In recent weeks, many new pilots, commanders, fleet admirals and space entrepreneurs have found their way into the X4 universe thanks to various discount campaigns. We wanted to take the opportunity to bring some helpful videos and X4 Content Creators who do tutorial videos to the attention of new X4 players. Have fun discovering them, be sure to check out their channels and other videos too - and please share your favourite YouTubers or streamers whose videos can help X4 newcomers in the comments! https://www.youtube.com/watch?v=z_F6kx7ElkE https://www.youtube.com/watch?v=Hz7ocqMBNKI https://www.youtube.com/watch?v=V3ieWQ_dPEc https://www.youtube.com/watch?v=Nj4dEMAINo8 https://www.youtube.com/watch?v=U2HFEPzc1UA https://www.youtube.com/watch?v=luohq0k3aVg https://www.youtube.com/watch?v=raN5Tjf6o5Y&list=PLRNrultsQ-TgQisYZzWbRQ-vIbRMBK-Nb&index=1 https://www.youtube.com/watch?v=Y0geEHxxEGA https://www.youtube.com/watch?v=tuEyNnrR1PQ https://www.youtube.com/watch?v=edf0TfwDjjo Further recommendations: youtube.com/@PerunGamingAU youtube.com/@TobelPlays youtube.com/@deathincluded3706 youtube.com/@Eshir92 youtube.com/@Dailyfix
We're celebrating 25 years of X games and the X Universe! To reflect upon our advancements over the years, we'd like to show you the evolution of some of our in-game assets because, believe it or not, many of them have kept to their core principles even as they became more detailed.
Jump Gates
These portals have always been a staple of X games; in fact it wouldn't be an X game without them - you could even say their design was ancient. While there have been many aesthetic iterations across the different games, the core concept of them always remained the same: two nacelles and a ring that contains the event horizon.
See more: Reddit | Instagram | X | Facebook
Xperimental Shuttle
Although she doesn't appear in every game, the Xperimental Shuttle has captured the hearts of many pilots over the years - and still does. A sturdy little fighter, she was the very first ship that players could fly in the X franchise. She has since appeared in several titles, such as in the new X4: Timelines expansion, with a more petite design.
See more: Reddit | Instagram | X | Facebook
Argon Discoverer
The Argon Discoverer, the primary scout ship for the Argon Federation, is a tenacious little rascal if you know what I mean. Its design remained consistent during the early years, but took a few detours in X2: The Threat and the X3 series of games. Its absence in X: Rebirth was deeply felt, but X4: Foundations lived up to the line "prepare a Disco", introducing a style that hints at the original design.
See more: Reddit | Instagram | X | Facebook
Xenon/Terraformer Carrier
Von Neumann Probes. Self replicating machines. Terraformers. Xenon. Even the enemy of God. Whatever we call "it", suffice to say that the sight of this mechanical butcher strikes fear into the hearts of many pilots. Having taken the governments of Earth by surprise when it unleashed its full potential on the Sol system during the Terraformer War, it still remained a menace hundreds of years later. Although the Xenon tend to undergo periodical machine evolution, this particular design seems to have hung around, as evidenced by its reappearance in the 7.00 update of X4: Foundations.
See more: Reddit | Instagram | X | Facebook
Teladi Falcon
Speaking of timeless designs, the Teladi Falcon is another good contender. The Teladi are known for their frugality, and the Falcon ticks off all their usual checkboxes: doesn't excel as a fighter, doesn't offer a lot of comfort, aesthetic is almost barebones, but at least it flies and has some cargo space. But more importantly, it's still around! The Falcon's design took a major detour in the X3 series of games and in X: Rebirth, when the Teladi Company briefly chose a mushroom-shaped form consistent with a number of their other ships. By the time of X4: Foundations, its original design had returned, with the added benefit of rotating engines for greater manoeuvrability!
See more: Reddit | Instagram | X | Facebook
Teladi Trading Station
Another timeless design by the Teladi Company, their trading stations have always been regarded as hubs for grand exchanges. Pilots have always been able to spot these stations by their gigantic outer ring, containing habitable areas, connected by two pylons to a central section where ships can land. Over the years, the Teladi Company has expanded on this design and thus the "Habitat Station" design was born. This design was promptly tested during The Dark in the sector Fields of Opportunity, where it was dubbed "Overwatch Station". This design is known for its giant, halo-shaped structure that houses artificial worlds on its inner surface. It later became commonplace in the Community of Planets.
See more: Reddit | Instagram | X | Facebook Thank you all for following us on this quarter-century-spanning journey, and for being a vital part of our history. We are truly privileged to have such a great community.
We're just popping up briefly with a small hotfix that addresses several cases where the X-Universe police have been getting a little over-zealous. We hope this small update helps those of you who have run into these issues.
7.10 Hotfix 3 Changelog
- Fixed several cases of police incorrectly becoming hostile to player.
On a fateful day, test pilot Kyle Brennan made a jump from earth into the X Universe with the iconic Xperimental Shuttle. This set in motion the events in X: Beyond the Frontier, which was released in 1999, and started the X series of games. This year marks the 25th anniversary of the X series! For two and a half decades we have explored space, immersed ourselves in lore, managed economic empires, and fought in epic battles, through several main game releases, numerous add-ons, expansions and major updates - and we are far from done! We would like to take this opportunity to reminisce a little about the past 25 years of X games, and have prepared a video in which Bernd Lehahn, creator of the X Universe, takes a flight down memory lane. Enjoy! [previewyoutube=PI9Sv_9vQPw;full][/previewyoutube]
Celebrate the X series during the Steam Space Exploration Fest!
From September 2nd to September 9th, 2024, Steam is celebrating our favourite genre with its "Steam Space Exploration Fest". Whether you want to complete your collection of X games or jump into the X Universe for the first time, now is the best moment to do so!
Thank you all for following us on this quarter-century-spanning journey, and for being a vital part of our history. We are truly privileged to have such a great community. Feel free to share your favourite memories from your years with the X series in the comments below. See you in space!
7.10 Hotfix 2 Changelog
- Fixed all ships becoming unresponsive to orders if repeated order to mine or salvage becomes invalid.
- Fixed turret and drone control on ships sometimes not acquiring new targets when player is nearby.
- Fixed savegames with broken player position while in control of docked ship.
- Fixed Sapporo blueprints not being patched in saves where research was ongoing.
- Fixed broken radar visibility ship mods (affected mods will be re-rolled).
We're happy to share the news that X4: Foundations has regained its "Steam Deck Verified" status, ensuring an optimised experience on this portable device.
7.10 Hotfix 1 Changelog
- Improved specific cases of extreme performance issues on Steam Deck.
- Fixed Dock at Station objective during Worker Welfare mission sometimes losing guidance.
- Fixed various issues when multiple barter missions appear at same station.
- Fixed missing Sapporo Blueprints not being added in some savegames.
- Fixed missile-turret armed capital ships breaking off from combat early.
- Fixed camera being in wrong position after loading save.
- Fixed performance issues and falling through floor in certain situations.
- Fixed several causes of crashes.
A mere seven weeks or so after the release of our major 7.00 update for X4: Foundations, we're pleased to announce the release of the 7.10 update, bringing a range of improvements and fixes to enhance your space-faring adventures.
In addition to improvements to ship behavior during activities such as docking, mining and combat, fixes for smoother progression and completion of various missions, performance and stability enhancements, and a number of small but impactful improvements to the user interface, this update also features a new Factions and Relations tutorial to help players navigate the complex political landscape.
For a detailed list of all the changes and fixes, check out the full changelog at the end of this news article.
Featuring as ships in the new X4: Timelines expansion, the Dart now includes a Travel Drive when unlocked in the Open Universe, allowing it to be used as a fast and efficient way of getting around the galaxy, while the Sapporo has been upgraded with a new anti-fighter missile to boost its combat effectiveness. Further improvements have been made in X4: Timelines itself, making its exploration and combat scenarios more engaging.
For those looking to make their mark, the X4: Timelines Leaderboards offer an exciting competitive element to the expansion. We're sharing a quick video guide below, to help more players learn how to log in and track their ranking. Join in and see your name rise to the top!
[previewyoutube=cDyL2KKjO-g;full][/previewyoutube]
The 7.10 update for X4: Foundations is now live. Dive into the game to experience these enhancements and fixes that elevate your gameplay experience. Fly safe, and may your journeys through the stars be ever thrilling. And a big thank you to everybody who has been involved in beta testing 7.10 over the past few weeks!
7.10 Changelog
- Added Factions and Relations tutorial.
- Added dialog to Timelines mission selection menu when player returns from scenario.
- Added Terran production method to Frontier equipment.
- Added several new exploration voice lines to Timelines Facility.
- Added travel drive to Dart engines in Open Universe.
- Added dedicated weapon groups to Pre-Battle Skirmish Timelines scenario.
- Added Docking Computer to A Merchant Mind and Teladi Trading Try-Outs Timelines scenarios.
- Added further hint to end of Timelines story.
- Added credit sequence after final story resolution to more clearly denote when Timelines story has finished.
- Added Timelines racing trophy to player HQ.
- Added icon to newly unlocked Timelines scenarios.
- Added message to Open Universe listing unlocked Timelines rewards.
- Added Antigone XL Housing as available blueprint rewarded via rank and available in Station Design Simulator.
- Added information about installed surface elements to Station Build menu.
- Added ammo clip visualisation for missile launchers to HUD.
- Added Mk5 shield generator to Xperimental Shuttle.
- Added new anti-fighter missile for Sapporo.
- Added new ring explosion effect to XL explosions.
- Added Start Timelines button to Timelines menu.
- Added Skip Dialog Line option to Controls menu.
- Added mouse-over texts when navigating menus with keyboard input.
- Added input feedback when Travel Mode not available.
- Added input feedback when trying to change speed of ship with damaged engines.
- Added separate icon for collectable ammunition containers.
- Added French localisation for keyboard icons.
- Removed signal leak missions in Timelines trading scenarios.
- Removed Trade and Go to Ship options in Dock Interactions menu in Timelines Nexus.
- Removed Lock Range and Lock Time information from Encyclopedia missile entries where not relevant.
- Removed storage allocation warning in Logical Station Overview for trade wares.
- Improved Timelines intro cutscene for more immersive experience.
- Improved Timelines scenario result screen layout.
- Improved rating visualisation for Timelines scenarios.
- Improved clarity of Timelines mission descriptions.
- Improved sequence of early Timelines scenarios for better first time player experience.
- Improved transition between Timelines scenarios by not closing scenario selection menu when returning from scenario unless required by story.
- Improved timing of Mitsuno Hack video calls to be less obstructive of important Target Monitor information.
- Improved placement of The Recruitment Mission Timelines scenario in Mission Interface to be more immediately noticeable.
- Improved The Recruitment Mission Timelines scenario cutscene to show prison guard being affected by Impedence Bubble.
- Improved flow and difficulty level of Impeded Extraction Timelines scenario.
- Improved finale of Battle of Omicron Lyrae Timelines scenario with special music.
- Improved Xenon Shipyard plan to not include overlapping docking module (new stations only).
- Improved Xenon loadouts in Brennan's Trial Timelines scenario to use fewer laser towers.
- Improved composition of allied fleet and pilots in Brennan's Trial Trial Timelines scenario.
- Improved loadout consistency in Mine Your Own Business and Lord Prospector's Foray Timelines scenarios.
- Improved Rise and Mine Timelines scenario by disabling tutorial dialog after player has achieved rating of 1 star.
- Improved wording of Timelines unlock notifications.
- Improved new player guidance in Timelines by adding hints about tutorials and Open Universe.
- Improved enemy behaviour in Tangling with the Teladi mission.
- Improved combat movement of capital ships armed only with turrets and fighting very large, slow targets.
- Improved combat behavior of fighters when set to attack surface elements when player not present.
- Improved combat behavior of fighters armed with guided missiles or torpedos.
- Improved capital ship combat movement for ships that do not have forward-mounted weapons but do have turrets concentrated at front.
- Improved lasertower behavior against capital ships.
- Improved hit precision of ships attacking piers.
- Improved firing range accuracy of turrets.
- Improved accuracy for NPCs firing at Maja Dust production modules.
- Improved ships assigned to protect stations getting repairs in between fights.
- Improved speed of ships docking on carriers.
- Improved mining behavior when player present.
- Improved chances for ships currently docking or undocking to escape when dock explodes.
- Improved balancing and weapon loadout of Sapporo.
- Improved ship resupply.
- Improved resource distribution by Xenon transport ships.
- Improved prioritisation of resource buy offers for special projects like research or terraforming.
- Improved Crew Transfer menu if one or both ships do not have captain.
- Improved NPC pathing between docked ships where elevators and transporters are involved.
- Improved notification text when travel mode is disrupted by external factors.
- Improved station editor by showing station's build storage location.
- Improved guidance on Map if player is not near last controlled ship.
- Improved display of orders on map by always aligning icons towards camera.
- Improved display of order queues and paths on map.
- Improved unnecessarily cut-off texts in Modifications menu under certain circumstances.
- Improved visibility of station budget issues when looking at trade offers on map.
- Improved visibility of subtitles by making background more opaque.
- Improved visibility of ship holograph dock guidance.
- Improved readability of upkeep alert text in map.
- Improved readability of text while moving or rotating in station editor.
- Improved readability of slider UI elements.
- Improved signal leak indicator visibility by adding background.
- Improved colouring of drops on map and radar by making it consistent with HUD colors.
- Improved available UI scale range to ensure readability at lower resolutions.
- Improved UI scaling to include HUD monitor texts.
- Improved alignment of icons embedded in text.
- Improved Terran Meson Stream weapon by adding small gimbal.
- Improved engine glow on some missiles.
- Improved impact effect of Xenon Seismic Charge Turret.
- Improved performance of explosion effects.
- Improved trail resolution of Sapporo missiles.
- Improved window facade of the Casino welfare module.
- Improved collisions on Xenon Dock.
- Improved low quality shadow option.
- Fixed several missing hints in spacesuit tutorial.
- Fixed trade tutorial not progressing if trade map filter is already on.
- Fixed ship upgrade tutorial not progressing when selecting pilot prematurely.
- Fixed cases of wrong save being loaded on quickload or when finishing tutorial.
- Fixed Frontier equipment not being available in Creative Custom Gamestart.
- Fixed upgraded Erlking custom gamestart option not granting equipment blueprints.
- Fixed being able to phase through geometry in Timelines scenarios involving space suits.
- Fixed Atlas not granting points in Incursion of the False Pontifex Timelines scenario.
- Fixed ramming speed score in Battle of Omicron Lyrae Timelines scenario not being calculated correctly.
- Fixed various cases of Attack On Antigone Timelines scenario not progressing correctly.
- Fixed Mine Your Own Business and Lord Prospector's Foray Timelines scenarios miscounting wares lost on ship destruction.
- Fixed capital ships in Flight of the Dragonfyre Timelines scenario having no service crew.
- Fixed timer not stopping when reaching finish in Hazing the Newbie Timelines scenarios from shortcut.
- Fixed reputation recovery mechanism in Timelines trading scenarios to allow docking if player accidentally falls below threshold.
- Fixed Zeus drifting in second Timelines racing scenario.
- Fixed player ship crashing into obstacles in Timelines racing scenario outro cutscene.
- Fixed player being able to fly before race starts in Timelines racing scenario.
- Fixed non-localised text in Timelines racing scenarios.
- Fixed announcer in 17th Getsu Fune Asteroid Smasher Showdown Timelines scenario being unable to count to 50.
- Fixed being unable to complete President's End Timelines scenario if Jump Gate selection menu closed by player.
- Fixed score in Mine Your Own Business Timelines scenario not taking into account player's surviving ships.
- Fixed unreasonably high leader board scores in Teladi Trading Try-Outs Timelines scenario.
- Fixed enemy ships shooting at player when docked to trade in Frontline Dealings Timelines scenario.
- Fixed Kaori sometimes giving inappropriate reply in The Recruitment Mission Timelines scenario.
- Fixed case of missing guidance to remaining enemies in Rise Against the Machine Timelines scenario.
- Fixed missing results in Timelines debriefing menu under certain circumstances.
- Fixed Xperimental Shuttle equipment blueprints not being retroactively rewarded when Timelines epilogue completed.
- Fixed Escort Position being too far away from HQ if superhighway entry is present in Timelines epilogue story.
- Fixed Boso Ta not offering Dialogue Option to unlock research while Timelines epilogue mission running.
- Fixed Teladi capital ship in Timelines epilogue being invulnerable even after story has finished.
- Fixed Call and Response mission of Timelines epilogue not completing properly.
- Fixed Kaori's Xperimental Shuttle not being invulnerable in Timelines epilogue.
- Fixed Kaori's station remaining invincible after Timelines epilogue finishes.
- Fixed reward notifications disappearing too quickly after playing certain Timelines missions.
- Fixed credits not being subtracted from player account when buying Dart in Open Universe.
- Fixed clone of Axiom appearing under Personnel Management in prison gamestart.
- Fixed extreme reputation change during missions such as VIG storyline resulting in promotion ceremony needing to be performed again.
- Fixed war and storyline missions to use new Behemoth and Phoenix ships.
- Fixed Boron storyline blocked during BoFu delivery.
- Fixed lasertowers in A Return To Normal Order mission being hostile to nearby station.
- Fixed Nila sometimes not leading player to Leda We's ship in Propositions and Negotiations mission of Boron story.
- Fixed Geometric Owl not being sellable after completion of the Terraforming story.
- Fixed The Meeting mission of Covert Operations story not progressing if target station destroyed.
- Fixed Argon-Boron relations not being taken into account when making final decision in Covert Operations story.
- Fixed Dagobas Lahubasis Yorilos III running out of oxygen if not rescued in Trade Obstruction mission of Avarice story.
- Fixed player being able to complete Trading Lessons mission in Avarice story by selling to themselves.
- Fixed player wrongly receiving email to search for Boso Ta signal leak with Kingdom End active.
- Fixed Scan Ship missions sometimes asking player to scan lasertower.
- Fixed Find Resources missions offered by guilds not showing search radius.
- Fixed large supply missions being offered with factions that have no trade offers.
- Fixed station-based traders belonging to player loading up more product than they can immediately sell.
- Fixed subordinates mimicking station-based traders or miners not inheriting their manually restricted ware baskets.
- Fixed Deliver Crew missions showing Transfer Crewmember conversation option even though NPC isn't at mission destination.
- Fixed confusing mission guidance text for certain mission objectives.
- Fixed mission radius being displayed incorrectly when in sector Leap of Faith.
- Fixed mission guidance not working if target is highway exit gate.
- Fixed factory supply missions being offered for factions with no trade offers.
- Fixed being able to sell ships to Quettanauts faction.
- Fixed strange guidance movement for crates dropped during find object missions.
- Fixed Boso Ta constantly mentioning mysterious ship after crisis has ended.
- Fixed crisis targeting unsuitable story sectors.
- Fixed guided missiles being launched from way outside intended fire range.
- Fixed smart missiles with friend-foe detection sometimes not picking suitable target.
- Fixed Sapporo's missiles destroying each other on impact.
- Fixed player space suit colliding with launched bombs.
- Fixed more unscannable signal leaks.
- Fixed attack preferred target type weapon modes.
- Fixed fleet subordinates unnecessarily leaving formation when attacked by something they cannot attack.
- Fixed ships continuing to fire on non-hostile targets after having been ordered to attack surface elements.
- Fixed player-owned ships not automatically getting repairs at player-owned equipment docks.
- Fixed autopilot refusing to fly to unknown jump gates.
- Fixed ships sometimes being in Travel Drive mode immediately after undocking.
- Fixed ships getting stuck when undocking from certain internal docks.
- Fixed ships not being able to leave covered dock modules.
- Fixed ships spiraling indefinitely when docking at resupply ships.
- Fixed ships trying to resupply at fleet auxiliary ships that are not ready for them.
- Fixed capital ships in fleets with fleet auxiliary ships going in for repairs while in combat.
- Fixed ships indefinitely running into station modules.
- Fixed ships having travel mode enabled after undocking.
- Fixed ships sometimes automatically docking again immediately after undocking under certain circumstances.
- Fixed capital ships sometimes not firing at Attack order target.
- Fixed ships continuing to attack player-owned ships or stations after ceasing to be hostile.
- Fixed Xenon ships in Nopileos' Memorial not dropping wares when killed.
- Fixed player being catapulted away from Obliterator.
- Fixed player-owned Astrids teleporting out of Leap of Faith under certain circumstances.
- Fixed capital ships not being able to fly in formation with player.
- Fixed fighters not doing any damage to stations or capital ships when player not present.
- Fixed shields and turrets on station modules not being shielded initially.
- Fixed being unable to equip Odachi with Mk2 and Mk3 Frontier shield generators.
- Fixed invincible surface elements with 0 hull.
- Fixed ship hull being 99% instead of 100% after loading savegame under certain circumstances.
- Fixed incorrect collision response when colliding with rotating object while in relative movement.
- Fixed incorrect positioning of sticky bullets when hitting surface elements of objects.
- Fixed weapon recoil strength increasing with lower framerate.
- Fixed fast-moving deployables sometimes continuing to move indefinitely.
- Fixed cargo drops sometimes spawning inside stations.
- Fixed certain player-owned ships docked at a boarded target being destroyed.
- Fixed default response not working when some military-only responses are set.
- Fixed promoted subordinates which had Mimic assignment not inheriting old commander's default behavior on commander death.
- Fixed certain discounts potentially being applied to trade orders twice.
- Fixed wares with very high price range calculating negative price at extreme discounts.
- Fixed Xenon SE falsely appearing to be able to mine gas resources.
- Fixed being short by one worker for very high habitation capacities when setting Fill whole habitat.
- Fixed characters sometimes walking through closed doors in Timelines Facility.
- Fixed Sedatives not being used as filter for Black Marketeer placement.
- Fixed player ship continuing to move after pressing Full Stop while menu open.
- Fixed SETA being active while standing or walking under certain rare conditions.
- Fixed characters walking on bridge warping away after loading save.
- Fixed case of NPCs warping on various ships.
- Fixed NPCs turning in wrong direction when entering Cobra.
- Fixed NPCs sometimes taking exceptionally long time to appear on Boron dock areas.
- Fixed Odachi elevator not being usable by NPCs.
- Fixed elevators into ships not working after retrieval from internal storage.
- Fixed player and NPCs being unable to reach pilot seat in Plutus (Gas).
- Fixed transporter room devices sometimes being inaccessible.
- Fixed airlock transition to first person resulting in invalid position.
- Fixed loading screen hint text exceeding screen dimensions.
- Fixed loading screen proverb not being vertically centered.
- Fixed local highways sometimes disappearing on map.
- Fixed object status bars on map disappearing when zooming in.
- Fixed Unknown Station icon being shown outside of sector on map.
- Fixed display position of order icon on map if order leads through gate or highway.
- Fixed wares in Map menu grayed out despite Trade Filter being off.
- Fixed map not showing Explore order details when targeting gate or superhighway entrance and queued after another order.
- Fixed build storage sometimes not showing full trade offers on map when there are not enough funds.
- Fixed order paths of non-player ships on map sometimes skipping gates.
- Fixed Teleport shortcut not working on map under certain circumstances.
- Fixed station icons on map disappearing when zooming out even though text filter is active.
- Fixed mission target icons not visible if map opened with deactivated Other filter.
- Fixed ships not being sorted correctly under certain circumstances.
- Fixed rare case of Encyclopedia entries not being displayed.
- Fixed missing data from Encyclopedia sector graphs.
- Fixed Antigone station modules not being available in Station Design Simulator.
- Fixed build modules in Logical Station Overview being in random order.
- Fixed some background elements disappearing at certain angles in station editor.
- Fixed background lighting in station editor being dependent on view angle.
- Fixed planets in station editor not reflecting terraforming changes.
- Fixed different order of turret groups in Ship Configuration menus under certain circumstances.
- Fixed repair option in Ship Upgrade menu not being available under certain circumstances.
- Fixed Trade menu not displaying available cargo correctly under certain circumstances.
- Fixed Object Info menu not working after Boarding Pod is removed.
- Fixed Accept Estimate button in Research menu's Account node not removing Insufficient Funds warning.
- Fixed attached boarding pods still being listed in property list.
- Fixed HUD satellite icons not indicating active status.
- Fixed invisible UI when game is paused before loading finishes.
- Fixed missing guidance UI when enabling guidance towards superhighway entry gate or unknown jump gate.
- Fixed engine status light not showing when all engines are non-functional.
- Fixed external target view persisting when player leaves sector.
- Fixed positioning of docking UI in external view.
- Fixed incorrect external camera position if activated while paused.
- Fixed external view on some stations rotating around incorrect center.
- Fixed external view on surface elements such as turrets and engines.
- Fixed spacesuit jittering in external view.
- Fixed target problems when using External Target View on far away objects.
- Fixed signal leak indicator position with non-default FOV.
- Fixed inconsistent message ticker position while docked.
- Fixed ticker messages sometimes disappearing too quickly.
- Fixed stuck radial menu under certain circumstances.
- Fixed Interact menu revealing undiscovered information about NPCs.
- Fixed message about no captain being assigned to nil in Crew Transfer menu.
- Fixed left-over crew member entries in Crew Information menu under certain circumstances.
- Fixed missing buttons in Crew Transfer menu under certain circumstances.
- Fixed missing rank and licence information in Quettanaut promotion ceremony.
- Fixed incorrect Stop Travel Drive option in Ship Interactions menu under certain circumstances.
- Fixed mining equipment warning not working when buying capital mining ships.
- Fixed loadout editor always showing Sapporo's main weapon slot as empty.
- Fixed hint overlapping important menu items when buying ships or buying/selling wares in tutorials.
- Fixed missing menu title in Input Profile menus.
- Fixed issues with sliders in trade context menu.
- Fixed not being able to hide cockpit when using non-pilot control position.
- Fixed invisible signal leak and long range scan indicators when cockpit hidden.
- Fixed aim-ahead indicator not taking own ship's lateral movement into account.
- Fixed cockpit still obstructing sunlight when cockpit hidden.
- Fixed menu selection in Logical Station Overview storage nodes resetting under certain circumstances.
- Fixed incorrect shift selection in Object List or Property Owned menus under certain circumstances.
- Fixed Accept Estimate button in Station Overview menu's Account node not removing Insufficient Funds warning.
- Fixed inconsistent Station Build menu layout under certain circumstances.
- Fixed incorrect radial menu size under certain circumstances.
- Fixed menu artefacts when starting Timelines scenario under certain circumstances.
- Fixed partially missing Timelines scenario menus under certain circumstances.
- Fixed Timelines scenario menu reopening when changing UI scale during animation after closing it.
- Fixed missing dock UI elements at lower UI scales.
- Fixed incorrect tooltip font size under certain circumstances
- Fixed top level menu playing UI sounds.
- Fixed target monitor sometimes still showing information about previous module after teleporting away.
- Fixed flickering target monitor when firing HEPT.
- Fixed unnecessary warning of restart being needed when restoring settings to default.
- Fixed not being able to use elevator in Porpoise (Mineral).
- Fixed not being able to reach pilot chair in Plutus (Mineral).
- Fixed incorrectly oriented turrets on Odachi.
- Fixed muzzle effects for beam weapons sometimes outlasting actual beam.
- Fixed muzzle effects for beam weapons sometimes remaining active on wrecks.
- Fixed damage effect triggering when repairing ship or module.
- Fixed engine boost flames being visually disconnected from ships with integrated engines.
- Fixed beams sometimes appearing to pass through targets.
- Fixed not being able to reliably hit shield generator on Xenon Base Module.
- Fixed ramp of Hydra and Hydra Regal flickering erratically when docked.
- Fixed turret hatches on certain ships closing before turrets have fully retracted.
- Fixed Cutlass and Odachi locker doors animating when entering cockpit.
- Fixed various flickering and incorrectly moving animated parts.
- Fixed various minor issues with incorrect or missing animations.
- Fixed landing gear animations in various small and medium ships.
- Fixed missing wreck geometry for various ships.
- Fixed lack of detail on wreck of S Plasma Cannon Mk2.
- Fixed swapped azimuth/elevation for Terran S/M weapons.
- Fixed floating drinks and disconnected lights in Astrid.
- Fixed animation of disgruntled roulette players.
- Fixed thin geometry blocking spacesuit dock in Cutlass.
- Fixed capital ships showing floating bridge in docking hologram.
- Fixed pilots being unable to walk to rear cabin of Odachi.
- Fixed being able to select turrets of Odachi.
- Fixed pink surfaces on Odachi if Kingdom End disabled.
- Fixed paint mods not affecting entire hull of Odachi.
- Fixed some parts of Xperimental Shuttle not being visible in menus.
- Fixed Erlking main battery disappearing from certain viewing angles.
- Fixed parts of Heron E fading away too quickly when viewed from afar.
