Elite: Dangerous Powerplay 1.3 Beta Patch Notes

  • Interdictions do 10% of the damage of a normal emergency drop
  • Chance that NPC escorts won't flee but stay and fight
  • Fix for Commuters having a crazy high chance to flee when their hull got to about 50%
  • Improved and highly optimised Hangar lighting
  • Visual improvements, rebalancing and optimisation to hangar particle effects
  • Fixed typo in basic discovery scanner description
  • Fix typos in water giant description
  • Fix spelling for Luyten 347-14 system permit
  • Remove extraneous space in class M star description
  • Fix incorrect starting explorer description
  • Remove unneeded secondary economy from Auta Isuang
  • Jovian texture replaced wrong default terrestrial texture, schematic height params for this planet type slightly raised for better definition
  • Fix turrets set to Target Only deciding to fire when you're in the hangar
  • Adjusted the height of the flood lights around the large landing pad (raised them up by 5 metres) so that they interfere less with the Chat panel in the GUI
  • Give turret mounts the ability to track 5 degrees down past horizontal, to help ships like the python be able to actually hit small ships in front of it
  • Friendly fire rules should apply to player Vs player, not just AI
  • Fix NPCs not giving themselves local bounties
  • Added ampersand character to text rendering on starports
  • Don't allow NPC's to jump if they have 0% hull
  • Prevent docking after the police 'notice' that a player is wanted. This is the same reaction with committing a violent crime near the station
  • The contents of an asteroid are now deterministic again, and will be the same every time a players logs in and for every player
  • A history of mined asteroids is stored per player on the web server. If a player tries to mine a previously mined asteroid, they get nothing
  • Asteroids can now contain up to 3 minerals, chunks still contain 2 minerals
  • Fix typo in star class L description
  • Don't go through the process of choosing a new group leader if when the leader dies we aren't the authority, as this will be an authority transfer rather than the leader dying
  • When a ship is dying and we're setting its behaviour to "Just hit me", we only need to set this as the current behaviour, not the default state
  • Fix repeat exploration scans cancelling previous scans
  • Outpost hangars now have new and improved lighting
  • Rich hangars and inner dock now have new and improved lighting
  • Fix underside of flood light poking through a hangar and a texture issue on a LOD in the Rich Station interior
  • Fix police defending wanted ships in their own faction
  • Thickened up the fine strut detail on the Solar Array LODs which was causing a lot of aliasing as much of the geometry could become sub-pixel at distance. This seems to have improved render quality somewhat, especially in the mid-range LODs
  • Fix the test that zeroed throttle when docked to only zero when docking state changes - allows the throttle to work when using accumulated controls during a pre-flight check
  • Don't show a ship's health bar if the schematic is showing a subsystem/module
  • Fixed the decal cameras for the Imperial Clipper
  • Make sure that an NPC appears after an interdiction if it has been interdicted by more than one player
  • Make sure that the lead ship wouldn't always head for the wake to drop out into the interdiction
  • Fix alignment issues with tiny and medium hardpoints, and also splits the doors into separate CSM files so that they can open independently
  • Fix rings becoming invisible when entering or exiting supercruise
  • Docking computer resets timer back to 10:00 fixed
  • Docking computer cannot land the ship if the player resumes control after the docking computer has piloted the ship inside the station fixed
  • Eagle interior cockpit now has texture
  • Fix for Asp landing gear not locking down
  • Improve Vulture LODs
  • Fix landing gear for Type 6
  • Fix landing gear for Type 7
  • Fixed shadow sharpness on cockpits
  • Fed Dropship Lowest LOD fix
  • Add a 'Hostile' sign in the same place as the 'Wanted' sign to indicate when the police will attack the player due to bad reputation
  • Add a missing check that meant mines were being targeted even if there was a better target around
  • Added rank progress bars
  • Decal pass for Mercenary paintjobs
  • Chaff now affects turrets and gimbals by the same amount
  • Improvements to engine effects overhaul
  • Improved the appearance of the Hauler drive effects
  • Stop Spinning AI Ships in Supercruise
  • AI will try to avoid crossing a player's firing line
  • Optimisation for partial name search in galaxy map
  • Fixed hole in Adder cockpit geometry
  • Pilot and chair added to external cockpits
