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Found 37 results

  1. Destiny 2 News Updates

    Alright, so as Bungie currently has a blazing fire under their butt that is the embodiment of an angry player base, there seem to be a LOT of updates coming from them. And since these change logs, patch notes, etc, all seem to be very long, this is going to be a place for TLDR posts of these patch notes! Feel free to read through the notes, and share what you think about them!
  2. Patch 2.4.03

    Had a small patch today, fixed a few odds and ends and whatnot simple maintenance stuff. Patch Notes: https://forums.frontier.co.uk/showthread.php/383866-2-4-The-Return-Update-2-4-03
  3. 2.4 Is LIVE

    I have made a few notes in the patch notes. Marked with []. New Content & Features (Horizons) Added mysterious and exciting things...[ooooh sounds fun] Holo-Me Save Slots - We have added save slots for different Commander appearances in the Holo-Me system Holo-Me: Added 12 new hairstyles Holo-Me: Added slots for Eyewear and Outfits Synthesis can now create heat sinks, chaff, limpets and top up life support Additional planetary bases added to the Colonia region for migration winners Added mysterious locations we're not going to tell you about...[damnit] New Content & Features (Non-Horizons) Added more mysterious and exciting things...[Ya don't say] Ship Rebuy Penalty – When a player commits the crime of murder (PvP only), an additional cost is added if they swap to a less expensive ship before paying legal costs during the rebuy flow Exemption for valid Powerplay PvP Pilot’s Federation Bounty – When a player commits the crime of murder (PvP only), they receive an additional Pilot's Federation Bounty. This bounty is valid in every jurisdiction except anarchies Exemption for valid Powerplay PvP Inbox Revamp - Various quality of life improvements and a new look New Chained Missions - Which can be longer than two steps Hull/Canopy Repair Limpet controllers are now available Preview game extras in outfitting - You will now be able to preview paint jobs and other game extras available for purchase Stored ships can now be sold from the rebuy screen to cover the rebuy cost Updated route plotting system: maximum route plotting range is now 20Kly route plotting is much faster there is now an option to make use of neutron star boost when plotting routes an icon is displayed on the route to show the last scoopable star before running out of fuel Additional NPC stations added to support infrastructure and trade routes in Colonia region Star systems renamed based on Colonia migration winners Additional space stations added to Pleiades region to support civilian expansion narrative Added search and rescue contacts to stations across the galaxy New and improved salvage scenarios added to support search and rescue gameplay Made salvage commodities legal to pick up from wreck sites (will still appear illegal if dropped by ships as that is not salvage) Added more mysterious locations we're not going to tell you about...[aaaw why not?] Fixes and Improvements Audio Fixes and Improvements Fixed some missing landing pad audio Fixed other player's ships being nearly silent when close to planet's surface Fixed ship engines sounding strange when loading into another player's ship in Supercruise in Multi-crew Fixed System and Planetary Map surface ambiance audio not working Ensured that exploration music does not play when near a Planetary Port Fixed an issue where the "Shields offline" audio played after every jump when shields were turned off Fixed the vessel voice temperature warnings not working in Supercruise Mysterious audio for mysterious things.....[mysterious audio?.... really?] Controls Fixed a responsiveness issue that could occur when using the D-Pad of a controller on the galaxy map Fixed an issue where the driving mode switches were not bound in the Classic Context controls preset Added default bindings for the vanity camera switch views for keyboard and mouse control scheme Companion API /market now uses the correct commodity names and will include prices for legal commodities in the current ship's cargobay that are neither produced nor consumed at the current station Calling /market with rare commodities in the cargobay will now produce the correct sale price for them in game /profile now uses the correct galaxy state for controlling Factions and Superpowers, and uses the correct names for some modules, recipes and customisations /profile now includes Fighters, SRVs, Name and ID of ships /profile now includes most modifications of the current ship's modules, with a few exceptions: Ship armour, hull reinforcements, shield generators and shield boosters return their absolute values for the resistance modifiers, not just the engineer modifiers Modifications to weapon burst size do not automatically affect clip size Burst size and burst rate overrides do not report their consequences for attributes like damage per second Special modifiers are listed, but are not broken down into their effects Controls Added default bindings for useful Multi-crew functions for the Thrustmaster T-Flight HOTAS range CQC Fixed the 'Waiting for Players' and 'Starting Game' text that was obscured on the Elevate map Fixed a UI issue whereby many weapons were incorrectly displaying the 'gimballed' icon on the HUD Engineers Engineers should no longer distort influence % displayed for the other factions in that starsystem Factions Encourage factions to not expand into starsystems that require permits [But I wanted to take over sol.... welp there went that plan] Factions that fail to expand from a starsystem after an Investment state has boosted their expansion range will no longer try to expand from that starsystem in the future Factions that retreat from a starsystem will subsequently treat that starsystem as a low priority when choosing an expansion target Fighters/Crew Restored the missing descriptions for the GU-97 and Taipan Fighter when viewing their details via the Roles panel Galaxy Map/System Map Updated some textures in the System Map to reduce memory usage (without reducing the quality) Fixed an issue whereby you would not get a failed message when plotting an economical route Fixed an issue with how the Gemini Constellation was being drawn on the Galaxy Map Corrected an issue whereby the completed mission indicators were not updating correctly on the System Map Fixed an issue where ships that have been transferred were not displayed at the correct location on the Galaxy Map after logging out Corrected the colour of the Metals trade routes shown on the map to match the colour shown in the legend bar Fixed an issue whereby the System Map popup auto minimised when using a control pad Tweaked the route progress bar to show when updating route options Fixed an issue that caused route plotting to plot a route twice if you have neutron star boost turned upon starting a new game session Fixed an issue whereby long range route plotting failed to update route target after 1000 ly jumped General Fixes & Tweaks Brazilian Portuguese language translation is now available (A special thanks to our volunteer localisation testers has also been added to the credits) Fixed datestamps on inbox messages Various text fixes Various localisation fixes Added some mysterious things which get unveiled over time...[Oh now you are making me wait... I see how it is] Holo-Me Creator The Escape key will no longer exit the Holo-Me system Fixed a rendering issue that could occur when a Commander's hair overlaid certain environmental fog effects Fixed the 'Grime' facepaint not being very visible when applied in the white colour option Corrected the order for some of the female skin tones for the smooth complexion head type Fixed an issue whereby the 'Full 02' mouth shape was also incorrectly adjusting the jaw size Fixed issue whereby players could apply rank decals to their flight suits for ranks they have not yet obtained Fixed an issue where the Holo-Me screen was not focusing on the face when editing the "Complexion" tab Fixed the save prompt appearing when no changes had been made to your Commander Fixed an issue whereby the 'Loading Commanders' notification would display indefinitely after changing you Commander's gender When changing the Commander's gender after previewing or equipping a suit, the suit will now transition properly rather than resetting Missions Add distance from starsystem entry to mission destinations Ship kills, and actions to complete planetary hack and disable missions will now only contribute to a single mission, this will be the earliest mission accepted Refactored mission selection to promote a wider selection of missions on a single board. Refactored mission selection to promote a better spread of missions across factions Refactored mission selection to heavily promote selection of conflict missions for both sides involved Refactored mission selection to more reliably generate permit, engineer, and rank missions at eligible stations. Slightly rebalanced micro resource reward selection probabilities Added an inbox message when passengers alight from the ship Follow-on missions can include more data about previous missions in the chain Added support for missions allocating additional rewards based on station distance from the jump-in point Optimisations to how system data caching for secondary sites is stored and requested Significantly improve mission board loading, especially for those on high-latency networks Fixed message text when trying to accept missions past the mission limit (No longer says "... of this type" when it means total missions) Fixed passengers on tourism missions not realising the player hadn't gone to the right beacon when on multiple-site trips Fixed localisation text for certain parts of Ram Tah's ruins mission in languages other than english Fixed an issue whereby missions could still be locked even if you met the minimum reputation requirements Fixed some over-inflated mission rewards Increased the chance of in-space chain missions spawning For ship kill missions, the mission giver is considered when deciding if a kill should count. This allows for some mission stacking, but only when missions are from different factions Fixed issue whereby courier missions were only spawning at Elite rank Fixed an issue where legal massacre missions were not displaying the mission title in the inbox message after completion Increased the time limit for long distance missions Chain mission inbox messages now better indicate the name and known station of the mission giver Fixed an issue where the same assassination target could appear in a later chain mission or other mission board missions Fixed an issue whereby location information was not displaying correctly for assassination Chain missions that occurred after an altruism mission Fixed some string text that appeared in a chain mission's historical data Fixed an issue whereby Chain missions could persist after deleting your save Reduced the amount of Long Distance missions that will generate Multiple Planetary Scan missions will no longer complete after a single scan We now include the faction and station name in chain mission inbox messages Multi-Crew Fixed an issue where if a crew member joined a helm docked in the hangar, the crew would appear docked on the surface while the helm stayed in the hangar Fixed the Multi-crew power distribution pips being reset during Hyperspace and Supercruise transitions Fixed holograms on a Fighter's HUD disappearing during Multi-crew Fixed missile lock audio not working correctly in Multi-crew Fixed an issue where the gunner role has less range when using scanners than the helm role has Fixed an issue where the menu could become locked when quickly attempting to access the Mult-Crew Options (top left panel) during MultiCrew as non-helm role Added a default binding for the multicrew mode switch when using the mouse and keyboard control scheme, the key is Tab Fixed an issue where the holograms on a Fighter's HUD disappear during a Multi-Crew session Made some tweaks so Mutli-crew gunners in the third-person view can no longer automatically target their own launched projectiles Implemented a fix for crew members not always collecting exploration data when scanning a nav beacon Network Re-enabled UPnP by default in the AppConfig Improvements made to prevent network disconnections in poor network traffic conditions NPCs Fixed an issue whereby forgetful Military NPCs could sometimes have left their weapons at home Shooting a capital ship in a scenario where they are the bad guys no longer lands you with a bounty on your head Trigger-happy NPCs will now only shoot missiles once the target's shields have dropped Fixed the falling skimmer issue that could occur on planet surfaces Fix for capital ship movement issues Outfitting Fixed an issue that sometimes prevented players from selecting stored modules in Outfitting Fixed an issue where livery items would not appear the first time they are clicked upon Various outfitting items have had their descriptions fixed Fixed an issue where Bobbleheads were not appearing in the Livery section Fixed an issue where clicking "remove" on a decal slot when no decal was fitted caused the menu to stop responding Vehicle/Fighter sub slots are no longer displayed when transferring an optional internal module from stored modules Fixed an issue whereby ship kits would not preview correctly after quickly switching module slots Fixed an issue whereby when purchasing one or more class 6 planetary vehicle hangers, the class was not correctly detailed for the vehicle slots contained within it Fixed an issue where some ship nameplates