X3: Albion Prelude 1.1 has landed, and it's brought X3: Terran Conflict 3.2 with it!

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CBJ
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X3: Albion Prelude 1.1 has landed, and it's brought X3: Terran Conflict 3.2 with it!

Post by CBJ » Tue, 17. Jan 12, 14:43

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.

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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

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, 01:18, edited 1 time in total.

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Post by perkint » Wed, 18. Jan 12, 02:49

Brilliant! Thanks Egosoft guys and all those who helped testing these :)

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Rakeris
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Post by Rakeris » Wed, 18. Jan 12, 02:50

Thanks a lot guys!

Noticed steam was updating AP and I was like YAY!
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Post by Jumee » Wed, 18. Jan 12, 02:55

thanks guys,

glad to see Kyoto is getting its docking ports, and also that now I can start playing again

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Post by Lancefighter » Wed, 18. Jan 12, 02:58

Wow.

I was just thinking yesterday: My only issue with the stability of X3 was that the game crashed sometimes when jumping to the same system.

And here I am, today, seeing that not only have noted been released, but steam has already updated AP!

Definitely gives me reason to continue playing :)
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Post by bwfcnut » Wed, 18. Jan 12, 03:03

I've got to ask, how have you reduced Stock Market profitability? I mean most people bought when the index was 95+ and sold when it was 85 or less. Have you just reduced the price of shares, stopped the market fluctuating as often or what?

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Post by A5PECT » Wed, 18. Jan 12, 03:05

AP Patch 1.1 wrote:- Made several balancing changes to improve gameplay
Anyone care to elaborate?
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Post by Sinxar » Wed, 18. Jan 12, 03:10

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!

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Post by CBJ » Wed, 18. Jan 12, 03:10

KloHunt3r wrote:Anyone care to elaborate?
- Increased laser recharge rate for M6s.
- Buffed Cerberus (various).
- Nerfed Panther (docking slots, laser generator).
- Buffed Python (shields).
- Nerfed Boreas (shields).
- Nerfed Flamer (energy used).
- Buffed Toukon (cargo class).
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"
Tell me which changes aren't clear and I'll try to elaborate.

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Post by Sinxar » Wed, 18. Jan 12, 03:16

CBJ wrote:
KloHunt3r wrote:Anyone care to elaborate?
- Increased laser recharge rate for M6s.
- Buffed Cerberus (various).
- Nerfed Panther (docking slots, laser generator).
- Buffed Python (shields).
- Nerfed Boreas (shields).
- Nerfed Flamer (energy used).
- Buffed Toukon (cargo class).
Pretty much that. Thanks again! Time to play AP finally yay!

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Post by perkint » Wed, 18. Jan 12, 03:19

Actually, I'm quite curious about this one:
Change Log wrote:Improved missile friendly fire behaviour
:?

Tim
Last edited by perkint on Wed, 18. Jan 12, 03:20, edited 1 time in total.
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Post by Winter Dragon » Wed, 18. Jan 12, 03:20

@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. :)

What was wrong with the AP shields on Laser Towers?

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Post by RoverTX » Wed, 18. Jan 12, 03:23

Any chance there are plans to buff the Megalodon in future patches, or at least add docking bays to it like the Kyoto?

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Post by Cycrow » Wed, 18. Jan 12, 03:24

Winter Dragon wrote:What was wrong with the AP shields on Laser Towers?
they were only being deployed with 200mj even thou they could take 1gj

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Post by CBJ » Wed, 18. Jan 12, 03:25

perkint wrote:Actually, I'm quite curious about this one:
Change Log wrote:Improved missile friendly fire behaviour
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!
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. :)
Please do, and PM me the results. :)
Winter Dragon wrote:What was wrong with the AP shields on Laser Towers?
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.

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