- Fixed paint mod on Ravager and Obliterator affecting almost all surfaces.
- Fixed missing detail on Elite.
- Fixed floating geometry detail on Colossus E.
- Fixed floating turrets on Phoenix E.
- Fixed missing windows on Phoenix E.
- Fixed Thresher engines not lighting up when in use.
- Fixed missing geometry and incorrect light colour on bridge of Sapporo.
- Fixed incorrect colours on Xenon SE wreck.
- Fixed incorrect positioning of sticky bullets when hitting surface elements of objects.
- Fixed being unable to open hidden conduit in wrecks.
- Fixed invisible wall on Terran Dock Area near M docking bay.
- Fixed visually scrambled hallway wall on bridge of Shark, Orca and Walrus.
- Fixed missing collision in Argon L bridge.
- Fixed missing collision in crew common room.
- Fixed some small ships being unhittable.
- Fixed nearby objects sometimes not being visible or collidable.
- Fixed rare case of stations not having collisions.
- Fixed missing subtitles in some cutscenes.
- Fixed lip movement continuing after character speech is interrupted.
- Fixed repeated indicator sound when approaching capital ships.
- Fixed incorrect travel charge sound for Xenon H.
- Fixed rare freeze.
- Fixed menu crash in Station Build menu under certain circumstances.
- Fixed rare case of not being able to move or save game any more after conversation with NPC.
- Fixed exitcode 239 error on launch with some AMD graphics cards and newer drivers.
- Fixed several causes of crashes.
The X-Universe is vast and beautiful. No matter where you are in the game, or what pursuits you are involved in, music is omnipresent. The music composed by Alexei Zakharov plays an integral part in creating the atmosphere of the universe and breathing life into its different locations and situations, from calm explorations to massive battles. Today, we want to give you a glimpse into the mind of the artist behind the music, so we welcome Alexei for a short interview about his art and work for the X4 soundtrack. Enjoy!
Welcome, Alexei! How did you get into composing music?
I think that I always loved music. Even though none of my parents were musicians, music was always playing in our house. My dad was a fan of classic rock and was listening to Queen, Pink Floyd, Deep Purple, Uriah Heep and little me was happy to be around that. My dad later told me that instead of lullabies, he was singing metal songs to me when I was born. Though I have never had a chance to get a proper music education, I was eager to play all musical instruments I saw, like old detuned and distorted sounding pianos at friends and relatives' houses, my granddad's broken balalaika (which I inherited), and every good sounding surface to use as a drum. When I grew up, I think that it was at the age of 13, my friend and I discovered our first music software, and I think that was one of the Trackers, probably Fast Tracker. There were many other software tools we tried back in the days, it was more out of the fun and I never thought that I would end up producing music professionally.
What are your biggest musical influences?
There have been many and they were changing throughout my life. As I have already said, I was really a fan of classical rock and I'm still listening to it. Also, some much heavier metal music. It always gives me energy, not always positive, but every energy and emotion is good for producing your own music. I also love to listen to some classical music: Sveridov, Tchaikovsky, Rachmaninov. Movie soundtracks too, but I am not a fan of modern soundtracks, when the sound is more important than the melody. Howard Shore is great in that regard, an amazing composer of an old school of soundtrack writing. As for games soundtracks, a lot are also way too generic these days. I can probably note Gareth Coker as one of the best composers in the games industry now. That guy rocks!
How did you come to create music for the X games?
It was a mix of luck and coincidence. Back in the day, I think it was the summer of 2003, I was already a fan of the X series and just on a whim decided to write an email to Egosoft, saying how much I love their games and how good the music in there was. I also mentioned that I am producing electronic music and would love to write something for them. A couple of days later, I received an answer from Bernd, the boss himself! I was shocked and happy at the same time, but he said that they don't really need any techno music, but that I am free to send whatever I have. I decided to write something completely new and after two days I had a track that I sent to him. He seemed to like it a lot and said that it will definitely end up being used in X2. This track was "Aurora" and you can find it on the X3: Albion Prelude soundtrack, which was released much later. After that, I composed several additional tracks like this and Bernd asked me to do music for a Rolling Demo, which was supposed to be released just a couple of days after his request. I composed four tracks for it on a very tight schedule, and the music was added to it just an hour before it was released. That was my first work for Egosoft. The rest is history. https://music.youtube.com/watch?v=rcFj8DKWPJM&si=kn7SJEj82y-xrwGA
Your music provides the X games with a strong identity. How do you explore the themes of the X-Universe musically?
I just play, explore and see myself... but trying to do that in small pieces. For example, we needed music for the HUB in our newly released expansion - X4: Timelines, I was just starting the game and making it run on a desktop for some time and was trying to imagine and feel what could fit each place there. After some time, I had a strict idea of what I should compose and how it would sound. After putting the tracks inside the game, I am also spending some time running around or just standing still and listening to the music and how it feels to be inside the game. Then I am showing the stuff to the team and listening to the feedback. That's my algorithm.
How do you approach your work on new X music? What does your creative process look like?
I have already partially answered that question in a previous one, but I can try to explain how it goes on a more global scale. On a global scale, it is always going very differently and sometimes even chaotic. Music production is spread throughout the whole development cycle. Since I am doing not just music, but the whole sound in our game, sound effects production and music production stages interchange with each other all the time. Sometimes it is hard to always change the way you work, but in other ways it helps to not be overly bored with doing the same stuff all the time. When it comes to the music composing itself, it is also coming very differently. Sometimes I just force myself to sit and write something, because I have to! But sometimes, I just manically wake up in the night and run to my studio PC to write a theme that just came to me in a dream. Music is such an unpredictable thing that it can get you in very uncommon places and you never know when exactly. And of course, these spontaneous tracks are the best. For example, track "Rise of the Protectorate" was composed like that. The idea of a vocoded robotized sounding choir came to me at night. https://music.youtube.com/watch?v=8jNsenxtC54&si=Rd1lOHvnHfLW7cMl
Do you compose only with electronic instruments, or do you also work with analog instruments?
I am mostly composing using hardware synthesizers and sampled orchestra. I own 6 synthesizers which I purchased during my career in Egosoft. Not everything at once, of course. My first purchase was a Virus TI, one of the most iconic modern synthesizers, which was sadly discontinued this year. It's one of my favourites for composing space-oriented music and I think that I will never ever get rid of it. Also, I own a couple of KORGs, and the last purchase was a Clavia Nord Stage 4. But if I need to enhance my tracks with live instruments, I contact my friends in the orchestra to record things for me. Whether it's a large-scale orchestra or just single instruments, it always sounds much better. Quite often I am also using real world sounds to enhance my music. For example, for the track "Mission Control" in X4: Timelines, I recorded the sound of my metal door. After working with that sound, I pitched it down and heavily effected it, it turned into this very ominous growling sound that you can hear throughout the whole track. That is just a small example of how these tracks become alive. https://music.youtube.com/watch?v=sCBL9FvXDIo&si=ueDhHXu74TtvPYKH
Which track that you have created for X are you most proud of and why?
I think that there is not one super specific one. Of course, I love what I do, but there is always room for improvement. We should never stop learning and evolve. So, I would leave that choice to our dear players and listeners.
Have you ever encountered a creative barrier while composing? How have you overcome those hurdles?
Of course, I have and that is a part of the creative work process, when you always have to do something new, but in a way, so that your audience will be happy and not disappointed. I think that is my main blocking factor, not to disappoint, and make it as good so the team and myself are happy with the results. But, as always, most of these blocks are mainly in my head and I tend to give them too much room. What helps? Hmm... maybe walking in the forest, or sitting on a bench at the river, always different stuff. But sometimes, the most helpful thing is just to force myself to sit down and just do it.
Are there themes or musical influences that you would like to explore further in the future?
We are always trying something new. Though in slow portions. But for the future, I would like to make a bigger step in changing music. It could become darker and much heavier, but of course, it will stay melodic.
Kasia, Alexei's loyal assistant.
What is your single most important advice for aspiring artists?
Don't start it, haha. It will take all of your time, heart, emotions and even eats you alive and it is not guaranteed that you will become successful in any way and make you profit. But if you are not afraid, and have already decided to overcome all of this, it is your first step to becoming successful. Just remember how hard the road can be and that many famous composers were not actually famous during their lifetime. Many of them were unhappy and never believed truly in their work. Only much later have people acknowledged their genius. So, after saying this, my advice would be to believe in your work. Maybe today, nobody listens to it, but if you will be truly faithful to your job, there will be a time when it will be appreciated!
Besides creating music for a whole universe, what do you enjoy in life right now?
Oh, I don't have much time for anything else. Probably just playing games sometimes, since this is my first passion after music. Travelling to mountains, once a year. Mountains give me a lot of energy and inspire me a lot. I would say that this is my place of power. https://store.steampowered.com/bundle/13520/X_Universe__Soundtrack_Collection/
Where can people follow you and your work?
Sadly, I don't have any website at the moment, since all we need are social networks these days. So, here are my social pages and music streaming profiles:
Any last words you want to direct to your fans?
Thank you very much for being with me for all these years! Love you all!
[quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.10 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote]
7.10 Public Beta 6 Changelog
(visit our forum for the full 7.10 changelog overview)
- [Beta 6] Added separate icon for collectable ammunition containers.
- [Beta 6] Improved colouring of drops on map and radar by making it consistent with HUD colors.
- [Beta 6] Improved visibility of station budget issues when looking at trade offers on map.
- [Beta 6] Improved readability of upkeep alert text in map.
- [Beta 6] Fixed Kaori's station remaining invincible after Timelines epilogue finishes.
- [Beta 6] Fixed Argon-Boron relations not being taken into account when making final decision in Covert Operations story.
- [Beta 6] Fixed factory supply missions being offered for factions with no trade offers.
- [Beta 6] Fixed subordinates mimicking station-based traders or miners not inheriting their manually restricted ware baskets.
- [Beta 6] Fixed certain player-owned ships docked at a boarded target being destroyed.
- [Beta 6] Fixed attack preferred target type weapon modes.
- [Beta 6] Fixed rare case of not being able to move or save game any more after conversation with NPC.
- [Beta 6] Fixed SETA being active while standing or walking under certain rare conditions.
- [Beta 6] Fixed characters walking on bridge warping away after loading save.
- [Beta 6] Fixed incorrect positioning of sticky bullets when hitting surface elements of objects.
- [Beta 6] Fixed spacesuit jittering in external view.
- [Beta 6] Fixed incorrect travel charge sound for Xenon H.
- [Beta 6] Fixed several causes of crashes.
[quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.10 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote]
7.10 Public Beta 5 Changelog
(visit our forum for the full 7.10 changelog overview)
- [Beta 5] Improved capital ship combat movement for ships that do not have forward-mounted weapons but do have turrets concentrated at front.
- [Beta 5] Improved accuracy for NPCs firing at Maja Dust production modules.
- [Beta 5] Improved prioritisation of resource buy offers for special projects like research or terraforming.
- [Beta 5] Improved station editor by showing station's build storage location.
- [Beta 5] Improved display of orders on map by always aligning icons towards camera.
- [Beta 5] Improved display of order queues and paths on map.
- [Beta 5] Improved readability of slider UI elements.
- [Beta 5] Fixed upgraded Erlking custom gamestart option not granting equipment blueprints.
- [Beta 5] Fixed crisis targeting unsuitable story sectors.
- [Beta 5] Fixed lasertowers in A Return To Normal Order mission being hostile to nearby station.
- [Beta 5] Fixed ship hull being 99% instead of 100% after loading savegame under certain circumstances.
- [Beta 5] Fixed not being able to reliably hit shield generator on Xenon Base Module.
- [Beta 5] Fixed turrets tracking but not firing at targets (problem introduced in 7.10).
- [Beta 5] Fixed carrier-based fighters not repairing or resupplying at their carrier (problem introduced in 7.10).
- [Beta 5] Fixed ships continuing to attack player-owned ships or stations after ceasing to be hostile.
- [Beta 5] Fixed station-based traders belonging to player loading up more product than they can immediately sell.
- [Beta 5] Fixed being short by one worker for very high habitation capacities when setting Fill whole habitat.
- [Beta 5] Fixed autopilot refusing to fly to unknown jump gates.
- [Beta 5] Fixed ships getting stuck when undocking from certain internal docks.
- [Beta 5] Fixed player space suit colliding with launched bombs.
- [Beta 5] Fixed transporter room devices sometimes being inaccessible.
- [Beta 5] Fixed more unscannable signal leaks.
- [Beta 5] Fixed multi-ship upgrades not working (problem introduced in 7.10).
- [Beta 5] Fixed loading screen hint text exceeding screen dimensions.
- [Beta 5] Fixed loading screen proverb not being vertically centered.
- [Beta 5] Fixed object status bars on map disappearing when zooming in.
- [Beta 5] Fixed display position of order icon on map if order leads through gate or highway.
- [Beta 5] Fixed station icons on map disappearing when zooming out even though text filter is active.
- [Beta 5] Fixed mission target icons not visible if map opened with deactivated Other filter.
- [Beta 5] Fixed mission radius being displayed incorrectly when in sector Leap of Faith.
- [Beta 5] Fixed mission guidance not working if target is highway exit gate.
- [Beta 5] Fixed Unknown Station icon being shown outside of sector on map.
- [Beta 5] Fixed local highways sometimes disappearing on map.
- [Beta 5] Fixed some background elements disappearing at certain angles in station editor.
- [Beta 5] Fixed background lighting in station editor being dependent on view angle.
- [Beta 5] Fixed planets in station editor not reflecting terraforming changes.
- [Beta 5] Fixed missing subtitles in some cutscenes.
- [Beta 5] Fixed build storage sometimes not showing full trade offers on map when there are not enough funds.
- [Beta 5] Fixed order paths of non-player ships on map sometimes skipping gates.
- [Beta 5] Fixed Trade menu not displaying available cargo correctly under certain circumstances.
- [Beta 5] Fixed Teleport shortcut not working on map under certain circumstances.
- [Beta 5] Fixed Object Info menu not working after Boarding Pod is removed.
- [Beta 5] Fixed Accept Estimate button in Research menu's Account node not removing Insufficient Funds warning.
- [Beta 5] Fixed ships not being sorted correctly under certain circumstances.
- [Beta 5] Fixed rare case of Encyclopedia entries not being displayed.
- [Beta 5] Fixed missing data from Encyclopedia sector graphs.
- [Beta 5] Fixed NPCs turning in wrong direction when entering Cobra.
- [Beta 5] Fixed Cutlass and Odachi locker doors animating when entering cockpit.
- [Beta 5] Fixed Odachi elevator not being usable by NPCs.
- [Beta 5] Fixed player and NPCs being unable to reach pilot seat in Plutus (Gas).
- [Beta 5] Fixed landing gear animations in various small and medium ships.
- [Beta 5] Fixed Erlking main battery disappearing from certain viewing angles.
- [Beta 5] Fixed visually scrambled hallway wall on bridge of Shark, Orca and Walrus.
- [Beta 5] Fixed missing windows on Phoenix E.
- [Beta 5] Fixed being unable to open hidden conduit in wrecks.
- [Beta 5] Fixed several causes of crashes.
[quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.10 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote]
7.10 Public Beta 4 Changelog
(visit our forum for the full 7.10 changelog overview)
- [Beta 4] Added Timelines racing trophy to player HQ.
- [Beta 4] Improved chances for ships currently docking or undocking to escape when dock explodes.
- [Beta 4] Improved dumbfire missile turret accuracy (problem introduced in 7.10).
- [Beta 4] Improved NPC pathing between docked ships where elevators and transporters are involved.
- [Beta 4] Improved resource distribution by Xenon transport ships.
- [Beta 4] Fixed case of missing guidance to remaining enemies in Rise Against the Machine Timelines scenario.
- [Beta 4] Fixed missing results in Timelines debriefing menu under certain circumstances.
- [Beta 4] Fixed The Meeting mission of Covert Operations story not progressing if target station destroyed.
- [Beta 4] Fixed Dagobas Lahubasis Yorilos III running out of oxygen if not rescued in Trade Obstruction mission of Avarice story.
- [Beta 4] Fixed Deliver Crew missions showing Transfer Crewmember conversation option even though NPC isn't at mission destination.
- [Beta 4] Fixed confusing mission guidance text for certain mission objectives.
- [Beta 4] Fixed Accept Estimate button in Station Overview menu's Account node not removing Insufficient Funds warning.
- [Beta 4] Fixed target monitor sometimes still showing information about previous module after teleporting away.
- [Beta 4] Fixed aim-ahead indicator not taking own ship's lateral movement into account.
- [Beta 4] Fixed flickering target monitor when firing HEPT.
- [Beta 4] Fixed weapon recoil strength increasing with lower framerate.
- [Beta 4] Fixed invincible surface elements with 0 hull.
- [Beta 4] Fixed incorrect collision response when colliding with rotating object while in relative movement.
- [Beta 4] Fixed fast-moving deployables sometimes continuing to move indefinitely.
- [Beta 4] Fixed nearby objects sometimes not being visible or collidable.
- [Beta 4] Fixed elevators into ships not working after retrieval from internal storage.
- [Beta 4] Fixed case of NPCs warping on various ships.
- [Beta 4] Fixed menu crash in Station Build menu under certain circumstances.
- [Beta 4] Fixed several causes of crashes.
[quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.10 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote]
7.10 Public Beta 3 Changelog
(visit our forum for the full 7.10 changelog overview)
- [Beta 3] Added icon to newly unlocked Timelines scenarios.
- [Beta 3] Added message to Open Universe listing unlocked Timelines rewards.
- [Beta 3] Added information about installed surface elements to Station Build menu.
- [Beta 3] Added input feedback when trying to change speed of ship with damaged engines.
- [Beta 3] Improved wording of Timelines unlock notifications.
- [Beta 3] Improved new player guidance in Timelines by adding hints about tutorials and Open Universe.
- [Beta 3] Improved enemy behaviour in Tangling with the Teladi mission.
- [Beta 3] Improved firing range accuracy of turrets.
- [Beta 3] Improved ship resupply.
- [Beta 3] Improved guidance on Map if player is not near last controlled ship.
- [Beta 3] Improved signal leak indicator visibility by adding background.
- [Beta 3] Fixed ramming speed score in Battle of Omicron Lyrae Timelines scenario not being calculated correctly.
- [Beta 3] Fixed minerals collected personally in mining-themed Timelines scenarios being counted twice (problem introduced in 7.10).
- [Beta 3] Fixed Boso Ta not offering Dialogue Option to unlock research while Timelines epilogue mission running.
- [Beta 3] Fixed Teladi capital ship in Timelines epilogue being invulnerable even after story has finished.
- [Beta 3] Fixed Call and Response mission of Timelines epilogue not completing properly.
- [Beta 3] Fixed Kaori's Xperimental Shuttle not being invulnerable in Timelines epilogue.
- [Beta 3] Fixed Geometric Owl not being sellable after completion of the Terraforming story.
- [Beta 3] Fixed Nila sometimes not leading player to Leda We's ship in Propositions and Negotiations mission of Boron story.
- [Beta 3] Fixed Transfer Station missions not being able to complete (problem introduced in 7.10).
- [Beta 3] Fixed abandoned Sapporo not having main weapon (problem introduced in 7.10).
- [Beta 3] Fixed player-owned Astrids teleporting out of Leap of Faith under certain circumstances.
- [Beta 3] Fixed Sedatives not being used as filter for Black Marketeer placement.
- [Beta 3] Fixed fleet subordinates unnecessarily leaving formation when attacked by something they cannot attack.
- [Beta 3] Fixed ships continuing to fire on non-hostile targets after having been ordered to attack surface elements.
- [Beta 3] Fixed ships sometimes being in Travel Drive mode immediately after undocking.
- [Beta 3] Fixed ships not being able to leave covered dock modules.
- [Beta 3] Fixed default response not working when some military-only responses are set.
- [Beta 3] Fixed airlock transition to first person resulting in invalid position.
- [Beta 3] Fixed external target view persisting when player leaves sector.
- [Beta 3] Fixed engine status light not showing when all engines are non-functional.
- [Beta 3] Fixed wares in Map menu grayed out despite Trade Filter being off.
- [Beta 3] Fixed menu selection in Logical Station Overview storage nodes resetting under certain circumstances.
- [Beta 3] Fixed incorrect shift selection in Object List or Property Owned menus under certain circumstances.
- [Beta 3] Fixed inconsistent Station Build menu layout under certain circumstances.
- [Beta 3] Fixed incorrect radial menu size under certain circumstances.
- [Beta 3] Fixed incorrect external camera position if activated while paused.
- [Beta 3] Fixed external view on some stations rotating around incorrect center.
- [Beta 3] Fixed external view on surface elements such as turrets and engines.
- [Beta 3] Fixed various minor issues with incorrect or missing animations.
- [Beta 3] Fixed Thresher engines not lighting up when in use.
- [Beta 3] Fixed engine boost flames being visually disconnected from ships with integrated engines.
- [Beta 3] Fixed parts of Heron E fading away too quickly when viewed from afar.
- [Beta 3] Fixed missing detail on Elite.
- [Beta 3] Fixed some small ships being unhittable.
- [Beta 3] Fixed rare freeze.
- [Beta 3] Fixed several causes of crashes.
[quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.10 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote]
7.10 Public Beta 2 Changelog
(visit our forum for the full 7.10 changelog overview)
- [Beta 2] Added dialog to Timelines mission selection menu when player returns from scenario.
- [Beta 2] Added Antigone XL Housing as available blueprint rewarded via rank and available in Station Design Simulator.
- [Beta 2] Added Terran production method to Frontier equipment.
- [Beta 2] Added several new exploration voice lines to Timelines Facility.
- [Beta 2] Added credit sequence after final story resolution to more clearly denote when Timelines story has finished.
- [Beta 2] Added further hint to end of Timelines story.
- [Beta 2] Added new anti-fighter missile for Sapporo.
- [Beta 2] Added new ring explosion effect to XL explosions.
- [Beta 2] Added French localisation for keyboard icons.
- [Beta 2] Improved timing of Mitsuno Hack video calls to be less obstructive of important Target Monitor information.
- [Beta 2] Improved Xenon loadouts in Brennan's Trial Timelines scenario to use fewer laser towers.
- [Beta 2] Improved composition of allied fleet and pilots in Brennan's Trial Trial Timelines scenario.
- [Beta 2] Improved loadout consistency in Mine Your Own Business and Lord Prospector's Foray Timelines scenarios.
- [Beta 2] Improved Rise and Mine Timelines scenario by disabling tutorial dialog after player has achieved rating of 1 star.
- [Beta 2] Improved Xenon Shipyard plan to not include overlapping docking module (new stations only).
- [Beta 2] Improved hit precision of ships attacking piers.
- [Beta 2] Improved ships assigned to protect stations getting repairs in between fights.
- [Beta 2] Improved visibility of ship holograph dock guidance.
- [Beta 2] Improved available UI scale range to ensure readability at lower resolutions.
- [Beta 2] Improved UI scaling to include HUD monitor texts.
- [Beta 2] Improved alignment of icons embedded in text.
- [Beta 2] Improved impact effect of Xenon Seismic Charge Turret.
- [Beta 2] Improved trail resolution of Sapporo missiles.
- [Beta 2] Improved window facade of the Casino welfare module.
- [Beta 2] Improved collisions on Xenon Dock.
- [Beta 2] Fixed several missing hints in spacesuit tutorial.
- [Beta 2] Fixed trade tutorial not progressing if trade map filter is already on.
- [Beta 2] Fixed ship upgrade tutorial not progressing when selecting pilot prematurely.
- [Beta 2] Fixed being able to phase through geometry in Timelines scenarios involving space suits.
- [Beta 2] Fixed Atlas not granting points in Incursion of the False Pontifex Timelines scenario.
- [Beta 2] Fixed various cases of Attack On Antigone Timelines scenario not progressing correctly.
- [Beta 2] Fixed Mine Your Own Business and Lord Prospector's Foray Timelines scenarios miscounting wares lost on ship destruction.
- [Beta 2] Fixed capital ships in Flight of the Dragonfyre Timelines scenario having no service crew.
- [Beta 2] Fixed timer not stopping when reaching finish in Hazing the Newbie Timelines scenarios from shortcut.
- [Beta 2] Fixed Xperimental Shuttle equipment blueprints not being retroactively rewarded when Timelines epilogue completed.
- [Beta 2] Fixed Xperimental Shuttle sometimes being spawned without engine in Timelines epilogue story (problem introduced in 7.10).
- [Beta 2] Fixed Boso Ta constantly mentioning mysterious ship after crisis has ended.
- [Beta 2] Fixed Xenon ships in Nopileos' Memorial not dropping wares when killed.
- [Beta 2] Fixed player being catapulted away from Obliterator.
- [Beta 2] Fixed capital ships not being able to fly in formation with player.
- [Beta 2] Fixed fighters not doing any damage to stations or capital ships when player not present.
- [Beta 2] Fixed ships trying to resupply at fleet auxiliary ships that are not ready for them.
- [Beta 2] Fixed guided missiles being launched from way outside intended fire range.
- [Beta 2] Fixed certain discounts potentially being applied to trade orders twice.
- [Beta 2] Fixed wares with very high price range calculating negative price at extreme discounts.
- [Beta 2] Fixed player-owned ships not automatically getting repairs at player-owned equipment docks.
- [Beta 2] Fixed map not showing Explore order details when targeting gate or superhighway entrance and queued after another order.
- [Beta 2] Fixed player ship continuing to move after pressing Full Stop while menu open.
- [Beta 2] Fixed not being able to hide cockpit when using non-pilot control position.
- [Beta 2] Fixed smart missiles with friend-foe detection sometimes not picking suitable target.
- [Beta 2] Fixed being unable to equip Odachi with Mk2 and Mk3 Frontier shield generators.
- [Beta 2] Fixed Sapporo's missiles destroying each other on impact.
- [Beta 2] Fixed Xenon SE falsely appearing to be able to mine gas resources.
- [Beta 2] Fixed characters sometimes walking through closed doors in Timelines Facility.
- [Beta 2] Fixed damage effect triggering when repairing ship or module.
- [Beta 2] Fixed beams sometimes appearing to pass through targets.
- [Beta 2] Fixed missing rank and licence information in Quettanaut promotion ceremony.
- [Beta 2] Fixed capital ships showing floating bridge in docking hologram.
- [Beta 2] Fixed invisible signal leak and long range scan indicators when cockpit hidden.
- [Beta 2] Fixed cockpit still obstructing sunlight when cockpit hidden.
- [Beta 2] Fixed turret hatches on certain ships closing before turrets have fully retracted.
- [Beta 2] Fixed loadout editor always showing Sapporo's main weapon slot as empty.
- [Beta 2] Fixed hint overlapping important menu items when buying or selling wares in tutorials.
- [Beta 2] Fixed hint overlapping important menu items when buying ship in tutorial.
- [Beta 2] Fixed partially missing Timelines scenario menus under certain circumstances.
- [Beta 2] Fixed Timelines scenario menu reopening when changing UI scale during animation after closing it.
- [Beta 2] Fixed missing dock UI elements at lower UI scales.
- [Beta 2] Fixed incorrect tooltip font size under certain circumstances
- [Beta 2] Fixed repeated indicator sound when approaching capital ships.
- [Beta 2] Fixed lip movement continuing after character speech is interrupted.
- [Beta 2] Fixed pink surfaces on Odachi if Kingdom End disabled.
- [Beta 2] Fixed paint mod on Ravager and Obliterator affecting almost all surfaces.
- [Beta 2] Fixed incorrect colours on Xenon SE wreck.
- [Beta 2] Fixed floating turrets on Phoenix E.
- [Beta 2] Fixed invisible wall on Terran Dockarea near M docking bay.
- [Beta 2] Fixed several causes of crashes.
When one beta finishes, another one starts - here we are again! Following the great reception of the free 7.00 update for X4: Foundations, we're diving straight into preparations for the next update. We look forward to your support in the 7.10 Public Beta, which is now available. You'll find the changelog at the end of this news. [quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.10 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote] Please share your feedback / bug report in our Public Beta Feedback forum. Before doing so, please make sure you read the Public Beta Rules and Information, which you can find in a sticky thread at the top of that forum.
