooltip for greyed-out claim option to show reason.
Added full Japanese localisation (text only).
Improved Xenon threat.
Improved turret aiming and target movement prediction.
Improved combat movement of frigates.
Improved combat movement of capital ships with good captains and crews that do not have forward-mounted weapons against other capital ships or stations.
Improved capital ship combat movement against small and medium targets.
Improved balancing of capital ship defensive and offensive capabilities.
Improved balancing of capital ship use of boost during combat.
Improved balancing of capital ship crews bailing when ship is attacked.
Improved balancing of missiles.
Improved balancing of ware prices and production profitability to emphasize smart business decisions.
Improved target acquisition for ships, particularly when attacking stations or capital ships.
Improved command information shown by attacking ships when attacking a subcomponent of a bigger target.
Improved range over which ships that run out of ammo can look for a known equipment dock from which to re-stock.
Improved kinds of stations requested from station building missions.
Improved encyclopedia information for production and factions.
Improved Logical Station Overview to show station's recommended budget instead of the currently needed money in account settings.
Improved quickload hotkey (F9 by default) so it loads the latest saved game, not necessarily a quicksave.
Improved playback logic for music tracks from previous games.
Improved performance when working with very large stations.
Improved menu performance.
Fixed issues with target elements in the HUD in certain cases (e.g. when using "external view" through the map while standing on a ship/station).
Fixed keyboard and gamepad selection not working in scrolling dropdown elements.
Fixed previous/next target hotkeys and enemy targets sometimes not working when flying captured venture ships.
Fixed previous/next surface element hotkey sometimes not working after loading a savegame.
Fixed behaviour of autopilot shortcut in the map (now correctly toggles autopilot on guidance target).
Fixed production modules sometimes not updating their animation when production starts/stops.
Fixed research wares being listed in economy statistics of the HQ.
Fixed storage types in encyclopedia not being localised.
Fixed turret modifications breaking ship info menu.
Fixed broken Logical Station Overview menu for stations missing a storage type and having no planned modules.
Fixed broken menu when firing crew and then hiring new people in the ship buy/upgrade menu.
Fixed missing title text in ship construction context menu in map.
Fixed ship assignment not being queued correctly (possibly upsetting existing trade deals).
Fixed deliver inventory mission not correctly placing the character in some situations.
Fixed Bring Item mission offers not being removed properly if destination station or NPC was killed.
Fixed several issues with Fleet Delivery mission.
Fixed Scan mission not checking for destruction of target station module.
Fixed Scan mission to require only normal scan rather than deep scan for station modules.
Fixed missing guidance to station module in Scan mission.
Fixed Passenger Transport missions to filter out incorrect stations.
Fixed Find Lockbox mission to ensure containers remain in mission area.
Fixed station ownership not being transferred in Build Station mission
Fixed trade and pirate guild mission offers not changing over time.
Fixed incorrect faction and other text for several dialog options and briefings in war missions.
Fixed introductory mission of war subscriptions getting stuck.
Fixed Holy Order outliers sometimes prematurely precipitating conflict with the Godrealm of the Paranid.
Fixed attacking ships repeatedly approaching and retreating from target before getting close to it.
Fixed ships moving out of pursuit distance to attack targets in their initial approach.
Fixed ships attacking stations flying at and firing upon station target box instead of station modules.
Fixed patrolling ships attacking build storage.
Fixed ships showing excessive DPS when weapons are in more than one active weapon group.
Fixed builder ships wandering into hostile territory.
Fixed capital ship subordinates of carriers sometimes attempting to dock at their commander's ship.
Fixed station-based trading ships setting their current sector as their home sector rather than their station's sector.
Fixed ship/station operations being hampered by docked ships working for that ship/station not undocking while player is present.
Fixed boarding ships that are missing ammo trying to disable boarding target anyway.
Fixed formation skill checks not respecting the player being the pilot.
Fixed another case of patrolling player-owned ships chasing hostiles beyond their engagement range.
Fixed squadron subordinates apparently trying to attack ships from their own faction.
Fixed player-owned ships sometimes inadvertently firing missiles depending on their weapon group setup.
Fixed turrets set to Attack my Current Enemy not firing when they should.
Fixed turrets set to Attack my Current Enemy firing when they shouldn't.
Fixed ships attacking stations stopping their attack after destroying a station module or surface element.
Fixed turrets on the player ship that are set to mining mode not firing on asteroids.
Fixed boarding ships not launching boarding pods in certain situations.
Fixed fleeing ships acquiring a target and attacking in certain situations.
Fixed ships attempting to disable a target deliberately destroying it instead.
Fixed ships with a Follow order not responding to certain situations.
Fixed player-owned ships attacking friendly ships while patrolling player-owned space.
Fixed non-police ships (including player-owned ships) sometimes responding to calls for police assistance.
Fixed non-Xenon races not constructing defence stations.
Fixed build storage of destroyed stations not being cleaned up.
Fixed NPCs rubber-banding for a long time after loading a savegame in certain situations.
Fixed NPCs getting stuck in elevator if player uses it while NPC is walking in it.
Fixed NPC marshalling animations during player docking/undocking.
Fixed multiple NPCs standing in the same position on some Argon bridges.
Fixed cases of duplicate interior rooms on stations.
Fixed frozen movement in bridges of docked capital ships.
Fixed cargo trades with Black Marketeer sometimes failing.
Fixed module hacking requirements not being respected.
Fixed area damage not being correctly applied in certain situations.
Fixed ships flying huge curves when going long distances.
Fixed multiple shipyards attempting to fulfil the same NPC ship build requests.
Fixed NPC ships sometimes requesting more subordinates to be built than they desired.
Fixed stations not claiming sector ownership if claiming module is built later.
Fixed turrets and shields not being added to station module when not part of a new module.
Fixed station module stats and achievements not triggering with the first module of a station.
Fixed station module recycling sometimes interrupting an ongoing build.
Fixed recycle times of station modules.
Fixed exploit where wares could be gained when recycling modules.
Fixed inability to remove last remaining module when planning a station.
Fixed not being able to cancel ship orders in some cases.
Fixed total build time being off by up to one minute for some objects.
Fixed onboard units not being factored into object value.
Fixed inconsistencies with station hull values.
Fixed stations not remembering their Drone/Unit supply settings.
Fixed small ships failing to exchange wares with ships they can dock at.
Fixed ships needlessly undocking to trade.
Fixed faction discounts and commissions not being removed when relations worsen.
Fixed transfer of crew from one role to another not being possible at shipyard/wharf/equipment dock if no other changes are made.
Fixed EMP-induced signal leaks on unowned small and medium ships claiming them for the player when scanned.
Fixed lasertowers spawning in wrong location when deployed from Elite.
Fixed lasertowers potentially ending up in the exact same position in space.
Fixed objects attracted with the container magnet sometimes getting an unreasonable speed.
Fixed ships sometimes oscillating around target positions if SETA is active.
Fixed ships docked at other ships sometimes appearing twice in the elevator menu.
Fixed issue resulting in data leaks sometimes appearing inside station modules.
Fixed roll input in highways steering in the wrong direction.
Fixed inability to remap camera input control.
Fixed not being able to load certain user-provided files (e.g. custom logos) with non-ASCII file names.
Fixed floating geometry on the M-sized Beam Emitter Mk2.
Fixed rare freeze related to player ship control.
Fixed several causes of crashes.

