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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 13 Jul 2016, 16:51

Patch 78

Kalis's Log
  • Docking bugs
    • Fixed docking distance on the Type IV Orbital Dock (Bilbringi I-7, Kashyyyk Naval Base)
    • Straightened weird dock path on the XQ-4 Platform (Firebase Victor, Trandosha Depot)
    • Fixed not being able to dock with any of the Bilbringi Shipyards
    • Fixed not being able to dock with the Coruscant Moor
  • Balance bugs
    • Fixed pitch and yaw differential getting flipped
    • Fixed Neb-B’s health (was 2.25M instead of 3M)
    • Improved roll rate on X-Wing (78k torque to 83k)
    • Nerfed roll rate on B-Wing (83k torque to 78k)
    • Band-aid on B-Wing hitbox, the thruster hardpoint on the B-Wing is now in the center of the hull to make the ship easier to hit when you target that point
  • Rebalance
    • Adjusted cargo/missile capacities for fighters
    • X-Wing changed from 6 to 9
    • X-TIE changed from 6 to 9
    • E-Wing changed from 12 to 18
    • TIE/D changed from 6 to 9
    • T-Wing changed from 8 to 12
    • A-Wing changed from 8 to 12
    • TIE/ad changed from 6 to 8
    • B-Wing changed from 8 to 12
    • Starwing changed from 12 to 18
    • Skipray changed from 30 to 36

Emkay's Log
  • Solar Systems
    • Removed all asteroid, debris, and minefields until a fix can be applied to collisions while jumping
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 12 Sep 2016, 03:57

Patch 79

Kalis's Log

  • Balance Fixes
    • All ships have new acceleration values, no more instantaneous speed change
      • Afterburners are going to be a bit less effective than they used to be due to new acceleration values, this will be compensated for later.
    • Muurian and YT-series roll rate dropped to shuttle standard
    • DP20 speed dropped to 190m/s
    • DP70 speed dropped to 200m/s
    • DP70 forward fixed turbo dmg dropped from 40K to 24K per shot
    • Advanced Proton Torpedo damage modifier v. fighters and shuttles dropped to 0.125 from 0.5
    • Advanced Proton Torpedo damage modifier v. transports dropped to 0.5 from 1.0
    • Adjusted capital and bulker acceleration/deceleration to not be instantaneous
    • Doubled minimum mission payout, maximum payout is still the same
    • Low to medium difficulty missions average payout doubled
    • Bumped blaster range to 500m
    • TIE/in and Z-95 can no longer equip blasters
    • Lowered auto-blaster dispersion a tad
    • Downgraded Marauder’s Dbl Medium Turbos to Dbl Lights
    • MC80 Liberty’s hangar capacity lowered from 4 to 3 and cargo capacity dropped from 800 to 360 (80 respawns to 36)
  • Bug Fixes
    • Matched commodity mass with volume so freighters aren’t as drastically overweight when shipping low volume commodities
    • Fixed Lambda running out of energy too quickly when cruising
    • Assault Frigate’s shields no longer invincible
  • Other
    • Ugly fighters now have engine effects