were incorrectly displaying the ship ID Player Journal Added "Luminosity" property to "Scan" event for a Star Added "MissionRedirected" event Added "SearchAndRescue" event Added "SellShipOnRebuy" event Include Latitude and Longitude info in Screenshot event if appropriate Include transfer time to FetchRemoteModule Include info about online friends at startup The 'Scan" event is generated for all bodies in a system, when scanning a navigation Beacon Added "RepairDrone" event Added "Music" event Population statistic now included in the system info on 'FSDJump' included info about StationServices available when docking at a station Info about all bodies in the system added when scanning a Nav Beacon. If you have a Detailed Surface Scanner installed, this will include detailed info (such as materials available on landable bodies) Included 'TransferTime' property in 'ShipyardTransfer' event Added mission name to player journal for mission redirect message journal entries Fixed an issue whereby Nav Beacons needed to be scanned twice for correct journal entries PlayStation 4 Added a toggle to switch between tilt and rotate for headlook with motion controls Fixed an issue where the amount of time played would become stuck at 0 Fixed numerous crashes Fix for an issue where the “Refined Taste” Trophy was not triggering correctly Adjusted link on Passengers Training Video to direct you to the correct video Fixed an issue where you would be prevented from selecting control presets when booting the game with the T-Flight HOTAS 4 connected Fix for becoming stuck on the Engineers screen after viewing pinned blueprints Pressing Triangle on the Galaxy Map will now jump to your current location Swapped the left and right stick icons around so they’re no longer confused about their directions Added a default binding for deploying your Cargo Scoop with the T-Flight HOTAS 4. Added a default binding for targeting while in the SRV with the T-Flight HOTAS 4 Fixed an issue with the heat sinks on the Imperial Cutter disappearing when viewed from close by Fix for numerous audio issues including distortion during dog-fights Render Fixed a macOS specific issue with asteroid decals having bright textures when mining Fixed a macOS specific issue that saw station lights rendering through your ship's geometry Made some tweaks to prevent certain landing pads from being visible when using the vanity camera when docked in a hangar on a planet Fixed an issue that could lead to other Commanders floating around the screen when inspecting a fighter or SRV Fixed an issue with planet surface textures jittering Improvements made to station LOD (level of detail) when in a Wing macOS: Fixed an issue with gas giants not rendering correctly Fixed an issue whereby ship shadows were missing when first arriving at a planet's surface Fixed hologram scaling issue when targeting a torpedo Server Fix a cause of stored ships shown on the galaxy map, but were inaccessible from the shipyard Fix a transaction server error when transferring stolen cargo between SRVs and Ships Fix displaying the wrong language labels for Community Goal reward tiers Fix displaying the wrong language in multi-crew session reports Fix some incorrect faction superpower allegiance and government types used for the galaxy map, system map, commodities and outfitting services Stop displaying 'main menu' as a last location in top bounty local news reports Fix a transaction server error when passengers leave ship cabins Fix a transaction server error in outfitting Various reliability and performance improvements Fixed the selling of stolen salvage commodities at blackmarkets Stopped mission cargo from being sellable at the market it was given at Fixed some friends incorrectly appearing offline Fixed certain synthesis boosts lasting too long Ships General Ship Fixes and Improvements Fixed an issue where players could not switch ships if they had drones in their ship's hold Adjustments made to the Corrosive 1 Paint Job so it works better with non-Raider Ship Kits Fix for Shield Cell Banks having no audio or visual effects when deployed Fixed an issue with accented characters in ship names not displaying correctly Anaconda Fixed error that could occur when attempting to change the Anaconda's livery when an Engineer's modified shield generator is equipped Fixed a LOD issue with Anaconda Paintjobs Tidied up some textures Asp Explorer Fixed a naming inconsistency with the Corroded Livery Diamondback Fixed some LOD issues Diamondback Explorer Fixed some lighting issues Dolphin Fixed some texture issues with the Excursion Paint Job Flipped some text on the cockpit fire extinguisher The Dolphin now casts a shadow correctly when in the hanger Fixed a texture error that occured when the Dolphin's shields were hit when viewed from another ship Eagle Fixed some texture issues F63 Condor Adjusted lighting in the livery screen Federal Corvette Made adjustments so that the bumper Ship Kit works better with Paintjobs Fixed some clipping that could occur with a Class 1 Cannon in the small size 1 hardpoint The 3rd chair in the Federal Corvette is no longer manufactured by DeLacy and has been replaced with the appropriate Core Dynamics model Federal Dropship Patched a hole in the geometry Adjusted the nameplate camera for the Federal Dropship when using VR Imperial Courier Made adjustments to the decals to prevent clipping Adjusted decal 1's camera angle to prevent clipping when using VR Imperial Eagle Removed some stray geometry that was in the cargobay area Fixed some stretched textures that could be seen when your canopy ices up Minor texture and geometry fixes Keelback Rescaled the front decal so it does not cover recessed geometry Lakon Type 6 Added new hanger cameras for the Lakon Type 6 for the rear Ship Kits and the wings Lakon Type 7 Fixed a LOD shadowing issue on the top of the Lakon Type 7 Fixed some missing cockpit textures when viewed using the Vanity Camera Lakon Type 9 Added lights to the wings of the Lakon Type 9 so that nameplates can be seen Python Corrected several vanity camera orientations Sidewinder Fixed the smoothing groups on the sidewinder cockpit glass to improve LOD visuals when panning at close range Viper MkIII Fixed some clipping that could occur when equipping a spoiler Ship Kit Fixed a text decal on the rear of the Viper which was cutting through the hull geometry Viper MkIV Changed the hanger cameras with rear facing cameras for the spoiler and tail Ship Kits Vulture Patched up a small hole in the Vulture cockpit Fixed an issue with the Vulture's co-pilot console SRV Fixed a text overlay issue with the Surface and System map buttons in the Navigation Panel when driving an SRV Fixed an issue that caused the mouse direction cursor to not appear when driving an SRV Stability Fixes Fixed a crash that could occur when a nearby NPC ship was docking in a station Fixed a crash that could occur when saving and exiting back to the main menu Fixed a crash that could occur when reviewing Multicannon hardpoints in Outfitting Fixed a memory crash that could occur in various situations while playing Fixed a crash that could occur when entering an Unidentified Signal Source Fixed a crash that could occur when dropping in to a Civilian Installation Added a cool mystery thing...[don't mock me] Fixed a crash that could occur when entering Supercruise Fixed a crash that could occur when attempting to delete an inbox message Fixed a crash that could occur when loading in to an SRV Fixed a crash that could occur when visiting Jaques Station in Colonia Fixed a crash that could occur when entering the Planetary Map view Fixed a crash that could occur when scanning another Commander's ship while in your SRV Fixed a crash that could occur when firing weapons that apply the camera shake effect at targets that cannot be shaken Fixed an issue where swapping to an newly docked fighter would disconnect you from the server Fixed a crash that could occur when destroying a Goliath Skimmer Fixed a crash that could occur when following a wake scan Fixed a disconnect issue that could occur when deploying a Fighter when in Multi-crew Fixed a disconnection that could occur when loading into the game for the first time Fixed a rare crash that could occur when using the mouse to move the camera when in the cockpit Implemented measures to help prevent crashes that could occur when quickly deleting inbox messages Fixed a crash that could occur when joining or leaving a Multi-crew session Fixed a crash that could occur when using the System Map Fixed a crash that could occur when using Synthesis Added another cool mystery thing.....[What did I just say?] Station Services It is no longer possible to sell stolen items that you received as part of a mission on that station's black market Stations and Outposts Outpost weapons platform has been completely updated with new art All Outposts have had an art pass to fix minor issues and improve visuals Outpost schematic rendering is now fixed to show all the extra modules, not just the core outpost Modular Stations have had an art pass to fix minor issues and improve visuals in some areas Various station schematic models have been updated to improve quality and fix orientation issues Physics mesh optimisation in the newer station interiors to improve framerate Various updates to station interiors to fix minor art issues and improve LODs StellarForge Renamed Eol Procul Centauri 1 to Hutton Moon UI Fixed an issue where the fuel scooping UI element would overlap with the jump charging element Fixed an issue that could cause your inbox to become garbled when deleting messages Fixed an issue where gunsights were not rendering correctly Fixed some icons that were missing in the Multi-crew role switch panel Fixed an issue where the Multi-crew session report could overlay incorrectly and not be closed when opened in the Gunner Cam mode The Insurance screen will now show the last ship you were flying by default Livery items you own will now be indicated with a tick Removed an invisible button to nowhere from the Station Services menu Corrected the Commander portraits appearing at a lower resolution in the Station menu We have made some cosmetic improvements to the layout of the Insurance screen Fixed an issue where a Wingman's target marker could disappear when they target a subsystem Fixed an issue whereby the 'Buy Game Extras' button would not work correctly when using a mouse Made some changes to better accommodate text and prevent it from being cut off when playing the game in Russian Fixed an issue where faction text was overlapping Engineer details while docked at an Engineer base Scanning indicator now appears correctly in the Contacts panel when scanning a Commander Powerplay inbox messages will now show the name of the power that you are aligned with as the sender Fixed an i$$ue where Commander name$ that contained '$' were not di$playing correctly Fixed an issue whereby other players were not displayed as hollow squares on the scanner Players that have you on their sensors are now informed when you enable or disable "Report Crimes Against Me". Additionally, enabling crime reports now has a 15 second delay before actually becoming active (there is currently no delay when disabling crime reports) Made some changed to ensure the Navigation Panel UI stays in sync with the backend code Fixed some ship names that were incorrect on the 'Sell Ships on Rebuy' screen Fixed an issue that caused various elements of the UI displaying the currently selected destination to be out of sync, and allow surface destinations to be selected from the SRV Fixed a small dot that appeared next to the throttle pin on several ships Re-aligned the cargo scoop UI Fixed an issue whereby selecting to transfer a module from the list of stored modules displayed an incorrect list of viable slots Fixed an issue where the title of an inbox message would not fade out when the message had been read Improvements made to the Outfitting Livery UI, so it no longer resets to the top of the list when moving between slots Fixed some cut-off text on the 'Your Stored Ships' button within the Insurance Screen Fixed some cut-off text on the Taipan Fighter's role information screen Fixed an issue whereby the voice comms request icon temporarily appeared on the incorrect user in a player's friends list Fixed some text that was cut-off in the Holo-Me UI when playing the game in some languages Made some adjustments to prevent issues that could occur after Alt-Tabbing when in the Holo-Me UI Fixed some overlapping that could occur in the inbox message titles Fixed an issue where the no indication that a jet cone boost is due when using this option to plot a route appeared on the HUD VR We have made some adjustments to mouse behaviour when viewing the Holo-Me menu in VR so that it matches other UI screens We have disabled the bloom effect when using the VR graphical presets by default, as it could be a bit hard on the eyes Fixed a tiling issue that occurred when taking high resolution screenshots when using VR Adjusted a variety of outfitting cameras across a range of ships to work better when using VR Fixed an issue whereby the HUD target reticle was displayed inside your cockpit in one eye when using VR Weapons We have made some improvements to the animations on railguns If you're still reading this we're definitely not telling you about the mysterious things, you'll have to wait and find out......[WHY YOU LITTLE! *sounds of tables flipping*] Xbox One Added 25 new Achievements T.Flight Hotas One support Fix for an issue where Ship IDs would only show 5 characters despite 6 being entered War is here CMDRs, lock, and load.
  4. 2.4 Is LIVE

