Update 4.10 - Overview of progress and plans

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Update 4.10 - Overview of progress and plans

Post by Bernd » Tue, 1. Jun 21, 17:49

Hello everyone,

Unfortunately, the start of the 4.10 beta has been significantly delayed up to now, so I wanted to take this opportunity to highlight our current work and give you an overview of what we have already achieved.

The 4.10 beta was planned to start immediately after the release of X4: Cradle of Humanity. Much of the content of 4.10 was already in the works before the release of 4.00 and CoH. Several of the more "dangerous" features and fixes were moved to 4.10, because 4.00 was already so huge.

4.10 BETA Overview:
The following overview is "work in progress". That means everything you see here could still change and has to be tested in the beta before it is included in the final, public 4.10 update!

By now you have probably already heard about the most striking new feature, the "Multiverse Team Seasons" (if not, click here).
  • New Feature: Multiverse Team Seasons!
  • Improved Emergency Eject feature. --> This is indirectly part of the same feature, as it is particularly important for the Multiverse Team Seasons that the rescue system works well.
Some of you may have seen that we have been working for a while on an editor that allows you to create your own game starts. What is currently being done here is a special mode that differentiates between "Modified" and "Unmodified" game starts based on "achievements" in other savegames of yours. In short, you can use it to "transfer" parts of your achievements from a savegame to a new game start. The next podcast episode will go into more detail about this feature.
  • New Feature: Custom game starts.
Some points relate to the new 4.00 terraforming feature:
  • Added two new terraforming projects to directly increase or reduce air pressure.
  • Added storage information to active terraforming projects.
  • Improved Reflective Cloud Particles and Black Dust terraforming projects by making them repeatable.
A number of improvements relate to bug reports from you, where there were misunderstandings about how a station manages its own purchasing of goods. Especially when ships are assigned to your station (mining or trading), but then don't work the way you want them to, instead just "standing around". This can have a number of causes. We have changed a few things and tried to make them clearer.
  • Added ware reservation information to trade menu.
  • Added option to cancel ware reservations at player-owned own stations.
  • Added option to assign ships directly to subordinate group in Object List and Property Owned menus.
  • Added status info about insufficient funds to Account node in Logical Station Overview.
  • Improved behaviour of station-based mining ships working for stations that require multiple resources.
  • Improved station-based traders to prevent them prioritising resources that are produced by their station even when those resources are in shortage.
  • Added HQ account info to Research menu.
  • Improved manual trade offer settings to allow buy amount that is higher than sell amount.
An example of a rather dangerous (from the point of view of implementation and testing) new feature is the treatment of dangerous regions. The new procedure is certainly better because it is more consistent, but it could also lead to new errors in the AI.
  • Improved hazardous regions to also work when player is not nearby.
  • Improved AI pathing to fly around hazardous regions where possible.
The following, seemingly unremarkable point is also very critical and requires a lot of testing. The new improved graphics engine should now be able to cope better with systems that are at the lower end of our hardware requirements. However, even with better systems, there are still customers where the game stops with "device lost" messages. Here, 4.10 will change a lot. Unfortunately, every change brings with it the danger of new problems. We are currently testing this intensively.
  • Improved asset pre-loading on GPUs with high memory capacity.
  • Improved asset streaming on GPUs with low memory capacity.
And in general, many smaller and larger improvements:
  • Added Show Upkeep Missions option to Interact menu.
  • Added mass crew transfer for group trainees with player HQ.
  • Improved faction logic to prevent construction of excessive numbers of stations.
  • Improved behaviour of police ships to sometimes allow player-owned objects to skip inspection if relations with police faction are good enough.
  • Improved flight pathing for small ships docking at Tokyo.
  • Improved range and force of container magnet for M, L and XL ships.
  • Improved scanning movement of recon ships and resource scouts.
  • Improved balancing of relation penalty for destroying stations.
  • Improved workforce information in Logical Station Overview.
