Voici le patch note officiel, il est énorme et donc je l'ai poster en 3 car trop gros pour une seul parti.
bonne lecture
[spoiler]Missions
- Added option to sell mission specific cargo on the black market
- Seeking Goods scenarios now issue missions
- Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
- Salvage and Collect missions have got a new destination faction state effect now
- Courier missions now also affect the target faction
- Players can now drop mission specific cargo. If third parties pickup said cargo they receive it as stolen
- Added in new inbox text into piracy, rescue and planetary rescue mission templates
- Changed the timers to dynamic timeouts for recovery agents and cargo hunter wrinkles in piracy and rescue missions
- Add a check which can be used to detect if a player has committed a crime during a mission
- Assassination mission template has a fix to alt targets name not being overwritten properly
- Updated smuggle and delivery mission templates with new state effects that affect the destination faction's state, as well as the mission giver's state
- Mission generation optimisations
- Added in the dynamic credit reward for not being scanned into the piracy missions reward transaction
- Added mission tracker component for damage to the player's ship
- NPC Messengers with hidden contacts should be hidden
- Added in a pilot roster contract element into the transaction tabs for the recovery agents/pirates in piracy and rescue missions
- All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
- Updated text for an inbox message in missions that tells the player when they have killed a target, that there are more targets. Mission types it affects: Assassination, Collect, Courier, Delivery, Piracy, Rescue and Salvage
- Stopped New Destination Wrinkle from using Mission Giver Station in Smuggle missions
- If we don't have space for all the material rewards, only add what we can
- Remove duplicate information from massacre skimmer
- Fixed some layout issue with the mission row item renderer
- Modified mission interaction so that "Destination" title will not be displayed if there is no destination for the mission
- Massacre templates alternate wrinkle updated, so the mission can progress if the player ignores the alternate target inbox message
- Missions in transactions tab are slightly misaligned fixed
- Complete tick box now displays with correct localised text
- Resized mission complete box to support 2 lines of text properly
- Stop credit reward being shown twice when more than one faction is involved in rewards
- UI updated to display commodity/material rewards in mission summary
- If a mission POI fails to find a flat spot, then create one in a random position rather than not at all
- Removed a duplicate value the recovery agents/piracy transaction panel in piracy and rescue templates
- Massacre missions - stripped out the authority targets from the templates. These have been replaced with citizens, or activists
- Set Mining missions so that they cannot offer the cargo that the player has mined as a reward
- Make sure the mission icon is displayed when mission target is a non landable planet
- Fixed some mismatches between missions and available cargo in USSs
- Updated piracy and rescue missions to include an inbox state, to stop the constant inbox message spam when you kill the target and don't have the cargo yet
- Exclude systems with permit locked planets from mission generation targets
- Accept/ decline inbox messages now have a discard button if they are no longer relevant
- Updated Collect, Deliver, Salvage and Smuggle mission templates to no longer send cargo to a state where that cargo is illegal on new destination. (Opposite way round for smuggle, where it should always be illegal)
- Mission screen loading optimisations
- Fix a transaction server error when issuing mission tip offs
- Fix mining statistics when using mined ores to complete missions
- Ensure that a new destination wrinkle doesn't send you to the port you've just come from
- Fix the calculation of dimensions for portraits in non 16:9 resolutions
- Removed two examples of settlements metadata giving missions the idea that they can be used as skimmer massacre targets
- Switched from MM: SS time format to MMm SSs format for inbox messages detailing a remaining duration for part of the mission. This format avoids the ambiguity from a string like 20:30 (is it 20 minutes, or twenty hours?)
- Updated massacre skimmer missions to reference the skimmer system
- Remove meta data that makes invalid settlements a target for skimmer massacre missions
- Template and text changes to show both factions involved in a mission
- Target faction for missions now shown on the mission board when you accept the mission
- Make sure players in SLFs can get credit for kills in assassination and massacre missions
- Added missing strings for illegal delivery missions
- Fix missing contract elements for delivery missions triggered by scooping an item
- Prevent disconnection when retrieving data from the previous system and we've already jumped
- Changed the panel to point to the correct text for massacre illegal and massacre skimmer mission templates - The Don't Die wrinkle now shows the correct text on the panel
- Fix assassination missions not completing correctly in fighters
Engineers
- Improved lighting and geometry in all the Engineers hangars
- Engineer base Farseer Inc's floating rock formations dropped to seal gap
- Truncated elements in the material information panel for micro-resources and data fixed
- Made sure that the first focusable element is focussed on when showing the "adjust popup"
- Engineers 'Sort' Drop Down is layered underneath Engineers 'Speciality' text & No Search Results String, leads to overlapping text fixed
- Mouse wheel scrolling in engineers window affect other functions fixed
- Fixed bug where an experimental effect rolled a fail, but the UI would sometimes land on blue
- When opening the Engineers panel information may not be displayed correctly depending on how you closed the panel previously fixed
- Known engineers Pinned blueprint jitters when selecting cost fixed
- Text wrap enabled on encoded materials inventory further information panel
- Adjusted special effect text fields to account for 2 lines
- Adjusted modification text fields to prevent truncating text
- Centre align the workshop module class popup to account for wider text area
- Prevent the player from using hidden buttons in Engineers Workshops
- Added headers for type and grade microresource filter options
- Changed microresource filtering so type and grade filters are exclusive rather than inclusive
- Added engineer base UI schematic icon images
- Fixed legal state display errors when changing starsystems and when trying to pay fines at an Engineer base
- Xbox One: Pass in current text when enabling soft keyboard on Engineers screen, and get a callback when the keyboard opens (where we would clear the text, if we could)
Powerplay
- Cut-off text present on Preparation Tasks on most powerplay factions when selecting a system under their Preparation Tab fixed
- Distance of system in turmoil truncated on the powerplay screen for factions with a deficit (negative cc) fixed
- Contacts - Red confirm button should be changed to grey because red is widely used where nothing can be done
- Preparation pledge to nominate popup cant be selected as focus on background menu fixed
- Opponents undermined statistic in the stats panel removed as it's redundant
- Changed 'age' label for Powerplay characters to 'Year of Birth'
- Incorrect scaling of control systems on Powerplay map, when map origin is a long way away fixed
- Fixed Powerplay stats and ratings tabs occasionally having extremely oversized vertical scroll areas