    I have made a few notes in the patch notes. Marked with []. New Content & Features (Horizons) Added mysterious and exciting things...[ooooh sounds fun] Holo-Me Save Slots - We have added save slots for different Commander appearances in the Holo-Me system Holo-Me: Added 12 new hairstyles Holo-Me: Added slots for Eyewear and Outfits Synthesis can now create heat sinks, chaff, limpets and top up life support Additional planetary bases added to the Colonia region for migration winners Added mysterious locations we're not going to tell you about...[damnit] New Content & Features (Non-Horizons) Added more mysterious and exciting things...[Ya don't say] Ship Rebuy Penalty – When a player commits the crime of murder (PvP only), an additional cost is added if they swap to a less expensive ship before paying legal costs during the rebuy flow Exemption for valid Powerplay PvP Pilot’s Federation Bounty – When a player commits the crime of murder (PvP only), they receive an additional Pilot's Federation Bounty. This bounty is valid in every jurisdiction except anarchies Exemption for valid Powerplay PvP Inbox Revamp - Various quality of life improvements and a new look New Chained Missions - Which can be longer than two steps Hull/Canopy Repair Limpet controllers are now available Preview game extras in outfitting - You will now be able to preview paint jobs and other game extras available for purchase Stored ships can now be sold from the rebuy screen to cover the rebuy cost Updated route plotting system: maximum route plotting range is now 20Kly route plotting is much faster there is now an option to make use of neutron star boost when plotting routes an icon is displayed on the route to show the last scoopable star before running out of fuel Additional NPC stations added to support infrastructure and trade routes in Colonia region Star systems renamed based on Colonia migration winners Additional space stations added to Pleiades region to support civilian expansion narrative Added search and rescue contacts to stations across the galaxy New and improved salvage scenarios added to support search and rescue gameplay Made salvage commodities legal to pick up from wreck sites (will still appear illegal if dropped by ships as that is not salvage) Added more mysterious locations we're not going to tell you about...[aaaw why not?] Fixes and Improvements Audio Fixes and Improvements Fixed some missing landing pad audio Fixed other player's ships being nearly silent when close to planet's surface Fixed ship engines sounding strange when loading into another player's ship in Supercruise in Multi-crew Fixed System and Planetary Map surface ambiance audio not working Ensured that exploration music does not play when near a Planetary Port Fixed an issue where the "Shields offline" audio played after every jump when shields were turned off Fixed the vessel voice temperature warnings not working in Supercruise Mysterious audio for mysterious things.....[mysterious audio?.... really?] Controls Fixed a responsiveness issue that could occur when using the D-Pad of a controller on the galaxy map Fixed an issue where the driving mode switches were not bound in the Classic Context controls preset Added default bindings for the vanity camera switch views for keyboard and mouse control scheme Companion API /market now uses the correct commodity names and will include prices for legal commodities in the current ship's cargobay that are neither produced nor consumed at the current station Calling /market with rare commodities in the cargobay will now produce the correct sale price for them in game /profile now uses the correct galaxy state for controlling Factions and Superpowers, and uses the correct names for some modules, recipes and customisations /profile now includes Fighters, SRVs, Name and ID of ships /profile now includes most modifications of the current ship's modules, with a few exceptions: Ship armour, hull reinforcements, shield generators and shield boosters return their absolute values for the resistance modifiers, not just the engineer modifiers Modifications to weapon burst size do not automatically affect clip size Burst size and burst rate overrides do not report their consequences for attributes like damage per second Special modifiers are listed, but are not broken down into their effects Controls Added default bindings for useful Multi-crew functions for the Thrustmaster T-Flight HOTAS range CQC Fixed the 'Waiting for Players' and 'Starting Game' text that was obscured on the Elevate map Fixed a UI issue whereby many weapons were incorrectly displaying the 'gimballed' icon on the HUD Engineers Engineers should no longer distort influence % displayed for the other factions in that starsystem Factions Encourage factions to not expand into starsystems that require permits [But I wanted to take over sol.... welp there went that plan] Factions that fail to expand from a starsystem after an Investment state has boosted their expansion range will no longer try to expand from that starsystem in the future Factions that retreat from a starsystem will subsequently treat that starsystem as a low priority when choosing an expansion target Fighters/Crew Restored the missing descriptions for the GU-97 and Taipan Fighter when viewing their details via the Roles panel Galaxy Map/System Map Updated some textures in the System Map to reduce memory usage (without reducing the quality) Fixed an issue whereby you would not get a failed message when plotting an economical route Fixed an issue with how the Gemini Constellation was being drawn on the Galaxy Map Corrected an issue whereby the completed mission indicators were not updating correctly on the System Map Fixed an issue where ships that have been transferred were not displayed at the correct location on the Galaxy Map after logging out Corrected the colour of the Metals trade routes shown on the map to match the colour shown in the legend bar Fixed an issue whereby the System Map popup auto minimised when using a control pad Tweaked the route progress bar to show when updating route options Fixed an issue that caused route plotting to plot a route twice if you have neutron star boost turned upon starting a new game session Fixed an issue whereby long range route plotting failed to update route target after 1000 ly jumped General Fixes & Tweaks Brazilian Portuguese language translation is now available (A special thanks to our volunteer localisation testers has also been added to the credits) Fixed datestamps on inbox messages Various text fixes Various localisation fixes Added some mysterious things which get unveiled over time...[Oh now you are making me wait... I see how it is] Holo-Me Creator The Escape key will no longer exit the Holo-Me system Fixed a rendering issue that could occur when a Commander's hair overlaid certain environmental fog effects Fixed the 'Grime' facepaint not being very visible when applied in the white colour option Corrected the order for some of the female skin tones for the smooth complexion head type Fixed an issue whereby the 'Full 02' mouth shape was also incorrectly adjusting the jaw size Fixed issue whereby players could apply rank decals to their flight suits for ranks they have not yet obtained Fixed an issue where the Holo-Me screen was not focusing on the face when editing the "Complexion" tab Fixed the save prompt appearing when no changes had been made to your Commander Fixed an issue whereby the 'Loading Commanders' notification would display indefinitely after changing you Commander's gender When changing the Commander's gender after previewing or equipping a suit, the suit will now transition properly rather than resetting Missions Add distance from starsystem entry to mission destinations Ship kills, and actions to complete planetary hack and disable missions will now only contribute to a single mission, this will be the earliest mission accepted Refactored mission selection to promote a wider selection of missions on a single board. Refactored mission selection to promote a better spread of missions across factions Refactored mission selection to heavily promote selection of conflict missions for both sides involved Refactored mission selection to more reliably generate permit, engineer, and rank missions at eligible stations. Slightly rebalanced micro resource reward selection probabilities Added an inbox message when passengers alight from the ship Follow-on missions can include more data about previous missions in the chain Added support for missions allocating additional rewards based on station distance from the jump-in point Optimisations to how system data caching for secondary sites is stored and requested Significantly improve mission board loading, especially for those on high-latency networks Fixed message text when trying to accept missions past the mission limit (No longer says "... of this type" when it means total missions) Fixed passengers on tourism missions not realising the player hadn't gone to the right beacon when on multiple-site trips Fixed localisation text for certain parts of Ram Tah's ruins mission in languages other than english Fixed an issue whereby missions could still be locked even if you met the minimum reputation requirements Fixed some over-inflated mission rewards Increased the chance of in-space chain missions spawning For ship kill missions, the mission giver is considered when deciding if a kill should count. This allows for some mission stacking, but only when missions are from different factions Fixed issue whereby courier missions were only spawning at Elite rank Fixed an issue where legal massacre missions were not displaying the mission title in the inbox message after completion Increased the time limit for long distance missions Chain mission inbox messages now better indicate the name and known station of the mission giver Fixed an issue where the same assassination target could appear in a later chain mission or other mission board missions Fixed an issue whereby location information was not displaying correctly for assassination Chain missions that occurred after an altruism mission Fixed some string text that appeared in a chain mission's historical data Fixed an issue whereby Chain missions could persist after deleting your save Reduced the amount of Long Distance missions that will generate Multiple Planetary Scan missions will no longer complete after a single scan We now include the faction and station name in chain mission inbox messages Multi-Crew Fixed an issue where if a crew member joined a helm docked in the hangar, the crew would appear docked on the surface while the helm stayed in the hangar Fixed the Multi-crew power distribution pips being reset during Hyperspace and Supercruise transitions Fixed holograms on a Fighter's HUD disappearing during Multi-crew Fixed missile lock audio not working correctly in Multi-crew Fixed an issue where the gunner role has less range when using scanners than the helm role has Fixed an issue where the menu could become locked when quickly attempting to access the Mult-Crew Options (top left panel) during MultiCrew as non-helm role Added a default binding for the multicrew mode switch when using the mouse and keyboard control scheme, the key is Tab Fixed an issue where the holograms on a Fighter's HUD disappear during a Multi-Crew session Made some tweaks so Mutli-crew gunners in the third-person view can no longer automatically target their own launched projectiles Implemented a fix for crew members not always collecting exploration data when scanning a nav beacon Network Re-enabled UPnP by default in the AppConfig Improvements made to prevent network disconnections in poor network traffic conditions NPCs Fixed an issue whereby forgetful Military NPCs could sometimes have left their weapons at home Shooting a capital ship in a scenario where they are the bad guys no longer lands you with a bounty on your head Trigger-happy NPCs will now only shoot missiles once the target's shields have dropped Fixed the falling skimmer issue that could occur on planet surfaces Fix for capital ship movement issues Outfitting Fixed an issue that sometimes prevented players from selecting stored modules in Outfitting Fixed an issue where livery items would not appear the first time they are clicked upon Various outfitting items have had their descriptions fixed Fixed an issue where Bobbleheads were not appearing in the Livery section Fixed an issue where clicking "remove" on a decal slot when no decal was fitted caused the menu to stop responding Vehicle/Fighter sub slots are no longer displayed when transferring an optional internal module from stored modules Fixed an issue whereby ship kits would not preview correctly after quickly switching module slots Fixed an issue whereby when purchasing one or more class 6 planetary vehicle hangers, the class was not correctly detailed for the vehicle slots contained within it Fixed an issue where some ship nameplates were incorrectly displaying the ship ID Player Journal Added "Luminosity" property to "Scan" event for a Star Added "MissionRedirected" event Added "SearchAndRescue" event Added "SellShipOnRebuy" event Include Latitude and Longitude info in Screenshot event if appropriate Include transfer time to FetchRemoteModule Include info about online friends at startup The 'Scan" event is generated for all bodies in a system, when scanning a navigation Beacon Added "RepairDrone" event Added "Music" event Population statistic now included in the system info on 'FSDJump' included info about StationServices available when docking at a station Info about all bodies in the system added when scanning a Nav Beacon. If you have a Detailed Surface Scanner installed, this will include detailed info (such as materials available on landable bodies) Included 'TransferTime' property in 'ShipyardTransfer' event Added mission name to player journal for mission redirect message journal entries Fixed an issue whereby Nav Beacons needed to be scanned twice for correct journal entries PlayStation 4 Added a toggle to switch between tilt and rotate for headlook with motion controls Fixed an issue where the amount of time played would become stuck at 0 Fixed numerous crashes Fix for an issue where the “Refined Taste” Trophy was not triggering correctly Adjusted link on Passengers Training Video to direct you to the correct video Fixed an issue where you would be prevented from selecting control presets when booting the game with the T-Flight HOTAS 4 connected Fix for becoming stuck on the Engineers screen after viewing pinned blueprints Pressing Triangle on the Galaxy Map will now jump to your current location Swapped the left and right stick icons around so they’re no longer confused about their directions Added a default binding for deploying your Cargo Scoop with the T-Flight HOTAS 4. Added a default binding for targeting while in the SRV with the T-Flight HOTAS 4 Fixed an issue with the heat sinks on the Imperial Cutter disappearing when viewed from close by Fix for numerous audio issues including distortion during dog-fights Render Fixed a macOS specific issue with asteroid decals having bright textures when mining Fixed a macOS specific issue that saw station lights rendering through your ship's geometry Made some tweaks to prevent certain landing pads from being visible when using the vanity camera when docked in a hangar on a planet Fixed an issue that could lead to other Commanders floating around the screen when inspecting a fighter or SRV Fixed an issue with planet surface textures jittering Improvements made to station LOD (level of detail) when in a Wing macOS: Fixed an issue with gas giants not rendering correctly Fixed an issue whereby ship shadows were missing when first arriving at a planet's surface Fixed hologram scaling issue when targeting a torpedo Server Fix a cause of stored ships shown on the galaxy map, but were inaccessible from the shipyard Fix a transaction server error when transferring stolen cargo between SRVs and Ships Fix displaying the wrong language labels for Community Goal reward tiers Fix displaying the wrong language in multi-crew session reports Fix some incorrect faction superpower allegiance and government types used for the galaxy map, system map, commodities and outfitting services Stop displaying 'main menu' as a last location in top bounty local news reports Fix a transaction server error when passengers leave ship cabins Fix a transaction server error in outfitting Various reliability and performance improvements Fixed the selling of stolen salvage commodities at blackmarkets Stopped mission cargo from being sellable at the market it was given at Fixed some friends incorrectly appearing offline Fixed certain synthesis boosts lasting too long Ships General Ship Fixes and Improvements Fixed an issue where players could not switch ships if they had drones in their ship's hold Adjustments made to the Corrosive 1 Paint Job so it works better with non-Raider Ship Kits Fix for Shield Cell Banks having no audio or visual effects when deployed Fixed an issue with accented characters in ship names not displaying correctly Anaconda Fixed error that could occur when attempting to change the Anaconda's livery when an Engineer's modified shield generator is equipped Fixed a LOD issue with Anaconda Paintjobs Tidied up some textures Asp Explorer Fixed a naming inconsistency with the Corroded Livery Diamondback Fixed some LOD issues Diamondback Explorer Fixed some lighting issues Dolphin Fixed some texture issues with the Excursion Paint Job Flipped some text on the cockpit fire extinguisher The Dolphin now casts a shadow correctly when in the hanger Fixed a texture error that occured when the Dolphin's shields were hit when viewed from another ship Eagle Fixed some texture issues F63 Condor Adjusted lighting in the livery screen Federal Corvette Made adjustments so that the bumper Ship Kit works better with Paintjobs Fixed some clipping that could occur with a Class 1 Cannon in the small size 1 hardpoint The 3rd chair in the Federal Corvette is no longer manufactured by DeLacy and has been replaced with the appropriate Core Dynamics model Federal Dropship Patched a hole in the geometry Adjusted the nameplate camera for the Federal Dropship when using VR Imperial Courier Made adjustments to the decals to prevent clipping Adjusted decal 1's camera angle to prevent clipping when using VR Imperial Eagle Removed some stray geometry that was in the cargobay area Fixed some stretched textures that could be seen when your canopy ices up Minor texture and geometry fixes Keelback Rescaled the front decal so it does not cover recessed geometry Lakon Type 6 Added new hanger cameras for the Lakon Type 6 for the rear Ship Kits and the wings Lakon Type 7 Fixed a LOD shadowing issue on the top of the Lakon Type 7 Fixed some missing cockpit textures when viewed using the Vanity Camera Lakon Type 9 Added lights to the wings of the Lakon Type 9 so that nameplates can be seen Python Corrected several vanity camera orientations Sidewinder Fixed the smoothing groups on the sidewinder cockpit glass to improve LOD visuals when panning at close range Viper MkIII Fixed some clipping that could occur when equipping a spoiler Ship Kit Fixed a text decal on the rear of the Viper which was cutting through the hull geometry Viper MkIV Changed the hanger cameras with rear facing cameras for the spoiler and tail Ship Kits Vulture Patched up a small hole in the Vulture cockpit Fixed an issue with the Vulture's co-pilot console SRV Fixed a text overlay issue with the Surface and System map buttons in the Navigation Panel when driving an SRV Fixed an issue that caused the mouse direction cursor to not appear when driving an SRV Stability Fixes Fixed a crash that could occur when a nearby NPC ship was docking in a station Fixed a crash that could occur when saving and exiting back to the main menu Fixed a crash that could occur when reviewing Multicannon hardpoints in Outfitting Fixed a memory crash that could occur in various situations while playing Fixed a crash that could occur when entering an Unidentified Signal Source Fixed a crash that could occur when dropping in to a Civilian Installation Added a cool mystery thing...[don't mock me] Fixed a crash that could occur when entering Supercruise Fixed a crash that could occur when attempting to delete an inbox message Fixed a crash that could occur when loading in to an SRV Fixed a crash that could occur when visiting Jaques Station in Colonia Fixed a crash that could occur when entering the Planetary Map view Fixed a crash that could occur when scanning another Commander's ship while in your SRV Fixed a crash that could occur when firing weapons that apply the camera shake effect at targets that cannot be shaken Fixed an issue where swapping to an newly docked fighter would disconnect you from the server Fixed a crash that could occur when destroying a Goliath Skimmer Fixed a crash that could occur when following a wake scan Fixed a disconnect issue that could occur when deploying a Fighter when in Multi-crew Fixed a disconnection that could occur when loading into the game for the first time Fixed a rare crash that could occur when using the mouse to move the camera when in the cockpit Implemented measures to help prevent crashes that could occur when quickly deleting inbox messages Fixed a crash that could occur when joining or leaving a Multi-crew session Fixed a crash that could occur when using the System Map Fixed a crash that could occur when using Synthesis Added another cool mystery thing.....[What did I just say?] Station Services It is no longer possible to sell stolen items that you received as part of a mission on that station's black market Stations and Outposts Outpost weapons platform has been completely updated with new art All Outposts have had an art pass to fix minor issues and improve visuals Outpost schematic rendering is now fixed to show all the extra modules, not just the core outpost Modular Stations have had an art pass to fix minor issues and improve visuals in some areas Various station schematic models have been updated to improve quality and fix orientation issues Physics mesh optimisation in the newer station interiors to improve framerate Various updates to station interiors to fix minor art issues and improve LODs StellarForge Renamed Eol Procul Centauri 1 to Hutton Moon UI Fixed an issue where the fuel scooping UI element would overlap with the jump charging element Fixed an issue that could cause your inbox to become garbled when deleting messages Fixed an issue where gunsights were not rendering correctly Fixed some icons that were missing in the Multi-crew role switch panel Fixed an issue where the Multi-crew session report could overlay incorrectly and not be closed when opened in the Gunner Cam mode The Insurance screen will now show the last ship you were flying by default Livery items you own will now be indicated with a tick Removed an invisible button to nowhere from the Station Services menu Corrected the Commander portraits appearing at a lower resolution in the Station menu We have made some cosmetic improvements to the layout of the Insurance screen Fixed an issue where a Wingman's target marker could disappear when they target a subsystem Fixed an issue whereby the 'Buy Game Extras' button would not work correctly when using a mouse Made some changes to better accommodate text and prevent it from being cut off when playing the game in Russian Fixed an issue where faction text was overlapping Engineer details while docked at an Engineer base Scanning indicator now appears correctly in the Contacts panel when scanning a Commander Powerplay inbox messages will now show the name of the power that you are aligned with as the sender Fixed an i$$ue where Commander name$ that contained '$' were not di$playing correctly Fixed an issue whereby other players were not displayed as hollow squares on the scanner Players that have you on their sensors are now informed when you enable or disable "Report Crimes Against Me". Additionally, enabling crime reports now has a 15 second delay before actually becoming active (there is currently no delay when disabling crime reports) Made some changed to ensure the Navigation Panel UI stays in sync with the backend code Fixed some ship names that were incorrect on the 'Sell Ships on Rebuy' screen Fixed an issue that caused various elements of the UI displaying the currently selected destination to be out of sync, and allow surface destinations to be selected from the SRV Fixed a small dot that appeared next to the throttle pin on several ships Re-aligned the cargo scoop UI Fixed an issue whereby selecting to transfer a module from the list of stored modules displayed an incorrect list of viable slots Fixed an issue where the title of an inbox message would not fade out when the message had been read Improvements made to the Outfitting Livery UI, so it no longer resets to the top of the list when moving between slots Fixed some cut-off text on the 'Your Stored Ships' button within the Insurance Screen Fixed some cut-off text on the Taipan Fighter's role information screen Fixed an issue whereby the voice comms request icon temporarily appeared on the incorrect user in a player's friends list Fixed some text that was cut-off in the Holo-Me UI when playing the game in some languages Made some adjustments to prevent issues that could occur after Alt-Tabbing when in the Holo-Me UI Fixed some overlapping that could occur in the inbox message titles Fixed an issue where the no indication that a jet cone boost is due when using this option to plot a route appeared on the HUD VR We have made some adjustments to mouse behaviour when viewing the Holo-Me menu in VR so that it matches other UI screens We have disabled the bloom effect when using the VR graphical presets by default, as it could be a bit hard on the eyes Fixed a tiling issue that occurred when taking high resolution screenshots when using VR Adjusted a variety of outfitting cameras across a range of ships to work better when using VR Fixed an issue whereby the HUD target reticle was displayed inside your cockpit in one eye when using VR Weapons We have made some improvements to the animations on railguns If you're still reading this we're definitely not telling you about the mysterious things, you'll have to wait and find out......[WHY YOU LITTLE! *sounds of tables flipping*] Xbox One Added 25 new Achievements T.Flight Hotas One support Fix for an issue where Ship IDs would only show 5 characters despite 6 being entered War is here CMDRs, lock, and load. View full article
  5. Plans for 2.4

