[vc_row][vc_column][vc_column_text][Mise à jour 15h50] Frontier Developments met à disposition un trailer de deux minutes qui nous tease la poursuite du scénario et du background d’Elite : Dangerous avec le combat contre les Thargoïds qui, apparemment, ne fait que commencer ![/vc_column_text][vc_video link=”https://www.youtube.com/watch?v=SC-MzkE6mvo&feature=youtu.be” align=”center”][vc_column_text]Disponible aujourd’hui, la mise à jour Beyond – Chapitre 1 s’offre un patch note costaud comme les fans d’Elite : Dangerous savent les apprécier. Frontier Developments continue de faire progresser le jeu avec de nouvelles fonctionnalités et ceux qui ont connu Elite depuis le début savent à quel point ce dernier a su évoluer avec le temps. Pour ceux qui désirent une actualité détaillant les principales nouveautés avec quelque chose de plus digeste, je vous invite à vous rendre sur cette page : la date de sortie de Beyond dévoilée. 11 nouveaux succès sont de la partie pour les amateurs et il faudra attendre 19h avant de pouvoir se reconnecter à Elite : Dangerous car l’habituelle maintenance est en train d’être effectuée par les développeurs !
Accrochez vos ceintures, la liste des nouveautés est impressionnante ![/vc_column_text][vc_toggle title=”Crime”]Révision du système de lutte contre la criminalité et la criminalité, y compris l’intervention tactique anticipée (ATR).
Lorsque le joueur est détruit, il n’est pas nécessairement renvoyé au dernier port auquel il a accosté, sur la base d’une liste de règles classées par ordre de priorité.
Si les joueurs sont détruits lorsqu’une amende/prime a été détectée, ils renaissent dans un centre de détention.
Les joueurs qui se joignent à une session Multi-équipage dans un autre navire de quelqu’un d’autre, et commettent un crime, ont une amende correspondante / prime ajouté à leur propre navire le plus précieux
Les joueurs peuvent stocker des modules chauds (modules appliqués à un navire au moment où un crime est commis)
Les joueurs peuvent nettoyer les navires de n’importe quelles primes et amendes grâce à un contact Interstellar Factor.
Les joueurs peuvent vendre des bateaux chauds du chantier naval pour un markdown
L’accès aux services portuaires, y compris le transfert/transfert/stockage/remorquement/vente, est limité si le joueur accoste à bord d’un navire “voulu” (prix et amendes) applicable dans cette juridiction et si le coût est augmenté lorsque le transfert est possible.
Les primes de puissance sont émises au lieu des primes normales pour les actes criminels liés aux interactions Powerplay valides.
Les joueurs peuvent voir des détails sur les amendes et les primes dans le cockpit des navires recherchés, le chantier naval et les écrans de transfert des navires.
Nouveau crime reconnu:”décharge imprudente d’armes”.
Les primes et amendes encourues par les joueurs sont appliquées au navire sur lequel le crime a été commis et ne jamais rester inactif.
Changements de Kill Warrant Scanner et Bounties Interstellar seront bientôt disponibles.[/vc_toggle][vc_toggle title=”Missions”]Ajout de nouvelles missions de l’escadrille qui peuvent être partagées à travers l’escadrille et complétées en groupe.
Mission Depot ajouté où les joueurs peuvent accepter une mission applicable et livrer la marchandise cible pièce par pièce pour compléter la mission.
Choix de récompense de la mission.
Ajout de nouveaux scénarios USS.[/vc_toggle][vc_toggle title=”Vaisseau”]Ajouté un nouveau vaisseau d’attaque extraterrestre.
Ajouté le Chieftain. Plus maniable que des navires de taille et de poids similaires, le Chietain de Lakon Spaceways a été conçu non seulement pour répandre la punition, mais aussi pour l’éviter. * Horizons seulement
Ajout d’un deuxième siège au Keelback pour supporter le Multicrew.[/vc_toggle][vc_toggle title=”Carte galactique et données économiques”]La carte Galaxy indique maintenant son mode quand un onglet est actif.
