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Dreadwroth2
Feb 28, 2019

by Cyrano4747


Harminoff posted:

Not x4 but is anyone playing spacebourne? It's been getting a ton of updates since it hit early access, and is developing into a pretty good game! Lots of dogfighting and does have an rpg type campaign. Definitely worth a look.

Pretty crazy what one person can accomplish.

https://store.steampowered.com/app/732240/SpaceBourne/

That's giving me a real strong Colony Wars+RPG vibe, it looks pretty great!
I like that X4 is following the Egosoft tradition of "wait for it to be patched from hell to back", good to know some things never change.

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OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


GreenBuckanneer posted:

Is there a way to have your weapons auto fire on your target without having to fire themselves manually?
Don't think so.

GreenBuckanneer posted:

How about the same but giving the command to your fleet?

If you assign them to follow/defend you they should do that.

GreenBuckanneer posted:

In weapon configuration, what does it mean to check the little boxes there? I can't figure out what it actually does?

1234 are your weapon groups, you can set each gun to be in each group, and switch between them to fire specific guns.

GreenBuckanneer posted:

Do missiles have homing functionality?

Tracking missiles do, dumfire missiles do not.

GreenBuckanneer posted:

Is there a better way to search for quests like the main questline that aren't going into search mode and trying to find a particle effect?

Your menu should include missions, I think it's a subset of the map screen, scanning is for black market type missions, generally.

GreenBuckanneer posted:

What does searching actually do other than make those easier to find?

It lets you scan station modules to get info on the production characteristics and stock level of the station.

GreenBuckanneer posted:

I got a pirate to eject from his ship, and then I took it, told my pilot to fly my Elite Venture (starting ship) back to Black Hole Sun, flew this ship back, and now I have two, but I don't know really how fleets work.

"fleets" are just groups of ships, generally you assign one ship to follow another by selecting one ship, right clicking on the other and telling it to defend, that will organize them into a fleet but it doesn't do anything, it's just a group. Stations use this functionality to """intelligently""" manage what their subordinate ships do but ships can really only follow each other. Stations will try to do smart things like using trade ships to buy what they need and defence ships to run patrols and cover their trade fleets on runs, but they're a bit hit or miss. Knowing egosoft this is probably actually something they can do well but it's tied up in the skill system so less than 5 star pilots/managers are deliberately bad at it.

GreenBuckanneer posted:

How exactly do I get licenses to unlock other ships and stuff? I know I can only buy new ships from Spaceyards and Wharfs, but some of them are locked.

gain faction rep by doing missions for them

GreenBuckanneer posted:

I'm trying to craft SETA and I'm missing just one component, is there a location that sells the parts?

the final part I believe you need to salvage from a wrecked station, it took me about 100 hours to realize that but you will run across the odd ruined station, look around, they have panels you can repair with your spacesuit to access loot, similar to a data cache.

OwlFancier fucked around with this message at 16:20 on Aug 11, 2019

madfury
Dec 21, 2005
rõve loom

Hardpoint mounted weapons do not auto fire (unless you hand your ship over to NPC captain, then it behaves like any other NPC controlled ship regardless of your presence). Turret based weapons have multiple fire modes (hold, return, etc).

GreenBuckanneer
Sep 15, 2007




What about using a HOTAS for this? I was thinking one with thrust + joystick, and probably later using it for Elite Dangerous too or others.

I would not know which one to actually get, though.

Sounds like it would be a little less clunky to do space combat if you have multiple guns, unless you can somehow fire them all at once each click?

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


?

Most ships have multiple guns and they keep firing as long as you hold the fire button down, also that is what the weapon groups are for, you can put whatever guns you want on a group and fire them together.

Oh dear me
Aug 14, 2012

I have burned numerous saucepans, sometimes right through the metal

Is there a way to stop the computer continually telling me the names of things?

Duodecimal
Dec 27, 2012

Still stupid

LISTEN HERE

WE FOUGHT HARD TO GET THAT BACK INTO THE GAME

IT WAS LIKE THAT FROM X:BTF THROUGH X3, AND BY GOD,


Settings | Game Settings | Spoken Target Names

Duodecimal fucked around with this message at 10:04 on Aug 16, 2019

Oh dear me
Aug 14, 2012

I have burned numerous saucepans, sometimes right through the metal

I played all previous X games and I would like spoken target names! If only my ship didn't insist on targeting every single civilian ship around. I am trying to scan this station, I've chosen to target the drat station, and my computer proudly announces it is targeting an insignificant civilian ship instead, every two bloody seconds.