    With 2.4 due for the 26th of September (at the time of writing that is this Tuesday) there will be lots of attention in the Pleiades Nebula where the Thargoids are primarily dwelling as far as we know. But that doesn't mean much. If they stay there I expect them to spread like wildfire shortly after. I talked it over with Montage and we are in agreement that ADK will be staying in our systems bolstering our defenses. If we are hired on as support then it will be considered but for the time being, we will be building our defenses and doing more system management. As for Lore going forward, it will be a more cautiously preparing tone. Fully aware of the Thargoid threat and know they are coming but focusing our resources and preparing. We are on the final line to Sol if that is the goal eventually. If the Thargoids make it that far we are in the direct path of destruction. I will also be more active in making some Galnet articles for submission. All will be posted on the section forums for review from you guys to know that we are all in agreement or at least mostly. This is OUR story so if you want input you must speak up otherwise I will just go with the initial submissions posted on the forums as they are written. Training was also another note that I have seen a little about and talked it over with Montage. We want to first see how many players we have that need the training with 2.4's release. With every major update there is a surge in players old and new. With this, we will also be encouraging more open play interaction to amp up our recruitment game. The Private Group isn't going anywhere but I want to see it used a little less. There will not be group training sessions due to Montage's sporadic week to week schedule we wouldn't be able to pick a day. But he is usually available in the evenings to do some 1 on 1 training. It is the way he prefers to do training because it means fewer questions at once and he can go into deeper detail on questions that need a more thorough explanation without feeling like one of the other people is being neglected. If you have any questions feel free to ask either Montage or myself here on the thread or on discord. Fly Safe CMDRs.
  6. 2.4 Launch Day Announced