  • Improved menu layouts for Hire and Reassign crew.
  • Improved interface for selecting sector order parameters.
  • Improved visibility of save-related messages.
  • Improved visibility of station modules in station build menu.
  • Improved visibility of turret in scan mode.
  • Improved variety of factions seen on dock areas.
  • Improved appearance of Argon characters.
  • Improved lighting on Argon L bridge.
  • Changed default setting for Alerts in Map to Low for new players
  • Changed size difference for fleet leader icons from 50% to 25% larger than other objects.
  • Removed resource yield requirement from mining ship upkeep missions.
  • Removed ability to drag order lines away from inter-sector connections as they often happened accidentally.
  • Removed XS dock capacity from Docked Ships info on map.
And, of course, many bug fixes (please bear in mind that some of these fixes still have to be tested during the beta, before being implemented into the final, public 4.10 update).
  • Fixed Terran and Pioneer introduction missions to HQ being stalled by research ship being destroyed.
  • Fixed Hatikvah story sometimes getting stuck if dialogs are interrupted.
  • Fixed player not being able to take control of freighter because it was put into internal storage during Hatikvah story.
  • Fixed data vault mission not being completable with Cradle of Humanity expansion active.
  • Fixed rare situation in which Escape Plan mission cannot be completed.
  • Fixed players getting trapped in Boneyard during Tax Evasion 101 Split story mission.
  • Fixed Rebellious Thralls Split story mission being stuck if player has bad faction relations towards FRF when asked to dock at Slave Trader 3.
  • Fixed Rebellious Thralls Split story mission being stuck at undefined Scan guidance.
  • Fixed objects in Abandoned Asteroid Base in Astronauts, Champions, Truth Seekers mission disappearing while player is absent.
  • Fixed Astronauts, Champions, Truth Seekers mission getting stuck if conversation with Ellipsis Trouble is started before story dialog could finish.
  • Fixed indestructible Sweet Jack ship remaining after Covert Operations storyline is completed.
  • Fixed A Matter of Respect mission getting stuck if Helianthus tries to launch too many drones at once.
  • Fixed Torus switch riddle to reset all switches on leaving sector.
  • Fixed Torus switch riddle not behaving correctly if switches are repaired/damaged too quickly.
  • Fixed Operation Smoke and Mirrors mission not activating properly under certain circumstances.
  • Fixed A Heart for Pirates mission not getting removed from Mission Manager when aborted by player.
  • Fixed advanced terraforming projects not being available if Cradle of Humanity is enabled after terraforming is unlocked.
  • Fixed The Smoking Gun mission not triggering if Amplifier Station is destroyed too quickly.
  • Fixed Defenders of Sol mission getting stuck if Silverback is destroyed before player arrives at rally point.
  • Fixed adding gases increasing air pressure on worlds where that stat is not relevant.
  • Fixed some story missions being abortable.
  • Fixed player-owned subordinates sometimes not trading with other player property due to lack of funds when they don't actually need to pay.
  • Fixed looped trade orders not accounting for discounts when looking for trades with matching price thresholds.
  • Fixed rebuilt build modules remaining inoperable after being wrecked before hack expired.
  • Fixed ships undergoing recycling disappearing when stored resulting in no recycled resources being gained.
  • Fixed modules under construction which are then destroyed not being recycled properly.
  • Fixed build storage of destroyed stations sometimes remaining in longer than intended.
  • Fixed very rare case resulting in broken ship movement when teleporting between ships in same highway.
  • Fixed automatic storage allocation breaking for stations with extremely large number of production modules.
  • Fixed subordinate traders sometimes buying then immediately re-selling same wares at commanding station.
  • Fixed boarding ships not trying to keep their boarding target alive while moving to engage.
  • Fixed turret control of boarding ships sometimes reacquiring target after target hull is below safe threshold.
  • Fixed player-owned mining ships finding resources in undiscovered areas of known sectors.
  • Fixed mining ships not firing on asteroids if any turrets are set to Attack All Enemies.
  • Fixed ships with turrets set to Attack Capital Ships or Attack Fighters not firing unless at least one turret is also set to Attack all Anemies.
  • Fixed turrets set to Missile Defence not working.
  • Fixed ships sometimes not uncovering areas hidden by fog of war.
  • Fixed player-owned ships finding paths through undiscovered sectors.
  • Fixed auto-traders not correctly updating when loading certain older savegames.
  • Fixed some buttons and doors not working after teleporting to station.
