Releasenotes / Beta 2.2.03 startet heute / Kein Release mehr vor 2017

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ifred
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Releasenotes / Beta 2.2.03 startet heute / Kein Release mehr vor 2017

Beitrag von ifred » Mi Dez 07, 2016 11:32 am


Wie schon erwartet verschieben sich alle noch fehlenden Releases der Horizons-Season auf 2017. Leider hat es Frontier nicht geschafft, den Plan für die weitere Entwicklung von Elite zu kommunizieren, Gerüchte von Personalabbau zugunsten anderer Projekte machen im englischen Forum bereits die Runde, und die Stimmung ist deshalb offensichtlich auch etwas im Keller. Das könnte man ganz einfach lösen, in dem man offen und ehrlich mit den Kunden umgeht und beispielsweise einen Entwicklungsplan veröffentlicht, den man auch transparent pflegt.

Scheint aber zuviel verlangt zu sein.

Nun denn. Heute startet die Beta eines Point-Updates zu 2.2, die Version 2.2.03 wird unter anderem wohl tiefgreifende Änderungen am Combatsystem enthalten, sowie kleinere Veränderungen im bisher so gescholtenen Powerplay. Weiterhin geht es um die Engineer-Blueprints, die keine Commodities mehr enthalten werden (geschickt die Storage-Problematik umschifft...), und von daher werden alle Blueprints bei allen Engineers freigeschaltet, um möglichst viel Feedback zu den Upgrades zu sammeln.

Die Patchnotes liegen im Moment noch nicht vor. Der Release dieses Point-Updates ist ebenfalls nicht mehr für 2016 geplant, was allerdings im Zuge des Urlaubsbeginns auch nachvollziehbar ist.
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Re: Beta 2.2.03 startet heute / Kein Release mehr vor 2017

Beitrag von ifred » Mi Dez 07, 2016 3:09 pm


Releasenotes:
2.2.03 Change Log

Stability Fixes
Fix for a crash when dropping from orbit at Eafots LZ-H b10-0 D 1
Crash fix for a rare case when hyperspacing out of a system that turns into an invalid state en route
Fix for outfitting crash when receiving a web response without a ship loadout in it
Fix a crash in the PlayerPOISpawner if the closest planet in the planet surface manager hasn't been found yet
Softlock loading in to a persistent POI in multiplayer situation fixed
Xbox One: Fixed low level cockpit GUI crash



General Tweaks/Fixes
Allow a mini USS bubble around Colonia
Fix transaction server error when clearing a save that had lots of exploration data
Reboot-repair now Bump-starts shields when it completes, reducing downtime waiting for them to return. Could also be used in other cases when the player is willing to accept the risk of being idle and defenceless for the duration to focus power on their shields
Shield restore from Reboot/Repair now requires you to be near stationary or it will fail (to prevent in-combat overuse), 50m/s threshold
If saving or autosaving while in supercruise, move the player well clear of star Jet Cones. You shouldn't ever reload back in after a hyperspace failure stuck in the cones anymore. Note that if you save/log out while in normal space, you will still be in the cone on your return, this safety check can't be used to escape once you've already made a mistake, it's just covering for failures that aren't the player's fault
Added a warning message when a non-flown ship is being scanned
Fixed "Ship scan detected" warning not always appearing
Fix for NPC voice volume slider not working in the audio options
Wings matchmaking improvements
Allow Reload time in Outfitting to be shown to the nearest 1 decimal place rather than rounded to whole seconds
Added some system metadata for the five starsystems holding refuelling bases between the Sol bubble and Colonia
Crew rank does not update on the contacts or ship GUI after ranking up fixed
Fixed missing cyrillic glyphs in module and systems panel
Avoid tinting weapon impacts on environmental surfaces
Fix for the POIs getting stuck loading due to the ReplicatedLevelContainer not activating its advance phase
Allow Reload time in Outfitting to be shown to the nearest 1 decimal place rather than rounded to whole seconds
Don't clear legal state after a cargo scan! This will make the cockpit "Wanted" warning vanish!
Warning message now appears when player scans fighter or mothership with Kill warrant or Manifest scanner
Fixed a rare cause of triggering the ship rebuy screen when docking an SRV at a planet base
Fixed outfitting with multiple purchases of bobbleheads
Xbox One: Don't show nameless scoreboard entries. If we have data for a player without a name, then don't add it to the score summary
Xbox One: Where we have axis bindings, unhide the +/
button bindings so they can be rebound. Also make all flight control axes invertible
Xbox One: Don't handle a protocol activation if we're resetting or disconnecting. This means if we accept one while suspended, we won't process it until we've gone through a full reset and reconnected, at which point we should be able to safely join the session


