This update rolls up twenty bug-fix passes made over the last day and a half. Every fix came from reading the game's code area by area, and every one was tested before release. Thank you for playing, and for your patience while we polish.
Saves and careers
- The in-game SAVE/LOAD panel opens on your current career's slot. It used to open on Slot 1, so two SAVE clicks could overwrite a different career.
- Starting a New Game with every slot full asks which save to replace before the run begins.
- CONTINUE with saves that will not load (corrupt, or from a newer version) returns to the menu instead of creating a new world over them.
- RESTORE BACKUP is now on the main menu's LOAD GAME rows.
- Loading a save no longer shortens ships under construction, and no longer reports that you abandoned a story operation.
- A story operation you leave or reload now resumes exactly where you left it, with its ships and objectives in the right place. The Command Journal tells you where to return to continue it.
- Official server: logging out no longer duplicates your fleet (ships appeared both flying and in the hangar after each login). Hangars that already held duplicates are cleaned up on the next load.
- Real XP, achievement progress and lifetime stats are saved every minute, so a crash no longer loses the session. XP numbers shown now match what the bar actually gains.
Combat and the cockpit
- Shooting a pirate next to a ship you had locked no longer counts as firing on the locked ship, so no more accidental wars with Patrol or civilians.
- Your piloted ship's missiles and torpedoes fire at your locked hostile. Guns still take whatever is closest.
- The countermeasure key in the cockpit fires only your own ship's flares, and tells you when none are ready.
- Co-op and online: you can lock, cycle and auto-attack the host's pirates from the cockpit (they used to read NO TARGET).
- Locking a friendly ship no longer silences auto-attack while pirates are shooting you, and Y/U with nothing ahead keeps a hostile lock.
- Docking from the cockpit holds your ship still, so it does not drift out of range mid-trade. Docking range now counts your ship, not the camera.
- The cockpit view no longer lags behind and snaps forward during an FSD jump.
- A hidden developer key that permanently rotated a whole ship class has been removed from player builds.
- Holding Ctrl and Shift while flying no longer triggers station commands (one of them spent credits).
- Every kill and contract reward shown on screen now matches what reaches your wallet on the official server.
Fleet command (strategic view)
- Recall, Dock, Patrol, Defend, Hold and formation changes now stop mining, so miners no longer fly back to their rock a second later.
- Defend really holds position, and Patrol continues a group move instead of halting the fleet.
- Dock and the station's Fly Here and Fleet Here spread your ships around the station instead of stacking them inside it.
- Group moves with a high altitude: the arkship no longer wiggles left and right and never arrives. Ships also climb fast enough to keep up with the formation.
- The fleet summary shows only real threats, not your own ships and lawful Patrol.
- Your fleet no longer auto-attacks mercenaries you hired.
- The stance (;) and formation (V) keys no longer fire behind full-screen panels or while typing.
- Ctrl+click a fleet chip selects that group and Shift+click adds it. Custom designs show their own names and real stats.
- REPAIR FLEET on a tight budget repairs by hull percentage.
- The shipyard rally point clears when you jump to another system.
Arkship
- After a loss, CHANGE ARKSHIP and the timed rebuild place the new flagship a safe distance from the enemies that killed it, and the camera goes to it. CHANGE ARKSHIP now asks before charging.
- RETURN TO CORE now brings back your actual fleet and repairs every ship.
- The refuel aura now works for the whole fleet, and fuel warnings name the free ways to get fuel back.
- The WARHEAD shows "offline here" during Operations and Versus, and a warhead lost in flight tells you and refunds its charge.
- Queued custom designs no longer charge and spawn while your arkship is destroyed.
Shipyard, hangar and ship editor
- Official server: queuing several destroyer-class ships on one blueprint no longer loses the extra orders. They wait in the queue with a BUY button.
- A half-built Foundry ship no longer restarts its countdown after a long time away, and FINISH works on it.
- The shipyard bar says BLOCKED when the next order cannot start, and finished builds tell you they are done.
- Shipyard rows update right after a purchase, and the selected row is outlined.
- Ships redeployed from the hangar keep their real model, deploy near the arkship and follow the rally point.
- Ship editor: clicking a part selects it without moving it. Drags and mouse-wheel pushes are single undo steps. Mirrored parts stay mirrored whichever half you move.