What with not being able to land and not finding anything I want on the map and continually being told about Tour Bus A, I keep bouncing off this game hard :(

WebDO
Sep 24, 2009




Oh dear me posted:

I played all previous X games and I would like spoken target names! If only my ship didn't insist on targeting every single civilian ship around. I am trying to scan this station, I've chosen to target the drat station, and my computer proudly announces it is targeting an insignificant civilian ship instead, every two bloody seconds.

What with not being able to land and not finding anything I want on the map and continually being told about Tour Bus A, I keep bouncing off this game hard :(

What if Tour Bus A was hand painted by the British Prime Minister though?

Oh dear me
Aug 14, 2012

I have burned numerous saucepans, sometimes right through the metal

Oh dear me posted:

Is there a way to stop the computer continually telling me the names of things?

Aha. The answer to this is really "Stop playing with your gamepad, steering with it cancels your target lock".

Being able to use my gamepad was the one good thing about X:Rebirth :argh:

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


I would have thought there should be a toggle somewhere for that, kinda weird behaviour given half the point of target lock is to help you locate things when they go outside your field of view..?

Oh dear me
Aug 14, 2012

I have burned numerous saucepans, sometimes right through the metal

OwlFancier posted:

I would have thought there should be a toggle somewhere for that, kinda weird behaviour given half the point of target lock is to help you locate things when they go outside your field of view..?

Turning gamepad mode off does the trick. A bit counterintuitive to me, but I didn't know what it was supposed to do anyway.

Game suddenly much more bearable, maybe I can play it long enough to afford a docking computer after all. :pilot:

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


That might actually be what gamepad mode does then, as normally you need to manually target stuff and that could be something I might remove if I was trying to cut all not strictly necessary inputs.

If you're just flying with the gamepad and still have a keyboard though then yeah I'd keep stuff like that maybe.

Unoriginality
Jan 1, 2008


Harminoff posted:

Not x4 but is anyone playing spacebourne? It's been getting a ton of updates since it hit early access, and is developing into a pretty good game! Lots of dogfighting and does have an rpg type campaign. Definitely worth a look.

Pretty crazy what one person can accomplish.

https://store.steampowered.com/app/732240/SpaceBourne/

Anyone else given SpaceBourne a try? It looks potentially kinda awesome, I just don't want to pay full price for a lemon. On the other hand, if it's like really loving amazing, I do in fact want to throw money at the indie dev.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot


I tried it. It's alright. The navigation scheme is...original. There's nothing really wrong with it per se, although some things seemed pretty shallow. And a lot of the assets are still Unity Store. Just didn't click for me though.

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


If you want an X-like game I would strongly recommend Avorion, it's got some really obvious parallels to X3 but most stuff is procgenned, and also you build ships out of blocks.

It's been getting some pretty major updates to add new systems and refine existing ones, much more fully fledged as a game now than it was a while back, and cheap too.

https://store.steampowered.com/app/445220/Avorion/

E: I still don't know if any other game can quite do space industry as well as X4 can:

OwlFancier fucked around with this message at 17:43 on Aug 18, 2019

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


Supposedly the expansion is supposed to double the size of the game world.

https://forum.egosoft.com/viewtopic.php?f=146&t=418420

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

OwlFancier posted:

If you want an X-like game I would strongly recommend Avorion, it's got some really obvious parallels to X3 but most stuff is procgenned, and also you build ships out of blocks.

It's been getting some pretty major updates to add new systems and refine existing ones, much more fully fledged as a game now than it was a while back, and cheap too.

https://store.steampowered.com/app/445220/Avorion/

E: I still don't know if any other game can quite do space industry as well as X4 can:


This view reminds me how I started doing Paranid starts where I left off because I just really like their ships as a 'Cruise around the galaxy personally' option :allears:

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


That one isn't mine but I do use tethys as station couriers because they have decent capacity and are also quite quick.

