{"data":{"id":14855,"title":"Star Citizen Patch v1.1.5","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/\/14855-Star-Citizen-Patch-V115","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14855","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14855","channel":"Transmission","category":"General","series":"Release Info","images":[],"images_count":0,"translations":{"en_EN":"Contents:\n** Additions\n** Balance\/Tweaks\n** Fixes\n** Known Issues\n\nAdditions:\n\nGameplay\n** Respawn penalty has been applied for situations where a pilot would intentionally destroy the ship to either reload missiles or prevent another player from getting a kill\n** Reworked the server, instance, and matchmaking service from the ground up\n** Lobby system and game servers now talk to each other about the teams that a client is on in the lobby and in game\n** Lobby system will now remove players from a lobby if the instance system crashes rather than letting a group remain in a broken lobby\n** Game Instances are able to transition from completed matches to hosting a new match more quickly\nShips\n** Vanduul Scythe is hangar and combat ready (shows as captured vanduul fighter in lobby)\n** P52-Merlin is hangar and combat ready\n*** Due to being a snub fighter, the Merlin does not have intakes. As such, it does not replenish fuel while flying. In the PU, it would do this by docking with a Constellation\n*** Accounts that have constellation variants that come with a snub fighter will be given a Merlin loaner ship to use in Arena Commander\n*** Like other loaner ships, loaner Merlin\u2019s cannot be placed in the hangar\n*** Placing a Constellation Andromeda in the hangar will also spawn a Merlin\nComponents\n** Added support for spray patterns to weapons based on weapon mount type\n** Added new attenuation for missiles explosions\n** Added weapon names to Vanduul armaments\n** Added blade extension for captured Vanduul Scythe. It is activated by turning the item on in the weapon UI\n** Human engineers have increased the weapon lethality for the ship for the captured version of the scythe\nUser Interface\n** Added a HUD effect to the Vanduul Scythe where the alien ship HUD will appear in some situations\n** Electronic Access button has replaced the Arena Commander button in the main menu to help with indicating that Arena Commander and Star Marine and simulations within the game fiction\n** Arena Commander and Star Marine icons have been added for each game module\n** Game module icons will be grayed out for accounts that do not have access to them (Star Marine is grayed out for all accounts)\n** Game modes and maps will have a red overlay for accounts that are invited to lobbies which contain game modes they can\u2019t play\n** Lobby host will receive an error if a player in a lobby doesn\u2019t have access to the selected game mode\n** Match ID\u2019s have been put back into the game to make it easier for players to report issues with specific instances\n** Match ID length and complexity has been increased to ensure that they\u2019re always unique\nEnvironment\n** Transitioned the audio system for all game content over to new cross-platform sound engine\n** Added additional ambiance to the VFG Industrial hangar\n** Added new splash screens when initially logging into the game\n\nBalance\/Tweaks:\n\nGameplay\n** Battle Royale and Squadron Battle have had their maximum player count increased to 16\n** Updated how ships calculate their mass when in the hangar\nPoints that are earned for doing damage to ship hulls has been adjusted due to the changes in ship health\nTweaked REC rewards due to changed in ship score values\nIncreased amount of REC rewarded from Capture the Core to better incentivize the game mode\nRebalanced Vanduul Swarm to be in line with desired difficulty due to the balance changes made to ships\n*** Vanduul are much more aggressive and will keep the player under pressure\n*** Vanduul are more than likely going to tail you when they can\n*** Speed for all types of Vanduul have been reduced to prevent them flying away from the player as quick\n*** The difficulty of the first boss on wave 3 has been reduced\nShips\n** Boost consumption has been rebalanced so that it involves more decision making for when to use it and involves less attrition\n** 300-series hull health increased x2\n** Aurora hull health increased x3\n** Aurora top speed increased to 175\n** Avenger hull health increased x2\n** Avenger wings upsized from size 1 to size 2\n** Gladiator hull health increased x2\n** Gladiator adjusted to drift more when turning so that it handles appropriately for its size and role.\n** Gladius hull health increased x2\n** Hornet family hull health increased x2\n** Hornet rotational velocity increased\n** Hornet rotational acceleration decreased (not as much as the first PTU build)\n** Tightened up Hornet lateral strafe\n** M50 hull health increased x3\n** Mustang hull health increased x3\n** Restricted missile hardpoint sizes from size 1-3 to size 3 only to restrict possible missile racks on the Hornet Series\n** Old Merlin models have been removed from the constellations\n** Cutlass hull health increased x3\n** Decreased Cutlass boost angular velocity from 3x normal to 2x normal\nComponents\n** Weapon damage increased by about 25%\n** The weapon damage disparity between sizes increased to 75%. Helps to make fixed weapons vs gimbaled weapons a more valuable decision.