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Big_Gun
Posts: 3017
Location: My mother's womb originally. . .
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Posted: Fri, 18th Jan 2019 20:57 Post subject: |
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| 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
Banned
Posts: 24321
Location: Geneva
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Posted: Fri, 18th Jan 2019 22:49 Post subject: |
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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
VIP Member
Posts: 24883
Location: Sweden
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Posted: Sat, 19th Jan 2019 00:43 Post subject: |
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It sure did look like it crashed a lot though 
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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Sat, 19th Jan 2019 00:47 Post subject: |
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Sin317
Banned
Posts: 24321
Location: Geneva
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Morphineus
VIP Member
Posts: 24883
Location: Sweden
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Posted: Sat, 19th Jan 2019 20:31 Post subject: |
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When Steam repeatedly showed me you booting up the game a load of times in a short time frame. 
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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Sat, 19th Jan 2019 20:42 Post subject: |
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| Morphineus wrote: |
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 
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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Sat, 19th Jan 2019 21:13 Post subject: |
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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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Posted: Sun, 20th Jan 2019 23:32 Post subject: |
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| 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
Banned
Posts: 24321
Location: Geneva
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Morphineus
VIP Member
Posts: 24883
Location: Sweden
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Posted: Mon, 21st Jan 2019 11:40 Post subject: |
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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. 
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Frant
King's Bounty
Posts: 24679
Location: Your Mom
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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Mon, 21st Jan 2019 12:13 Post subject: |
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One may say, a "Foundation" ^^
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Posted: Mon, 21st Jan 2019 14:16 Post subject: |
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Sin317
Banned
Posts: 24321
Location: Geneva
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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Sat, 26th Jan 2019 11:50 Post subject: |
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Yeah, mine aren't so "incredible" "omg incredible" "omg I just came all over this incredible..."
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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Mon, 28th Jan 2019 20:28 Post subject: |
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| 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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Posted: Mon, 28th Jan 2019 21:32 Post subject: |
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X4.Foundations.Update.v1.60-CODEX
I don't see anything about the autopilot bug was it fixed?
Spoiler: |
â–„â–„â–„â–„â–„â–„â–„ â–„â–„â–„ â–„â–„
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▀ ▓█▄ ▄ ▄ ▄▓▀ P R E S E N T S ▀▓▄ ▄ ▄ ▄█▓ ▀
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X4: Foundations Update v1.60 (c) Egosoft
Release Date : 01/2019 Protection : Steam
Discs : 1 Genre : Action
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For list of changes read included patchnotes.txt
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- Extract
- Run setup.exe and install update
- Copy crack from CODEX dir to installdir
- Play
You need the following releases for this:
X4.Foundations-CODEX
X4.Foundations.Update.v1.30-CODEX
X4.Foundations.Update.v1.50-CODEX
- Block the game's exe in your firewall to prevent the game from
trying to go online ..
- If you install games to your systemdrive, it may be necessary
to run this game with admin privileges instead
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CODEX is currently looking for
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▄██████▓▀ Greetings to STEAMPUNKS & CPY ▀▓██████▄
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▄▀ 02/2015 ▀▄
â–“ â–„ â–“
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â–„ â–ˆ â–“ â–ˆ â–„
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Sin317
Banned
Posts: 24321
Location: Geneva
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Posted: Fri, 8th Feb 2019 09:34 Post subject: |
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| 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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Posted: Tue, 26th Feb 2019 07:39 Post subject: |
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v2.00 released and Steam Workshop launched.
Changelog:
Spoiler: |
| Quote: | 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 Russian and Japanese localisation (text only).
Added more details about damage types to weapon and turret entries in Encyclopedia.
Added skill-based variants for AutoMine behaviour.
Removed duplicated equipment blueprints from trader menu.
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.
Improved trade evaluation for free traders.
Improved firing logic of missile-armed fighters.
Improved guided missile effectiveness.
Improved loadout distribution on NPC ships.
Improved combat movement of capital ships, particularly those with forward-mounted weapons.
Improved balancing of resource requirements for L and XL travel engines.