NPCs
- Make sure police ships are aware of assault crimes that are happening if the initial crime happened before they were spawned or near enough
- Rework how NPCs score their behaviour for interdictions to be less 'binary'
- Rebalanced interdiction difficulty based on AI pilot skill
- New jump away state "Jump Uninterruptible" to handle NPCs jumping away when their target enters a No Fire Zone
- Stop powerplay AI from interdicting other powerplay AIs which are aligned to the same major faction
- Fixed docking Computer landing damage
- AI ships now aim launcher weapons properly
- Ensure that the AI auto-loadout system always gives a ship at least two fixed/gimballed weapons, to avoid ships with all-turreted weapons not being able to attack
- Passenger hunter archetypes added
- AI interdictions, only apply the system's security modifier when considering whether we are too strong to interdict the target, not too weak
- Some slight balance changes for AI difficulty/rank spawn numbers, as well as dropping the rank range that AI can interdict at by one for all non-wing AI
- NPC crewed ships now use boost when following player
- Slight balance pass on the Authority ship friendly fire aggro multiplier, we don't want it to be too high, so it's now the same as the Friendly multiplier. Also made sure that the AccidentalDamage dialog is a bit more common
- Ensure low ranked AI ships reset their pips
Wings
- Ensure single body exploration scans are awarded to all wing members
- Fix case where dropping to a wing beacon in a ring would leave the player at their current location rather than the beacon
- Propagate hostility between wing members when attacked - this should make ships in silent running show up to all members of the wing they are attacking
- Select wingman's target can now target systems that aren't in the nav panel
- Improve notifications between wing members when doing system or body exploration scans
- Only propagate wing hostility for player ships
CQC
- Adding in explosive damage for the destructibles in CQC/Arena
- Made the matchmaking lobby detect disconnects faster, this prevents the lobbies from getting stuck in a state for a few mins due to a disconnect
- Player Rank Shows Combat Rating instead of CQC Ranking while in CQC
- Fix an issue where the server was calculating a different amount of credits to reward than the client displayed
- If there are multiple winners in a deathmatch game and you are not one of them, display defeat instead of a list of the winners
- Fixed some clipped loadout text in localised languages
- 2 Digit ranks are truncated in the scoreboard menu fixed
- Since a CQCing player can't respond, don't send them text chat or voice invites
- Fixed missing Russian glyphs on CQC respawn menu
- Scale the mouse cursor for fov in the same way that usual UI movies do, which catches that one giant cursor case when zooming during death cam in CQC
- Xbox One: Fix an issue with mismatched teams in CQC
- Xbox One: Fix a case where a player A enters a CQC match against player B, when player B had previously been signed in on player A's console during this session
Controls
- Fix for the sensor zoom resetting when the game loses focus when the sensor zoom is bound to an axis
- Removed eject all cargo binding from all schemes by default
- In the keyboard and mouse control scheme add the arrow keys as secondary bindings to the UI-controls to allow navigation through the menus in the galaxymap
- Mouse cursor stuck on side of screen when in main menu fixed
- Now DualShock 4 controller keys are shown as Xbox360 icons, instead of []
- Don't bind XB360 pad's Back button to Cancel Binding, so more buttons are free for gameplay
- Removed all gamepad options from keyboard and mouse only schemes as they will prevent these schemes from showing up as a preset if you don't have a pad connected
- Fixed bug where info panel would not display correct controls after changing to new control scheme
- Get mouse-controlled headlook working in Hyperspace again
- Added device and vendor IDs for the xbox one wireless controller so it will be picked up as a gamepad in the game
- Added keybindings for fighter orders and for recalling the main ship while in the SRV
- Xbox One: When switching users, forget about disconnected controllers for the old user
Weapons
- Two changes aimed at rebalancing Thermal Shock and similar heat-imparting weapons:
- Ships now gain resistance to heat weapons based on spare cooling capacity (when ships are cold they're more resistant).
- Having a heatsink actively charging diverts most heat from external heat attacks straight into the heatsink, granting 90% resistance to these effects for those few seconds.
These two changes combine well, as now heatsinks are much more able to cut through even extreme heat attacks, and then the newly cold ship is temporarily more resistant. Simply running a cold ship will also extend the time before external heat is able to cause damage by a larger proportion.
- Heat sink launchers now take substantially less damage from beaing overheated (down to a quarter of what it was), they are designed to be the defence against overheating after all.
- Shield resistance to heat-imparting attacks increased, and active shield will now block 50% of the effect of thermal shock weapons, up from 25%.
- Fix issues with mines and missiles sometimes failing to hit targets due to networking inconsistencies, most noticeable when driving into someone else mines at high speed
- Fix issue weapons switching to Fire at Will on supercruise transitions
- When modifying a weapon that fires in bursts, always ensure the clip size is rounded up to a multiple of the burst size. This will retroactively affect existing weapons and fixes cases of the Double Shot 3 slugshot having a 5 round clip
- Fix custom VFX scaling for weapons (scaling was affecting the particles rather than the emitter
- Mines should be affected by gravity
- Mines now have vfx for default, dirt and ice surfaces
- Point defence range has been increased slightly along with it's integrity
- Blast radius for Deep Cut Payload and Penetrator Munitions is now correctly 75% of what it would be for an external blast, rather than 0.75m
- Fix a bug where the penetration direction for a missile could be wrong depending on the exact detonation trigger
- Set the Penetration chance for torpedoes and dumbfire missiles to 1. This is not used with their normal damage mode, but guarantees penetration when the damage mode is switched
- Tweaked chance of burst laser malfunction when firing as it was observed to be too likely to happen given that each shot of the burst did the test, not each burst
- Point defences will no longer try to shoot down a ships' own dumbfire missiles
- ECM balance tweaks: guided missiles and torpedos hit by an ECM charge will now gain a major drunk effect if they did not already have it, causing them to veer off target most of the time. Technically you can still be struck, but previously ECM'ed torpedos would maintain an almost straight trajectory which for ships unable to dodge would mean they got hit anyway
- Dedicated keybinding for ECM. CM do not have to be in a fire group, holding this down will charge the first ECM module on your ship that is ready to go, and releasing will fire it
- Experimental balance change reworking how heat weapons function, similar to our earlier proposal but adjusted with player feedback. Aim of the changes:
- Thermal diminishing returns cut in much harder, previously they would start at 60% and prevent you going over 190%, whereas they will now start at 65% and prevent you going over 95% (down from 80%/120% in our earlier proposal). This means that heat from external attacks alone can never cause module or hull damage