Domattee
Mar 5, 2012



Are there any decent tricks to making fleets work? I have a bunch of fighters assigned to protect trading vessels, but the fighters immediately get a fly-and-wait order to the traders target and leave the poor trader behind. I have tried some work-arounds from the internet, but none of them work for any significant time period. A cerberus with a docking bay and a couple assigned fighters doesn't use the fighters in combat at all if they're docked.

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


Domattee posted:

Are there any decent tricks to making fleets work? I have a bunch of fighters assigned to protect trading vessels, but the fighters immediately get a fly-and-wait order to the traders target and leave the poor trader behind. I have tried some work-arounds from the internet, but none of them work for any significant time period. A cerberus with a docking bay and a couple assigned fighters doesn't use the fighters in combat at all if they're docked.

I've had the first problem a lot too yeah. It's cool that managers will assign ships dynamically to protect their freighters but they generally do end up flying well ahead of the actual trader. I don't know if there's a workaround for it unfortunately.

Docked ships however should launch from their parent. How do you have them set up? Are they assigned to defend the cerberus? If so you can, I think, set it so that they will dock with the craft when idle, and they should launch in combat. Failing that there's no real reason to actually have them dock so they can just follow it around. If you give the cerberus drones they should launch those in combat at least.

All AI performance is dictated by how good the officers are, which is really stupid IMO because it just makes the AI deliberately brain dead and looks like a bug despite it often being a "feature". But that said fleet behaviour is a little bit janky because so much of it is black boxed behind the dynamic management system. Generally stuff works on aggregate but if you're using limited numbers of ships you will probably find a few of them doing something very stupid.

Domattee
Mar 5, 2012



I have the fighters assigned to the cerberus with the defend role, although now that I look at it, one of them has a default order "protect" and the other "escort". Originally they would follow the ship, but not ever dock , which lead to the cerberus leaving the fighters behind as it was faster. I docked them manually and they undocked and redocked a couple of times while I was flying it myself, but now they seem to be stuck in there. Might be an OOS vs IS thing? If there is a setting to determine whether they should dock or not I don't know where it is.

The trader thing is mostly annoying rather than an actual issue. When I only had a couple of ships I didn't assign the fighters at all, just used the protect default order, but I'm trying to reduce the clutter in the property window and assigning everything. Turns out the traders are fine on their own tho, or the escorts are scaring the pirates off even from 3 sectors away.

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


See if you can set the default behaviour of the fighters, there I think is a command like "dock when idle" or whatever?

Escorts don't actually scare off pirates and yeah, you aren't really at risk of them either. If you want to protect your freighters you would be best off using sector blacklists or using beefier ships like frigates, trading higher value wares.

"Inconsistent" unfortunately is the watchword for the AI. Like I said it generally works on aggregate but it's very hard to fine tune or get to work reliably when you want to micromanage it.

OwlFancier fucked around with this message at 22:26 on Aug 29, 2019

Domattee
Mar 5, 2012



There's the dock and wait default order, but that gets overridden and turned into escort ship when you reassign them. Weirdly enough the protect ship order doesn't get overridden, which is why one of my fighters has that. I suppose I'll have to live with carrier ships being a bit useless.

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


I seem to remember there being a tick box that tells ships to dock when they have no other orders but they've changed the orders system a couple of times.

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


2.6 is live on beta and I've noticed some performance improvements as well as some nice QoL stuff for station and ship management.

quote:

