Elite: Dangerous Powerplay 1.3 Beta Patch Notes

  • The new collision crime now checks both ships in the collision; if either has Report Crimes set to true then it'll issue a bounty to both.
  • Adjusted weapon impacts to reduce spin craziness
  • Fix to part of Type 9 cockpit which stuck out so far it could be seen rendering through external hull
  • Fixed a problem where in menus players could choose to play in a private group which they weren't yet members of
  • The forth user who joins the wing will appear as 'In the menu' to the third user despite being in game fixed
  • Redesigned control scheme based on suggested scheme found on the forums for Warthog controls
  • "Prism as One" faction has no description fixed - along with any other Imperial cooperative factions
  • Fixed some errors in the Imperial Slaves commodity description
  • Text cut-off in OUTFITTING: FRAME SHIFT DRIVE fixed
  • Fix spelling for CS Camelopardalis
  • Mines now do both thermic and explosive damage
  • Dead NPCs no longer taunt from beyond the grave
  • Stop NPCs jumping if they are about to die
  • If stellar surface tessellation fails then make sure we try again on the next frame
  • Prevent immediately restarting an interdiction tether when an interdiction succeeds
  • Don't show multiple locations for mission stations in the galaxy map
  • Further changes to how people manage turrets:
  • Turrets not in a firegroup won't do anything.
  • Turrets in Fire at Will cannot commit Assault.
  • Turrets in Fire at Will won't fire at illegal targets.
  • Target Only is now a manual/latched fire mode, and can be used on illegal targets.
  • Fix a non-deterministic 1-frame lag in weapons fire.
  • Remove the crime exception for point defence guns as they're now covered under the above rules.
  • Fixed missing mass value for Type 9 reactive armour
  • Add consumed by and produced by information to Chemical Waste
  • Improved model culling with stations
  • Orerve description states system is a planet fixed
  • Fixed some incorrect Russian words
  • Improve reconnect handling if a connection to the game server fails
  • Try not to spawn players inside asteroid belts and more specifically not inside asteroids
  • Russian translation for 'Jettison All Cargo' fixed
  • Network optimisations for copying game objects
  • OSX: enable [Cmd]+[V] to be used to paste text (as [Ctrl]+[V] is used on Windows)
  • OSX: Fixed the broken planet rings on OSX caused by mips not being generated correctly
  • Police ships shouldn't ram the player just because they are scanning them
  • Updates to ring fog system
  • German language feedback pass integrated
  • Balance pass on metal types in different ring types
  • When we are docked, do not allow anything to add wear to our ship
  • Show whether a black market is present on the station in the system map
  • Galaxy map popup now always shows who is in charge of a system, regardless of which view is active
  • OSX: Fix for game window being positioned incorrectly on a secondary monitor arranged to the left of the primary monitor, in OSX System Preferences terms
  • OSX: Fix for the game thinking that the [Enter] key is still held down after using the [Alt]+[Enter] key combination to switch between windowed and full-screen modes
  • OSX: Fix for a Core Animation warning on shutdown
  • Modules can be repaired partially from the repairs screen
  • Indications to commodity descriptions for their legality (if applicable)
  • Popup message to go with the inbox message when the player gains a Pilots Federation rank

Audio:

