X3: Albion Prelude 1.1 has landed, and it's brought X3: Terran Conflict 3.2 with it!
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X3: Albion Prelude 1.1 has landed, and it's brought X3: Terran Conflict 3.2 with it!
Those of you who have been playing X3: Albion Prelude for some time, and have been waiting for a fix for the performance issues experienced after extensive play, need wait no longer. We have also taken this opportunity to make some related performance optimisations, and to fix a number of bugs reported in the initial release.
Those of you playing X3: Terran Conflict will be pleased to know that we've back-ported some of the most important bug-fixes from X3: Albion Prelude, along with a number of the performance improvements.
For STEAM users, both games should update automatically provided your Steam client is configured to do this. For everyone else, the patch for X3TC is available in our Download area.
[ external image ]
X3: Albion Prelude 1.1
New Features and Improvements:
- Added various performance optimisations
- Made several balancing changes to improve gameplay
- Reduced excessively loud weapon/explosion sounds
- Improved missile friendly fire behaviour
- Push effect of "push" lasers now uses falloff
- Player missiles now immune to bullet damage for 2 seconds after launch
- Reduced missile spam from missile boats
- Improved missile barrage command for M8 ships
- Out-of-sector combat fine-tuned for better simulation
- Game now uses a wider range of combat music tracks
- Valhalla's jumpdrive will no longer jump to gates (because it's too big!)
- M8 ships now considered more powerful than M6 ships for mission balancing
- Reduced excessive Stock Exchanges profitability
- Graphs show zero lines for X and Y axis if values above and below zero are present
- Improved behaviour of Home and End keys in menus
- Wider range of quotes used when starting a plot game
- Added localised Loading screen messages
- Steam achievements can now be obtained while in offline mode
- Improved target rectangle scaling at high screen resolutions
Fixes:
- Fixed slowdown over time caused by missions (existing savegames should speed up too)
- Fixed crash when jumping in-sector while player ship turrets are firing
- Fixed freeze caused by RRF script priority conflict
- Fixed claiming of abandoned ships
- Fixed Terran Complex Construction Kit
- Fixed handling of war objects that are boarded
- Fixed OWP firing at targets that have been captured
- Fixed turrets "losing" weapons when going out of sector
- Fixed default shield on Lasertower
- Fixed missing docking slots on Kyoto
- Fixed Pike so that it can now carry shields it can fit
- Fixed price of Griffon Sentinel
- Fixed Traveller achievement
- Fixed several Stock Exchange bugs and exploits
- Fixed sector blacklists for Mk3 traders
- Fixed OOS mining not working
- Fixed various minor issues with marines, fleets and RRF
- Fixed custom menu selection for certain menu items
- Fixed incorrect mod path
- Fixed global parameter for number of missiles in a swarm
- Fixed interface animation speed when running SETA
[ external image ]
X3: Terran Conflict 3.2
New Features and Improvements:
- Improved missile friendly fire behaviour
- Push effect of "push" lasers now uses falloff
- Player missiles now immune to bullet damage for 2 seconds after launch
- Added new windowed mode resolutions and support for res.dat file
- Several performance optimisations
- Improved target rectangle scaling at high screen resolutions
Fixes:
- Fixed ships never docking at docking clamps unless SETA is engaged
- Fixed hitting Boost sending you back through the gate you have just come through
- Fixed some dialogue choice lines in the Buy Sector Information service
- Fixed rare broken handling of right mini-monitor
- Fixed rare crash when Game Over is shown
- Fixed rare Alt-Tab problem during startup
Those of you playing X3: Terran Conflict will be pleased to know that we've back-ported some of the most important bug-fixes from X3: Albion Prelude, along with a number of the performance improvements.
For STEAM users, both games should update automatically provided your Steam client is configured to do this. For everyone else, the patch for X3TC is available in our Download area.
[ external image ]
X3: Albion Prelude 1.1
New Features and Improvements:
- Added various performance optimisations
- Made several balancing changes to improve gameplay
- Reduced excessively loud weapon/explosion sounds
- Improved missile friendly fire behaviour
- Push effect of "push" lasers now uses falloff
- Player missiles now immune to bullet damage for 2 seconds after launch
- Reduced missile spam from missile boats
- Improved missile barrage command for M8 ships
- Out-of-sector combat fine-tuned for better simulation
- Game now uses a wider range of combat music tracks
- Valhalla's jumpdrive will no longer jump to gates (because it's too big!)