- The heat effects of Thermal Shock are doubled
- The heat effects of Thermal Cascade are 25% more than they are on live (the previous beta heat nerf is being reversed, and then a small buff), combined with a slight nerf to PackHounds to stop them being so superior to other missiles
The goal here is for heat not to be a primary damage mechanism, but be there to punish your target for doing things that generate heat spikes such as SCBs, boosting or firing the hotter weapons. We also want to make it so that it is never worthwhile to stack a lot of heat weapons together: You will get the new full effect from a smaller number of weapons than before, but it can never get anywhere near as deadly and stacking more weapons beyond that point is counterproductive
- Drop the damage of packhound missiles slightly, from 9 per missile to 7.5. They're doing slightly more damage than we wanted given their relative immunity to point defences, and dwarfing normal missile launchers
- Remove num pad 6 as a binding for chargECM, it's already in use for fighter order follow
- Small usability improvement for Slugshot turrets, drop the range at which they will auto-acquire targets drastically (down to 500m rather than the weapon's maximum range of 2000m), to stop them wasting shots on things they'll never hit
- Experimental Balance tweaks for Fixed vs Gimbal weapons with travel times. Overall we think larger changes are needed, but for now going with a safe option to avoid over-correcting and will review once these changes settle:
- Projectile Speeds for fixed cannons increased by 20% (for S/M/L/H weapons this has gone from 750/800/875/1000 to 900/960/1050/1200)
- Projectile Speeds for Plasma Accelerators (APA included) increased by 20% from 700 to 875
- Damage for fixed multi-cannons adjusted so that the benefit for fixed over gimbals is much more consistent, and on average larger. Small fixed multis are reduced by 5%, Mediums are unchanged, large and huge increased by 11% and 14%
- Damage for fixed cannons adjusted for similar consistency, small increased by 5%, medium/large/huge increased by 10%
- Damage for Plasma Accelerators increased for a more consistent relationship with equivalent cannons, medium increased by 2%, large by 5%
- Advanced Plasma Accelerator has also had its energy efficiency improved (7 per shot down to 5.5). It now has slightly better damage per capacitor power than a normal Large and deals more DPS, but at the cost of more heat
- Reduction in damage to Reverberating Cascade was a bit much, especially when considered alongside much improved ECM. Returning this to 35% of raw damage punched through to shield generator.(originally 50%, previously reduced to 20%)
- Balance tweaks to buff PDTs:
- Missile health reduced for Small and Medium dumbfire and standard seeker. Now requires 2 point defence hits rather than 3 per missile
- PDT jitter angle halved (from 1.5 degrees to 0.75 degrees).
- Fixed where PDT shots would appear to vanish but would still have an effect at long range
- Fix a reported bug with Containment missiles and their engineer equivalents, the 35 second immunity period was not working correctly for them
- Minor balance tweak for Containment missiles have received a 20% damage reduction and 50% increased time between shots. FSD interrupt mod has gone from a 20->30% reduction and the same 50% increase in time between shots. Reducing their overall DPS so you're sacrificing a little more to use them
- We think heat attacks have been reduced a little too far, and need a very conservative buff:
- Diminishing returns for heat now limit at 100% (up from 95% in previous beta)
- Damage penalty for Thermal shock reduced to 20% (from 25%)
- ECM needs some slight tweaks:
- ECM will now fire when hardpoints are not deployed
- ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)
- Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5
- Improved flight speed and hacking time of all hatch breaker limpets
- Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled
- Slight reduction to the effectiveness of Incendiary rounds for Multicannons:
- Remove the hidden 20% kinetic damage that was left over
- Reduce the fire rate penalty from -10% to -5%
- Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff.
- Hatch breakers can now be blown up by point defence.
Outfitting / Shipyard
- We now preview ship kits and bobbleheads when we mouse over them
- Outfitting stats improvements:
- Adjusted stat priority so that CQC module stats no longer extend beyond the capacity of the GUI
- Added booster stats back in (CQC only)
- Show hidden stats in comparisons if the original stat isn't hidden
- Cleaned up code and resources to remove depreciated "Outfitting" stats
- Small optimisation to stop OutfittingItemInfo calculating stats unnecessarily
- Chance Modification symbol overlaps description fixed
- Vehicle bay in outfitting does not populate class indicator pip fixed
- Fixed cut off label in item descriptions
- Sort preference in Outfitting resets after being closed fixed
- Sort results ignores weapon filters fixed
- Changed slot size for planetary approach suite to 1 rather than 8 as the item itself is only size 1
- Changed "Set Fire Group Reminder" text to apply to modifying modules as well as buying them
- Modules tab pop-up backgrounds are translucent on first viewing fixed
- Class/Rating sort filter in outfitting now correctly sorts by class first, then rating
- After applying a livery item to you ship via mouse input - the UI will no longer focus to the slot under the mouse and cause a camera change away from the item you were applying
- Block the purchasing of more than one scanner of each type
- Still allow save files to have multiple scanners if they bought them previously
- Still allow selling of a third duplicate scanner, even if the remaining 2 would, strictly speaking, still be against the rules
- The sale price of a vehicle bay now takes its contents into account
- Fix module buy back becoming hidden when swapping modules
- A module category will appear in the wrong place on the Store Multiple menu if no modules of that type are equipped fixed
- Shipyard - B button doesn't work on sell ship popup fixed
- Stop clearing the remote ships list when we list the ships available at this station - this stops the remote ships list sometimes being cleared when we update
- Added some additional code to track whether a ship is being delivered "here" to control the local ship tab highlighting
- Accessing the livery via the station home screen no longer skips the 'which vehicle' step (if applicable)
- Fixed failing to go back behaviour when using the livery link from homes screen
- Fixed missing blurred background when picking which vehicle to livery
- Overhanging buttons and items in outfitting list fixed
- Changed outfitting filter options to use vectors instead of bitmaps to try to improve clarity
- First module highlighted statistics missing if purchasing to an empty slot fixed
- Removed the swap module option while previewing a fighter or an SRV as the web support is currently not available. This shouldn't cause any issues as the only swappable modules on fighters and SRVs are decal slots
- Updated icons and animation for ship transfer to improve clarity and remove WIP items
- Fixed focusing issues in the modifications screen in outfitting
- Fixed several issues with ship transfer timers
- Updated outfitting button icons to improve clarity
- Module transfers with delivery times added
- Fix overflow values for very expensive ship transfers
- Fixed bug where paintjobs and items would persist when using breadcrumbs to navigate out the menu
- Added icon for the main ship when selecting a vessel in the outfitting
- Updated vessel selection screen in the outfitting to use new cleaner ship icons