Galaxy Map: Filtrer par les services de la station
Galaxy Map: Ajout de filtres pour les sites Thargoid & Guardian
D’autres factions de joueurs ont eu une description ajoutée dans leur système d’origine sur la carte de la galaxie.
Filtre pour le nouveau type de centre de détention gouvernemental (pour les nouvelles frayères des centres de détention)
Galaxy Map: Les joueurs peuvent visualiser les données commerciales qu’ils possèdent, par marchandise, représentées sur la carte de la galaxie par des icônes codées en couleur.
Carte Galaxy Map: Les joueurs peuvent visualiser les routes commerciales de tendance, et filtrer par IA ou joueurs humains.
Galaxy Map: Les joueurs peuvent voir les prix d’importation et d’exportation, dans un écran déroulant, incluant la possibilité de sélectionner différents marchés et de filtrer
Marché des produits de base: Les joueurs peuvent rechercher les données commerciales qu’ils possèdent pour les comparer au marché actuel.
Des navires de prison ont été ajoutés à l’une des routes de Colonia
Chantiers navals ajoutés au Caravanserai à Gandharvi et Eudaemon Anchorage à Rohini[/vc_toggle][vc_toggle title=”Ingénierie”]Contacts Material Trader, qui permettent au joueur de convertir des matériaux. * Horizons seulement
L’ingénierie d’un module ou d’une arme entraîne des améliorations de plus en plus importantes à l’intérieur d’une portée.
Les joueurs peuvent convertir et modifier leurs anciens modules/armes avant cette mise à jour.
Les joueurs peuvent modifier les modules/armes aux ports sélectionnés (ports avec accès à l’équipement) en dehors des ports Engineer.
Les joueurs peuvent choisir l’effet expérimental qu’ils souhaitent appliquer à leur module, à un coût matériel.
Les joueurs sont présentés avec un écran où ils peuvent choisir le module/arme à modifier, le Blueprint à appliquer ou à épingler, voir le coût du matériel et prévisualiser le résultat.[/vc_toggle][vc_toggle title=”Armes et modules”]Ajouté les contacts de courtier en technologie, qui permet au joueur de déverrouiller de nouvelles armes et modules en échange de matériaux et de marchandises spécifiques. * Horizons seulement
Canon à Choc Moyen (Fixe, cardan et tourelle)
Lance-flèche télécommandée moyenne (fixe et tourelle)
Missile à enzyme moyenne (fixe)
Ensemble de renfort de coque en alliage de méta-alliage de taille 4
Contrôleur de moquette Recon[/vc_toggle][vc_toggle title=”Galnet Audio”]Pour les nouveaux articles, les joueurs peuvent désormais écouter l’actualité en anglais, français, allemand, allemand, russe, espagnol et portugais brésilien.
Les titres des actualités sont accessibles via le menu d’état
Galnet est maintenant accessible via le menu d’état et les articles avec audio peuvent être lus ou mis en file d’attente dans une liste de lecture.
Ajout des options de lecture de Galnet Audio aux liaisons du contrôleur
Section Galnet Audio ajoutée aux options audio[/vc_toggle][vc_toggle title=”Interactions et installations dans les vaisseaux”]Le scanner de liaison de données a été mis à niveau pour permettre de scanner les mégaprojets et les installations afin de révéler les cibles avec lesquelles le lecteur peut interagir.
Les joueurs peuvent scanner certaines cibles révélées pour découvrir des sous-cibles. Ils peuvent interagir avec ceux-ci de différentes manières selon le type.
Les joueurs peuvent endommager les générateurs pour désactiver les tourelles
Les joueurs peuvent utiliser des recon limpets pour activer les terminaux de données et les réseaux de communication.
Les joueurs peuvent utiliser des béquilles brise-éclisses pour ouvrir une soute de chargement.[/vc_toggle][vc_toggle title=”Système des matériaux de surface”]Révision du système de matériaux de surface pour les planètes rocheuses à haute teneur en métaux et riches en métaux.
Amélioration du contraste et de la variation des couleurs entre les corps.
