Patch notes X4 Foundation 1.51 Beta

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lordmuck
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Re: Patch notes X4 Foundation 1.51 Beta

Post by lordmuck »

abisha1980 wrote: Fri, 11. Jan 19, 19:24 Why o Why are GoG users alway's being threated like cattle no Beta on GoG web-store of course

is it not the devs side to supply GoG updates? or deliver them via a weblink on their own site.
ridiculous.
Go ask on the public beta forum perhaps they can help you get the updates ?

public beta forum
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CBJ
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EGOSOFT
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Re: Patch notes X4 Foundation 1.51 Beta

Post by CBJ »

abisha1980 wrote: Fri, 11. Jan 19, 19:24 Why o Why are GoG users alway's being threated like cattle no Beta on GoG web-store of course

is it not the devs side to supply GoG updates? or deliver them via a weblink on their own site.
ridiculous.
The Beta is on GOG as well. Instructions on how to access it are right here.
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shahman76
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Re: Patch notes X4 Foundation 1.51 Beta

Post by shahman76 »

Can I just say, HYPED! :mrgreen:
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Shehriazad
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Re: Patch notes X4 Foundation 1.51 Beta

Post by Shehriazad »

Performance is visibly increased.


Some sectors stuck to 50fps tops in full/hectic sectors are now at my Monitor Hz cap of 75Hz/75fps, gj.

The "new" music has been added to certain sectors and not just shuffled in, so it's great.

A few of the bugfixes you can feel, but of course Xenon and Kha'ak are still total pushovers, but they never claimed to have fixed that (yet).

Ventures finally always showing the reward you get, works as intended, yay.



I do have ONE new bug, though...sometimes when opening the map while flying with SETA, Normally OR Travel mode...my ship will "stop" as if I was hitting pause mode although everyone else still gets to move. I have the "keep speed during menues" set on yes in the menues and prior to this beta patch I never had the issue...but standing up once and sitting back down again fixes it...so it's minor.

Performance during SETA is still bad, though...but that's to be expected if you simulate an entire "universe" with speedhack on.
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mr.WHO
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Re: Patch notes X4 Foundation 1.51 Beta

Post by mr.WHO »

Shehriazad wrote: Fri, 11. Jan 19, 22:51
A few of the bugfixes you can feel, but of course Xenon and Kha'ak are still total pushovers, but they never claimed to have fixed that (yet).

I think that at least partialy Xenon weakness is caused by general Capship weakness which also should be adressed as soon as possible.

Fixing capships power and adding "mass transfer crew/marines" is two biggest things I'm currently waiting for X4. Otherwise I don't even seen a point in owning the player shipyard.
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Smacksim
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Re: Patch notes X4 Foundation 1.51 Beta

Post by Smacksim »

I'm a little confused about the boarding fix... but I'm going to test it..... and....

It's Fixed! Wow... stayed in sector through a behemoth boarding for the first time in ages. This is great!
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CaptainRAVE
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Re: Patch notes X4 Foundation 1.51 Beta

Post by CaptainRAVE »

Finally station credit auto transfer!!!
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Shehriazad
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Re: Patch notes X4 Foundation 1.51 Beta

Post by Shehriazad »

mr.WHO wrote: Fri, 11. Jan 19, 22:58
Shehriazad wrote: Fri, 11. Jan 19, 22:51
A few of the bugfixes you can feel, but of course Xenon and Kha'ak are still total pushovers, but they never claimed to have fixed that (yet).

I think that at least partialy Xenon weakness is caused by general Capship weakness which also should be adressed as soon as possible.

Fixing capships power and adding "mass transfer crew/marines" is two biggest things I'm currently waiting for X4. Otherwise I don't even seen a point in owning the player shipyard.

Turrets need to be harder to destroy and Xenon need better turrets....and the placement of another pair extra turrets on top...it makes no sense that they have such a huge blindside on top that allows ships like a freakin Shuyaku to be unhittable xD.


Turrets should have 2-3 times as much HP...and I think Xenon weapons by itself another problem. I'd LOVE for Xenon to have something like Railgun-esque weapons on their capitals. That's a bit different than previous X games...but everyone shooting the same kind of boring laser is just lame...Plus this is "Branch 9", so they're supposed to be different, eh? Plus a railgun type weapon would only make the turrets be limited by their turn rates. That means the further the enemy is, the more accurate they get as prediction becomes a lot easier if your projectile is insanely fast and the turnrate of the turret can keep up.