\n** Weapon accuracy for gatling weapons decreases\/spread increases over longer sustained rate of fire\n** Decreased spool up time\n** Gatling weapons can now fire while weapons are spooling up\n** Increased range and velocity of ballistic weapons\n** Omnisky velocity reduced\n** Omnisky power consumption increased\n** Increased Suckerpunch range\n** Weapon mount and gimbal slew rates are now set based by size\n** Adjusted weapon mounts so that their IM and EM signature generation scales with mount size\n** Increasing cooling flow for weapons due to higher health and shield values\n** Chaff counter measures will now fire in bursts of 4 across a 120 degree horizontal arc, chaff counter measure ammo box sizes have been quadrupled to match the burst\n** Size and potency of chaff reduced\n** Missile damage raised x1.5 for all missiles to help compensate the increased ship\/shield health and the raised Shield absorb for splash damage\n** Added distortion damage to missiles\n** Increased missile range\n** Tempest II reduced explosion radius and overall damage\n** Stalker V reduced explosion radius and overall damage\n** Shield values have been doubled\n** Shield splash damage absorb factor increased from 1 to 1.25 as a baseline. SECO-Splash shields raised to 1.5 and SECO-Drop shields raised from 0.8 to 1\n** Shield recharge rates have been reduced\n** Shield regen delay increased across the board for all sizes. Shortest delay is 9.5s for Size 1 and 19.5s at Size 4\n** Reduced amount of ballistic weapon damage that Shields absorb before applying damage to hull through the shields\n** Reduced armor energy absorption to make it less effective vs energy weapons\nEnvironment\n** Rotated the holotables and moved most of them next to a wall\n** Improved load times for ragdolls\n\nFixes:\n\n(PTU) \u2013 denotes an issue from the PTU that was fixed\n\nGameplay\n** As a temporary fix to some instant cockpit kill issues, we\u2019ve made the character invincible when sitting in the cockpit\n** Client and server performance for when ships are destroyed and respawn has been greatly improved\n** Clients that enter a team game mode from the same ranked lobby will now be on the same team\n** Fixed a server crash that was causing large amounts of players to disconnect (PTU)\n** Fixed an issue where game instances were turning into bottomless pits for specific game types and ate all the matchmaking requests without spinning the instance up (PTU)\n** Fixed one of the issues that was causing clients to get kicked back to hangar due to entering a state that would allow the client to connect to a match, but never finish the connection process (PTU)\n** Hard coded team values into the Generic Instance Manger to prevent a client from trying to connect to a match with a team size of 0 (PTU)\n** Spectator cameras are more stable when observing another ship (PTU)\n** Characters rolling while prone is now seen by other clients\n** Characters no longer spawn in as a pair of eyes\n** Fixed a few issues that were causing characters to spawn in a pilot seat standing up (some still exist)\n** Fixed an issue causing ships to sometimes sink into landing platforms in Multiplayer Free Flight when using automatic landing\n** Fixed a crash that would occasionally occur when landing in Multiplayer Free Flight\n** Fixed a crash that would occur when using the pistol after landing in Free Flight\n** Fixed several issues that would prevent tutorial completion (PTU)\n** Fixed several issues that were caused by reloading the tutorial (PTU)\nShips\n** Fixed an issue where the ship name would appear as debug text for the tutorial Gladius\u2019 ship AI\n** Front panels on the Mustang now animate when used\n** Fixed some thruster issues with the Merlin that would cause it to jerk around when boosting (PTU)\n** Fixed an issue where the Andromeda loaner Merlin wouldn\u2019t be accessible unless the Andromeda was in the hangar (PTU)\n** Fixed an issue where the loaner Merlin granted by the Andromeda would get stuck on a permanent load screen (PTU)\n** Mustangs no longer float in the air after landing with damaged or destroyed wings\n** Fixed the mustang turret showing debug text in the holotable\n** Fixed an issue where swapping turrets in a constellation would cause character animations to malfunction\n** Killing a Cutlass now gives proper credit\nComponents\n** Delta Rocket pods no longer display their name as debug text\nUser Interface\n** Fixed an issue that caused cross-hairs and reticule to sometimes go missing upon respawn\n** Thrusters can now be deactivated in power management\n** Holding tab will no longer cause the score board to default to on\n** Toggling comstab wasn\u2019t working for the first (PTU) version and has been fixed\nEnvironment\n** Large invisible collision blocks have been removed from the Aeroview hangar (PTU)\n** Murray Cup poster now appears in the VFG Industrial Hangar (PTU)\n** Cloud in race maps are no longer popping in and out\n** Fixed a crash that was being cause by the social module elevators in the hangar (PTU)\n** Fixed an issue that was causing some of the platform numbers in Free Flight to look like bubbles hovering over the landing pads (PTU)\n** Fixed some missing texturs that were causing red \u2018replace me\u2019 squares are under the ships in the tutorial (PTU)\n\nKnown Issues:\n\nThese are not representative of all known issues in the build. The following issues are bugs that were introduced with this version of the game that we feel are most impactful to play experience.\n\nGameplay\n** REC will sometimes not be awarded at the end of a match due to some server side issues\n** Error code 8 will happen occasionally when connecting to a multiplayer match which results in the client kicking back to the hangar after a load screen\n** Matchmaking isn\u2019t differentiating clients based on map selection for race modes\n** Ships are rarely unable to respawn after being destroyed\n** The ability to send invites doesn\u2019t recover if the Generic Instance Manager goes down due to the friends server not knowing when to rebroadcast its information\n** Respawning will rarely cause blood to appear on the characters visor\n** Missiles can fail to track their target in the third chapter of the tutorial and prevent the tutorial from being completed\nShips\n** The Mustang Delta is loading in with the Mustang Alpha geometry, causing it to lose its rocket pods\n** Interior of the Freelancer variants are pitch black due to missing textures and lighting\n** Sections of some Constellations are pitch black due to missing textures and lighting\n** Central seat of the Constellation cannot be sat in\n** Retaliator bomb bay floor is missing collision\nComponents\n** Motion blurr for some ship components is set too high, causing ships to often times appear more blurry than they should\nUser Interface\n** There is no respawn timer for respawn penalties\n** Error code 8 isn\u2019t displayed to a client when it\u2019s kicked back to hangar. Sometimes it shows up if the client completely backs out of the lobby UI\n** Gladius is missing its HUD in the tutorial\n** The HUD for the P-52 Merlin cannot be interacted with\n** Client will black screen if the lobby service is not able to communicate with the instance manager\n** Force closing the client while readied up will break the accounts ability to ready up (workaround: become a host of a lobby and the accounts ready state will be flushed)\nEnvironment\n** Multiple kinds of audio will drop out in matches with large amounts of ships","de_DE":"Inhalt:\n\n\nAdditions Balance\/Tweaks behebt bekannte Probleme Additions:\n\nGameplay\n\nWiederbelebungsstrafe wurde f\u00fcr Situationen angewandt, in denen ein Pilot absichtlich das Schiff zerst\u00f6ren w\u00fcrde, um entweder Raketen nachzuladen oder einen anderen Spieler daran zu hindern, einen Kill zu erhalten. Der Server, die Instanz und der Matchmaking-Service von Grund auf neu \u00fcberarbeitet wurden Lobby-System und Spielserver sprechen jetzt miteinander \u00fcber die Teams, in denen ein Kunde in der Lobby ist, und das Lobby-System im Spiel wird nun Spieler aus einer Lobby entfernen, wenn das Instanzensystem abst\u00fcrzt, anstatt eine Gruppe in einer kaputten Lobby bleiben zu lassen Spielinstanzen sind in der Lage, schneller von abgeschlossenen Spielen zu einem neuen Spiel \u00fcberzugehen.\nSchiffe Vanduul Scythe ist Hangar und kampfbereit (zeigt als gefangener Vanduul-K\u00e4mpfer in der Lobby) P52-Merlin ist Hangar und kampfbereit Da die Merlin kein Stumpfk\u00e4mpfer ist, hat sie keine Einl\u00e4sse. Dadurch wird der Treibstoff w\u00e4hrend des Fluges nicht nachgef\u00fcllt. In der PU w\u00fcrde es dies tun, indem es an Konstellationskonten andocken w\u00fcrde, die Konstellationsvarianten haben, die mit einem Stumpfkampfer geliefert werden, wird ein Merlin-Leihschiff zur Verwendung in Arena Commander gegeben, wie andere Leihschiffe auch, Leihschiffe von Merlin k\u00f6nnen nicht in den Hangar gestellt werden, indem eine Konstellation Andromeda in den Hangar gestellt wird, wird auch ein Merlin erzeugt.\nKomponenten Unterst\u00fctzung f\u00fcr Spr\u00fchmuster bei Waffen, die auf Waffenmontage basieren, hinzugef\u00fcgt Neue D\u00e4mpfung bei Raketenexplosionen hinzugef\u00fcgt Waffennamen bei Vanduul-Waffen hinzugef\u00fcgt Zus\u00e4tzliche Klingenverl\u00e4ngerung bei gefangener Vanduul Scythe. Es wird aktiviert, indem das Element in der Waffe eingeschaltet wird UI Human Ingenieure haben die Waffen-T\u00f6dlichkeit f\u00fcr das Schiff f\u00fcr die gefangene Version der Sense erh\u00f6ht.