La coloration des surfaces permet désormais de mieux télégraphier la composition chimique et l’activité volcanique des mondes.[/vc_toggle][vc_toggle title=”Confort de jeu”]Ajout d’une synthèse pour les nouveaux modules et armes de courtiers en technologie
Ajout de la synthèse pour les armes AX
Nouvel assistant vocal de cockpit – Victor ajouté comme alternative à Verity
Meilleure manœuvrabilité lors de la montée en puissance basée sur les pips ENG
Option ajoutée pour que les joueurs puissent choisir comment les contrôleurs de vol s’adressent à eux (nom du commandant, nom du navire ou identification du navire) lorsqu’ils approchent d’une station.
Ajout de la fonction’Target Ignore’pour les matières premières, les matières premières collectables et le raffinage.
Capacité de voir en un coup d’œil la qualité et la quantité des stocks de matériaux ciblés
Par bouchons de stockage d’articles
Augmentation des récompenses à la personne-ressource en recherche et sauvetage
De nouvelles cibles supercroisières de grande valeur pour les pirates à attaquer[/vc_toggle][vc_separator color=”chino” style=”shadow” border_width=”2″][vc_column_text]Et enfin, la longue liste des modifications aux différents vaisseaux, corrections de bugs, etc. Cette partie étant plutôt technique, j’ai préféré ne pas la traduire pour ne pas vous proposer une version française approximative.[/vc_column_text][vc_toggle title=”Patch note de la 3.0.0″]Art
- Fixed a texture issue in the Teqia QI-T E3-3167 nebula
Audio
- Fixed some audio issues with the Federal Gunship
- Fixed some audio distortion that could occur when passing through a Starport’s airlock
- Fixed issue where Elite NPC crew members would use incorrect voice responses regarding targets
- Fixed an audio issue with Small Fixed Mining Lasers
- Fixed some clicking that could occur when starting and stopping in the Lakon Type 10
- Fixed hardpoint scanners being silent after swapping from mothership to fighter and back
- Fixed some missing UI sounds when contributing resources towards a Wing Mission when using a mouse
- Fixed flight controllers saying a third character if a player switches to a call sign with less than 3 characters
- Fixed the ‘Bounty Incurred’ audio line playing whenever a fine is received
- Fixed some missing audio from holographic billboards
- Fixed audio issues with the vessel voice after returning to your ship from an SRV when landing at some sites
- Fixed cockpit freezing and cracking SFX persisting after returning to the game from the menu
Camera Suite
- Removed a dark background that would appear when opening the main menu while in the Camera Suite
Consoles
- Scale the loading squares for 4K so that they’re not tiny [XB1X]
- Fixed an issue where the game would revert back to 4K mode instead of 1080p after a few days [XB1X only]
- Fixed an issue where the pre-order gold Sidewinder paintjob would go missing [PS4]
- Earth now has better defined land masses as on other platforms [PS4]
- Menu audio no longer continues to play when viewing Training Videos [PS4]
- Fixed an issue where you’re unable to reply to messages from friends due to them appearing offline erroneously [PS4]
- Fixed descriptions for various Trophies in languages other than English [PS4]
- Various audio fixes to help reduce “pops & crackles” [PS4]
Controls & Control Devices
- Fixed issue of more recent PS4 controllers not being recognised as such when used on PC
- Fixed some instances of changes to keybindings not being saved after restarting the game
- Fixed a throttle issue that occurred when using the Camera Suite
- Added the correct radial menus for the T.Flight Hotas One and T.Flight Hotas 4
- Reverted a change that renamed ThrustMasterHOTAS4 to TFlightHotas4 to keep backwards compatibility with existing player presets that referenced the old name
- Fixed throttle automatically setting to zero when exiting a hyperspace jump