FriendlyFire's Log

  • Renderer 2.0
    • Complete rewrite of the rendering pipeline
    • Fixed hyperspace vector text not updating smoothly
    • Wheel now has a texture again
    • Added a lot more logging
  • Redesigned invulnerability system
    • Missiles no longer deal damage to shields while invulnerable
    • Players are invulnerable for the first few seconds within the hyperspace tunnel, but still collide with the tunnel so they are reset inside if necessary
    • Players are invulnerable for a short period when arriving in real space
    • Invulnerable players cannot deal or receive collision damage
    • Atmospheres no longer kill invulnerable ships
  • Due to instability problems and collision issues, jumping in/out no longer moves the player’s ship at high speeds
  • Hyperspace messages now properly display the name of whatever object is intersecting with the path
  • Messages no longer display &emdash; instead of a proper long dash
  • HUD now remains partially visible during hyperspace transitions
  • Corrected ship orientation when abnormally ending a hyperspace jump (F1/disconnect/crash)
  • The final jump out location during hyperspace is now offset according to the relative position of the ship to the jump vector when jumping in
  • Maximum horizontal/vertical steering is now customizable on an individual ship basis through a Wheel option in the HUD sub-menu
  • Added a large amount of logging to hyperspace; tell us if you run into problems!
  • Carriers can now be docked with again
  • Throttling up while disrupted no longer causes high acceleration
  • If disrupted while moving at over 80m/s, the ship quickly slows down to under that value then drifts until the engines restart
  • Adjusted throttle curve such that sub-25% throttle values severely penalize turning speed.
  • Cruise redesign
    • Now based on a fully adjustable throttle in the range 100-400%
    • The cruise key (Shift+W) will allow the throttle to move past 100%
    • The throttle down key (S) will reduce throttle within the 0-400% range
    • It should now be impossible to get “stuck” with cruise handling values
    • Added message when attempting to enter/increase cruise with weapons cooldown
    • Cruise speed can now be adjusted with the mouse wheel in 5% increments
    • Redesigned throttle bar to show all four levels simultaneously and scale according to the current cruise level
    • Energy regen is now reduced by a variable amount that goes from nothing at 100% throttle to its maximum effect at 200% (halved energy regeneration)
    • Shift + mouse wheel may now accelerate into cruise as well
  • Engine exhausts now reflect true acceleration, including deceleration
  • Tweaked acceleration/throttle adjustment speed for engine effects
  • Fixed thrusters being unusable after a docking timer elapsed
  • Overhauled all code depending on a ship's current target to be more stable and resilient against erroneous data, including missile lock-on and targeting overlays
  • Added special keybind Ctrl+Alt+End to force reload the UI (may freeze the game for a moment)
  • Adjusted feel of camera while in cruise
  • Strengthened resizable weapons panel against incorrect window sizing
  • Changed logic for docking requests: instead of expiring after a set amount of time, they lose priority; if another request arises afterwards and no docking point is available, a lower priority request will get cancelled
  • Added a "grace period" of 10 seconds during which newly spawned ships will not cause collision damage
  • Changed docking speed cap to 100 from 80
  • Fixed expired messages sometimes being shown again
  • Added uniform camera shaking based on velocity and acceleration
  • Toned down bloom size
  • Slightly simplified and altered planet atmosphere rendering
  • Greatly improved non-scattering-based atmosphere effect
  • Altered staggered fire calculations to be more reactive to first shot and to spread weapon fire a little better
  • Altered beam tapering to be less pointy
  • Chase camera zoom and turret camera throttle now use Control as their modifier instead of Shift

Sizer's Log

  • Art
    • Gladiator - class SD added
    • ISD lighting enhanced
  • Fixes
    • CCP and CP consolidated
    • CCP “FFA” Starting character added
    • B-Wing hitbox enhanced
    • Crosshair fixes
      • ISD
      • VSD
      • Immobilizer 418
      • Neb-B
      • Starwing
      • B-Wing
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 13 Sep 2016, 04:05

Patch 80

  • Fixed cockpit rendering issues
  • Fixed planets that cannot be landed on still producing landing vectors
  • Fixed planet landing vectors never expiring
  • Chat target selection menu works again
  • Fixed baseside crashes
  • Potentially fixed another lock-on related crash
  • Fixed Shift+scrolling down causing throttle to cycle back to 100%
  • Greatly improved the speed at which messages at the top of the screen get shown
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 17 Sep 2016, 00:48

Patch 81

FriendlyFire’s Log

  • Simplified and relaxed atmospheric landing vectors
  • Relaxed constraints for hitting the correct vector waypoints
  • Significantly improved docking guides rendering performance
  • Significantly cut down on reload times
  • Hyperspace stability improvements

Kalis’s Log

  • Fixed transports being unable to land on several stations
  • Replaced NR patrols near Dath Fortress with Imperial patrols
  • Replaced NR patrols in Kuat with civilian patrols (kept the NR pats near the Coruscant jump)
  • Decreased the size of Sullust and Dathomir’s atmospheres
  • Kashyyyk Naval Station type changed to XQ-4 Platform
  • Kashyyyk Naval Station no longer sells starfighter respawns
  • Cruiser slip added near Dath Fortress
  • Fondor Shipyards rotated so you don’t have to fly all the way around them to dock
  • Presidium Station Moor replaced with cruiser slip “Coruscant Orbital Repair Yard”
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 18 Sep 2016, 19:22

