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CBJ EGOSOFT

Joined: 29 Apr 2003 Posts: 35775 on topic

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Posted: Fri, 8. Sep 17, 15:48 Post subject: NEWS: X Rebirth update 4.21 coming soon |
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EGOSOFT has put X Rebirth 4.21 in open beta today (full details here) and will release a major update to X Rebirth VR edition after the weekend. We are sorry about delaying the X Rebirth VR Edition update, but there were some unforeseen complications with a Vulkan update and the new Oculus environment. Our update for X Rebirth VR Edition will have to be released together with the Oculus Update 1.18. Stay tuned!
Release notes for XR 4.21 Beta 1
• New Feature: All-new quick menu.
• New Feature: Target locking when using gamepad.
• Added zoom buttons to map.
• Added back button to Start/Options menu and Encyclopedia to allow use with mouse only.
• Added tabs to quickly switch between Property Owned, Inventory and Weapon Mods menus.
• Added shortcut to correct inventory trader in the Remote Comm menu from the Inventory menu.
• Added flight-assist note when flight assist is disabled.
• Added pause message when options menu is displayed.
• Added chance to acquire trade agents for defeating hostile ships close to a station.
• Added option to use the entire range of a slider for forward speed.
• Improved AI fight/flee behaviour (again!).
• Improved price calculation logic for stations with multiple production modules.
• Improved targeting behaviour especially when using gamepad.
• Improved organisation and labelling of controls in control configuration menu.
• Improved mission bar design for better readability.
• Improved visual appearance of ability menu.
• Improved mouse clicking in the ability menu so that hovering the cursor over the hotkey buttons correctly selects the button
• Improved mission target behaviour by reducing ping-effect in scenarios where there are more than 8 mission targets.
• Improved cases where turning the ship switched displayed target elements a lot.
• Improved tutorial missions and fixed several issues with them.
• Improved highway flight by allowing roll axis to steer left/right instead of doing nothing.
• Improved replacement of architects.
• Improved mission enemy balancing.
• Improved game over animation.
• Changed maximum distance of location-based icons to reduce icon clutter on station approach.
• Fixed fighters dismissing valid targets if they are far from their commander.
• Fixed Xenon not spawning in Albion on higher difficulty levels.
• Fixed ships warping between unconnected highways.
• Fixed Plasma Cannon Mk3 not having area damage.
• Fixed NPCs on platforms engaging in smalltalk even if no smalltalk dialog option available.
• Fixed Assign Trading Ship upkeep mission for warehouses being impossible to accomplish..
• Fixed several other smaller mission issues.
• Fixed drone dealer hint text.
• Fixed successful player kill being registered if they destroyed a crate they were supposed to collect.
• Fixed event monitor opening and closing directly when switching to external view under certain circumstances.
• Fixed very rare case of broken event monitor.
• Fixed very rare cases of incorrect colors being displayed in the UI.
• Fixed rare cases of interact button (A on gamepad) stopping working.
• Fixed full stop action not aborting boost while throttle is at 0, e.g. with gamepad.
• Fixed first person rotation being much too slow in certain cases.
• Fixed very rare case resulting in an event monitor being displayed in 1st-person or inside the drone HUD when it shouldn't.
• Fixed target elements being stuck in-place with the opening interact menu.
• Fixed saving game in a damage area being a death sentence.
• Fixed reward notifications spamming with very short delay,
• Fixed cases where target elements were missing on ships.
• Fixed rare cases where the target elements or interact menu would be displayed behind the crosshair.
• Fixed rare cases of hull/shield bars being displayed for obstructed targets without a target element.
• Fixed cases where target elements appeared to flicker wildly.
• Fixed case of crosshair arrows pointing to incorrect position.
• Fixed case in which the selected menu line was not scrolled into view when pressing Up key.
• Fixed cases of Enter key having no effect.
• Fixed case of game being stuck on pause when UI is reloaded while game is paused.
• Fixed cases where the game paused text vanishes even though the game is still paused.
• Fixed cases where game unpauses automatically, e.g. Alt-Tabbing out and back.
• Fixed issue with using non-bidirectional throttle together with gamepad mode.
• Fixed missing particle effects when loading a savegame.
• Fixed missing ship trails in highways.
• Fixed disappearing engine trails for ships entering and leaving gates and highways.
• Fixed missing normal map on floor in the Teladi gamestart station.
• Fixed causes of several rare crashes.
• Various small performance improvements.
Last edited by CBJ on Sat, 9. Sep 17, 11:27; edited 2 times in total |
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dholmstr
Joined: 12 Apr 2011
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Posted: Fri, 8. Sep 17, 17:27 Post subject: |
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Thank you!
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quarren