- For consoles, added support for a separate custom bindings profile per input device (Gamepad or HOTAS)
- For consoles, added support for switching automatically to the correct bindings profile (Gamepad or HOTAS, standard or custom) depending on the device used to start the game and the profile type that was used with the previous device
- On Windows, added support for the T.Flight Hotas One and T.Flight Hotas 4
- Fixed a controller issue where using the Galaxy Map Back button would re-open the Galaxy Map
Engineers
- Fixed an issue where engineer bases would not always occupy the top position of your Contacts Panel by default
- Engineer workshop now displays ‘None’ instead of the currently applied experimental effect if you have a Blueprint selected that is different from the one currently applied to the module
- Pinning a blueprint will now pin all grades, not just one
- Higher reputation with an Engineer will increase the speed you’ll progress through the lower grades
- Fixed sorting for pinned Blueprints in the Engineer workshop and cockpit Engineer menu
- Some Railgun Experimental Effects under the new system now all have a 40% heat reduction applied (applies to Feedback Cascade, Super Penetrator, Plasma slug)
- Fixed an issue with the level preview when selecting a module to modify at an Engineer
- Fixed an issue in the Engineer Workshop that can cause the UI to become unresponsive if all stats have reached their maximum values, but the recipe progress has not
Galaxy Map/System Map
- Fixed some inconsistent system data for Pekoe
- Fixed the missing ‘State’ field for systems with damaged stations
- Fixed the argument of periapsis appearing incorrectly on the System Map
- Fixed two systems with duplicate names
- Fixed visual issue with planets that could occur after selling restored exploration data
- The Galaxy Map can now be freely spun with the mouse in both directions, instead of just to the right
- Fixed some texture pop for the stars on the System Map
- Fixed inconsistencies between the jump range calculated by the hyperdrive and what’s used in outfitting/galaxy map. Should no longer be cases where the route plotter avoids jumps just on the edge of your range that you could technically make
- Fixed the System Map displaying the current view mode of the Galaxy Map in the top right corner
- Fixed some incorrect player faction descriptions on the Galaxy Map
- Fixed the map configuration view ‘by services’ not persisting on subsequent reopening of the Galaxy Map
- The inhabitants of Lave 2 have moved on after being isolated by their planet’s permit and their settlements have been dismantled, so missions should no longer target this planet
General Fixes & Tweaks
- Various text tweaks
- Fixed a tiling issue with high resolution screenshots
- Fixed Onionhead decals that were appearing white
- Fixed an issue where incoming calls still came through when voice channels were set to ‘off’
- Commander stats: Highest Single Reward now updates based upon the greatest total bounty per ship destroyed after this release
- Increased yield of materials from asteroids
- Fix for bounty values not always being received correctly
- Added two new materials – Boron and Lead which can most commonly be found in metal-rich asteroid rings
- Anarchy factions treat smuggling goods at a black market as if they were traded on the open commodities market for the purposes of the Background Sim
- Fixed the notoriety discount not being applied correctly on the insurance screen
- Minor commodity adjustments with the aim to make it more profitable to smuggle goods to a black market
- AI traders have been discouraged from travelling to markets farther away from the system entry point or that have a low security, leaving more supply and demand available for players. Anarchy factions lower the security of their markets.