  • PowerPlay interface and PowerPlay Galaxy-map audio added.
  • Diamondback audio.
  • Empire Courier audio.
  • PowerPlay reward modules audio added.
  • Audio for new drone types.
  • New ship voice lines added.
  • Added separate GUI blip for when collecting a chunk.
  • More station announcer voice characters have been added to all factions.
  • Rank animations audio added.
  • Deploy and stow on other ships is now audible.
  • Reduced volume of the gui target hit indicator.
  • When two weapons of the same type are firing, the volume should no longer increase as much.
  • Various tweaks to weapons fire so they more or less sound equally loud and don't drown out engines and impacts.
  • Supercruise engines are improved and have subtle 'judder' when overshooting a planet.
  • Combat music volume tweaks.
  • Improved Cobra engines when at a static speed.
  • Torpedo's explode a little more prominently as befit their esteem.
  • Fixed several broken Eagle sounds.
  • Improved looping audio on Hauler.
  • Improved landing gear audio.
  • Reduced loud reload on the multi-cannon
  • Reduced reverb on weapon deploys, to fix oddness in stations.
  • Allowed impacts caused by own weapons to use a bit of the centre channel.
  • Tweaks to frame-shift transitions.
  • Tweaks to NightTime mode and inaudible explosions.
  • Mix pass on shield SFX for other ships.
  • Put a slight fade-in on the shield break sounds to make them a wee bit less percussive.
  • Improved mix on hyperspace tunnel whispers and flybys.
  • Voice comms mix improvements for better audibility.
  • Muted unpredictable engine roar on buying a new ship.
  • Improved the audibility of collision alert sounds.
  • StellarAmbient/Music in System/GalaxyMap tweaked.
  • New distance element added for delayed secondary explosions.
  • Added section to the logo-ident music to transition gracefully between pre-caching of shaders and menu.
  • Improved lift animations have improved sound also now.
  • Proximity alarm muted when stationary.
  • Added a bit more bass to Cannon fire.
  • The beamlaser had major low end issues when the beam connects to a target which has been fixed (and we could make the non-issued bass louder as a result!)
  • Added interactive mixing to combat music which responds to how much is going on; fights stay exciting throughout an engagement.
  • Volume tweak to ambiences in the system map.
  • Improved cockpit ambiences in Gutamaya and Saud Kruger ships.
  • Improvements to landing area atmosphere.
  • Multi-cannon is a little louder and 'clunkier'.
  • Improved target indicator sound to be less piercing at high volume.
  • Improved (slightly) Eagle and Vulture sounds.
  • Improved differentiation of small, medium and large explosions and redistributed these more evenly across ship types.
  • Improved Explosions so that they remain powerful/satisfying even when further away.
  • Added sound for when passive scan resolves target as wanted/unwanted.
  • Added slight delay to ship voice saying "Target Shields Offline" so the shield breaking audio is audible also.
  • Improvements to deploying/stowing weapons audio.
  • Light switching on/off is a little clunkier and audible.
  • Improved audibility on heat alarms.
  • Reversed the FSD cool-down sound as before it sounded too much like a prelude to a big event.
  • Improved audibility of mass lock, safe to disengage and speed warning sound.
  • Improved navigating the system map audio when using mouse.
  • Improved growl and orientation noises on the Asp, improved boost sound.
  • Safe to Disengage, Slow Down gui sounds so they are more distinct from each other.
  • Improved construction hubs; added construction ambiences to the bits that are under construction.
  • Slightly increased volume of inflicter impacts so they sit better in all mix modes.
  • Improved station forcefield in night time mode.
  • Fixed issues with hangar bay mechanical noises and landing gear.
  • Removed the "warning" from the no cargo voice asset.
  • Shieldboost and Shields going up/down should be audible on others again.
  • The explosion when your own ship goes down (booo!) was clipping (double booo!) so now it is at least a nice and clear booo-m!
  • Fixed sounds being cut out in the GUI when moving quickly over options.
  • Reinstated missing barrel sound on pulse lasers.
  • Paintjob audio is audible again.
  • Fixed missing audio on Beamlaser Turret medium/small.
  • Fixed some silly clicks on fuelscoop.
  • Fixed missing front thruster acceleration audio on Orca.
  • Fixed a bug that removed all bass from cargo pick up sounds.
  • Fixed missing super-cruise thunder.
  • Optimized beam impact sounds to reduce memory usage.
  • Set pulse laser mechanized elements to use different attenuation to help mix it on large ships.
  • Reverbs use less memory.
  • Optimisation pass on Black Box flight recorder.
  • Improved explosion usage of memory.
  • Reduced length of the Panel loop which saves memory.

SERVER SIDE

  • Increase mark up when selling illegal goods in black markets
  • Apply 10% price penalty when selling modules
  • Increased Vequess' tech level and stocked it with shields
  • Automatically apply the Sol permit in another situation
  • Reduced cooldowns on minor faction states: expansion, war, election
  • Increase minimum tech level required to activate the shipyard and outfitting shops
  • Reduced the bounty cap to 1 million credits per voucher
  • Rename some minor factions to make them more unique across the galaxy
  • Increased outfitting stock levels by 20%
  • Extremely high and extremely low faction reputations now slowly decay towards less extreme values
  • Make smuggling profits count towards trade ranks as well as crime ranks
/r/EliteDangerous Thread Parent Link - forums.frontier.co.uk