FAQ on X4: Timelines and the Future of X4
In case you missed it: shortly after the release of the latest expansion, X4: Timelines, we published an extensive FAQ addressing some of your most pressing queries about Timelines. In the FAQ, we list all the rewards you can unlock in Timelines for your X4 sandbox, and explain how the development of X4: Timelines has positively impacted, and will continue to impact, the future of X4. We also provide a brief outlook on our priorities for the next major updates (likely to be numbered 7.50 and 8.00). Feel free to check out the FAQ in our Steam News. https://store.steampowered.com/news/app/392160/view/4179984470687918882
Sapporo and Dart Ship Showcase
The 7.10 Public Beta is making some changes to two of our exciting new ships, so we're showcasing them a bit more closely in this news. Both of these ships can be used in your X4 sandbox by playing our latest expansion, X4: Timelines (see FAQ for unlock conditions). Please check the changelog at the end of the news to see the changes made to these ships in 7.10 Public Beta 1. Sapporo (originally a sturdy Terran deep-space explorer, later refitted to fill in as a nimble light destroyer and saviour of humanity)
"The Sapporo class was created as a non-combatant exploration vessel to be used to scout out new locations for the Terran to colonise. As the Terraformer conflict ramped up, the Sapporo was quickly redesigned to perform as a mobile command and control centre, able to oversee larger battles and provide a powerful pivot point for any battle. It still maintains several features of its originally planned role, such as its high speed and manoeuvrability." Dart (an unreasonably fast racer for the reckless, which pilots with a stronger sense of self-preservation may prefer to keep as a trophy)
"The Dart was initially released as a mail-in kit project, to which an aspiring racer could subscribe and have parts shipped to them periodically. Due to its popularity, the Dart was quickly offered as a ready-to-fly ship, and the project took no new kit customers. It is easy to identify a kit-built Dart from a production one, as the tooling for the rear titanium fins was recreated due to complaints about the fins' shape not fitting that of the rest of the ship. Despite being discontinued, the kits remain remarkably popular, and incomplete kits regularly sell for beyond the price of a production ship."
Modding Support: New Documentation in the X Wiki
We would like to inform X4 modders that we have changed the structure of the "Modding Support" section of our X Wiki. Additionally, four new guides have been added to the wiki:Community modders have also added new guides to their parts of the Wiki, so be sure to check it out; it will certainly make a modder's heart beat faster!
7.10 Public Beta 1 Changelog
- Added Factions and Relations tutorial.
- Added travel drive to Dart engines in Open Universe.
- Added dedicated weapon groups to Pre-Battle Skirmish Timelines scenario.
- Added Docking Computer to A Merchant Mind and Teladi Trading Try-Outs Timelines scenarios.
- Added ammo clip visualisation for missile launchers to HUD.
- Added Skip Dialog Line option to Controls menu.
- Added mouse-over texts when navigating menus with keyboard input.
- Added input feedback when Travel Mode not available.
- Added Start Timelines button to Timelines menu
- Added Mk5 shield generator to Xperimental Shuttle.
- Removed signal leak missions in Timelines trading scenarios.
- Removed Trade and Go to Ship options in Dock Interactions menu in Timelines Nexus.
- Removed Lock Range and Lock Time information from Encyclopedia missile entries where not relevant.
- Removed storage allocation warning in Logical Station Overview for trade wares.
- Improved Timelines intro cutscene for more immersive experience.
- Improved Timelines scenario result screen layout.
- Improved rating visualisation for Timelines scenarios.
- Improved clarity of Timelines mission descriptions.
- Improved sequence of early Timelines scenarios for better first time player experience.
- Improved transition between Timelines scenarios by not closing scenario selection menu when returning from scenario unless required by story.
- Improved placement of The Recruitment Mission Timelines scenario in Mission Interface to be more immediately noticeable.
- Improved The Recruitment Mission Timelines scenario cutscene to show prison guard being affected by Impedence Bubble.
- Improved flow and difficulty level of Impeded Extraction Timelines scenario.
- Improved finale of Battle of Omicron Lyrae Timelines scenario with special music.
- Improved balancing and weapon loadout of Sapporo.
- Improved combat movement of capital ships armed only with turrets and fighting very large, slow targets.
- Improved combat behavior of fighters when set to attack surface elements when player not present.
- Improved combat behavior of fighters armed with guided missiles or torpedos.
- Improved lasertower behavior against capital ships.
- Improved speed of ships docking on carriers.
- Improved mining behavior when player present.
- Improved Crew Transfer menu if one or both ships do not have captain.
- Improved notification text when travel mode is disrupted by external factors.
- Improved unnecessarily cut-off texts in Modifications menu under certain circumstances.
- Improved readability of text while moving or rotating in station editor.
- Improved visibility of subtitles by making background more opaque.
- Improved UI scale range to allow maximum of 1.8.
- Improved Terran Meson Stream weapon by adding small gimbal.
- Improved engine glow on some missiles.
- Improved performance of explosion effects.
- Improved low quality shadow option.
- Fixed Frontier equipment not being available in Creative Custom Gamestart.
- Fixed Escort Position being too far away from HQ if superhighway entry is present in Timelines Epilogue story.
- Fixed reward notifications disappearing too quickly after playing certain Timelines missions.
- Fixed reputation recovery mechanism in Timelines trading scenarios to allow docking if player accidentally falls below threshold.
- Fixed Zeus drifting in second Timelines racing scenario.
- Fixed player ship crashing into obstacles in Timelines racing scenario outro cutscene.
- Fixed player being able to fly before race starts in Timelines racing scenario.
- Fixed non-localised text in Timelines racing scenarios.
- Fixed announcer in 17th Getsu Fune Asteroid Smasher Showdown Timelines scenario being unable to count to 50.
- Fixed being unable to complete President's End Timelines scenario if Jump Gate selection menu closed by player.
- Fixed score in Mine Your Own Business Timelines scenario not taking into account player's surviving ships.
- Fixed unreasonably high leader board scores in Teladi Trading Try-Outs Timelines scenario.
- Fixed enemy ships shooting at player when docked to trade in Frontline Dealings Timelines scenario.
- Fixed Kaori sometimes giving inappropriate reply in The Recruitment Mission Timelines scenario.
- Fixed credits not being subtracted from player account when buying Dart in Open Universe.
- Fixed clone of Axiom appearing under Personnel Management in prison gamestart.
- Fixed extreme reputation change during missions such as VIG storyline resulting in promotion ceremony needing to be performed again.
- Fixed war and storyline missions to use new Behemoth and Phoenix ships.
- Fixed Boron storyline blocked during BoFu delivery.
- Fixed player being able to complete Trading Lessons mission in Avarice story by selling to themselves.
- Fixed player wrongly receiving email to search for Boso Ta signal leak with Kingdom End active.
- Fixed Scan Ship missions sometimes asking player to scan lasertower.
- Fixed Find Resources missions offered by guilds not showing search radius.
- Fixed large supply missions being offered with factions that have no trade offers.
- Fixed being able to sell ships to Quettanauts faction.
- Fixed strange guidance movement for crates dropped during find object missions.
- Fixed capital ships in fleets with fleet auxiliary ships going in for repairs while in combat.
- Fixed ships spiraling indefinitely when docking at resupply ships.
- Fixed ships indefinitely running into station modules.
- Fixed ships having travel mode enabled after undocking.
- Fixed ships sometimes automatically docking again immediately after undocking under certain circumstances.
- Fixed capital ships sometimes not firing at Attack order target.
- Fixed shields and turrets on station modules not being shielded initially.
- Fixed cargo drops sometimes spawning inside stations.
- Fixed promoted subordinates which had Mimic assignment not inheriting old commander's default behavior on commander death.
- Fixed NPCs sometimes taking exceptionally long time to appear on Boron dock areas.
- Fixed Antigone station modules not being available in Station Design Simulator.
- Fixed build modules in Logical Station Overview being in random order.
- Fixed different order of turret groups in Ship Configuration menus under certain circumstances.
- Fixed repair option in Ship Upgrade menu not being available under certain circumstances.
- Fixed attached boarding pods still being listed in property list.
- Fixed HUD satellite icons not indicating active status.
- Fixed invisible UI when game is paused before loading finishes.
- Fixed missing guidance UI when enabling guidance towards superhighway entry gate or unknown jump gate.
- Fixed positioning of docking UI in external view.
- Fixed target problems when using External Target View on far away objects.
- Fixed signal leak indicator position with non-default FOV.
- Fixed inconsistent message ticker position while docked.
- Fixed ticker messages sometimes disappearing too quickly.
- Fixed stuck radial menu under certain circumstances.
- Fixed Interact menu revealing undiscovered information about NPCs.
- Fixed message about no captain being assigned to nil in Crew Transfer menu.
- Fixed left-over crew member entries in Crew Information menu under certain circumstances.
- Fixed missing buttons in Crew Transfer menu under certain circumstances.
- Fixed incorrect Stop Travel Drive option in Ship Interactions menu under certain circumstances.
- Fixed mining equipment warning not working when buying capital mining ships.
- Fixed missing menu title in Input Profile menus.
- Fixed issues with sliders in trade context menu.
- Fixed top level menu playing UI sounds.
- Fixed menu artefacts when starting Timelines scenario under certain circumstances.
- Fixed cases of wrong save being loaded on quickload or when finishing tutorial.
- Fixed unnecessary warning of restart being needed when restoring settings to default.
- Fixed not being able to use elevator in Porpoise (Mineral).
- Fixed not being able to reach pilot chair in Plutus (Mineral).
- Fixed incorrectly oriented turrets on Odachi.
- Fixed muzzle effects for beam weapons sometimes outlasting actual beam.
- Fixed muzzle effects for beam weapons sometimes remaining active on wrecks.
- Fixed ramp of Hydra and Hydra regal flickering erratically when docked.
- Fixed various flickering and incorrectly moving animated parts.
- Fixed missing wreck geometry for various ships.
- Fixed lack of detail on wreck of S Plasma Cannon Mk2.
- Fixed swapped azimuth/elevation for Terran S/M weapons.
- Fixed floating drinks and disconnected lights in Astrid.
- Fixed animation of disgruntled roulette players.
- Fixed thin geometry blocking spacesuit dock in Cutlass.
- Fixed pilots being unable to walk to rear cabin of Odachi.
- Fixed being able to select turrets of Odachi.
- Fixed paint mods not affecting entire hull of Odachi.
- Fixed some parts of Xperimental Shuttle not being visible in menus.
- Fixed floating geometry detail on Colossus E.
- Fixed missing geometry and incorrect light colour on bridge of Sapporo.
- Fixed missing collision in Argon L bridge.
- Fixed missing collision in crew common room.
- Fixed rare case of stations not having collisions.
- Fixed exitcode 239 error on launch with some AMD graphics cards and newer drivers.
- Fixed several causes of crashes.
- Fixed game freeze in Timelines scenario The Ferryman.
- Fixed switched reward location information between Timelines scenarios Spaceport Stride and Asteroid Dash.
- Fixed missing Polish translations of new texts.
- Fixed being unable to use elevator in Porpoise (Mineral).
- Fixed being unable to reach pilot chair in Plutus.
Dear X4 players, Thank you for purchasing X4: Timelines and for sharing your feedback about this new expansion, whether in the form of Steam reviews or in the various comment sections of our communication platforms. We are pleased to note that the free 7.00 update for X4: Foundations has been well received, and we continue to believe in our strategy of improving and expanding the base game with large, free updates. Your purchase of expansions supports us in this endeavour. In response to the feedback on X4: Timelines, we've selected a few frequently asked questions that we would like to respond to here.
Q: Enough with the secrecy! What does Timelines bring to my X4 sandbox/my X4 open universe?
Each Timelines mission description indicates whether it unlocks something, and explains what you need to do to obtain it (this just involves completing the mission with at least a 1-star rating). It also tells you where in the sandbox you'll find the unlocked ships or sectors, so that you can head over to your current Open Universe game and grab them. In addition to mission-specific unlocks, there's also a significant additional reward when you complete the story in the Timelines Facility. To complete this story, you'll need to talk to characters (the ones in yellow clothing), witness story scenes, and explore the Facility separately from the missions. The sandbox content can also be unlocked through custom game starts. The "budgeted" custom game start requires you to have completed the Timelines story at least once, similar to other story-based unlocks in previous X4 expansions. The "creative" custom gamestart, which marks your game as modified, gives you access to all of the unlocks even without completing the story. Below is the much-requested complete list of specific items that you can be rewarded with in your X4 sandbox as part of X4: Timelines:
Ships
S Ships:
- [spoiler]Elite Sport (a well balanced racing ship) + limited ship and equipment blueprint research + paint mod - unlocked by nodus "Asteroid Dash"[/spoiler]
- [spoiler]Theseus Sport (this heavy beast is fast on the straight, furious in the corners) + limited ship and equipment blueprint research + paint mod - unlocked by nodus "Station Circuit"[/spoiler]
- [spoiler]Kestrel Sport (this racer keeps going when other racers do not finish) + limited ship and equipment blueprint research + paint mod - unlocked by nodus "Spaceport Stride"[/spoiler]
- [spoiler]Dart (an unreasonably fast racer for the reckless, which pilots with a stronger sense of self-preservation may prefer to keep as a trophy) + limited blueprint + paint mod - unlocked by X4: Timelines storyline[/spoiler]
- [spoiler]Cutlass (this dependable, classic Terran fighter takes you all the way back to 2146) + ship and equipment blueprint research + paint mod - unlocked by nodus "Signal Strength"[/spoiler]
- [spoiler]X-perimental Shuttle (they don't make 'em like that anymore) + limited blueprint + paint mod - unlocked by X4: Timelines storyline[/spoiler]
- [spoiler]Xenon F (with 4 guns, this heavy fighter is twice as scary as any previous small Xenon ship) + paint mod - unlocked by nodus "Impeded Extraction"[/spoiler]
- [spoiler]Odachi (an uncompromising but beautiful ship that set the bar for Terran corvettes for centuries to come) + ship and equipment blueprint research + paint mod - unlocked by the graph 6 terminus "Flight of the Dragonfyre"[/spoiler]
- [spoiler]Xenon B (this barbarian among corvettes sacrifices shields and turrets to go all-in on powerful, fixed guns) + paint mod - unlocked by the graph 2 terminus "Attack on Antigone"[/spoiler]
- [spoiler]Sapporo (originally a sturdy Terran deep-space explorer, later refit to fill in as a nimble light destroyer and saviour of humanity) + ship and equipment blueprint research + paint mod - unlocked by the graph 6 terminus "Flight of the Dragonfyre"[/spoiler]
- [spoiler]Xenon H (compared to its slightly larger siblings in the K class, this destroyer has noticeably better turret coverage leaving it with virtually no unprotected angles - this is your chance to claim and own an historic Xenon capital ship!) + paint mod - unlocked by the graph 1 terminus "The Fade"[/spoiler]
Systems
- [spoiler]Hatikvah's Faith (unlocked by graph 3 terminus "Brennan's Trial")[/spoiler]
- [spoiler]Nopileos' Memorial (unlocked by graph 3 terminus "Brennan's Trial")[/spoiler]
- [spoiler]Matrix #101 (unlocked by graph 3 terminus "Brennan's Trial")[/spoiler]
- [spoiler]President's End (unlocked by graph 4 terminus "President's End")[/spoiler]
- [spoiler]Mitsunos Revelation (unlocked by X4: Timelines storyline)[/spoiler]
- [spoiler]Mitsunos Defiance (unlocked by X4: Timelines storyline)[/spoiler]
- [spoiler]Mitsunos Sacrifice (unlocked by X4: Timelines storyline)[/spoiler]
Points of Interest
- [spoiler]SCA Free Port, a special trader that has a chance to sell wares that are otherwise only available from drops (Nopileos' Memorial)[/spoiler]
- [spoiler]Xenon M0 wreck (Matrix #101)[/spoiler]
- [spoiler]Kha'ak Obliterator wreck, with Memento Mori station (President's End)[/spoiler]
Faction
- [spoiler]QUE The Quettanauts make their home in Mitsunos systems, and trade using a new barter-based economy mechanic. They are at war with Xenon, Kha'ak, SCA and Yaki.[/spoiler]
Q: Is X4: Timelines really just a series of unrelated missions with leaderboards?
X4: Timelines tells a new overarching story that progresses through its missions. However, it also requires you to explore the Facility and interact with NPCs, or sometimes overhear conversations between NPCs, between or after missions. We very much encourage you to do this! Completing the overarching story in X4: Timelines also unlocks an epilogue to that story. You'll find this epilogue in your regular X4 sandbox game, and your aquatic friend Boso Ta will assist you here if you cannot find the start of the epilogue yourself. [spoiler]Playing this epilogue in the X4 sandbox unlocks, among other things, the X-perimental Shuttle and Dart ships.[/spoiler]
Q: What is there to do in X4: Timelines that is interesting for seasoned X4 players?
Missions in X4: Timelines offer gameplay activities and risky situations that players might typically not experience, or not even know about, in their open-universe game. The available scenarios also provide a "quick fix" of X4 for players who may not always have time to play a lengthy session, or to worry about the impact of what they do on their Open Universe savegame. This makes them great for experimenting and improving skills, and can even serve as additional tutorials for core X4 gameplay activities.
Q: How has the development of X4: Timelines and the 7.00 update contributed to the overall improvement of the Open Universe experience in X4?
The endless possibilities and permutations of the Open Universe are still at the core of X4. Improving that experience is , of course, an ever-ongoing effort. However, watching various different types of players hammer away at specific, repeatable, isolated gameplay loops in Timelines scenarios helps us tremendously with improving those aspects of the game. The development of Timelines has encouraged us to place more focus on the second-to-second and minute-to-minute gameplay than ever before. The myriad of fixes and refinements to sound and visuals, missiles, turrets, AI navigation and docking, the camera, and many, many other systems will add value to the game that will be of great benefit to all players. The vastness of space can be scary. It is dear to our hearts that Timelines and the 7.00 update help to make the first couple of hours a little less daunting for new X4 players, while at the same time making space more vast and scary for our increasing number of X4 veterans.
Q: Is this where youll be taking X4 in the future?
Put simply, no, this is not the direction in which we're planning to take the game more generally. We see plenty of positive feedback about our massive, free 7.00 update. While recognizing the criticism of the Timelines structure, we would like to point out that the one would not exist without the other. These are two sides of the same development process; all the development effort that we put into creating one also improves the other. Yes, the main structure of the X4: Timelines story takes place outside the sandbox, but the effort employed to deliver that also adds directly to your open universe experience and existing pre-7.00 savegames (see list above). As a side-note to this, we also believe that, as with many of the improvements we make to the base game, X4: Timelines has the potential to become an interesting playground for future modding opportunities. So, with 7.00 and X4: Timelines finally released, we are now keen to discuss with our community how future X4 updates and/or expansions will return to the model of having more of their content take place in the Open Universe. We are confident that our choice to continue making base game updates available for free, and only to charge for new content such as ships, sectors and missions, will allow us to carry on providing the best value for new and veteran players alike. On that note, we'd like to tease with you a little preview that we hadn't originally plan to discuss publicly yet, but have decided that we should share with you under the circumstances! We are currently in the early planning stages for the next major steps in the evolution of X4, in the form of versions 7.50 and 8.00 (please note that the actual version numbers used here are just placeholders at this point). Over the past few years, the proportion of our players who enjoy "4X" games, and who have discovered us through that genre, has increased significantly. As a result, several key points on our list of improvements for versions 7.50 and 8.00 are designed to enhance the ability to initiate and control large battles, with a focus on the AI to support that (which is, by the way, something that can also be conveniently developed and tested in some of the more advanced X4: Timelines missions). Its still too early to go into detail, but rest assured that we will be continuing to work on X4, and that the journey doesnt end with version 7.00!
Q: I'm experiencing UI issues and/or crashes with X4: Timelines. What should I do?
If you're having this kind of problem, then please start by making sure that you deactivate any third party mods that you may have previously installed. Many mods will need to be updated to be compatible with version 7.00, and you will need to wait for the authors of those mods to indicate that that has been done before installing them alongside the latest version of the game. After disabling mods, run a full file verification using the Steam/GOG tools to make sure there are no "leftover" mod files, and avoid loading saves that were made while the mods were active. In most cases this will solve any issues you're currently experiencing.
Egosoft is excited to celebrate the release of the highly anticipated, major 7.00 update for X4: Foundations, along with the brand new expansion, X4: Timelines. These updates bring a wealth of new content and enhancements to the acclaimed space simulation sandbox game, offering both veteran players and newcomers an enriched gaming experience. https://store.steampowered.com/app/2700340/X4_Timelines/ [previewyoutube=6WV1YJsfSss;full][/previewyoutube]
Introducing X4: Timelines
IMMERSIVE SCENARIOS AND UNIQUE UNLOCKS
Embedded in a new X4: Timelines storyline, you'll find a wide range of scenarios in which you will experience the many different aspects of X4 gameplay. Playing these scenarios will also unlock new missions within the X4: Timelines storyline, and bonuses for your wider X4 sandbox universe - among them reimagined, classic ships from X universe history.
MYSTERIOUS NEW STORYLINE
You'll take on the role of Harper Donel, a trader in the border territories, who is not averse to risky deals. A fateful encounter not only changes your short-term plans, but shakes the foundations of your understanding of the universe, and everyone in it. Prepare to be immersed in a tale of intrigue and revelation.
X4: Timelines is more than just an expansion; it's a revolution in the X4 universe. Whether you're a seasoned space explorer or a newcomer to the galaxy, this thrilling new chapter promises to captivate you with its blend of mystery, adventure, and strategic gameplay.
Update 7.00 - Elevating Your Space Experience
(Please check out the complete changelog in our forum.) With the latest update to X4: Foundations, players are invited to experience the most comprehensive evolution of the game yet, with enhancements spanning content, gameplay mechanics, usability, accessibility, and technical performance. This new chapter introduces a series of transformative updates and features designed to deepen the immersive experience of exploring the vast reaches of space, engaging in dynamic encounters, and navigating the intricate economies and political landscapes of the X4 universe.
A Wide Range of New Content
The universe of X4: Foundations grows more intricate and vibrant with the introduction of reimagined Teladi and Argon Capital Ships. These iconic vessels have been meticulously overhauled, featuring designs that add a new layer of depth and intrigue to space encounters. As commanders take the helm of these majestic ships, they'll find each battle and exploration endeavour imbued with a renewed sense of awe and strategy. [previewyoutube=9dumQL9dK-c;full][/previewyoutube] The expansion of the universe also introduces players to new sectors and landmarks, beckoning them to venture into previously uncharted regions. These fresh discoveries promise to expand horizons and opportunities, offering new adventures and mysteries waiting to be unraveled. Complementing this expansion is the introduction of race-specific managers' offices, providing a unique cultural insight into the various factions populating the universe, and allowing players to further personalise their spacefaring experience. See the cosmos like never before with the new Observation Deck module, offering breathtaking views of the universe from the comfort of your space station.
New and Redesigned Xenon Ships
The 7.00 update will introduce several new ships to the universe, and we want to highlight a very special addition. We're thrilled to reveal the awe-inspiring, redesigned Xenon models PE and SE, which will gradually replace their previous models (P and S) in the open universe, just as the redesigned capital ships did back in 5.00. Equally exciting is the debut of several Terraformer ships. These ships delve into the legacy of X: Beyond the Frontier (1999) to celebrate this year's 25th anniversary of the X series. These new models, reminiscent of their predecessors, can be encountered in the open universe. Get ready to explore these unique designs!
Flyable Xenon Ships for the First Time in X4
Hold on to your pilot seats, because there's more! With the 7.00 update, we are enabling you to actually fly selected Xenon ships. Both the redesigned Xenon models (PE, SE) and the new Terraformer models introduced in 7.00 can be boarded and flown, just like any other ship in your X4 fleet. Get on board to discover how they've been adapted for you to take control, offering a whole new perspective on the X universe.
Gameplay Innovations
In addition to all this new content, the 7.00 update also includes significant gameplay enhancements, such as the introduction of the "Existential Crisis" endgame challenge for veterans. This daunting confrontation pits players against a faction that spares no effort in its aggression, offering a thrilling new dimension of strategy and resilience. A fundamentally improved and more intuitive external camera system also debuts, enhancing the way players view, and more importantly, interact with the universe, almost making it feel like a new game. Alongside this, AI improvements across the board make for a more dynamic and realistic universe. Ships now utilise Travel Mode more effectively, enter and exit it with greater consistency, and exhibit improved navigation through jump gates and in combat situations. These enhancements are complemented by reworked and expanded tutorials, ensuring both new and veteran players can fully engage with, and understand, the depth of the game's mechanics.
Usability and Accessibility Focus
With an emphasis on making the game more accessible and enjoyable for all, this update introduces enhanced button remapping and ready-made control profiles to match your steering needs in space. It also provides an FOV slider and new options for colour-blind players with customisable UI colours. Additionally, the update brings audio and text feedback for various actions to further assist players in understanding the game dynamics and making informed decisions. Furthermore, a reduced speed mode has been introduced for those who find the pace of the action a bit too hectic, allowing for a more controlled and leisurely gameplay experience. These features are designed to offer players the flexibility to tailor their gameplay experience to their preferences and needs. The introduction of Visual Enhancement Goggles that let you zoom in on the action, along with a customisable radial menu for quick access to in-game actions, and reworked shaders in scan mode, further enriches player interaction and immersion. These improvements ensure players have the tools they need to navigate the complexities of space warfare and exploration with confidence.
Technical Advancements
At the core of the update are the significant technical enhancements made to the XTECH 5 Engine, delivering smoother and more stable gameplay. Players will notice the difference these improvements make, among them the temporal anti-aliasing that brings crisp visuals and the enhanced shadows that add depth and realism to the universe.
Updated Bundles
With the release of X4: Timelines, the X4: Community of Planets bundles on Steam have been updated to include the new expansion. Existing players can take advantage of the "complete your bundle" feature on Steam to receive a discount when purchasing X4: Timelines. >> X4: Community of Planets Edition >> X4: Community of Planets Collector's Edition
A Special Thank You to Our Community
We would like to extend our heartfelt thanks to our dedicated players for their unwavering support over the years, and especially during the beta tests that have helped us enormously in the run-up to this day. Without you, none of this would be possible. We hope that you enjoy what we've been working very hard on over the past year, and can't wait to read your feedback. X4 is stronger than ever, and we couldn't be more excited to have reached this milestone. Your passion and commitment inspire us every day, and we are immensely grateful to have such a fantastic community.
7.00 Changelog
(This is an excerpt. Please check out the complete changelog in our forum.)
- New Feature: Reimagined Teladi and Argon capital ships.
- New Feature: Redesigned Xenon PE and SE ships.
- New Feature: Flyable Xenon ships (selected ships only).
- New Feature: Historic Terraformer ships.
- New Feature: Observation Deck module for stations.
- New Feature: Additional sectors and landmarks.
- New Feature: Race-specific managers' offices.
- New Feature: Improved AI.
- New Feature: Reworked, improved and expanded tutorials.
- New Feature: Late-game crisis for advanced players.
- New Feature: Customisable radial menu for quick access to actions.
- New Feature: Extended input mapping options.
- New Feature: Enhanced external camera system.
- New Feature: Visual Enhancement Goggles.
- New Feature: Improved explosion effects.
- New Feature: FOV slider.
- New Feature: TAA support.
- New Feature: Enhanced shadows.
- New Feature: New accessibility options.
- Added advice message for first-time players.
- Added gamestart recommendations for new players.
- Added Wayward Scion gamestart.
- Added guidance to new HQ location when player scans old HQ plot signal leak with Kingdom End active.
- Added more skilled marines to newly created Terran Asgard ships.
- Added option to override ware baskets of subordinates with trade assignments.
- Added indication of critical wares to AutoTrade default behaviour.
- Added possibility to skip conversation lines in interactive dialogues with Space key.
- Added option to choose default camera when piloting ships.
- Added possibility to customise external camera position per ship model.
- Added means to rescue people who are stranded in space suits, with options for player to request rescue.
- Added crew bailing out of player-owned ships that are destroyed.
- Added player character to list of things Live Stream camera can showcase.
- Added auto-targeting of next hostile or next surface element on destruction of current target.
- Added target type identification voice feedback for surface elements.
- Added visual effect when hovering over HUD target elements.
- Added icons to Data Vaults to indicate unlock progress.
- Added icon on Map for orphaned build storages with wares to sell.
- Added option to select order sector parameter by clicking on Map.
- Added cover status information to message ticker.
- Added player character portraits to New Game menu.
- Added weapon and turret range of ships to Object Information menu.
- Added wrecked equipment in Object Loadout menu.
- Added full equipment and module names to mouse-over texts in Ship and Station Configuration menus.
- Added number of available missiles or bombs in Ship Interactions and Ship Loadout menus.
- Added new weapon modes and renamed some old weapon modes for clarity.
- Added faction filter to Station Configuration menu shuffle function.
- Added lock range, lock time and resilience against countermeasures to missiles in Encyclopedia.
- Added link to Encyclopedia in Ship Information menu, and in Module context menu in Station Build menu.
- Added full module names to search in Station Build menu.
- Added visual hint to indicate which categories contain searched items in Station Build menu.
- Added checks for missing equipment blueprints to construction plan selection in Station Build menu.
- Added confirmation dialog when deleting Construction Plans.
- Added separate default options for Global Standing Orders for military ships.
- Added option to disable transform gizmo in Station Build menu.
- Added ability to show external target view for ships in highways.