Version 2.60 Beta 1 (363437) - 2019-09-12

Improved balancing and robustness of in-game economy (including prices, volume and production rates of Engine Parts, Hull Parts and Smart Chips).
Improved Logical Station Overview (added storage allocation, buy/sell limits, module state, production module grouping).
Improved station Info menu (added intermediate wares, filled storage capacities by type).
Improved station-based traders (coordination between traders, selection of stations to trade at, use of cargo that is excess or needed by their station).
Improved pirate behaviour by increasing variety of wares that pirates are interested in.
Improved trader deal selection and cargo space utilisation logic.
Improved automatic resupply by preventing player-owned ships from automatically getting deployables.
Improved ships rearming at resupply ships by only ordering what the resupply ship can build.
Improved upkeep mission priority for ship pilot and station manager vacancies from medium priority to high.
Improved ship combat AI by reducing use of boost to avoid completely draining shields.
Improved ship AI by allowing pilots to target, and be able to destroy, stations that are under construction.
Improved aggressiveness of NPC ships in response to attack when on their way to combat.
Improved range of high-tech wares stocked at most Trading Stations.
Improved long-distance movement to moving objects.
Improved capital ships docking at stations and movement through gates.
Improved build queue processing so newer ships are less likely to jump the queue.
Improved loadouts of small fighters by reducing chances of them using missiles, especially torpedo launchers.
Improved mining yield by increasing cargo capacity of mining ships by 100%.
Improved behaviour of laser towers attacking stations.
Improved station AI by reassigning mining ships told to mine if they no longer need mineable wares when station configuration changes.
Improved carrier combat if carrier has direct subordinates and is directly attacking a target.
Improved ship movement in various situations (including moving through a gate, leaving a local highway in the middle).
Improved travel mode handling while going through gates and into highways.
Improved autopilot travel mode usage.
Improved info menu for station build storage to show amounts and display resources even if build storage currently doesn't have any.
Improved map to allow trade wares without current valid trade offers to be shown on the map.
Improved "ping" effect to be less obtrusive if multiple mission targets are present.
Added ability to assign ships to trade for resources for a station's build storage to assist in station construction.
Added Anchor space for orders AutoTrade, Sector AutoMine, AdvancedAutoMine and Expert AutoMine to the order queue menu.
Added possibility to sell resources and buy products and trade wares.
Added new resource region to Cardinal's Redress to help with Holy Order resource shortage.
Removed Tobii options if no Tobii device is detected.
Fixed stations under construction not being killable when out of sector.
Fixed Xenon asteroid stations not being killable in certain situations.
Fixed target speed matching not working when in relative movement to the target or after having pressed Full Stop.
Fixed destroying pirates that are showing their true colours sometimes resulting in a reputation penalty with the sector's police faction.
Fixed pirates attacking ships even if they are not interested in them.
Fixed pirates sometimes fleeing before attacking after just saying that they will attack.
Fixed space suit not undocking correctly from moving ships.
Fixed fleet auxiliary ships with behaviour to Supply Fleets in a space rather than as part of a fleet not enabling trade offers.
Fixed fleet auxiliary ships not advertising trade offers when subordinate to a station.
Fixed fleet auxiliary ships wanting to dock at themselves to get supplies and repairs.
Fixed resupply orders sometimes resulting in incorrect ammo and units.
Fixed resupply ships told to Get Supplies sometimes trying to purchase more than they can afford.
Fixed Get Supplies order trying to purchase more wares than the ship has cargo space for.
Fixed ships attempting to collect crates with countermeasures although they have no space for them.
Fixed ships being unable to transfer deployables via ware exchange in certain situations.
Fixed ships sometimes fleeing after getting ammunition.
Fixed player-owned ships that need ammo and/or drones in addition to repairs not going to get repairs if they couldn't find a resupply ship that can supply everything they need.
Fixed player-owned ships getting repairs at resupply ships when automatic resupply is Off.
Fixed ships that need ammunition to fight not considering fleet auxiliary ships assigned to supply ships in their sector.
Fixed docked ships given an order to trade or exchange wares with the object they are docked at undocking and docking again.
Fixed ships assigned to mine for stations ignoring blacklist if blacklisted sector is in the same cluster as their station.
Fixed ships pursuing targets to beyond their operational range when not authorised to do so in certain situations.
Fixed various cases of ships trying to do things with objects in other sectors.
Fixed ships getting stuck waiting for an undock clearance that may never come.
Fixed capital ships getting stuck while docking.
Fixed station-based traders sometimes buying at a loss.
Fixed capital ships sometimes moving too close to their targets when attacking.
Fixed capital ships attempting to park at docked fleet auxiliary ships.
Fixed ships trying to fly through station geometry in certain situations.
Fixed incorrect entry movement of ships in Accelerators and, in some cases, Jump Gates.
Fixed carriers ordering subordinates to attack targets that were once hostile when they no longer are.
Fixed wing leaders fighting over orphaned wingmen when taking control of them.
Fixed police ships ignoring illegal wares dropped in lockboxes in response to an inspection.
Fixed ships deciding to open a lockbox when explicitly told not to.
Fixed non-smuggling traders trading wares in areas where those wares are illegal.
Fixed smugglers only trading with non-hostile factions.
Fixed missing restriction for trading with current player ship while docked.
Fixed ships sometimes flying excessively large turns.
Fixed pilots sometimes aborting travel mode without good reason.
Fixed autopilot aborting while still tens of kilometers from the target.
Fixed autopilot aborting when transitioning through a ring highway gate.
Fixed ships entering jump gates and accelerators from the side.
Fixed ships sometimes jumping by many kilometers when the player comes near.
Fixed rare situation that could leave ships docked at wrecked platforms.
Fixed station-based traders selling off existing cargo ignoring faction restriction set on their commander.
Fixed stations missing opportunities to trade with other stations for lack of cargo drones (improves previous fix).
Fixed wharfs and equipment docks not being rebuilt by factions.
Fixed non-factory stations potentially being expanded with production modules.
Fixed blueprints for 8M Standard Dock Area not being obtainable.
Fixed fired NPCs not leaving their post.
Fixed XP gain calculations for combat incorrectly determining force strength of allies and enemies.
Fixed falling through floor when returning from external view.
Fixed problem with re-assigning crew at the ship trader.
Fixed safe deposit box not working if the player has no or little money.
Fixed ware exchange failing if it involves a ship having to dock at another ship.
Fixed guild missions stalling if the mission station was destroyed at certain times.
Fixed money exploit involving build station missions.
Fixed venture platform exploit.
Fixed some cases where dock guidance splines always went through station geometry.
Fixed inactive orders not being greyed out on the map if they are the first order in the queue.
Fixed order queue menu not showing the assignment for fleet auxiliary ships assigned to supply a fleet.
Fixed incorrect map centering when opening it while having a super highway selected.
Fixed "Are you sure?" question in station build menu showing up when closing an empty plot.
Fixed large number of orders breaking the behaviour tab in the map (corrects previous fix).
Fixed selection mismatch in menus with multi-selection when scrolling with keyboard or controller.
Fixed station build menu being unusable due to constant refreshes in certain situations.
Fixed unusable blacklist dropdowns for some resolution and UI scale combinations.
Fixed mission context menu in the map sometimes being cut-off.
Fixed being able to open an invisible menu with Object Info hotkey when HUD and menus are disabled.
Fixed menu crash when restoring a minimised menu.
Fixed menu crash when interacting with the target monitor while it shows a collectible or a crate.
Fixed menu crash in the plot placement section of the map under certain circumstances.
Fixed Radar Display game option not always working correctly.
Fixed Boost Toggle game option not working at all.
Fixed game becoming unresponsive if a ship in a superhighway moves to another ship in a superhighway.
Fixed several performance issues in specific situations.
Fixed several causes of memory leaks.
Fixed several causes of crashes.