Passengers
Added passenger seating allocation to allow passengers to be assigned outside of mission board



Missions
Added a new mission type for investigating the ancient ruins
Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)
Reduce number of missions sent to clients as we're only sending relevant missions now
Increased maximum mission duration to 28 days
Fix elite rank point calculations from missions so that they are a % of any mission profit earned



Weapons
Link Gimbal weapon tracking to the sensitivity of ship sensors. Does not affect CQC/Fighters/Non-main-ships
Rather than permanently disabling guidance on torpedoes, it now scrambles them for a short time (randomly between 2 and 8 seconds), after which they will re-acquire a lock and turn back in to engage
Emissive Munitions duration reduced to 30% of what it was, and capped much shorter for missiles
Emissive Munitions Scale reduced vastly, it will still guarantee visibility but no longer maxes out gimbal tracking at all ranges
Feedback Cascade no longer provides a fixed 90% reduction to healing, instead each hit reduces the healing rate by an amount proportional to damage capped at -90% as before. Exact number of hits to reach the cap varies based on size of weapon and shield cell, but will typically be 2-3 (requiring either high skill or multiple railguns) and up to 5 for smaller weapons against size 8 cell banks
Fixed multicannon Clips increased to 100 (from 90)
Fixed/gimbal multicannon reload times adjusted for consistency (generally buffed), fixed are now 4s, gimballed 5s (from an inconsistent 4s/5s mix)
Fixed cannon clip size increased to 6 (from 5)
Fixed cannon reload time reduced to 3 (from 4)
Fixed cannon ammo reserve size increased to 120 (from 100)
All fixed pulse/burst/beam weapons have 10% reduced WEP drain
Gimbal/Turret cannon damage increased by 15%
Fixed cannon damage increased by 25%
Plasma Accelerator reload times reuced to 6s (from 8)
Plasma Accelerator damage increased by 10%
Plasma Accelerators now deal Absolute damage
Reactor power draw for beams reduced 10%
WEP draw of burst lasers reduced by 15% (on top of fixed weapons as mentioned earlier)
Slugshot Armour piercing reduced to 15/25/35 for Small/Med/Large (from 20/35/52)
Slugshot reload time reduced to 2.5s (from 5s)
Slugshot ammo reserve doubled (to 180 from 90)
When scaling Weapon Range up in an engineered recipe , we now display that the projectile speed has increased
When scaling Weapon Range down in an engineered recipe, we no longer scale down the Damage Falloff start, nor the projectile speed
Clip size modifications now always round the clip up to avoid overly punishing small-clip weapons, and the modifier is not shown if it will have no effect
Increase damage buff for Short Range to 45% (+5%) so that it is competitive with Overcharged and Rapid fire for raw damage,but with different tradeoffs