Changes in Hotfix 1

Fixed missing shipyard build module blueprint licences for players who had already undertaken ally ceremony (problem introduced in 2.00 beta 1).
Fixed ware prices overrides to fit new ware price ranges (problem introduced in 2.00 beta 1).
Fixed menu crash caused by out of range ware prices (problem introduced in 2.00 beta 1).
Fixed crash which could occur when saving while certain station components are under construction (problem introduced in 2.00 beta 1).
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sip74




Posts: 691

PostPosted: Tue, 26th Feb 2019 07:39    Post subject:
v2.00 released and Steam Workshop launched.

Changelog:

 Spoiler:
 
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oakwind




Posts: 325

PostPosted: Tue, 19th Mar 2019 10:06    Post subject:
X4.Foundations.Update.v2.20-CODEX

Looks like the release needs to be nuked, it's failing hash checks.
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sip74




Posts: 691

PostPosted: Wed, 29th May 2019 10:45    Post subject:
v2.50 released.

Changelog:

 Spoiler:
 
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Sin317
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PostPosted: Wed, 29th May 2019 12:07    Post subject:
As long as there are no Split and no real Wars, this won't make this game any more or less fun than before lol.

Steam rating says it all Smile

37% and 475 in-game ^^
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zmed




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PostPosted: Tue, 6th Aug 2019 18:28    Post subject:
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Sin317
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PostPosted: Tue, 6th Aug 2019 18:33    Post subject:
I have my reservations, lol.
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Stormwolf




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PostPosted: Tue, 6th Aug 2019 18:37    Post subject:
Sin317 wrote:
As long as there are no Split and no real Wars, this won't make this game any more or less fun than before lol.

Steam rating says it all Smile

37% and 475 in-game ^^


Yes, i'm sure the steam rating reflects the current up to date version of the game. Nope, it doesn't. It sure is good as a warning sign for you to google it or read reviews before you buy it though, not much more.
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Sin317
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PostPosted: Tue, 6th Aug 2019 21:15    Post subject:
Stormwolf wrote:
Sin317 wrote:
As long as there are no Split and no real Wars, this won't make this game any more or less fun than before lol.

Steam rating says it all Smile

37% and 475 in-game ^^


Yes, I'm sure the steam rating reflects the current up to date version of the game. Nope, it doesn't. It sure is good as a warning sign for you to google it or read reviews before you buy it though, not much more.


it does actually.

On steam, you have the "all" and the "recent" reviews and that's a pretty good indicator.

In the example of X4, it's 68% all, 40% recent. So it went down 28% from an already "average" score to a mediocre one. That should be a big warning sign right there.
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