\nBenutzeroberfl\u00e4che Ein HUD-Effekt wurde dem Vanduul Scythe hinzugef\u00fcgt, wo das fremde Schiff HUD in einigen Situationen erscheinen wird. Der Electronic Access-Button hat die Arena Commander-Taste im Hauptmen\u00fc ersetzt, um anzuzeigen, dass Arena Commander und Star Marine und Simulationen innerhalb der Spielfiktion Arena Commander und Star Marine-Symbole f\u00fcr jedes Spielmodul hinzugef\u00fcgt wurden. Die Spielmodul-Symbole werden f\u00fcr Konten, die keinen Zugriff darauf haben, ausgegraut (Star Marine ist ausgegraut f\u00fcr alle Accounts) Spielmodi und Karten haben eine rote \u00dcberlagerung f\u00fcr Accounts, die zu Lobbys eingeladen sind, die Spielmodi enthalten, die sie nicht spielen k\u00f6nnen Lobby-Host wird eine Fehlermeldung erhalten, wenn ein Spieler in einer Lobby keinen Zugriff auf die ausgew\u00e4hlten Spielmodi hat Match-IDs wurden wieder in das Spiel eingef\u00fcgt, um es Spielern zu erleichtern, Probleme mit bestimmten Instanzen zu melden Match-ID-L\u00e4nge und Komplexit\u00e4t wurde erh\u00f6ht, um sicherzustellen, dass sie immer einzigartig sind.\nUmgebung Umstellung des Audiosystems f\u00fcr alle Spielinhalte auf eine neue plattform\u00fcbergreifende Sound-Engine Zus\u00e4tzliches Ambiente f\u00fcr den VFG Industrial Hangar Zus\u00e4tzliches Ambiente Zus\u00e4tzliches Splash-Screens beim ersten Login in das Spiel Balance\/Tweaks:\n\nGameplay\n\nBattle Royale und Squadron Battle wurden auf 16 Spieler erh\u00f6ht Aktualisiert, wie Schiffe ihre Masse berechnen, wenn sie sich im Hangar befinden.\nPunkte, die f\u00fcr Sch\u00e4den an Schiffsk\u00f6rpern gesammelt werden, wurden aufgrund der Ver\u00e4nderungen im Schiffszustand angepasst.\nVerfeinerte REC-Belohnungen aufgrund ge\u00e4nderter Schiffsscore Werte\nErh\u00f6hte Menge an REC, die von Capture the Core belohnt wird, um den Spielmodus besser zu aktivieren.\nRebalanced Vanduul Swarm, um im Einklang mit den gew\u00fcnschten Schwierigkeiten zu sein, da die Balance \u00c4nderungen an Schiffen Vanduul sind viel aggressiver und wird den Spieler unter Druck halten Vanduul sind mehr als wahrscheinlich zu folgen, wenn sie k\u00f6nnen Geschwindigkeit f\u00fcr alle Arten von Vanduul wurden reduziert, um zu verhindern, dass sie weg vom Spieler als schnell Die Schwierigkeit des ersten Chefs auf Welle 3 wurde reduziert\nSchiffe Boost Verbrauch wurde neu ausbalanciert, so dass es mehr Entscheidungsfindung f\u00fcr den Zeitpunkt der Verwendung beinhaltet und weniger Abrieb 300-Serie Rumpf Gesundheit erh\u00f6ht x2 Aurora Rumpf Gesundheit erh\u00f6ht x3 Aurora H\u00f6chstgeschwindigkeit erh\u00f6ht auf 175 Avenger Rumpf Gesundheit erh\u00f6ht x2 Avenger Fl\u00fcgel vergr\u00f6\u00dfert von Gr\u00f6\u00dfe 1 auf Gr\u00f6\u00dfe 2 Gladiator Rumpf Gesundheit erh\u00f6ht x2 Gladiator Rumpf Gesundheit angepasst, um mehr zu driften beim Drehen, so dass es entsprechend seiner Gr\u00f6\u00dfe und Rolle behandelt. Gladius Rumpfgesundheit erh\u00f6ht x2 Hornet Familie Rumpfgesundheit erh\u00f6ht x2 Hornet Rotationsgeschwindigkeit erh\u00f6ht Hornet Rotationsbeschleunigung verringert (nicht so viel wie die erste PTU bauen) gestrafft bis Hornet seitlichen strafe M50 Rumpfgesundheit erh\u00f6ht x3 Mustang Rumpfgesundheit erh\u00f6ht x3 eingeschr\u00e4nkt Rakete Hardpoint Gr\u00f6\u00dfen von Gr\u00f6\u00dfe 1-3 bis Gr\u00f6\u00dfe 3 nur zur Einschr\u00e4nkung m\u00f6glicher Raketengestelle auf der Hornet-Serie Alte Merlin-Modelle wurden aus den Konstellationen Entermesser Rumpfgesundheit erh\u00f6ht x3 Verminderte Entermesser Winkelgeschwindigkeit von 3x normal auf 2x normal entfernt.\nKomponenten Waffenschaden um ca. 25% erh\u00f6ht Die Disparit\u00e4t des Waffenschadens zwischen den Gr\u00f6\u00dfen wurde auf 75% erh\u00f6ht. Hilft, feste Waffen gegen kardanische Waffen zu einer wertvolleren Entscheidung zu machen. Waffengenauigkeit f\u00fcr Gatlingwaffen sinkt\/verteilt sich \u00fcber l\u00e4ngere anhaltende Schussfrequenz Verringerte Spulzeit Gatlingwaffen k\u00f6nnen jetzt feuern, w\u00e4hrend Waffen sich spulen, Erh\u00f6hte Reichweite und Geschwindigkeit ballistischer Waffen Omniskiegeschwindigkeit reduziert Omniskie Stromverbrauch erh\u00f6ht erh\u00f6ht erh\u00f6hter Suckerpunch Bereich Waffenmontage und kardanische Schwenkgeschwindigkeiten werden nun basierend auf der Gr\u00f6\u00dfe Angepasste Waffenhalterungen eingestellt, so dass ihre IM- und EM-Signaturgenerierungsskalen mit der Montagegr\u00f6\u00dfe Zunehmende K\u00fchlleistung f\u00fcr Waffen aufgrund h\u00f6herer Gesundheits- und Schildwerte Chaff-Z\u00e4hlerma\u00dfnahmen werden nun in 4er-Sch\u00fcssen \u00fcber einen 120-Grad horizontalen Bogen feuern, Spreu Gegenma\u00dfnahme Munitionskistengr\u00f6\u00dfen wurden vervierfacht, um der Burstgr\u00f6\u00dfe und -st\u00e4rke von Spreu reduzierten Raketensch\u00e4den, die x1.5 f\u00fcr alle Raketen, um die erh\u00f6hte Schiff\/Schild-Gesundheit und die erh\u00f6hte Schild-Absorption f\u00fcr Spritzsch\u00e4den zu kompensieren Zus\u00e4tzliche Verzerrungssch\u00e4den an Raketen Erh\u00f6hte Reichweite Tempest II reduzierter Explosionsradius und Gesamtschaden Stalker V reduzierter Explosionsradius und Gesamtschaden Schild Werte wurden verdoppelt Schild Spritzschaden Absorptionsfaktor von 1 auf 1,25 als Basislinie erh\u00f6ht. Die SECO-Splash-Schilde wurden auf 1,5 erh\u00f6ht und die SECO-Drop-Schilde von 0,8 auf 1 erh\u00f6ht. Die Wiederaufladungsraten der Schilde wurden reduziert. Die Verz\u00f6gerung der Regeneration der Schilde wurde f\u00fcr alle Gr\u00f6\u00dfen erh\u00f6ht. K\u00fcrzeste Verz\u00f6gerung ist 9,5 Sekunden f\u00fcr Gr\u00f6\u00dfe 1 und 19,5 Sekunden bei Gr\u00f6\u00dfe 4 Reduzierte Menge an ballistischem Waffenschaden, den die Schilde absorbieren, bevor sie Schaden am Rumpf durch die Schilde anrichten Reduzierte Panzerenergieabsorption, um ihn weniger effektiv gegen\u00fcber Energiewaffen zu machen.