Powerplay
Powerplay consolidation feature added
Powerplay assassins removed
Powerplay pirates no longer spawn in exploited systems
Powerplay pirates must align with an opposing superpower to that of the controlling power
When a crime worthy of an authority response is committed between two ships (NPC or player) who are each pledged to a power, effectively reduce the security level of the system for the purposes of considering strength of response and delay
Power security and pirate ships must now scan for powerplay vouchers, to check for powerplay cargo, and concerning which powers will get involved based on the player's power
Power Security NPCs attack ships of opposing powers (different major faction) if they are locally wanted, they have powerplay vouchers issued by the controlling power of the system, or are carrying any powerplay commodity relevant to the controlling power of the system. They can not be appeased with cargo drops
PowersPirate NPCs attack ships of the same power as the controlling power of the system if they are wanted, carrying any powerplay vouchers, or carrying any powerplay cargo (any power). They can be appeased by cargo drops as long as the attack was due to cargo, not bounty or vouchers
Ships not meeting these criteria will be left alone, even if pledged to a power
New chatter lines added to support changed behavious
Ensure PowersSecurity ships are given an FSD interdictor by the auto-loadout system
Updating the balance on AI ambient power play ships, as well as tweaking some of Famine and Outbreak AI ships
When Opposing Control or Undermining a hostile power, vouchers will only be issued when destroying NPC ships from the defending power
Cargo used for Opposing Control or Undermining a friendly power will now only count for 1 merit when delivered
Voting for logistics consolidation becomes available at Rank 2 after supporting a power for 4 weeks. The number of votes increases to 5 after supporting a power for 16 weeks
Replaced the 18 second threaten timer on PowersSecurity ships with a 2 second one (they appeared to be broken right after scanning, which was undesirable behaviour). Also adjusted standard Bounty Hunter AI to be the same



Engineers
Auto loader improved and ammo penalty removed
Concordant sequence regeneration amount doubled and lasts twice as long
Dispersal field damage penalty removed
Overload Munitions ammo capacity penalty removed
Smart rounds flight time penalty removed
Overcharged and Efficient Blueprints now available for Beam weapons
More improvements to restocking weapons with engineer modifications
Ensure the latest version of recipe ingredients are used when crafting, regardless of how long ago a recipe was pinned
Automatically update modified modules to the latest version of the recipe



NPCs
Fixed firing on fighters launched from already scanned ships counting as a crime
Don't spawn more escorts each time we transfer authority to a new authority
Tweaks to make NPCs less effective against silent running
NPCs should't always be so accurate with rail guns
Wanted NPC has clean fighter fixed
Balance pass for AI interdiction ability, to make it slightly easier



POIs/USSs
Removed wreckage and salvage from tourist beacon USSs
Fixed some broken uplink messages



Ships
Improved gold paintjob shader
Improved chrome paintjob shader
Fix for cockpit ambience ducking artifact



Player Journal
Improved atmosphere description in player journal
Added "Target" property in player journal when recording a kill
Fixed json syntax for Interdiction event
Fix for getting the correct faction when docking at a station (to write into the journal)
When a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
Added a journal entry when gaining Federation or Empire rank
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Vala
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Re: Releasenotes / Beta 2.2.03 startet heute / Kein Release mehr vor 2017

Beitrag von Vala » Fr Dez 09, 2016 11:22 am


so hab das mit den blue prints der engineers nicht ganz gecheckt ... ist ees jetzt einfacher die zu bauen? was haben sie da "umgangen"?

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Re: Releasenotes / Beta 2.2.03 startet heute / Kein Release mehr vor 2017

Beitrag von ifred » Fr Dez 09, 2016 11:31 am


Die lassen die Commodities weg, brauchst also keine Waren mehr durch die Gegend schleppen. Machts dann etwas leichter.
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Re: Releasenotes / Beta 2.2.03 startet heute / Kein Release mehr vor 2017

Beitrag von Gunny DeadEye » Fr Dez 09, 2016 6:46 pm


Und was sagt Frontier zu den nicht auffindbaren Materialien? Erlesene Laserkristalle gibt's ja anscheinend auch nicht mehr.

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Re: Releasenotes / Beta 2.2.03 startet heute / Kein Release mehr vor 2017

Beitrag von Gwydion » Do Dez 15, 2016 12:27 pm


Gerüchteweise soll das FAS (stealth) eine Renaissance erleben. Den Patch notes kann ich das nicht entnehmen. Weiß da wer was drüber?

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Re: Releasenotes / Beta 2.2.03 startet heute / Kein Release mehr vor 2017

Beitrag von ifred » Do Dez 15, 2016 12:41 pm


Stealth wird alles andere als eine Wiedergeburt erleben - sobald Silent Running an ist, ist Schluß mit Waffenfeuer...
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Re: Releasenotes / Beta 2.2.03 startet heute / Kein Release mehr vor 2017

Beitrag von Afterglow » Do Dez 22, 2016 3:25 pm


Beta state of play summary

Hello Commanders!

