PATCH IS LIVE ! Beyond 3.0 patch notes.

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PATCH IS LIVE ! Beyond 3.0 patch notes.

Postby TorTorden » Tue Feb 27, 2018 10:11 am

Patch notes are up.
https://forums.frontier.co.uk/showthrea ... er-One-3-0
Greetings Commanders,

The galaxy servers are currently down to allow us to update to 3.0 Elite Dangerous: Beyond - Chapter One.

The downtime is expected to last for approximately 9 hours, although this could potentially go over.

We have posted the full change log below, and a summary of how the features will work in Chapter One, will be available on the forum later today.

New features for 3.0

Crime
Crime & Counter Crime system overhaul, including Advance Tactical Response (ATR)
When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules
If players are destroyed when a fine/bounty has been detected they will respawn at a detention centre
Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
Players can store hot modules (modules applied to a ship at the time a crime is committed)
Players can clean ships of any bounties and fines through an Interstellar Factor contact
Players can sell hot ships from the shipyard for a markdown
Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a 'wanted' ship (bounties and fines) applicable in that jurisdiction, and the cost is increased where transfer is possible
Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions
Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens
New crime recognised: "reckless weapons discharge"
Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant
Kill Warrant Scanner changes and Interstellar Bounties will be coming soon


Missions
Added new Wing Missions that can be shared across a Wing and completed as a group
Mission Depot added where players can accept an applicable mission and deliver the target commodity piece by piece to complete the mission
Mission reward choice
New USS scenarios added


Ships
Added new alien attack craft
Added the Chieftain. More manoeuvrable than ships of similar size and weight, the Alliance Chieftain from Lakon Spaceways has been designed not only to dish out punishment, but to avoid it. * Horizons only
Added second seat to the Keelback to support Multicrew


Trade Data & Galaxy Map
Galaxy map now indicates its mode when any tab is active
Galaxy Map: Filter by station services
Galaxy Map: Filters added for Thargoid & Guardian sites
More player factions have had a description added in their home system on the galaxy map
Filter for the new 'detention centre' government type (for new detention centre spawning areas)
Galaxy Map: Players can view trade data that they own, by commodity, represented on the galaxy map by colour coded icons
Galaxy Map: Players can view trending trade routes, and filter by AI or Human players
Galaxy Map: Players can view import and export prices, in a roll out screen, including the ability to select different markets and filter
Commodity Market: Players can search trade data they own, to compare it to the current market
Prison ships have been added to one of the routes to Colonia
Ship yards added to Caravanserai in Gandharvi and Eudaemon Anchorage in Rohini


Engineers
Material Trader contacts, which allow the player to convert materials. * Horizons only
Engineering a module or weapon results in progressively better improvements within a range
Players can convert and modify their older modules/weapons engineered before this update
Players can modify modules/weapons at selected ports (ports with access to outfitting) outside Engineer ports
Players can select which experimental effect they want to apply to their module, at a material cost
Players are presented with a screen where they can choose the module/weapon to modify, the Blueprint to apply or pin, see the material cost, and preview the outcome


Weapons and modules
Added Technology Broker contacts, which allows the player to unlock new weapons and modules in return for specific materials and commodities. * Horizons only
Medium Shock Cannon (Fixed, gimbal & turret)
Medium Remote Flechette Launcher (Fixed & Turret)
Medium Enzyme Missile (Fixed)
Size 4 Meta Alloy Hull Reinforcement Package
Recon Limpet Controller


Galnet Audio
For new articles, players can now listen to the news in English, French, German, Russian, Spanish and Brazilian Portuguese
News headlines can be accessed via the status menu
Galnet can now be accessed via the status menu and articles with audio can be played or queued into a playlist
Galnet Audio playback options added to controller bindings
Galnet Audio section added to audio options


Installation and Megaship Interactions
Data link scanner upgraded to allow scanning megaships and installations to reveal targets the player can interact with
Players can scan certain revealed targets to uncover sub-targets. These can be interacted with in different ways depending on the type
Players can damage generators to disable turrets
Players can use recon limpets to activate data terminals and comms arrays
Players can use hatchbreaker limpets to open a cargo bay


Surface material system
Overhauled the surface material system for the rocky, high metal content and metal rich planets
Improved contrast and colour variation across and between bodies
The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds


Quality of Life
Added synthesis for new Technology Broker modules and weapons
Added synthesis for AX weapons
New cockpit voice assistant - Victor added as an alternative to Verity
Increased manoeuvrability benefits when boosting based on the ENG pips
Option added so players can choose how flight controllers address them (Commander Name, Ship Name or Ship ID) when approaching a station
’Target Ignore’ feature added for material and commodity collectables and refining
Ability to see at a glance the quality and inventory quantity of materials targeted
Per material storage caps
Increased rewards at Search and Rescue contact
New High Value supercruise targets for pirates to raid


Misc Features
Large number of Commander Journal updates


Consoles
Portuguese language support added for consoles
11 new Achievements for XB1 worth 200G


Fixes and Improvements
This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process since the release of 2.4.
For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other important changes.


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
[SPOILER]
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
[/SPOILER]


Powerplay
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
Last edited by TorTorden on Tue Feb 27, 2018 6:18 pm, edited 1 time in total.
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Re: Beyond 3.0 patch notes.

Postby TorTorden » Tue Feb 27, 2018 11:18 am

Apparently new launcher as well.
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Re: Beyond 3.0 patch notes.

Postby LeDoyen » Tue Feb 27, 2018 11:22 am

No mention of the type 9 added cargo. I hope they only forgot to mention it in the changelog

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Re: Beyond 3.0 patch notes.

Postby Cmdr Kharma » Tue Feb 27, 2018 3:13 pm

TorTorden wrote:Apparently new launcher as well.



Just downloaded and installed it......
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Re: Beyond 3.0 patch notes.

Postby Loriath » Tue Feb 27, 2018 4:11 pm

LeDoyen wrote:No mention of the type 9 added cargo. I hope they only forgot to mention it in the changelog


Reread the notes, its There. Not Tor's Copy. Go to the Source.
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Re: Beyond 3.0 patch notes.

Postby LeDoyen » Tue Feb 27, 2018 4:56 pm

Loriath wrote:
LeDoyen wrote:No mention of the type 9 added cargo. I hope they only forgot to mention it in the changelog


Reread the notes, its There. Not Tor's Copy. Go to the Source.


i had checked the source and it wasn't there. I see they updated it now.

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Re: Beyond 3.0 patch notes.

Postby TorTorden » Tue Feb 27, 2018 5:06 pm

They probably missed it on first post and edited it in later.
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Rule 1: Pillage. Then burn.
Rule 2: No such thing as overkill, as long as there are reloads.

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Re: Beyond 3.0 patch notes.

Postby JustSomeGuy » Tue Feb 27, 2018 5:16 pm

Lots and lots of changes, but I'm going to complain anyway: No Galnet Audio for patch notes.. :)
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Re: Beyond 3.0 patch notes.

Postby bl00dh0und9 » Tue Feb 27, 2018 6:10 pm

My [Current] Highlights:
- Crime Revamp
- Controller/ HOTAS profiles for console
- GalNet Audio
- Surface Improvements
- Ship ID Options
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Re: Beyond 3.0 patch notes.

Postby TorTorden » Tue Feb 27, 2018 6:18 pm

Patch is live.
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Hey I'm Thor -
People call me Bob.

Rule 1: Pillage. Then burn.
Rule 2: No such thing as overkill, as long as there are reloads.


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