- Allow a non-horizons player to view their horizons ships if they already own them (because they own horizons on another platform)
- When selling a ship of no value, we now show its value as "0 CR", rather than "FREE"
- Shipyard UI sell confirmation popup : replacing "current ship" heading by "ship", and displaying sold ship name instead of current ship
- Don't allow more ships to be transported to a station than the local storage allows
- When populating vehicle list, making sure "selectable" flag is set (based upon purchaseAllowed state) so that the button behaves properly
- Fighter icon on SRV bay fixed
- Stat comparison screen remains during weapon swap fixed
- Process transaction cost correctly when fetching or selling a remote module
- UI was being unlocked before hardpoint animation was complete. This should now be fixed
- Module distance incorrectly show when transferring a module fixed
- Adjusted the balance areas of the popups to have an auto width, to account for large balances
- Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint
- Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red
- Fixed keeping hold of buyback items once we've bought them back
- Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text
- Prevented focus from being lost when pressing Right on the read more section of the module transfer
- The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected
- Ship loadout doesn't update after multiple swaps fixed
- Updated icon positioning and colouring in the Inventory Browser Screen
- Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK'
- Starport UI: fixed quick action button icons disappearing when coming back from outfitting
- Store multiple modules lists incorrect number when unticking categories fixed
- Damage type tagged as 'labelfield' overlapping fixed
- Adjusted colour of "in transit" text, when focused on
- Made the "Stored Ship" tab, glow white when a ship completes its transfer
- Increased Module Storage size to 60
- Tune credits costs of Ship and Module transfer
- Added ship summary back to ship details panels for local and remote stored ships
- Don't allow sold modules to have transfer options
- Display a 0% transfer levy when transferring a free item
- Distance Levy [Undefined] Displayed when transferring modules to your current station fixed
- Only display locally stored modules when transferring a module from storage to a pre-selected ship slot
- Fix server error after transferring cargo to a newly purchased ship
- Silent Audio on module store multiple scroll fixed
POIs/USSs
- Award exploration progress when creating vouchers for scannable settlements & points of interest
- Scannable vouchers now scale by the distance from Sol
- Allow objects to be spawned in response to cargo being scooped
- Added some new conditions for the poi buckets:
- Planet volcanism strength
- Planet volcanism type
- Primary star type
- Required star type
- A warning message is now displayed when leaving a conflict zone
- Added scenario for Elite Plus gameplay
- Added military patrol scenarios
- Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
- Added in new ship types and slightly tweaked down the difficulty of the more extreme set ups
- Skimmers can now be spawned in waves
- Increased pool of Federation and Empire capital ship names
- Added a Cruise Liner scenario for Boom system states
- Stop ambient police ships spawning where there shouldn't be any security response
- POIs can now contain landed ships
- Modules on damaged capital ships can now be shot and broken just like their more intact counterparts
- Make sure body volcanism is being correctly read
- Increased the distance at which persistent POIs will spawn from 5km to 15km and also made the persistent POI placement avoid placing near POIS from other placement types
- Fumaroles now no longer spawn all materials of the same type, they will select from a bucket like other mining rocks
- Have more varied states of geological activity
- Fix for POIs getting cleared when swapping into a fighter
- Fixed Occupied Escape Pods in USS appearing as Illegal Salvage/Stolen
- Fixed missing Satelittes schematic
- Added schematics for various mysterious things
- Rebalanced geyser, gas vent and lava spout forces
- Modifications to which geological can spawn where based on the volcanism types
- Fixed the hitcheck for a mysterious thing
- Added mysterious thing schematic
- Fixed broken Geyser forces
- Fix to floating Data Uplinks
- Added audio activity to trigger audio when breaking off collectables from organics
- Fixed missing serverbank audio
- Fixed Lodding Popping on Datapoint
- Updated Large Aerials on Adornments to have new texture, to make them more visible
- Fixed audio for geology fields
- Tunnel geometry not lining up in civilian installation fixed
- Turned on the hitcheck for the scaffolding around the under repair capital ship
- Placed the correct Installation in Ngalkin
- Rebalanced liquid elements of geyser VFX
- Removing Lava and fumaroles from Ice only planets at this is scientifically inaccurate
- Audio: Mix tweaks to abandoned settlements
- Audio: Added low rumble to geyser
- Fixed some misaligned tunnels on civilian installation
- Make sure that persistent POIs cannot spawn within their minimum separation of each other
- Audio: Fix for silent ambience on a secret thing
- Audio: Fix for number station ambience being audible at infinite distance
- Added new mission tipoff locations to settlements
Player Journal
- Suppress heat warning event if docked
- Tweaks to the “Location” event
- Added a mechanism to import star system names into visited stars cache
- Include Powerplay info in the FSDJump and Location events
- Include PowerplayOrigin in CargoDumped event if relevant
- When collecting microresources, include the count in the journal entry
- When scanning a star, include age and surface temperature; When scanning a star or planet, include more orbital details;
- When scanning a planet with rings, more significant figures for ring statistics
- Modification to player journal entry when rewarded a bounty, as it may list multiple factions
- The "ReceiveText" event in the player journal now has a "Channel" value that indicates if player text was received via a wing, local, friend, or direct player chat;
also include npc chat
- Added checks that we're a component on the player's ship before writing an entry in the player journal - applies to the following events: USSDrop, FuelScoop, JetConeBoost, Launch/Dock/Fighter/SRV, HeatWarning, CockpitBreached, MiningRefined
- Include details of all modules stored in the MassModuleStore event
- When transferring a ship, report distance in LY not metres
- Added Commodity Rewards info into MissionCompleted event
- Fixed issue where some received text messages were not written into player journal
- Added a "ScientificResearch" event in PlayerJournal for contributing materials to a research community goal
- When importing stars from a file into the VisitedStarsCache, interpret any line containing just digits as a starsystem address in decimal rather than a name
- Fixed journal entry for "ScientificResearch"
- Fixed the 'abandon' flag in player journal for cargo ejected from SRV
- Fixed typo in player journal for ModuleRetrieve which was causing broken json
- Fixed missing 'Module' tag in JetConeDamage playerjournal entry
- Some non-settlements were being reported via the "ApproachSettlement" journal entry - was potentially revealing secrets
- Fixed "TransferCost" key in "FetchRemoteModule" journal entry
- Player journal was asking for the packed star system age. System map was using a
bonne lecture
[spoiler]Missions
- Added option to sell mission specific cargo on the black market
- Seeking Goods scenarios now issue missions
- Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
- Salvage and Collect missions have got a new destination faction state effect now
- Courier missions now also affect the target faction
- Players can now drop mission specific cargo. If third parties pickup said cargo they receive it as stolen
- Added in new inbox text into piracy, rescue and planetary rescue mission templates
- Changed the timers to dynamic timeouts for recovery agents and cargo hunter wrinkles in piracy and rescue missions
- Add a check which can be used to detect if a player has committed a crime during a mission
- Assassination mission template has a fix to alt targets name not being overwritten properly
- Updated smuggle and delivery mission templates with new state effects that affect the destination faction's state, as well as the mission giver's state
- Mission generation optimisations
- Added in the dynamic credit reward for not being scanned into the piracy missions reward transaction
- Added mission tracker component for damage to the player's ship
- NPC Messengers with hidden contacts should be hidden
- Added in a pilot roster contract element into the transaction tabs for the recovery agents/pirates in piracy and rescue missions
- All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
- Updated text for an inbox message in missions that tells the player when they have killed a target, that there are more targets. Mission types it affects: Assassination, Collect, Courier, Delivery, Piracy, Rescue and Salvage
- Stopped New Destination Wrinkle from using Mission Giver Station in Smuggle missions
- If we don't have space for all the material rewards, only add what we can
- Remove duplicate information from massacre skimmer
- Fixed some layout issue with the mission row item renderer
- Modified mission interaction so that "Destination" title will not be displayed if there is no destination for the mission
- Massacre templates alternate wrinkle updated, so the mission can progress if the player ignores the alternate target inbox message
- Missions in transactions tab are slightly misaligned fixed
- Complete tick box now displays with correct localised text
- Resized mission complete box to support 2 lines of text properly
- Stop credit reward being shown twice when more than one faction is involved in rewards
- UI updated to display commodity/material rewards in mission summary
- If a mission POI fails to find a flat spot, then create one in a random position rather than not at all
- Removed a duplicate value the recovery agents/piracy transaction panel in piracy and rescue templates
- Massacre missions - stripped out the authority targets from the templates. These have been replaced with citizens, or activists
- Set Mining missions so that they cannot offer the cargo that the player has mined as a reward
- Make sure the mission icon is displayed when mission target is a non landable planet
- Fixed some mismatches between missions and available cargo in USSs
- Updated piracy and rescue missions to include an inbox state, to stop the constant inbox message spam when you kill the target and don't have the cargo yet
- Exclude systems with permit locked planets from mission generation targets
- Accept/ decline inbox messages now have a discard button if they are no longer relevant
- Updated Collect, Deliver, Salvage and Smuggle mission templates to no longer send cargo to a state where that cargo is illegal on new destination. (Opposite way round for smuggle, where it should always be illegal)
- Mission screen loading optimisations
- Fix a transaction server error when issuing mission tip offs
- Fix mining statistics when using mined ores to complete missions
- Ensure that a new destination wrinkle doesn't send you to the port you've just come from
- Fix the calculation of dimensions for portraits in non 16:9 resolutions
- Removed two examples of settlements metadata giving missions the idea that they can be used as skimmer massacre targets
- Switched from MM: SS time format to MMm SSs format for inbox messages detailing a remaining duration for part of the mission. This format avoids the ambiguity from a string like 20:30 (is it 20 minutes, or twenty hours?)
- Updated massacre skimmer missions to reference the skimmer system
- Remove meta data that makes invalid settlements a target for skimmer massacre missions
- Template and text changes to show both factions involved in a mission
- Target faction for missions now shown on the mission board when you accept the mission
- Make sure players in SLFs can get credit for kills in assassination and massacre missions
- Added missing strings for illegal delivery missions
- Fix missing contract elements for delivery missions triggered by scooping an item
- Prevent disconnection when retrieving data from the previous system and we've already jumped
- Changed the panel to point to the correct text for massacre illegal and massacre skimmer mission templates - The Don't Die wrinkle now shows the correct text on the panel
- Fix assassination missions not completing correctly in fighters
Engineers
- Improved lighting and geometry in all the Engineers hangars
- Engineer base Farseer Inc's floating rock formations dropped to seal gap
- Truncated elements in the material information panel for micro-resources and data fixed
- Made sure that the first focusable element is focussed on when showing the "adjust popup"
- Engineers 'Sort' Drop Down is layered underneath Engineers 'Speciality' text & No Search Results String, leads to overlapping text fixed
- Mouse wheel scrolling in engineers window affect other functions fixed
- Fixed bug where an experimental effect rolled a fail, but the UI would sometimes land on blue
- When opening the Engineers panel information may not be displayed correctly depending on how you closed the panel previously fixed
- Known engineers Pinned blueprint jitters when selecting cost fixed
- Text wrap enabled on encoded materials inventory further information panel
- Adjusted special effect text fields to account for 2 lines
- Adjusted modification text fields to prevent truncating text
- Centre align the workshop module class popup to account for wider text area
- Prevent the player from using hidden buttons in Engineers Workshops
- Added headers for type and grade microresource filter options
- Changed microresource filtering so type and grade filters are exclusive rather than inclusive
- Added engineer base UI schematic icon images
- Fixed legal state display errors when changing starsystems and when trying to pay fines at an Engineer base
- Xbox One: Pass in current text when enabling soft keyboard on Engineers screen, and get a callback when the keyboard opens (where we would clear the text, if we could)
Powerplay
- Cut-off text present on Preparation Tasks on most powerplay factions when selecting a system under their Preparation Tab fixed
- Distance of system in turmoil truncated on the powerplay screen for factions with a deficit (negative cc) fixed
- Contacts - Red confirm button should be changed to grey because red is widely used where nothing can be done
- Preparation pledge to nominate popup cant be selected as focus on background menu fixed
- Opponents undermined statistic in the stats panel removed as it's redundant
- Changed 'age' label for Powerplay characters to 'Year of Birth'
- Incorrect scaling of control systems on Powerplay map, when map origin is a long way away fixed
- Fixed Powerplay stats and ratings tabs occasionally having extremely oversized vertical scroll areas
NPCs
- Make sure police ships are aware of assault crimes that are happening if the initial crime happened before they were spawned or near enough
- Rework how NPCs score their behaviour for interdictions to be less 'binary'
- Rebalanced interdiction difficulty based on AI pilot skill