- Added ability to move orders immediately to start/end of order queue in Object Behaviour menu.
- Added information about automatically calculated buy amount to Station Overview resource boxes.
- Added fleet and sector names to Map menu searches, and provided suggestion box.
- Added skip buttons to sliders in menus to immediately set them to their limit.
- Added ticker history to Logbook.
- Added ability to select options in dropdowns by typing.
- Added mouse-over texts explaining mission difficulties.
- Added Interact menu of station or ship when interacting with surface elements.
- Added Deposit Inventory order for multiple selected ships.
- Added reset buttons to Global Standing Orders menu.
- Added option to mark Build Storages as hostile.
- Added mission arrow to HUD for multiple mission targets that are close together.
- Added shield bar animation when receiving damage or boosting.
- Added wiggle animation to hull and shield bar when being attacked.
- Added visualisation for projected weapon heat after next shot.
- Added up-arrow button above tab icons to close top level menu and hide icons.
- Added warning about removing unavailable equipment when applying presets in Ship Configuration menu.
- Added warnings about missing military or mining equipment to Ship Configuration menu.
- Added warning when removing last controller input from certain important menu navigation controls.
- Added support for customisation of keyboard modifiers and remapping of Shift and Ctrl keys.
- Added feedback for input actions.
- Added Numpad-5 as an additional input to reset map view.
- Added wider range of ready-made input profiles.
- Added new default profiles for various joysticks.
- Added new default controller profile.
- Added option to delete input profiles.
- Added Menu Width Scale option to adjust menu widths in, e.g. multi-monitor setups.
- Added HUD scaling.
- Added docking UI in external view.
- Added glow option for UI.
- Added colour-blind options to accessibility settings.
- Added Reduced Speed Mode accessibility option.
- Added flickering of lights in rooms when ship or station is taking heavy damage.
- Added low shadow quality setting.
- Added more achievements.
- Changed placement of station target elements to be in visual center of stations.
- Changed appearance of mission targets that are relative to objects.
- Changed target speed display to use more appropriate units.
- Changed option to reset Global Standing Order responses for all ships to be on dedicated button.
- Changed Object List and Property Owned menus to show stations under construction in same way as station entries.
- Changed order of Dock Areas in station elevator menu to prioritise current location and ship dealerships.
- Changed Map menu trade ware and storage type filter from being persistent per player/account to being persistent per save.
- Changed discovered Data Vault icons to remain on Map even outside of live view.
- Changed Laser Towers to show up as "ping" on map after long range scan.
- Changed messages in ticker to no longer disappear while game is paused.
- Changed faction colours to be more distinct.
- Changed colour of collectable HUD elements that cannot currently be collected.
- Changed hull bar colour in Map and radar from green to white to match HUD representation.
- Changed missile reload bar to animate from full to empty.
- Changed white flash effect when opening menu to more subtle colour.
- Changed SSAO quality settings and added Ultra option.
- Removed chance for fighters to deploy mines in dogfights.
- Removed names of landmarks from target element.
- Removed interaction icons for NPCs that are not current target.
- Removed option to minimize Map menu.
- Removed mouse HUD mode.
- Improved ending of Combat Scenario to be less confusing.
- Improved Hatikvah mission objective to indicate requirement to place 2 explosive charges during station sabotage section.
- Improved strength of Xenon fleet in Mutually Assured Destruction mission.
- Improved Find Resources mission to have more variation and to take into account new resource regions.
- Improved station selection for Gride's delivery station in Paranid story.
- Improved scanning mission to verify that opposing faction matches that given in briefing.
- Improved mission to track ship to abort if target was destroyed before accepting mission offer.
- Improved balancing of mineral and gas region yields across whole map.
- Improved balancing of drop rates, types and amounts for ships and lockboxes.
- Improved balancing of seminar prices to match equivalent NPC hiring fees.
- Improved balancing of stellar output across all systems to match stars and locations.
- Improved balancing of storage volume for S and M storage modules.
- Improved ware allocation for wharfs, shipyards and equipment docks.
- Improved quantity and locations of Xenon Defence Stations (in new games only).
- Improved fleet composition of Terran Protectorate.
- Improved spacesuit manoeuvrability.
- Improved character appearance when moving and performing certain activities.
- Improved mission guidance and NPC pathfinding in large walkable areas.
- Improved presentation of NPCs greeting passers-by in certain situations.
- Improved behaviour of collisions between capital and S/M sized ships.
- Improved tolerance of turret friendly fire between player and non-player factions.
- Improved friendly fire handling between non-player factions.
- Improved flee behaviour of S or M ships under attack by capital ships or stations.
- Improved boarding pod launch velocity.
- Improved accuracy of weapon aim prediction.
- Improved auto-aim targeting on engines, shields and turrets.
- Improved docking of spacesuits on S and M sized ships.
- Improved behaviour of missiles targeting stations.
- Improved flight behaviour of guided missiles and accuracy against certain targets.
- Improved missile hit detection.
- Improved docking guidance.
- Improved precision of target guidance in space.
- Improved automatic collision avoidance for player ship when near moving objects.
- Improved AI flight by not interrupting travel mode due to small course changes.
- Improved AI flight while moving to jump gates.
- Improved capital ship movement when approaching and exiting gates, accelerators and highways.
- Improved capital ship combat movement against large targets.
- Improved ships unnecessarily dropping out of travel drive when flying in formation.
- Improved boosting without flight assist to no longer set throttle to zero.
- Improved undocking behaviour of S/M ships on stations such as Teladi Trading Station.
- Improved high speed carrier undocking.
- Improved combat behaviour of missile-armed fighters attacking large targets.
- Improved combat approach for capital ships attacking very large, very slow or immobile targets.
- Improved some cases where weapons fire with no chance of hitting target.
- Improved turret behaviour to allow slow heavy-hitting turrets to target smaller/faster enemies if there are no more suitable targets.
- Improved boost usage of ships in fleets that are traversing jump gate to attack.
- Improved capital ships approaching gates prior to sector transition.
- Improved fleet gate traversal to sectors with hazardous regions.
- Improved manoeuvring capability of tugs while towing scrap cubes or wrecks.
- Improved ships with very low strafe speeds flown by very bad pilots sometimes appearing not to move at all.
- Improved long-distance movement to moving objects.
- Improved gate transition for very long NPC ships.
- Improved ships with mining orders avoiding asteroids they are not currently targeting.
- Improved free traders finding trades when operating over multiple sectors.
- Improved miner decision-making involving mining in distant sectors which are contested by hostile factions.
- Improved manual mining order for solid resources.
- Improved manual mining order when cargo is already full.
- Improved reliability of capital ships getting supplies.
- Improved reliability of construction ships building stations in owned faction space.
- Improved repair and resupply for ships with repeating orders.
- Improved repair and resupply by allowing player-owned ships to use player-owned equipment docks, wharfs and shipyards.
- Improved damage calculations for certain weapons when player not nearby.
- Improved response to being boarded.
- Improved price balancing for several MK2 weapons.
- Improved voice feedback for repeated target selection.
- Improved fighter pursuit of very fast, large targets.
- Improved fighter pursuit of targets when player not nearby.
- Improved Flee order, particularly when fleeing from ships attacking head-on.
- Improved Flee behaviour when fleeing ship was moving rapidly to distant destination prior to fleeing.
- Improved drone launching and recovery at ships with launch tubes.
- Improved behaviour of NPC ships regaining lost subordinates.
- Improved reliability of carrier-based fleet subordinates.
- Improved subordinates with Mimic to inherit commander's default behaviour when promoted if commander is destroyed.
- Improved fight-or-flight decision making for subordinates in fleet with Carrier or Fleet Auxiliary Ship in combat.
- Improved stations set to sell excess resources in logical overview to no longer reduce automatic buy amount.
- Improved station-based trader handling of ware shortages.
- Improved redistribution of NPC military ships from long-standing quiet areas to potentially troubled ones.
- Improved delivery of scrap to processing modules.
- Improved order to deploy satellites to show radar range of satellite before deployment.
- Improved messages for stations reporting friendly ships being attacked close to station.
- Improved relation penalty on issuing attack order so that penalty is removed if attack order is cancelled before shooting has started.
- Improved station deconstruction by transferring remaining cargo to build storage.
- Improved Station Design Simulator environment.
- Improved Live Stream view target selection logic.
- Improved ticker message when picking up crates or asteroid chunks.
- Improved selectability of small target elements in HUD.
- Improved look and feel of mouse interactions in space and on radar.
- Improved map zoom level range to allow it to show whole map.
- Improved visuals of communication channel video feed.
- Improved display of effective countermeasure resilience for missiles in encyclopedia.
- Improved Controls settings menu layout.
- Improved mapping of mouse buttons and mouse movement with Shift/Ctrl modifiers.
- Improved support for joysticks with more than 32 buttons (up to 64 buttons per device supported).
- Improved colours of exclusion zones and building lot bounds in station design menu.
- Improved conflicting controls popup when remapping is not possible.
- Improved range of control mapping options.
- Improved support for DualShock and DualSense controllers.
- Improved performance of Player Info menu under certain circumstances.
- Improved black beard for human characters.
- Improved cockpit visuals for Irukandji.
- Improved historical accuracy of broken Terran jump gate model.
- Improved presentation of loadout editor for Boron ships.
- Improved structure of Options menu.
- Improved visuals for Thermal Disintegrator bullets.
- Improved rendering distance of Kha'ak Defence Platform.
- Improved Kha'ak muzzle effect timing and appearance when viewed from far away.
- Improved detail on wall of Terran 4M10S Luxury Dock Area.
- Improved data leak visuals.
- Improved appearance of stardust effect.
- Improved lighting in Station and Ship Loadout menus.
- Improved flickering of object lights when transitioning between functional and non-functional.
- Improved UI colour differentiation between Realm of the Trinity and Kha'ak factions.
- Improved clarity of icons representing obstructed enemies.
- Improved icons for various ship types.
- Improved visuals for scan mode.
- Improved visibility of mining nodes on nearby asteroids.
- Improved consistency of glow with different anti-aliasing and upscaling modes.
- Improved readability of weapon heat bar on bright backgrounds.
- Fixed some pirates not being active in Kingdom End expansion sectors when gate opens.
- Fixed missing default paint theme when at high reputation with Queendom of Boron.
- Fixed Leda We being placed in same spot as Boron marine in The High Road mission.
- Fixed Godrealm of the Paranid and Holy Order of the Pontifex being present in some Split sectors after Paranid unification.
- Fixed Boron story sometimes getting stuck if Boron Shipyard is destroyed.
- Fixed A Matter of the Utmost Gravity mission getting stuck if conversation with Kromancketslat's lieutenant is interrupted by opening Map.
- Fixed Trinity faction not able to rebuild wharfs, shipyards and other major stations.
- Fixed stereo audio issues in some cutscenes of Boron story.
- Fixed incorrect countdown in Casino welfare module research time trial.
- Fixed E model Paranid capital ships not being used in Paranid story.
- Fixed Covert Operations story sometimes getting stuck between Buy Plot and Build Station phases in Operation Hyena.
- Fixed HQ-related achievements not being unlocked in some storylines.
- Fixed speech being cut short in Rescue Ship generic mission.
- Fixed being unable to dock due to reputation loss if player attacks Gride's ship when it loses cover during Paranid story.
- Fixed cipher ship vulnerability in Paranid story.
- Fixed Gride talking about toolbox when the Paranid story already progressed past that stage.
- Fixed story missions requesting player to deliver resources becoming blocked under certain circumstances.
- Fixed passenger transport mission sometimes asking to pick up passenger from invalid location.
- Fixed Dal Busta not being available to talk to continue Hatikvah story.
- Fixed hidden mission objectives getting prominent target elements under certain circumstances.
- Fixed potential freeze during Blazing the Trail mission.
- Fixed stuck data heist mission of Covert Operations story.
- Fixed items spawned from container in Find Object mission disappearing when player flies away.
- Fixed Trade Subscription mission characters sometimes appearing behind counter in trade corner.
- Fixed being unable to complete Northriver story if enemy with Teladi because basic engine research cannot be completed.
- Fixed Ace just responding with same sentence when spoken to in High-Tech Hold-Up mission of Criminal story.
- Fixed Ace talking when scanning ship after heist part of Criminal storyline already completed.
- Fixed damage fields in Torus Aeternal.
- Fixed mission-only module blueprints being unlocked in Station Design Simulator.
- Fixed missing animations when selecting New Game under certain circumstances.
- Fixed autopilot being active after teleporting to ship.
- Fixed characters speaking to player sometimes looking in wrong direction.
- Fixed NPCs facing wrong way when using transporter rooms in shops on dock areas.
- Fixed reassigned pilots getting stuck leaving Boron ships when player not present.
- Fixed ships not using travel mode when ordered to attack target in distant sector.
- Fixed several situations where ships could fly through station or carrier while docking.
- Fixed dock assignment and ship hologram persisting when stopping control.
- Fixed various issues with retrieving ships from internal storage.
- Fixed various issues with player docking requests.
- Fixed NPC subordinates sometimes docking indefinitely.
- Fixed some pilots finding it hard to land on Boron Wharfs.
- Fixed Mk2 Laser Towers getting stuck in docking bay on launch.
- Fixed player-owned police ships continuing to police old sector after player loses control of all sectors.
- Fixed free traders sometimes not finding trades, particularly when only working with one ware.
- Fixed ships sometimes reporting failed trade orders despite successfully completing trade.
- Fixed capital ships sometimes repeatedly trying to trade with stations they cannot dock at.
- Fixed frigates, destroyers, and battleships sometimes not launching defence drones when they should.
- Fixed transport drones on player's personal capital ship not collecting drops when set to do so.
- Fixed frigate-based defence drones sometimes escorting their frigate indefinitely rather than engaging hostiles.
- Fixed ships tending to repeatedly switch targets if faced with multiple small targets in close proximity to one another.
- Fixed non-capital ships in combat tending to always prefer to target individual ships rather than capital ships or stations.
- Fixed NPC ships sometimes unintentionally initiating hostilities against neutral or friendly ships or stations.
- Fixed ships performing queued Coordinate Attack orders trying to attack wrecked targets.
- Fixed participants in Coordinated Attack pursuing targets to adjacent sectors.
- Fixed Attack orders sometimes generating failure messages even if order resulted from automated behaviour.
- Fixed fleet subordinates sometimes no longer following commander after commander's pilot having been changed.
- Fixed attack subordinates sometimes getting distracted by other targets far from their commander.
- Fixed attack subordinates attacking targets other than their commander's without provocation.
- Fixed disproportionately large number of Xenon miners getting destroyed outside Xenon space.
- Fixed infiltration phase of boarding taking longer with higher-skilled marines.
- Fixed ships attacking targets that are being boarded by non-hostile faction.
- Fixed ships that are unable to inflict damage potentially deciding to fight in response to attack.
- Fixed turrets not shooting at station modules (especially Kha'ak) unless set to Attack my current enemy.
- Fixed capital mining ships not firing on asteroids with some turret or drone configurations.
- Fixed weapons aiming at target sometimes moving erratically when target is lost.
- Fixed capital ships sometimes approaching too closely in combat.
- Fixed excessive travel-drive dropouts for small/medium ships during dogfights.
- Fixed ships re-engaging in combat after being ordered to disengage or being given a move order.
- Fixed Coordinate Attack including subordinate groups that have been set to Docked.
- Fixed ships sometimes not considering other ships in front of them and therefore not slowing down.
- Fixed ships sometimes spiraling around carriers while trying to dock when player not nearby.
- Fixed ships sometimes flying backwards in Travel Mode after changing current orders.
- ... Please check out the complete changelog in our forum.
Last Friday, Egosoft founder Bernd Lehahn was a guest of Captain Collins on Twitch and YouTube to talk about X4: Timelines and the big 7.00 update for X4: Foundations. If you weren't able to follow the stream live, you can now find the recording of the conversation here. Enjoy watching - and don't forget to add X4: Timelines to your Steam wishlist! Only 3 days left until release! https://store.steampowered.com/app/2700340/X4_Timelines/ [previewyoutube=6xd2Vtk8qG8;full][/previewyoutube]
[previewyoutube=Q80HZU7FULk;full][/previewyoutube] Embark on an extraordinary auditory voyage with the X4: Timelines Soundtrack, an exquisite collection of music, created by the renowned X series composer Alexei Zakharov. This soundtrack accompanies the 2024 expansion, X4: Timelines, part of the celebrated X4 universe by Egosoft. Known for his long-standing contributions to the series, Zakharov's compositions beautifully capture the essence of your interstellar adventures. https://store.steampowered.com/app/3014950/X4_Timelines_Soundtrack/ Spotify Apple Music: coming soon YouTube Music Amazon Music Deezer ... also available on a lot of other music streaming services worldwide.
This is it! Only 7 days to go before 7.00 and X4: Timelines are released on June 20th, 2024. To take us into the final stretch, 7.00 RC1 ("Release Candidate") is now available to download. We would like to extend our heartfelt thanks to our dedicated players for their unwavering support over the years, and especially during the beta tests that have helped us enormously in the run-up to this day. Without you, none of this would be possible. We hope that you enjoy what we've been working very hard on over the past year. In case you've missed it, please check out our "road to release event" news with the dates for live streams, a Reddit AMA, the soundtrack preview and more. https://store.steampowered.com/app/2700340/X4_Timelines/
7.00 RC1 Changelog
(visit our forum for the full 7.00 changelog overview)
- [RC 1] Added low shadow quality setting.
- [RC 1] Removed incorrect mouse over text for Continue Game (problem introduced in 7.00).
- [RC 1] Improved visibility of mining nodes on nearby asteroids.
- [RC 1] Improved manoeuvring capability of tugs while towing scrap cubes or wrecks.
- [RC 1] Improved black beard for human characters.
- [RC 1] Fixed tutorials sometimes prompting player to return to game even when launched from main menu (new feature in 7.00).
- [RC 1] Fixed being unable to complete Northriver story if enemy with Teladi because basic engine research cannot be completed.
- [RC 1] Fixed Ace just responding with same sentence when spoken to in High-Tech Hold-Up mission of Criminal story.
- [RC 1] Fixed Ace talking when scanning ship after heist part of Criminal storyline already completed.
- [RC 1] Fixed fleet subordinates sometimes no longer following commander after commander's pilot having been changed.
- [RC 1] Fixed station drone settings getting lost when loading save (problem introduced in 7.00).
- [RC 1] Fixed certain ship geometry or blinking lights incorrectly being visible from cockpit after loading save (problem introduced in 7.00).
- [RC 1] Fixed not being able to interact with the captain console of the Phoenix E (new feature in 7.00).
- [RC 1] Fixed uncapturable Xenon fighters aboard boarded Xenon H becoming player owned (new feature in 7.00).
- [RC 1] Fixed pilots of ships stored in internal docks not being visible during comm scenes.
- [RC 1] Fixed Long Range Scan mode being available in menu in spacesuit.
- [RC 1] Fixed Stop Engine button sometimes not working.
- [RC 1] Fixed wrong subordinate assignment displayed in Map under certain circumstances.
- [RC 1] Fixed active mission not being removed from message ticker after finishing (problem introduced in 7.00).
- [RC 1] Fixed military ships notifying about events while global option is disabled (new feature in 7.00).
- [RC 1] Fixed Station Plot Management menu not updating correctly after placing new plot (problem introduced in 7.00).
- [RC 1] Fixed target monitor and message ticker being partially off-screen under certain circumstances (problem introduced in 7.00).
- [RC 1] Fixed Interact menu not being displayed under certain circumstances (problem introduced in 7.00).
- [RC 1] Fixed Interact menu being displayed unnecessarily far from cursor under certain circumstances (problem introduced in 7.00).
- [RC 1] Fixed External View control mode message appearing at centre of screen under certain circumstances (new feature in 7.00).
- [RC 1] Fixed UI in external view being influenced by ship movements under certain circumstances.
- [RC 1] Fixed Map ware filters added multiple times under certain circumstances.
- [RC 1] Fixed newly edited custom save name being reset after short time.
- [RC 1] Fixed Interact menu opening too close to screen border.
- [RC 1] Fixed misaligned Interact menu sub-options.
- [RC 1] Fixed UI scaling issue in Overlay UI.
- [RC 1] Fixed removal of connected devices in "Manage Controllers / Joysticks" not being persistent across game sessions.
- [RC 1] Fixed incorrect reflections on medium ship hulls.
- [RC 1] Fixed logo on Pelican Sentinel being partially hidden.
- [RC 1] Fixed missing headlights on Kuraokami and Nemesis.
- [RC 1] Fixed several causes of crashes.
We are excited to share some important dates leading up to the release of our new expansion, X4: Timelines, and our major, free X4: Foundations 7.00 update. Here are the details: Friday, June 14, 2024 16:00 CEST (7am PDT / 10am EDT / 3pm BST)
- Captain Collins X4 Stream featuring Egosoft founder and Managing Director Bernd Lehahn
- X4: Timelines Soundtrack Preview premieres on YouTube
- X4: Timelines Soundtrack is released on Steam
- Content creators can start posting pre-recorded X4: Timelines content on their channels
- Streamers can start live streaming with a preview version of X4: Timelines
- X4: Timelines reviews may be posted
- X4: Timelines Story Trailer premiere at a special, yet-to-be-unveiled (online) event
- X4: Timelines is released (+ free major X4: Foundations 7.00 update)
X4 7.00 Public Beta 8 is now available to download. As you probably already know, we are rapidly approaching a significant milestone date. We recently announced that our next expansion, X4: Timelines, will be released on June 20, 2024, alongside the huge, free update 7.00. [previewyoutube=hFNrlEtpmiA;full][/previewyoutube] You can also put a note in your calendar for June 14, 2024, at 4:00 PM CEST, when Egosoft founder and CEO Bernd Lehahn will join Captain Collins in a livestream to talk more about X4 7.00 and X4: Timelines. In addition, we are in the planning stages for a small Reddit AMA with Bernd - we will let you know the exact date as soon as we have it. Thank you for your support on our journey to 7.00! https://store.steampowered.com/app/2700340/X4_Timelines/ [quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.00 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote] Please share your feedback / bug report in our Public Beta Feedback forum. Before doing so, please make sure you read the Public Beta Rules and Information, which you can find in a sticky thread at the top of that forum.
7.00 Public Beta 8 Changelog
(visit our forum for the full 7.00 changelog overview)
- [Beta 8] Added more skilled marines to newly created Terran Asgard ships.
- [Beta 8] Added research to re-trigger crisis long after finishing it (new feature in 7.00).
- [Beta 8] Added loading of most recent save to end of tutorial when tutorial was started via prompt in Open Universe (new feature in 7.00).
- [Beta 8] Added unlock status of Data Vaults to target monitor (new feature in 7.00).
- [Beta 8] Improved strength of Xenon fleet in Mutually Assured Destruction mission.
- [Beta 8] Improved ships unnecessarily dropping out of travel drive when flying in formation.
- [Beta 8] Improved boosting without flight assist to no longer set throttle to zero.
- [Beta 8] Improved capital ship combat movement (further improvement to 7.00).
- [Beta 8] Improved effect of single poor marine during infiltration phase of boarding (improvement for fix in 7.00).
- [Beta 8] Improved balancing of boarding difficulty for Xenon H (new feature in 7.00).
- [Beta 8] Improved balancing of Xenon PE (new feature in 7.00).
- [Beta 8] Improved hull and shield bar damage animation (new feature in 7.00).
- [Beta 8] Improved boosting without flight assist to no longer set throttle to zero.
- [Beta 8] Improved capital ship combat movement (further improvement to 7.00).
- [Beta 8] Fixed potential freeze during Blazing the Trail mission.
- [Beta 8] Fixed stuck data heist mission of Covert Operations story.
- [Beta 8] Fixed items spawned from container in Find Object mission disappearing when player flies away.
- [Beta 8] Fixed Trade Subscription mission characters sometimes appearing behind counter in trade corner.
- [Beta 8] Fixed case of crisis mission objective remaining Talk to Boso (new feature in 7.00).
- [Beta 8] Fixed Xenon and Kha'ak small fighters being killed by player not counting as success during crisis (new feature in 7.00).
- [Beta 8] Fixed crisis sector invasions sometimes not including Kha'ak (new feature in 7.00).
- [Beta 8] Fixed ships unrealistically being pushed around by bullet impacts (fix for improvement in 7.00).
- [Beta 8] Fixed repair of multiple ships not working under certain circumstances.
- [Beta 8] Fixed inactive mission line not being shown under certain circumstances.
- [Beta 8] Fixed faction name in target monitor not updating after uncovering covered ship.
- [Beta 8] Fixed incoming supply trades being listed for production resources.
- [Beta 8] Fixed ship attacked notification showing pilot upside-down if ship was destroyed.
- [Beta 8] Fixed search in ticker logbook (new feature in 7.00).
- [Beta 8] Fixed Launch button being available for subordinate groups where setting has no effect.
- [Beta 8] Fixed target monitor unintentionally overlapping menus under certain circumstances (problem introduced in 7.00).
- [Beta 8] Fixed missing gamestart info under certain circumstances (problem introduced in 7.00).
- [Beta 8] Fixed SETA HUD indicator getting stuck under certain circumstances (problem introduced in 7.00).
- [Beta 8] Fixed sector parameter selection for orders not working correctly (problem introduced in 7.00).
- [Beta 8] Fixed submenu bar on left side of Player Info menu not showing up under certain circumstances.
- [Beta 8] Fixed incorrect y-axis labels on some graphs.
- [Beta 8] Fixed target bracket size with non-default FOV.
- [Beta 8] Fixed blurred weapon aim-indicators with TAA enabled (new feature in 7.00).
- [Beta 8] Fixed several causes of crashes.
We're thrilled to announce that our newest expansion, X4: Timelines, as well as the major X4: Foundations 7.00 update are set to launch on June 20, 2024. On June 14, Egosoft founder and Managing Director Bernd Lehahn will be visiting Captain Collins for a live stream to talk more about X4: Timelines. [previewyoutube=hFNrlEtpmiA;full][/previewyoutube]
X4 7.00
X4: Foundations 7.00 is a monumental upgrade, introducing a host of new features and enhancements that will elevate the X4 experience. Players can look forward to reimagined Teladi and Argon capital ships, new sectors and landmarks, a revamped external camera system, and the "Existential Crisis" endgame challenge. Continuous engine improvements, extended button remapping options, and a new controller profile will further refine gameplay. As with previous updates to X4, the switch to 7.00 is free of charge for existing owners of X4: Foundations. Find out more about the changes and new elements in our 7.00 Public Beta news and our 7.00 Trailer: [previewyoutube=9dumQL9dK-c;full][/previewyoutube]
X4: Timelines
X4: Timelines, the new expansion, brings a revolutionary approach to the X4 universe. It features a thrilling storyline centred around Harper Donel, a trader whose encounter in the border territories will shake the foundations of the universe. Embedded in the new X4: Timelines storyline, you'll find a wide range of scenarios in which you will experience the many different aspects of X4 gameplay. Playing these scenarios will also unlock new missions within the X4: Timelines storyline, and bonuses for your wider X4 sandbox universe - among them reimagined, classic ships from X Universe history. https://store.steampowered.com/app/2700340/X4_Timelines/ Mark your calendars for June 20, 2024, and prepare to embark on this exciting new journey through space and time. Wishlist X4: Timelines today, to be notified once it's available.
X4 7.00 Public Beta 7 is now available to download. With this latest update, we continue our commitment to improving your experience with new features, enhancements and fixes based on your feedback. Dive in and discover what's new!
[Feedback] Boarding Times
In 7.00 Beta 7 the boarding times for the infiltration phase were adjusted to solve a reported issue where Experienced marines would take much longer then rookies. As such we would like to ask you for feedback on the new times (see forum thread). Don't forget to add X4: Timelines, our upcoming new expansion for X4, to your Steam Wishlist. This way you will be notified as soon as it has been released. We will announce the release dates for the major 7.00 update to X4: Foundations as well as X4: Timelines soon. https://store.steampowered.com/app/2700340/X4_Timelines/ [quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.00 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote] Please share your feedback / bug report in our Public Beta Feedback forum. Before doing so, please make sure you read the Public Beta Rules and Information, which you can find in a sticky thread at the top of that forum.
7.00 Public Beta 7 Changelog
(visit our forum for the full 7.00 changelog overview)
- [Beta 7] Added advice message for first-time players.
- [Beta 7] Added player character portraits to New Game menu.
- [Beta 7] Added wrecked equipment in Object Loadout menu.
- [Beta 7] Added confirmation dialog when deleting Construction Plans.
- [Beta 7] Added option to select order sector parameter by clicking on Map.
- [Beta 7] Added option to delete input profiles.
- [Beta 7] Added option to delete colour profiles (new feature in 7.00).
- [Beta 7] Added new default profiles for various joysticks.
