The drums of war update
Patch Notes 0.12.3
Overview
Known Issues
Added
Changed
Fixed
Overview
- Big improvements to all sound effects!
- Lots of other miscellaneous improvements!
- Bug fixes!
Known Issues
- Autospeed match 'close' setting does not work as expected
- Colliders for Fighter, Gunship, Carrier, and Large Transport are not optimized for best-fitting
- Jump-out animations are not scaled correctly for ships bigger than a gunship
- Guard My Target command is not implemented
Added
- Vessel names can now be randomly generated
- AI Actor will now change targets if another hostile is more of a threat
- AI Actor uses a fuzzy target selection of the nearest hostile (rather than using the 'Select closest hostile' command)
- Ship wings will now jump in formation to their leader
- Flash Radar Quadrant On Hit effect attached to a toggle option in Options > Game
- Added Autogun (XXS) as a replacement primary weapon for hostile fighters in the prologue (due to fixing AI firing weapons slowly)
- Added UI Volume slider
- Audio priorities adjustments for sound effects during gameplay to better manage many simultaneous playing sounds
Changed
- Controller Glyphs now display the control element descriptor for controllers without a defined glyph icon
- Prologue mission 1: Added Throttle Axis to help glyphs
- Prologue mission 1: Removed diagonal help glyphs as the vertical and horizontal glyphs communicate this
- Prologue mission 2: Updated directives text regarding waypoint references in line with Prologue mission 1
- Prologue mission 3: Removed the distress call waypoint when in range
- Prologue mission 7: Fixed typo during friendly spawn message near end of mission
- Corrected spelling and grammar throughout all prologue mission briefings and debriefings
- Navigation tutorial 2: Can now use throttle axis during throttle acceleration and deceleration section
- Navigation tutorial 2: Allowed 8-way hat to work during diagonal thrust sections
- Navigation tutorial 3: Disabled autopilot
- Mining beam SFX replacement
- Increased size of flare and muzzle VFX for mining beam
- Removed hull Hit Effect for mineable asteroids and normal asteroids due to excessive calls from using the mining beam
- Updated main missions and side missions to use directives and monitoring panels as needed
- Dying throes explosions VFX/SFX improved
- Death explosions VFX/SFX improved
- Gun sound effects improved
- Round robins used for repetitive sound effects (i.e. gunshots, impacts, explosions, etc)
- Replaced most Heads Up Display sound effects
- Directives Panel: When directive status changes the text now flashes with an audible bleep
- Player Received Transmission: Play audio bleep at the start of a transmission
- Main menu: Increased vertical button spacing for easier mouse highlighting on mouse over
Fixed
- Prevented mineable asteroids and Mining Station from being pushed around easily
- Particle explosions from weapon damage on the player seem to jitter/skitter during player movement
- Attempt to set pitch to infinite value from script ignored!
- Prevented autopiloting out of Skirmish when all enemies were destroyed
- Explosion lighting source only lights up for 1 second, where it should be limited for the particle animation time
- Turret Railgun shell mass not scaled correctly (decreased accordingly)
- Burst Autocannon 2/4/8 shell mass not set correctly (increased accordingly)
- Impact Hull/Armour SFX now calculated for pooled items
- Audio Asset pooling counts are under-calculated for guns and launchers
- Skirmish: Player not spawning in the correct position
- Projectile spawn location offsets more as the shooter's velocity increases
- Primary weapons fire faster the more the gun control subsystem is damaged
- AI Actor would trigger pull-release for each primary weapon shot, unintentionally slowing down the fire rate of fast-firing weapons
- Button UI audio interactions are not affected by the audio volume sliders
- Fixed duplicate audio sources from being created for parent objects not added to the pooling system
- Fixed issue of audio popping where played audio was stopped too early for explosions
- AI Actor severely under-calculated the effective firing range (effectively preventing the AI Actor from using primary weapons)
- Prologue mission 2: After mining 1st asteroid, engines should not be activated until 2nd asteroid is targeted
- Prologue mission 4: Enemies at Navpoint 2 can no longer be goaded in to attacking the player instead of transports

