X4 Foundations

https://forum.egosoft.com/viewtopic.php?f=146&t=428587

3.30 beta out now.

Version 3.30 Beta 1 (403173) - 2020-06-25
  • New Feature: Improved personnel management and crew transfer system.
  • Added new upkeep missions.
  • Added limit of 10 simultaneous accepted missions (excluding plot, upkeep and guidance missions).
  • Added Hold Position override order variant for use during attacks.
  • Added option to put docked ships into internal storage.
  • Added ability to enter space suit from docked capital ships.
  • Added ability to define multiple sectors for player alerts.
  • Added ticker notification for player-owned ships and stations coming under attack.
  • Added logbook entry for player-owned stations being attacked.
  • Added notification and logbook entry for player-owned stations getting destroyed.
  • Added option to fire unassigned crew members in Crew Info menu.
  • Added option to pause production in Logical Station Overview.
  • Added information about station supply resources to Logical Station Overview.
  • Added captions to columns in Logical Station Overview.
  • Added ship type icons to blueprint trade and Fast Travel menus.
  • Added map filter options for enemy offers and gate connections.
  • Added map background opacity option.
  • Added new input bindings for diagonal steering and strafing.
  • Added new input bindings for toggling auto-roll and aim assist options.
  • Added option to select GPU in-game (requires restart).
  • Removed ability of Cerberus to be equipped with mining lasers.
  • Improved docking process to allow S and M sized ships to be docked in reverse direction.
  • Improved Defence subordinate behaviour by reducing engagement range to 20km.
  • Improved resource handling to move surplus resources for Drones and Ammo to cargo bay if station has use for them.
  • Improved balancing of seminars (increased effectiveness, increased price, reduced quantity available).
  • Improved subordinate traders by changing priority to favour demand over distance.
  • Improved AutoMiners to make use of their factions' resource probes.
  • Improved selection of sectors for order parameters in Behaviour menu.
  • Improved wording of ship role assignments in Interact menu.
  • Improved performance of Distribute Wares order in cases where blacklists result in it having significantly smaller operating range.
  • Improved performance of mission guidance rendering on map.
  • Fixed Paranid plot mission A Small Errand getting stuck at objective Follow: Dead Drop Signal under specific late game circumstances.
  • Fixed certain plot stations being recycled due to economic issues.
  • Fixed blueprints being obtainable from data leaks on ships.
  • Fixed rebuilt build modules remaining in an inoperable state if they were wrecked before existing hack expired.
  • Fixed ships having lingering links to inoperable build modules resulting in them not being able to upgrade elsewhere.
  • Fixed ships executing order Distribute Wares sometimes finding trades in blacklisted sectors.
  • Fixed ships belonging to Godrealm of the Paranid in Split space persisting when they shouldn't.
  • Fixed AI-controlled ships sometimes jumping ahead on path after going through accelerator or gate.
  • Fixed certain ships not being able to dock manually without docking computer.
  • Fixed mass traffic ships not flying correctly when returning to dock.
  • Fixed ships getting very large number of Attack orders if they have Attack assignment and their commander engages many targets.
  • Fixed promoted subordinates sometimes inheriting an assignment that they cannot fulfil.
  • Fixed newly promoted subordinates inheriting their former commander's assignment but not updating their behaviour.
  • Fixed boarding ships sometimes not launching pods.
  • Fixed turrets in Attack my current target mode sometimes not shooting when targeting station.
  • Fixed turrets on certain stations consistently missing capital ships.
  • Fixed weapon aiming problems when shooter rotates or moves laterally to target.
  • Fixed transport or build drones remaining unavailable under certain conditions.
  • Fixed venture ship being lost due to destroyed/moved venture docks when free venture dock is available.
  • Fixed defence modules not getting turrets on some stations where they should.
  • Fixed Split storage modules missing shields and turrets.
  • Fixed stuck trades between stations and build storage.
  • Fixed ships getting stuck in docking bay.
  • Fixed wrecks triggering player alerts.
  • Fixed getting notifications and logbook entries for player-owned drones and laser towers getting destroyed.
  • Fixed laser towers stuck in highways.
  • Fixed asteroids accumulating when repeatedly saving and loading in same location (corrects previous fix).
  • Fixed higher trade ranks and associated achievements being somewhat too difficult to achieve.
  • Fixed higher fight ranks and associated achievements being much too difficult to achieve.
  • Fixed fight rank not increasing when player destroys station modules.
  • Fixed transporter doors on M ships not closing when NPCs use them.
  • Fixed exploit allowing crew members to be cloned in certain situations.
  • Fixed exploit involving selling ship equipment by transferring credits when build process is complete.
  • Fixed exploit allowing licence and blueprint purchases to be made with insufficient funds.
  • Fixed incorrectly scaled satellite ranges on map.
  • Fixed discrepancies in information presented by boarding menu during operations.
  • Fixed loadout statistics not taking equipment mods on grouped turrets into account.
  • Fixed empty Import Construction Plans context menu under certain circumstances.
  • Fixed Ship Configuration menu not working when accessed at resupply ship under certain circumstances.
  • Fixed station storage display in Info menu if station storage is empty.
  • Fixed all module categories being collapsed when editing module loadout in Station Build menu.
  • Fixed Behaviour and Individual Instruction menus jumping to top row after scrolling on right side.
  • Fixed sliders for order parameters in Behaviour menu not working correctly with mouse.
  • Fixed overlapping texts for station accounts in Object Info menu.
  • Fixed Loadout Info tab with high UI scale settings.
  • Fixed selecting hologram on Split capital ship bridge resulting in player taking control of ship.
  • Fixed multiple minor glitches related to mouse click handling, e.g. clicks on NPCs sometimes immediately selecting dialog menu option.
  • Fixed visual hole in bridge on large Argon ships.
  • Fixed positional lights on Argon defence tube appearing in wrong position in upgrade menu.
  • Fixed small Mass Driver Mk1 and Mk2 appearing visually disconnected in upgrade menu.
  • Fixed Split defence module details being disconnected in upgrade menu.
  • Fixed floating and intersecting turrets on Teladi defence platform.
  • Fixed slightly offset guns on Tuatara.
  • Fixed gun on Jaguar not being properly visually attached to ship hull.
  • Fixed shields on Wyvern not protecting surface elements.
  • Fixed misplaced rear turrets and shield generator on Rattlesnake.
  • Fixed wrongly rotated shield generator on Raptor.
  • Fixed player logos on Raptor not being properly visible.
  • Fixed excessive stuttering of engine sound especially on ships flying in formations.
  • Fixed several causes of crashes.
 
