Version 1.0278 includes the following improvements:
- Overall loading time from main menu to startup sequence reduced slightly.
- Option to limit yaw and pitch rotation added for mouselook, key, and axis view controls.
- Market value of terrain walkers increased significantly for new market availability option.
- Consolidating commodities in hangar now automatically removes any 0 quantity material listing.
- Sensor station and probe nav map indicators updated to reduce clutter and include square shape.
- Sensor stations and probes now render signals within a 50K cube shaped section of space rather than circular.
- There is now a rare chance of terrain walkers being available for sale in high technology class inventories.
- Equipment list in inventory console now adjusts with capacity limit rather than installed items (matching cargo list behavior).
- Nav map indicators for cities, ping location, and contract waypoints rendered with higher performance and can now be customized.
- Region territory link to war zones removed, all human ships are now linked as 'Navy' while in war zones.
- Weapon turrets will not attack 'Navy' faction human/AI piloted ships in war zones unless attacked first.
- Quests 2 and 3 updated to indicate decameters/in-sector coordinates for certain module placements.
- Proximity check that would sometimes incorrectly allow plants to disappear when approached fixed.
- Added option to import separate dedicated texture images for each individual custom ship design.
- The last module in a sector would often return on respawn/reload after being destroyed, fixed.
- Cargo list in build console more clearly defined to match frame design in inventory console.
- Rare chance of a training vocal stage playing when entering a station or city fixed.
- Global custom cockpit option enabled (ccpit.x and ccpitshader.txt file options).
- Ability to set a custom size of nav map signal blips added (dotsize.txt).
- Race course and cargo delivery HUD indicator texture detail improved.
- Cave entrance auto-guidance system updated for smoother adjustment.
- Pitch level (integer) added to savedata text file export options.
- Pitch level readout option added to hudtext.dat file options.
- Message log controls disabled when mouselook is active.
- Ship nav lights given a slight lens flare effect.
- Ability to import a custom jump gate mesh added.
Notes:
For the option to increase the size of the dots rendered on the nav map when a sensor station or probe is deployed, use a file named dotsize.txt inside the \hud folder and include the size you want for the blips in the first line. The default size is 4. It is generally not recommended to increase the size too much as the dots will eventually overlap each other if they are close together and are too big. So it's only recommended if you are using a low resolution display (below 1920X1080) and/or prefer the oversized blips on the nav map.
For the custom jump gate mesh option, use the \environment folder and filename gate.x for the custom mesh you want to use. To keep game rules consistent in multiplayer, the collision setup will remain the same, so you'll want to use a design that is pretty close to the same shape and size of the default mesh if you want the collision to match the appearance of the custom gate mesh you use.
By request, the new sensor station and probe systems now scan a square shaped section of space to cover the full 50K section of a sector out to its edge. The sensor signal strength is increased out to the corners to provide a more complete field of coverage across a square section of space to better match the square shape of sectors.
For the option to limit yaw and pitch rotation for mouselook, key, and axis view control, create a file in the game's install folder named 'panlimits.txt' and include the angle limit for yaw in the first line along with the angle limit for pitch in the second line. Default values are 178 and 88 respectively.
To address player requests/reports of different factions being present in war zones causing increased difficulty for escort objectives and mixed faction fighting, the regional territory link has been removed from war zones to lock all human ships in under one 'NAVY' faction. This way, any ALC or FDN ships in the region will behave as allied with any other ALC or FDN ship in a war zone with a common interest in fighting the Vonari. This change won't impact certain station conditions, so ships from opposing factions still won't be able to dock and the station modules themselves can be destroyed/built to still retain that level of control/behavior for a faction. But ships will no longer attack opposing faction ships in war zones, regardless of the regional territory control level.