Version 2.00 Beta 1 HF1 1 (331614)
- • New Feature: Player-owned stations with Shipyard, Wharf and Equipment Dock facilities.
• Added options to set custom name for savegames and to delete savegames.
• Added ware exchange between ships docked at the same station.
• Added possibility to start/stop travel mode and SETA while map is open.
• Added warnings about non-working venture modules due to station layout.
• Added fighter wings directly subordinate to carriers.
• Added display of partial skill stars to one third of a star accuracy.
• Added preview of ship storage capacity after all planned trades to info menu.
• Added trade menu warning that ware is not available after all planned trades.
• Added separate Remove all Orders and Wait option, replacing parameter to Remove all Orders.
• Added failure sound when invalid hotkey is used while map is displayed.
• Added confirmation before closing station build menu if there are unsaved changes.
• Added tooltip for greyed-out claim option to show reason.
• Added full Japanese localisation (text only).
• Improved Xenon threat.
• Improved turret aiming and target movement prediction.
• Improved combat movement of frigates.
• Improved combat movement of capital ships with good captains and crews that do not have forward-mounted weapons against other capital ships or stations.
• Improved capital ship combat movement against small and medium targets.
• Improved balancing of capital ship defensive and offensive capabilities.
• Improved balancing of capital ship use of boost during combat.
• Improved balancing of capital ship crews bailing when ship is attacked.
• Improved balancing of missiles.
• Improved balancing of ware prices and production profitability to emphasize smart business decisions.
• Improved target acquisition for ships, particularly when attacking stations or capital ships.
• Improved command information shown by attacking ships when attacking a subcomponent of a bigger target.
• Improved range over which ships that run out of ammo can look for a known equipment dock from which to re-stock.
• Improved kinds of stations requested from station building missions.
• Improved encyclopedia information for production and factions.
• Improved Logical Station Overview to show station's recommended budget instead of the currently needed money in account settings.
• Improved quickload hotkey (F9 by default) so it loads the latest saved game, not necessarily a quicksave.
• Improved playback logic for music tracks from previous games.
• Improved performance when working with very large stations.
• Improved menu performance.
• Fixed issues with target elements in the HUD in certain cases (e.g. when using "external view" through the map while standing on a ship/station).
• Fixed keyboard and gamepad selection not working in scrolling dropdown elements.
• Fixed previous/next target hotkeys and enemy targets sometimes not working when flying captured venture ships.
• Fixed previous/next surface element hotkey sometimes not working after loading a savegame.
• Fixed behaviour of autopilot shortcut in the map (now correctly toggles autopilot on guidance target).
• Fixed production modules sometimes not updating their animation when production starts/stops.
• Fixed research wares being listed in economy statistics of the HQ.
• Fixed storage types in encyclopedia not being localised.
• Fixed turret modifications breaking ship info menu.
• Fixed broken Logical Station Overview menu for stations missing a storage type and having no planned modules.
• Fixed broken menu when firing crew and then hiring new people in the ship buy/upgrade menu.
• Fixed missing title text in ship construction context menu in map.
• Fixed ship assignment not being queued correctly (possibly upsetting existing trade deals).
• Fixed deliver inventory mission not correctly placing the character in some situations.
• Fixed Bring Item mission offers not being removed properly if destination station or NPC was killed.
• Fixed several issues with Fleet Delivery mission.
• Fixed Scan mission not checking for destruction of target station module.
• Fixed Scan mission to require only normal scan rather than deep scan for station modules.
• Fixed missing guidance to station module in Scan mission.
• Fixed Passenger Transport missions to filter out incorrect stations.
• Fixed Find Lockbox mission to ensure containers remain in mission area.
• Fixed station ownership not being transferred in Build Station mission
• Fixed trade and pirate guild mission offers not changing over time.
• Fixed incorrect faction and other text for several dialog options and briefings in war missions.
• Fixed introductory mission of war subscriptions getting stuck.
• Fixed Holy Order outliers sometimes prematurely precipitating conflict with the Godrealm of the Paranid.
• Fixed attacking ships repeatedly approaching and retreating from target before getting close to it.
• Fixed ships moving out of pursuit distance to attack targets in their initial approach.
• Fixed ships attacking stations flying at and firing upon station target box instead of station modules.
• Fixed patrolling ships attacking build storage.
• Fixed ships showing excessive DPS when weapons are in more than one active weapon group.
• Fixed builder ships wandering into hostile territory.
• Fixed capital ship subordinates of carriers sometimes attempting to dock at their commander's ship.
• Fixed station-based trading ships setting their current sector as their home sector rather than their station's sector.
• Fixed ship/station operations being hampered by docked ships working for that ship/station not undocking while player is present.
• Fixed boarding ships that are missing ammo trying to disable boarding target anyway.
• Fixed formation skill checks not respecting the player being the pilot.
• Fixed another case of patrolling player-owned ships chasing hostiles beyond their engagement range.
• Fixed squadron subordinates apparently trying to attack ships from their own faction.
• Fixed player-owned ships sometimes inadvertently firing missiles depending on their weapon group setup.
• Fixed turrets set to Attack my Current Enemy not firing when they should.