Alchenar
Apr 9, 2008

I must go down to the seas again, to the lonely sea and the sky, And all I ask is a tall ship and a star to steer her by

OwlFancier posted:

2.6 is live on beta and I've noticed some performance improvements as well as some nice QoL stuff for station and ship management.

Have they added fun?

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


Probably not unless you like the core of the game, which I do!

staberind
Feb 20, 2008

Klomping endlessly thru the gray void...




Fun Shoe


Right now I'm Idling in Stalker Anomaly, waiting for the Split update to be released, Before that I was playing No Man's Sky, which has Improved a great deal since release,
although, may occasionally require save editing to repair an unrepairable part on found ships.Beyond that though, its fun.

Might check out the 2.60b later on in the week, but still enjoying the zone...

Nicodemus Dumps
Jan 8, 2006

Just chillin' in the sink



Does anyone know when the expansion is gonna release? The News section of the egosoft web site hasn't been updated since early August and just says Q4 2019. I'm wondering if there's a better place to get up to date news.

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


They're currently working on 2.60 beta 5, so I'd expect 2.6 within a week or two which has a lot of nice little changes to the interface, ship navigation, and supposedly a major change to the economy (though I haven't personally tested it at length) and then after that should be 3.0, with the expansion shortly afterwards. I'd expect it maybe in time for xmas. They're really quite lax on the news front tbh, you need to follow the forums, really. They also update the steam news for the game intermittently, but their whole PR thing is pretty crap tbh :v:

They've done some interviews but a lot of them are german.

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.



Soiled Meat

I'm very happy reading the changes with each new patch, and I really do think 3.0 is when I'll jump back into it. Aaaalmost there...