Improved default countermeasure storage capacities.
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 NPC ships sometimes not leaving shipyards after being built.
Fixed Discoverer doors not opening when newly built.
Fixed incorrect shield configuration on Behemoth.
Fixed engine positions on Xenon K so that they can now be destroyed.
Fixed ship build menu showing wrong sustained DPS values when planning multiple weapons on new ship.
Fixed shopping list items in the ship build menu not being editable.
Fixed exchanging missiles and drones between ships and stations using Ware Exchange.
Fixed police ships attempting to scan surface elements for illegal goods.
Fixed police sometimes inspecting ships that are already being inspected by another police ship.
Fixed squadron subordinates sometimes failing to call in support from their squadron.
Fixed patrolling ships sometimes accidentally crossing jump gates.
Fixed factions sometimes not using their intelligence data in preparation for invading.
Fixed laser towers being dragged along by the launching ship in certain situations.
Fixed laser towers continuing to track targets that are no longer valid.
Fixed rare case causing ships to rotate erratically.
Fixed a cause of ships trying to fly into the centre of stations without avoiding collisions.
Fixed Black Marketeers sometimes being placed aboard Kha'ak stations.
Fixed newly constructed NPC stations being given resources immediately.
Fixed production showing wrong resources (again).
Fixed stations provided by the player via the Build Station mission not having functioning managing NPCs.
Fixed weapons with slow bullets or missiles not firing.
Fixed ships assigned to join player squad not getting new orders.
Fixed mission chains being cancelled if target was destroyed before the mission started.
Fixed Boarding mission not being cancelled if target was destroyed before the mission started.
Fixed several causes of crashes. 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 Russian and Japanese localisation (text only).
Added more details about damage types to weapon and turret entries in Encyclopedia.
Added skill-based variants for AutoMine behaviour.
Removed duplicated equipment blueprints from trader menu.
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.
Improved trade evaluation for free traders.
Improved firing logic of missile-armed fighters.
Improved guided missile effectiveness.
Improved loadout distribution on NPC ships.
Improved combat movement of capital ships, particularly those with forward-mounted weapons.
Improved balancing of resource requirements for L and XL travel engines.
Improved default countermeasure storage capacities.
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 NPC ships sometimes not leaving shipyards after being built.
Fixed Discoverer doors not opening when newly built.
Fixed incorrect shield configuration on Behemoth.
Fixed engine positions on Xenon K so that they can now be destroyed.
Fixed ship build menu showing wrong sustained DPS values when planning multiple weapons on new ship.
Fixed shopping list items in the ship build menu not being editable.
Fixed exchanging missiles and drones between ships and stations using Ware Exchange.
Fixed police ships attempting to scan surface elements for illegal goods.
Fixed police sometimes inspecting ships that are already being inspected by another police ship.
Fixed squadron subordinates sometimes failing to call in support from their squadron.
Fixed patrolling ships sometimes accidentally crossing jump gates.
Fixed factions sometimes not using their intelligence data in preparation for invading.
Fixed laser towers being dragged along by the launching ship in certain situations.
Fixed laser towers continuing to track targets that are no longer valid.
Fixed rare case causing ships to rotate erratically.
Fixed a cause of ships trying to fly into the centre of stations without avoiding collisions.
Fixed Black Marketeers sometimes being placed aboard Kha'ak stations.
Fixed newly constructed NPC stations being given resources immediately.
Fixed production showing wrong resources (again).
Fixed stations provided by the player via the Build Station mission not having functioning managing NPCs.
Fixed weapons with slow bullets or missiles not firing.
Fixed ships assigned to join player squad not getting new orders.
Fixed mission chains being cancelled if target was destroyed before the mission started.
Fixed Boarding mission not being cancelled if target was destroyed before the mission started.
Fixed several causes of crashes. |
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Posted: Tue, 19th Mar 2019 10:06 Post subject: |
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X4.Foundations.Update.v2.20-CODEX
Looks like the release needs to be nuked, it's failing hash checks.
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Posted: Wed, 29th May 2019 10:45 Post subject: |
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v2.50 released.