You'd have to get uncomfortably close in a small ship...but since the turrets now have more HP you have to be dodgy as heck to not be sniped. It would still be doable for skilled pilots, but it would no longer be an utter JOKE.


EDIT: I don't mean the kind of "railgun" that shoots a laserlike "beam" that hits at light speed...I want the more menacing "realistic" electromagnetic railguns where you'll be able to see/hear (well not "hear" so much in space) the thing charging for a short time...just enough for you to say "FK" before it fires a projectile with such force (7.000-10.000 m/s) that your rinky dink little ship just vaporizes. Balancing™ may be required!
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sintri
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Re: Patch notes X4 Foundation 1.51 Beta

Post by sintri »

Did this fix large stations freezing the game every time a module finished building?
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Masterdude420
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Re: Patch notes X4 Foundation 1.51 Beta

Post by Masterdude420 »

sintri wrote: Sat, 12. Jan 19, 01:04 Did this fix large stations freezing the game every time a module finished building?

I never had this problem not even being in the same sector at the same time while it finished construction. Maybe is a hardware related thing or rare bug? Did you provide a save or do you know someone already did?
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sintri
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Re: Patch notes X4 Foundation 1.51 Beta

Post by sintri »

It's a station coding thing, stations aren't very robust evident by every single module only has one parent. Every time you rotate/move a module, that module and all child modules have to be deconstructed and rebuilt. I suspect something similar occurs when you finish building a module or start a new module construction, the station's either completely deallocated and a new clone shows up in it's place with your new module or the station has to recheck every single parent connected to the module. Either way when you get a sufficiently large station, you'll start lagging. Don't get me wrong it's pretty impressive that it even works to begin with having hundreds of modules and thousands of turrets and connectors, but the game's still hardly playable when it'll lock up for a bit every time you build a new module.

Started locking up before this, but the station's at 149,000,000 MJ if you want a size estimation, though technically it'd more dependent on the number of modules in your station. Also you're likely right that faster hardware will likely mask this issue for a longer duration, so you may start lagging far earlier than this point.
Last edited by sintri on Mon, 14. Jan 19, 05:37, edited 2 times in total.
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TearsInRain
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Re: Patch notes X4 Foundation 1.51 Beta

Post by TearsInRain »

so when are stations supposed to transfer excess credits - where is the threshhold set for this?
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TDQuasar
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Re: Patch notes X4 Foundation 1.51 Beta

Post by TDQuasar »

sintri wrote: Mon, 14. Jan 19, 05:16 It's a station coding thing, stations aren't very robust evident by every single module only has one parent. Every time you rotate/move a module, that module and all child modules have to be deconstructed and rebuilt. I suspect something similar occurs when you finish building a module or start a new module construction, the station's either completely deallocated and a new clone shows up in it's place with your new module or the station has to recheck every single parent connected to the module. Either way when you get a sufficiently large station, you'll start lagging. Don't get me wrong it's pretty impressive that it even works to begin with having hundreds of modules and thousands of turrets and connectors, but the game's still hardly playable when it'll lock up for a bit every time you build a new module.

Started locking up before this, but the station's at 149,000,000 MJ if you want a size estimation, though technically it'd more dependent on the number of modules in your station. Also you're likely right that faster hardware will likely mask this issue for a longer duration, so you may start lagging far earlier than this point.
My game started having stutters/lag while my largest station was building. This has around 400 factory modules and a lot more connecting modules; plus defensive ones and habitation/landing modules. I have zero lag and high FPS when I start a new game, and I had in this game too before I started to build this station. I have quite a lot of smaller stations, but those don't seem to make the matter worse. The stutter is so annoying that I'm considering destroying this station even though it worth well over a billion credits and makes great profit (it's an all ship component factory). I really hope this patch or one before 2.0 will make this issue better.
Last edited by TDQuasar on Mon, 14. Jan 19, 06:15, edited 1 time in total.
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Jean Pagette
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Re: Patch notes X4 Foundation 1.51 Beta

Post by Jean Pagette »

A nice step in the right direction, want this venture system ironed out for the mods and need a nasty evil Terran introduction in x4 so we can expand the universe a bit.
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Daniel121
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Re: Patch notes X4 Foundation 1.51 Beta

Post by Daniel121 »

So...... the 2 main reasons I'm not playing this game haven't even been touched.