https://forum.egosoft.com/viewtopic.php?f=146&t=429725&p=4976928#p4976928

Gamescon info.

We have all had to adapt our lives to extraordinary circumstances this year, and gamescom, the world's largest event for games, is no different. This year the event will take place in a purely digital form - and we will be there! As an official gamescom partner, EGOSOFT is taking part in the event's programme, but of course there is more to it than that, so here is a brief overview of our planned activities around gamescom 2020:

Unveiling of the second expansion for X4: Foundations
Get ready to hear early details of the second expansion for X4: Foundations. Following the release of X4: Split Vendetta in spring 2020, we will be giving a first insight into the next chapter of our current game at gamescom 2020. Whether you're on Steam, in our forums, on Twitter, Facebook, Instagram or Reddit, keep your eyes peeled to avoid missing anything!

Indie Arena Booth Online
For a number of years now, the Indie Arena Booth (IAB) has been one of the big crowd-pullers at gamescom. Dozens of indie developers from all over the world gather at this large stand, where a carefully-curated selection of games is available to try. Of course, the IAB will not take place in its usual form this year, but you can visit the booth as part of an online game. From the evening of August 27th 2020, you can attend the virtual Indie Arena Booth at www.indiearenabooth.de - we will be there too, with a neat spaceship booth. We look forward to your visit!