• Fixed turrets set to Attack my Current Enemy firing when they shouldn't.
• Fixed ships attacking stations stopping their attack after destroying a station module or surface element.
• Fixed turrets on the player ship that are set to mining mode not firing on asteroids.
• Fixed boarding ships not launching boarding pods in certain situations.
• Fixed fleeing ships acquiring a target and attacking in certain situations.
• Fixed ships attempting to disable a target deliberately destroying it instead.
• Fixed ships with a Follow order not responding to certain situations.
• Fixed player-owned ships attacking friendly ships while patrolling player-owned space.
• Fixed non-police ships (including player-owned ships) sometimes responding to calls for police assistance.
• Fixed non-Xenon races not constructing defence stations.
• Fixed build storage of destroyed stations not being cleaned up.
• Fixed NPCs rubber-banding for a long time after loading a savegame in certain situations.
• Fixed NPCs getting stuck in elevator if player uses it while NPC is walking in it.
• Fixed NPC marshalling animations during player docking/undocking.
• Fixed multiple NPCs standing in the same position on some Argon bridges.
• Fixed cases of duplicate interior rooms on stations.
• Fixed frozen movement in bridges of docked capital ships.
• Fixed cargo trades with Black Marketeer sometimes failing.
• Fixed module hacking requirements not being respected.
• Fixed area damage not being correctly applied in certain situations.
• Fixed ships flying huge curves when going long distances.
• Fixed multiple shipyards attempting to fulfil the same NPC ship build requests.
• Fixed NPC ships sometimes requesting more subordinates to be built than they desired.
• Fixed stations not claiming sector ownership if claiming module is built later.
• Fixed turrets and shields not being added to station module when not part of a new module.
• Fixed station module stats and achievements not triggering with the first module of a station.
• Fixed station module recycling sometimes interrupting an ongoing build.
• Fixed recycle times of station modules.
• Fixed exploit where wares could be gained when recycling modules.
• Fixed inability to remove last remaining module when planning a station.
• Fixed not being able to cancel ship orders in some cases.
• Fixed total build time being off by up to one minute for some objects.
• Fixed onboard units not being factored into object value.
• Fixed inconsistencies with station hull values.
• Fixed stations not remembering their Drone/Unit supply settings.
• Fixed small ships failing to exchange wares with ships they can dock at.
• Fixed ships needlessly undocking to trade.
• Fixed faction discounts and commissions not being removed when relations worsen.
• Fixed transfer of crew from one role to another not being possible at shipyard/wharf/equipment dock if no other changes are made.
• Fixed EMP-induced signal leaks on unowned small and medium ships claiming them for the player when scanned.
• Fixed lasertowers spawning in wrong location when deployed from Elite.
• Fixed lasertowers potentially ending up in the exact same position in space.
• Fixed objects attracted with the container magnet sometimes getting an unreasonable speed.
• Fixed ships sometimes oscillating around target positions if SETA is active.
• Fixed ships docked at other ships sometimes appearing twice in the elevator menu.
• Fixed issue resulting in data leaks sometimes appearing inside station modules.
• Fixed roll input in highways steering in the wrong direction.
• Fixed inability to remap camera input control.
• Fixed not being able to load certain user-provided files (e.g. custom logos) with non-ASCII file names.
• Fixed floating geometry on the M-sized Beam Emitter Mk2.
• Fixed rare freeze related to player ship control.
• Fixed several causes of crashes.
Changes in Hotfix 1
- • Fixed missing shipyard build module blueprint licences for players who had already undertaken ally ceremony (problem introduced in 2.00 beta 1).
• Fixed ware prices overrides to fit new ware price ranges (problem introduced in 2.00 beta 1).
• Fixed menu crash caused by out of range ware prices (problem introduced in 2.00 beta 1).
• Fixed crash which could occur when saving while certain station components are under construction (problem introduced in 2.00 beta 1).
So how long until the game is worth $14.99 or less?
So how long until the game is worth $14.99 or less?
Honestly, unless you're a fan of the series, probably never.
The X series (apart from the first one) is usually feature complete by version 2.0 which comes out a year or so after release.
But for Stillbirth (and this it seems), they are only focusing on minor bugfixes and rebalances instead of actually putting CONTENT in. And sycophants like Perkele and combatfags like their forum users praise them for it. So, as of this lame ""2.0""", we still have:
A TINY universe. Combined with the supercheathighways and ability to insta-teleport anywhere that makes it seem even smaller.
NO Split.
NO Borons.
Shit autopilot that slams you into everything.
No real working economy.
No storyline.
So how long until the game is worth $14.99 or less?
Honestly, unless you're a fan of the series, probably never.
The X series (apart from the first one) is usually feature complete by version 2.0 which comes out a year or so after release.
But for Stillbirth (and this it seems), they are only focusing on minor bugfixes and rebalances instead of actually putting CONTENT in. And sycophants like Perkele and combatfags like their forum users praise them for it. So, as of this lame ""2.0""", we still have:
A TINY universe. Combined with the supercheathighways and ability to insta-teleport anywhere that makes it seem even smaller.
NO Split.
NO Borons.