- [Beta 7] Removed shield recharge sounds (new feature in 7.00).
- [Beta 7] Improved accuracy of weapon aim prediction.
- [Beta 7] Improved some cases where weapons fire with no chance of hitting target.
- [Beta 7] Improved ships with very low strafe speeds flown by very bad pilots sometimes appearing not to move at all.
- [Beta 7] Improved capital ship combat movement (further improvement to 7.00).
- [Beta 7] Improved docking of spacesuits on S and M sized ships (further improvement to 7.00).
- [Beta 7] Improved turret behaviour to allow slow heavy-hitting turrets to target smaller/faster enemies if there are no more suitable targets.
- [Beta 7] Improved Hatikvah mission objective to indicate requirement to place 2 explosive charges during station sabotage section.
- [Beta 7] Improved balancing of drop rate for spacefly eggs from ships (problem introduced in 7.00).
- [Beta 7] Improved behaviour of missiles targeting stations.
- [Beta 7] Improved clarity of icons representing obstructed enemies.
- [Beta 7] Fixed Hatikvah story getting stuck on Fly To objective (further fix for issue fixed in 7.00).
- [Beta 7] Fixed crisis research being selectable via custom gamestart menu (new feature in 7.00).
- [Beta 7] Fixed mass traffic sometimes not having collisions.
- [Beta 7] Fixed stations scheduled for dismantling sometimes still allowing ships to dock (problem introduced in 7.00).
- [Beta 7] Fixed player not being able to approach spacesuit to rescue it while spacesuit is trying to dock at player ship (new feature in 7.00).
- [Beta 7] Fixed loadout presets on player-owned shipyards not selecting optional software.
- [Beta 7] Fixed infiltration phase of boarding taking longer with higher-skilled marines.
- [Beta 7] Fixed factions not building certain factories needed to support ship building.
- [Beta 7] Fixed modules in station editor disappearing when selecting new module after resetting rotation.
- [Beta 7] Fixed container magnet not working correctly on certain ships.
- [Beta 7] Fixed NPCs facing wrong way when using transporter rooms in shops on dock areas.
- [Beta 7] Fixed help text shortcuts not working (problem introduced in 7.00).
- [Beta 7] Fixed check engine light not showing when ship's engines are destroyed.
- [Beta 7] Fixed persistent smoke and fire effects on previously damaged objects (problem introduced in 7.00).
- [Beta 7] Fixed Casino not being entirely visible in station construction menu.
- [Beta 7] Fixed commander not being listed in ship destruction log entry (problem introduced in 7.00).
- [Beta 7] Fixed issues with notifications being queued while menus are open (problem introduced in 7.00).
- [Beta 7] Fixed pink logbook text (problem introduced in 7.00).
- [Beta 7] Fixed detail on Xenon large seismic charge turret becoming invisible (new feature in 7.00).
- [Beta 7] Fixed bridge of Xenon H clipping into ship hull (new feature in 7.00).
- [Beta 7] Fixed front landing gear of Xenon F not animating correctly (new feature in 7.00).
- [Beta 7] Fixed inverted player logo on Theseus.
- [Beta 7] Fixed incorrect orientation of right main weapon on Odysseus E.
- [Beta 7] Fixed engine flame of Teladi Station Security Vessel A being visually disconnected from engine.
- [Beta 7] Fixed incorrect reflections on small ship hulls.
- [Beta 7] Fixed several causes of crashes.
We have another new beta version for you this week. 7.00 Beta 6 can now be downloaded in the usual way. You can find the complete changelog at the end of this news. Changes to the new "Existential Crisis" endgame activity Thank you for your feedback so far on this new 7.00 late-game feature, based on which we've made several changes to it. The feature was always intended to be optional, but now the "Existential Crisis" will be very much opt-in rather than opt-out. To make this happen, we're introducing a new research step that will be required in order for the Crisis to occur, meaning that by simply not researching that item you can very easily avoid it. A warning message in the game will make sure that you are aware of the potential implications of this research. We've also updated our existing FAQ entry on the "Existential Crisis" with information corresponding to the changes that have been made: How do I start the new "Existential Crisis" endgame content? [spoiler]The crisis will be become available upon reaching around half a billion in assets, most of which should be military. This is based on construction cost, i.e. not the monetary value you see in the Empire Menu. As you approach having a big enough empire, Boso Ta will contact you about a new research opportunity making use of your vast fleet. All you then need to do is complete this research and continue preparing your empire for whatever comes next. Boso Ta will later inform you of, and guide you through, the crisis.[/spoiler] We're looking forward to your feedback on these changes in our forum thread on the topic. [quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.00 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote] Please share your feedback / bug report in our Public Beta Feedback forum. Before doing so, please make sure you read the Public Beta Rules and Information, which you can find in a sticky thread at the top of that forum.
7.00 Public Beta 6 Changelog
(visit our forum for the full 7.00 changelog overview)
- [Beta 6] Added possibility to skip conversation lines in interactive dialogues with Space key.
- [Beta 6] Added support for multiple colour profiles (new feature in 7.00).
- [Beta 6] Added HUD indicator for Reduced Speed Mode (new feature in 7.00).
- [Beta 6] Added further mouse-over texts to start menu (new feature in 7.00).
- [Beta 6] Added new ship icons to Map legend (new feature in 7.00).
- [Beta 6] Added unassigned personnel to Personnel Management menu (new feature in 7.00).
- [Beta 6] Added sound effects for shield recharging and shield fully recharged.
- [Beta 6] Removed names of landmarks from their target element.
- [Beta 6] Improved late-game crisis feature to make it fully opt-in, provide more information and be better balanced (new feature in 7.00).
- [Beta 6] Improved automatic collision avoidance for player ship when near moving objects.
- [Beta 6] Improved docking of spacesuits on S and M sized ships.
- [Beta 6] Improved capital ship combat movement (further improvement to 7.00).
- [Beta 6] Improved visualisation of docking guidance when it passes behind objects (new feature in 7.00).
- [Beta 6] Improved map zoom level range to allow it to show whole map.
- [Beta 6] Improved balancing of chance that Xenon will abandon ship (new feature in 7.00).
- [Beta 6] Improved rendering distance of Kha'ak Defence Platform.
- [Beta 6] Fixed Xenon war subscription missions not targeting new Xenon PE (new feature in 7.00).
- [Beta 6] Fixed missing mission targets in space under certain circumstances (problem introduced in 7.00).
- [Beta 6] Fixed hidden mission objectives getting prominent target elements under certain circumstances.
- [Beta 6] Fixed turrets and shields on stations sometimes changing in Station Design Simulator when forcing construction of station with Administrative Centre.
- [Beta 6] Fixed SCA Harasser jobs not being properly disabled after completing SCA-related terraforming project (problem introduced in 7.00).
- [Beta 6] Fixed boarding pods not appearing when launched to claim small ships (problem introduced in 7.00).
- [Beta 6] Fixed Mimic subordinates not inheriting their commander's manual ware basket (new feature in 7.00).
- [Beta 6] Fixed disproportionately large number of Xenon miners getting destroyed outside Xenon space.
- [Beta 6] Fixed bullet impacts pushing ships with too much force.
- [Beta 6] Fixed S and M variants for several weapons having incorrect prices.
- [Beta 6] Fixed capital mining ships not firing on asteroids with some turret or drone configurations.
- [Beta 6] Fixed reassigned pilots getting stuck leaving Boron ships when player not present.
- [Beta 6] Fixed engine surface elements showing speed of 0 m/s at all times.
- [Beta 6] Fixed Personnel Management menu not listing all employed service crew and marines (problem introduced in 7.00).
- [Beta 6] Fixed mouse support in Radial menu with Steering or Direct Steering Mode active (new feature in 7.00).
- [Beta 6] Fixed targetable surface elements on player-controlled ship (problem introduced in 7.00).
- [Beta 6] Fixed not being able to use mouse on Linux when using certain joysticks with constantly pressed buttons.
- [Beta 6] Fixed target select sounds being played in first person (new feature in 7.00).
- [Beta 6] Fixed engines of Xenon H not showing in Encyclopedia (problem introduced in 7.00).
- [Beta 6] Fixed small scouts using small fighter ship icon (new feature in 7.00).
- [Beta 6] Fixed wrong ship icon being assigned to Tuatara, Asgard and Kalis (new feature in 7.00).
- [Beta 6] Fixed several causes of crashes.
New week, new beta, as we continue on the road to X4 7.00! Today we have made 7.00 Beta 5 available to you, and we would like to draw your attention to two particular elements that we need your feedback on:
[Feedback Request] New Standard Input Profile for Controllers
At the beginning of the 7.00 public beta we mentioned that we had introduced a customisable radial menu for quick access to actions in the game. This is designed to make X4 more accessible and enjoyable for players who use controllers, joysticks and HOTAS devices.
With today's release of Beta 5, we have gone one step further and added a new default controller profile to the game. We'd like to ask you to try out this new default profile and let us know how you feel about the default settings, which mappings you find better, etc. Please share your feedback in the corresponding Egosoft forum thread. The default controller profile has been changed, specifically to make the new radial menus available on controllers (via buttons X and Y). If you have a custom profile already, it will not be affected. To try out the changes, save your custom profile and load the profile called "Default - Keyboard & Mouse / Controller". Please note that all of this is still "work in progress". We will continue to work on these controller profiles and things will likely change as the beta progresses.
[Feedback Request] Subordinates Manual Ware Basket
In version 7.00, a new feature allows users to select specific goods for a subordinate ship to trade. Previously, when adding a subordinate to a commander, the goods traded were selected automatically. Now, players can access the ship's behavior menu and manually choose the wares to trade, after first deselecting the 'Automatic' option. This enables players to exclude any goods they do not want the ship to trade; note that at least one item must be selected. If multiple goods are chosen, the ship will search for trades based on this selection, prioritizing goods that the station identifies as critical.
Please test this feature and share your feedback in this Egosoft forum thread. Thank you in advance. [quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.00 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote] Please share your feedback / bug report in our Public Beta Feedback forum. Before doing so, please make sure you read the Public Beta Rules and Information, which you can find in a sticky thread at the top of that forum.
7.00 Public Beta 5 Changelog
(visit our forum for the full 7.00 changelog overview)
- [Beta 5] Added Wayward Scion gamestart.
- [Beta 5] Added option to disable automatic reset of VE Goggles (new feature in 7.00).
- [Beta 5] Added option to adjust intensity of UI glow (new feature in 7.00).
- [Beta 5] Added configurable ware baskets for station-based miners (new feature in 7.00).
- [Beta 5] Added new default controller profile (see Input Profiles feedback thread).
- [Beta 5] Removed message ticker rotation while shown on top of menu (new feature in 7.00).
- [Beta 5] Removed message ticker appearing for normal messages while menus are open (new feature in 7.00).
- [Beta 5] Improved high speed carrier undocking.
- [Beta 5] Improved capital ship combat movement (further improvement to 7.00).
- [Beta 5] Improved Flee behaviour if player intervenes with order to dock (further improvement in 7.00).
- [Beta 5] Improved UI colour differentiation between Realm of the Trinity and Kha'ak factions.
- [Beta 5] Improved colour variation of paint mods on Teladi E ships (new feature in 7.00).
- [Beta 5] Improved icons for various ship types.
- [Beta 5] Improved dataleak visuals.
- [Beta 5] Fixed final basic tutorial recommending playing Timelines if extension is not enabled (new feature in 7.00).
- [Beta 5] Fixed Dal Busta not being available to talk to continue Hatikvah story.
- [Beta 5] Fixed falling through floor in certain situations.
- [Beta 5] Fixed moving characters sometimes adopting T-pose when interrupting turning animation (problem introduced in 7.00).
- [Beta 5] Fixed player being left behind when NPC activates transporter (problem introduced in 7.00).
- [Beta 5] Fixed ejected NPC pilots not speaking (problem introduced in 7.00).
- [Beta 5] Fixed name of Crane E (new feature in 7.00).
- [Beta 5] Fixed hatch on Xenon B becoming invisible (new feature in 7.00).
- [Beta 5] Fixed mouse cursor emulation for controller becoming active in Start menu after attempting to change input mapping.
- [Beta 5] Fixed cases of button auto-repeat not working on Linux when keeping joystick buttons pressed, e.g. during menu navigation.
- [Beta 5] Fixed joysticks on Linux sometimes changing input mode incorrectly.
We're moving closer to the 7.00 release of X4: Foundations and have now released the latest beta version, 7.00 Beta 4, for testing. We appreciate the feedback you've provided to date and thank you for your continued support as we approach this important update. You can find the changelog for this new version at the end of this announcement. Thank you for your commitment. https://www.youtube.com/watch?v=9dumQL9dK-c [quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.00 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote] Please share your feedback / bug report in our Public Beta Feedback forum. Before doing so, please make sure you read the Public Beta Rules and Information, which you can find in a sticky thread at the top of that forum.
7.00 Public Beta 4 Changelog
(visit our forum for the full 7.00 changelog overview)
- [Beta 4] Added option to override ware baskets of subordinates with trade assignments.
- [Beta 4] Added indication of critical wares to AutoTrade default behaviour.
- [Beta 4] Added more details to Timelines start menu entry (new feature in 7.00).
- [Beta 4] Changed start menu to put Load Game option back into top level (problem introduced in 7.00).
- [Beta 4] Changed radial menu setup dropdown in Controls menu (new feature in 7.00).
- [Beta 4] Changed white flash effect when opening menu to more subtle colour.
- [Beta 4] Removed UI glow from Ship scanning elements (new feature in 7.00).
- [Beta 4] Improved ending of Combat Scenario to be less confusing.
- [Beta 4] Improved Station Design Simulator environment.
- [Beta 4] Improved guided missile accuracy against certain targets.
- [Beta 4] Improved capital ship combat movement (further improvement in 7.00).
- [Beta 4] Improved auto-aim targeting on engines, shields and turrets.
- [Beta 4] Improved visibility of defence modules in station build menu (further improvement in 7.00).
- [Beta 4] Improved readability of target monitor while using ship modes (further improvement in 7.00).
- [Beta 4] Improved quantity and locations of Xenon Defence Stations (in new games only).
- [Beta 4] Improved support for joysticks with more than 32 buttons (up to 64 buttons per device supported).
- [Beta 4] Fixed passenger transport mission sometimes asking to pick up passenger from invalid location.
- [Beta 4] Fixed Combat Scenario not being completable (problem introduced in 7.00).
- [Beta 4] Fixed destroyed ship equipment being paid for when selling ships.
- [Beta 4] Fixed station-based traders trading with empty ware basket.
- [Beta 4] Fixed autopilot being active after teleporting to ship.
- [Beta 4] Fixed ships and drones docking without properly avoiding object they are docking with on path to dock (problem introduced in 7.00).
- [Beta 4] Fixed abandoned ships continuing to move (problem introduced in 7.00).
- [Beta 4] Fixed some ships being frozen above docks after loading savegame (problem introduced in 7.00).
- [Beta 4] Fixed crew transfer not working with Xenon PE and SE (new feature in 7.00).
- [Beta 4] Fixed people in ownerless space suits ejecting out of player-owned ships (new feature in 7.00).
- [Beta 4] Fixed certain supplemental input devices (e.g. VPC Control Panel) not being detected as joystick.
- [Beta 4] Fixed menu crash when changing input modifiers under certain circumstances (new feature in 7.00).
- [Beta 4] Fixed target monitor remaining hidden after opening menu (new feature in 7.00).
- [Beta 4] Fixed alignment of docking UI in external view (new feature in 7.00).
- [Beta 4] Fixed Head Movement Intensity game option not being applied to camera shaking.
Today we are taking the next step towards the 7.00 release and have published a new beta version (7.00 Beta 3) for you. Thank you for your feedback so far, and for your continued support as we move towards this substantial update for X4: Foundations. At the end of this news you will find the changelog for this new version. https://www.youtube.com/watch?v=9dumQL9dK-c [quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.00 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote] Please share your feedback / bug report in our Public Beta Feedback forum. Before doing so, please make sure you read the Public Beta Rules and Information, which you can find in a sticky thread at the top of that forum.
7.00 Public Beta 3 Changelog
(visit our forum for the full 7.00 changelog overview)
- [Beta 3] Added dialog option to postpone Existential Crisis (new feature in 7.00).
- [Beta 3] Added guidance to new HQ location when player scans old HQ plot signal leak with Kingdom End active.
- [Beta 3] Added flickering of lights in rooms when ship or station is taking heavy damage.
- [Beta 3] Removed chance for fighters to deploy mines in dogfights.
- [Beta 3] Improved station selection for Gride's delivery station in Paranid story.
- [Beta 3] Improved scanning mission to verify that opposing faction matches that given in briefing.
- [Beta 3] Improved mission to track ship to abort if target was destroyed before accepting mission offer.
- [Beta 3] Improved stellar output to some systems based on community feedback (improves changes in 7.00).
- [Beta 3] Improved Rescue by allowing player to call for help again if rescue attempt is cancelled (new feature in 7.00).
- [Beta 3] Improved drone launching and recovery at ships with launch tubes.
- [Beta 3] Improved capital ship combat movement against large targets.
- [Beta 3] Improved colours of exclusion zones and building lot bounds in station design menu.
- [Beta 3] Improved colours on Behemoth E and Colossus E to bring them more in line with non-E variants (new feature in 7.00).
- [Beta 3] Improved differentiation between radial menus (new feature in 7.00).
- [Beta 3] Improved elevator on Xenon B (new feature in 7.00).
- [Beta 3] Improved visuals on bridge of Xenon H (new feature in 7.00).
- [Beta 3] Improved visuals of Xenon Plasma Cutter Beam (new feature in 7.00).
- [Beta 3] Improved Kha'ak muzzle effect timing and appearance when viewed from far away.
- [Beta 3] Improved detail on wall of Terran 4M10S Luxury Dock Area.
- [Beta 3] Fixed incorrect office in gamestarts/stories resulting in problems with locations of NPCs, terminals, etc. (problem introduced in 7.00).
- [Beta 3] Fixed E model Paranid capital ships not being used in Paranid story.
- [Beta 3] Fixed progress blockers in various tutorials (new feature in 7.00).
- [Beta 3] Fixed Covert Operations story sometimes getting stuck between Buy Plot and Build Station phases in Operation Hyena.
- [Beta 3] Fixed HQ-related achievements not being unlocked in some storylines.
- [Beta 3] Fixed speech being cut short in Rescue Ship generic mission.
- [Beta 3] Fixed being unable to dock due to reputation loss if player attacks Gride's ship when it loses cover during Paranid story.
- [Beta 3] Fixed cipher ship vulnerability in Paranid story.
- [Beta 3] Fixed Xenon Research not unlocking Xenon L Shield Mk2 (problem introduced in 7.00).
- [Beta 3] Fixed damage fields in Torus Aeternal.
- [Beta 3] Fixed certain sectors reporting negative resource values (problem introduced in 7.00).
- [Beta 3] Fixed pilots failing to bail out of player-owned ships (new feature in 7.00).
- [Beta 3] Fixed docking request with rescuing ship sometimes getting cancelled if player asked to be rescued (problem introduced in 7.00).
- [Beta 3] Fixed transport drones on player's personal capital ship not collecting drops when set to do so.
- [Beta 3] Fixed small/medium ships sometimes teleporting short distance after being hit.
- [Beta 3] Fixed excessive travel-drive dropouts for small/medium ships during dogfights.
- [Beta 3] Fixed ships sometimes reporting failed trade orders despite successfully completing trade.
- [Beta 3] Fixed ships and turrets refusing to attack or shoot at stations that are under construction (problem introduced in 7.00).
- [Beta 3] Fixed turrets not shooting at station modules (especially Kha'ak) unless set to Attack my current enemy.
- [Beta 3] Fixed weapons aiming at target sometimes moving erratically when target is lost.
- [Beta 3] Fixed ships fleeing towards station stopping to recall subordinates.
- [Beta 3] Fixed being able to purchase mining drones for installation onto ships that can't use them.
- [Beta 3] Fixed xenon pilots not abandoning ship properly again (problem introduced in 7.00).
- [Beta 3] Fixed build storages with cargo sometimes not having any visible cargo pods, preventing their destruction.
- [Beta 3] Fixed excessive deconstruction times for station modules.
- [Beta 3] Fixed not being able to call elevator up again when standing in cockpit of PE and SE (new feature in 7.00).
- [Beta 3] Fixed missing confirmation dialog in Station Build menu when opening another menu with unconfirmed construction plan changes.
- [Beta 3] Fixed inability to drag order icon of Rescue people in range order on map (new feature in 7.00).
- [Beta 3] Fixed inversion of controller/joystick axis for Emulated Mouse Cursor not being saved in input profile.
- [Beta 3] Fixed various input mapping issues when using specific joysticks, e.g. VPC Constellation Alpha Prime.
- [Beta 3] Fixed ship doors remaining open when they become visible while ship is undocking.
- [Beta 3] Fixed incorrect engine position on Xenon F (new feature in 7.00).
- [Beta 3] Fixed incorrect shield orientation and surface element positions on Crane E (new feature in 7.00).
- [Beta 3] Fixed incorrect surface elements orientation on Heron E (new feature in 7.00).
- [Beta 3] Fixed force field in Paranid interior not preventing player from entering area..
- [Beta 3] Fixed several cases of weapons not being aligned properly.
- [Beta 3] Fixed logo being cut off on Kyd.
- [Beta 3] Fixed graphical glitch on Eclipse hull.
- [Beta 3] Fixed wreck of Medical Supplies and Hull Parts production modules appearing disconnected.
- [Beta 3] Fixed incorrect surface appearance of wreck of Paranid S Dome.
- [Beta 3] Fixed incorrectly positioned wreck of Paranid L Dome.
- [Beta 3] Fixed free-floating debris pieces in wreck of Maja Snail production module.
- [Beta 3] Fixed missing detail on Boron M container storage causing turrets to appear floating.
- [Beta 3] Fixed NPCs in Baldric and Bolo not using holo-keyboards to left and right of seats.
- [Beta 3] Fixed transporter room door clipping through wall in Argon corridor.
- [Beta 3] Fixed transporter room door fading out too quickly.
- [Beta 3] Fixed being able to walk through dock area walls on Behemoth.
- [Beta 3] Fixed bridge on Behemoth E being too far forwards (new feature in 7.00).
- [Beta 3] Fixed missing holo trackballs on newly introduced small/medium ships (new feature in 7.00).
- [Beta 3] Fixed bridge of ship docked at Paranid pier sometimes becoming temporarily invisible.
- [Beta 3] Fixed bridge lights remaining off after ship has been constructed (problem introduced in 7.00).
- [Beta 3] Fixed headlights of Xenon F not turning off when docked (new feature in 7.00).
- [Beta 3] Fixed boost effect on Xenon F starting too far behind ship (new feature in 7.00).
- [Beta 3] Fixed doors of Xenon F vibrating erratically (new feature in 7.00).
- [Beta 3] Fixed glow on Boron dock area appearing cut off.
- [Beta 3] Fixed fast projectiles sometimes launching behind weapons when flying at high speeds.
- [Beta 3] Fixed sun shining through large ships in external target view.
- [Beta 3] Fixed lens-flare blocking view from Xenon B and Xenon PE cockpits (new feature in 7.00).
- [Beta 3] Fixed engine flames of Kha'ak ships not being animated.
- [Beta 3] Fixed brightness of some map elements being too high (problem introduced in 7.00).
Thank you for all your positive feedback on our 7.00 Public Beta launch last week, and also on our dedicated trailer. We're embedding the trailer again in case you missed it previously: https://www.youtube.com/watch?v=9dumQL9dK-c Those of you who have been with us for a while know how things proceed from here on out, but for all new X4 pilots, here's a heads up: During the Public Beta phase, we will regularly release new beta versions that fix issues found in the previous version, or improve features. This way, we are slowly but surely working our way towards the release of the final 7.00 update. The next step in this direction is today's release of 7.00 Public Beta 2, which you can download now. At the end of this news you will find the changelog for this new version. [quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.00 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote]
Frequently Asked Questions
Since the start of the 7.00 Public Beta, a number of questions have repeatedly come up, and we would like to address those here: How do I deactivate or change the UI Glow effect? From the X4 start menu, head to "Settings", then "Graphics Settings". You will find the "UI Glow Quality" entry. You can select "off" to deactivate the effect completely, or switch to "Low", "Medium" and "High" presets. I can't access "Timelines", it's greyed out. The 7.00 Public Beta does not include our next expansion X4: Timelines. The expansion will not be part of any public beta tests. You will not be able to test X4: Timelines in the 7.00 Public Beta of X4: Foundations. The menu item being greyed out is therefore intentional. How do I start the new "Existential Crisis" endgame content? [spoiler]The crisis will trigger upon reaching around half a billion in assets, most of which should be military. This is based on construction cost, i.e. not the monetary value you see in the Empire Menu. Boso Ta will contact you and guide you through the crisis.[/spoiler] The 7.00 Public Beta announcement said I can now board / claim / fly Xenon ships. Why doesn't it work? This should now work in 7.00 Public Beta 2, released today. Please update your game if you're in the Public Beta branch. I have reverted back from the 7.00 Public Beta branch to version 6.20 of X4 and now my mouse is slow when looking around while walking / in first person mode. What's up with that? The 7.00 Public Beta modifies and adds a few settings in the key binding configuration file, therefore rendering the file incompatible with older versions of the game. Please restore your key bindings to their default by going to Settings > Controls > Input Profiles > Load Profile, and selecting the Reset to Default > Default - Keyboard & Mouse / Controller option. I'm experiencing an issue with ... Please share your feedback / bug report in our Public Beta Feedback forum. Before doing so, please make sure you read the Public Beta Rules and Information, which you can find in a sticky thread at the top of that forum.
Specific test / feedback requests
If you have already visited our Public Beta Feedback Forum, you will have seen that we are asking for feedback and reports on specific game features. We would like to explicitly point out some of these requests here so that a wider audience can see them, and ideally participate in reporting and sending feedback:
- [Feedback Request] Tutorials
- [Feedback Request] Input Profiles
- [Feedback Request] Existential Crisis
- [Feedback Request] 7.00 Economy
7.00 Public Beta 2 Changelog
(visit our forum for the full 7.00 changelog overview)
- [Beta 2] Added Weapons and Turrets tutorial (new feature in 7.00).
- [Beta 2] Added Inventory and Crafting tutorial (new feature in 7.00).
- [Beta 2] Added docking UI in external view.
- [Beta 2] Improved Flee behaviour when fleeing ship was moving rapidly to distant destination prior to fleeing.
- [Beta 2] Improved station-based trader handling of ware shortages.
- [Beta 2] Improved balancing of several newly introduced ships (new feature in 7.00).
- [Beta 2] Fixed Gride talking about toolbox when the Paranid story already progressed past that stage.
- [Beta 2] Fixed PAR stations in Cardinal's Domain not transferring to Trinity in existing saves (problem introduced in 7.00).
- [Beta 2] Fixed story missions requesting player to deliver resources becoming blocked under certain circumstances.
- [Beta 2] Fixed ships that are unable to inflict damage potentially deciding to fight in response to attack.
- [Beta 2] Fixed not being able to dock at some stations in new clusters when loading older saves (new feature in 7.00).
- [Beta 2] Fixed tug ships being unable to deliver scrap to stations without a suitable dock for them.
- [Beta 2] Fixed unlocking of signal leaks in external view.
- [Beta 2] Fixed Xenon working for player if their capital ship is successfully boarded (new feature in 7.00).
- [Beta 2] Fixed Gatling bullets passing through targets (problem introduced in 7.00).
- [Beta 2] Fixed small and medium ship wrecks not showing any contained Raw Scrap (problem introduced in 7.00).
- [Beta 2] Fixed stations buying certain wares below minimum price (problem introduced in 7.00).
- [Beta 2] Fixed certain story characters repeatedly turning around (problem introduced in 7.00).
- [Beta 2] Fixed buy prices of Protectyon not updating based on supply and demand.
- [Beta 2] Fixed characters speaking to player sometimes looking in wrong direction.
- [Beta 2] Fixed pilots remaining visible in elevator after being relieved (problem introduced in 7.00).
- [Beta 2] Fixed target name being spoken again without changing targets (problem introduced in 7.00).
- [Beta 2] Fixed multiple NPCs standing or sitting in same place on Observation Deck (new feature in 7.00).
- [Beta 2] Fixed equipment of owned Xenon ships not showing in ship upgrade/repair menu (new feature in 7.00).
- [Beta 2] Fixed Xenon equipment blueprints not unlocking (new feature in 7.00).
- [Beta 2] Fixed Xenon S/M ships not abandoning properly (new feature in 7.00).
- [Beta 2] Fixed incorrect collisions when flying Xenon PE (new feature in 7.00).
- [Beta 2] Fixed incorrectly oriented engines on Phoenix E (new feature in 7.00).
