3.20

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alessandrofavero
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3.20

Post by alessandrofavero » Thu, 4. Jun 20, 20:48

da steam (download di 116 Mb):
X4: Foundations Update 3.20 now available
X4: Foundations - belgoray
Today we are releasing another significant update for X4: Foundations. The 3.20 update introduces a new feature, Trade Rules, which gives you finer control over the buying and selling of each ware at your stations, and allows you to create templates for these rules which can be applied to your entire empire, multiple stations, or even individual wares.

But that is by no means all there is to it. We have also introduced an easier way to share your station designs with other players, made numerous quality-of-life adjustments to the menus, improved turret accuracy, and squashed lots and lots of bugs. A complete changelog for update 3.20 can be found here.

Update your game to 3.20 now to benefit from over 200 improvements. Enjoy your space adventure and stay safe!


da Home Page Egosoft:

Oggi rilasciamo un altro significativo aggiornamento per X4: Foundations. L'aggiornamento 3.20 introduce una nuova funzionalità, le Regole Commerciali, che forniscono un maggiore controllo sull'acquisto e la vendita di qualsiasi articolo delle vostre stazioni e permettono la creazione di regole predefinite, che possono essere applicate a tutto il vostro impero, alle stazioni selezionate o anche a singole merci.
Ma non è tutto. Abbiamo anche introdotto un modo più facile per condividere i vostri progetti di stazioni con altri giocatori, apportato numerosi miglioramenti e ottimizzazioni ai menu, migliorato la precisione delle torrette, ed eliminato un sacco di bug. Il changelog completo dell'aggiornamento 3.20 è disponibile qui (in inglese).

Aggiornate ora il vostro gioco alla versione 3.20 per beneficiare di oltre 200 miglioramenti. Godetevi la vostra avventura spaziale e rimanete al sicuro!


Changelog inglese:

Version 3.20 (400261) - 2020-06-04
New Feature: Trade Rules enable improved control over station trade offers, station supply offers and sale of ships.
Added links to "What is X4: Foundations?" video series to External Resources menu.
Added option to import and export individual construction plans to share with community.
Added information about original gamestart to Load and Save menus.
Added missile storage capacity information to missile turrets in Encyclopedia.
Added additional Object Information tab to Map menu.
Added Mark All as Read option to Encyclopedia.
Added icons to order options in Interact Menu.
Added button in info tabs to focus objects in map.
Added behaviour icons to Map legend.
Added ship type icons to ship selection in Ship Configuration menu.
Added faction abbreviations to Factions and Relations menu.
Added option to select Trade Wares directly in Logical Station Overview
Added Start Guidance option to Interact menu of data vaults.
Added Fly To option to Interact menu of deployables and drops.
Added details about mission duration and involved ships to Venture Results menu.
Added match speed indicator to crosshair (default hotkey Shift+X).
Added mouse over info in Object Info menus showing full commander name if name is truncated.
Added error message when attempting to trade with stations that do not have docking facilities for current ship.
Removed use of cargo drones for direct trade between nearby stations.
Removed ability to install unsuitable equipment mods for certain types of shields, weapons, turrets and ships.
Removed Explore order from list of available behaviours (Explore still available as general order).
Removed irrelevant information for unmanned vessels from Object Info menus.
Removed Opposing Faction line in mission briefings if it is empty.
Removed duplicate inventory and station account management from Empire Overview.
Removed ships and stations lists from Empire Overview.
Removed hull and shield bars from wreck icons on map.
Changed Explore order to end when all map hexes in its search radius have been discovered.
Changed location of mission offer map filter to Think section.
Improved names of Xenon weapons.
Improved target selection for pirates.
Improved turret accuracy against large targets.
Improved weapon and turret accuracy against fast targets.
Improved chance of AI pilots opening lockboxes when player not nearby.
Improved efficiency of subordinate traders looking for trades.
Improved behaviour of combat ships attempting to disable capital ship.
Improved trade assignment speed if many subordinates try to trade same ware for their commander.
Improved guidance during Paranid plot maze section.
Improved "Work somewhere else for me" conversation to open map at employee's location instead of player's.
Improved turret behaviour settings in station Loadout menus when all turrets are under construction.
Improved visibility of target speed indicator in speed-bar against bright background elements.
Improved order and designation for equipment slots in Ship and Station Build menus
Improved presentation of player-owned ships on ventures in Property Owned menu.
Improved balancing of Patrol missions by increasing enemy presence.
Improved map performance in certain situations.
Fixed Split wharves missing Pier.
Fixed Fallen Families faction not building new ships.
Fixed Duke's Haven sometimes not selling any, or only random, equipment/ships.
Fixed Free Families granting police licences; players who have already purchased this licence will be reimbursed.
Fixed stations built for NPC factions sometimes still using player account.
Fixed stations not posting public buy offers for supply resources.
Fixed stations operating as pure trade stations only using fraction of their funds for buying wares.
Fixed stations sometimes creating trade offers with zero amounts for wares that are required for production.
Fixed another case of Teladi Trade Stations not rebuilding modules.
Fixed NPC stations disabling some of their production modules indefinitely under rare circumstances.
Fixed crews of mining ships not gaining experience when player not nearby during mining operations.
Fixed ships refusing explicitly given orders to trade with a station that is blacklisted.
Fixed Recall Subordinates command not disarming drones.
Fixed pirate ships not attacking NPC-owned ships that refuse to drop their cargo or comply with inspection protocols.
Fixed ships assigned to Trade for Build Storage using station manager account instead of construction account.
Fixed construction plan Shuffle option using connection modules that are not available.
Fixed accidental friendly fire from turrets on player ship being treated as intentional.
Fixed distress drones being launched prematurely.
Fixed ships not doing damage when player not nearby if they were originally built with neither weapons nor turrets.
Fixed player-owned capital ships not doing damage to non-hostile targets designated explicitly by player.
Fixed ships sometimes repeatedly getting supplies at fleet auxiliary ships.
Fixed NPC-owned ships paying for ammunition, deployables and drones that they already have when resupplying at player-owned equipment docks.
Fixed some cases of ships not flying correctly around capital ships, specially when docking.
Fixed ships not able to catch and dock on moving Raptor.
Fixed station-based traders buying resources that their station isn't currently buying.
Fixed Update Trade Offers command not visiting all known stations when multiple such orders are queued.
Fixed Update Trade Offers ending immediately when new order is queued.
Fixed queued-up Explore orders completing without having explored.
Fixed Construction Vessels not clearing previous orders when assigned for building.
Fixed Construction Vessels disengaging while modules are recycling before new build starts.
Fixed non-capital ships refusing to attack military capital ships and some stations at relations between -20 and -25.
Fixed automated trading ships ignoring travel blacklists when executing trades.
Fixed subordinate traders not respecting trade rule that is denying specific factions.
Fixed subordinate traders loading extra wares from their home base into storage even under conditions where they shouldn't.
Fixed direct subordinates of player with assignment Attack not attacking unless themselves attacked.
Fixed subordinates sometimes detaching themselves from their fleet.
Fixed missing Trader assignment for trade ships that are subordinate to resupply ship.
Fixed build orders on player-piloted ship not processing on docking at shipyard under some circumstances.
Fixed free-flying police and recon ships sometimes getting stuck while scanning something.
Fixed comm response by police when non-player ships are scanned and no illegal wares are found.
Fixed asteroids accumulating when repeatedly saving and loading in same location.
Fixed relative movement stopping when getting up from pilot seat.
Fixed speed matching not turning off when changing target.
Fixed aiming reaction time not using skills of pilot or manager.
Fixed turrets sometimes not firing on valid targets.
Fixed weapons firing into empty space if target is large object.