OwlFancier
Aug 22, 2013

It is a powerful visual metaphor for my posting.


The devs are really quite responsive on the forums and will usually be quick to fix any simple bugs, and yeah each patch has a pile of changes in it, I'm going to give my current save a run through once 2.6 hits stable and see how it affects the economy, it's supposed to make some fairly drastic changes to the AI's overbuilding of stations and lack of ability to get stuff where it needs to go.

ShiroTheSniper
Mar 19, 2009

I see dead arrows.


Lipstick Apathy

Version 2.60 released!

https://forum.egosoft.com/viewtopic.php?f=180&t=402960

Question for you... What's the best app alternative to ROCCAT Power-Grid that works great on an Android tablet for X4? Does anyone use one with this game? Thanks!

EDIT: Asking this because Power-Grid is no longer supported by ROCCAT

a7m2
Jul 9, 2012


Super tempted to get this after reading the patchnotes

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs



Grimey Drawer

Can someone post the patch notes here? Can't get to their site from work.

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.



Soiled Meat

quote:

Version 2.60 (368124) - 2019-10-17

Improved balancing and robustness of in-game economy (including prices, volume and production rates of Engine Parts, Hull Parts and Smart Chips).
Improved Logical Station Overview (added storage allocation, buy/sell limits, module state, production module grouping).
Improved station Info menu (added intermediate wares, filled storage capacities by type).
Improved station-based traders (coordination between traders, selection of stations to trade at, use of cargo that is excess or needed by their station).
Improved pirate behaviour by increasing variety of wares that pirates are interested in.
Improved trader deal selection and cargo space utilisation logic.
Improved automatic resupply by preventing player-owned ships from automatically getting deployables.
Improved ships rearming at resupply ships by only ordering what the resupply ship can build.
Improved upkeep mission priority for ship pilot and station manager vacancies from medium priority to high.
Improved ship combat AI by reducing use of boost to avoid completely draining shields.
Improved ship AI by allowing pilots to target, and be able to destroy, stations that are under construction.
Improved aggressiveness of NPC ships in response to attack when on their way to combat.
Improved range of high-tech wares stocked at most Trading Stations.
Improved capital ships docking at stations and movement through gates.
Improved shipyard build queue processing so newer ships are less likely to jump the queue.
Improved shipyard build queue handling when all docks are full.
Improved loadouts of small fighters by reducing chances of them using missiles, especially torpedo launchers.
Improved mining yield by increasing cargo capacity of mining ships by 100%.
Improved coordination between multiple mining ships assigned to the same station.
Improved behaviour of laser towers attacking stations.
Improved station AI by reassigning mining ships told to mine if they no longer need mineable wares when station configuration changes.
Improved carrier combat if carrier has direct subordinates and is directly attacking a target.
Improved ship movement in various situations (including moving through a gate, leaving a local highway in the middle, moving to distant objects).
Improved travel mode handling while going through gates and into highways.
Improved autopilot travel mode usage.
Improved damage applied to shields and turrets in out-of-sector combat to better match in-sector observations.
Improved info menu for station build storage to show amounts and display resources even if build storage currently doesn't have any.
Improved map to allow trade wares without current valid trade offers to be shown on the map.
Improved "ping" effect to be less obtrusive if multiple mission targets are present.
Improved Russian font.
Added Russian voice recordings.
Added consumption and production numbers to storage nodes in Logical Station Overview.
Added ability to assign ships to trade for resources for a station's build storage to assist in station construction.
Added Anchor space for orders AutoTrade, Sector AutoMine, AdvancedAutoMine and Expert AutoMine to the order queue menu.
Added possibility to sell resources and buy products and trade wares.
Added new resource region to Cardinal's Redress to help with Holy Order resource shortage.
Removed Tobii options if no Tobii device is detected.
Fixed stations under construction not being killable when out of sector.
Fixed Xenon asteroid stations not being killable in certain situations.
Fixed target speed matching not working when in relative movement to the target or after having pressed Full Stop.
Fixed destroying pirates that are showing their true colours sometimes resulting in a reputation penalty with the sector's police faction.
Fixed pirates attacking ships even if they are not interested in them.
Fixed pirates sometimes fleeing before attacking after just saying that they will attack.