- [Beta 2] Fixed incorrectly oriented weapons on Odysseus E.
- [Beta 2] Fixed Xenon SE not being able to pick up mined resources while player is nearby (new feature in 7.00).
- [Beta 2] Fixed corridor towards Split managers office sometimes clipping through dark wall (new feature in 7.00).
- [Beta 2] Fixed several causes of crashes.
Egosoft is thrilled to announce the launch of the 7.00 Public Beta for X4: Foundations, marking a significant milestone in the evolution of the X Universe. Accompanying today's announcement is a comprehensive trailer, showcasing some of the new features and enhancements, and the futuristic universe that awaits both veterans and newcomers alike. Please join the 7.00 Public Beta and accompany us on our way to its full release later this year. https://www.youtube.com/watch?v=9dumQL9dK-c [quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.00 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote] With the latest update to X4: Foundations, players are invited to experience the most comprehensive evolution of the game yet, with enhancements spanning content, gameplay mechanics, usability, accessibility, and technical performance. This new chapter introduces a series of transformative updates and features designed to deepen the immersive experience of exploring the vast reaches of space, engaging in dynamic encounters, and navigating the intricate economies and political landscapes of the X4 universe.
A Wide Range of New Content
The universe of X4: Foundations grows more intricate and vibrant with the introduction of reimagined Teladi and Argon Capital Ships. These iconic vessels have been meticulously overhauled, featuring designs that add a new layer of depth and intrigue to space encounters. As commanders take the helm of these majestic ships, they'll find each battle and exploration endeavour imbued with a renewed sense of awe and strategy.
The expansion of the universe also introduces players to new sectors and landmarks, beckoning them to venture into previously uncharted regions. These fresh discoveries promise to expand horizons and opportunities, offering new adventures and mysteries waiting to be unraveled. Complementing this expansion is the introduction of race-specific managers' offices, providing a unique cultural insight into the various factions populating the universe, and allowing players to further personalise their spacefaring experience. See the cosmos like never before with the new Observation Deck module, offering breathtaking views of the universe from the comfort of your space station.
New and Redesigned Xenon Ships
The 7.00 update will introduce several new ships to the universe, and we want to highlight a very special addition. We're thrilled to reveal the awe-inspiring, redesigned Xenon models PE and SE, which will gradually replace their previous models (P and S) in the open universe, just as the redesigned capital ships did back in 5.00. Equally exciting is the debut of several Terraformer ships. These ships delve into the legacy of X: Beyond the Frontier (1999) to celebrate this year's 25th anniversary of the X series. These new models, reminiscent of their predecessors, can be encountered in the open universe. Get ready to explore these unique designs!
Flyable Xenon Ships for the First Time in X4
Hold on to your pilot seats, because there's more! With the 7.00 update, we are enabling you to actually fly selected Xenon ships. Both the redesigned Xenon models (PE, SE) and the new Terraformer models introduced in 7.00 can be boarded and flown, just like any other ship in your X4 fleet. Get on board to discover how they've been adapted for you to take control, offering a whole new perspective on the X universe.
Gameplay Innovations
In addition to all this new content, the 7.00 update also includes significant gameplay enhancements, such as the introduction of the "Existential Crisis" endgame challenge for veterans. This daunting confrontation pits players against a faction that spares no effort in its aggression, offering a thrilling new dimension of strategy and resilience. For those who prefer a more serene journey through the stars, this challenge can be opted out of, ensuring a tailored experience for every commander. A fundamentally improved and more intuitive external camera system also debuts, enhancing the way players view, and more importantly, interact with the universe, almost making it feel like a new game. Alongside this, AI improvements across the board make for a more dynamic and realistic universe. Ships now utilise Travel Mode more effectively, enter and exit it with greater consistency, and exhibit improved navigation through jump gates and in combat situations. These enhancements are complemented by reworked and expanded tutorials, ensuring both new and veteran players can fully engage with, and understand, the depth of the game's mechanics.
Usability and Accessibility Focus
With an emphasis on making the game more accessible and enjoyable for all, this update introduces enhanced button remapping and ready-made control profiles to match your steering needs in space. It also provides an FOV slider and new options for colour-blind players with customisable UI colours. Additionally, the update brings audio and text feedback for various actions to further assist players in understanding the game dynamics and making informed decisions. Furthermore, a reduced speed mode has been introduced for those who find the pace of the action a bit too hectic, allowing for a more controlled and leisurely gameplay experience. These features are designed to offer players the flexibility to tailor their gameplay experience to their preferences and needs. The introduction of Visual Enhancement Goggles that let you zoom in on the action, along with a customisable radial menu for quick access to in-game actions, and reworked shaders in scan mode, further enriches player interaction and immersion. These improvements ensure players have the tools they need to navigate the complexities of space warfare and exploration with confidence.
Technical Advancements
At the core of the update are the significant technical enhancements made to the XTECH 5 Engine, delivering smoother and more stable gameplay. Players will notice the difference these improvements make, among them the temporal anti-aliasing that brings crisp visuals and the enhanced shadows that add depth and realism to the universe.
This monumental 7.00 update to X4: Foundations underscores our unwavering dedication to the evolution of X4, aiming to deliver an experience that is richer, more immersive, and more accessible than ever before. The excitement within our team is palpable as we prepare to share the extensive enhancements of 7.00 with you through our Public Beta. In keeping with the tradition established by previous significant updates, our work doesn't stop here. The feedback phase is crucial, and we are eager to refine the update further, drawing on both our own creative insights and, importantly, the invaluable feedback you provide during the Public Beta. We encourage you to share your experiences and observations in our Public Beta Feedback Forum, helping us to fine-tune and perfect the gameplay experience. As you delve into the vast changes introduced in 7.00, our team is already looking ahead, diligently working on the next addition to the X4 saga, X4: Timelines. Rest assured that more information on this brand new, very different expansion will be shared as soon as possible. In the meantime, we can confirm that we are on track for the release of both X4: Timelines and the 7.00 update to X4: Foundations later this year, continuing to expand and enrich the universe we've all come to love. Stay tuned, commanders. The journey through space continues, and the best is yet to come. https://store.steampowered.com/app/2700340/X4_Timelines/
7.00 Public Beta 1 Changelog
(please visit our forum for the complete changelog)
- New Feature: Reimagined Teladi and Argon capital ships.
- New Feature: Redesigned Xenon PE and SE ships.
- New Feature: Flyable Xenon ships (selected ships only).
- New Feature: Historic Terraformer ships.
- New Feature: Observation Deck module for stations.
- New Feature: Additional sectors and landmarks.
- New Feature: Race-specific managers' offices.
- New Feature: Improved AI.
- New Feature: Reworked, improved and expanded tutorials (work in progress during Public Beta).
- New Feature: Late-game crisis for advanced players.
- New Feature: Customisable radial menu for quick access to actions.
- New Feature: Extended input mapping options.
- New Feature: Enhanced external camera system.
- New Feature: Visual Enhancement Goggles.
- New Feature: Improved explosion effects.
- New Feature: FOV slider.
- New Feature: TAA support.
- New Feature: Enhanced shadows.
- New Feature: New accessibility options.
- Added gamestart recommendations for new players.
- Added option to choose default camera when piloting ships.
- Added possibility to customise external camera position per ship model.
- Added means to rescue people who are stranded in space suits, with options for player to request rescue.
- Added crew bailing out of player-owned ships that are destroyed.
- Added player character to list of things Live Stream camera can showcase.
- Added auto-targeting of next hostile or next surface element on destruction of current target.
- Added target type identification voice feedback for surface elements.
- Added visual effect when hovering over HUD target elements.
- Added icons to Data Vaults to indicate unlock progress.
- Added icon on Map for orphaned build storages with wares to sell.
- Added cover status information to message ticker.
- Added weapon and turret range of ships to Object Information menu.
- Added full equipment and module names to mouse-over texts in Ship and Station Configuration menus.
- Added number of available missiles or bombs in Ship Interactions and Ship Loadout menus.
- Added new weapon modes and renamed some old weapon modes for clarity.
- Added faction filter to Station Configuration menu shuffle function.
- Added lock range, lock time and resilience against countermeasures to missiles in Encyclopedia.
- Added link to Encyclopedia in Ship Information menu, and in Module context menu in Station Build menu.
- Added full module names to search in Station Build menu.
- Added visual hint to indicate which categories contain searched items in Station Build menu.
- Added checks for missing equipment blueprints to construction plan selection in Station Build menu.
- Added separate default options for Global Standing Orders for military ships.
- Added option to disable transform gizmo in Station Build menu.
- Added ability to show external target view for ships in highways.
- Added ability to move orders immediately to start/end of order queue in Object Behaviour menu.
- Added information about automatically calculated buy amount to Station Overview resource boxes.
- Added fleet and sector names to Map menu searches, and provided suggestion box.
- Added skip buttons to sliders in menus to immediately set them to their limit.
- Added ticker history to Logbook.
- Added ability to select options in dropdowns by typing.
- Added mouse-over texts explaining mission difficulties.
- Added Interact menu of station or ship when interacting with surface elements.
- Added Deposit Inventory order for multiple selected ships.
- Added reset buttons to Global Standing Orders menu.
- Added option to mark Build Storages as hostile.
- Added mission arrow to HUD for multiple mission targets that are close together.
- Added shield bar animation when receiving damage or boosting.
- Added wiggle animation to hull and shield bar when being attacked.
- Added visualisation for projected weapon heat after next shot.
- Added up-arrow button above tab icons to close top level menu and hide icons.
- Added warning about removing unavailable equipment when applying presets in Ship Configuration menu.
- Added warnings about missing military or mining equipment to Ship Configuration menu.
- Added warning when removing last controller input from certain important menu navigation controls.
- Added support for customisation of keyboard modifiers and remapping of Shift and Ctrl keys.
- Added feedback for input actions.
- Added Numpad-5 as an additional input to reset map view.
- Added wider range of ready-made input profiles.
- Added Menu Width Scale option to adjust menu widths in, e.g. multi-monitor setups.
- Added HUD scaling.
- Added glow option for UI.
- Added colour-blind options to accessibility settings.
- Added Reduced Speed Mode accessibility option.
- Added more achievements.
- Changed placement of station target elements to be in visual center of stations.
- Changed appearance of mission targets that are relative to objects.
- Changed target speed display to use more appropriate units.
- Changed option to reset Global Standing Order responses for all ships to be on dedicated button.
- Changed Object List and Property Owned menus to show stations under construction in same way as station entries.
- Changed order of Dock Areas in station elevator menu to prioritise current location and ship dealerships.
- Changed Map menu trade ware and storage type filter from being persistent per player/account to being persistent per save.
- Changed discovered Data Vault icons to remain on Map even outside of live view.
- Changed Laser Towers to show up as "ping" on map after long range scan.
- Changed messages in ticker to no longer disappear while game is paused.
- Changed faction colours to be more distinct.
- Changed colour of collectable HUD elements that cannot currently be collected.
- Changed hull bar colour in Map and radar from green to white to match HUD representation.
- Changed missile reload bar to animate from full to empty.
- Changed SSAO quality settings and added Ultra option.
- Removed interaction icons for NPCs that are not your current target.
- Removed option to minimize Map menu.
- Removed mouse HUD mode.
- Improved balancing of mineral and gas region yields across whole map.
- Improved balancing of drop rates, types and amounts for ships and lockboxes.
- Improved balancing of seminar prices to match equivalent NPC hiring fees.
- Improved balancing of stellar output across all systems to match stars and locations.
- Improved balancing of storage volume for S and M storage modules.
- Improved ware allocation for wharfs, shipyards and equipment docks.
- Improved Find Resources mission to have more variation and to take into account new resource regions.
- Improved fleet composition of Terran Protectorate.
- Improved spacesuit manoeuvrability.
- Improved character appearance when moving and performing certain activities.
- Improved mission guidance and NPC pathfinding in large walkable areas.
- Improved presentation of NPCs greeting passers-by in certain situations.
- Improved behaviour of collisions between capital and S/M sized ships.
- Improved tolerance of turret friendly fire between player and non-player factions.
- Improved friendly fire handling between non-player factions.
- Improved flee behavior of S or M ships under attack by capital ships or stations.
- Improved boarding pod launch velocity.
- Improved flight behaviour of guided missiles.
- Improved missile hit detection.
- Improved docking guidance.
- Improved precision of target guidance in space.
- Improved AI flight by not interrupting travel mode due to small course changes.
- Improved AI flight while moving to jump gates.
- Improved capital ship movement when approaching and exiting gates, accelerators and highways.
- Improved undocking behaviour of S/M ships on stations such as Teladi Trading Station.
- Improved combat behavior of missile-armed fighters attacking large targets.
- Improved combat approach for capital ships attacking very large, very slow or immobile targets.
- Improved boost usage of ships in fleets that are traversing jump gate to attack.
- Improved capital ships approaching gates prior to sector transition.
- Improved fleet gate traversal to sectors with hazardous regions.
- Improved long-distance movement to moving objects.
- Improved gate transition for very long NPC ships.
- Improved ships with mining orders avoiding asteroids they are not currently targeting.
- Improved free traders finding trades when operating over multiple sectors.
- Improved miner decision-making involving mining in distant sectors which are contested by hostile factions.
- Improved manual mining order for solid resources.
- Improved manual mining order when cargo is already full.
- Improved reliability of capital ships getting supplies.
- Improved reliability of construction ships building stations in owned faction space.
- Improved repair and resupply for ships with repeating orders.
- Improved repair and resupply by allowing player-owned ships to use player-owned equipment docks, wharfs and shipyards.
- Improved damage calculations for certain weapons when player not nearby.
- Improved response to being boarded.
- Improved price balancing for several MK2 weapons.
- Improved voice feedback for repeated target selection.
- Improved fighter pursuit of very fast, large targets.
- Improved fighter pursuit of targets when player not nearby.
- Improved Flee order, particularly when fleeing from ships attacking head-on.
- Improved behaviour of NPC ships regaining lost subordinates.
- Improved reliability of carrier-based fleet subordinates.
- Improved subordinates with Mimic to inherit commander's default behaviour when promoted if commander is destroyed.
- Improved fight-or-flight decision making for subordinates in fleet with Carrier or Fleet Auxiliary Ship in combat.
- Improved stations set to sell excess resources in logical overview to no longer reduce automatic buy amount.
- Improved redistribution of NPC military ships from long-standing quiet areas to potentially troubled ones.
- Improved delivery of scrap to processing modules.
- Improved order to deploy satellites to show radar range of satellite before deployment.
- Improved messages for stations reporting friendly ships being attacked close to station.
- Improved relation penalty on issuing attack order so that penalty is removed if attack order is cancelled before shooting has started.
- Improved station deconstruction by transferring remaining cargo to build storage.
- Improved Live Stream view target selection logic.
- Improved ticker message when picking up crates or asteroid chunks.
- Improved selectability of small target elements in HUD.
- Improved look and feel of mouse interactions in space and on radar.
- Improved visuals of communication channel video feed.
- Improved display of effective countermeasure resilience for missiles in encyclopedia.
- Improved Controls settings menu layout.
- Improved mapping of mouse buttons and mouse movement with Shift/Ctrl modifiers.
- Improved conflicting controls popup when remapping is not possible.
- Improved range of control mapping options.
- Improved support for DualShock and DualSense controllers.
- Improved performance of Player Info menu under certain circumstances.
- Improved cockpit visuals for Irukandji.
- Improved historical accuracy of broken Terran jump gate model.
- Improved presentation of loadout editor for Boron ships.
- Improved structure of Options menu.
- Improved visuals for Thermal Disintegrator bullets.
- Improved appearance of stardust effect.
- Improved lighting in Station and Ship Loadout menus.
- Improved flickering of object lights when transitioning between functional and non-functional.
- Improved visuals for scan mode.
- Improved consistency of glow with different anti-aliasing and upscaling modes.
- Improved readability of weapon heat bar on bright backgrounds.
- Improved subtitle readability.
- Fixed some pirates not being active in Kingdom End expansion sectors when gate opens.
- Fixed missing default paint theme when at high reputation with Queendom of Boron.
- Fixed Leda We being placed in same spot as Boron marine in The High Road mission.
- Fixed Godrealm of the Paranid and Holy Order of the Pontifex being present in some Split sectors after Paranid unification.
- Fixed Boron story sometimes getting stuck if Boron Shipyard is destroyed.
- Fixed A Matter of the Utmost Gravity mission getting stuck if conversation with Kromancketslat's lieutenant is interrupted by opening Map.
- Fixed Trinity faction not able to rebuild wharfs, shipyards and other major stations.
- Fixed stereo audio issues in some cutscenes of Boron story.
- Fixed incorrect countdown in Casino welfare module research time trial.
- Fixed mission-only module blueprints being unlocked in Station Design Simulator.
- Fixed missing animations when selecting New Game under certain circumstances.
- Fixed ships not using travel mode when ordered to attack target in distant sector.
- Fixed several situations where ships could fly through station or carrier while docking.
- Fixed dock assignment and ship hologram persisting when stopping control.
- Fixed various issues with retrieving ships from internal storage.
- Fixed various issues with player docking requests.
- Fixed NPC subordinates sometimes docking indefinitely.
- Fixed some pilots finding it hard to land on Boron Wharfs.
- Fixed Mk2 Laser Towers getting stuck in docking bay on launch.
- Fixed player-owned police ships continuing to police old sector after player loses control of all sectors.
- Fixed free traders sometimes not finding trades, particularly when only working with one ware.
- Fixed capital ships sometimes repeatedly trying to trade with stations they cannot dock at.
- Fixed frigates, destroyers, and battleships sometimes not launching defence drones when they should.
- Fixed frigate-based defence drones sometimes escorting their frigate indefinitely rather than engaging hostiles.
- Fixed ships tending to repeatedly switch targets if faced with multiple small targets in close proximity to one another.
- Fixed non-capital ships in combat tending to always prefer to target individual ships rather than capital ships or stations.
- Fixed NPC ships sometimes unintentionally initiating hostilities against neutral or friendly ships or stations.
- Fixed ships performing queued Coordinate Attack orders trying to attack wrecked targets.
- Fixed participants in Coordinated Attack pursuing targets to adjacent sectors.
- Fixed Attack orders sometimes generating failure messages even if order resulted from automated behavior.
- Fixed attack subordinates sometimes getting distracted by other targets far from their commander.
- Fixed attack subordinates attacking targets other than their commander's without provocation.
- Fixed ships attacking targets that are being boarded by non-hostile faction.
- Fixed capital ships sometimes approaching too closely in combat.
- Fixed ships re-engaging in combat after being ordered to disengage or being given a move order.
- Fixed Coordinate Attack including subordinate groups that have been set to Docked.
- Fixed ships sometimes not considering other ships in front of them and therefore not slowing down.
- Fixed ships sometimes spiraling around carriers while trying to dock when player not nearby.
- Fixed ships sometimes flying backwards in Travel Mode after changing current orders.
- Fixed subordinates wanting to undock if docked at commander that is further up their command hierarchy.
- Fixed many cases of ships stopping abruptly upon destruction.
- Fixed ships being forced out of highway when colliding, and several other cases of ships getting stranded beside highways.
- Fixed AI-controlled ships with player passenger sometimes appearing in wrong position after gate transition.
- Fixed large ships getting stuck when trading with build storage while station build plot size is changed.
- Fixed unprotected player-owned miners mining in sectors with hazardous regions if no other regions with resources are found within range.
- Fixed Construction Vessels sometimes idling next to gates to enemy sectors.
- Fixed Construction Vessels with no drones having no efficiency penalty.
- Fixed mining ships sometimes shooting empty asteroids when player is nearby.
- Fixed mining nodes on asteroids being randomised when turning scan mode off and back on.
- Fixed free-flying police scanning space suits.
- Fixed friend/foe mines launched during dogfights sometimes not being hostile to their target.
- Fixed guided missiles not properly targeting stations and build storage.
- Fixed missiles sometimes not leaving launcher in forward direction.
- Fixed turret control acquiring only one missile per missile swarm.
- Fixed ships launching countermeasures against unguided missiles.
- Fixed trade discounts not being taken into account when traders are looking for trades.
- Fixed stations not selling resources to their build storages under certain circumstances.
- Fixed certain trading stations no longer buying or selling certain wares after changing ownership during story.
- Fixed stations that are starved of resources sometimes not paying high enough price.
- Fixed equipment on destroyed ships and station modules not contributing properly to scrap value.
- Fixed trading stations sometimes deviating from average price for certain wares when they shouldn't be.
- Fixed inconsistencies in M turret pricing.
- Fixed beams and ricocheting bullets distorting accuracy stats.
- Fixed player being personally blamed for some hostile actions by other ships belonging them.
- Fixed player-owned ships worrying that player will be stranded when player is on their own ship.
- Fixed ship repair taking longer than it should with crew aboard.
- Fixed ships sometimes oscillating between two positions, e.g. when approaching player or while docking.
- Fixed ships sometimes changing directions very abruptly.
- Fixed ships disappearing during docking animation.
- Fixed collision with invisible walls on some wrecked objects.
- Fixed capital ships sometimes reacting too strongly to collisions.
- Fixed force effects, e.g. of anomalies, not working after exiting superhighway.
- Fixed outdated game start image of Boso Ta.
- Fixed dock areas not having any props.
- Fixed not being able to select all objects from Kalis, Sunder or Incarcatura cockpit.
- Fixed excessively dirty cockpit glass in XL Argon ships.
- Fixed incorrectly rotated shield impact effects.
- Fixed ship ID being cut off on Syn and Guppy.
- Fixed logo being cut off on Thresher and Dolphin.
- Fixed logo and ship ID being cut off Heracles.
- Fixed logo and ship ID on Yasur disappearing at certain view angles.
- Fixed missing logo on Osaka lower left hull.
- Fixed flickering surface on Yasur.
- Fixed missing geometry on Asgard and Peregrine.
- Fixed incorrectly placed elements near the docking area on Nomad.
- Fixed space suit dock not being visually integrated into the Boron luxury dock.
- Fixed floating geometry on Barbarossa.
- Fixed floating geometry on Kalis fighter in ship build menu.
- Fixed landing gear of Lux being out of place.
- Fixed cockpit ramp of Shih clipping out of ship while in flight.
- Fixed Ion Pulse turret bullets clipping into ship hull on launching.
- Fixed certain small weapons not firing straight ahead.
- Fixed floating turrets on Terran defence tube.
- Fixed turrets of Scrap Recycler being inside module.
- Fixed turret positioning issue on Magnetar.
- Fixed shield generator positions on Donia, Yasur and Shark.
- Fixed shield generator on Shark being located inside ship hull.
- Fixed missing flame animation in Teladi S all-round engines.
- Fixed incorrectly positioned engine flames on small Xenon ships.
- Fixed multiple cases of out of place hologram in airlock.
- Fixed transporter room doors on small ships not closing properly.
- Fixed black surface appearing on Kyushu when viewed from further away.
- Fixed hole in Split corridor.
- Fixed invisible keyboard in manager's office.
- Fixed paint mods not affecting cockpit frame on Kestrel and Guillemot.
- Fixed visual glitch on capital ships under construction.
- Fixed incomplete wreck for Falcon.
- Fixed missing wreck for Jian.
- Fixed missing wreck for collectible containers.
- Fixed incorrectly textured wreck for Magpie.
- Fixed incorrectly positioned wreck for Chimera.
- Fixed incorrectly positioned wreck for Teladi small container storage module.
- Fixed colliding with invisible wall when undocking from bay 6 on Boron luxury dock.
- Fixed imprecise collisions with Asgard main weaponry.
- Fixed imprecise collisions with derelict station in Duke's Haven.
- Fixed incorrect snap connections inside Terran Trading Station Hexa-Dock Pier.
- Fixed incorrect rotations of station modules under construction after loading.
In recent weeks, many new pilots, commanders, fleet admirals and space entrepreneurs have found their way into the X4 universe thanks to various discount campaigns. While we continue to work behind the scenes on X4: Timelines and our next major update 7.00, which will include expanded and restructured tutorials, we wanted to take the opportunity in the meantime to bring some helpful videos and X4 Content Creators who do tutorial videos to the attention of new X4 players. Have fun discovering them, be sure to check out their channels and other videos too - and please share your favourite YouTubers or streamers whose videos can help X4 newcomers in the comments! https://www.youtube.com/watch?v=z_F6kx7ElkE https://www.youtube.com/watch?v=V3ieWQ_dPEc https://www.youtube.com/watch?v=U2HFEPzc1UA https://www.youtube.com/watch?v=Y0geEHxxEGA https://www.youtube.com/watch?v=tuEyNnrR1PQ Further recommendations: youtube.com/@TobelPlays youtube.com/@TheRuggedGamer youtube.com/@deathincluded3706 youtube.com/@Eshir92
- Embark on an unprecedented space odyssey with X4: Timelines, the latest addition to the X4 universe.
- With a thrilling new storyline which takes place outside of the X4 sandbox, prepare yourself for colossal challenges and unexpected excursions into the depths of the X series lore and history.
- The extensive new, free 7.00 update will elevate your space experience in X4 with a host of enhancements and new features.
X4: Timelines - A Revolutionary Expansion
Please check out our first announcement video for X4: Timelines. In this video we not only show you some of the new content, but Egosoft founder Bernd Lehahn also explains what the new structure and the slightly different gameplay loop of X4: Timelines is all about. [previewyoutube=0EEX6a_z2Tw;full]https://www.youtube.com/watch?v=0EEX6a_z2Tw[/previewyoutube] Embark on an unprecedented space odyssey with X4: Timelines, the latest addition to the X4 universe. Using novel ways to introduce new players to X4's core gameplay mechanics, X4: Timelines will also delight long-serving space adventurers. With a thrilling new storyline which takes place outside of the X4 sandbox, prepare yourself for colossal challenges and unexpected excursions into the depths of the X series lore and history. X4: Timelines is your gateway to uncharted territories and untold stories. Select 'Timelines' from the main menu of X4: Foundations and set forth on an adventure that transcends time and space. Along the way, you can unlock various bonuses for your X4 sandbox universe.
MYSTERIOUS NEW STORYLINE
In an all-new mysterious storyline, you'll take on the role of Harper Donel, a trader in the border territories, who is not averse to risky deals. A fateful encounter not only changes your short-term plans, but shakes the foundations of your understanding of the universe, and everyone in it. Prepare to be immersed in a tale of intrigue and revelation.
IMMERSIVE SCENARIOS AND UNIQUE UNLOCKS
Embedded in the new X4: Timelines storyline, you'll find a wide range of scenarios in which you will experience the many different aspects of X4 gameplay. Playing these scenarios will also unlock new missions within the X4: Timelines storyline, and bonuses for your wider X4 sandbox universe - among them reimagined, classic ships from X universe history. X4: Timelines is more than just an expansion; it's a revolution in the X4 universe. Whether you're a seasoned space explorer or a newcomer to the galaxy, this thrilling new chapter promises to captivate you with its blend of mystery, adventure, and strategic gameplay.
While the next expansion is strikingly different from its predecessors, one thing remains the same: a substantial free update for X4: Foundations will be released at the same time as the expansion. Update 7.00 will be huge, and the changelog is likely to break our own records once again... In spring 2024, we will be able to go into more detail about 7.00 and, of course, give you access to the public beta for it, as you have come to expect from us. For now, we can give you a few brief glimpses of some 7.00 highlights:
Update 7.00 - Elevating Your Space Experience
The free 7.00 update will bring a host of enhancements and new features to X4: Foundations:
- Reimagined Teladi and Argon Capital Ships: Marvel at the overhauled designs of these iconic vessels, adding more depth and intrigue to your space encounters.
- New sectors and landmarks: Explore fresh, uncharted regions in the X4 universe, expanding your horizons and opportunities.
- New Xenon Ships: Experience new ships from the X universe main antagonists in a way that will surprise even veteran X4 pilots.
- External Camera (F2) Overhaul: Experience a fundamentally improved and more intuitive external camera system.
- Existential Crisis: A new endgame challenge for veterans. Face off against a faction that goes all-out against you. This intense confrontation can be opted out of, for those seeking a more peaceful journey.
- Continuous Engine Improvements: Enjoy smoother, more stable gameplay with ongoing refinements to the game's engine.
- Enhanced Button Remapping: Tailor your controls with more flexibility than ever before.