Thank you so much for the feedback you’ve given us so far. It’s been incredibly useful – keep it coming! Please use this thread: https://forums.frontier.co.uk/showth...eedback-Survey

We just want to update you with our current thoughts on the raft of changes we’re testing during this beta. Whilst nothing is set in stone, this is how things are looking to us at the moment, after chewing through the feedback so far.

Changes we’re still mulling over
Shield booster stacking and big three hull increase: the feedback from testing is, so far, very positive. However, we need more of it to convince us that this change is ready to move on to live. We will greatly appreciate any game play feedback that you folk can offer over the Christmas period!

Changes we’re likely to roll back
Gimbals: for now we’re going to roll back all of the gimbal changes, which mean they will retain their tracking arc from the current live build (not the beta) and will not be affected by sensors. We will be keeping the buffs to fixed weapons.

We think there’s merit in the concept behind this test, especially with giving added consequence for sensors. However, the feedback is convincing us that we probably need to come back to it at a future point, when we can spend more time looking at how these modules could work together to bring more parity between fixed and gimbals, and create interesting choice at the same time.

Changes we’re looking to soften or tweak before hitting the live build
Plasma Accelerators: we’re reducing the amount of absolute damage they will deal to 60% of their total damage. The remaining 40% will be divided equally between kinetic and thermal, just like their old damage used to be. We’re also reducing the base damage by a very small amount: 5% reduced from beta, which is still an increase from the current live build.

Phasing: we’re reducing the bleed through effect by around 20%.

Shield regeneration: we’re keeping the increased regeneration rate when broken, but we’re drawing back a little on regeneration when formed for all shields – though they’re still going to be slightly better than active regeneration on current live.

Long Range and Focused upgrades: we’ve decided to leave focus as it is on live. Instead, we’re removing damage fall off from long range, and have removed its damage penalty.

Fragmentation Cannons: we’re rolling back the reload times and some armour penetration changes. Now, compared to current live, they will have increased ammo capacity. Medium and large versions will have reduced armour penetration and an increase to base damage. The upshot should be minimal change versus mid-sized ships and larger, but about a 15% damage increased to small ships and all shields.

Repair/reboot shield regeneration: We’re adding in a change that will prevent shields from reforming at the end of the reboot sequence if your ship was attacked during it. Given more time, we might consider finesses to this, but it’s the safest change for now that gives us what we initially wanted, which was fast out of combat shield regeneration.

Module reinforcement packages: we’re going to halve the mass across the board for both MRP and HRP. The mass range for these modules will now run from 1t to 32t. We’re also going to increase their health by 15%. Finally, The AFMU will now restore ten times more health to these modules, meaning more efficient, faster repair for them.

Military slots: we’re going to be reducing the number of slots by 1 on all vessels that currently have more than 1 slot.
On a related note, we’re reducing the Viper MkIII hull mass, from 60t down to 50t, which should give their Commanders a little more leeway when outfitting, especially with the military slot.

Railguns: this is more of a token change – we still want to take a deeper look at this weapon in the future, but for now, we’re increasing the ammo count from 30 to 80 slugs (the Imperial Hammer goes from 90 to 240 slugs), and reducing heat generated when firing by 20%.

Changes that will go through to the live build “as is”
Trader hull increase: We see this as a relatively safe change, so unless something crazy occurs between now and the new year, we’re going to let this through.

Cytoscrambler: we’re also going to let this one through with the 50% damage increase and reduced damage fall off (was 300m to 600m, will be 600m to 1km).
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Re: Releasenotes / Beta 2.2.03 startet heute / Kein Release mehr vor 2017

Beitrag von ifred » Do Dez 22, 2016 4:43 pm


War so klar. Jetzt geht das Geheule genau andersherum los.

Hätten sie sich das mal gespart und einfach entschieden...
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