    General quarters, general quarters man your battle stations. We got work to do (plans to be posted in Elite Dangerous Forum section soon). 2.4 has been announced to drop on the 26th of September. This means the Thargoids are right around the corner. They have given us warnings for years. Operating in the darkness of witchspace only revealing themselves some 8 months ago. War is coming, and we are beyond unprepared. So let's kick into high gear and fortify our defenses, bolster our lines and supply stockpiles. Video Revealed today:
  7. 2.4 Launch Day Announced

    General quarters, general quarters man your battle stations. We got work to do (plans to be posted in Elite Dangerous Forum section soon). 2.4 has been announced to drop on the 26th of September. This means the Thargoids are right around the corner. They have given us warnings for years. Operating in the darkness of witchspace only revealing themselves some 8 months ago. War is coming, and we are beyond unprepared. So let's kick into high gear and fortify our defenses, bolster our lines and supply stockpiles. Video Revealed today: View full article
  8. Overwatch | Patch 1.14.1.2

    Overwatch | Patch 1.14.1.2 = New Game Modes: Deathmatch and Team Deathmatch!!!! Two new game modes have been added to the Arcade: Deathmatch and Team Deathmatch! In Deathmatch, eight players go head-to-head until one player scores 20 points. Players will earn 1 point whenever they land the final blow on an opponent and will lose 1 point whenever they die to environmental damage (ex: falling off a cliff) or self-inflicted damage. This scoring will be tracked in a brand-new scoreboard. The first player to 20 points wins! In Team Deathmatch, two teams of four players face off until one team scores 30 points. Players will earn 1 point for their team whenever they land the final blow on an opponent and will lose 1 point for their team whenever they die to environmental damage (ex: falling off a cliff) or self-inflicted damage. If players are resurrected before they respawn, the corresponding point for their death will be deducted from the enemy team’s score. This scoring will be tracked in our default scoreboard. The first team to 30 points wins! Both modes will play out on a selection of maps from our existing pool: Hanamura Horizon Lunar Colony Temple of Anubis Volskaya Industries Dorado Eichenwalde Hollywood King’s Row (TDM only) Black Forest (TDM only) Castillo (TDM only) Ecopoint: Antarctica (TDM only) Necropolis We’ve made several modifications to many of these maps (including restricting play to a specific area and developing a special respawn system). We’re also introducing a brand new map specifically for Deathmatch: Château Guillard! Learn more about this map below. Both modes will be available for play in Custom Games. Watch our developer update for additional insight. New Deathmatch Map: Château Guillard Château Guillard is located near Annecy in southeastern France. For hundreds of years, it was the estate of the influential Guillard family, until it gradually fell into disrepair after the family's power waned in the decades after the Revolution. Recently, the château has found a new owner: the Talon agent Widowmaker, who has returned to her family's ancestral home. GENERAL A number of data format changes have been implemented Developer Comments: Over the past few months, we’ve been working on a number of significant under-the-hood changes that will help us streamline the patching process. This will allow us to reduce the download size in future patches, but it does mean that today’s patch is larger than a traditional patch. Match-wide voice chat has been added for Deathmatch and Custom Games [PS4/XB1] Player reporting has been enabled An “Aim Ease in” option has been added under the “Advanced” tab in the “Controller” menu. This allows players to customize their turn rate acceleration. If you’d like to know more, check out the developer explain over on the forums HERO UPDATES Junkrat Concussion Mine Junkrat can now hold two mines RIP-Tire Tire’s movement speed has been increased by 30% There is no longer a time limit when wall climbing Developer Comments: Giving the Junkrat the ability to store two concussion mines adds some much-needed flexibility and versatility to his kit, particularly when using the mines for mobility. RIP-Tire’s damage has always been very good, but it was often difficult to steer the tire into position before it was destroyed. Increasing its speed will allow players to effectively detonate the tire more often and decrease the amount of time that Junkrat is vulnerable while controlling it. Orisa Fusion Driver Projectile speed increased by 20% Protective Barrier Barrier size increase by 20% Barrier shape has been changed to allow for more coverage from enemies that are below the barrier Developer Comments: The projectile speed increase helps Orisa’s consistency, especially at medium ranges (or further). Her barrier size has been increased to better protect her team, and the new shape makes the shield more effective when it’s used on slopes or on top of objects (such as a payload). Roadhog Take a Breather Can now be used while moving Damage taken while healing has been reduced by 50% Developer Comments: These changes help Roadhog be much more aggressive when looking for hook targets or blocking for his team. The combination of these effects significantly increases Roadhog’s sustainability and survivability. Widowmaker Grappling Hook Cooldown has been reduced from 12 seconds to 8 Venom Mine Affected targets are now visible through walls (to you as Widowmaker only) Developer Comments: Widowmaker is extremely powerful in the right hands, but her abilities often felt a little weak. The Grappling Hook cooldown reduction means she is more likely to have it available when she needs to escape. Venom Mine is intended to be an early warning system, uncovering enemies that are attempting to flank her or her team. With this change, she can see enemies when they trigger the mine, even if they’re on the other side of a wall COMPETITIVE PLAY General The length of Competitive Play seasons has been reduced to 2 months (formerly 3) The winner on Control maps will now be decided based on a best-2-out-of-3 series (formerly 3-out-of-5) Due to the shortened season length, fewer Competitive Points will be rewarded at the end of each season More Competitive Points will be rewarded for wins or ties in Competitive Play 15 Competitive Points for a win (formerly 10) 5 Competitive Points for a win (formerly 3) Periodic Skill Rating decay has been reduced Previously inactive players (in Diamond tier or above) lost 50 Skill Rating per day. This has been reduced to 25 Skill Rating per day Playing a match now increases the time till decay by 36 hours (up from 24 hours). The maximum number of days remains set at 7 Players who place in Diamond or below can now lose their place in that tier if their Skill Rating drops below the minimum requirement. However, they’ll still earn their end-of-season rewards for their highest skill tier placed Player Skill Ratings will no longer be temporarily lowered at the beginning of a season (after placement matches) Changes in Skill Rating that occur after each competitive match have been adjusted to address some anomalies, especially with certain heroes Skill Rating earned during players' placement matches will now more accurately reflect their true Skill Rating The calculation system for personal performance contributions has been improved Developer Comments: Learn more about Skill Rating and Skill Tier Updates in our forum post here. Gameplay Anti-stall timers for control points have been reduced to negate stalling as a viable tactic USER INTERFACE General Added an “Outline Opacity” option under the custom reticle settings (found under Controls > Options > Advanced), which allows players to control the opacity of the black outline surrounding the reticule BUG FIXES General Fixed a bug that occasionally required the Capture Point progress bar to progress past the 2nd tick mark before being activated Heroes Fixed a bug that could cause D.Va's black ejection screen to briefly reappear after being ejected from her mech Fixed a bug causing D. Va’s Light Gun to utilize the wrong texture while outside of her mech when the Junker skin was equipped Fixed a bug that caused D. Va’s hair to stand straight up on the Hero Select screen when her Cruiser skin was equipped Fixed a bug causing the lights on the back of Doomfist’s hand to incorrectly indicate full ammo when his Hello emote was activated Fixed a bug that prevented the area-of-effect circle for Doomfist’s Meteor Strike from being visible to all players Fixed a bug that prevented Doomfist’s Meteor Strike from reaching certain high-altitude locations Fixed a bug that was preventing Doomfist’s Rocket Punch from connecting with enemy players that were moving up an incline Fixed a bug preventing Orisa’s “Overclocked” achievement from being granted, even after the criteria was met Fixed a bug causing Sombra’s teeth to be visible while her Stealth ability was active when her Los Muertos skin was equipped Fixed a bug causing Sombra’s reload animation to play even when interrupted Maps Fixed a bug that allowed players to reach unintended locations on Ecopoint: Antarctica Fixed a bug that allowed players to see past the map’s background on Black Forest Fixed a bug that allowed players to reach unintended locations on Black Forest Fixed a bug that caused the announcer to say “Travelling to Dorado” when joining Castillo Fixed a bug that prevented some equipment (vents, pipes, etc.) from properly connecting to the walls of the power plant on Dorado Fixed a bug that allowed players to reach unintended locations on Hanamura Fixed a bug that caused some projectiles to go through the ground on the last point of Horizon Lunar Colony Fixed an issue that caused sprays to display incorrectly on the crane on the Horizon Lunar Colony Fixed a bug that caused pink lighting to appear in some areas of Ilios Fixed a bug that could cause A.I. heroes to get themselves stuck while traveling to the Well Capture Point on Ilios Fixed a bug that allowed players to reach unintended locations on Ilios Fixed an issue that caused the lighting to appear dark in Genji’s room on Nepal Fixed a bug that allowed players to reach unintended locations on Oasis Fixed a bug that prevented Pharah’s Jump Jet from recharging while perched on doorframes in Oasis Fixed a bug that prevented doorframes from being visible and lacking collision on the Practice Range Fixed a bug that caused some players to get stuck behind a plant near the second point on Route 66 Fixed a bug that allowed Doomfist to reach unintended locations on Volskaya Industries User Interface Fixed a bug in the Options > Controls menu that prevented the asterisk (which normally indicates that changes have been made) from being removed from the hero’s dropdown after controls have been set to default Fixed a bug causing the Back button to disappear when scrolling through the list of available games in the Game Browser
  9. Overwatch | Patch 1.14.1.2

    Overwatch | Patch 1.14.1.2 = New Game Modes: Deathmatch and Team Deathmatch!!!! Two new game modes have been added to the Arcade: Deathmatch and Team Deathmatch! In Deathmatch, eight players go head-to-head until one player scores 20 points. Players will earn 1 point whenever they land the final blow on an opponent and will lose 1 point whenever they die to environmental damage (ex: falling off a cliff) or self-inflicted damage. This scoring will be tracked in a brand-new scoreboard. The first player to 20 points wins! In Team Deathmatch, two teams of four players face off until one team scores 30 points. Players will earn 1 point for their team whenever they land the final blow on an opponent and will lose 1 point for their team whenever they die to environmental damage (ex: falling off a cliff) or self-inflicted damage. If players are resurrected before they respawn, the corresponding point for their death will be deducted from the enemy team’s score. This scoring will be tracked in our default scoreboard. The first team to 30 points wins! Both modes will play out on a selection of maps from our existing pool: Hanamura Horizon Lunar Colony Temple of Anubis Volskaya Industries Dorado Eichenwalde Hollywood King’s Row (TDM only) Black Forest (TDM only) Castillo (TDM only) Ecopoint: Antarctica (TDM only) Necropolis We’ve made several modifications to many of these maps (including restricting play to a specific area and developing a special respawn system). We’re also introducing a brand new map specifically for Deathmatch: Château Guillard! Learn more about this map below. Both modes will be available for play in Custom Games. Watch our developer update for additional insight. New Deathmatch Map: Château Guillard Château Guillard is located near Annecy in southeastern France. For hundreds of years, it was the estate of the influential Guillard family, until it gradually fell into disrepair after the family's power waned in the decades after the Revolution. Recently, the château has found a new owner: the Talon agent Widowmaker, who has returned to her family's ancestral home. GENERAL A number of data format changes have been implemented Developer Comments: Over the past few months, we’ve been working on a number of significant under-the-hood changes that will help us streamline the patching process. This will allow us to reduce the download size in future patches, but it does mean that today’s patch is larger than a traditional patch. Match-wide voice chat has been added for Deathmatch and Custom Games [PS4/XB1] Player reporting has been enabled An “Aim Ease in” option has been added under the “Advanced” tab in the “Controller” menu. This allows players to customize their turn rate acceleration. If you’d like to know more, check out the developer explain over on the forums HERO UPDATES Junkrat Concussion Mine Junkrat can now hold two mines RIP-Tire Tire’s movement speed has been increased by 30% There is no longer a time limit when wall climbing Developer Comments: Giving the Junkrat the ability to store two concussion mines adds some much-needed flexibility and versatility to his kit, particularly when using the mines for mobility. RIP-Tire’s damage has always been very good, but it was often difficult to steer the tire into position before it was destroyed. Increasing its speed will allow players to effectively detonate the tire more often and decrease the amount of time that Junkrat is vulnerable while controlling it. Orisa Fusion Driver Projectile speed increased by 20% Protective Barrier Barrier size increase by 20% Barrier shape has been changed to allow for more coverage from enemies that are below the barrier Developer Comments: The projectile speed increase helps Orisa’s consistency, especially at medium ranges (or further). Her barrier size has been increased to better protect her team, and the new shape makes the shield more effective when it’s used on slopes or on top of objects (such as a payload). Roadhog Take a Breather Can now be used while moving Damage taken while healing has been reduced by 50% Developer Comments: These changes help Roadhog be much more aggressive when looking for hook targets or blocking for his team. The combination of these effects significantly increases Roadhog’s sustainability and survivability. Widowmaker Grappling Hook Cooldown has been reduced from 12 seconds to 8 Venom Mine Affected targets are now visible through walls (to you as Widowmaker only) Developer Comments: Widowmaker is extremely powerful in the right hands, but her abilities often felt a little weak. The Grappling Hook cooldown reduction means she is more likely to have it available when she needs to escape. Venom Mine is intended to be an early warning system, uncovering enemies that are attempting to flank her or her team. With this change, she can see enemies when they trigger the mine, even if they’re on the other side of a wall COMPETITIVE PLAY General The length of Competitive Play seasons has been reduced to 2 months (formerly 3) The winner on Control maps will now be decided based on a best-2-out-of-3 series (formerly 3-out-of-5) Due to the shortened season length, fewer Competitive Points will be rewarded at the end of each season More Competitive Points will be rewarded for wins or ties in Competitive Play 15 Competitive Points for a win (formerly 10) 5 Competitive Points for a win (formerly 3) Periodic Skill Rating decay has been reduced Previously inactive players (in Diamond tier or above) lost 50 Skill Rating per day. This has been reduced to 25 Skill Rating per day Playing a match now increases the time till decay by 36 hours (up from 24 hours). The maximum number of days remains set at 7 Players who place in Diamond or below can now lose their place in that tier if their Skill Rating drops below the minimum requirement. However, they’ll still earn their end-of-season rewards for their highest skill tier placed Player Skill Ratings will no longer be temporarily lowered at the beginning of a season (after placement matches) Changes in Skill Rating that occur after each competitive match have been adjusted to address some anomalies, especially with certain heroes Skill Rating earned during players' placement matches will now more accurately reflect their true Skill Rating The calculation system for personal performance contributions has been improved Developer Comments: Learn more about Skill Rating and Skill Tier Updates in our forum post here. Gameplay Anti-stall timers for control points have been reduced to negate stalling as a viable tactic USER INTERFACE General Added an “Outline Opacity” option under the custom reticle settings (found under Controls > Options > Advanced), which allows players to control the opacity of the black outline surrounding the reticule BUG FIXES General Fixed a bug that occasionally required the Capture Point progress bar to progress past the 2nd tick mark before being activated Heroes Fixed a bug that could cause D.Va's black ejection screen to briefly reappear after being ejected from her mech Fixed a bug causing D. Va’s Light Gun to utilize the wrong texture while outside of her mech when the Junker skin was equipped Fixed a bug that caused D. Va’s hair to stand straight up on the Hero Select screen when her Cruiser skin was equipped Fixed a bug causing the lights on the back of Doomfist’s hand to incorrectly indicate full ammo when his Hello emote was activated Fixed a bug that prevented the area-of-effect circle for Doomfist’s Meteor Strike from being visible to all players Fixed a bug that prevented Doomfist’s Meteor Strike from reaching certain high-altitude locations Fixed a bug that was preventing Doomfist’s Rocket Punch from connecting with enemy players that were moving up an incline Fixed a bug preventing Orisa’s “Overclocked” achievement from being granted, even after the criteria was met Fixed a bug causing Sombra’s teeth to be visible while her Stealth ability was active when her Los Muertos skin was equipped Fixed a bug causing Sombra’s reload animation to play even when interrupted Maps Fixed a bug that allowed players to reach unintended locations on Ecopoint: Antarctica Fixed a bug that allowed players to see past the map’s background on Black Forest Fixed a bug that allowed players to reach unintended locations on Black Forest Fixed a bug that caused the announcer to say “Travelling to Dorado” when joining Castillo Fixed a bug that prevented some equipment (vents, pipes, etc.) from properly connecting to the walls of the power plant on Dorado Fixed a bug that allowed players to reach unintended locations on Hanamura Fixed a bug that caused some projectiles to go through the ground on the last point of Horizon Lunar Colony Fixed an issue that caused sprays to display incorrectly on the crane on the Horizon Lunar Colony Fixed a bug that caused pink lighting to appear in some areas of Ilios Fixed a bug that could cause A.I. heroes to get themselves stuck while traveling to the Well Capture Point on Ilios Fixed a bug that allowed players to reach unintended locations on Ilios Fixed an issue that caused the lighting to appear dark in Genji’s room on Nepal Fixed a bug that allowed players to reach unintended locations on Oasis Fixed a bug that prevented Pharah’s Jump Jet from recharging while perched on doorframes in Oasis Fixed a bug that prevented doorframes from being visible and lacking collision on the Practice Range Fixed a bug that caused some players to get stuck behind a plant near the second point on Route 66 Fixed a bug that allowed Doomfist to reach unintended locations on Volskaya Industries User Interface Fixed a bug in the Options > Controls menu that prevented the asterisk (which normally indicates that changes have been made) from being removed from the hero’s dropdown after controls have been set to default Fixed a bug causing the Back button to disappear when scrolling through the list of available games in the Game Browser View full article
  10. ARK Updates