Fixed turrets on ships repeatedly deploying and folding back when valid targets are in sight but not in range.
Fixed autopilot aborting travel mode either too late or much too early.
Fixed crew transfer resulting in unending escape pods in very rare circumstances.
Fixed one case of crew transfer failing.
Fixed one cause of traffic jams at gates.
Fixed missing faction representatives in rare cases.
Fixed pilots and crews on venturing ships losing morale due to inactivity.
Fixed distance calculations for teleportation range limits.
Fixed exploit allowing unlimited small ships to be stored.
Fixed exploit allowing crew members to be cloned in certain situations.
Fixed exploit allowing additional equipment that is not available at ship's current shipyard/wharf/equipment dock to be installed.
Fixed being able to teleport to docked ships sent on venture.
Fixed returned venture ships stranded in void after rebuilding venture dock.
Fixed incorrect unpaid plot licences under certain circumstances.
Fixed losing faction reputation from illegal station plots although licence was paid.
Fixed not being able to autopilot to targets that are under construction.
Fixed not being able to request docking at build storage when piloting capital ship.
Fixed rare case of weapons firing under player control when player is no longer controlling ship.
Fixed ship capacity mods not being taken into account when adding missiles, countermeasures and deployables to ships.
Fixed deployables deployed via command Deploy at Position sometimes drifting past designated position.
Fixed incorrect resource amounts for Paranid and Teladi M Mk2 shields.
Fixed sector sunlight property not affecting Energy Cell production as intended.
Fixed missing dock functionality on 4th arm of Split 4-Dock T Pier.
Fixed missing XS ship docks on 3M6S luxury Dock Area.
Fixed several hints getting stuck during Flight School tutorial.
Fixed some missions not correctly displaying opposing faction in briefing.
Fixed missing Court faction representative.
Fixed Paranid plot mission A Small Errand getting stuck on objective Await: Further Instructions under specific circumstances.
Fixed conversation option to pay credits in Paranid plot missions Unfolded Potential and An Ethical Challenge only appearing once.
Fixed getaway ship not being recalled from internal storage if it was stored away during Split storyline at Hall of Judgement.
Fixed missing prisoners at Hall of Judgement in Split story.
Fixed plot not proceeding during cutscene to sabotage Scale Plate trade run.
Fixed ships encountered in war subscription missions sometimes being invisible.
Fixed Hatikvah story not always being re-offered when initial station was destroyed.
Fixed Split story getting stuck in Suspicious Split mission if Passenger Ship was lost.
Fixed mission conversation option for passenger to return to Passenger Ship in Suspicious Split Mission.
Fixed End of Oppression/End of Terrorism missions getting stuck at payment stage if ship NPC contact was on was destroyed.
Fixed game freeze during Suspicious Split mission if no stations belonging to given faction can be found.
Fixed Split story getting stuck when tasked to place bombs on cargo drones during Report To Slave Trader 2 mission.
Fixed Split Suspicious mission in Split story potentially missing guidance to character.
Fixed End of Oppression mission in Split story accepting multiple payments from player and not progressing.
Fixed End of Terrorism mission in Split story getting stuck if story character was on ship that was later destroyed.
Fixed Path of Vengeance mission not completing in certain cases.
Fixed discovering Jump Gate to Split space sometimes not triggering event cutscene.
Fixed Split prisoner characters being duplicated when reassigned, which could lead to issues controlling objects.
Fixed Paranid plot mission A Small Errand getting stuck if lockboxes are opened or destroyed before player enters sector.
Fixed HQ Research Module not being named correctly in certain gamestarts.
Fixed HQ Research Module being removed when loading construction plan.
Fixed fleets not being sorted by fleet name in Object List and Property Owned menus.
Fixed trade wares missing in Logical Station Overview if not currently stored.
Fixed turret groups not being highlighted on ship in Ship Configuration menu under certain circumstances.
Fixed inconsistent selection and highlight of shield and turret groups in Ship Modification menu.
Fixed equipment mod category availability if no equipment is installed.
Fixed rounding issues for equipment mod effects.
Fixed station hull percentage not being shown in Info menu unless scan level was at least 80%.
Fixed ship docks being listed as station dock modules in Encyclopedia.
Fixed missing "+" on buttons in Ship Configuration and Player Information menus.
Fixed Trade menu not being visible in certain situations.
Fixed sector map sometimes being broken by deployables ending up in invalid positions.
Fixed Arm/Disarm Turrets option in Interact menu being inconsistent when multiple ships are selected.
Fixed some map controls not working after quick-loading with map open.
Fixed Property Owned jumping to top row after returning from Object Information tab.
Fixed missing pre-selection of certain equipment entries in Encyclopedia when opened from Ship Configuration menu.
Fixed turret slots not available in Ship Configuration menu for certain ships when using controller.
Fixed missing trade offer updates after changing station accounts, especially when paused.
Fixed shuffle function in Station Build menu not updating list of modules.
Fixed construction resources not being listed immediately after acquiring blueprint for player-owned shipyards.
Fixed production/hour value for production modules not taking into account effect of production efficiency in Logical Station Overview.
Fixed missing workforce information in Logical Station Overview under certain circumstances.
Fixed incorrect trade rule or blacklist display/usage when assigned trade rule or blacklist is deleted.
Fixed incorrect order lines on map when blacklists are set up.
Fixed target monitor sometimes getting stuck during comms.
Fixed fog of war sometimes not being rendered up to edge of sector.
Fixed another case of stuck map panning in certain situations.
Fixed object selection in map not changing object in Info menu if Info menu is not displayed.
Fixed ware transfer options in Interact menu not requiring pilots.
Fixed incorrect shadows for objects during construction.
Fixed returning venture ships causing performance issues until sent away again.
Fixed issue causing savegames to become larger with every save/load cycle.
Fixed excessive sound volume in logo video.
Fixed issue where sounds could be missing or delayed.
Fixed further startup issues on Linux.
Fixed game generating two crash dumps per crash instead of one.
Fixed several causes of crashes.
Ci sono 10 tipi di persone, chi capisce il codice binario e chi non lo capisce!!!
Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz (12 CPUs), ~3.2GHz, 32 Gb RAM, MB ASUS TUF, NVIDIA Originale GeForce RTX 3070TI, Dedicated Memory: 8Gb