Patch 82

Kalis’s Log

  • Cut in-system jump length in half
  • Cut scout jump length by 75%

FriendlyFire’s Log

  • Fixed Dath Fortress Repair Yard crash
  • FIxed various bases being referenced even though they were missing
  • CP system cannot be used for carrier operations anymore (CCP can though)
  • Fixed Gladiator shield having no “good” entry
  • Fixed crash on launch on Windows 7
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 18 Sep 2016, 21:34

Patch 83

Fixed Bloodstar server crash (and a few other bases).
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 15 Oct 2016, 00:57

Launcher Build 120

  • Updated launcher "Home" URL.
  • Added MPID textbox.
  • Added Discord button.
  • Fixed potential crash when using an incorrect settings XML file.
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 21 Oct 2016, 17:12

Patch 84 - Now in HD... R

Kalis's Log

Bug Fixes

  • Fixed Gladiator SD's chase camera
  • Fondor no longer has an oversized atmosphere

Balance

  • Fixed broken astro droid, Corellian militia, stormtrooper, NR soldier, dev team, and sith lord runs
  • Astro droids take up 10 cargo space now
  • Swapped purchase locations of repulsorlift parts and starship frame elements
  • Increased T-Wing maneuverability from 67.5 to 70 (par with Avenger or X-Wing)
  • Adjusted ordnance prices to better match economy
  • Removed MC30's rear ACM launcher
  • Ships Available for Sale
  • Nebulon-B available for purchase at KDY Deponn Yards (17M)
  • Action VI available for purchase at KDY Security (8.5M)
  • Type C Freighter available for purchase on Kuat (10M)

New Engine Effects

  • Starchaser
  • A-9 Vigilance
  • T-Wing
  • Marauder
  • DP70
  • Container Transport
  • BFF-1 Bulk Freighter
  • Modular Conveyor