\nUmgebung Die Holotables wurden gedreht und die meisten davon an eine Wand verschoben Verbesserte Ladezeiten f\u00fcr Ragdolls Fixes:\n\n(PTU) - bezeichnet ein Problem mit der PTU, das behoben wurde.\n\nGameplay\n\nAls vor\u00fcbergehende L\u00f6sung f\u00fcr einige sofortige T\u00f6tungsprobleme im Cockpit, wir haben den Charakter unbesiegbar gemacht, wenn man im Cockpit sitzt Client und Serverleistung f\u00fcr den Fall, dass Schiffe zerst\u00f6rt und wiederbelebt werden, wurde stark verbessert Clients, die in einen Teamspielmodus von der gleichrangigen Lobby aus eintreten, werden nun im selben Team sein Repariert ein Serverabsturz, der dazu f\u00fchrte, dass gro\u00dfe Mengen von Spielern die Verbindung trennten. (PTU) Ein Problem wurde behoben, bei dem sich die Spielinstanzen in bodenlose Gruben f\u00fcr bestimmte Spieltypen verwandelten und alle Matchmaking-Anfragen a\u00dfen, ohne die Instanz nach oben zu drehen (PTU). Es wurde eines der Probleme behoben, das dazu f\u00fchrte, dass Clients aufgrund des Eintretens in einen Zustand, der es dem Client erm\u00f6glichen w\u00fcrde, sich mit einem Spiel zu verbinden, zur\u00fcck in den Hangar geworfen wurden, aber nie den Verbindungsprozess beenden (PTU) Fest kodierte Teamwerte in den Generic Instance Manger, um zu verhindern, dass ein Client versucht, sich mit einem Spiel mit einer Teamgr\u00f6\u00dfe von 0 (PTU) zu verbinden. Spectator-Kameras sind stabiler, wenn er beobachtet, wie ein anderes Schiff (PTU) rollt, w\u00e4hrend anf\u00e4llige Charaktere nun von anderen Clients gesehen werden Charaktere, die nicht mehr als Augenpaar erscheinen. (einige existieren noch) Behebung eines Problems, das dazu f\u00fchrte, dass Schiffe manchmal auf Landeplattformen im Mehrspieler-Freiflug versanken, wenn sie automatische Landung verwendeten Behebung eines Absturzes, der gelegentlich bei der Landung im Mehrspieler-Freiflug auftrat Behebung eines Absturzes, der bei der Verwendung der Pistole nach der Landung im Freiflug auftrat Behebung mehrerer Probleme, die den Abschluss des Tutorials (PTU) verhindern w\u00fcrden Behebung mehrerer Probleme, die durch das erneute Laden des Tutorials (PTU) verursacht wurden.\nShips Fixed ein Problem, bei dem der Schiffsname als Debug-Text f\u00fcr das Tutorial Gladius' ship AI Front Panels auf dem Mustang erscheinen w\u00fcrde, jetzt animieren, wenn er verwendet wurde Einige Probleme mit dem Merlin behoben, die dazu f\u00fchren w\u00fcrden, dass er beim Boosten (PTU) ruckartig herumrutscht Behebung eines Problems, bei dem der Andromeda-Verleiher Merlin nicht erreichbar w\u00e4re, es sei denn, die Andromeda war im Hangar (PTU) Behebung eines Problems wo der von der Andromeda gew\u00e4hrte Leihger\u00e4t Merlin auf einem permanenten Lastbildschirm (PTU) stecken bleiben w\u00fcrde Mustangs schweben nach der Landung nicht mehr in der Luft, nachdem sie mit besch\u00e4digten oder zerst\u00f6rten Fl\u00fcgeln gelandet waren Fixed the mustang turret showing debug text in the holotable Fixed an einem Problem, bei dem der Austausch von T\u00fcrmchen in einer Konstellation dazu f\u00fchren w\u00fcrde, dass Charakteranimationen nicht mehr funktionieren Killing a Cutlass gibt jetzt die richtige Gutschrift.\nKomponenten Delta Rocket Pods zeigen ihren Namen nicht mehr als Debug-Text an.\nBenutzeroberfl\u00e4che behoben Ein Problem, das dazu f\u00fchrte, dass Fadenkreuze und Fadenkreuz manchmal verloren gingen, wenn Thrusters beim Wiederbeleben deaktiviert wurden, kann nun in der Energieverwaltung deaktiviert werden. Die Holding-Registerkarte bewirkt nicht mehr, dass die Anzeigetafel standardm\u00e4\u00dfig auf der Anzeigetafel auf Toggling comstab funktioniert nicht f\u00fcr die erste (PTU) Version und wurde behoben.\nUmgebung Gro\u00dfe unsichtbare Kollisionsbl\u00f6cke wurden aus dem Aeroview Hangar (PTU) entfernt Murray Cup Poster erscheint nun im VFG Industrial Hangar (PTU) Wolke in Rennkarten springen nicht mehr ein und aus Behebung eines Absturzes, der durch die Aufz\u00fcge des Sozialmoduls verursacht wurde in der Hangar (PTU) Behebt ein Problem, das dazu f\u00fchrte, dass einige der Plattformnummern im Freiflug wie Blasen aussahen, die \u00fcber den Landepl\u00e4tzen schwebten (PTU) Behebt einige fehlende Texturen, die rote \"replace me\"-Felder verursachten, die sich unter den Schiffen im Tutorial (PTU) Known Issues befinden:\n\nDiese sind nicht repr\u00e4sentativ f\u00fcr alle bekannten Probleme im Build. Die folgenden Probleme sind Fehler, die mit dieser Version des Spiels eingef\u00fchrt wurden, von denen wir glauben, dass sie am wirkungsvollsten f\u00fcr das Spielerlebnis sind.