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Aken_Bosch
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Re: 3.20

Post by Aken_Bosch » Fri, 5. Jun 20, 12:52

Alè, te vojo bene, ma gesù sti colori :shock:

Oggi provvederò ad aggiornare i changelog nel luogo dedicato :)

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alessandrofavero
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Re: 3.20

Post by alessandrofavero » Fri, 5. Jun 20, 13:03

Ahahahahha

Non so perché ma per me steam è viola...
Ci sono 10 tipi di persone, chi capisce il codice binario e chi non lo capisce!!!
Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz (12 CPUs), ~3.2GHz, 32 Gb RAM, MB ASUS TUF, NVIDIA Originale GeForce RTX 3070TI, Dedicated Memory: 8Gb

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alessandrofavero
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Re: 3.20

Post by alessandrofavero » Sat, 6. Jun 20, 23:40

Sono ripaqrtito con una nuova partita con la 3.20'

Prime impressioni…

1) i Khaak mi sembrano molto più attivi
2) dentro a numerosi container blindati aperti saltano fuori mine attivate… non mi era credo mai capitato prima di questa patch
Ci sono 10 tipi di persone, chi capisce il codice binario e chi non lo capisce!!!
Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz (12 CPUs), ~3.2GHz, 32 Gb RAM, MB ASUS TUF, NVIDIA Originale GeForce RTX 3070TI, Dedicated Memory: 8Gb

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Aken_Bosch
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Re: 3.20

Post by Aken_Bosch » Sun, 7. Jun 20, 10:50

1) spero veramente sia così, perché è dall'inizio della partita che ho una missione per farne fuori cinque, e ne avessi trovati due :D

2) i container con la sorpresa ci sono sempre stati, potrebbe essere che ne abbiano modificato le probabilità di comparsa, oppure sei stato solo molto fortunato

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alessandrofavero
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Re: 3.20

Post by alessandrofavero » Sun, 7. Jun 20, 10:58

1) sui bordi di grande scambio uno Avrò avuto complessivamente 12/14 nave Classe M e una decina di navi Classe S.... perònel changelog non dice nulla.... :sceptic:

2) allora mi è finita la fortuna ahshahah
Ci sono 10 tipi di persone, chi capisce il codice binario e chi non lo capisce!!!
Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz (12 CPUs), ~3.2GHz, 32 Gb RAM, MB ASUS TUF, NVIDIA Originale GeForce RTX 3070TI, Dedicated Memory: 8Gb

steganox
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Re: 3.20

Post by steganox » Wed, 10. Jun 20, 16:05

i kahak ci sono 3 settori con loro basi e li ti sfoghi :D tra l altro droppano un sacco di roba interessante ;)

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