Livestream on Friday, August 28th, 2020
The first couple of gamescom days will be rounded off on Friday evening with a livestream on www.twitch.tv/egosoftofficial. Following our usual format, we will give you an insight into current development progress on X4: Foundations, starting at 7pm CEST / 6pm BST / 1pm EDT / 10am PDT. And, of course, we will talk about our plans for the second expansion and the next big update. Join us!

Reddit AMA on Saturday, August 29th, 2020
Working on the assumption that not all your questions will have been answered during the livestream on Friday evening, you will have another opportunity, a day later, to learn more about the current and future development of X4: Foundations. EGOSOFT founder and Lead Game Designer, Bernd Lehahn, will be available to answer questions in a Reddit AMA starting at 9pm CEST / 8pm BST / 3pm EDT / noon PDT. Please keep an eye on our official channels to find a direct link to the AMA on the day. In the meantime we invite you to join our subreddit at /r/X4Foundations.

We hope that there will be something for everyone on these unconventional gamescom days this year. We look forward to interacting with you and will be interested in your reaction to our plans.

See you around at gamescom 2020!
 
Gregory post_id=4978009 time=1598515597 user_id=539054 said:
EGOSOFT unveils the next chapter in its long-standing space simulation franchise. X4: Cradle of Humanity is the second expansion for the latest game in the series, X4: Foundations, which was released for PC in November 2018.
The teaser trailer for X4: Cradle of Humanity will premiere today at 23:45 CEST / 10:45pm BST / 5:45pm EDT / 2:45pm PDT during the gamescom studio live show, produced by IGN, over at www.youtube.com/IGN.
Later this year, X4: Cradle of Humanity will bring the X series back to Earth, significantly increasing the size of the game's universe with new sectors, and welcoming two Terran factions to X4: Foundations, along with their economy, ships, weapons and stations. New game-starts will introduce the identity and political stance of the Terran factions, as well as giving an alternative perspective on existing story developments in X4: Foundations.
X4: Cradle of Humanity will also shed light on what has happened to Earth in the decades since the jump-gate shutdown. Furthermore, a certain pirate faction that is well known to fans of the series will be making a dramatic comeback!
X4: Cradle of Humanity will be accompanied by the biggest free update to X4: Foundations yet. Update 4.0 will be made available to all owners of the base game and is set to further enhance X4: Foundations in a number of ways, including major new gameplay features (e.g. a new terraforming feature) and wide-ranging visual improvements (e.g. volumetric fog). Details of these, and on other new elements of the 4.0 update, will be disclosed at a later stage.
Join us for a livestream on Friday, August 28th, 2020 at 7pm CEST / 6pm BST / 1pm EDT / 10am PDT at www.twitch.tv/egosoftofficial to find out more about our plans for the future of X4: Foundations and X4: Cradle of Humanity.
X4: Cradle of Humanity is now listed on Steam and can be added to players' wish-lists. Alternatively, by purchasing the X4: Foundations Collector's Edition bundle, space adventurers can secure access to the expansion when it is released as well as benefitting from a discount over buying it separately.
gamescom_schedule_800.png

https://forum.egosoft.com/posting.php?mode=quote&f=146&p=4978009
 
amd cards 5xxx series, seems theres a hotfix for corruption with glows enabled.

https://forum.egosoft.com/viewtopic.php?f=192&t=405397
Version 3.30 Hotfix 1 Beta 1 (414400) - 2020-10-06
  • Fixed faction representatives still being missing under certain circumstances.
  • Fixed necessary briefing information being missing for certain missions in French and German localisations.
  • Fixed missing guidance to passenger in Split story mission.
  • Fixed success criteria in Sabotage mission.
  • Fixed display corruption on 5600 XT graphics card with Glow enabled.
  • Fixed several causes of game freezes and UI crashes.
  • Fixed several causes of crashes.
 
https://forum.egosoft.com/viewtopic.php?p=4984601#p4984601
New release window for X4: Cradle of Humanity // First look at a new ship
More than a month has passed since we unveiled the next expansion for X4: Foundations at gamescom 2020. X4: Cradle of Humanity brings the X series back to Earth and expands the game's universe with new sectors and two Terran factions, including their economies, ships, weapons and stations. The expansion tells new stories and introduces the identity and political stance of the Terran factions, as well as giving an alternative perspective on existing story developments in X4: Foundations.

