This comment was posted to reddit on Feb 10, 2015 at 9:55 am and was deleted within 6 minutes.
1.1 Patch Notes
Beta 1 (cont again)
When the player accidentally hits an AI ship damage is accumulated. If a threshold is exceeded (by multiple hits or a powerful weapon like a rail-run), the ship turns hostile. The AI ship will "forget" the damage before it turns hostile:
1) if the AI ship recharges its shield to 100%.
2) if a (currently 30 sec) timer runs out.
Make the system apply to stations as well.
Large lateral thrusters now have settings consistent with small and medium thrusters. Balanced lighting and fade in/out durations
Federal Fighter art fixes
If a ship is scanned by the police and they discover that it has a bounty, don't turn the station hostile, just get the police to attack
It's possible that players could get docking offences stuck on even when they were no longer causing offence now fixed
When AI ships are starting docked don't do the hyperspace-in effect
Fixed the incorrect engine stats so they give the appropriate benefit
When a large planet is converted into a star, clamp the spin speed so that it cant spin too fast as planets and stars follow different rules
Fix generated system name mismatch that was causing missions to fail
Use localised faction names in the galaxy map
Station menu now shows the local major faction rather than the system major faction
Fix for star lens flares appearing through planets
Fix floating station names and text on station surfaces
Sort the commodity screen trade data drop-down menu alphabetically
Decreased damage modifier from for missile weapons against shields
Lowered hardness piercing stat on explosive missiles to make them less effective against larger ships
Prevent cargo duplication
Allowing gravitational distortion effects around white dwarves and neutron stars
Fixed light range on the class2_B retro drives so that it doesn't light up the Adder cockpit, also moved the lens flare offset so it's actually visible
Tweak Python collision to make cargo scooping a bit easier
Decal colouration fix for the Viper's Mercenary paintjob
Fix some artifacts when close to the surface as the position of the vertices changes with different levels of tessellation
Heat generated from weapons fire is now increased based on how empty the weapon cooling system is
Shield cells generate heat while charging
Abort the docking process if the station becomes hostile during it
Clear boost state when docked
Don't scan if the advanced scanner module is disabled
Landing pad numbers now consistently numbered front-to-back then clockwise in stations (in other words, bones 0 and 12 swapped over, so that pads 1 and 13 are now in their correct places). Also checked Outposts and fixed pad numbers there too, so that the medium pad is always the highest pad number
Balancing pass on Plasma Point Defence
Balancing pass on dumbfire weapons
Rebalanced heat gain in certain weapons (Beam laser, Missile Rack, ECM, Chaff, Plasma Accelerator, Pulse Laser)
Supercruise lens flares now smaller when close to them
More detail and softer/more subtle sun rays in star lens flare
Fix the landing gear disappearing when retracted on the Eagle, which leaves a hole in the ship
Rebalanced boost heat amounts as they were all set to 10 when that was only appropriate for the sidewinder
Add starport to BU 741
Increased ammo for the top range shield cell banks slightly
New improved torpedo explosion effect
"Seeking Luxuries" Rarer in boom states
Improve AI behaviour if they get trapped in station structures
Turreted weapons Set to Target Only will no longer fail to fire if you aim at a subsystem
Point defense turrets can no longer cause aggro or commit crimes on your behalf
Turrets will now check if their line of sight is blocked before firing, should drastically reduce accidentaly hits
Turret weapons set to Target Only will now obey the correct range limit and not waste ammo when out of range
Added in interdiction chatter lines
Federal Dropship art fixes
Turn on the aim-blocked checking for all weapons set in a Fire at Will or Target only mode
Up the rate of damage the python receives from overheating
Increase the timer before dishing out a bounty for trepassing in a station to 90 seconds from 30. People in big heavy ships should be able to avoid being killed for that mistake
Refraction particles now only visible when FX quality setting is set to high
Spark and most debris particles now disabled in low FX quality setting.
Added star class filter to the galaxy map
Prevent infinite stream of pirates in extraction zones
Set up Distance Based Lodding for explosions
Added a new "ultra" shadow quality, a replacement "medium" with one extra cascade, and replaced the existing "low" with the old "medium"
"California Sector IR-W D1-26" no longer requires non-existent permits to visit
Increase player arrival distance in capital ship scenarios
Fix when you had confirmation window that your group had been created where was no focus on it
Fix when you attempted to disband your group but chosen "cancel" in confirmation window for this action you'd have disband button still greyed out
Attacking ships wanted by the local jurisdiction doesn't necessarily incur the rep hit
Fix where the message log would say you've claimed a ship's local bounty when you didn't because you haven't basic-scanned it
Ice planets optimised and improved visually
Tweaks for hanger cameras for various ships
Pending states in the system status panel dissapear after viewing and then viewing a faction that does not have a pending state fixed
Players cannot press "B" on an xbox pad to exit the commodities market while the "galactic average" tab is highlighted fixed
Exiting game during combat has an infinite spinning 0 timer icon at the end of the countdown fixed
Tweaks to reduce stuttering around planets caused by surface texture generation
Optimisations for particle effect management
Reduced the glow scale on the medium thrusters so they don't clip through the ships
Added some extra logging to track down voice comms issues
When you target a sub-target of a ship, the sub-target GUI displays incorrectly
Show stored ships in the correct locations
Rename the duplicate 12 Aquarii system to Bentonio
Adjusted shadow max frustum distances up a little so that high/ultra settings manage to encompass station during drop from supercruise
All ships now rebalanced to work with new gui lighting set up. Emergency lights and chair lighting have been standardised across ships
The UI focus mode toggle button closes the chat pane if you wait a few seconds when it is selected fixed
Make low influence minor factions able to generate missions at a comparable rate to influential minor factions
Atmosphere colour and intensity tweaked for gas giants and reduced saturation of neon atmospheres
Fix a mistake in the English version of the description for type II gas giants, it had been replaced by the description for type III gas giants
Fixed searching for stations, it now correctly cycles between all systems that contain a station with that name
Also fixed searching using generated system names so that it only matches systems that have that name, rather than also matching to authored systems
Reputation in the mission summary screen now includes the contribution from the major faction
Restored missing Founders World permits from some Commanders who have reached the rank of Elite in Combat, Trading or Exploration
Fix a bug stopping newly created Commanders' names from appearing in the Comms Panel during the first few minutes of their career