  • Fixed autopilot not working if guidance target is unknown and/or inactive gate or accelerator.
  • Fixed autopilot not using travel mode when approaching gate or accelerator.
  • Fixed not being able to call ship from storage if its cover faction is hostile to owner of object at which it is docked.
  • Fixed ships sometimes starting final dock movement many kilometers from dock.
  • Fixed never getting docking permission under certain rare circumstances.
  • Fixed fleeing ships repeatedly docking and undocking.
  • Fixed cases of ships being permanently unable to undock.
  • Fixed explosions of large objects not doing damage.
  • Fixed cases of duplicated HQ research modules.
  • Fixed Terran solar panels costing more resources than intended.
  • Fixed Kha'ak outposts no longer appearing over time in certain situations.
  • Fixed pirate ships plundering objects belonging to friendly factions.
  • Fixed attacking capital ships staying outside weapon range.
  • Fixed weapons not shooting under certain circumstances.
  • Fixed being able to collide with hidden bridge geometry.
  • Fixed map icons of docked ships flickering between two positions under certain circumstances.
  • Fixed position of icons next to trade offers on Map when view is rotated.
  • Fixed object select mode in Map not working in gamepad mode.
  • Fixed certain Xenon stations being invisible in Savage Spur.
  • Fixed cargo display in ware exchange menu for stations owning mining ships.
  • Fixed inaccurate text for manual buy/sell offer amount settings in Logical Station Overview.
  • Fixed several issues with ammo and drone quantities in Logical Station Overview.
  • Fixed future station construction resources not appearing in Station Configuration menu if build is already in progress.
  • Fixed Ware Transfer options when docked at another ship.
  • Fixed Request dock at option not being disabled when already docked at that object.
  • Fixed option to change Default Behaviour not being disabled under certain circumstances.
  • Fixed planned Default Behaviour changes getting stuck when changing to another menu tab.
  • Fixed ships retaining previous Default Behaviour when being set to Repeat Orders.
  • Fixed station-wide loadout level resetting every time Station Build menu is closed.
  • Fixed problems with Personnel Management menu if ships get destroyed.
  • Fixed Sell Ships menu not being displayed or not being scrollable under certain circumstances.
  • Fixed inconsistency between player ship and other player-owned objecs regarding whether default orders of subordinates can be changed.
  • Fixed medium ships incorrectly showing missile turret compatibility in menus.
  • Fixed missing title text in Interact menu under certain circumstances.
  • Fixed mismatched construction budget estimates in several locations.
  • Fixed traders adding logbook entries describing purchase after having sold ware.
  • Fixed Terraforming Expenses stat being too high by factor of 100.
  • Fixed overlapping text in Ship Configuration menu.
  • Fixed input mapping conflict not being detected when assigning axis.
  • Fixed various localisation issues.
  • Fixed Paranid head clipping through cockpit roof in Ceberus.
  • Fixed NPCs walking over furniture in Faction Representative office and Secret Service Bureau.
  • Fixed cockpit crew sometimes not interacting with terminals.
  • Fixed visiting NPCs behaving as though they are local crew.
  • Fixed Split and Terran NPCs neglecting their air marshalling duties.
  • Fixed ship crew from player-owned shipyards being random races instead of workforce races.
  • Fixed Yaki appearing on dock areas where they shouldn't.
  • Fixed jump effect sometimes not coinciding with destination position on sector transition.
  • Fixed rare cases where Venture Dock would still appear as if venture was running after ship returned.
  • Fixed scaling problems in station editor when copying sequences repeatedly.
  • Fixed looped animations stuttering at very large time values.
  • Fixed brief incorrect image display in several menus.
  • Fixed weapon effects being visible in upgrade menu.
  • Fixed incorrect grouping of turrets on Advanced Electronics production module.
  • Fixed floating turrets on small Terran Liquid Storage module.
  • Fixed turrets being rotated wrongly on Argon Defence Disk.
  • Fixed visual glitch in Microchip production module.
  • Fixed build modules being offset when wrecked.
  • Fixed turrets being located on top of player logo on Nomad.
  • Fixed turrets on Tokyo clipping inside ship hull.
  • Fixed floating geometry in Manorina gas miner ship.
  • Fixed misaligned Ceberus spacesuit dock.
  • Fixed wrong texture on Okinawa bridge window.
  • Fixed missing holo instruments on Argon XL bridge.
  • Fixed mirrored decals in Argon L bridge.
  • Fixed rotating flack bullets.
  • Fixed pink faces on male Argon NPCs.
  • Fixed several causes of crashes.