Wishlist X4: Timelines today
X4: Timelines and the 7.00 update will take you on an unforgettable journey through space and time. Prepare to embark on this exciting new voyage in 2024. Stay tuned for more updates, and get ready to redefine your X4 experience! https://www.youtube.com/watch?v=BRNWImLdJXQ
Time flies when you're navigating the vast expanse of the universe! It's hard to believe, but today marks the 5th Anniversary of X4: Foundations. From distant galaxies to intricate space stations, every moment of this journey has been an incredible experience, made even more special by your unwavering support and enthusiasm. As we celebrate this milestone, we want to extend a heartfelt thank you to all our players and fans. Your passion, feedback, and community spirit have been the guiding stars of this adventure, fuelling our commitment to creating a truly immersive and dynamic space simulation. To commemorate this special day, Egosoft's founder, Bernd Lehahn, has prepared an XLOG episode for you on our YouTube channel. Join him as he reminisces about the game's exciting journey and gives a sneak peek into what the future holds. [previewyoutube=BRNWImLdJXQ;full][/previewyoutube] Thank you for being a vital part of our X4 community. Here's to many more years of exploring the stars together! Happy Anniversary, - Team Egosoft
We're excited to announce that we'll be showcasing at EGX London from October 12 to October 15 at ExCeL London. If you're attending, make sure to stop by our booth RZ04b located in the "EGX Rezzed Zone". Keep an eye out for this banner on site:
What's in store for you?
- Play X4: Dive into the world of X4 at one of our four playable stations. Experience the game first-hand and see what it is all about!
- Meet the Devs: This is your chance to chat with some of the people behind the game. Several development team members will be present, eager to discuss all things X4.
Steam is celebrating its monumental 20th anniversary with a special event that kicks off today. To pay homage to its rich history and the gamers who have used the platform, Steam has set up a special landing page. This space is designed to take visitors on a nostalgic journey through the past two decades, highlighting the games that have captivated audiences year after year. Among these memorable titles is our very own X3: Reunion, one of Steam's best-selling games of 2006. To get X3: Reunion into shape for this celebration, we have invested time and effort in refreshing the game specifically for this event. To further entice both newcomers and long-time fans of the series, an 80% discount on X3: Reunion will be available from September 12 to September 19. https://store.steampowered.com/app/2810/X3_Reunion/ Thanks for your support, and enjoy the Steam 20th Anniversary celebration!
After launching our Blender Modding Tools alongside the 6.00 update and the X4: Kingdom End expansion back in April 2023, we're excited to bring you another important update to our tools for modding X4: Foundations. Firstly, we've introduced a one-click conversion tool that easily transforms old mod models into the new format Egosoft uses. If you've been using older community tools, this is a game-changer for you. For those interested in adding a layer of dynamism, you can now create custom animations. This will allow more interactive and engaging elements within your modded worlds. We've also simplified some of the more technical aspects of the tools. During model export, the tools will now automatically generate "component" XML files, resulting in a speedier process for asset creation. Last but not least, we've incorporated a feature that allows the creation of waypoints, specifically for drone routes. We're in the process of compiling more detailed documentation for all these new capabilities. In the meantime, keep an eye on our Wiki for updates and documentation links. Though still under construction, it's shaping up to be a valuable resource: X Wiki. Go ahead and download the updated modding tools to explore these new features. Whether you're a modding veteran or new to the scene, this update is designed to streamline your creative process. Happy modding!
Thanks to your continued support over the course of almost two months of public beta, we are now able to deliver the next significant update for X4: Foundations. With the 6.20 update, players will find quality of life improvements to the Interact menu, and improved NPC behaviour such as enhanced police responses and better use of deployables during combat. Some other key areas addressed include mission bug fixes, as well as improvements to AI behaviour and ship movement, aiming to provide players with a more immersive and realistic spacefaring experience. Mouse steering mode has been tweaked for more intuitive control, and new hotkey bindings make gameplay more efficient. We have also added a full text Czech localisation, which extends the game's accessibility to a broader audience. This update represents a comprehensive round of enhancements, bolstering the overall game quality. Please check out the complete changelog at the end of this news for more details. We would also like to use this opportunity to forewarn you that 6.20 will most likely be the last update before the big leap to version 7.00. We gave a brief insight into some planned aspects of the future 7.00 update shortly after the release of 6.00 and X4: Kingdom End. You can still watch the video on our YouTube channel. Of course, it won't stop there, and we have many more exciting surprises in store for you for the big 7.00 update. However, it will be a while before we can start talking about it in more detail. So, please don't worry if it gets a little quiet in the coming weeks and months - the team is working hard on 7.00, and on other things that we will reveal in due course. By the way, we will be exhibiting for the first time at EGX London in mid-October. Feel free to drop by to meet team members and have a chat about the X-series. We will remind you about this in a separate news item closer to the time. As always, thank you for your continued support! 2023 has been very successful for us so far and we look forward to updating you on the next steps for X4 in the not too distant future.
6.20 Changelog:
- Added option to enable Venture Extension in offline game to allow access to exclusive venture objects.
- Added option to start Boron Story by talking to Numanckaret on Wayfinder ship.
- Added possibility to get NPCs from DLC races as reward for terraforming competition projects.
- Added indicator line for steering direction in mouse steering mode.
- Added option to re-enable mouse steering automatically.
- Added remaining time element to interactive events.
- Added option to choose Start menu background scene.
- Added Start Game button to New Game menu.
- Added hotkey control mapping to trigger Teleport.
- Added tooltips for available Interact menu option hotkeys.
- Added functionality to Interact menu hotkey to also now close Interact menu again.
- Added shortcut option to assign player-owned Builder ship to construction site in Interact menu.
- Added Czech localisation.
- Changed name of Advanced Gameplay tutorial to Additional Gameplay.
- Changed interactive events on target monitor to not disappear while game paused.
- Changed ware filters in Map menu to only be active when trade filter enabled.
- Changed Boron Ray Ion Projector to prevent shots from charging up while still cooling down from previous one.
- Improved Queen's Herald gamestart description by adding warning that Boron story will be skipped.
- Improved Nav Beacon handling and mission objective description for Blazing the Trail mission of Boron story.
- Improved dialogue handling for Propositions and Negotiations mission of Boron story.
- Improved station construction tutorial in Additional Gameplay scenario.
- Improved balancing of generic Escort mission.
- Improved police response to hostile activity in sectors they are responsible for.
- Improved stations transferring excess earnings to player's account.
- Improved AutoTrade with ships that have Mirage hull mod.
- Improved reliability of NPC ships responding to distress calls.
- Improved combat behavior of fighters carrying mines.
- Improved mines by disabling explosion if hit by bullets before reaching safety distance from launching object.
- Improved capital ship combat targeting behavior against stations.
- Improved gate traversal while attacking.
- Improved capital ship movement when clearing gates on transition.
- Improved docking with moving ships.
- Improved police response to EMP attacks on stations.
- Improved reliability of capital ships parking at one another to trade.
- Improved conversation options when talking with pilots belonging to player faction.
- Improved lighting in Boron Start menu background scene.
- Improved asteroid explosions.
- Improved various sounds by adding muffling effect based on distance from the source.
- Fixed foreign ship stuck in player's fleet after The High Road mission.
- Fixed player's wingmate unintentionally disappearing from his ship in Solborn Militia and Yaki plots.
- Fixed case of ZYA fighters not attacking freighter during Report to Slave Trader 2 mission of Split Story.
- Fixed Yu t'Knk sometimes being missing during End of Oppression mission of Split story.
- Fixed wrong mission guidance during Rebellious Thralls mission of Split story.
- Fixed player ships not being created if player is below docking relations during Seem Valuable and Zyarth's Coffin missions of Split story.
- Fixed Sanctuary of Darkness highway activating when linear highways are disabled in Creative Custom Gamestart.
- Fixed Sanctuary of Darkness highway not activating automatically in Budgeted Custom Gamestart.
- Fixed Casino welfare module not being unlocked after selecting it for Custom Gamestart.
- Fixed Boron story Custom Gamestart unlock states not updating when loading save.
- Fixed The Fan story starting even if it was set to be complete in Custom Gamestart.
- Fixed Split story stalling in certain Custom Gamestarts.
- Fixed some Trinity jobs and missions wrongly assuming Trinity has been formed.
- Fixed Gate Charging animation continuing after Heretic's End Gate Opening cutscene was aborted.
- Fixed Diplomatic Outpost mission selecting wrong player station for transfer by allowing them to select station in Boron Story.
- Fixed Numanckaret not ending conversation after Queen's Audience in Boron story.
- Fixed Boron story mission offer call and email still happening in Queen's Herald Game Start.
- Fixed Nila Ti's unmanned ship remaining after Queen's Reception in Boron Story.
- Fixed Nila dropping unlimited Spacesuit Bombs in Astronomical Observations mission.
- Fixed case of Boron Story not progressing after Stellar Observation cutscene in Astronomical Observations mission.
- Fixed A Return to Normal Order mission spawning lasertowers that are hostile to nearby station.
- Fixed excessive voice spam when player scans wrong ship in High-Tech Hold-Up mission.
- Fixed Trade Obstruction mission sometimes losing briefing text and objectives if conversation is started.
- Fixed not being able to bring Axiom back to Arcadian Endeavour in M or L-sized ships in Blueprint Data Theft mission.
- Fixed Dal sometimes not starting Covert Operations plot when prompted.
- Fixed incorrect behaviour of item traders and station interiors during Heretic's End HQ introduction.
- Fixed some mission clients on docks having excessive skills and having hiring price.
- Fixed excessive player ship speed after loading savegame.
- Fixed charging weapons cooling down while they are holding shots to be released.
- Fixed ship repair not prioritizing wrecked engines.
- Fixed ships refusing to attack Mk1 lasertowers.
- Fixed capital ships stopping main battery fire while in combat.
- Fixed ships sometimes having trouble docking at extremely large player stations.
- Fixed ships sometimes getting stuck in loop of storing and retrieving.
- Fixed ships sometimes being moved to internal storage before finishing docking.
- Fixed dock assignment persisting when stopping control of ship.
- Fixed ships without docking computer not docking if below target height.
- Fixed wharves sometimes not freeing up docking bays for additional ship construction.
- Fixed capital ships sometimes repeatedly turning in combat and not getting chance to move.
- Fixed excessive rotation speed of capital ships after collisions.
- Fixed being able to lower elevator of certain ships before they finish docking.
- Fixed transporter room transition breaking when player jumps.
- Fixed physics mass being too low for certain objects such as asteroids.
- Fixed station account exploit when station given to another faction.
- Fixed not being able to upgrade player-controlled ship with Repeat orders default behaviour.
- Fixed mining ships refusing to mine in their commander's hazardous sector unless they have no choice.
- Fixed capital-class trade ships sometimes failing to trade with fleet auxiliary ships when they should be able to.
- Fixed transport drones of player-controlled capital ships collecting crates containing wares that ship cannot carry.
- Fixed rare issue that could result in HQ not requesting sufficient terraforming resources.
- Fixed resources that are also used for terraforming or research sometimes not being bought in sufficient amounts.
- Fixed stations that require 0 credits never transferring excess earnings to the player account.
- Fixed Boron Shipyards not paying appropriate price for Water.
- Fixed Vigor Syndicate raiding parties concentrating at Windfall.
- Fixed Tidebreak station not having any NPCs walking around.
- Fixed ships sometimes waiting for signal while already in Avarice in response to tide warning.
- Fixed Advanced Composite factory being hard to hit by NPC controlled ships.
- Fixed escape pods being treated as targets for attack under certain circumstances.
- Fixed escape pods appearing hostile when they shouldn't be.
- Fixed ships moving to attack, but not firing upon, targets that they are not authorised to attack.
- Fixed police sometimes mistaking compliance for refusal to comply.
- Fixed ships failing to dock at some stations with covered dock areas.
- Fixed ships having trouble docking at very large stations from some positions.
- Fixed player space suit weapon groups being reset after teleporting during space walk.
- Fixed hacking of turret control panels not affecting missile turrets.
- Fixed some cases of characters warping after using lift on Boron ships.
- Fixed M ships sometimes not being able to undock from stations with only one M docking bay.
- Fixed busy shipyards being indefinitely blocked by docked capital ships if their build is scheduled behind others.
- Fixed trade ware buy/sell offers being removed when disabling manual buy/sell amount.
- Fixed being able to reassign croupier NPCs via the station info menu.
- Fixed long delay before NPCs appear on some stations.
- Fixed wharves and shipyards potentially having multiple ship dealer shops with only one having anyone serving.
- Fixed trade station dock areas on player stations sometimes not having any shops.
- Fixed player-owned black market trader sometimes appearing on player HQ.
- Fixed getting stuck in floor when getting up under certain circumstances.
- Fixed ships that were on ventures when Multiverse Team Seasons beta testing ended sometimes not returning properly.
- Fixed Yasur spawned from online inventory not applying default paint mod.
- Fixed Venture inventory items sometimes not being available in new games.
- Fixed Queendom of Boron and Duke's Buccaneers not being enemies.
- Fixed player relations towards Provinces Adrift/Queendom of Boron not updating correctly under certain circumstances.
- Fixed Bob the Builder Achievement in saves where it had triggered beta testing.
- Fixed not being able to switch live stream view channels in some cases.
- Fixed inconsistency in mining behavior between viewing miner in live stream view and being in same sector.
- Fixed very long story messages not being displayed correctly.
- Fixed missions listed multiple times in Interact menu under certain circumstances.
- Fixed missing resource options in Station Configuration menu under certain circumstances.
- Fixed menu crash when upgrading multiple ships in Ship Configuration menu under certain circumstances.
- Fixed Processing Modules not showing products and resources in Station Configuration menu.
- Fixed trade wares being removed when removing buy and sell offer in Logical Station Overview menu.
- Fixed fleet sector in Map menu being shown incorrectly under certain circumstances.
- Fixed identical upgrades not being preserved under certain circumstances when upgrading multiple ships in Ship Upgrade menu.
- Fixed selected object not being shown in Object Information section of Map menu under certain circumstances.
- Fixed Object Information of Map menu sometimes not loading when querying some S or M ships.
- Fixed transaction information for Faction Representative trade menus being too small.
- Fixed menu sliders not correctly registering clicks under certain circumstances.
- Fixed jittering target elements in external view under certain circumstances.
- Fixed not being able to target super highway gates in Map menu.
- Fixed target element for stored-away ship appearing in middle of screen.
- Fixed Select all Sectors option in Custom Gamestart Editor selecting hidden and disabled options.
- Fixed order of subordinates in tooltips when assigning roles being inconsistent.
- Fixed missing control mode messages under certain circumstances.
- Fixed human characters looking distorted when leaning on table.
- Fixed not being able to select all objects from Peregrine cockpit.
- Fixed wrecks in debris fields fading out too early.
- Fixed visual issue with Boron S mining laser.
- Fixed strange text in some Boron sector backgrounds.
- Fixed seam in Menelaus Oasis background.
- Fixed silicon carbide production module visually jumping when getting closer.
- Fixed overly dark dockarea on Argon Colossus with reflection probes enabled.
- Fixed paint decals appearing dirty.
- Fixed player logo glow.
- Fixed graphical issues with some AMD driver versions.
- Fixed repeating row-change sounds in Map menu under certain circumstances.
- Fixed beam sounds to originate from beam instead of weapon.
- Fixed certain sounds being too loud while the game is saving.
- Fixed controllers drifting in low framerate situations under Linux.
- Fixed game hanging in fullscreen cutscenes under certain circumstances.
- Fixed possible freeze when manually docking ship that has trade order loop.
- Fixed memory leak resulting in out of memory errors in very long play sessions.
- Fixed rare crash when buying ships with crew.
[quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.20 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
6.20 Public Beta 9 Changelog:
- Fixed unresponsive Croupier NPC after being hired by player (improvement to fix in 6.20).
- Fixed player-owned black market trader sometimes appearing on player HQ.
- Fixed silent music during pause screen or while saving (problem introduced in 6.20).
[quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.20 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
6.20 Public Beta 8 Changelog:
- Fixed being able to reassign croupier NPCs via the station info menu.
- Fixed controllers drifting in low framerate situations under Linux.
- Fixed ships sometimes having trouble docking at extremely large player stations.
- Fixed Teladi Trading Stations not having trader corners (problem introduced in 6.20).
[quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.20 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
6.20 Public Beta 7 Changelog:
- Fixed casino welfare module not being unlocked after selecting it for custom gamestart.
- Fixed Boron story custom gamestart unlock states not updating when loading save.
- Fixed The Fan story starting even if it was set to be complete in custom gamestart.
- Fixed Split story stalling in certain custom gamestarts.
- Fixed charging weapons cooling down while they are holding shots to be released.
- Fixed wharves and shipyards potentially having multiple ship dealer shops with only one having anyone serving.
- Fixed trade station dock areas on player stations sometimes not having any shops.
- Fixed wharves sometimes not freeing up docking bays for additional ship construction.
- Fixed ships sometimes being moved to internal storage before finishing docking.
- Fixed police sometimes mistaking compliance for refusal to comply.
Having recently made some fundamental technical changes to the X4 graphics engine in our public beta branch, we're reaching out to specifically invite you to test the latest public beta version (6.20 Public Beta 6) of X4: Foundations on Steam. Your experiences and impressions, especially concerning graphical effects across various hardware configurations, are of great importance to us. We need as much feedback as possible to further optimize the X4 experience. Please read the specific test request and report your feedback in the forum thread. [quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.20 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote] Thank you for your support!
[quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.20 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
6.20 Public Beta 6 Changelog:
- Fixed silicon carbide production module visually jumping when getting closer.
- Fixed overly dark dockarea on Argon Colossus with reflection probes enabled.
- Fixed certain sounds being too loud while the game is saving.
- Fixed graphical issues with some AMD driver versions. (re-enables volumetric fog that was disabled in 6.20 Beta 4)
- Fixed graphical issues with some AMD driver versions (workaround disables volumetric fog when affected drivers used).
[quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.20 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
6.20 Public Beta 5 Changelog:
- Fixed incorrect behaviour of item traders and station interiors during Heretic's End HQ introduction.
- Fixed M ships sometimes not being able to undock from stations with only one M docking bay.
- Fixed busy shipyards being indefinitely blocked by docked capital ships if their build is scheduled behind others.
- Fixed trade ware buy/sell offers being removed when disabling manual buy/sell amount.
- Fixed getting stuck in floor when getting up under certain circumstances.
- Fixed long delay before NPCs appear on some stations.
[quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.20 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
6.20 Public Beta 4 Changelog:
- Fixed Dal sometimes not starting Covert Operations plot when prompted.
- Fixed Tidebreak station not having any NPCs walking around.
- Fixed ships failing to dock at some stations with covered dock areas.
- Fixed ships having trouble docking at very large stations from some positions.
- Fixed player space suit weapon groups being reset after teleporting during a space walk.
- Fixed hacking of turret control panels not affecting missile turrets.
- Fixed some cases of characters warping after using a lift on Boron ships.
- Fixed possible freeze when manually docking a ship that has a trade order loop.
- Fixed Object Information in Map menu sometimes not loading when querying some S or M ships.
- Fixed menu crash when upgrading multiple ships in Ship Configuration menu under certain circumstances.
- Fixed graphical issues with some AMD driver versions (workaround disables volumetric fog when affected drivers used).
[quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.20 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
6.20 Public Beta 3 Changelog:
- Added option to choose Start menu background scene.
- Improved capital ship movement when clearing gates on transition.
- Fixed Venture inventory items sometimes not being available in new games.
- Fixed Nila dropping unlimited Spacesuit Bombs in Astronomical Observations mission.
- Fixed Numanckaret not ending conversation after Queen's Audience in Boron story.
- Fixed ships moving to attack, but not firing upon targets, they're not authorised to.
- Fixed some player-owned ships not being commable (problem introduced in 6.20).
- Fixed loading savegame after installing Tides of Avarice sometimes resulting in missing Avarice stations (improvement to fix in 6.20).
[quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.20 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
6.20 Public Beta 2 Changelog:
- Improved mines by disabling explosion if hit by bullets before reaching safety distance from launching object.
- Improved fighter behavior while carrying mines (further improves improvement in 6.20).
- Improved gate traversal while attacking.
- Fixed Trade Obstruction mission sometimes losing briefing text and objectives if conversation is started.
- Fixed not being able to bring Axiom back to Arcadian Endeavour in M or L-sized ships in Blueprint Data Theft mission.
- Fixed Yu t'Knk sometimes being missing during End of Oppression mission of Split story.
- Fixed wrong mission guidance during Rebellious Thralls mission of Split story.
- Fixed player ships not being created if player is below docking relations during Seem Valuable and Zyarth's Coffin missions of Split story.
- Fixed Extending Storage Levels of HQ for Research mission completing wrongly in HQ story (problem introduced in 6.20).
- Fixed upkeep missions to extend storage auto-completing (problem introduced in 6.20).
- Fixed loading savegame after installing Tides of Avarice sometimes resulting in missing Avarice stations.
- Fixed escape pods appearing hostile when they shouldn't be.
- Fixed ships that were on ventures when Multiverse Team Seasons beta testing ended sometimes not returning properly.
- Fixed memory leak resulting in out of memory errors in very long play sessions.
Following the recent rollout of the 6.10 update for X4: Foundations, we're ready to embark on the next stage of our journey: the 6.20 Public Beta. The 6.20 update is a reflection of our ongoing commitment to refine and improve your X4 experience. Here are some of the highlights you can look forward to in the first beta version of 6.20:
- Mission fixes
- AI and ship movement improvements
- Mouse steering mode tweaks
- New hotkey bindings
- Full text Czech localization
6.20 Public Beta 1 Changelog:
- Added option to enable Venture Extension in offline game to allow access to exclusive venture objects.
- Added option to start Boron Story by talking to Numanckaret on Wayfinder ship.
- Added possibility to get NPCs from DLC races as reward for terraforming competition projects.
- Added indicator line for steering direction in mouse steering mode.
- Added option to re-enablemouse steering automatically.
- Added remaining time element to interactive events.
- Added Start Game button to New Game menu.
- Added hotkey control mapping to trigger Teleport.
- Added tooltips for available Interact menu option hotkeys.
- Added functionality to Interact menu hotkey to also now close Interact menu again.
- Added shortcut option to assign player-owned Builder ship to construction site in Interact menu.
- Added Czech localisation.
- Changed name of Advanced Gameplay tutorial to Additional Gameplay.
- Changed interactive events on target monitor to not disappear while game paused.
- Changed ware filters in Map menu to only be active when trade filter enabled.
- Improved Queen's Herald gamestart description by adding warning that Boron story will be skipped.
- Improved Nav Beacon handling and mission objective description for Blazing the Trail mission of Boron story.
- Improved dialogue handling for Propositions and Negotiations mission of Boron story.
- Improved station construction tutorial in Additional Gameplay scenario.
- Improved balancing of generic Escort mission.
- Improved police response to hostile activity in sectors they are responsible for.
- Improved stations transferring excess earnings to player's account.
- Improved AutoTrade with ships that have Mirage hull mod.
- Improved reliability of NPC ships responding to distress calls.
- Improved combat behavior of fighters carrying mines.
- Improved capital ship combat targeting behavior against stations.
- Improved docking with moving ships.
- Improved police response to EMP attacks on stations.
- Improved reliability of capital ships parking at one another to trade.
- Improved conversation options when talking with pilots belonging to player faction.
- Improved lighting in Boron Start menu background scene.
- Improved asteroid explosions.
- Improved various sounds by adding muffling effect based on distance from the source.
- Fixed foreign ship stuck in player's fleet after The High Road mission.
- Fixed player's wingmate unintentionally disappearing from his ship in Solborn Militia and Yaki plots.
- Fixed case of ZYA fighters not attacking freighter during Report to Slave Trader 2 mission of Split Story.
- Fixed Sanctuary of Darkness highway activating when linear highways are disabled in Creative Custom Gamestart.
- Fixed Sanctuary of Darkness highway not activating automatically in Budgeted Custom Gamestart.
- Fixed some Trinity jobs and missions wrongly assuming Trinity has been formed.
- Fixed Gate Charging animation continuing after Heretic's End Gate Opening cutscene was aborted.
- Fixed Diplomatic Outpost mission selecting wrong player station for transfer by allowing them to select station in Boron Story.
- Fixed Boron story mission offer call and email still happening in Queen's Herald Game Start.
- Fixed Nila Ti's unmanned ship remaining after Queen's Reception in Boron Story.
- Fixed case of Boron Story not progressing after Stellar Observation cutscene in Astronomical Observations mission.
- Fixed A Return to Normal Order mission spawning lasertowers that are hostile to nearby station.
- Fixed excessive voice spam when player scans wrong ship in High-Tech Hold-Up mission.
- Fixed some mission clients on docks having excessive skills and having hiring price.
- Fixed excessive player ship speed after loading savegame.
- Fixed ship repair not prioritizing wrecked engines.
- Fixed ships refusing to attack Mk1 lasertowers.
- Fixed capital ships stopping main battery fire while in combat.
- Fixed ships sometimes getting stuck in loop of storing and retrieving.
- Fixed dock assignment persisting when stopping control of ship.
- Fixed ships without docking computer not docking if below target height.
- Fixed capital ships sometimes repeatedly turning in combat and not getting chance to move.
- Fixed excessive rotation speed of capital ships after collisions.
- Fixed being able to lower elevator of certain ships before they finish docking.
- Fixed transporter room transition breaking when player jumps.
- Fixed physics mass being too low for certain objects such as asteroids.
- Fixed station account exploit when station given to another faction.
- Fixed not being able to upgrade player-controlled ship with Repeat orders default behaviour.
- Fixed mining ships refusing to mine in their commander's hazardous sector unless they have no choice.
- Fixed capital-class trade ships sometimes failing to trade with fleet auxiliary ships when they should be able to.
- Fixed transport drones of player-controlled capital ships collecting crates containing wares that ship cannot carry.
- Fixed rare issue that could result in HQ not requesting sufficient terraforming resources.
- Fixed resources that are also used for terraforming or research sometimes not being bought in sufficient amounts.
- Fixed stations that require 0 credits never transferring excess earnings to the player account.
- Fixed Boron Shipyards not paying appropriate price for Water.
- Fixed Vigor Syndicate raiding parties concentrating at Windfall.
- Fixed ships sometimes waiting for signal while already in Avarice in response to tide warning.
- Fixed Advanced Composite factory being hard to hit by NPC controlled ships.
- Fixed escape pods being treated as targets for attack under certain circumstances.
- Fixed Yasur spawned from online inventory not applying default paint mod.
- Fixed Queendom of Boron and Duke's Buccaneers not being enemies.
- Fixed player relations towards Provinces Adrift/Queendom of Boron not updating correctly under certain circumstances.
- Fixed Bob the Builder Achievement in saves where it had triggered during beta.
- Fixed not being able to switch live stream view channels in some cases.
- Fixed inconsistency in mining behavior between viewing miner in live stream view and being in same sector.
- Fixed very long story messages not being displayed correctly.
- Fixed missions listed multiple times in Interact menu under certain circumstances.
- Fixed missing resource options in Station Configuration menu under certain circumstances.
- Fixed trade wares being removed when removing buy and sell offer in Logical Station Overview menu.
- Fixed Processing Modules not showing products and resources in Station Configuration menu.
- Fixed fleet sector in Map menu being shown incorrectly under certain circumstances.
- Fixed identical upgrades not being preserved under certain circumstances when upgrading multiple ships in Ship Upgrade menu..
- Fixed selected object not being shown in Object Info section of Map menu under certain circumstances.
- Fixed transaction information for Faction Representative trade menus being too small.
- Fixed menu sliders not correctly registering clicks under certain circumstances.
- Fixed jittering target elements in external view under certain circumstances.
- Fixed not being able to target super highway gates in Map menu.
- Fixed target element for stored-away ship appearing in middle of screen.
- Fixed Select all Sectors option in Custom Gamestart Editor selecting hidden and disabled options.
- Fixed order of subordinates in tooltips when assigning roles being inconsistent.
- Fixed missing control mode messages under certain circumstances.
- Fixed human characters looking distorted when leaning on table.
- Fixed not being able to select all objects from Peregrine cockpit.
- Fixed wrecks in debris fields fading out too early.
- Fixed visual issue with Boron S mining laser.
- Fixed strange text in some Boron sector backgrounds.
- Fixed seam in Menelaus Oasis background.
- Fixed repeating row-change sounds in Map menu under certain circumstances.
- Fixed beam sounds to originate from beam instead of weapon.
- Fixed paint decals appearing dirty.
- Fixed player logo glow.
- Fixed game hanging in fullscreen cutscenes under certain circumstances.
- Fixed rare crash when buying ships with crew.
We are pleased to participate in this year's "Games Germany Steam Event" with a first small discount on our latest X4 expansion, X4: Kingdom End. Jump into the new adventure with the Borons! https://store.steampowered.com/app/1990040/X4_Kingdom_End/ During the Games Germany Steam Event, you have the opportunity to discover many more exciting games from Germany in a lot of different genres! Be sure to check out the event page. Happy shopping and gaming!