- New jump away state "Jump Uninterruptible" to handle NPCs jumping away when their target enters a No Fire Zone
- Stop powerplay AI from interdicting other powerplay AIs which are aligned to the same major faction
- Fixed docking Computer landing damage
- AI ships now aim launcher weapons properly
- Ensure that the AI auto-loadout system always gives a ship at least two fixed/gimballed weapons, to avoid ships with all-turreted weapons not being able to attack
- Passenger hunter archetypes added
- AI interdictions, only apply the system's security modifier when considering whether we are too strong to interdict the target, not too weak
- Some slight balance changes for AI difficulty/rank spawn numbers, as well as dropping the rank range that AI can interdict at by one for all non-wing AI
- NPC crewed ships now use boost when following player
- Slight balance pass on the Authority ship friendly fire aggro multiplier, we don't want it to be too high, so it's now the same as the Friendly multiplier. Also made sure that the AccidentalDamage dialog is a bit more common
- Ensure low ranked AI ships reset their pips
Wings
- Ensure single body exploration scans are awarded to all wing members
- Fix case where dropping to a wing beacon in a ring would leave the player at their current location rather than the beacon
- Propagate hostility between wing members when attacked - this should make ships in silent running show up to all members of the wing they are attacking
- Select wingman's target can now target systems that aren't in the nav panel
- Improve notifications between wing members when doing system or body exploration scans
- Only propagate wing hostility for player ships
CQC
- Adding in explosive damage for the destructibles in CQC/Arena
- Made the matchmaking lobby detect disconnects faster, this prevents the lobbies from getting stuck in a state for a few mins due to a disconnect
- Player Rank Shows Combat Rating instead of CQC Ranking while in CQC
- Fix an issue where the server was calculating a different amount of credits to reward than the client displayed
- If there are multiple winners in a deathmatch game and you are not one of them, display defeat instead of a list of the winners
- Fixed some clipped loadout text in localised languages
- 2 Digit ranks are truncated in the scoreboard menu fixed
- Since a CQCing player can't respond, don't send them text chat or voice invites
- Fixed missing Russian glyphs on CQC respawn menu
- Scale the mouse cursor for fov in the same way that usual UI movies do, which catches that one giant cursor case when zooming during death cam in CQC
- Xbox One: Fix an issue with mismatched teams in CQC
- Xbox One: Fix a case where a player A enters a CQC match against player B, when player B had previously been signed in on player A's console during this session
Controls
- Fix for the sensor zoom resetting when the game loses focus when the sensor zoom is bound to an axis
- Removed eject all cargo binding from all schemes by default
- In the keyboard and mouse control scheme add the arrow keys as secondary bindings to the UI-controls to allow navigation through the menus in the galaxymap
- Mouse cursor stuck on side of screen when in main menu fixed
- Now DualShock 4 controller keys are shown as Xbox360 icons, instead of []
- Don't bind XB360 pad's Back button to Cancel Binding, so more buttons are free for gameplay
- Removed all gamepad options from keyboard and mouse only schemes as they will prevent these schemes from showing up as a preset if you don't have a pad connected
- Fixed bug where info panel would not display correct controls after changing to new control scheme
- Get mouse-controlled headlook working in Hyperspace again
- Added device and vendor IDs for the xbox one wireless controller so it will be picked up as a gamepad in the game
- Added keybindings for fighter orders and for recalling the main ship while in the SRV
- Xbox One: When switching users, forget about disconnected controllers for the old user
Weapons
- Two changes aimed at rebalancing Thermal Shock and similar heat-imparting weapons:
- Ships now gain resistance to heat weapons based on spare cooling capacity (when ships are cold they're more resistant).
- Having a heatsink actively charging diverts most heat from external heat attacks straight into the heatsink, granting 90% resistance to these effects for those few seconds.
These two changes combine well, as now heatsinks are much more able to cut through even extreme heat attacks, and then the newly cold ship is temporarily more resistant. Simply running a cold ship will also extend the time before external heat is able to cause damage by a larger proportion.
- Heat sink launchers now take substantially less damage from beaing overheated (down to a quarter of what it was), they are designed to be the defence against overheating after all.
- Shield resistance to heat-imparting attacks increased, and active shield will now block 50% of the effect of thermal shock weapons, up from 25%.
- Fix issues with mines and missiles sometimes failing to hit targets due to networking inconsistencies, most noticeable when driving into someone else mines at high speed
- Fix issue weapons switching to Fire at Will on supercruise transitions
- When modifying a weapon that fires in bursts, always ensure the clip size is rounded up to a multiple of the burst size. This will retroactively affect existing weapons and fixes cases of the Double Shot 3 slugshot having a 5 round clip
- Fix custom VFX scaling for weapons (scaling was affecting the particles rather than the emitter
- Mines should be affected by gravity
- Mines now have vfx for default, dirt and ice surfaces
- Point defence range has been increased slightly along with it's integrity
- Blast radius for Deep Cut Payload and Penetrator Munitions is now correctly 75% of what it would be for an external blast, rather than 0.75m
- Fix a bug where the penetration direction for a missile could be wrong depending on the exact detonation trigger
- Set the Penetration chance for torpedoes and dumbfire missiles to 1. This is not used with their normal damage mode, but guarantees penetration when the damage mode is switched
- Tweaked chance of burst laser malfunction when firing as it was observed to be too likely to happen given that each shot of the burst did the test, not each burst
- Point defences will no longer try to shoot down a ships' own dumbfire missiles
- ECM balance tweaks: guided missiles and torpedos hit by an ECM charge will now gain a major drunk effect if they did not already have it, causing them to veer off target most of the time. Technically you can still be struck, but previously ECM'ed torpedos would maintain an almost straight trajectory which for ships unable to dodge would mean they got hit anyway
- Dedicated keybinding for ECM. CM do not have to be in a fire group, holding this down will charge the first ECM module on your ship that is ready to go, and releasing will fire it
- Experimental balance change reworking how heat weapons function, similar to our earlier proposal but adjusted with player feedback. Aim of the changes:
- Thermal diminishing returns cut in much harder, previously they would start at 60% and prevent you going over 190%, whereas they will now start at 65% and prevent you going over 95% (down from 80%/120% in our earlier proposal). This means that heat from external attacks alone can never cause module or hull damage
- The heat effects of Thermal Shock are doubled
- The heat effects of Thermal Cascade are 25% more than they are on live (the previous beta heat nerf is being reversed, and then a small buff), combined with a slight nerf to PackHounds to stop them being so superior to other missiles
