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
/r/EliteDangerous Thread Link - forums.frontier.co.uk