1. All turrets are unable to track properly, unless you use lasers
2. Every single wharf or shipyard is waiting on engine parts and no ships can be built

But hey, at least you added the music from X3, great job.......
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consiefe
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Re: Patch notes X4 Foundation 1.51 Beta

Post by consiefe »

Daniel121 wrote: Thu, 17. Jan 19, 00:52 But hey, at least you added the music from X3, great job.......
Which can't be heard of.
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Shehriazad
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Re: Patch notes X4 Foundation 1.51 Beta

Post by Shehriazad »

Daniel121 wrote: Thu, 17. Jan 19, 00:52 So...... the 2 main reasons I'm not playing this game haven't even been touched.

1. All turrets are unable to track properly, unless you use lasers
2. Every single wharf or shipyard is waiting on engine parts and no ships can be built

But hey, at least you added the music from X3, great job.......
1. Missiles, Torpedoes work fine as well.

2. That is highly unlikely. In most people's games MIN, ALI and ARG are usually stocked...and even TEL rarely have trouble, giving you plenty of options until you get to be rich enough to build factories or trade armies that support ANT, PAR and HOP.
The only reason some people remain with trouble is because they have characters from version 1.0 or so...which is their right to do so. But you always have SOME of the wharfs/shipyard's stocked now.
HOP PAR and ANT are MEANT to have trouble because they are constantly burning ships in fights.

I regularly see ANT/HOP fights with 10-20 destroyers, some construction vessels and loads of s/m.

If you want their ships..support them. It's meant to be like that.

3. Yea they did add X3 and XR music...which is better than the music we have right now.



I'm not a fanboy and hate many of the unnecessary problems this game has because of infancy. But critique has to be constructive and based on truth, otherwise we get nowhere.
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EmperorDragon
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Re: Patch notes X4 Foundation 1.51 Beta

Post by EmperorDragon »

Shehriazad wrote: Thu, 17. Jan 19, 09:12 1. Missiles, Torpedoes work fine as well.
They are far from fine. Way too overpowered and destroys the combat challenge.

I don't like using easy-kill cheats. And it's not nice for the AI to use it either...
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin
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Re: Patch notes X4 Foundation 1.51 Beta

Post by Shehriazad »

EmperorDragon wrote: Thu, 17. Jan 19, 10:45
Shehriazad wrote: Thu, 17. Jan 19, 09:12 1. Missiles, Torpedoes work fine as well.
They are far from fine. Way too overpowered and destroys the combat challenge.

I don't like using easy-kill cheats. And it's not nice for the AI to use it either...
They aren't too strong. Missile counters just don't work yet due to turret tracking and damage being too low.

If laser turrets did enough damage they'd nuke most missiles out of the sky.

Flares are also not used properly by AI. They usually randomly fire them early on even if no missiles approach.



So missiles aren't cheaty but the counters don't work properly and need AI fixes and minor turret buffs but not missile nerfs.

After all there are 2 counters once they are fixed. Missiles cost way more money due to constantly having to restock.

Plus I only ever get hit by missiles in L XL ships due to the other turrets not doing enough.



Nerfing missile damage doesn't fix it... it'd just mean that you get hit the same amount of times but the damage is no longer worth mentioning.
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EmperorDragon
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Re: Patch notes X4 Foundation 1.51 Beta

Post by EmperorDragon »

An L plasma turret does around ~160 damage, a heavy guided missile does ~3500 damage. That's insane. Pillager destroyers and stations lob missiles around like crazy and they never seem to run out either so, projectile count per second don't really balance it out either. Turret defense is not that simple anymore considering the reduced number of turret slots per ship and you can only choose one turret type on slots that can take 2-3 turrets.

To quote myself: "Equip a destroyer with a turret loadout and it can barely hold it's own against even a fighter, taking ages to destroy anything. Now equip the very same destroyer with a missile loadout and it becomes vastly overpowered, destroying anything in a matter of seconds." - a simple test to carry out that clearly displays a huge imbalance.

As I also mentioned before, using missiles makes the game a walkover and the reason I stopped using them, killing fighters in one-two shots and obliterating everything else in seconds does feel like cheating. Sometimes enemies don't even get a chance to fire back! Smart missiles especially are superweapons.

Yeah, I like using missiles (my Tempest missile and Firestorm torpedo complexes in X3 was my pride) and keeping them stocked up is no issue once the money starts rolling but, the current imbalance is way over the top.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin
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