- Fix material traders and technology brokers being incorrectly activated at markets when their owner changes
- Rebalancing pass over station repair targets has reduced them to about 10% of their 2.4 values
Holo-Me Creator
- Fixed Holo-Me creator always saying ‘Mixed Eyes’ even when they match
- Adjusted the height of the wraparound visor eyewear
- Fixed an issue where ‘Asymmetry 01’ was set by default even when ‘None Selected’ was set
- Corrected the position of the player’s avatar when using the Holo-Me creator when in an Anaconda
Hyperspace/Supercruise
- Addressed issue of jumping to a binary star system and dropping too far away from the main star
Installations/POIs/USSs
- Patched a hole in the geometry of the Shrogea MH-V e2-1763 Tourist Installation
- Moved some shipping containers at the Torno 3 Maclaurin Reach surface base to prevent SRVs from becoming stuck
- Fixed players sometimes not receiving Engineering data from scanning data points
- Fixed instances of capital ships being aligned to the wrong side of Conflict Zones
- Fixed a missing Uplink at Dav’s Hope
- Fixed some floating buildings at Conflux Settlements
- Added docked capital ship to the Carthage system
- Made some adjustments to the drop out distance to prevent players from dropping out of Supercruise inside the structure of a Megaship
- Grounded a floating communications antenna at Dixon Dock
- Fixed an issue that was preventing Data Uplinks from being targeted on Installations
- Fixed Capital Ship in Distress USS being surrounded by ‘Clean’ Pirate NPCs
- Fixed ships not showing as Wanted or having pre-existing bounties in Resource Extraction Sites
- Fixed an issue whereby ships could be recalled while at unsafe locations
- Increased the spawn rate of High Grade Emissions USSs in shipping lanes and by planets
Launcher (PC Only)
- Fixed an issue where the launcher would not minimise when clicking the taskbar icon
Missions
- Passengers will no longer request to visit damaged stations
- Fixed an issue that could lead to single planetary scan missions not completing correctly
- Fixed some massacre mission distribution issues
- Fixed some systems only spawning VIP passenger missions
- Fixed issue where only one ship in a wing would count towards pirate kill missions
- Fixed an issue whereby duplicate named mission targets could spawn during missions
- Adjusted the spawn rate of Skimmers at settlements to better facilitate ‘Kill Skimmer’ missions
- Increased the variety of Courier missions that can be generated
- Factions will no longer send you to scan their own Data Points for a Planetary Scan mission
- Fixed an issue that was preventing mission targets from counting towards an Assassination mission after following a target using a Wake Scanner
- Fixed mission rewards not filtering correctly
- Fixed planetary welcome missions sometimes directing players to difficult, high security outposts
- Fix to prevent notoriety increases from crimes committed against a mission target
- Added new Massacre Mission Scenarios
- Fixed an inconsistency in reputation/influence indicators between the mission list and mission details
- Fixed some instances of missions incorrectly granting negative rewards
Multi-Crew
- Fixed a disconnect that could occur when attempting to deploy a fighter in Multi-Crew
- Fixed heat vents not appearing correctly when using the Camera Suite in Multi-Crew
- Fixed an issue where the Role Switch panel would not update correctly when a crew member switched from the Idle to the Gunner role
- Fixed an issue where the avatar of a Multi-Crew member would flicker in the role panel when that player enters the Camera Suite
NPCs
- Fixed an issue where hired crew could crash their ships when recalled at crater settlement
- Addressed reports of reckless flying by NPCs around Stations
- Addressed an issue where Pirate NPCs would attack the player when in the same instance as a Thargoid
- Dropping mines inside stations no longer confuses the station’s turrets
- Fixed issue where Pirate NPCs could demand more cargo than you are able to drop
- Fixed Black Flight ships being incorrectly flagged as allied with Aegis Research
- Fixed the Beckett Class Science Vessel being incorrectly named when targeted
- Addressed mission target NPCs sometimes dropping out of Supercruise too close to stars
- Fixed issue where a Search and Rescue ship would continue to repair a distress call victim even after they are fully repaired
- Addressed NPC crew members responding with an affirmative to an order when their thrusters have been destroyed
- Fixed an issue where planetary defences would still attack you while docked after re-spawning
- Fixed an issue where System Authority ships could appear in anarchy systems