\n\nGameplay\n\nREC wird manchmal am Ende eines Spiels aufgrund einiger serverseitiger Probleme nicht vergeben Fehlercode 8 tritt gelegentlich auf, wenn man sich mit einem Multiplayer-Spiel verbindet, was dazu f\u00fchrt, dass der Client in den Hangar zur\u00fcckkehrt, nachdem ein Ladebildschirm Matchmaking die Clients nicht anhand der Kartenauswahl f\u00fcr die Rennmodi unterscheidet Schiffe k\u00f6nnen selten nicht wieder auftauchen, nachdem sie zerst\u00f6rt Die F\u00e4higkeit, Einladungen zu versenden, wird nicht wiederhergestellt, wenn der Generic Instance Manager ausf\u00e4llt, weil der Freundesserver nicht wei\u00df, wann er seine Informationen erneut versenden soll. Das Wiederversetzen wird selten dazu f\u00fchren, dass Blut auf den Charakteren erscheint, die Visor-Raketen k\u00f6nnen ihr Ziel im dritten Kapitel des Tutorials nicht verfolgen und verhindern, dass das Tutorial abgeschlossen wird.\nSchiffe Das Mustang-Delta l\u00e4dt mit der Mustang-Alpha-Geometrie ein, was dazu f\u00fchrt, dass es seine Raketensch\u00e4chte verliert Das Innere der Freelancer-Varianten ist pechschwarz aufgrund fehlender Texturen und Beleuchtung Abschnitte einiger Konstellationen sind pechschwarz aufgrund fehlender Texturen und Beleuchtung Der Mittelsitz der Konstellation kann nicht im Boden des Vergeltungsbombenlagers sitzen, da Kollisionen fehlen.\nKomponenten Bewegung verschwommen f\u00fcr einige Schiffskomponenten ist zu hoch eingestellt, so dass Schiffe oft verschwommener erscheinen, als sie sollten.\nBenutzeroberfl\u00e4che Es gibt keinen Respawn-Timer f\u00fcr Respawn-Strafen Fehlercode 8 wird einem Client nicht angezeigt, wenn er in den Hangar zur\u00fcckgeworfen wird. Manchmal taucht es auf, wenn der Client komplett aus der Lobby aussteigt UI Gladius fehlt sein HUD im Tutorial Das HUD f\u00fcr die P-52 Merlin kann nicht mit dem Client interagiert werden wird schwarzer Bildschirm, wenn der Lobby-Service nicht in der Lage ist, mit dem Instanz-Manager zu kommunizieren Force schlie\u00dft den Client, w\u00e4hrend bereit gemacht wird, wird die F\u00e4higkeit der Accounts zur Vorbereitung unterbrochen (Workaround: wird ein Host einer Lobby und der Account bereit Status wird gesp\u00fclt).\nUmgebung Mehrere Arten von Audio werden bei Spielen mit gro\u00dfen Schiffsmengen ausfallen.","zh_CN":"Contents:\n** Additions\n** Balance\/Tweaks\n** Fixes\n** Known Issues\n\nAdditions:\n\nGameplay\n** Respawn penalty has been applied for situations where a pilot would intentionally destroy the ship to either reload missiles or prevent another player from getting a kill\n** Reworked the server, instance, and matchmaking service from the ground up\n** Lobby system and game servers now talk to each other about the teams that a client is on in the lobby and in game\n** Lobby system will now remove players from a lobby if the instance system crashes rather than letting a group remain in a broken lobby\n** Game Instances are able to transition from completed matches to hosting a new match more quickly\nShips\n** Vanduul Scythe is hangar and combat ready (shows as captured vanduul fighter in lobby)\n** P52-Merlin is hangar and combat ready\n*** Due to being a snub fighter, the Merlin does not have intakes. As such, it does not replenish fuel while flying. In the PU, it would do this by docking with a Constellation\n*** Accounts that have constellation variants that come with a snub fighter will be given a Merlin loaner ship to use in Arena Commander\n*** Like other loaner ships, loaner Merlin\u2019s cannot be placed in the hangar\n*** Placing a Constellation Andromeda in the hangar will also spawn a Merlin\nComponents\n** Added support for spray patterns to weapons based on weapon mount type\n** Added new attenuation for missiles explosions\n** Added weapon names to Vanduul armaments\n** Added blade extension for captured Vanduul Scythe. It is activated by turning the item on in the weapon UI\n** Human engineers have increased the weapon lethality for the ship for the captured version of the scythe\nUser Interface\n** Added a HUD effect to the Vanduul Scythe where the alien ship HUD will appear in some situations\n** Electronic Access button has replaced the Arena Commander button in the main menu to help with indicating that Arena Commander and Star Marine and simulations within the game fiction\n** Arena Commander and Star Marine icons have been added for each game module\n** Game module icons will be grayed out for accounts that do not have access to them (Star Marine is grayed out for all accounts)\n** Game modes and maps will have a red overlay for accounts that are invited to lobbies which contain game modes they can\u2019t play\n** Lobby host will receive an error if a player in a lobby doesn\u2019t have access to the selected game mode\n** Match ID\u2019s have been put back into the game to make it easier for players to report issues with specific instances\n** Match ID length and complexity has been increased to ensure