The goal here is for heat not to be a primary damage mechanism, but be there to punish your target for doing things that generate heat spikes such as SCBs, boosting or firing the hotter weapons. We also want to make it so that it is never worthwhile to stack a lot of heat weapons together: You will get the new full effect from a smaller number of weapons than before, but it can never get anywhere near as deadly and stacking more weapons beyond that point is counterproductive
- Drop the damage of packhound missiles slightly, from 9 per missile to 7.5. They're doing slightly more damage than we wanted given their relative immunity to point defences, and dwarfing normal missile launchers
- Remove num pad 6 as a binding for chargECM, it's already in use for fighter order follow
- Small usability improvement for Slugshot turrets, drop the range at which they will auto-acquire targets drastically (down to 500m rather than the weapon's maximum range of 2000m), to stop them wasting shots on things they'll never hit
- Experimental Balance tweaks for Fixed vs Gimbal weapons with travel times. Overall we think larger changes are needed, but for now going with a safe option to avoid over-correcting and will review once these changes settle:
- Projectile Speeds for fixed cannons increased by 20% (for S/M/L/H weapons this has gone from 750/800/875/1000 to 900/960/1050/1200)
- Projectile Speeds for Plasma Accelerators (APA included) increased by 20% from 700 to 875
- Damage for fixed multi-cannons adjusted so that the benefit for fixed over gimbals is much more consistent, and on average larger. Small fixed multis are reduced by 5%, Mediums are unchanged, large and huge increased by 11% and 14%
- Damage for fixed cannons adjusted for similar consistency, small increased by 5%, medium/large/huge increased by 10%
- Damage for Plasma Accelerators increased for a more consistent relationship with equivalent cannons, medium increased by 2%, large by 5%
- Advanced Plasma Accelerator has also had its energy efficiency improved (7 per shot down to 5.5). It now has slightly better damage per capacitor power than a normal Large and deals more DPS, but at the cost of more heat
- Reduction in damage to Reverberating Cascade was a bit much, especially when considered alongside much improved ECM. Returning this to 35% of raw damage punched through to shield generator.(originally 50%, previously reduced to 20%)
- Balance tweaks to buff PDTs:
- Missile health reduced for Small and Medium dumbfire and standard seeker. Now requires 2 point defence hits rather than 3 per missile
- PDT jitter angle halved (from 1.5 degrees to 0.75 degrees).
- Fixed where PDT shots would appear to vanish but would still have an effect at long range
- Fix a reported bug with Containment missiles and their engineer equivalents, the 35 second immunity period was not working correctly for them
- Minor balance tweak for Containment missiles have received a 20% damage reduction and 50% increased time between shots. FSD interrupt mod has gone from a 20->30% reduction and the same 50% increase in time between shots. Reducing their overall DPS so you're sacrificing a little more to use them
- We think heat attacks have been reduced a little too far, and need a very conservative buff:
- Diminishing returns for heat now limit at 100% (up from 95% in previous beta)
- Damage penalty for Thermal shock reduced to 20% (from 25%)
- ECM needs some slight tweaks:
- ECM will now fire when hardpoints are not deployed
- ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)
- Hatch Breaker limpets are also having heir acceleration multiplier turned up significantly. For comparison firing at a target 1km away and with both ships matching speed the travel time has gone from roughly 10 seconds down to 5.5
- Improved flight speed and hacking time of all hatch breaker limpets
- Removed strange hatch malfunction behaviour where you could cancel it by toggling power. Hatch breaker limpets and general 'your hatch got damaged' hatch malfunctions can no longer be cancelled
- Slight reduction to the effectiveness of Incendiary rounds for Multicannons:
- Remove the hidden 20% kinetic damage that was left over
- Reduce the fire rate penalty from -10% to -5%
- Net effect is that the DPS has gone down by 4% vs shields and 15% vs hull (if unmodified), leaving the weapon strong but a slightly clearer tradeoff.
- Hatch breakers can now be blown up by point defence.
Outfitting / Shipyard
- We now preview ship kits and bobbleheads when we mouse over them
- Outfitting stats improvements:
- Adjusted stat priority so that CQC module stats no longer extend beyond the capacity of the GUI
- Added booster stats back in (CQC only)
- Show hidden stats in comparisons if the original stat isn't hidden
- Cleaned up code and resources to remove depreciated "Outfitting" stats
- Small optimisation to stop OutfittingItemInfo calculating stats unnecessarily
- Chance Modification symbol overlaps description fixed
- Vehicle bay in outfitting does not populate class indicator pip fixed
- Fixed cut off label in item descriptions
- Sort preference in Outfitting resets after being closed fixed
- Sort results ignores weapon filters fixed
- Changed slot size for planetary approach suite to 1 rather than 8 as the item itself is only size 1
- Changed "Set Fire Group Reminder" text to apply to modifying modules as well as buying them
- Modules tab pop-up backgrounds are translucent on first viewing fixed
- Class/Rating sort filter in outfitting now correctly sorts by class first, then rating
- After applying a livery item to you ship via mouse input - the UI will no longer focus to the slot under the mouse and cause a camera change away from the item you were applying
- Block the purchasing of more than one scanner of each type
- Still allow save files to have multiple scanners if they bought them previously
- Still allow selling of a third duplicate scanner, even if the remaining 2 would, strictly speaking, still be against the rules
- The sale price of a vehicle bay now takes its contents into account
- Fix module buy back becoming hidden when swapping modules
- A module category will appear in the wrong place on the Store Multiple menu if no modules of that type are equipped fixed
- Shipyard - B button doesn't work on sell ship popup fixed
- Stop clearing the remote ships list when we list the ships available at this station - this stops the remote ships list sometimes being cleared when we update
- Added some additional code to track whether a ship is being delivered "here" to control the local ship tab highlighting
- Accessing the livery via the station home screen no longer skips the 'which vehicle' step (if applicable)
- Fixed failing to go back behaviour when using the livery link from homes screen
- Fixed missing blurred background when picking which vehicle to livery
- Overhanging buttons and items in outfitting list fixed
- Changed outfitting filter options to use vectors instead of bitmaps to try to improve clarity
- First module highlighted statistics missing if purchasing to an empty slot fixed
- Removed the swap module option while previewing a fighter or an SRV as the web support is currently not available. This shouldn't cause any issues as the only swappable modules on fighters and SRVs are decal slots
- Updated icons and animation for ship transfer to improve clarity and remove WIP items
- Fixed focusing issues in the modifications screen in outfitting
- Fixed several issues with ship transfer timers
- Updated outfitting button icons to improve clarity
- Module transfers with delivery times added
- Fix overflow values for very expensive ship transfers
- Fixed bug where paintjobs and items would persist when using breadcrumbs to navigate out the menu