- Ship editor: SAVE and CLEAR ask before overwriting a design or losing unsaved work. Snapping and placement use each part's real shape, and the camera can see a whole HUGE frame.
Missions, contracts and stations
- Cargo contracts now really need the trip. In single-station systems, the station you took one from was sometimes its destination.
- Contract timers pause while you are in an Operation.
- A finished or expired contract no longer offers a dead ACCEPT button.
- Escape closes the station dock panel instead of opening the pause menu over it.
- Stations in systems you have left still level up from their earnings. Demolishing a station refunds its defence platforms.
- The G anomaly sweep counts each star once, scans finish their contracts, and the scanner says when a system has run dry.
- Wanted levels and bounties can always be paid, and Pay Bounty / Clear Record ask before charging.
Mining, loot and market
- Kill and wreck loot is now collected by any of your ships within 450 units. Before, only the salvage beam could reach it, so most drops expired.
- Every miner working a rock now earns ore. Before, only the first one was paid.
- Mining stops with a warning when your storage is full, instead of draining asteroids for nothing.
- Operations: kill loot drops in the arena where you can collect it, so the Salvage research now works there too.
- After a multiplayer session, solo games no longer keep the host's market prices.
- SELL ALL CARGO, the LOT button and the credit and stock readouts all show the right values.
Research, Engineering and Operations
- The I key now opens the Research panel. Before, it could only close it.
- Research shows what each node leads to and names every effect properly. A ship knocked out in an Operation picks up research bought meanwhile.
- Carriers now launch their strike wing in Operations.
- Convoy Shield: your shots pass through the freighters you are escorting, and losing one is no longer counted as your crime.
- Solo Operations in a co-op game now have enemies. Op pirates no longer flee and stall the clock, and partial waves pay for what you fought.
- A fast Operation clear is no longer refused its reward, and the results screen says why an op failed.
- Engineering keeps your fleet hulls after quick refusals and shows refusal reasons. Installing over, removing or loading a build asks before discarding paid tunings.
- Engineering shows your Exotic Components, opens on Directives when one is ready, and keeps purchase results on screen.
- The research Aether button no longer sticks on CONFIRM.
Travel and the galaxy map
- The galaxy map fits the screen at large UI scales, and opening it selects your active route's destination.
- The route card only shows jump count and fuel for its own system, and unreachable systems say NO ROUTE.
- Story routes show the destination banner and low-fuel warning, and auto-route jumps wait until you close the map online.
- Point-and-jump ignores systems beyond the frontier and only says FSD LOCKED when the jump will really happen.
- Supercruise speed and travel readouts include boost and use sensible units. Waypoints on planets follow the planet.
Online: joining, chat, mail, clans and trading
- A dropped connection while joining no longer drops you into your single-player career.
- Disconnect messages say what really happened (lost connection, kick, server restarting). Server restarts and a host leaving now warn you first.
- Password-protected games can be joined from the invite-code box, and an ended game's invite code says so.
- Steam login problems are named before connecting, and a refused Steam ticket is retried after 15 seconds.
- New official-server commanders start in the safe Core, get a gentler first pirate wave, and are no longer pulled to another player's system on joining.
- Trade CONFIRM matches the offer on screen, so you can never give away more than you see. Quick clicks say "too fast" instead of doing nothing.
- Blocking someone also hides their mail, and a mute covers mail, whispers and clan messages.
- A player kicked from a recruiting clan cannot rejoin for 7 days unless invited.
- Mistyped chat commands stay in your typing box instead of being posted to everyone. Start a line with // to send a real slash.
- The inbox lists unread mail first, and the Exchange shows the cheapest of every item.
Interface, audio and settings
- Tutorial messages are no longer merged or pushed out, and your first story operation waits for you in its system.
- Settings: lower resolutions stick, Cockpit Color recolours the whole cockpit, Pause can be rebound back to Escape, and settings save if you quit with the panel open.
- HIGH and ULTRA presets turn anti-aliasing back on.
- New setting: MUTE WHEN UNFOCUSED (on by default).
- The music slider works from the pause menu and title screen. Big fights no longer cut explosions short, and shield collapse has a sound.
- Story choices close properly, never auto-pick while hidden behind a menu, and the journal's REPLAY BRIEFING replays an opening.
- Notifications no longer freeze under the map or pause menu. The notification log shows full lines and folds repeats.
- Station, market and overview panels fit the screen at large UI scales.