- Fixed an issue where NPC ships could be occupying an allocated landing pad
- Fixed an issue where players could be penalised for attacking the Ship Launched Fighter of a Wanted mothership
Outfitting
- Fixed an issue that could allow Frame Shift Drive modules to be equipped into Utility slots
- Fixed a rare case where the selected livery would highlight the wrong slot after selecting one
Player Journal
- Added an event to Player Journal when SRV is destroyed
- Added info in journal if wanted when docked
- Added a property in the Journal’s “Location” or “FSDJump” event indicating if the player is wanted locally
- Fixed the “Loadout” entry written to the Journal at startup (It was sometimes missing)
- Ensured all ShipType strings written to journal get localisation
- Added a new “Powerplay” event in the journal to log a player’s powerplay allegiance, rank, merits etc
- When writing character stats to the journal, strings are properly surrounded in quotes in the json output
- Altitude is always written to status.json if we have lat & long
- Fixed the ExternalToolsDataStore writing flags=0 into the status.json file on every FSD jump, it was intended to only do this at shutdown
- Added crew name in events that only had ID, added ID in events that only had Name
- The name of the “Experimental Effect” (if any) is now included when writing engineered module info to the Journal
- Module values etc are now omitted when writing the ship loadout to the Journal if the info is not available
- Whether the player has Horizons access is now indicated in LoadGame, Shipyard and Outfitting files
- More information is included about the results of a mission in the Journal MissionCompleted event
- Changed the TimePledged property in the Journal Powerplay event to be elapsed time in seconds, not timestamp of when pledged, also writing duplicate events on each jump is avoided
- Improved the data written to the journal info when applying an experimental effect to a module in engineering
- Commodity price lists to Market.json now includes unlocalised and localised item name, also including category name when writing
- ModuleStore, ModuleRetrieve, MassModuleStore, StoredModules: add Level and Quality to EngineerModifications; add “Hot” flag; add “BuyPrice” in list of stored items
- ‘Hot’ ships are now indicated in the Journal list of stored ships
- Fixed missing “PilotRank” property in “ShipTargeted” journal event – when target is Elite
- Included some extra information in the Journal’s Scan event, to show each body’s parent body info
- Included Latitude and Longitude in Status.json at a higher altitude, at the point where GUI starts to show the data
- Fixed localisation of some items (eg commodity in MissionAccepted)
- Fixed the Player Journal showing the incorrect rebuy price
- Fixed Powerplay power effects on faction influence in their territory as described in their Exploitation Impact text
Render
- Fixed an issue whereby a station’s interior could appear at a low LOD when in a Wing
- Improved shadows on planet surfaces for some setting configurations
- Fixed a LOD popping issue on Asteroid Base landing pads
- Thargoid Probe shutdown now correctly removes the HUD, rather than turning it black after entering the Camera Suite during a shutdown
- Reduced texture generation time for non-landable planets on consoles – Consoles only
- Fixed an issue where the ship’s hull could render over weapons (Type 7 and Type 9)
- Prevent crashes when unable to immediately create planet ring texture
- Video memory savings in the handling of the background
- On PS4, reduce cases of texture mip level drops – PS4
- Fix cases of nebulae missing from background
- Adjusted the starlight colour saturation levels
- Fix for some settlements not being correctly aligned to terrain
- Fix for fog not picking up the star light colour in some cases
- Supercruise motion lines are now frame-rate independent
- Prevent the fluorescent blue line appearing when in headlook mode and exiting the camera suite
- Tweak dust, tyre track and rock colour calculations to better match the surface
- Fix galaxy map icons flickering into and out of existence
- Non-volumetric light cones now fade in instead of clipping
- Prevent extremely bright lighting for some gas giants
Ships & SRV
General Ship Fixes and Improvements
- Fixed an issue where the Festive String Lights could disappear when swapping vehicles until your next jump
- Fixed ship paint work always showing as scratched even when at 100%
- Thargoid EMPs no longer scrub your ship’s Nameplate and ID from your hull
- Fixed some laser aim jittering that was occurring when switching between a Ship Launched Fighter and your Mothership
- Fixed utility mounts disappearing while in Hyperspace
- Corrected spelling of DeLacy in several ship cockpit textures