Shit autopilot that slams you into everything.
No real working economy.
No storyline.
It's a good game of the series and to be honest the most fun in the series was always with mods. And modding support was always encouraged which means there will be a good chunk of it.
If you don't like X4 I honestly doubt that you like the games before in the series.
If you're unhappy with it I would argue that you're probably more happy with Elite Dangerous which has a big universe and lot's of "content". Personally I take the X4 anytime over ED.
I don't like ED because I like to be able to get my dick hard. However, Elite: Dangerous was fun for awhile. Might get back into it soon. Need to use that HOTAS gathering dust for something!
I thought Albion Prelude was pretty fun for a bit. This sounds like a completely different beast, though.
Release of X4: Foundations Update 2.00
Player shipyards, Steam Workshop, rebalanced combat/economy
EGOSOFT is happy to announce the availability of X4: Foundations Update 2.00 including the following main features:
As with the previous updates there are many more features and improvements, and the Russian as well as Japanese localisations have now made it out of beta. Find the details about all fixes and features here: Release Notes Update 2.00.
- Player owned shipyards, wharfs and equipment docks: Players can now build and operate their own shipyards. This allows leaving an even deeper impact on the game's economy. Build ships for yourself or deliver them to the war factions. Participate in the faction wars on the highest possible level or just make a lot of profitsss.
- Steam Workshop integration: Starting with version 2.00 X4: Foundations now also supports installing game mods via the Steam workshop. This will make it easier than ever for players to try out some of the already existing cool X4 mods!
- Rebalancing of fight and economy: With Update 2.00 we changed a lot of parameters of the game economy and fight balancing. The goals include making crew gaining experience a bit easier, but also making a lot of changes to the turret and capital ship fight balancing.
Version 2.20 goes into beta very soon
Better Mouse control is coming
There is no pause in the development. Very soon after the release of 2.00 we will launch a Beta for Update 2.20. Important new features in this update include improvements to mouse controls. Namely a more flexible configuration of the right mouse button and the often requested classic direct mouse steering (aka "boresight" mode).
Linux beta starting now
Linux support is on its way
Start of LINUX beta: We have just launched the X4: Foundations beta for Linux. If you have a gaming PC running under Linux and are able to help us test the game on this platform, please give it a try! Linux-specific issues can be reported in the dedicated Linux support thread.
Outlook on our plans for the next few months
What's coming next?
Before 2.50, and between any of the coming major patches, there will also be minor steps. We try to release bug fixes as fast as we can once we feel they are safe (which is why there will also be lots of public betas).
Update 2.50
Update 3.00
- Auxiliary ships: With 2.50 the aim is to bring a new ship type: previously described as Resupply ships. In short, they will work like a flying equipment dock and can form the backbone of a large fleet.
- TrackIR/Tobii support: Lots of people are asking us to support these tools and while testing may start before it again, and the team aims to make support available for 2.50 at the latest.
- Sector blacklists: This will allow you to set up sectors that your ships will avoid at all costs.
- Inventory Management: Our team would like to pack a series of improvements around managing inventory items into 2.50. This includes the ability to create and drop crates in space and possibly also to store them on stations.
As some of you may already have figured out, one cool feature of X4 is the ability to own entire sectors and even change their names. With 3.00 the aim is to build upon this with a number of features to help you benefit from sector control. You can then basically become your own faction with your own set of rules.
For all updates, our team is working to create better missions. At the latest for 3.00 the plan is to have a number of new and improved combat missions in particular. An area they want to combine this with is improved research (in the player HQ) and the ability to potentially even move the player HQ to a different location.
An early gameplay feature of 3.00 will improve is the ability to dock directly at a station in a spacesuit and to get other NPC ships to transport you, by offering missions to them.
With 3.00 at the latest, we want we want to have at least one new game start. There is a chance that this will have some interesting new features.
Online ventures
In December we released our very first online mode in an X game: Ventures. With the Updates 2.00 to 3.00 we will also continue our work on more and better Online Ventures. So stay tuned for more exciting online missions. Please click on the below links for a more detailed explanation of Online Ventures:
Online Ventures in the X4 MANUAL
Video explanations of Online Ventures
First Expansion will introduce Split Race
While all of the above (free) updates may also contain new assets, there will be a lot of new ships, station modules, missions, and new sectors in the first big expansion.
Our rough timeline is to have an expansion based on introducing the Split race, their ships, a new Split economy and of course a large new area of space shortly after releasing 3.00.
I've never played an X game, what should I expect?
Bitter disappointment.I've never played an X game, what should I expect?
Bitter disappointment.I've never played an X game, what should I expect?
Well at least it seems with each patch they are getting closer to the X series at least. Although most "improvements" are shit no one cares about like Russian localisations.\
At least now the ships feel more like the races used to:
Teladi: Huge storage for maximum profitsssss, slow as shit.
Argon: :balanced:, strong shields
Paranid: Sleek, sexy ships with average firepower but lots of docks.
I'm still waiting for:
Boron: Slow and FUCKHUEG ships shielded like a tank.
Spilt (my favourites): Superfast glass cannons that deliver huge firepower and get out quickly before their puny shields give way.