The Guardians have Arrived - Patch Notes "shortly"
This comment was posted to reddit on Oct 25, 2016 at 9:16 am and was deleted within 14 minutes.
The Guardians have Arrived - Patch Notes "shortly"
Patch Notes [Part 1]
NEW CONTENT 2.2
Added F-63 Condor as a playable ship
Added Imperial Fighter as a playable ship
Added Taipan as a playable ship
Added fighter specific weapon modules
Added fighter loadouts
Added Fighter Bays for supported ships: Corvette, Cutter, Anaconda, Type 9, Beluga, Federal Gunship and Keelback
Added Crew Lounge
NPC fighter pilots can be hired
Hired pilots receive a revenue percentage
Fighters can be given orders
Mothership can be given simple orders when player is in a fighter
NPC ships can use ship launched fighters
Role panel updated to support fighter operations
Display NPC Fighter Pilot name when targeting the ship they are controlling
Added a warning/reminder to set active NPC crew
Fighter and vehicle bays are now numbers this is to help match the bay to the vessel when using livery
Increased boost speed of all fighters
Rebalanced default speed for some fighters to make them inline with their original design (the Empire Fighter was too fast compared to the others)
Increased DPS of fighter weapons by 12.5%
Increased fighter production capability of the size 7 hanger module
Fixed fuel gauge disappearing when switching back to mothership
Missing avatar faces on the orders panel fixed
NPC crew do not have appropriate backgrounds when in your ship or in the fighter fixed
Added warnings why can't a player deploy a fighter
Move "Orders" to the top of the menu when interacting with AI fighters/main ship
Fighter descriptions hooked up
Able to issue orders using both fighters in the role panel even though only one is deployed fixed
After hiring, crew sometimes displays negative numbers fixed
Balance displayed in the Crew Lounge is incorrect fixed
AI Crew don't appear to be gaining any xp from combat in fighters fixed
Fixed logic error for allowing non horizons crew in to the crew lounge to fire crew they might have hired when they had horizons
Added default numpad keys for the new order bindings to each control scheme
Added in better descriptions for the fighter specific stats
Re-launching fighters resets ammo and pip setup fixed
Fixed radar not showing hostiles/allies correctly when switching vessel in a conflict zone
Helm 'Details' tab should go to ship description
Audio: Velocity of the ship launched fighter is now set to the same as long as the fighter stow interface is not active
Audio: Fixed "self" explosions to be triggered to ship launched fighters
Fixed headlights on the fighters
Dust layer on Independent Fighter is green, fixed it to dark grey
Fighters can no longer use boost while they are still attached to the launch ramp
Fixed Imperial Fighter hitspheres so weapons can be damaged
Fed Fighter 100% damage paint issue fixed
Fighters can no longer kill ships inside starports without being shot by the station when mothership is far away
Fighters will no longer retract their hardpoints when the AI is asked to dock them, stopping the error where a player asked the AI to dock then swaps to the fighter and has no hard points
Balance displayed in the Crew Lounge is incorrect and does not update on purchasing a pilot fixed
NPC experience always shows as 50% when they're in the main ship fixed
Removed the life support, self destruct and reboot options from the fighter
Fighters destroyed by the mothership jumping away shouldn't count as player kills
Fixed rendering bug causing text to overlap buttons on the role panel orders
Fixed issue with right panel in crew lounge not showing data after loading
The little fighter HUD no longer overlaps the target panel. It now has its own home near your ship's schematic
Healing lasers now work on fighters
Moved the 'Request Docking' from fighter bay to helm
Stop fighters being able to operate beyond 30KM range if you switch to the Mothership at the last second before the SLF explodes
Stop AI crew members leaving turret mode of mothership on "Fire at will"
Vessel Status UI (cockpit): display the correct fighter variant name
Fixed overlapping text on Role panel orders menu
Fixed hit markers on the ship schematics in the cockpit being the wrong size and appearing in the wrong position for fighters
Reduced the severity of a few info messages when changing fighter orders. Now uses a small 'log' message type, rather than the big flashy one
Only show "No active crew" warning when a hangar module is present
Unable to terminate crew without horizons
Crew total payment not updating immediately fixed
Created binding for opening the orders page (RB+B)
Reactivate the engineer button when switching back from a fighter
Allow the Orders GUI to move selection to the top of the list to navigate quickly to the bottom order
Added the available stats to the fighter details page in the role switch panel
Role Switch panel flashes, and doesn't let player click on slots and order commands fixed
Fighters under AI Crew control now use the AI friendly fire rules
Can no longer select ship description text in fighters tab of role panel
You are able to purchase a SRV or Fighter that you already currently own into the same slot fixed
Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong
Following NPC crew oddities (When NPC crew is flying a player's ship) fixed:
If MC turrets are fitted and set to Target Only, the combat AI cannot fire them
Can only use one missile launcher, even if two are fitted
Missiles are fired at long range and are wasted
AI doesn't use boost to chase and kill targets, instead lets them get away
When out of ammo, AI ship should drop back into formation
Player ships with just missiles won't fight
After requesting docking, all other order hotkeys are ignored
AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed
Added clearer message to indicate that the players fighter will be destroyed when they FSD away
Moved empire fighters hit spheres for the weapons even further forward to help in hitting them
Use numbers rather than bars for displaying fighter stats
Wanted NPC has clean fighter fixed
Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty
Added loading animation to screen for switching between fighters and main ship
Fixed missing font glyphs on Role panel when running in Russian
Fixed commander name having the "Crew" tag on the death screen when killed by a player in a fighter
Can use hotkeys to send invalid NPC commands to unmanned mothership fixed
Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore
Audio: reduced probability of "no more targts" npc crew message down to 40%
Audio: Fix for Crew member saying wrong line when asked to attack target
Fix not being able to deploy an SRV or Fighter after resurrecting
Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression
Fighter ramming not counting as illegal fixed
Fixed the incorrect paintjobs used for red and blue in CQC
Make sure active crew are displayed correctly
Added an inbox notification when NPC Crew rank up
Fixed NPC Crew profit share not increasing when ranking up
Turret settings are recovered when switching back to main ship
Allow fighters to accept new orders if they've been told to dock
NPC Crew can't pilot ships near planet surfaces fixed
New geological features added (fumeroles and geysers)
Biological entities added
POIs can now be persistant (applies to new geological and organic features)
Mysterious things added
Limpet blueprints added
Scanners (KWS, Cargo, Wake) blueprints added
Defences (ECM, Chaff, Heat Sinks, and Point Defence Turrets) blueprints added
Utilities (Life Support, Fuel Scooping, Refinery, AFM) blueprints added
Added new Engineers!
Make sure we always get the right string key for existing modification name
Added ellipses functionality to blueprint text strings. If they are greater than 25 characters an ellipses will be added
Fixed layout problems in engineers workshop that would cause a scrollbar to appear and have unintended effects
Fixed bug where engineer special effect animation would always overlay the description of the successful special effect, before the animation had completed
Implementation of patch-based planet rendering on the system and planet maps
Link - forums.frontier.co.uk
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