    PC Version: v265.284 - v265.3 - Ragnarok map fixes: https://survivetheark.com/index.php?/forums/topic/233157-ragnarok-patch-notes/ - Please note that this update is not backwards compatible, so it is very important that Unofficial Servers update to the latest version: 265.3 - Fixed "Setting the UI General scale to the lowest makes it so you cannot drag items down into some hotkey bars." - Fixed "cant use escape or enter to close naming box after taming" - Added a ramp snap point on the inside of giant hatchframes - Dye UI: Double Clicking (also double pressing (A) button) on a color region now dyes it - Lowered dino HUD popup when looking at a titanoboa - Fixed area of TheCenter 'Lava Island' with improperly functioning dino spawns on servers v265.284 - Ragnarok map fixes: https://survivetheark.com/index.php?/forums/topic/233157-ragnarok-patch-notes/ - Fixed dinos appearing to fall through ceilings on the client. It may take a minute or so for the server to correct the creatures. - Fixed buffer overflow error occurring when logging into very dense bases. - Fixed certain values being edited that allowed unintended visual changes to be made to the ini files. - Review and changes made to graphical presets. - Fixed an issue where players would fall through ceilings when logged out on top of them. - Fixed issue where binding "E" to middle mouse button wouldn't function properly. - Fixed eggs falling through structures (for real this time). - Fixed rex saddle positioning in dye UI screen. - Fixed Industrial Cooker and Beer Barrel from accepting fertilizer due to crop plot change. - Fixed a visual issue where the Megalosaurus would appear to be sleeping instead of unconscious. - Added swing delay to the Electric Prod. - Fixed issue where canvases were not able to be placed on the Refrigerator. - Fixed a visual issue where the player in inventory would appear as a silhouette. - Improved collision on large hatchframe. - Allowed the dye UI to stay open after jumping to paint.
  11. 2.4 Beta Announced

    2.4 has been talked about for months all in excitement for the return of the much feared Thargoids. With Frontier Expo 2017 being announced and the third quarter of the year well on its way, it was only a matter of time. Recently the publishment of Newsletter #186 brought big news. 2.4 The Return will come to beta on August 17th. Here is what they had to share. "Greetings Commanders, We’re very excited to announce that the beta for 2.4 Elite Dangerous: The Return will begin on August 17. As 2.4 will roll out in a slightly different way to our previous updates, the same will be the case for the beta. The initial beta period will be open for those who have previously paid for beta access, it will then close for a few days to let us prepare for Open Beta, and then it will come back online for everyone to test. We’ll have full instructions on what we need testing in our beta specific forums, but just like the beta for 2.3.10 and as with previous updates, Thargoid specific content will remain a surprise and will not be present in the beta. We will still need everyone's help in making sure that bug fixes, general improvements and more under the hood updates are tested thoroughly though. If you do help us out by jumping in to test we’ll give you a unique tester’s decal (we'll share details of the decal on our social media channels) to use on your ships in the main game. These decals will be made available at a later date, and we’ll have more instructions on how you can get your hands on yours when the beta change list goes live on August 17. Previously we’ve held livestreams on the run up to our releases, featuring details all about the features in the update. However, due to the nature of this update we wouldn't want to spoil the narrative or interactions that the community will have so we won't be broadcasting these reveal streams in the build up to the upcoming beta for 2.4. We’ll still keep things going with small sneak peeks here and there, but largely we really want you to discover 2.4’s secrets for yourself. After release, we’ll be hosting streams that focus on the narrative, explaining what our Commanders are discovering, explaining how you can get involved and hinting at things to come. Although you won’t see them in the beta, from day one after 2.4’s final release the Thargoids will make their return. We can’t wait to see your interactions with the most mysterious and terrifying things you'll have seen in the Elite Dangerous galaxy to date. The dev team have put a lot of love in to 2.4 and we can’t wait to share that hard work with you." With this news we can expect that by mid-late September or even sooner we will be getting the full release of 2.4 and all its Thargoidy goodness but I encourage those who can to participate in the beta and help optimize the release so we can all enjoy it on release with minimal issues (they are inevitable but testing makes them less severe). Well, that's all for now CMDRs. Lock-n-load CMDRs, this is gonna be one hell of a fight.
  12. 2.4 Beta Announced

    2.4 has been talked about for months all in excitement for the return of the much feared Thargoids. With Frontier Expo 2017 being announced and the third quarter of the year well on its way, it was only a matter of time. Recently the publishment of Newsletter #186 brought big news. 2.4 The Return will come to beta on August 17th. Here is what they had to share. "Greetings Commanders, We’re very excited to announce that the beta for 2.4 Elite Dangerous: The Return will begin on August 17. As 2.4 will roll out in a slightly different way to our previous updates, the same will be the case for the beta. The initial beta period will be open for those who have previously paid for beta access, it will then close for a few days to let us prepare for Open Beta, and then it will come back online for everyone to test. We’ll have full instructions on what we need testing in our beta specific forums, but just like the beta for 2.3.10 and as with previous updates, Thargoid specific content will remain a surprise and will not be present in the beta. We will still need everyone's help in making sure that bug fixes, general improvements and more under the hood updates are tested thoroughly though. If you do help us out by jumping in to test we’ll give you a unique tester’s decal (we'll share details of the decal on our social media channels) to use on your ships in the main game. These decals will be made available at a later date, and we’ll have more instructions on how you can get your hands on yours when the beta change list goes live on August 17. Previously we’ve held livestreams on the run up to our releases, featuring details all about the features in the update. However, due to the nature of this update we wouldn't want to spoil the narrative or interactions that the community will have so we won't be broadcasting these reveal streams in the build up to the upcoming beta for 2.4. We’ll still keep things going with small sneak peeks here and there, but largely we really want you to discover 2.4’s secrets for yourself. After release, we’ll be hosting streams that focus on the narrative, explaining what our Commanders are discovering, explaining how you can get involved and hinting at things to come. Although you won’t see them in the beta, from day one after 2.4’s final release the Thargoids will make their return. We can’t wait to see your interactions with the most mysterious and terrifying things you'll have seen in the Elite Dangerous galaxy to date. The dev team have put a lot of love in to 2.4 and we can’t wait to share that hard work with you." With this news we can expect that by mid-late September or even sooner we will be getting the full release of 2.4 and all its Thargoidy goodness but I encourage those who can to participate in the beta and help optimize the release so we can all enjoy it on release with minimal issues (they are inevitable but testing makes them less severe). Well, that's all for now CMDRs. Lock-n-load CMDRs, this is gonna be one hell of a fight. View full article
  13. Vanguard Teaser