New release window – Q1 2021
We start with the not-so-good news. Although only about six weeks have passed since our unveiling of X4: Cradle of Humanity, it has become clear during that time that our originally announced goal of a release by the end of 2020 will not be achievable.

We are currently aiming for a release of X4: Cradle of Humanity in the first quarter of 2021. We apologize for this delay, but we are absolutely sure that this decision will be good for the expansion, and will improve the quality of X4: Cradle of Humanity to meet both your and our own expectations. We will, of course, keep you informed about the further development progress of X4: Cradle of Humanity and will provide you with further insights in the coming weeks.

A new ship - but whose is it?
To keep you excited for X4: Cradle of Humanity in spite of the postponement, we have decided to show you one of the new ships that will find its way into the game through the expansion.

>> Screenshot 1 <<
>> Screenshot 2 <<

Unusual, isn't it? We don't want to give too much away at this point - but you may already have an idea who this ship might belong to? We are looking forward to reading your theories in the forums, on Reddit or on our social media channels.

3.30 stability patch on the way
A new patch for the current 3.30 version of X4: Foundations will be available for download very soon. This is purely a stability patch, which means that it does not include any gameplay changes or new features. "3.30 Hotfix 1", as the patch is officially called, fixes, among other things, a display corruption experienced by players with AMD Radeon™ RX 5600 XT graphics cards with the Glow option enabled. This patch will go through a short Public Beta period before full release, and you are all invited to take part! Visit bit.ly/x4foundationsbeta for details on how to do so.

New merchandise now available
We have added two new merch items to our shop at bit.ly/x-merch in the past few weeks. In addition to our previously available Split and Teladi designs, you’ll now find a neutral motif with the X4: Foundations logo for t-shirts and hoodies. A cap with the X4 logo on the front is also new, and you can choose from eight different colors! Have a look at bit.ly/x-merch to see if there is something for you.
 
Just get some auto miners in a sector of the race u want to improve ur ratings with, 3 s ones should do then play for a bit and eventually ull have those reps with em and the ability to buy the ships that need a military licence. I did 3 per of most of the factions so they all gain at the same time.
 
Grr was about to post that 4.0 beta was up but dirtybeat beat me to it lol.

Hoped taa would be in as been asking for it often enough but ah well. Vol fog should make space feel more like space now i guess. Hopefully they can improve on shadows too especially rendering distance so hq shadows show farther than a few meters from character instead of turning lq.

Worried about this email required thing they mentioned, hopefully its just for some mp thing i dont care about and wont affect sp offline mode.
 
  • New Feature: Terraforming!
  • New Feature: New Hostile relation status on map and HUD to indicate objects with which combat is likely.
  • Added shortcut to Research menu from HQ-related menus, e.g. Logical Station Overview.
  • Added Logbook tab to Object Information menu.
  • Added option to sort Object List by relation.
  • Added mining resource information to sector info menu and encyclopedia entries.
  • and more in patch notes

https://forum.egosoft.com/viewtopic.php?f=192&t=405397
beta 5 out now
700mb
 
icon_exclaim.gif
Looking at new ways to manage hostilities in 4.00
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This quarter, the X4: Foundations universe will be extended once again! Alongside the second expansion, X4: Cradle of Humanity, we will also be releasing the largest free update to X4 yet. The 4.00 update will not only include many quality-of-life improvements to X4: Foundations, but will also introduce a number of new features. Some of these new features were announced at the start of the beta phase, but we’ll be shedding light on more of them between now and the full public release of the 4.00 update and X4: Cradle of Humanity.

