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Improved balancing and robustness of in-game economy (including prices, volume and production rates of Engine Parts, Hull Parts and Smart Chips).
Improved Logical Station Overview (added storage allocation, buy/sell limits, module state, production module grouping).
Improved station Info menu (added intermediate wares, filled storage capacities by type).
Improved station-based traders (coordination between traders, selection of stations to trade at, use of cargo that is excess or needed by their station).
Improved pirate behaviour by increasing variety of wares that pirates are interested in.
Improved trader deal selection and cargo space utilisation logic.
Improved automatic resupply by preventing player-owned ships from automatically getting deployables.
Improved ships rearming at resupply ships by only ordering what the resupply ship can build.
Improved upkeep mission priority for ship pilot and station manager vacancies from medium priority to high.
Improved ship combat AI by reducing use of boost to avoid completely draining shields.
Improved ship AI by allowing pilots to target, and be able to destroy, stations that are under construction.
Improved aggressiveness of NPC ships in response to attack when on their way to combat.
Improved range of high-tech wares stocked at most Trading Stations.
Improved long-distance movement to moving objects.
Improved capital ships docking at stations and movement through gates.
Improved build queue processing so newer ships are less likely to jump the queue.
Improved loadouts of small fighters by reducing chances of them using missiles, especially torpedo launchers.
Improved mining yield by increasing cargo capacity of mining ships by 100%.
Improved behaviour of laser towers attacking stations.
Improved station AI by reassigning mining ships told to mine if they no longer need mineable wares when station configuration changes.
Improved carrier combat if carrier has direct subordinates and is directly attacking a target.
Improved ship movement in various situations (including moving through a gate, leaving a local highway in the middle).
Improved travel mode handling while going through gates and into highways.
Improved autopilot travel mode usage.
Improved info menu for station build storage to show amounts and display resources even if build storage currently doesn't have any.
Improved map to allow trade wares without current valid trade offers to be shown on the map.
Improved "ping" effect to be less obtrusive if multiple mission targets are present.
Added ability to assign ships to trade for resources for a station's build storage to assist in station construction.
Added Anchor space for orders AutoTrade, Sector AutoMine, AdvancedAutoMine and Expert AutoMine to the order queue menu.
Added possibility to sell resources and buy products and trade wares.
Added new resource region to Cardinal's Redress to help with Holy Order resource shortage.
Removed Tobii options if no Tobii device is detected.
Fixed stations under construction not being killable when out of sector.
Fixed Xenon asteroid stations not being killable in certain situations.
Fixed target speed matching not working when in relative movement to the target or after having pressed Full Stop.
Fixed destroying pirates that are showing their true colours sometimes resulting in a reputation penalty with the sector's police faction.
Fixed pirates attacking ships even if they are not interested in them.
Fixed pirates sometimes fleeing before attacking after just saying that they will attack.
Fixed space suit not undocking correctly from moving ships.
Fixed fleet auxiliary ships with behaviour to Supply Fleets in a space rather than as part of a fleet not enabling trade offers.
Fixed fleet auxiliary ships not advertising trade offers when subordinate to a station.
Fixed fleet auxiliary ships wanting to dock at themselves to get supplies and repairs.
Fixed resupply orders sometimes resulting in incorrect ammo and units.
Fixed resupply ships told to Get Supplies sometimes trying to purchase more than they can afford.
Fixed Get Supplies order trying to purchase more wares than the ship has cargo space for.
Fixed ships attempting to collect crates with countermeasures although they have no space for them.
Fixed ships being unable to transfer deployables via ware exchange in certain situations.
Fixed ships sometimes fleeing after getting ammunition.
Fixed player-owned ships that need ammo and/or drones in addition to repairs not going to get repairs if they couldn't find a resupply ship that can supply everything they need.
Fixed player-owned ships getting repairs at resupply ships when automatic resupply is Off.
Fixed ships that need ammunition to fight not considering fleet auxiliary ships assigned to supply ships in their sector.
Fixed docked ships given an order to trade or exchange wares with the object they are docked at undocking and docking again.
Fixed ships assigned to mine for stations ignoring blacklist if blacklisted sector is in the same cluster as their station.
Fixed ships pursuing targets to beyond their operational range when not authorised to do so in certain situations.
Fixed various cases of ships trying to do things with objects in other sectors.
Fixed ships getting stuck waiting for an undock clearance that may never come.
Fixed capital ships getting stuck while docking.
Fixed station-based traders sometimes buying at a loss.
Fixed capital ships sometimes moving too close to their targets when attacking.
Fixed capital ships attempting to park at docked fleet auxiliary ships.
Fixed ships trying to fly through station geometry in certain situations.
Fixed incorrect entry movement of ships in Accelerators and, in some cases, Jump Gates.
Fixed carriers ordering subordinates to attack targets that were once hostile when they no longer are.
Fixed wing leaders fighting over orphaned wingmen when taking control of them.
Fixed police ships ignoring illegal wares dropped in lockboxes in response to an inspection.
Fixed ships deciding to open a lockbox when explicitly told not to.
Fixed non-smuggling traders trading wares in areas where those wares are illegal.
Fixed smugglers only trading with non-hostile factions.
Fixed missing restriction for trading with current player ship while docked.
Fixed ships sometimes flying excessively large turns.
Fixed pilots sometimes aborting travel mode without good reason.
Fixed autopilot aborting while still tens of kilometers from the target.
Fixed autopilot aborting when transitioning through a ring highway gate.
Fixed ships entering jump gates and accelerators from the side.
Fixed ships sometimes jumping by many kilometers when the player comes near.
Fixed rare situation that could leave ships docked at wrecked platforms.
Fixed station-based traders selling off existing cargo ignoring faction restriction set on their commander.
Fixed stations missing opportunities to trade with other stations for lack of cargo drones (improves previous fix).
Fixed wharfs and equipment docks not being rebuilt by factions.
Fixed non-factory stations potentially being expanded with production modules.
Fixed blueprints for 8M Standard Dock Area not being obtainable.
Fixed fired NPCs not leaving their post.
Fixed XP gain calculations for combat incorrectly determining force strength of allies and enemies.
Fixed falling through floor when returning from external view.
Fixed problem with re-assigning crew at the ship trader.
Fixed safe deposit box not working if the player has no or little money.
Fixed ware exchange failing if it involves a ship having to dock at another ship.
Fixed guild missions stalling if the mission station was destroyed at certain times.
Fixed money exploit involving build station missions.
Fixed venture platform exploit.
Fixed some cases where dock guidance splines always went through station geometry.
Fixed inactive orders not being greyed out on the map if they are the first order in the queue.
Fixed order queue menu not showing the assignment for fleet auxiliary ships assigned to supply a fleet.
Fixed incorrect map centering when opening it while having a super highway selected.
Fixed "Are you sure?" question in station build menu showing up when closing an empty plot.
Fixed large number of orders breaking the behaviour tab in the map (corrects previous fix).
Fixed selection mismatch in menus with multi-selection when scrolling with keyboard or controller.
Fixed station build menu being unusable due to constant refreshes in certain situations.
Fixed unusable blacklist dropdowns for some resolution and UI scale combinations.
Fixed mission context menu in the map sometimes being cut-off.
Fixed being able to open an invisible menu with Object Info hotkey when HUD and menus are disabled.
Fixed menu crash when restoring a minimised menu.
Fixed menu crash when interacting with the target monitor while it shows a collectible or a crate.
Fixed menu crash in the plot placement section of the map under certain circumstances.
Fixed Radar Display game option not always working correctly.
Fixed Boost Toggle game option not working at all.
Fixed game becoming unresponsive if a ship in a superhighway moves to another ship in a superhighway.
Fixed several performance issues in specific situations.
Fixed several causes of memory leaks.
Fixed several causes of crashes.