Changelog:
Spoiler: | | Quote: | New Feature: Resupply ships are now available and carriers can also resupply their fighters.
New Feature: Sector blacklist settings to prevent ships entering certain areas.
New Feature: Inventory management with lockboxes in space and inventory storage at player HQ.
New Feature: Tobii eye-tracking support (Windows only).
Added information about missing licence for buying blueprints.
Added basic set of blueprints to Hatikvah and Scaleplate faction representatives.
Added wanted ware amounts to trade context menu.
Added images and background information relating to star systems and planets in encyclopedia.
Added logbook entries for NPC ships being built, restocked or repaired at player shipyards.
Added note/hint while mouse direct steering mode is active.
Added more variations for Build Station, Rescue Ship and Scan missions.
Added new global orders section in player information menu.
Added options for ware transfer and trade with build storage to docked menu.
Added inventory information to player-owned ships.
Added categories to object list and property owned in the map.
Added options to sort the object list and property owned menus by name, size or hull.
Added warning in trade menu if a ship cannot transport a ware.
Added possibility to cancel builder ship assignments before ship deploys at station.
Added current build progress information to the module type summary lines of station entries in the map.
Added option to configure autosave interval (and prevented autosave immediately after a manual save).
Added information about hacked research module to research menu.
Added information about hacked production modules to info menu and Logical Station Overview.
Added ability to configure Logical Station Overview graph data for each station individually.
Added wreck filter option to map.
Added interior sounds to rooms, shops and ship bridges.
Added mining and resupply tutorials.
Improved cockpit glass transparency.
Improved fight-or-flight decision-making to only call for help if help is to be expected.
Improved behaviour of ships docking at busy locations.
Improved guidance for the find crate missions.
Improved station mining subordinate behaviour when station resource requirements increase.
Improved storage capacity of carriers to help them fulfil their supply function.
Improved faction logic to attempt to rebuild shipyards after their destruction.
Improved information menu presentation of cargo storage on ships.
Improved collision avoidance in specific situations.
Improved CollectLockbox order behaviour.
Improved selection of multiple wares for behaviours and map filters.
Improved out-of-sector firepower calculations.
Improved resource preview in the ship build/upgrade menu.
Improved satellite deployment tutorial.
Improved performance of loading and saving.
Improved interface for dropping player inventory.
Improved map object list performance when looking at many player stations.
Improved faction behaviour when dealing with ware shortages.
Improved ship formation behaviour when flying in travel mode.
Improved controller support for initial ship type selection in ship build menu.
Improved ship docking and undocking movement in certain cases.
Improved behaviour of free-flying police.
Improved defence drone handling by capital ships in combat.
Improved mission reward text for paint mods.
Improved updating of wares to be traded or harvested by station-based trading ships and mining ships.
Improved Logical Station Overview graph data selection.
Improved AI station generation logic to make selection of large habitation modules more likely where appropriate.
Updated external links to wiki and manual.
Changed faction representative menu to still show owned blueprints.
Removed Fly To objective from Build Station missions.
Removed ability to load construction plans that contain more venture modules than the player has available.
Removed ability to move an empty station plot after paying a cheap licence to a location with an expensive licence without repercussions.
Fixed mouse-over text not being updated in certain cases when scrolling a table.
Fixed resource display showing amounts up to 100x too high when removing station modules.
Fixed moving of station plots potentially resulting in incorrectly placed build storage.
Fixed faction representatives selling ship blueprints of other factions of the same race.
Fixed ware exchange between capital ships getting stuck.
Fixed shield generator obscuring space suit docking bay on Behemoth for existing ships (was fixed for new ships in 2.20).
Fixed deployables launching from ship getting stuck when boarding operation against that ship succeeds.
Fixed doors on docked ships sometimes not opening when the player is nearby.
Fixed getting stuck in elevators that are going up.
Fixed ships getting stuck during flight in certain circumstances.
Fixed Kha'ak stations offering missions.
Fixed Hatikvah and Scaleplate ships being unavailable from their shipyards.
Fixed Xenon being unable to repair or build certain station modules.