that they\u2019re always unique\nEnvironment\n** Transitioned the audio system for all game content over to new cross-platform sound engine\n** Added additional ambiance to the VFG Industrial hangar\n** Added new splash screens when initially logging into the game\n\nBalance\/Tweaks:\n\nGameplay\n** Battle Royale and Squadron Battle have had their maximum player count increased to 16\n** Updated how ships calculate their mass when in the hangar\nPoints that are earned for doing damage to ship hulls has been adjusted due to the changes in ship health\nTweaked REC rewards due to changed in ship score values\nIncreased amount of REC rewarded from Capture the Core to better incentivize the game mode\nRebalanced Vanduul Swarm to be in line with desired difficulty due to the balance changes made to ships\n*** Vanduul are much more aggressive and will keep the player under pressure\n*** Vanduul are more than likely going to tail you when they can\n*** Speed for all types of Vanduul have been reduced to prevent them flying away from the player as quick\n*** The difficulty of the first boss on wave 3 has been reduced\nShips\n** Boost consumption has been rebalanced so that it involves more decision making for when to use it and involves less attrition\n** 300-series hull health increased x2\n** Aurora hull health increased x3\n** Aurora top speed increased to 175\n** Avenger hull health increased x2\n** Avenger wings upsized from size 1 to size 2\n** Gladiator hull health increased x2\n** Gladiator adjusted to drift more when turning so that it handles appropriately for its size and role.\n** Gladius hull health increased x2\n** Hornet family hull health increased x2\n** Hornet rotational velocity increased\n** Hornet rotational acceleration decreased (not as much as the first PTU build)\n** Tightened up Hornet lateral strafe\n** M50 hull health increased x3\n** Mustang hull health increased x3\n** Restricted missile hardpoint sizes from size 1-3 to size 3 only to restrict possible missile racks on the Hornet Series\n** Old Merlin models have been removed from the constellations\n** Cutlass hull health increased x3\n** Decreased Cutlass boost angular velocity from 3x normal to 2x normal\nComponents\n** Weapon damage increased by about 25%\n** The weapon damage disparity between sizes increased to 75%. Helps to make fixed weapons vs gimbaled weapons a more valuable decision.\n** Weapon accuracy for gatling weapons decreases\/spread increases over longer sustained rate of fire\n** Decreased spool up time\n** Gatling weapons can now fire while weapons are spooling up\n** Increased range and velocity of ballistic weapons\n** Omnisky velocity reduced\n** Omnisky power consumption increased\n** Increased Suckerpunch range\n** Weapon mount and gimbal slew rates are now set based by size\n** Adjusted weapon mounts so that their IM and EM signature generation scales with mount size\n** Increasing cooling flow for weapons due to higher health and shield values\n** Chaff counter measures will now fire in bursts of 4 across a 120 degree horizontal arc, chaff counter measure ammo box sizes have been quadrupled to match the burst\n** Size and potency of chaff reduced\n** Missile damage raised x1.5 for all missiles to help compensate the increased ship\/shield health and the raised Shield absorb for splash damage\n** Added distortion damage to missiles\n** Increased missile range\n** Tempest II reduced explosion radius and overall damage\n** Stalker V reduced explosion radius and overall damage\n** Shield values have been doubled\n** Shield splash damage absorb factor increased from 1 to 1.25 as a baseline. SECO-Splash shields raised to 1.5 and SECO-Drop shields raised from 0.8 to 1\n** Shield recharge rates have been reduced\n** Shield regen delay increased across the board for all sizes. Shortest delay is 9.5s for Size 1 and 19.5s at Size 4\n** Reduced amount of ballistic weapon damage that Shields absorb before applying damage to hull through the shields\n** Reduced armor energy absorption to make it less effective vs energy weapons\nEnvironment\n** Rotated the holotables and moved most of them next to a wall\n** Improved load times for ragdolls\n\nFixes:\n\n(PTU) \u2013 denotes an issue from the PTU that was fixed\n\nGameplay\n** As a temporary fix to some instant cockpit kill issues, we\u2019ve made the character invincible when sitting in the cockpit\n** Client and server performance for when ships are destroyed and respawn has been greatly improved\n** Clients that enter a team game mode from the same ranked lobby will now be on the same team\n** Fixed a server crash that was causing large amounts of players to disconnect (PTU)\n** Fixed an issue where game instances were turning into bottomless pits for specific game types and ate all the matchmaking requests without spinning the instance up (PTU)\n** Fixed one of the issues that was causing clients to get kicked back to hangar due to entering a state that would allow the client to connect to a match, but never finish the connection process (PTU)\n** Hard coded team values