PS: I would have put this in the changelog thread, but I guess my rep isn't high enough?
Better to not add beta releases to the changelog thread, in my opinion.
2.6 Beta is out on Steam, GoG but if this has not yet appeared, it will still appear.
Already switched to beta, but no update available yet.
If the beta is not good, you can still go back to the 2.5 Hotfix1
Post edited September 20, 2019 by EnricorZ439
By the looks of things, the third beta version seems to be out now. Is the game finally getting good?
Fourth version out.
I am waiting for 3.0. That's supposed to add some empire building features.

The game is kind of tricky from a design perspective. People not experienced with these types of games really struggle getting started. Meanwhile, Vets can really start to steamroll quickly. I think it would be nice if they added a start option that made the Xenon quite a bit more dangerous, such that the game played out a bit more like Litcube's Universe... with a big bad that forced you to keep the tempo up.
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Themken: By the looks of things, the third beta version seems to be out now. Is the game finally getting good?
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basileus: I am waiting for 3.0. That's supposed to add some empire building features.

The game is kind of tricky from a design perspective. People not experienced with these types of games really struggle getting started. Meanwhile, Vets can really start to steamroll quickly. I think it would be nice if they added a start option that made the Xenon quite a bit more dangerous, such that the game played out a bit more like Litcube's Universe... with a big bad that forced you to keep the tempo up.
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Themken: By the looks of things, the third beta version seems to be out now. Is the game finally getting good?
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basileus:
any idea when 2.6 will actually clear beta?
It's hard to predict. 2.6 is sort of a catch-all for bug fixes and quality of life improvements before the 3.0 patch, which is a major feature patch.

Despite the game being out for a year, there are still a lot of bugs, missing encylopedia entries, and quality of life improvements to be addressed.

2.6 beta is the first time that the game seems to work as intended, and it's nice to see them finally focusing on things like UI annoyances because they've tracked down all the memory leaks and got the major balance issues under control. (Just in time to release a new major faction, add sectors, and probably throw the balance all out of whack again!)
Guessing a release date before we have even the 2.6 RC1 is awfully hard.
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Themken: Guessing a release date before we have even the 2.6 RC1 is awfully hard.
at this point i'm just wondering why they bothered to release 2.6 when 3.0 is supposed to come out in december.
Beta 5.
2.6 has already left the beta according to Egosoft. Where's the update on GOG?
Ah yes, Welttraumhändler seems to be correct: https://steamcommunity.com/app/392160

http://forum.egosoft.com/viewtopic.php?f=180&t=402960&sid=0a1b697eb228d21be8167351ba736342

Bad piece of news is the v3.0 and the Split Vendetta add-on have been pushed back to next year.
Post edited October 17, 2019 by Themken
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welttraumhaendler: 2.6 has already left the beta according to Egosoft. Where's the update on GOG?
mine came to me automatically this AM. but it hasn't made a fucking bit of difference. now instead of a Xenon station in Scale Plate Green VII that I can't destroy, there's a Xenon Wharf near all the stuff I made in Scale Plate Green VII that I can't destroy.

Am I going to have to start a fresh game? 'cause see that would piss me off. If I have to start a fresh game for an update to work, that just tells me the game wasn't released in working condition to begin with.
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Blackbow70:
It really was released in a state that should have been called In Development / Early Access. Sooner or later you will have to start a new game. If that is now or after the next or then next update is up to you.
Post edited October 19, 2019 by Themken