Fixed supply information in Logical Station Overview not updating.
Fixed research menu not showing completed research if it finished while menu was not displayed.
Fixed capital ships undocking from each other potentially failing without recovery.
Fixed being able to Board abandoned ships.
Fixed being able to Claim ships that are currently being boarded.
Fixed lasertowers being allowed to receive orders that they cannot complete.
Fixed station drone removal when target amount is zero.
Fixed wrong interact menu options for lasertowers.
Fixed inability to Comm carriers and resupply ships from map.
Fixed interactions on docking bays of capital ships that are themselves docked.
Fixed certain research activities being cancelled when loading a savegame.
Fixed missing resources for station module loadouts sometimes not being listed in menus.
Fixed build storage not correctly taking future module and loadout resources into account while a module is being recycled.
Fixed incorrect requirement to own at least one ship blueprint of a certain ship size before this ship size can be upgraded at player-owned shipyards.
Fixed ships not upgrading/repairing if piloted by player with unrelated orders on order queue.
Fixed trade/equip orders being ignored if assuming direct control of a ship with such orders.
Fixed sending ship to repair multiple components only repairing the first queued component.
Fixed planned loadout changes on station modules marking all following modules as changed.
Fixed repair menu showing completely wrecked surface elements on ships as having no damage.
Fixed stations with workforce of multiple races not ordering all resources to feed them.
Fixed trade context menu not working if no player ship is available.
Fixed ship being teleported when disabling Flight Assist from the quick menu while near a station.
Fixed traders that are subordinates of stations sometimes purchasing wares that are not required by their commander.
Fixed newly constructed shipyards and defence stations not being named correctly.
Fixed ammo/units not being added to Encyclopedia when included in loadout on player-owned ship.
Fixed wrong text displayed for police faction in encyclopedia.
Fixed station modules sometimes being constructed and recycled in a loop.
Fixed stations potentially building turrets and shields on modules being recycled.
Fixed station modules which were destroyed appearing as operational while recycling.
Fixed Teladi Trading Station not being able to repair its modules.
Fixed XS deployables launched from some capital ships getting spawned away from ship that launched them.
Fixed some capital ships having too much S ship storage.
Fixed some capital ships being unable to store docked M ships in internal storage.
Fixed player being stuck in wrong position when getting up while external view is active.
Fixed bullets not hitting when viewing a remote battle in external view.
Fixed ships launched from launch tubes not immediately folding up their landing gear.
Fixed ships sometimes getting stuck while docking.
Fixed several cases of formation wingmen going through geometry.
Fixed ware exchange failing in some cases when involving one ship docked at another.
Fixed free traders preferring low-volume wares.
Fixed rare case of free traders choosing a now-disadvantageous trade over a trade that had improved over time.
Fixed station module search not being localized.
Fixed freeze when there is a police ship belonging to a faction that no longer controls any space.
Fixed non-factory stations gifted to other factions not updating their name correctly.
Fixed laser towers displaying a ship icon as their target element in the HUD.
Fixed weapon aim indicators being displayed when a menu is open.
Fixed interact menu not working in certain situations.
Fixed issues with moving station plots during Build Station missions.
Fixed Rescue Ship mission potentially creating unowned ships which don't get cleaned up.
Fixed Rescue Ship mission reward calculation in the variant where the ship must be delivered.
Fixed warping to a different sector when getting up during specific stage of HQ mission.
Fixed missile range calculation for dumbfire missiles.
Fixed very slow mission offer display if many offers are known.
Fixed menu errors when opening information menu for ship under construction.
Fixed huge player-owned stations not displaying all stored wares in information menu.
Fixed encyclopedia links to ships not working correctly.
Fixed NPC buy/sell orders not honouring minimum amounts.
Fixed ships stuck waiting for upgrades.
Fixed error messages when attempting to unlock EMP-induced data leaks on ships.
Fixed dock speed limits being applied when travel mode is active.
Fixed ships docking at moving objects appearing to strafe very quickly at certain times.
Fixed police ships remaining in space where they no longer have police authority.