    As 2017 continues, we seem to be continually blessed with new champions, the latest being purpose built adc/sup combo, Rakan and Xayah. Well not too long after, we are now getting teasers of yet again another new champion. No names have been released as of this post, however! the champions main purpose will be that of a Vanguard. To quote Riot on their definition of a vanguard ("One of the key traits of a Vanguard is that they can choose when and where to start a fight. With that in mind, we wanted to make a new playmaking Vanguard that charged headfirst into tough situations and made the enemy team fight on their terms. We also really wanted to make a very self-reliant champion; expect to see a unique new passive that helps them build more than just character Look out for the newest Vanguard, who’ll be heating up one of the coldest regions in Runeterra.") From this quote we get a few key details as to what kind of champ this new vanguard will be. 1. "Vanguard that charged headfirst into tough situations and made the enemy team fight on their terms. We also really wanted to make a very self-reliant champion" She/He could most likely either be A. a tank or B. A high damage sustain champ 2. "Look out for the newest Vanguard, who’ll be heating up one of the coldest regions in Runeterra." She/He will either reside or be from the frozen north where other champs such as Ashe, VoliBear and Olaf. The article goes on to describe other champions such as a complete rework for Evelynn. I will not write up an entire paragraph on a champion i don't care playing as it will come off stale. so i will simply quote Riot's brief overview of it. "With Evelynn slowly stalking her way to release, we can start to talk a bit more about how she’s shaping up. We want to play up Evelynn’s “PermaStealth” identity by giving her some new tools to use from stealth. This should further emphasize her unique gameplay and also reward Evelynn players for mastering her shadow form. Evelynn’s stealth is essential to her identity, so we will also be adding unique visuals for her stealth form to make it look as special as it is meant to be. We’re also going through and updating her narrative and place in Runeterra. In fact, one of our current champions already had a run-in with Evelynn after her parents embraced the lashes of agony. I’ll let you guys comb through the lore to figure out who’s life was sent down a much darker path thanks to Evelynn’s sadistic proclivities. It’ll still be awhile before the updated Evelynn’s eviscerating her enemies on spikes of hatred, but expect to see her (or, more realistically, not see her) sometime after the new Vanguard mentioned above." Some time after Evelynn's rework. another beloved/hated champion will get a complete rework as well and possibly new lore. As the LEADER OF THE NOXUS Swain will get a complete redesign to better match his lore. to go along with his new threads, swain will also be getting an entire re structure of his kit because of the unkillable/high damage tank he is currently. "His gameplay has also been a design problem for a while. If Swain gets behind, he doesn’t really make an impact on the game. If he gets ahead, he becomes a unkillable tank that can also output massive amounts of damage. Swain also has a lot of his power pushed into abilities and effects that enemies can’t really do anything about. Looking at him as a whole, we feel there’s a great opportunity to revisit Swain and truly deliver a champion worthy of leading one of the most ruthless and iconic nations of Runeterra. We’ll be updating his visuals to better match his theme as the leader of Noxus, as well as doing a major overhaul on his gameplay. We want to keep the “essence” of Swain intact, even though we will be completely rebuilding his entire kit from scratch." Source: http://nexus.leagueoflegends.com/2017/07/champion-roadmap-july-2017/
  14. Vanguard Teaser

    As 2017 continues, we seem to be continually blessed with new champions, the latest being purpose built adc/sup combo, Rakan and Xayah. Well not too long after, we are now getting teasers of yet again another new champion. No names have been released as of this post, however! the champions main purpose will be that of a Vanguard. To quote Riot on their definition of a vanguard ("One of the key traits of a Vanguard is that they can choose when and where to start a fight. With that in mind, we wanted to make a new playmaking Vanguard that charged headfirst into tough situations and made the enemy team fight on their terms. We also really wanted to make a very self-reliant champion; expect to see a unique new passive that helps them build more than just character Look out for the newest Vanguard, who’ll be heating up one of the coldest regions in Runeterra.") From this quote we get a few key details as to what kind of champ this new vanguard will be. 1. "Vanguard that charged headfirst into tough situations and made the enemy team fight on their terms. We also really wanted to make a very self-reliant champion" She/He could most likely either be A. a tank or B. A high damage sustain champ 2. "Look out for the newest Vanguard, who’ll be heating up one of the coldest regions in Runeterra." She/He will either reside or be from the frozen north where other champs such as Ashe, VoliBear and Olaf. The article goes on to describe other champions such as a complete rework for Evelynn. I will not write up an entire paragraph on a champion i don't care playing as it will come off stale. so i will simply quote Riot's brief overview of it. "With Evelynn slowly stalking her way to release, we can start to talk a bit more about how she’s shaping up. We want to play up Evelynn’s “PermaStealth” identity by giving her some new tools to use from stealth. This should further emphasize her unique gameplay and also reward Evelynn players for mastering her shadow form. Evelynn’s stealth is essential to her identity, so we will also be adding unique visuals for her stealth form to make it look as special as it is meant to be. We’re also going through and updating her narrative and place in Runeterra. In fact, one of our current champions already had a run-in with Evelynn after her parents embraced the lashes of agony. I’ll let you guys comb through the lore to figure out who’s life was sent down a much darker path thanks to Evelynn’s sadistic proclivities. It’ll still be awhile before the updated Evelynn’s eviscerating her enemies on spikes of hatred, but expect to see her (or, more realistically, not see her) sometime after the new Vanguard mentioned above." Some time after Evelynn's rework. another beloved/hated champion will get a complete rework as well and possibly new lore. As the LEADER OF THE NOXUS Swain will get a complete redesign to better match his lore. to go along with his new threads, swain will also be getting an entire re structure of his kit because of the unkillable/high damage tank he is currently. "His gameplay has also been a design problem for a while. If Swain gets behind, he doesn’t really make an impact on the game. If he gets ahead, he becomes a unkillable tank that can also output massive amounts of damage. Swain also has a lot of his power pushed into abilities and effects that enemies can’t really do anything about. Looking at him as a whole, we feel there’s a great opportunity to revisit Swain and truly deliver a champion worthy of leading one of the most ruthless and iconic nations of Runeterra. We’ll be updating his visuals to better match his theme as the leader of Noxus, as well as doing a major overhaul on his gameplay. We want to keep the “essence” of Swain intact, even though we will be completely rebuilding his entire kit from scratch." Source: http://nexus.leagueoflegends.com/2017/07/champion-roadmap-july-2017/ View full article
  15. 2.3.11

    Servers went down early this morning for 5 hours for a patch drop. It was only 25MB so nothing huge. Mostly server fixes and some stability solutions for PS4 players. Stability Fixes Fixed a crash involving Fighters. Fixed a crash that could occur when using the vanity camera shortcut while viewing the System/Surface Map. General Fixes & Tweaks Overworked Air Traffic Controllers will no longer greet pilots as they are leaving. Missions We no longer award micro resources that are not used for anything as mission rewards. Various mission tweaks and fixes. Console Notes Xbox, PlayStation 4: Fix for the welcome mission not appearing for new commanders. PlayStation 4: Fix for a bug where the game ran at an accelerated speed after resuming from Rest Mode. PlayStation 4: General client progression-flow fixes for new commanders.
  16. Thargoid Structure

    So with 2.3.10 being patched today, there were many that were suspicious of server fixes and bug fixes was 3.5GBs in size. Well, they had good reason to be. The Sovereignty was working hard to decipher the cryptic messages found at newly added Transmission beacons. One of the beacons had an encrypted message that when decrypted gave an exact location to the structure. Note: Unknown Probe or Unknown Artifact is require to enter the structure. And Scavengers patrol the area, while docile can be agitated. Location: HIP 19026 on the planet B 1 C. Coords: Minus 17 Lat, Minus 152 Long. Screenshots: http://imgur.com/a/gSzSE http://imgur.com/a/4cQGQ
  17. PATCH HIGHLIGHTS (1.13.0) Loot Box Updates We always want the experience of opening an in-game loot box to feel exciting and rewarding, and in our latest patch, we’re working to improve that experience in two key ways. First, we’re drastically reducing the number of duplicates players will receive when opening loot boxes. Second, to compensate for this reduction of duplicate items, we’re also increasing the overall amount of credits players will receive from loot boxes. On average, players should be earning just as many credits, if not slightly more, from loot boxes than they did prior to these changes. To help us test this update, all players who log in to the PTR this patch cycle will receive five (5) PTR Loot Boxes. These are standard loot boxes that will only be available on the PTR. Any items earned from loot boxes or unlocked via credits on the PTR will not transfer over to your live account. New Highlight Options Our highlights system has received several major updates: The game will continue to automatically generate highlights for you based on your recent gameplay. These auto-generated highlights—now categorized as "Today's Top 5"—will be surfaced on a daily basis and persist for a full 24 hours (or until the game client is patched, whichever happens first). Players can now generate their own highlights! The ability to capture 12 seconds of your own gameplay has been added to the game, and can be bound to a single button of your choice (or a button per highlight slot) in the Options menu under “Request Highlight.” These player-generated highlights will be saved under a new section called “Recently Captured” and will persist until the game client is patched. Players can have up to 36 recently-captured highlights stored at one time. With the above, players can now record any of their "Top 5" or "Recently Captured" highlights, exporting them as a video file to their gaming platform’s designated media library (on console) or directory (on PC). On PC, players will also have the option to select the quality at which these highlights are exported, supporting up to 4K at 60 FPS for Windows 8 or higher operating systems, and up to 1080p on Windows 7. Highlight UI: New bindings related with Highlights: General Custom Games and Game Browser Clarified the text on the "Flag Carrier" options under the Capture the Flag settings for Custom Games Removed the "Projectile Speed" and "Projectile Gravity" options for heroes who do not have projectile weapons User Interface Added ability to create customized reticles Reticle options can be found under the "Controls" tab in the "Options” menu (click the "Advanced" expander under the "Reticle" heading) BUG FIXES General Fixed a bug that could cause the user interface to incorrectly indicate that an enemy player has been hit when colliding with them Fixed a bug that could allow projectiles that would normally pierce shields (i.e. Reinhardt’s Fire Strike) to pass through other surfaces Heroes Fixed a bug that could cause eliminations from Junkrat’s Total Mayhem to be mislabeled in the kill feed Fixed a bug that allowed Roadhog’s Chain Hook to latch on to Orisa’s Supercharger Fixed a bug that allowed Sombra to take damage after activating her Translocator Maps Fixed a bug that caused AI-controlled players to perpetually move toward the objective on the Gardens point in Oasis Fixed a bug that prevented Training Bots from facing the right direction and returning to their original location after being moved by player interactions on the Practice Range Fixed a bug that could cause D.Va to fall through the floor while boosting into the ground in a specific area on Volskaya Industries User Interface Fixed a bug that caused the Heroes of the Storm promotional portraits to appear locked, even after being unlocked Fixed a bug that could cause an error message in chat if you attempted to spectate a new player while already spectating another player Fixed a bug that could cause the chat window to be placed too high on the main menu, blocking menu options Fixed a bug that prevented text from wrapping in the Report Player text box Here is a video made by official Overwatch channel and hosted by Jeff Kaplan.
  18. PATCH HIGHLIGHTS (1.13.0) Loot Box Updates We always want the experience of opening an in-game loot box to feel exciting and rewarding, and in our latest patch, we’re working to improve that experience in two key ways. First, we’re drastically reducing the number of duplicates players will receive when opening loot boxes. Second, to compensate for this reduction of duplicate items, we’re also increasing the overall amount of credits players will receive from loot boxes. On average, players should be earning just as many credits, if not slightly more, from loot boxes than they did prior to these changes. To help us test this update, all players who log in to the PTR this patch cycle will receive five (5) PTR Loot Boxes. These are standard loot boxes that will only be available on the PTR. Any items earned from loot boxes or unlocked via credits on the PTR will not transfer over to your live account. New Highlight Options Our highlights system has received several major updates: The game will continue to automatically generate highlights for you based on your recent gameplay. These auto-generated highlights—now categorized as "Today's Top 5"—will be surfaced on a daily basis and persist for a full 24 hours (or until the game client is patched, whichever happens first). Players can now generate their own highlights! The ability to capture 12 seconds of your own gameplay has been added to the game, and can be bound to a single button of your choice (or a button per highlight slot) in the Options menu under “Request Highlight.” These player-generated highlights will be saved under a new section called “Recently Captured” and will persist until the game client is patched. Players can have up to 36 recently-captured highlights stored at one time. With the above, players can now record any of their "Top 5" or "Recently Captured" highlights, exporting them as a video file to their gaming platform’s designated media library (on console) or directory (on PC). On PC, players will also have the option to select the quality at which these highlights are exported, supporting up to 4K at 60 FPS for Windows 8 or higher operating systems, and up to 1080p on Windows 7. Highlight UI: New bindings related with Highlights: General Custom Games and Game Browser Clarified the text on the "Flag Carrier" options under the Capture the Flag settings for Custom Games Removed the "Projectile Speed" and "Projectile Gravity" options for heroes who do not have projectile weapons User Interface Added ability to create customized reticles Reticle options can be found under the "Controls" tab in the "Options” menu (click the "Advanced" expander under the "Reticle" heading) BUG FIXES General Fixed a bug that could cause the user interface to incorrectly indicate that an enemy player has been hit when colliding with them Fixed a bug that could allow projectiles that would normally pierce shields (i.e. Reinhardt’s Fire Strike) to pass through other surfaces Heroes Fixed a bug that could cause eliminations from Junkrat’s Total Mayhem to be mislabeled in the kill feed Fixed a bug that allowed Roadhog’s Chain Hook to latch on to Orisa’s Supercharger Fixed a bug that allowed Sombra to take damage after activating her Translocator Maps Fixed a bug that caused AI-controlled players to perpetually move toward the objective on the Gardens point in Oasis Fixed a bug that prevented Training Bots from facing the right direction and returning to their original location after being moved by player interactions on the Practice Range Fixed a bug that could cause D.Va to fall through the floor while boosting into the ground in a specific area on Volskaya Industries User Interface Fixed a bug that caused the Heroes of the Storm promotional portraits to appear locked, even after being unlocked Fixed a bug that could cause an error message in chat if you attempted to spectate a new player while already spectating another player Fixed a bug that could cause the chat window to be placed too high on the main menu, blocking menu options Fixed a bug that prevented text from wrapping in the Report Player text box Here is a video made by official Overwatch channel and hosted by Jeff Kaplan. View full article
  19. 2.4: The Return