Joined: 09 Nov 2002 Posts: 67 on topic

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Posted: Sat, 9. Sep 17, 12:16 Post subject: |
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The new quick menu is really cool! Nice to see that the UI is still being upgraded.
Unsure about the change to the info point visibility. On one hand, I like that the screen isn't so cluttered anymore. On the other hand, it kind of breaks Butter Ranges (the mod). Meh, I'd say I can live with it.
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ZionTech

Joined: 30 Sep 2009
Location: RSA
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Posted: Sat, 9. Sep 17, 14:25 Post subject: |
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Yeah looking forward to it 
_________________ "When once you have tasted flight, you will forever walk the earth with your Eyes Turned Skyward, for there you have been, and there you will always long to return." |
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MrFiction

Joined: 07 Jul 2012 Posts: 183 on topic

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Posted: Sat, 9. Sep 17, 22:35 Post subject: |
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Awesome, really like the gamepad target locking feature
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superdave001
Joined: 12 Mar 2012 Posts: 1 on topic

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Posted: Sun, 10. Sep 17, 16:53 Post subject: |
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Ok so one quick question... I have the steam version of rebirth, and I don't know how to access the open beta. I tried accessing it through steam and the only beta it lists is legacy 2.51 (I really don't want to regress lol). is there something I'm missing?
EDIT: I answered my own question, theres a tutorial in i click the HERE part of the more info here post at the top of this thread... i thought that would bring me to the same news release as the facebook link did, but this is where i got the info i needed sorry for the time wasted, i hope though that this helps someone else!
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CBJ EGOSOFT

Joined: 29 Apr 2003 Posts: 35775 on topic

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Posted: Tue, 12. Sep 17, 10:58 Post subject: |
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Details of how to access Public Beta versions are in the Patch Public Beta forum.
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Skeeter
Joined: 09 Jan 2003 Posts: 2561 on topic Location: North East of England

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Posted: Fri, 15. Sep 17, 06:26 Post subject: |
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Didn't read it all, I noticed in a utube vid some cap ships firing and there's no SFX for them when firing. Has that been fixed?
_________________
3570k 4.5ghz 8gb DDR3 1600mhz MSI PE 670 2GB B_1149 22"/19" mon |
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X2-Illuminatus Moderator (Deutsch)


 
Joined: 02 Apr 2006 Posts: 20651 on topic

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Posted: Fri, 15. Sep 17, 09:43 Post subject: |
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Quote: |
Note: If a problem is not listed as fixed above then it is probably not being addressed in this patch, but may be planned for a future one. |
_________________ Besteht Interesse an einem Nopileos-Hörbuch?
Farnhams Legende und Nopileos als E-Books!
"People who think they know everything are a great annoyance to those of us who do." - Isaac Asimov
"If it's not impossible, there must be a way to do it." - Sir Nicholas Winton |
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braman
Joined: 07 Mar 2008 Posts: 3 on topic

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Posted: Wed, 20. Sep 17, 00:43 Post subject: |
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Nice am waiting for it long time
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-=SiR KiLLaLoT=-
 
Joined: 03 Mar 2012 Posts: 807 on topic Location: Giarre (CT)