Fixed space suit not undocking correctly from moving ships.
Fixed fleet auxiliary ships with behaviour to Supply Fleets in a space rather than as part of a fleet not enabling trade offers.
Fixed fleet auxiliary ships not advertising trade offers when subordinate to a station.
Fixed fleet auxiliary ships wanting to dock at themselves to get supplies and repairs.
Fixed resupply orders sometimes resulting in incorrect ammo and units.
Fixed resupply ships told to Get Supplies sometimes trying to purchase more than they can afford.
Fixed ship state breaking if player takes over a ship that is in the process of getting repairs or supplies at a fleet auxiliary ship.
Fixed Get Supplies order trying to purchase more wares than the ship has cargo space for.
Fixed ships attempting to collect crates with countermeasures although they have no space for them.
Fixed ships being unable to transfer deployables via ware exchange in certain situations.
Fixed ships trying to get equipment at equipment docks they cannot dock at.
Fixed pirate capital ships repeatedly trying to get equipment.
Fixed ships sometimes fleeing after getting ammunition.
Fixed player-owned ships that need ammo and/or drones in addition to repairs not going to get repairs if they couldn't find a resupply ship that can supply everything they need.
Fixed player-owned ships getting repairs at resupply ships when automatic resupply is Off.
Fixed ships that need ammunition to fight not considering fleet auxiliary ships assigned to supply ships in their sector.
Fixed docked ships given an order to trade or exchange wares with the object they are docked at undocking and docking again.
Fixed ships assigned to mine for stations ignoring blacklist if blacklisted sector is in the same cluster as their station.
Fixed ships pursuing targets to beyond their operational range when not authorised to do so in certain situations.
Fixed various cases of ships trying to do things with objects in other sectors.
Fixed docking ships not being responsive to attacks when their order is not critical.
Fixed ships waiting to dock at a resupply ship that is currently busy waiting indefinitely.
Fixed ships getting stuck waiting for an undock clearance that may never come.
Fixed capital ships getting stuck while docking.
Fixed station-based traders sometimes buying at a loss.
Fixed capital ships sometimes moving too close to their targets when attacking.
Fixed capital ships attempting to park at docked fleet auxiliary ships.
Fixed ships trying to fly through station geometry in certain situations.
Fixed ships sometimes not finishing their movement.
Fixed specified formation not being applied to fleet auxiliary ships.
Fixed wings set to use formation Circle or Semicircle changing to Line Abreast or Line Astern.
Fixed incorrect entry movement of ships in Accelerators and, in some cases, Jump Gates.
Fixed carriers ordering subordinates to attack targets that were once hostile when they no longer are.
Fixed wing leaders fighting over orphaned wingmen when taking control of them.
Fixed police ships ignoring illegal wares dropped in lockboxes in response to an inspection.
Fixed ships deciding to open a lockbox when explicitly told not to.
Fixed non-smuggling traders trading wares in areas where those wares are illegal.
Fixed smugglers only trading with non-hostile factions.
Fixed missing restriction for trading with current player ship while docked.
Fixed ships sometimes flying excessively large turns.
Fixed pilots sometimes aborting travel mode without good reason.
Fixed autopilot aborting while still tens of kilometres from the target.
Fixed autopilot aborting when transitioning through a ring highway gate.
Fixed ships entering jump gates and accelerators from the side.
Fixed ships sometimes jumping by many kilometres when the player comes near.
Fixed rare situation that could leave ships docked at wrecked platforms.
Fixed station-based traders trying to sell more than they will have.
Fixed station-based traders getting stuck addressing resource shortages that the player has explicitly set to not be purchased.
Fixed station-based traders selling off existing cargo ignoring faction restriction set on their commander.
Fixed traders subordinate to a station sometimes all becoming dormant when they get a new manager who was transferred from a different station.
Fixed station-based drones not docking at station when Recall Subordinates is issued on the station.
Fixed stations missing opportunities to trade with other stations for lack of cargo drones (improves previous fix).
Fixed NPC-owned stations permanently selling off resources which were only meant to be sold temporarily.
Fixed NPC-owned trading capital ships attempting to trade while not having transport drones.
Fixed player being able to change assignments of drones thereby making the drones unrecoverable.
Fixed multiple cases that led to defence drones being docked without being collected.
Fixed Xenon installations not having enough defences.
Fixed wharves and equipment docks not being rebuilt by factions.
