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 
 