into the Generic Instance Manger to prevent a client from trying to connect to a match with a team size of 0 (PTU)\n** Spectator cameras are more stable when observing another ship (PTU)\n** Characters rolling while prone is now seen by other clients\n** Characters no longer spawn in as a pair of eyes\n** Fixed a few issues that were causing characters to spawn in a pilot seat standing up (some still exist)\n** Fixed an issue causing ships to sometimes sink into landing platforms in Multiplayer Free Flight when using automatic landing\n** Fixed a crash that would occasionally occur when landing in Multiplayer Free Flight\n** Fixed a crash that would occur when using the pistol after landing in Free Flight\n** Fixed several issues that would prevent tutorial completion (PTU)\n** Fixed several issues that were caused by reloading the tutorial (PTU)\nShips\n** Fixed an issue where the ship name would appear as debug text for the tutorial Gladius\u2019 ship AI\n** Front panels on the Mustang now animate when used\n** Fixed some thruster issues with the Merlin that would cause it to jerk around when boosting (PTU)\n** Fixed an issue where the Andromeda loaner Merlin wouldn\u2019t be accessible unless the Andromeda was in the hangar (PTU)\n** Fixed an issue where the loaner Merlin granted by the Andromeda would get stuck on a permanent load screen (PTU)\n** Mustangs no longer float in the air after landing with damaged or destroyed wings\n** Fixed the mustang turret showing debug text in the holotable\n** Fixed an issue where swapping turrets in a constellation would cause character animations to malfunction\n** Killing a Cutlass now gives proper credit\nComponents\n** Delta Rocket pods no longer display their name as debug text\nUser Interface\n** Fixed an issue that caused cross-hairs and reticule to sometimes go missing upon respawn\n** Thrusters can now be deactivated in power management\n** Holding tab will no longer cause the score board to default to on\n** Toggling comstab wasn\u2019t working for the first (PTU) version and has been fixed\nEnvironment\n** Large invisible collision blocks have been removed from the Aeroview hangar (PTU)\n** Murray Cup poster now appears in the VFG Industrial Hangar (PTU)\n** Cloud in race maps are no longer popping in and out\n** Fixed a crash that was being cause by the social module elevators in the hangar (PTU)\n** Fixed an issue that was causing some of the platform numbers in Free Flight to look like bubbles hovering over the landing pads (PTU)\n** Fixed some missing texturs that were causing red \u2018replace me\u2019 squares are under the ships in the tutorial (PTU)\n\nKnown Issues:\n\nThese are not representative of all known issues in the build. The following issues are bugs that were introduced with this version of the game that we feel are most impactful to play experience.\n\nGameplay\n** REC will sometimes not be awarded at the end of a match due to some server side issues\n** Error code 8 will happen occasionally when connecting to a multiplayer match which results in the client kicking back to the hangar after a load screen\n** Matchmaking isn\u2019t differentiating clients based on map selection for race modes\n** Ships are rarely unable to respawn after being destroyed\n** The ability to send invites doesn\u2019t recover if the Generic Instance Manager goes down due to the friends server not knowing when to rebroadcast its information\n** Respawning will rarely cause blood to appear on the characters visor\n** Missiles can fail to track their target in the third chapter of the tutorial and prevent the tutorial from being completed\nShips\n** The Mustang Delta is loading in with the Mustang Alpha geometry, causing it to lose its rocket pods\n** Interior of the Freelancer variants are pitch black due to missing textures and lighting\n** Sections of some Constellations are pitch black due to missing textures and lighting\n** Central seat of the Constellation cannot be sat in\n** Retaliator bomb bay floor is missing collision\nComponents\n** Motion blurr for some ship components is set too high, causing ships to often times appear more blurry than they should\nUser Interface\n** There is no respawn timer for respawn penalties\n** Error code 8 isn\u2019t displayed to a client when it\u2019s kicked back to hangar. Sometimes it shows up if the client completely backs out of the lobby UI\n** Gladius is missing its HUD in the tutorial\n** The HUD for the P-52 Merlin cannot be interacted with\n** Client will black screen if the lobby service is not able to communicate with the instance manager\n** Force closing the client while readied up will break the accounts ability to ready up (workaround: become a host of a lobby and the accounts ready state will be flushed)\nEnvironment\n** Multiple kinds of audio will drop out in matches with large amounts of ships"},"links_count":0,"comment_count":21,"created_at":"2015-07-24T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-04-28 02:55:27","valid_relations":["images","links","translations"],"prev_id":14854,"next_id":14856}}