Anaconda
- Fixed some clipping on the Raider Ship Kit
- Fixed the ship not rolling correctly on its centre of mass axis
- Fixed the engine trails rendering incorrectly
- Fixed the positioning of the String Lights
- Corrected some of the side window textures
- Fixed an issue with the shield animation not encompassing the entire ship
Asp Explorer
- Fixed the bumper Ship Kit covering the Ship ID
- Fixed an alignment issue with the Ship ID
- Fixed an issue with the front decal disappearing and reappearing when dropping from Orbital Cruise
Cobra Mk. III
- Fixed an animation issue with the landing gear
Diamondback Explorer
- Patched a hole in the geometry
- Fixed a texture LOD popping issue
F63 Condor
- Fixed some LODs
Federal Gunship
- Fixed an issue with the heat coils being inverted
Imperial Clipper
- Fixed the XB1 controller vibration not working [XB1]
Imperial Courier
- Fixed the facing of a decal
Imperial Cutter
- Adjusted some of the outfitting cameras
- Fixed a missing texture under the landing ramp
Orca
- Fixed some LOD issues with the Pathfinder Paintjob
Python
- Fixed a section of the Tail Kit 4 that could not be recoloured
- Raised the position of the fuel scoop message as it was appearing too low
SRV
- Fixed an issue whereby your ship could take off while deploying your SRV, causing it to possibly take damage
- Fixed an issue where SRV cargo was retained when the SRV was destroyed
- Fixed issue whereby your ship could be dismissed while deploying the SRV, causing the turret not to deploy correctly
- Fixed SRV handling inconsistencies while airborne at some framerates
- Fixed issue whereby a player driving an SRV would receive a bounty for returning fire on a hostile NPC ship
- Fixed an issue with the fuel gauge displaying an incorrect value
- Fixed an issue where the SRV’s seat was not animating in sync with the pilot impact animations
- Fixed an issue where the SRV could get stuck in the ground when moved due to logging out in a dangerous location
Type 7
- Fixed some inverted decals
- Fixed the incorrect orientation of the Camera Suite external angles
- Buffed to improve its jump range
Type 9 Heavy
- Fixed a cockpit texture issue
Type 10 Defender
- Fixed an issue where certain hardpoints were not firing correctly
- Fixed a cockpit texture issue
- Adjusted the camera angle for the 6th utility mount when in Outfitting
- Increased the power distributor slot to size 7
- Fixes to the landing gear animations and positioning
- Fixed an issue where the ship would often not land despite alignment being correct
- Fixed a Camera Suite position when used in Multi-Crew
Viper Mk4
- Fixed a Camera Suite camera angle
Stability Fixes
- Fixed an issue that prevented players who logged out near ‘Downed Civilian Ships’ in the California Nebula from logging back in
- Fixed a crash that could occur when switching back to your ship from a Ship Launched Fighter
- Fixed one of the most common connection errors that could occur
- Prevent crash at planetary bases that could occur from rapidly loading in and exiting to main menu repeatedly
- Fixed a crash that could occur when looking at the Navigation Panel when in CQC
- Fixed a crash that could occur when opening the Galaxy Map
- Fixed a crash that could occur when switching to another ship
- Fixed a crash that could occur on the Insurance Screen
- Fixed a crash that would occur when shooting an SRV with a Railgun
- Fixed a crash that could occur if you waited for more than 5 minutes in the Docking and Travel training mission before doing a Hyperspace or Supercruise jump
- Fixed a crash that could occur when exiting game while in Outfitting
- Fixed a crash that could occur when loading in to a CQC Arena Deathmatch
- Fixed a crash that could occur when fighting a Thargoid
- Fixed a disconnect that could occur when scanning a Private Data Beacon at an Unidentified Signal Source
Starports/Outposts/Surface Ports
- Various fixes and optimisations for stations and outposts
Synthesis
- Synthesizing from the modules panel will no longer cause the UI to get stuck
- Corrected the calculation for the FSD boost distance multiplier
User Interface
- Fixed an issue where the Restock All menu could get stuck loading
- Fixed an issue whereby modules were not being correctly categorised in the Stored Ships panel of the Shipyard
- Engineering effects on Modules can now been seen in the modules tab
- Fixed an issue with bracketed Commander names not displaying as intended
- Insurance screen ‘Rebuy All’ toggle has been changed to ‘Select All’ for clarity
- Fixed incorrect ‘Killed By’ message that appeared when a player destroyed your Ship Launched Fighter in PvP
- Fixed an incorrect thumbnail displaying in the Role panel