To kick things off, we'll look at three new ways to manage hostilities, i.e. what your ships can and cannot attack. To help us illustrate this, content creator Werit has prepared a video showing you what these new options really mean, how they're used, and what advantages they bring to your X4: Foundations experience. Make sure you visit Werit's channel and subscribe, so as not to miss any of his helpful X4: Foundations videos.

For a short-term attack, you can choose to "mark as hostile" any non-hostile object. This generates a “relation boost”, usually lasting around 10 minutes, during which time this object will be treated as a hostile enemy. This new feature enables you to start a fight against a non-enemy object without having to fire on it manually. The 10 minute relation boost is usually long enough to ensure that a battle starts. The battle itself should then sustain the hostile state long enough for an outcome to be achieved.

For a medium-term attack, you can apply a new "fire authorisation override" setting, either globally or on specific ships. This tells those ships which factions they're allowed to attack – whether or not those factions are actually enemies. This option can be used to start a more general fight with a specific faction, by overriding the usual peaceful behaviour of your ships towards theirs. It can also be used to try and make peace with a faction that is currently your enemy. This is achieved by altering your ships’ default behaviour, which would normally be to attack, with an override instruction not to shoot.

For a long-term attack, we have introduced a "war declaration" option. This is a decision to make a faction your enemy, and to inform them of the situation. This will take effect immediately. But beware! There is no "peace declaration" option. If you decide that you want to make up with that now-hostile faction, you will have to work your way back into their good books.

To try out these new features ahead of the public release of the 4.00 update, you can join in with the current 4.00 beta phase. Just visit our forum for instructions on how to take part.

We'll be back soon with more insights into the 4.00 update and X4: Cradle of Humanity. Until then, enjoy your space travels, leave a review, wishlist Cradle of Humanity and stay safe!
https://forum.egosoft.com/viewtopic.php?p=5006265#p5006265
 
https://forum.egosoft.com/viewtopic.php?f=146&t=433686

Hello everybody,

you may have noticed that during the last couple of beta versions of 4.0, we have made a number of balancing changes that all affect all types of mining (especially notable when some changes broke the economy in one beta).

The general goal is to make mining more interesting but not as easy. Profitability will be reduced for simple repetitive mining and it will be necessary to explore more regions and deploy resource probes.

Things that have already been done include:
  • The speed of mining operation is now more dependent on skill of a crew and region specifics. Silicon mining in particular may take longer in most cases. As a result, the time taken for actual mining should now be more significant compared to the time selling the resources off to refineries (or delivering to your own)
  • Mining ships will only mine in known regions and not go into as yet unexplored systems.
  • The mining AI commands were made to work with the newly introduced loop behaviour and multiple bugs were fixed.
  • Resource probes are preferred as locations for mining. Starting with the next beta, the area around probes will be compared to the surrounding area, and only preferred if the marked spot is currently above average.
  • Depletion of regions goes much faster now and replenishment takes longer so that the combined effect should be noticeable for the first time, requiring large scale mining operations by NPCs as well as the player to be more dynamic.
  • There are new threats for mining ships - Kha'ak in particular are attracted to lucrative mining regions, making it more important to protect your mining ships.
  • Other layers of the economy were changed to give food products more importance than before and also boosting the effect workforce has on station production.
Today we want to hear your opinion about one further change we consider for the next beta:

We are considering making all regions near the central highway ring a lot less profitable for mining thereby driving mining ships further into the periphery of the X universe. The effect will be longer travel times and higher risks for mining ships.

The reason why this change may be seen as more intrusive than the others listed above, is that it will change, not just absolute profit, but relative profitability of refineries you have built in your existing savegames. If, for example, you have placed your own refineries in Argon Prime, then your mining ships will now have to fly much longer distances to bring Ore or Silicon there. If we go ahead with this change, we believe the resource levels would be more realistic and the effect it has on the mining activities would be a net positive.

So here you have it: we are aware this will be controversial and people will have different opinions about it. Please give us your vote: Are you for or against this change?

Link to poll on this topic: Google docs poll


As always: Thank you very much for supporting our team and the X games. We are very much looking forward to the 4.00 release on March 16th!


-Bernd
 
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