- Added icon for the main ship when selecting a vessel in the outfitting
- Updated vessel selection screen in the outfitting to use new cleaner ship icons
- Allow a non-horizons player to view their horizons ships if they already own them (because they own horizons on another platform)
- When selling a ship of no value, we now show its value as "0 CR", rather than "FREE"
- Shipyard UI sell confirmation popup : replacing "current ship" heading by "ship", and displaying sold ship name instead of current ship
- Don't allow more ships to be transported to a station than the local storage allows
- When populating vehicle list, making sure "selectable" flag is set (based upon purchaseAllowed state) so that the button behaves properly
- Fighter icon on SRV bay fixed
- Stat comparison screen remains during weapon swap fixed
- Process transaction cost correctly when fetching or selling a remote module
- UI was being unlocked before hardpoint animation was complete. This should now be fixed
- Module distance incorrectly show when transferring a module fixed
- Adjusted the balance areas of the popups to have an auto width, to account for large balances
- Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint
- Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red
- Fixed keeping hold of buyback items once we've bought them back
- Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text
- Prevented focus from being lost when pressing Right on the read more section of the module transfer
- The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected
- Ship loadout doesn't update after multiple swaps fixed
- Updated icon positioning and colouring in the Inventory Browser Screen
- Added functionality to the 'Store Multiple Popup', to support pressing 'UI BACK'
- Starport UI: fixed quick action button icons disappearing when coming back from outfitting
- Store multiple modules lists incorrect number when unticking categories fixed
- Damage type tagged as 'labelfield' overlapping fixed
- Adjusted colour of "in transit" text, when focused on
- Made the "Stored Ship" tab, glow white when a ship completes its transfer
- Increased Module Storage size to 60
- Tune credits costs of Ship and Module transfer
- Added ship summary back to ship details panels for local and remote stored ships
- Don't allow sold modules to have transfer options
- Display a 0% transfer levy when transferring a free item
- Distance Levy [Undefined] Displayed when transferring modules to your current station fixed
- Only display locally stored modules when transferring a module from storage to a pre-selected ship slot
- Fix server error after transferring cargo to a newly purchased ship
- Silent Audio on module store multiple scroll fixed
POIs/USSs
- Award exploration progress when creating vouchers for scannable settlements & points of interest
- Scannable vouchers now scale by the distance from Sol
- Allow objects to be spawned in response to cargo being scooped
- Added some new conditions for the poi buckets:
- Planet volcanism strength
- Planet volcanism type
- Primary star type
- Required star type
- A warning message is now displayed when leaving a conflict zone
- Added scenario for Elite Plus gameplay
- Added military patrol scenarios
- Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
- Added in new ship types and slightly tweaked down the difficulty of the more extreme set ups
- Skimmers can now be spawned in waves
- Increased pool of Federation and Empire capital ship names
- Added a Cruise Liner scenario for Boom system states
- Stop ambient police ships spawning where there shouldn't be any security response
- POIs can now contain landed ships
- Modules on damaged capital ships can now be shot and broken just like their more intact counterparts
- Make sure body volcanism is being correctly read
- Increased the distance at which persistent POIs will spawn from 5km to 15km and also made the persistent POI placement avoid placing near POIS from other placement types
- Fumaroles now no longer spawn all materials of the same type, they will select from a bucket like other mining rocks
- Have more varied states of geological activity
- Fix for POIs getting cleared when swapping into a fighter
- Fixed Occupied Escape Pods in USS appearing as Illegal Salvage/Stolen
- Fixed missing Satelittes schematic
- Added schematics for various mysterious things
- Rebalanced geyser, gas vent and lava spout forces
- Modifications to which geological can spawn where based on the volcanism types
- Fixed the hitcheck for a mysterious thing
- Added mysterious thing schematic
- Fixed broken Geyser forces
- Fix to floating Data Uplinks
- Added audio activity to trigger audio when breaking off collectables from organics
- Fixed missing serverbank audio
- Fixed Lodding Popping on Datapoint
- Updated Large Aerials on Adornments to have new texture, to make them more visible
- Fixed audio for geology fields
- Tunnel geometry not lining up in civilian installation fixed
- Turned on the hitcheck for the scaffolding around the under repair capital ship
- Placed the correct Installation in Ngalkin
- Rebalanced liquid elements of geyser VFX
- Removing Lava and fumaroles from Ice only planets at this is scientifically inaccurate
- Audio: Mix tweaks to abandoned settlements
- Audio: Added low rumble to geyser
- Fixed some misaligned tunnels on civilian installation
- Make sure that persistent POIs cannot spawn within their minimum separation of each other
- Audio: Fix for silent ambience on a secret thing
- Audio: Fix for number station ambience being audible at infinite distance
- Added new mission tipoff locations to settlements
Player Journal
- Suppress heat warning event if docked
- Tweaks to the “Location” event
- Added a mechanism to import star system names into visited stars cache
- Include Powerplay info in the FSDJump and Location events
- Include PowerplayOrigin in CargoDumped event if relevant
- When collecting microresources, include the count in the journal entry
- When scanning a star, include age and surface temperature; When scanning a star or planet, include more orbital details;
- When scanning a planet with rings, more significant figures for ring statistics
- Modification to player journal entry when rewarded a bounty, as it may list multiple factions
- The "ReceiveText" event in the player journal now has a "Channel" value that indicates if player text was received via a wing, local, friend, or direct player chat;
also include npc chat
- Added checks that we're a component on the player's ship before writing an entry in the player journal - applies to the following events: USSDrop, FuelScoop, JetConeBoost, Launch/Dock/Fighter/SRV, HeatWarning, CockpitBreached, MiningRefined
- Include details of all modules stored in the MassModuleStore event
- When transferring a ship, report distance in LY not metres
- Added Commodity Rewards info into MissionCompleted event
- Fixed issue where some received text messages were not written into player journal
- Added a "ScientificResearch" event in PlayerJournal for contributing materials to a research community goal
- When importing stars from a file into the VisitedStarsCache, interpret any line containing just digits as a starsystem address in decimal rather than a name
- Fixed journal entry for "ScientificResearch"
- Fixed the 'abandon' flag in player journal for cargo ejected from SRV
- Fixed typo in player journal for ModuleRetrieve which was causing broken json
- Fixed missing 'Module' tag in JetConeDamage playerjournal entry
- Some non-settlements were being reported via the "ApproachSettlement" journal entry - was potentially revealing secrets
- Fixed "TransferCost" key in "FetchRemoteModule" journal entry
- Player journal was asking for the packed star system age. System map was using a