- ‘Total Hyperspace Distance’ and ‘Maximum Distance from Start’ stats on the Stats Panel now display as whole numbers
- Corrected some display errors on the Insurance Screen
- Fixed issue where some Blueprints mod descriptions were not matching the results
- Fixed some text layout issues for Inbox, mission text and Info tab of the Multi-Crew sub menu
- Fixed issue with the System Map scroll bar resetting when a map pop-up is closed
- Fixed the switch tabs buttons appearing incorrectly in the French client in the Holo-me creator
- Read messages in your inbox will now display an open envelope icon
- Fixed the icon for Inbox messages that contain audio
- Fixed an issue that prevented players from scrolling down the module info panel
- Changed the inbox filter and header from ‘Audio Logs’ to ‘Discovered Logs’
- Fixed some debug text that could appear when targeting Black Box Canisters
- Fixed the ‘engineered’ icon incorrectly displaying when selling stored non-engineered modules
- Fixed an issue whereby an NPC’s avatar could appear in the Comms panel instead of a player’s avatar
- Fixed inbox message not always appearing when gaining an exploration rank after discovering a new micro resource
- Fixed a crash that could occur when accessing The Dweller’s Starport UI
- Fixed some text overlap that could occur in the Commodities Market for most languages
- Fixed the stats UI showing incorrect numbers on weapons with the Double Shot modification applied
- Fixed the rank progression being difficult to make out in the Status Panel
- Widened the friends list in the main menu, to allow more room for long commander names
- Fixed the ‘Encounters’ field being blank in the Statistics panel
- Fixed a focus loss issue when using a controller to access the Status Panel
- Ensured that mission inbox messages are not grouped into the Discovered Logs category
- Fixed some overlapping text in the Message Inbox
- Material grade icons in the Target Panel now show the correct grade
- Fixed an issue where the Systems Panel would not update to display a new Engineered FSD range, neutron boost range and FSD synthesis range
- Fixed the Import/Export profit sometimes displaying as a negative number in the Commodities Market
- Rank type in crew lounge is no longer cut off when playing the game in French
VR
- Adjusted the pilot illumination so it proves less distracting when using VR
- Fixed a rendering issue with some Sidewinder cockpit panels rendering as transparent when using VR
Weapons & Modules
- Fixed an issue where engineered Pack Hound Missiles could not always be restocked correctly
- Fixed an issue where some engineered torpedoes were not damaging internal modules correctly
- Fixed an issue where guided missiles could remain stationary in space after a conflict
- Small adjustments to the position of the penetration sphere (and making it smaller) to better balance High Yield Shell, Deep Cut Payload and Penetrator Munitions specials – these should all be slightly less effective at their best, better on average, and overall show much more consistent results.
- Fixed an issue where heat sinks could not be activated when in Supercruise
- Fixed an issue where jumping to Supercruise reset the charge provided by a Shield Cell Bank if the charge had not completed before the jump
- Updated the description text for the Turreted Flak Launcher for clarity
- Fixed an issue where Collector Limpets could explode on the cargo hatch when the vessel was moving
- Adjusted the Hatch Breaker Limpet Controller’s in-game description
- Adjustments made to the Docking Computer to prevent damage during landings
- Fixed issue of power priorities in the module tab not listing all priorities
- Modifications to existing specials:
- Autoloader rate increased 25%
- Force Shell no longer scatters
- Plasma Slug damage penalty reduced from 20% to 10%
- Radiant Canister no longer reduces ammo capacity (was 25% penalty)
- Shiftlock Canister no longer reduces damage (was 20% Penalty)
- Thermal Conduit no longer includes a base damage penalty, but the damage bonuses from the firing ship’s heat have been reduced to offset this
- Thermal Vent effectiveness doubled, and no longer increases weapon’s baseline heat (was 25% penalty)
- Thermal Shock damage penalty reduced from 20% to 10%
- Rebalanced some module prices
- Rebalanced some synthesis recipes
- Significantly reduced the damage and radius within which the High Yield Shell applies damage to internal modules
- Fixed player-controlled beam weapons with jitter (Cyto-scrambler especially) having their jitter removed upon exiting to the menu and back
- Reduced the jitter on Cyto-scrambler burst lasers by about half
Wings
- Implemented some performance improvements when fighting Thargoids in a Wing
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