FriendlyFire's Log

  • Readjusted collision damage scaling
  • Specifically adjusted collision damage with asteroids to be more potent
  • Fixed hyperspace cooldowns being incorrectly calculated
  • Potentially fixed server crash relating to wrecks
  • Upon unexpected disconnection from the server during hyperspace, the player should be automatically teleported back to their location before the jump instead of getting killed
  • When a player is killed, their ship respawns on base with 10% hull strength instead of 100%
  • Hyperspace calculation speedup has been altered and is now active if:
    • The player is at least 5k away from hostile NPCs
    • The player is at least 30k away from hostile players
  • Carriers will allow docking even if the carrier is enemy with the player as long as they are in the same group
  • Gravity well intersections now display the sector coordinate of the intersection itself with an expanded coordinate range
  • Fixed Gladiator docking hardpoints
  • All systems have new stars with new illumination settings
  • Fixed planet shadows
  • Upgraded shader compiler: better/faster shaders!
  • Altered player ship update packets to more accurately track movements, but with a minimum time between updates to prevent server overloading
  • Game is force closed when the client hook is unloaded, minimizing the chances of the game getting stuck on closing
  • Fixed very common client crash when a ship would vanish while still owning fire event sprites
  • Major graphics engine upgrade:
    • Now supports high dynamic range (HDR)
    • Uses the ACES filmic tonemapper
    • Supports gamma correction
    • Uses automatic exposure adaptation
    • Redesigned G-Buffer to use a depth pre-pass, which could improve performance on certain machines
    • Increased bit-depth of starspheres, improving quality
    • Switched illumination model to GGX
    • Redesigned every render element to use the now expanded illumination range
    • Stars now use approximate sphere area lighting
    • Beams now use approximate line area lighting
    • Shadows now use percentage-closer filtering (PCF)
    • Upgraded glass rendering
    • Unified ambient lighting
    • Redesigned hyperspace starsphere
    • Completely new star rendering, which includes an actual star surface, a corona-like effect, and a large glow
    • Completely new bloom rendering
    • Completely new color correction automatically based off star color
    • Completely new far-field asteroid field rendering which displays thousands of individual sprites mimicking asteroids seen from afar and lit properly
    • Adjusted engine exhausts while cruising
    • Fixed long standing atmospheric scattering intensity problems
    • Fixed planet mesh interpolation problems
    • Planet atmospheres now get approximately shadowed
    • Engine exhausts now have random variations in shape and texture to make them look more natural
    • Major changes to hyperspace shader, making it more robust and prettier
    • Fixed beams displaying differently when against the starsphere versus an object
    • Resolution scaling is now available and can render the game at a different resolution than the UI and final display resolution
  • F1'ing in while in space will trigger the hyperspace in effect
  • All ships spawning in near the player will appear to be hyperspacing in
  • Fixed hyperspace acceleration problems with large ships; all ships now accelerate almost instantly in hyperspace
  • Fixed UI numerical values overflowing their text area when the value went below 1
  • Hyperspace tunnels are more difficult and start twisting faster, proportional to instability
  • Hyperspace tunnel lengths and ship speeds have been tweaked to improve the sensation of speed when using larger ships
  • Undock camera now properly transitions to the third person view camera
  • Collisions now have a speed limit relative to the ship's own max speed
  • Fixed “weapons hot” message showing up when throttling up with the mouse wheel even when Shift wasn't held down
  • Print Screen now saves a HUD-less, unscaled screenshot by default, with Shift+Print Screen saving the final screenshot with the HUD
  • Fixed potential client crash if the current docking target vanished (e.g. carrier)
  • Fixed issue where attempting to enter cruise while the throttle was limited to 100% (e.g. during a docking sequence) would make wing animations get stuck in cruise mode
  • The “unsupported graphics card” window should no longer appear
  • Added a lot of safety checks to prevent divisions by zero throughout the client hook
  • Relaxed range constraints for missile lock-on
  • Near plane is now closer to the camera if in cockpit view
  • Added carrier relative positioning: while docking with a carrier, ships will start moving relative to the carrier's location instead of the world when close enough to it, provided the carrier is moving faster than the ship's top speed at 100% throttle
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 23 Oct 2016, 04:29

Patch 85

FriendlyFire's Log

  • Pruned some unused configuration settings
  • Star glow now fades out at the edges of the screen properly
  • Removed normal map bias; this will cause increased flickering, noise, fireflies and Moiré patterns, but will improve detail
  • Redesigned render component load/unload system; game should now alt-tab properly
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 21 Dec 2016, 04:23

Patch 86

Kalis's Log

  • Fixed DP20 Missile Arcs
  • Upgraded DP20 missile launchers
  • New engine effects: Liberator Destroyer/Carrier

FriendlyFire's Log

  • Shortened landing vectors significantly
  • Control surfaces render properly again and properly respect anisotropic filtering settings
  • Added a new metal environment map
  • Attempting to dock with a docking ring prompts the player to land on the planet instead
  • Altered engine rendering logic to better keep track of the player’s ship, hopefully resolving the mismatched engines bug
  • Fixed crashes when firing lasers after docking and undocking if fire events were not disabled
  • V-Sync should now work again
  • Reworked bloom further, extending its range and impact
  • Reduced shaking effect visible on other ships when close by
  • Removed hull damage effects when ship is low on health
  • Streamlined HUD
  • Major overhaul to asteroid far field, integrating better lighting, distribution and general appearance; all asteroid fields have been converted
  • Separated “Calculate jump” and “Calculate jump to target” to avoid mistakes
  • Fixed crash when attempting to plot a jump to a mission waypoint
  • Awesomium UI defers reloading after the game is tabbed back in to reduce the chances of crashing when alt-tabbing back in
  • Adjusted and redesigned fire event appearance
  • Redesigned soft particles to use more sensible and grounded values
  • Fixed scaling issues with lighting and glass rendering
  • Engines now cast light from the correct location
  • Fixed planetary rings looking glowy after alt-tabbing
  • Added clamping in a few places to prevent color buffer overflow
  • Modified beam appearance so that the beams penetrate almost completely into the target before vanishing
  • Fixed beam line lights
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