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Posted: Wed, 20. Sep 17, 15:29 Post subject: |
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CBJ wrote: |
• Added chance to acquire trade agents for defeating hostile ships close to a station. |
This feature is really great !!
Thanks guys! 
_________________ Specification:
CPU: Core i7 6700k @ 4.0Ghz - Mobo: MSI Z170A-G43 PLUS - RAM: 4x4GB Cricial Ballistix Sport DDR4 2400Mhz - GPU: Zotac nVidia GTX970 4GB GDDR5 - SSD: Samsung 840 Pro 256GB – HDD WD Caviar Black 1TB – HDD WD Caviar Blue 1TB – HDD WD Caviar Black 2TB - Alimentatore: Enermax Liberty 620w - Case: iTek Iron Soldier - Monitor: 24” Asus VS247NR - Windows 10 Pro 64-Bit - Tastiera: Logitech G15 – Mouse: Red Dragon Perdition |
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Warnoise
Joined: 08 Mar 2016
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Posted: Wed, 18. Oct 17, 04:07 Post subject: |
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"Improved AI fight/flee behavior"
Is drostan, Balor, Sucellus AI fixed in this version?
Are fighters more useful at dodging incoming fire and using missiles from max range at capital ship elements?
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Sparky Sparkycorp Moderator (English)

Joined: 30 Mar 2004 Posts: 6716 on topic Location: UK

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Posted: Wed, 18. Oct 17, 08:11 Post subject: |
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Warnoise wrote: |
"Improved AI fight/flee behavior"
Is drostan, Balor, Sucellus AI fixed in this version?
Are fighters more useful at dodging incoming fire and using missiles from max range at capital ship elements? |
The Flee mechanic was fixed and feedback is requested on the behaviour here.
For the other questions you'll need to be more specific about which game version behaviour you're familiar with and using as a benchmark. Balor and Sucellus ships gained unique behaviour in the past, fighters have had several changes.
_________________ X:R mod list. X:R Wiki.
Updated TC/AP Bonus Pack. AP TS efficiency. |
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j.harshaw EGOSOFT

Joined: 23 Nov 2015
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Posted: Wed, 18. Oct 17, 08:14 Post subject: |
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Warnoise wrote: |
"Improved AI fight/flee behavior" |
This refers to how ship captains and pilots decide to fight or flee when attacked.
Feedback welcome, but not in this thread please. There's a feedback request thread on this feature in the Patch Public Beta subforum.
Warnoise wrote: |
Is drostan, Balor, Sucellus AI fixed in this version?
...
using missiles from max range at capital ship elements? |
Improvements in this regard were implemented in an earlier update. 4.10, unless i'm mistaken. No improvements particular to the Drostan, however.
Warnoise wrote: |
Are fighters more useful at dodging incoming fire |
Fighters don't dodge individual bullets or missiles, but they do evasive maneuvers in general when in combat. That hasn't changed in a while, though.
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Warnoise
Joined: 08 Mar 2016
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Posted: Tue, 24. Oct 17, 06:47 Post subject: |
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j.harshaw wrote: |
Warnoise wrote: |
"Improved AI fight/flee behavior" |
This refers to how ship captains and pilots decide to fight or flee when attacked.
Feedback welcome, but not in this thread please. There's a feedback request thread on this feature in the Patch Public Beta subforum.
Warnoise wrote: |
Is drostan, Balor, Sucellus AI fixed in this version?
...
using missiles from max range at capital ship elements? |
Improvements in this regard were implemented in an earlier update. 4.10, unless i'm mistaken. No improvements particular to the Drostan, however.
Warnoise wrote: |
Are fighters more useful at dodging incoming fire |
Fighters don't dodge individual bullets or missiles, but they do evasive maneuvers in general when in combat. That hasn't changed in a while, though. |
Thank you for taking the time to respond. I am sorry, i didn't mean to sound like i was criticizing I was simply trying to understand what kind of improvements the AI got in this patch.
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