Start of the beta:
We hope to start the 4.10 beta as a public beta very soon (possibly without the Multiverse Team Season at first).

Hopefully this overview has at least helped you to have more precise expectations for 4.10.
Thank you for your support and enjoy X4!

-Bernd
---
-Bernd Lehahn, bernd@egosoft.com

Raptor34
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Re: Update 4.10 - Overview of progress and plans

Post by Raptor34 » Tue, 1. Jun 21, 18:02

Looks like I need to scrap my The Void mining operation.
But considering it is one of the richest and most consistent areas. Wouldn't that cause major impacts to mining?

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Re: Update 4.10 - Overview of progress and plans

Post by Mycu » Tue, 1. Jun 21, 18:21

Bernd wrote:
Tue, 1. Jun 21, 17:49
so I wanted to take this opportunity to highlight our current work and give you an overview of what we have already achieved.
Very good changes mentioned here. Thanks for highlights.
Do you plan to add an option so map restores last used position/zoom level instead of resetting each time player opens it or changes a tab?
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mr.WHO
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Re: Update 4.10 - Overview of progress and plans

Post by mr.WHO » Tue, 1. Jun 21, 18:23

Given that Dangerous regions will now work OOS, shouldn't they be visible from map level?

Is this only affect dangerous regions that drow shields/hull, or also infinite minefields are considered as dangerous regions?

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MegaJohnny
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Re: Update 4.10 - Overview of progress and plans

Post by MegaJohnny » Tue, 1. Jun 21, 18:52

Sounds fantastic! Hope you have a smooth ride until the release of the beta :)

About hazardous regions working in low attention - how will this be handled in super-wide-area regions like in Tharka's Cascade? There are a lot of Xenon M/N/P ships that hang around in that sector, and I'm worried a lot of them could be destroyed while on patrol.

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Re: Update 4.10 - Overview of progress and plans

Post by Raptor34 » Tue, 1. Jun 21, 18:52

mr.WHO wrote:
Tue, 1. Jun 21, 18:23
Given that Dangerous regions will now work OOS, shouldn't they be visible from map level?

Is this only affect dangerous regions that drow shields/hull, or also infinite minefields are considered as dangerous regions?
Wonder if that means that mines finally work OOS.

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Nort The Fragrent
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Re: Update 4.10 - Overview of progress and plans

Post by Nort The Fragrent » Tue, 1. Jun 21, 18:54

Wow ! There was a lot to fix !
Hope you get some sleep !

Good that you all got a pay rise,
Perhaps start working on the new Paint Module shop,
So we can custom paint our ships.

Keep up the good work.
:)

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Re: Update 4.10 - Overview of progress and plans

Post by KextV8 » Tue, 1. Jun 21, 18:57

So what does this mean for Xenon that live in that dangerous region lol.

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Re: Update 4.10 - Overview of progress and plans

Post by Raptor34 » Tue, 1. Jun 21, 18:59

KextV8 wrote:
Tue, 1. Jun 21, 18:57
So what does this mean for Xenon that live in that dangerous region lol.
Doubt it'll matter much. Faulty Logic's minefield is owned by the sector owner so if they work, HOP might find it that little bit harder to push in.
And from flying around in Tharka's Cascade, that region is overstated imo. Barely see it. Or at least they seem to be closer to the ZYA/HAT route than near the gate leading deeper into XEN space. Not like it matters since in all of my games ZYA takes that sector early.