Fixed non-factory stations potentially being expanded with production modules.
Fixed estimated build time for ships not taking state of shipyard into account.
Fixed station module recycling not aborting if module was destroyed.
Fixed wrecked station modules being recycled too early.
Fixed low-attention mining of capital ships not accounting for ore collector drones.
Fixed player- and visitor-owned ships ordered to Distribute Wares only selling to shipyards and wharves.
Fixed blueprints for 8M Standard Dock Area not being obtainable.
Fixed fired NPCs not leaving their post.
Fixed XP gain calculations for combat incorrectly determining force strength of allies and enemies.
Fixed falling through floor when returning from external view.
Fixed problem with re-assigning crew at the ship trader.
Fixed safe deposit box not working if the player has no or little money.
Fixed ware exchange failing if it involves a ship having to dock at another ship.
Fixed guild missions stalling if the mission station was destroyed at certain times.
Fixed money exploit involving build station missions.
Fixed venture platform exploit.
Fixed player being blamed for attacks they were not involved in.
Fixed some cases where dock guidance splines always went through station geometry.
Fixed inactive orders not being greyed out on the map if they are the first order in the queue.
Fixed order queue menu not showing the assignment for fleet auxiliary ships assigned to supply a fleet.
Fixed Object List and Property Owned sections in the map not being collapsible if any child is selected.
Fixed incorrect map centring when opening it while having a superhighway selected.
Fixed start position of map when assigning a construction vessel.
Fixed "Are you sure?" question in station build menu showing up when closing an empty plot.
Fixed large number of orders breaking the behaviour tab in the map (corrects previous fix).
Fixed DPS calculations shown in Encyclopedia and used for low-attention combat calculations.
Fixed missing shield info for S and M ships in Encyclopedia.
Fixed selection mismatch in menus with multi-selection when scrolling with keyboard or controller.
Fixed station build menu being unusable due to constant refreshes in certain situations.
Fixed station build menu not retaining the selected module category after returning from selecting a construction vessel or the encyclopedia.
Fixed unusable blacklist drop-downs for some resolution and UI scale combinations.
Fixed Remove Assignment button in order queue menu not functioning.
Fixed UI issues if trade wares are turned into resources or products by adding new production module.
Fixed mission context menu in the map sometimes being cut-off.
Fixed being able to open an invisible menu with Object Info hotkey when HUD and menus are disabled.
Fixed slider input in the station build menu being interrupted by the menu refreshing.
Fixed menu crash when restoring a minimised menu.
Fixed menu crash when interacting with the target monitor while it shows a collectable or a crate.
Fixed menu crash in the plot placement section of the map under certain circumstances.
Fixed Radar Display game option not always working correctly.
Fixed Boost Toggle game option not working at all.
Fixed suspense music triggering around enemy build storage for destroyed stations.
Fixed broken voice playback when closing Timeline menu.
Fixed game becoming unresponsive if a ship in a superhighway moves to another ship in a superhighway.
Fixed game freezing if commander of a wing is sent on a venture.
Fixed rare freeze in a certain type of mission.
Fixed several performance issues in specific situations.
Fixed several causes of memory leaks.
Fixed several causes of crashes.
Worked around known issue with NVIDIA Ansel to prevent troubleshooting page appearing when quitting the game.

hobbesmaster
Jan 28, 2008



Thats a lot of stuff.

Would a save from release work in these new versions? It looks like theres been a ton of changes.

pixaal
Jan 8, 2004

All ice cream is now for all beings, no matter how many legs.




hobbesmaster posted:

Thats a lot of stuff.

Would a save from release work in these new versions? It looks like theres been a ton of changes.

I think there's been several changes to the universe generation so while it will work you will be missing out on some of the fixes. A good rule of thumb with the X series always make a clean start between expansions. 1.5 and 2.0 were pretty major patches where making a new save was a good idea. I'd just start a new save if coming from 1.0, I'm going to wait for the expansion and enjoy that janky buggy mess. There is no way they there isn't something hilariously broken with the launch patch for the expansion.

I still have complete confidence that they will fix it, they have an awesome track record. I just have zero confidence in them releasing something that isn't buggy without patches.

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hobbesmaster
Jan 28, 2008



Sounds like I should just start over then. Are the planned DLC expansions the equivalent of TC and AP?

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