- M8 ships now considered more powerful than M6 ships for mission balancing
- Reduced excessive Stock Exchanges profitability
- Graphs show zero lines for X and Y axis if values above and below zero are present
- Improved behaviour of Home and End keys in menus
- Wider range of quotes used when starting a plot game
- Added localised Loading screen messages
- Steam achievements can now be obtained while in offline mode
- Improved target rectangle scaling at high screen resolutions
Fixes:
- Fixed slowdown over time caused by missions (existing savegames should speed up too)
- Fixed crash when jumping in-sector while player ship turrets are firing
- Fixed freeze caused by RRF script priority conflict
- Fixed claiming of abandoned ships
- Fixed Terran Complex Construction Kit
- Fixed handling of war objects that are boarded
- Fixed OWP firing at targets that have been captured
- Fixed turrets "losing" weapons when going out of sector
- Fixed default shield on Lasertower
- Fixed missing docking slots on Kyoto
- Fixed Pike so that it can now carry shields it can fit
- Fixed price of Griffon Sentinel
- Fixed Traveller achievement
- Fixed several Stock Exchange bugs and exploits
- Fixed sector blacklists for Mk3 traders
- Fixed OOS mining not working
- Fixed various minor issues with marines, fleets and RRF
- Fixed custom menu selection for certain menu items
- Fixed incorrect mod path
- Fixed global parameter for number of missiles in a swarm
- Fixed interface animation speed when running SETA
[ external image ]
X3: Terran Conflict 3.2
New Features and Improvements:
- Improved missile friendly fire behaviour
- Push effect of "push" lasers now uses falloff
- Player missiles now immune to bullet damage for 2 seconds after launch
- Added new windowed mode resolutions and support for res.dat file
- Several performance optimisations
- Improved target rectangle scaling at high screen resolutions
Fixes:
- Fixed ships never docking at docking clamps unless SETA is engaged
- Fixed hitting Boost sending you back through the gate you have just come through
- Fixed some dialogue choice lines in the Buy Sector Information service
- Fixed rare broken handling of right mini-monitor
- Fixed rare crash when Game Over is shown
- Fixed rare Alt-Tab problem during startup
Last edited by CBJ on Sat, 25. Feb 12, 00:18, edited 1 time in total.
Brilliant! Thanks Egosoft guys and all those who helped testing these
Tim
Tim
Struggling to find something from the forums - Google it!!!
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Is there anywhere we can see the actual changes instead of "something was fixed but we aren't going to tell you what it was, just that its better now"
I read that the Boreas was getting a nerf, was that included?
Thanks for the update, the performance fixes in TC has helped my game tremendously! The chugging I had while doing missions is gone!
I read that the Boreas was getting a nerf, was that included?
Thanks for the update, the performance fixes in TC has helped my game tremendously! The chugging I had while doing missions is gone!
- Increased laser recharge rate for M6s.KloHunt3r wrote:Anyone care to elaborate?
- Buffed Cerberus (various).
- Nerfed Panther (docking slots, laser generator).
- Buffed Python (shields).
- Nerfed Boreas (shields).
- Nerfed Flamer (energy used).
- Buffed Toukon (cargo class).
Tell me which changes aren't clear and I'll try to elaborate.Sinxar wrote:Is there anywhere we can see the actual changes instead of "something was fixed but we aren't going to tell you what it was, just that its better now"
Pretty much that. Thanks again! Time to play AP finally yay!CBJ wrote:- Increased laser recharge rate for M6s.KloHunt3r wrote:Anyone care to elaborate?
- Buffed Cerberus (various).
- Nerfed Panther (docking slots, laser generator).
- Buffed Python (shields).
- Nerfed Boreas (shields).
- Nerfed Flamer (energy used).
- Buffed Toukon (cargo class).
Actually, I'm quite curious about this one:
Tim
Change Log wrote:Improved missile friendly fire behaviour
Tim
Last edited by perkint on Wed, 18. Jan 12, 02:20, edited 1 time in total.
Struggling to find something from the forums - Google it!!!
- Winter Dragon
- Posts: 1141
- Joined: Wed, 6. Nov 02, 20:31
If the player shoots down a missile and the resulting explosion destroys something, that kill is credited to the player. This may not sound like it has much to do with friendly fire, but that's the consequence!perkint wrote:Actually, I'm quite curious about this one:Change Log wrote:Improved missile friendly fire behaviour
Please do, and PM me the results.Winter Dragon wrote:@CBJ - that PM I sent you earlier regarding an exploit with complexes - will test again with the 1.1 patch. You may have already fixed it.
They could fit stronger ones but were deployed with weaker ones. The change won't affect existing Lasertowers but it will affect newly-deployed ones.Winter Dragon wrote:What was wrong with the AP shields on Laser Towers?
CBJ wrote:If the player shoots down a missile and the resulting explosion destroys something, that kill is credited to the player. This may not sound like it has much to do with friendly fire, but that's the consequence!perkint wrote:Actually, I'm quite curious about this one:Change Log wrote:Improved missile friendly fire behaviour
Fan-bluddy-tastic
Lovin' that change!!!!! Thanks for clarifying!
Tim
Struggling to find something from the forums - Google it!!!
I'm just going through my mods at the moment (that is, my own ones that I made for myself) to make any necessary changes against the 1.1 files; but I don't see any new .cat/dat files in the addon folder.
02.cat was last modified on my file system at the time of the patch download, however; and a bunch of files were added to it (comparing against the 02.cat from AP 1.0).
Does Steam make changes to the existing cat/dats during the AP update, or do the new versions of the modified files go somewhere else?
Is it safe to assume that 02.cat contains the most recent versions of the T files and so on?
I'm assuming that, for instance, TShips has been changed due to the balance changes to the ships mentioned, etc.
02.cat was last modified on my file system at the time of the patch download, however; and a bunch of files were added to it (comparing against the 02.cat from AP 1.0).
Does Steam make changes to the existing cat/dats during the AP update, or do the new versions of the modified files go somewhere else?
Is it safe to assume that 02.cat contains the most recent versions of the T files and so on?
I'm assuming that, for instance, TShips has been changed due to the balance changes to the ships mentioned, etc.
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Re: X3: Albion Prelude 1.1 has landed, and it's brought X3: Terran Conflict 3.2 with it!
Does this mean theCBJ wrote: - Fixed claiming of abandoned ships
Spoiler
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Kha'ak randomly spawned ships