  • Reduced range of Medium Empire thrusters light so it doesn't illuminate the Empire Courier's cockpit
  • Cap bounties to 10 million per jurisdiction - fines remain unlimited
  • Fixed Asp Gun Barrel Clipping in Outfitting
  • Inconsistency in the Class Y dwarf stars description fixed
  • Minor Typos in the Lakon Type-9 Heavy ship text description fixed
  • Fixed some mixed up commodity labels in French
  • Fix broken non-breaking spaces in French
  • Make sure that the gunsights system has sensible start values to prevent odd jumping
  • Fix a few cases of people with old weapon loadouts being unable to fire
  • On the galaxy map, "Plan Route" should be "Route Planen" in German
  • FSD cool-down timer should read "FSA-ABKÜHLZEIT" in German
  • When receiving machine details in response to wing/invite, try to connect to the machine - fix for some invites not getting through
  • Various translation fixes
  • Altered flicker on light to be more subtle in Fer-de-Lance cockpit
  • Shields persist in supercruise
  • Fixed not being able to supercruise through a completely invisible ring
  • Steadily loosen rank limits on supercruise interdiction as security decreases
  • Allow players to adjust their power pips in Supercruise
  • Make every capacitor recharge at max rate while docked, since station UI can steal the power controls, leaving players without any sys energy to bring their shield back up
  • Station entrance VFX optimisations
  • Don't skip the long shield recharge delay on location transition if your shield were at 0 health
  • Fix 2.5s hyperspace transition time when jumping from Supercruise
  • Don't duplicate ships when following a wake
  • Landing gears are initialised 'down' if you start docked, instead of starting 'up' and immediately deploying
  • New take on chaff effect, visible from greater distances
  • Encourage mining chunks to float away from asteroids, not inside them. Also push them out along that direction a little when spawning to help prevent fast moving asteroids from rotating through the new chunks
  • When weapons have a shot blocked and fail to fire, no longer drain weapon power spuriously
  • Adjusted some hitcheck were it may be possible to ram your way through a wall in the Coriolis station due to an acute angle in the mesh
  • Transactions panel will now update the vouchers if they change while it's open
  • When firing at a moving target turrets confusion is affected by distance so that turrets are more easily confused by sharp manoeuvres at short range than long
  • Confusion is based on the acceleration of the target in both absolute space and relative to the firer
  • Rather than Wobbling when the gun gets confused, turrets now tend to lag behind their target instead.
  • Fix for cartography data being fetched but requested in the previous page refresh
  • Shipyard now accounts for fitted modules in the Shields and Armour values
  • Prevent cap ship fighters spawning on top of each other
  • Only apply capital ship exclusion zone to player ships
  • Don't say "Warning! Landing gear" when approaching a landing pad if your gears are currently deploying
  • Class 2 Seeker missiles sometimes fire backwards in a Python fixed
  • Tweaked ammo amounts for multicannon and rail gun.
  • When targeting a Point of Interest, show the second detail as the name of the body it's around rather than the type of body. Also show minor faction names instead of major faction
  • Fix for weapons that fire atomic bursts - rather than draining energy per shot, the energy for the whole burst is drained up-front to prevent the burst getting oddly straddled over time if you're low on power
  • Added support for warming up shaders - a likely issue causing the big stalls approaching planets
  • Added better description to highlight the technical limitation of the kill warrant scanner
  • Fix clothing and consumer technology being the wrong way round in Russian
  • Speculative fix for Achenar star description is missing in German version
  • Medium pulse turret stopping aiming fixed
  • Stop AI ships jumping with a destroyed Frame Shift Drive
  • Shorten some French strings to fit on the gauge panel better
  • Fixed incorrect permit ID for Phekda that was causing it to appear as a debug
  • Update to the Police Hivemind numbers, slight rebalance to minimum delay, max strength and max bounty numbers
  • Balance pass on SC hunter/target chatter distances
  • Added alternative mapping for CH combat stick
  • Fix some inconsistencies in ship vs. environment collisions
  • Increase persistence for NPCs that are hunting player ships for various readings - this means they are more likely to chase for longer and not so easily thrown off the scent
/r/EliteDangerous Thread Parent Link - forums.frontier.co.uk