Powerplay pirates no longer spawn in exploited systems
Powerplay pirates must align with an opposing superpower to that of the controlling power
When a crime worthy of an authority response is committed between two ships (NPC or player) who are each pledged to a power, effectively reduce the security level of the system for the purposes of considering strength of response and delay
Power security and pirate ships must now scan for powerplay vouchers, to check for powerplay cargo, and concerning which powers will get involved based on the player's power
Power Security NPCs attack ships of opposing powers (different major faction) if they are locally wanted, they have powerplay vouchers issued by the controlling power of the system, or are carrying any powerplay commodity relevant to the controlling power of the system. They can not be appeased with cargo drops
PowersPirate NPCs attack ships of the same power as the controlling power of the system if they are wanted, carrying any powerplay vouchers, or carrying any powerplay cargo (any power). They can be appeased by cargo drops as long as the attack was due to cargo, not bounty or vouchers
Ships not meeting these criteria will be left alone, even if pledged to a power
New chatter lines added to support changed behavious
Ensure PowersSecurity ships are given an FSD interdictor by the auto-loadout system
Updating the balance on AI ambient power play ships, as well as tweaking some of Famine and Outbreak AI ships
When Opposing Control or Undermining a hostile power, vouchers will only be issued when destroying NPC ships from the defending power
Cargo used for Opposing Control or Undermining a friendly power will now only count for 1 merit when delivered
Voting for logistics consolidation becomes available at Rank 2 after supporting a power for 4 weeks. The number of votes increases to 5 after supporting a power for 16 weeks
Replaced the 18 second threaten timer on PowersSecurity ships with a 2 second one (they appeared to be broken right after scanning, which was undesirable behaviour). Also adjusted standard Bounty Hunter AI to be the same
Current Vote Status box doesn't encompass all information heading correctly
Preparation Overview does not show the current voting ratio for logistics consolidation versus continued preparation fixed
NPCs
Fixed firing on fighters launched from already scanned ships counting as a crime
Increase the combat bond and bounties on NPC's by approximately 15% (to allow for increased time to kill)
Don't spawn more escorts each time we transfer authority to a new authority
Tweaks to make NPCs less effective against silent running
NPCs should't always be so accurate with rail guns
Wanted NPC has clean fighter fixed
Balance pass for AI interdiction ability, to make it slightly easier
Fix an accidental change that removed the delay before AI reboot-repair when their critical modules are damaged, this should now be 4-15 seconds as before
Slight changes to the spawn rates of certain AI in ambient traffic and specific powerplay archetypes. The PP types have also had their interdiction chance upped, as there are now fewer PP ships in general flying around
POIs/USSs/Stations
Removed wreckage and salvage from tourist beacon USSs
Fixed some broken uplink messages
Fixed the gamplay layout for Habitat_Layout_Civilian_001 so that it contains the correct assets
Fix for some service station missing attachments
Use the camera location instead of the ship location for determining whether to render the interior or exterior of the station
Ships
Improved gold paintjob shader
Improved chrome paintjob shader
Fix for cockpit ambience ducking artifact
Doubled hull health for:
Hauler
Type 6
Keelback
Type 7
Type 9 Heavy
Vipers across the galaxy have received lightweight chassis upgrades, reduce viper hull mass by 10 tons
Added new military slots to the following ships:
Eagle: 1x size 2
Imperial Eagle: 1x size 2
Viper Mk III: 1x size 3
Viper Mk iV: 1x size 3
Vulture: 1x size 5
Federal Dropship: 2x size 4
Federal Gunship 3x size 4
Federal Assault ship: 2x size 4
Imperial Cutter: 2x size 5
Federal Corvette 2x size 5
Anaconda: 1x5 size 5
VR
Enabled dithering for VR to reduce banding
If we aren't trying to override saved 3d settings don't prevent them loading
If user has previous saved stereoscopic mode and we want to override with /vr or /novr allow all relevant modes
Network
Wings matchmaking improvements
Improve the way we exchange info about routers, to include info on whether there is manual port forwarding, so we don't immediately skip to Turn when a direct connection might work
Ensure that packet sizes are correctly allowed for
Added telemetry to catch inconsistencies with players network configurations
Fix a race condition in Networking startup, where the initialisation of the Turn code was sometimes delayed due to taking a long time to identify the type of router: this meant that sometimes we would upload incomplete connection details to the server, which would then be passed on to other machines, they would not be able to connect via Turn
Change the way we interpret appconfig.xml settings regarding manual port forwarding - if port has been set, but routerport has not, we will automatically assume port forwarding in the router, with the same port number on the external WAN side as the internal port number
Fix some timings when adding machines to a session: if we're waiting for the machine's connection details, then when we receive them, reset the Session's timeout
Player Journal
Improved atmosphere description in player journal
Added "Target" property in player journal when recording a kill
Fixed json syntax for Interdiction event
Fix for getting the correct faction when docking at a station (to write into the journal)
When a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
Added a journal entry when gaining Federation or Empire rank