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Re: Update 4.10 - Overview of progress and plans

Post by tomchk » Tue, 1. Jun 21, 19:20

Awesome! I strongly agree with the idea to start the 4.10 public beta without the ventures for now, as these improvements and fixes are *so* significant (and to some people, needed ASAP). :D
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Re: Update 4.10 - Overview of progress and plans

Post by Endellur » Tue, 1. Jun 21, 19:27

tomchk wrote:
Tue, 1. Jun 21, 19:20
Awesome! I strongly agree with the idea to start the 4.10 public beta without the ventures for now, as these improvements and fixes are *so* significant (and to some people, needed ASAP). :D
I agree, I'm ready to start testing :)

Great work by the dev team, this is a huge list!

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Re: Update 4.10 - Overview of progress and plans

Post by Raevyan » Tue, 1. Jun 21, 19:33

This patch should have been released a month ago. We still don’t have a date for the Beta other than „soon“. Last time we got a soon was over 2 month ago. Also as far as I can see, there is no mentions about the Xenon situation and how you intend to bring them back into savegames where they went extinct because you screwed up OOS combat and not fixed it for over 2 month. Also the above list just shows how bad the 4.0 patch was and how much more time it desperately needed.

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Re: Update 4.10 - Overview of progress and plans

Post by Artean » Tue, 1. Jun 21, 20:03

Exciting times ahead! Thanks for the informative post, Berndt.
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Re: Update 4.10 - Overview of progress and plans

Post by KextV8 » Tue, 1. Jun 21, 20:22

Raptor34 wrote:
Tue, 1. Jun 21, 18:59

And from flying around in Tharka's Cascade, that region is overstated imo. Barely see it. Or at least they seem to be closer to the ZYA/HAT route than near the gate leading deeper into XEN space. Not like it matters since in all of my games ZYA takes that sector early.
In my experience, if I want to eliminate a bunch of xenon S and M ships, all I have to do is teleport in sector to TC and the hazard rapidly gets rid of them lol. Why I don't deploy Carriers to that sector at all.

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Re: Update 4.10 - Overview of progress and plans

Post by rudi_pioneer » Tue, 1. Jun 21, 21:26

Can’t wait, appreciate the fixes and updates!

Btw, for accessibility if nothing else, please have important info available outside spoken format (podcast), even if as quick summary.

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Re: Update 4.10 - Overview of progress and plans

Post by jlehtone » Tue, 1. Jun 21, 21:37

Bernd wrote:
Tue, 1. Jun 21, 17:49
  • Improved hazardous regions to also work when player is not nearby.
  • Improved AI pathing to fly around hazardous regions where possible.
Awesome. I've been torn between two choices:
  • Stand by in The Void as TER melt through the hazard
  • Honestly handle them
The temptation of the Dark Side -- not killing them myself -- has been strong. :oops:
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Re: Update 4.10 - Overview of progress and plans

Post by Fishille » Tue, 1. Jun 21, 21:41

I’m really sad I won’t find random Yaki on stations to hire anymore, didn’t realize that was a bug.

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Re: Update 4.10 - Overview of progress and plans

Post by spankahontis » Tue, 1. Jun 21, 21:47

Unless i've missed it? I've not noticed a fix for Xenon Defense Stations.
I had to destroy a Xenon Defence Platform that was stuck at 14% Hull in Hewa's Twin I in order to get the Xenon to rebuild the Defense Station and take the region.

I think if it's construction is interrupted by a warring faction, it abandons the structure, but wont replace it so you end up with the Xenon ceasing their expansion. Which I feel is partly the reason the Xenon collapsed across the Universe Map.
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Re: Update 4.10 - Overview of progress and plans

Post by Falcrack » Tue, 1. Jun 21, 21:59

There are some really nice items on this list, I'm looking forward to this patch!

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Re: Update 4.10 - Overview of progress and plans

Post by grapedog » Tue, 1. Jun 21, 23:47

Will this bring the Xenon back to strength?

And damnit, i just for the first time built a mining station in the void. Now i gotta break it down and move it... i guess either out of sector, or very high above or below the ecliptic.

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