Fixed some factions' police ships not being named as police.
Fixed defence drones belonging to Teladi Trading Stations not docking after completing their tasks.
Fixed stations potentially trying to trade with other stations when they no longer have any available cargo drones.
Fixed ships built for invasions sometimes not performing their intended orders.
Fixed subordinates not responding to attacks in some cases.
Fixed ships attacking targets outside their engagement area when on their way to their engagement area.
Fixed squadron subordinates getting distracted by hostile targets encountered while on their way to join their commander.
Fixed subordinates of carriers waiting for the player's permission before undocking to attack if player is on board the carrier.
Fixed station-based miners and traders not updating their range when they or their manager improve in skill.
Fixed construction vessels not always being unassigned when a station is destroyed.
Fixed NPC ships not firing their weapons when attacking under certain circumstances.
Fixed turrets set to Fire on my current target only firing sporadically when current target is a station.
Fixed turrets set to Attack my current target periodically stopping firing.
Fixed player-flown ships with turrets set to mining mode only acquiring asteroids 3km away regardless of mining turret range.
Fixed mass traffic sometimes using the wrong ships directly after loading a savegame.
Fixed asteroids in certain regions sometimes ending up with negative mineral yields.
Fixed incorrectly-scaled rendering of paint mods when redesigning certain ships.
Fixed promotion of crew to pilots removing existing pilot from ship.
Fixed object selection failing in the map when switching between tabs.
Fixed cases where map continued panning/rotating even after having released all mouse buttons.
Fixed station building menu asking to confirm loss of changes if nothing was changed.
Fixed station building menu not updating when a module build finishes.
Fixed returning venture ships sometimes being displayed in an incorrect location on the map.
Fixed map object list not showing the correct player logo for player-owned sectors.
Fixed supply settings for Drones and Missiles in Logical Station Overview.
Fixed workforce information in Logical Station Overview being greyed-out
Fixed player map icon being very large in certain situations.
Fixed external view on surface elements.
Fixed targeting while in spacesuit.
Fixed loot-magnet sound stuck after auto-save.
Fixed tooltip text getting stuck in the station build menu when using the controller mouse emulation.
Fixed various NPC pathing issues on platforms.
Fixed NPC rubber-banding when talked to while walking.
Fixed detached habitation modules during AI station construction (existing station layouts are not affected).
Fixed factions building more defence stations than they should.
Fixed situation where ships could appear stuck in internal storage.
Fixed missing localisation of several texts in menus.
Fixed several localisation issues in mission texts.
Fixed being able to fly into planets.
Fixed NPCs walking in front of pilot in Demeter and Hermes.
Fixed Pulsar's right weapon being visually disconnected from hull.
Fixed Nodan lights not turning on.
Fixed missing mode visualisation in Nodan cockpit.
Fixed Xenon capital ship engines not having animated exhaust flames.
Fixed duplicate display on panel in Kestrel cockpit.
Fixed missing geometry on side of Discoverer Vanguard.
Fixed missing external geometry when standing on Incarcatura bridge.
Fixed Incarcatura bridge location.
Fixed missing ID code panel on Odysseus.
Fixed being able to walk through desks in engineering section.
Fixed menu crash when opening the map legend in certain cases.
Fixed menu crash when upgrading a damaged ship and then trying to select a different ship.
Fixed Empire Menu breaking if menu attempts to display other menus.
Fixed game freeze in certain situations.
Fixed case of player falling through floor of flying ships.
Fixed not being able to use the joystick POV for cockpit camera movement.
Fixed some Teladi NPCs not moving their mouths when speaking.
Fixed Split female eye blink animation.
Fixed inability to remap some camera controls.
Fixed incorrect carriage return in version number in start/options menu (Linux only).
Fixed possible system memory leak when low on graphics memory.
Fixed several causes of crashes. |
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Sin317
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zmed
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Posted: Tue, 6th Aug 2019 18:28 Post subject: |
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Sin317
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Posted: Tue, 6th Aug 2019 18:33 Post subject: |
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I have my reservations, lol.
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Sin317
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