    With E3 on its way, Frontier had two live streams with a narrative based event that would be walked through by Community Manager Ed Lewis It started June 12th with following bread crumbs to an unregistered comms beacon. The beacon was set to every hour repeat a message 3 times. The first message was a NATO Phonetic message of a system name of Pleiades Sector OI-T c3-7, once there Ed landed at Orcus Crag. There a message from Professor Ishmael Palin was received informing him of a hypothesis he needed to prove about the unknown ships which started a 24 hour Community Goal for Unknown ship scans and Unknown wake scans. On June 13th with the second live stream, Ed received a message from Federal Security Agents. After tough talk of severe punishment, the Federals needed his help, the ship carrying the data logs that were intercepted on their way to Prof. Palin had gone dark. A single transmission made it out but it was fragmented and garbled. It described an attack and a location unclear. With the help of Elite's brightest they figured out that the location of the lost ships were in HIP 17044. Once there they flew to the second planet from the star and target the Asterope system and flew 11000LS in that direction. A distress call was found and once one dropped in on the signal they found them. Not all was well, the ships were completely disabled, totaling 2 Farragut class battle cruisers, 5 Federal Corvettes, 7 Federal Dropships, 7 Federal Assault Ships and 15 F63 Condors. All scored with mysterious green substances. Among the carnage was a comms beacon like the one found in Pleiades Sector OI-T c3-7, half past the hour, it repeated a simple but haunting message, Tango-Hotel-Alpha-Romeo-Gulf-Oscar-India-Delta--Romeo-Echo-Tango-Uniform-Romeo-November. Frontier has gone to say that 2.4 will heavily deal with narrative and interaction with the Thargoids especially. It will also be released over the course of months and segmented to fit the narrative. Still little is known in full detail but Frontier has stated that it is not to be disrespectful but they don't want to spoil what they have in store for us and given we are an extremely resourceful and smart community we would crack any subtlety they would use to tell us. As for release time, it was said to be Q 3 of this year, which ranges from July to September. I personally predict late July or mid-August but only time will tell. Teaser Video: Announcement Video: Fly Safe CMDRs and Keep Your Weapons Primed.
  20. 2.4: The Return

    With E3 on its way, Frontier had two live streams with a narrative based event that would be walked through by Community Manager Ed Lewis It started June 12th with following bread crumbs to an unregistered comms beacon. The beacon was set to every hour repeat a message 3 times. The first message was a NATO Phonetic message of a system name of Pleiades Sector OI-T c3-7, once there Ed landed at Orcus Crag. There a message from Professor Ishmael Palin was received informing him of a hypothesis he needed to prove about the unknown ships which started a 24 hour Community Goal for Unknown ship scans and Unknown wake scans. On June 13th with the second live stream, Ed received a message from Federal Security Agents. After tough talk of severe punishment, the Federals needed his help, the ship carrying the data logs that were intercepted on their way to Prof. Palin had gone dark. A single transmission made it out but it was fragmented and garbled. It described an attack and a location unclear. With the help of Elite's brightest they figured out that the location of the lost ships were in HIP 17044. Once there they flew to the second planet from the star and target the Asterope system and flew 11000LS in that direction. A distress call was found and once one dropped in on the signal they found them. Not all was well, the ships were completely disabled, totaling 2 Farragut class battle cruisers, 5 Federal Corvettes, 7 Federal Dropships, 7 Federal Assault Ships and 15 F63 Condors. All scored with mysterious green substances. Among the carnage was a comms beacon like the one found in Pleiades Sector OI-T c3-7, half past the hour, it repeated a simple but haunting message, Tango-Hotel-Alpha-Romeo-Gulf-Oscar-India-Delta--Romeo-Echo-Tango-Uniform-Romeo-November. Frontier has gone to say that 2.4 will heavily deal with narrative and interaction with the Thargoids especially. It will also be released over the course of months and segmented to fit the narrative. Still little is known in full detail but Frontier has stated that it is not to be disrespectful but they don't want to spoil what they have in store for us and given we are an extremely resourceful and smart community we would crack any subtlety they would use to tell us. As for release time, it was said to be Q 3 of this year, which ranges from July to September. I personally predict late July or mid-August but only time will tell. Teaser Video: Announcement Video: Fly Safe CMDRs and Keep Your Weapons Primed. View full article
  21. 2.4 and Beyond

    On the frontier forums today, Head of Communications, Zac Antonaci, posted about the future of the game regarding 2.4 and what is to come after 2.4. In Summary, we won't know much until June during E3 but 2.4 is going to relate heavily to the current narrative and bringing it to a climax from what David Braben has said in the past regarding the update. Zac stated that 2.4 will be different in that the update will roll out over the course of time as the narrative progresses after its release. Here is the forum post for your reading pleasure: https://forums.frontier.co.uk/showthread.php/354066-Elite-Dangerous-2-4-and-beyond Fly Safe CMDRs.
  22. So what is Heroes 2.0 ? I will get you all, who don't know yet, though it, and I will explain it with my own words ! So Heroes 2.0 it's a Major Update of the Heroes of the Storm game, that comes with plenty of new functionalities & changes ! Let's START ! NEW FUNCTIONALITIES : Loot Chests Ok. Let me tell you about Loot Chests. They have 3 different types of chests they say, but there are actually 4 : Common Chest Rare Chest Epic Chest Hero-Specific Chest You may wonder how you can obtain this chests . Well you can obtain them in various ways : Each time you level up a hero, you level up your account aswell with 1. So you will receive a chest. It can be Common, Rare or Epic. This only depends on your luck. Everytime you've done another 5 Player Levels, you get a Rare Chest. Each time you've done another 25 Levels, you get an Epic Chest & 150 Gems. Everytime you've done 10 levels of a specific hero, you get a Hero-Specific Chest. You can BUY chests with in-game currency ( Diamonds ) and Diamonds are only purchasable from Shop, with Real Money, and sometimes Dropped ( As a reward for reaching high levels ). What can you find inside the chest & rarity : You can find literally ANYTHING inside of chests, EXCEPTING Diamonds. Ex: Shards, Cosmetic Pieces ( Like Skins, Banners, Mounts ), Voiceovers, Announcers, Tatoos, etc. Each LOOT Chest, has 4 items. Of different rarities, or similar, totally random. Every chest it's assuring you 1 item of the chest quality. So if you open an Epic Chest, there is GUARANTEED an Epic Item or higher. It can contain Legendaries aswell, you know, those only things from market that had a price of 15€. After you open them, if you don't like what you get, you can use GOLD to re-roll. But for example, if you got a legendary, but you already have it, and you reroll, there's NO guarantee that you will get another legendary. So I suggest you stick with the shards they give for duplicates. Re-Worked In-Game Currencies & NEW ITEMS : Ok, so before update, we only had Gold. Now, we have 3 different currencies and each has their own role : Main Currency : Diamonds / Gems : This type of currency, DROPS EACH 25 Levels as a Reward, and the ammount you get it's 150. Why I say main currency ? Because in order to get more gems you need to buy them from SHOP with real money. They can be used to purchase the following : Heroes, Some Mounts, Stimpacks, Loot Chests. NO MORE MONEY FOR SKINS ! Secondary Currency : Shards : This is what I place as a secondary because with it, you can ONLY purchase, COSMETIC ITEMS : Mounts, Skins, Voiceovers, Tatoos, Emotes, Banners, etc. It CANNOT be bought, and it only DROPS from LOOT CHESTS. Also, a good way of earning this, it's by opening a lot of Loot Chests, and getting duplicates. Duplicates are auto-converted to shards . Thrid Currency : Gold : I place gold as a last currency because it can still be used in game but JUST FOR TWO THINGS : Re-Rolling Loot Chests & Heroes. About NEW ITEMS & What it's new : Hero Specific Emoticons & Tatoos Tatoos ( Even if not hero specific, they are a lot ) Banners ( When you get a camp, or destory a fort, the banner you picked in Loadout will be dropped in that location ) Sprays ( it's like in CS:GO , you press T, you spray on the ground ) Voiceovers Game Announcers ( Like you want to have Arthas to tell you the game will begin ) Plenty of Portraits New Mounts, New Skins, New Heroes. Another New FEATURE is Hero Loadouts : Hero Loadouts it's allowing the player to have 3 Slots for Each Hero in order to do a Loadout Preset. For example if I have multiple skins on Kael Thas, I don't want to run the same Mount, Banner, Tatoo, Game Announcer, etc, for both. So I make 2 Loadouts, and I save them. So then, I just have to click the dropdown menu, and pick from the ones I've created. Progression System : Well, this is totally changed now. You can level heroes as much as you want ( For example my max is 31 , as a level for individual hero ) and all those levels on all of your hero, represents your Player Level. For example mine is 711 . Everytime you level a hero, also grows the Player Level. By getting higher and higher in Player Level you earn Badges & How your avatar is surrounded. Again, just a cosmetic piece, nothing more. Official Blizzard Patch Notes : HERE
  23. 4/29/17 Update

    Here are the final details that are needed to be known to participate fully. I will be heading out that way probably around Tuesday after the update. IF YOU HAVE NOT ADDED ME IN GAME DO SO ASAP: KillikHiveMind Fly Safe CMDRs.
  24. Wndows 10 SSD Optimization

    Is there anyway to optimize windows for ssd storage(as in change location of users, user data, program files, etc. to "D:/" while leaving core windows files in "C:/") while also still being able to receive windows updates?
  25. Update: https://www.facebook.com/PokemonGO/?fref=ts "Trainers, Pokémon GO has been updated to version 0.33.0 for Android and 1.3.0 for iOS devices. Below are some release notes and comments from our development team. -Added a dialog to remind Trainers that they should not play while traveling above a certain speed. Trainers must confirm they are not driving in order to continue playing. -Made improvements to the accuracy of a curveball throw. -Fixed a bug that prevented ”Nice,” ”Great,” and “Excellent” Poké Ball throws from awarding the appropriate XP bonuses. -Fixed achievements showing incorrect Medal icons. -Enabled the ability for Trainers to change their nickname one time. Please choose your new nickname wisely. -Resolved issues with the battery saver mode on iOS and re-enabled the feature. -Added visuals of Team Leaders Candela, Blanche, and Spark. -We’re currently testing a variation of the “Nearby Pokémon” feature with a subset of users. During this period you may see some variation in the nearby Pokémon UI. -Minor text fixes We hope you enjoy this new version and please share your feedback! The Pokémon GO Team"
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