Just over two months have passed since the release of X4: Kingdom End and the 6.00 update for X4: Foundations. Both new releases resulted in some very successful weeks of business for us. Kingdom End, for example, was in the top 5 most successful new DLCs on Steam in April, and we would like to take this opportunity to thank you all again for your continued support. As we've mentioned before, we have further plans for X4, which we will reveal properly when the time is right. We have also recently given you our first few small insights into 7.00. https://store.steampowered.com/app/1990040/X4_Kingdom_End/ There is still some time to go before 7.00 is ready, however, so today we're taking the first of several intermediate steps on that path with the release of the 6.10 update for X4: Foundations. This update does not come with our usual long changelog - the most urgent fixes have already been released in the form of hotfixes shortly after the X4: Kingdom End and the 6.00 release. Instead the 6.10 update is primarily a technical update to allow those who have been participating in the Multiverse Team Seasons Public Beta to move back onto a release version. And of course we won't be leaving it at that! The Public Beta phase for a new 6.20 update will start very soon. As soon as it does start, we will of course inform you in the usual fashion. Thank you for your continued support and see you soon!
Update 6.10 Changelog
Note: The 6.10 update is primarily a technical update to allow those who have been participating in the MTS Public Beta to move back onto a release version.
- Added summary of docked player-owned ships to objects in Object List and Property Owned menus.
- Fixed seminars given to service crew and marines not being applied correctly.
- Fixed being able to sell non-sellable ships under certain circumstances.
With the end of the first beta season of our Multiverse Team Seasons today, here's a short update from Egosoft founder and Managing Director Bernd Lehahn: Hello Everybody, First, I would like to thank everyone who participated in the Multiverse Team Seasons public beta. We have learned a lot from this initial large-scale test, in terms of both gameplay and technical infrastructure. In the Season 1 Beta, a total of 373,965 ventures were started, and during these ventures there were 38,729 ship encounters, resulting in the destruction of 1,913 ships. The development of our online mode, while not being a top priority, will continue over the next few months. During this time, we will implement some drastic changes, which are based on what we learned from observing this public beta and from all the feedback you guys have provided! Thank you very much for that. Given that some of the planned changes are quite substantial, it will take a while before we are in a position to start the next public beta. Any rewards you have gained through playing the beta will remain available, even in new game starts. Please note that you will need to stay in the Multiverse Team Seasons Public Beta branch until we publicly release the 6.10 update for X4: Foundations, hopefully in the very near future, in order to access these rewards and to continue using any savegames you've made during the beta. So, to reiterate, you can now have an extended break from Multiverse Team Seasons and will be able return to your other duties in the X universe - or, if you really must, other games ;-) Thank you for testing! -Bernd
Join Egosoft Managing Director Bernd Lehahn as he shares our early ideas and plans for the next big update to X4: Foundations. We also take this opportunity to express our gratitude for your support during the launch of X4: Kingdom End and the major 6.00 Update earlier this year. Stay tuned for more exciting developments in the X4 universe! [previewyoutube=IVMCpw16ClA;full][/previewyoutube]
- Improved capital ship combat movement particularly when large number of capital ships attack single target.
- Improved ship response to Tide in Avarice.
- Fixed Boron Queen Carrier and Kingdom End Fleet in Boron plot being boardable.
- Fixed Holy Three-Dimensionality mission getting stuck if destination station's dock destroyed.
- Fixed signal leak generation during Court Case mission of Split Story.
- Fixed welfare module research mission sometimes getting stuck if signal leak destroyed.
- Fixed capital ships jumping through gates sometimes materialising very far from exit gate.
- Fixed stations sometimes not offering rewards for destroying hostile ships close to them.
- Fixed ships getting stuck indefinitely trying to get out of ship storage.
- Fixed autopilot not properly disengaging when active while player teleports away.
- Fixed ware exchange sometimes resulting in involved ship being unresponsive indefinitely.
- Fixed attack subordinates not engaging commander's targets after first one when there are multiple targets.
- Fixed inactive subordinates assigned to intercept or bombard not engaging hostile targets when set to launch while hostile targets already in radar range.
- Fixed patrolling ships and interceptor subordinates engaging pods and space suits by default.
- Fixed Boron Ray sometimes not firing main battery when it should.
- Fixed several issues with fallback code to separate stuck ships.
- Fixed pirate ships sometimes assuming cover identity while under fire.
- Added fallback handling to separate ships that are stuck inside each other.
- Fixed SCA Minotaur getting destroyed by VIG during Minotaur Hunting mission of Pirate story.
- Fixed guidance telling player to go back after escaping radar range into another sector during Terran Pests mission of Pioneer Terraforming story.
- Fixed missing signal leak during Dubious Dealings mission of Pirate story.
- Fixed missing signal leak during Reclaiming What Was Lost mission of Terraforming story.
- Fixed Ocean of Fantasy showing no population after terraforming.
- Fixed settlements information not being updated after terraforming.
- Fixed mission objectives to scan stations suggesting that player docks instead.
- Fixed Boron ship crews from player-owned shipyards having excessive skills or no suits.
- Fixed traders sometimes not finding trades if dealing with only one ware.
- Fixed issues with container magnet when piloting capital ship.
- Fixed travel mode always aborting once ship reaches 20km/s.
- Fixed excessive speed when player ship exits superhighway without autopilot.
- Fixed player-controlled capital ships being affected by collisions with asteroids.
- Fixed repair drones colliding with ship they're repairing.
- Fixed collisions between capital ships and region wrecks.
- Fixed remaining cases of deployables colliding with launching ship.
- Fixed travel mode being cancelled by minor collisions.
- Fixed Tidebreak dock becoming blocked by adding a second dock area.
- Fixed NPCs not being able to use elevator on Barracuda properly.
- Fixed Porpoise hatch becoming invisible.
- Fixed game slowing down if mining ship with full cargo hold is given sole repeated order to mine.
- Fixed signal leaks never appearing in Terran Pests mission of Pioneer Terraforming story for some people.
- Fixed some (not all) cases of deployables colliding with deploying object on launch.
- Fixed ships frequently flying through damaging regions in Sanctuary of Darkness.
- Fixed wrong lines being spoken for several French voice lines.
- Fixed incorrect file cleanup when downloading Steam Workshop extensions on Linux.
- Fixed excessive UI performance loss in various situations.
- Fixed game not starting on some Windows 7 systems.
It has been two weeks since we released the significant 6.00 update and the X4: Kingdom End expansion. We wholeheartedly thank you for your support. The release day of 6.00 and X4: Kingdom End marked the most successful day for X4 since its original release in November 2018. Not only that, during the weekends following the 6.00 release, over 10,000 players have been playing X4 simultaneously. This phenomenal response delights us, and we are thrilled that our dedicated efforts over the past months and years have been well received. https://store.steampowered.com/app/1990040/X4_Kingdom_End/ We have just released Hotfix 2 for version 6.00, which addresses several issues, including pathing problems with an X4: Kingdom End mission in "Sanctuary of Darkness." Please review the complete changelog provided below, and we hope you continue to enjoy both 6.00 and X4: Kingdom End.
6.00 Hotfix 2
- Fixed Queen's Herald gamestart not being unlocked by default.
- Fixed The High Road mission not being offered if Boron story is set to complete in Creative Custom gamestart.
- Fixed Repair Ship disappearing in Terran Secret Service story.
- Fixed Hatikvah Arms Delivery mission not proceeding when delivering ships during Boron Plot.
- Fixed Menelaus' Reminiscence getting stuck in hazardous region at end of The High Road mission.
- Fixed The High Road mission not accepting temporary player ship back if provided consumables were used.
- Fixed Geometric Owl being trapped in wrong position in Torus during Torus Aeternal mission of Pioneer Terraforming story.
- Fixed suitless Boron sometimes being client for various missions.
- Fixed Friends in Low Places achievement not triggering.
- Fixed wrecks in Sanctuary of Darkness being destroyed and not awarding achievement.
- Fixed hull damage from "thunder" region in Sanctuary of Darkness.
- Fixed selection of navigation beacons for HQ warping not working in some gamestarts.
- Fixed excessive explosive asteroids being created over time.
- Fixed missing population numbers in most Boron systems.
- Fixed missing illegal wares for Boron faction.
- Fixed rare case of game incorrectly being detected as "modified" when entering Jupiter system.
- Fixed freeze when changing graphics settings with game installed on very fast drive.
- Fixed missing voice lines for English, French and German.
- Fixed screen going black towards end of loading certain savegames.
- Fixed specific case of stuttering.
Our new Multiverse Team Seasons Public Beta is ready for you to test. In this evolution of the earlier ventures feature you will get access to multiverse ships, and other exclusive rewards, by joining a coalition and embarking on exciting asynchronous team-based operations. With the brand-new Multiverse Team Seasons we're expanding the social aspect of X4: Foundations. You can now join a coalition, interact with your teammates and, most importantly, pursue a common goal as a team. [previewyoutube=QafAmFaAzrg;full][/previewyoutube] Please find an extensive FAQ and step-by-step guide below. >> Multiverse Team Seasons Public Beta Forum
Earn team loot, such as exclusive limited ships
At the end of a successful Season, loot will be distributed among your team. Rewards can include exclusive ships and paint mods, not available elsewhere.
The Yasur (pictured above) is a light fighter that will amaze you with its agility and speed. But don't let its small size mislead you; for a ship of this class, it is extremely well-armed and powerful. You can expect Multiverse Team Seasons reward ships to have quite an impact, so you'll only be able to have a limited number of them in your game, and no blueprints will be available. Every player joining a team will earn at least one ship at the end of a Season, but the better your team the more loot you can gain! Warning: any savegames created with this Multiverse Team Seasons Public Beta will NOT be compatible with the current public version of X4 (6.00).
FAQ
How do I join? We've prepared a step-by-step guide to explain how to join the Multiverse Team Seasons Public Beta. It is included beneath this FAQ section. How are Teams and Coalitions formed? To join a Season for the first time, you will need to choose which Coalition you want to side with. Coalitions are political groups in the X multiverse, and to start with there will be a choice of two. When choosing one coalition over the other, you will be deciding who your enemies are. The next step is to choose your inner circle, in other words your Team. Teams are groups of players who have all joined the same Coalition, and who will pursue a common team goal by playing missions or online Ventures. Building a Team can be as simple as joining a random one, or alternatively you can set up a party and invite friends. You will be able to send invitations to your friends, so that you will end up in the same Team, but any remaining free slots within that Team will be filled up automatically with other players. How does my Team win? How is the score tracked? By completing Ventures in the Operational Goal chapter, you will earn Team Shares. These will count towards the Season score, not only for your Team, but also for the Coalition you are associated with. At the end of the Season, the accumulated rewards are handed out to the Team - it's loot time! The more successful you, your Team, and your Coalition were during the Season, the more interesting the loot. What does a Season look like? How long will a Season last? What can I get out of it? During this Public Beta, a Season will last for approximately two months. During this time, players will play to increase their rank within a Team, as well as globally within their Coalition, and to achieve common goals. By contributing to your Coalition's win during a given Season, you can gain access to unique multiverse ships. A Season is broken down into Operations; you can think of an Operation like a chapter in the overall story of a Season. Each Operation offers a selection of missions and online Ventures. What are online Ventures? How do I play during a Season? Each Season brings with it new missions, similar to those you know from the X4: Foundations plot. The Season also offers online Ventures, which are played by sending your ships into the multiverse. Ships at your Venture Dock can jump into the multiverse to visit other players' universes. Online Ventures can take anywhere from a few minutes to several hours to complete. During a single online Venture, your ship may travel to many different players' universes. These online Ventures are essentially tasks that your ship executes while in these universes, and can include attacks against opposing players. For example, your ships might attack stations or ships belonging to your rival Coalition, or they might support your own Coalition's forces. Both local missions, that you play by yourself, and online Ventures can increase your standing within your Team, and may also increase your Team's chances of earning more loot at the end of the Season. The Operation Overview menu shows which missions and online Ventures (marked with a red "v" icon) are available to play. You can also see which Ventures are currently being played by your teammates on the Multiverse Map. Will I be able to play an unlimited number of online Ventures per Season? There is no fixed limit; the limiting factor is the time taken by each online Venture. A single Venture Dock can only host a single ship at any one time, so if an online Venture takes an hour, the dock is blocked for that length of time. By using Brane Fuel, you can accelerate your Venture and finish them faster. What is Brane Fuel, and how does it work? Brane Fuel is a resource that your ships can mine in the multiverse. Brane Fuel can then be invested to accelerate your Venture, helping to complete them faster. Will Multiverse Team Seasons feature stories or generic missions? Yes! The idea is that each online Season can bring new stories, and new unique items, including exciting ships and upgrades. Why can't I join Multiverse Team Seasons with my modified savegame? Multiverse Team Seasons are a competitive activity, allowing you to make use of some of your achievements in your local universe to help in your online fight against other players. For this reason, we cannot allow modified games that potentially change the game balance, or give a player an unfair advantage. As mentioned in the build up to the 6.00 release, we are looking into signing a selection of popular quality-of-life mods, so that activating these won't flag your game as "modified" any longer, and thus would give you access to Multiverse Team Seasons. This, however, is an ongoing process, and we will update you on it as decisions are made. We apologise for any inconvenience this may cause some players, but we would like to encourage everyone to try out the Multiverse Team Seasons with an unmodified savegame. This does not prevent you from playing modified games in offline mode.
Step-by-step guide on how to join the Multiverse Team Seasons (Public Beta)
Step 0: During the Public Beta phase - join the mts_public_beta
- Make sure that your savegames are backed up!
- To start using the Public Beta version, right-click X4: Foundations in the Steam client
- Select Properties and go to the Betas tab
- Enter the password IBackedUpMyOfflineSaves
- Select mts_public_beta from the dropdown list
- To return to using the non-Beta version, select NONE from the same dropdown list
- Fixed missing voices for some characters in French and German.
The time has come! You can now update your X4 to the brand new 6.00 version and, with the purchase of X4: Kingdom End, embark on a new and captivating chapter of X4. A long-awaited reunion with the Boron is in store for you - be prepared for unique ships, distinctive systems, old secrets and new acquaintances! https://www.youtube.com/watch?v=IdLuSIB76UA https://store.steampowered.com/app/1990040/X4_Kingdom_End/
New X4 Bundles
We're celebrating this gathering of all the familiar species of the X universe by putting together two new X4 bundles:
- X4: Community of Planets Edition (X4: Foundations + 4 Expansions)
- X4: Community of Planets Collector's Edition (X4: Foundations + 4 Expansions + 5 Soundtracks + Bonus Material)
You can find more detailed descriptions on the new X4: Community of Planets Collector's Edition bundle page. We thank you in advance for your support!
6.00 Update
The free major 6.00 update for X4: Foundations introduces some significant improvements. You can find the complete changelog at the end of this news, but we would like to highlight a few individual points: X TECH 5 While integrating the next generation of our graphics engine with several big visual improvements (details below), as well as a new, more powerful physics engine with performance and feature improvements, we're also maintaining savegame compatibility for X4. New physics engine Experience the thrill of space more than ever before in X4: Foundations, with the integration of Jolt Physics into X TECH 5. Whether you're navigating an asteroid field, docking at a space station, or engaging in combat, Jolt Physics adds a new level of realism and immersion to every moment of gameplay. You'll feel the full force of acceleration and deceleration as you pilot your ship, and every collision will have a tangible impact. In addition to enhancing the overall gameplay experience, the integration of Jolt Physics also brings about performance and feature improvements to X TECH 5. Improved lighting The main goal with the new lighting engine in X TECH 5 is to improve natural-looking sunlight in space. More vibrant colours, higher intensity suns, and a wider range of interesting lighting moods. X TECH 5 gives us many new tools to achieve this. Reflection probes greatly improve lighting situations inside cockpits, bridges and on stations, and seamlessly integrates with the screen space reflections introduced in a previous version of X4. You will also note that the shadow-casting in X TECH 5 has massively improved. This greatly helps in producing more realistic visuals at greater distances.
Introduction of parallax occlusion mapping With the inclusion of parallax occlusion mapping, X TECH 5 features a technique that allows us to add extra detail and depth to surfaces in the game. This is achieved by using a special type of texture that encodes information about the height and shape of a surface, which is then used to create the illusion of 3D depth and detail. As a player, you can expect to see a noticeable improvement in the realism and immersion of surfaces in the game, as parallax occlusion mapping allows us to add subtle details and depth that were not previously possible. Position Defence The new Position Defence feature in Update 6.00 allows players to have a single carrier-led fleet defend multiple locations while maintaining its streamlined support structure. Individual subordinate groups within the fleet can be assigned to protect specific locations, and will patrol the area until they need to return to the carrier for repairs or resupply. Additionally, these subordinate groups can be set to support other groups in the fleet if they come into contact with threats. This allows for flexible and dynamic defence of multiple locations with a single fleet. We can't wait for you to try out this new feature and see how it enhances your gameplay experience. Live Stream camera mode Live Stream is a brand-new camera mode in X4: Foundations that brings you closer to the action. Once activated, by hitting F6, Live Stream mode allows you to watch interesting events and scenes unfold in your game in real-time. Whether it's an epic space battle, a bustling space station, or a beautiful nebula, this new mode has you covered. One of the best things about Live Stream mode is that it automatically switches between scenes, so you never have to worry about missing out on the action. You can sit back, relax, and enjoy the show, as our new camera mode takes you on a tour of the most interesting moments in your game. New builder ships are here In the 6.00 update for X4, the existing builder ship model for the Paranid and Teladi will be replaced by the following new models: HERACLES (Paranid XL builder ship)
ALBATROSS (Teladi XL builder ship)
If you own the X4: Split Vendetta and / or X4: Cradle of Humanity expansions, you can also look forward to the following new models: ELEPHANT (Split XL builder ship)
KYUSHU (Terran XL builder ship)
6.00 Update (New / Added / Improved - full changelog linked at the bottom of this news)
- New Feature: Updated graphics engine, with Parallax Occlusion Mapping, Reflection Probes, enhanced lighting, improved shadows, and more.
- New Feature: Jolt Physics engine.
- New Feature: Live Stream camera mode.
- New Feature: Position Defence for carrier-led fleets.
- New Feature: New Construction Vessel designs for Paranid, Teladi, Split and Terran factions.
- Added new bombardment assignment for subordinates.
- Added command to order ships to attack surface elements on designated targets.
- Added Salvage at Position and Deliver Salvage commands for use with repeat orders.
- Added self-destruct command for player-owned satellites, resource probes, nav beacons, lasertowers and mines.
- Added detection and penalty for theft from station build storage.
- Added more gamestart information, indicating whether they are Tutorial, Guided, Assisted or Sandbox, and adjusted order.
- Added option to edit Buccaneer relations in Custom Gamestart Editor under certain circumstances.
- Added Custom Gamestart Editor story states for Tides of Avarice stories.
- Added player HQ to Station Design Simulator.
- Added Supervised Mining missions.
- Added Kha'ak-specific Destroy Station missions.
- Added extra Signal Leak missions for factions foreign to station owner, allowing player to earn reputation for Vigor Syndicate at Teladi stations and for Fallen Families at Free Families stations.
- Added news banner to Start Menu.
- Added hint for missing research to Equipment Mod Workbench menu.
- Added button to force station build to complete instantly in Station Design Simulator.
- Added visual hint for destroyed ships in Transaction Log menus.
- Added links to Object Information and Object Transaction Log from entries in Transaction Log.
- Added hint about trade entries in Transaction Log to Logbook.
- Added order descriptions to Interact and New Order context menus.
- Added mappable hotkeys for deploying objects such as Satellites and Laser Towers.
- Added mappable hotkeys for giving and aborting player squad attack order.
- Added option to hold Shift while dragging on map to move orders vertically.
- Added support for PageUp/PageDown in menu dropdowns.
- Added search functionality to Controls menu.
- Added transform gizmo to station editor.
- Added double-click on module in Station Build menu to focus camera on module.
- Added shortcut to Manage Plots menu to console in Station Design Simulator
- Added surface elements of environment object to Next/Previous Target selection.
- Added warning if NPC-owned ships are about to undock with player on board.
- Added option to allow player-owned ships to deploy laser towers in response to attack, inspection by police, or pirate harassment.
- Added conversation option to return to normal duties when talking to pilots belonging to player faction.
- Added option to cancel multiple construction orders at once.
- Added options to pre-configure blacklists and fire authorisation overrides when building ships.
- Added station construction menu help information when expanding HQ for storage relevant to research.
- Added ship size information to Encyclopedia.
- Added descriptions to many items in Encyclopedia.
- Added information about long range scanner range and scan area to Encyclopedia.
- Added distinction between enemies and hostiles to Encyclopedia faction entries.
- Added distinction between friendly and allied relations to target monitor.
- Added more relation perks to Factions and Relations menu.
- Added option to ignore cargo space reservations when setting up trade loops.
- Added option to exchange captains when transferring crew.
- Added possibility to override faction logo per fleet.
- Added modified hint to Continue Game option in Start menu.
- Added mission highlight to transporter room button and other elements.
- Added some landmark stations to Encyclopedia.
- Added player relation details to Encyclopedia faction entries.
- Added tooltips explaining Allies, Enemies and Hostiles lists in Encyclopedia.
- Added tooltips with relation name to Faction and Relations menu.
- Added Optimal Workforce information to Build Module Encyclopedia entries.
- Added information about claiming sector ownership to station module Encyclopedia entries.
- Added engine check light to indicate reduced engine functionality to HUD.
- Added hull bar animation when receiving damage.
- Added mission arrow towards platform guidance if not on screen.
- Added animation when selecting target.
- Added several new achievements.
- Added new ultra shadow quality option.
- Added race-specific command consoles.
- Added Tides of Avarice soundtrack to Station Design Simulator playlist.
- Improved Argon Federation and Godrealm starting relations with player in The Untested Explorer and The Accomplished Scientist starts.
- Improved Terran Cadet transition into Defenders of Sol mission.
- Improved Find Resources missions by adding guidance sphere and increasing reward according to how many Resource Probes player will probably need.
- Improved Deliver Inventory missions by adding option to deliver all matching items at once.
- Improved Build Station missions by diversifying requirements for defence platforms.
- Improved Scan mission rewards and accuracy of displayed difficulty if target is hostile.
- Improved The Fate of the Yaki mission by spawning reward lockboxes in safer location.
- Improved balancing of Kha'ak Mining Escort Mission difficulty.
- Improved balancing of some Terraforming projects by making them resilient against setbacks from events such as quakes.
- Improved room variety for certain missions.
- Improved Give Seminar conversation choice.
- Improved placement of data leaks to claim abandoned ships.
- Improved dock position tolerance when flying capital ship without docking computer.
- Improved undocking behaviour in certain dock areas.
- Improved presentation when sharing transporter room with NPCs.
- Improved Zyarth economy to counter it being overrun by Xenon (affects new games only).
- Improved faction defence station loadout selection when responding to aggression.
- Improved fighter combat movement against large targets.
- Improved coordination within fleets during attack.
- Improved behavior of ships fleeing from attacks.
- Improved MoveWait fleet behavior immediately before performing attack.
- Improved combat behavior of ships in fleet with carrier or fleet auxiliary ship.
- Improved carrier behavior in combat if all fighter subordinates are on detached assignment.
- Improved police response to EMP bombs being lobbed at policed stations.
- Improved ships fleeing Tide when far from any neutral station.
- Improved handling for attempting ware exchange where transport drones are needed but unavailable.
- Improved amounts sold by free traders and miners when only selling, particularly across multiple sectors.
- Improved ship behaviour when colliding with other objects, especially at narrow dock area exits.
- Improved behaviour of deployable objects such as satellites and nav beacons by limiting effect of forces from anomalies and Tide.
- Improved S/M ship undocking from build modules.
- Improved ware exchange between ships and stations to prevent undocking if order starts while ship docked and station doesn't yet have wares to transfer.
- Improved missile damage and ammo consumption simulation when player not present.
- Improved capital ships using forward-mounted guns in combat when player not present.
- Improved accuracy of multi-barreled beam turrets firing at missiles.
- Improved capital ship transition through jump gates and accelerators.
- Improved approach to target in preparation for launching boarding pods.
- Improved reliability of attack subordinates engaging commander's target.
- Improved resupply behavior to allow ships that have loadout level of 0 to automatically get repairs as needed.
- Improved decision-making for when commanders recall subordinates upon receiving move order.
- Improved responsiveness of attack subordinates when commander attacks new target.
- Improved explicit command Attack Surface Elements by preventing ships ever firing at target's hull intentionally.
- Improved collection of multiple drops in same area by multiple ships.
- Improved signal and data leaks on stations to be in more varied locations.
- Improved container magnet making pickups much more reliable.
- Improved behavior of missile-armed fighters attacking stations or capital ships.
- Improved cohesion of travelling fleets when player is not present.
- Improved notification and logbook entry for player-owned ships and stations being destroyed.
- Improved presentation of out-of-stock items in Ship Upgrade menu.
- Improved estimated arrival time of incoming deliveries.
- Improved ship upgrade by allowing multiple ships with equipment from another race to be upgraded if all ships share same equipment.
- Improved factory icons to indicate produced ware.
- Improved Options menu by making it full-screen.
- Improved messages in message ticker and logbook for attacked or destroyed player property.
- Improved control mode messages to be informative rather than commanding.
- Improved visuals when showing in-game scenes on target monitor.
- Improved HUD visualisation when enemies enter weapon range.
- Improved storage type colours in Logical Station Overview to match module design better.
- Improved display of turret group modifications in Object Loadout menu.
- Improved visibility by decreasing brightness of window dirt at border of cockpit glass.
- Improved matching of corridors to rooms on Argon stations.
- Improved pilot chair in Terran ships.
- Improved transporter room visuals.
- Improved readability of stars for NPC skills.
- Improved reflections on cockpit glass.
- Improved impact and muzzle sounds for various weapons.
- Improved thruster sound volume to be less obtrusive while maneuvering.
- Improved sound occlusion in interiors.
- Improved high and ultra graphics presets to include screen space reflections (change only applied when reselecting preset).
- Improved deadzone in default input profiles for gamepads by reducing it from 50% to 10%.
- Improved game startup time, and time for loading and saving savegames.
6.00 RC3 Changelog:
- Improved ware exchange between ships and stations to prevent undocking if order starts while ship docked and station doesn't yet have wares to transfer.
- Fixed autopilot breaking after going through gate.
- Fixed traders sometimes not finding trades if only one valid trade in their operational area.
- Fixed walking sound loop playing while menu open on ship that is not oriented to ecliptic (problem introduced in 6.00).
- Fixed several causes of crashes.
6.00 RC2 Changelog:
- Added conversation option to return to normal duties when talking to pilots belonging to player faction.
- Improved balancing of Kha'ak Mining Escort Mission difficulty.
- Improved display of turret group modifications in Object Loadout menu.
- Improved ship behaviour when colliding with other objects, especially at narrow dock area exits.
- Improved behaviour of deployable objects such as satellites and nav beacons by limiting effect of forces from anomalies and Tide.
- Improved S/M ship undocking from build modules.
- Fixed not being able to use spacesuit with some Custom Gamestart characters (problem introduced in 6.00).
- Fixed Supervised Mining missions being offered by factions that do not have M-sized miners.
- Fixed being able to buy multiple Astrid ships from Northriver Company at end of Avarice story.
- Fixed duplicate voice line when accepting certain missions.
- Fixed signal leaks not offering any hack missions.
- Fixed playback of terraforming debriefing message videos.
- Fixed Scale Plate Pact not attempting to rebuild Pirate Bases.
- Fixed inability to move after using transporter rooms (problem introduced in 6.00).
- Fixed defence drones launching much too fast from stations (problem introduced in 6.00).
- Fixed case that could lead to drones waiting indefinitely for dock to be assigned.
- Fixed ships sometimes failing to navigate out of dock areas.
- Fixed S/M ship undocking from Teladi Trading Station.
- Fixed autopilot flying into gate or accelerator geometry after transition.
- Fixed AI usage of charged weapons.
- Fixed docked ships sometimes being stored immediately after retrieval.
- Fixed towed objects not moving correctly when player not nearby.
- Fixed Salvage in Radius order icon displaying question mark icon.
- Fixed equipment mod quality indicators in surface element lists missing when using workbench under certain circumstances.
- Fixed rooms visibly overlapping when talking to Dal while in different room on HQ.
- Fixed incorrect opening of space suit dock hatches on Chthonios, Zeus, Osaka and Syn.
- Fixed Paranid heads clipping into roof console on Callisto, Discoverer, Pulsar and Quasar.
- Fixed Paranid player unable to leave Kyd chair.
- Fixed Chimera Transporter door not fully opening.
- Fixed visual holes in pirate S ships.
- Fixed various cockpits having applied paint mods in unwanted areas.
- Fixed walking sounds lingering too long after stopping (problem introduced in 6.00).
- Fixed walking sound loop not stopping when taking control of ship (problem introduced in 6.00).
- Fixed game freeze when cycling surface element targets on object with no targetable surface elements (problem introduced in 6.00).
- Fixed several causes of crashes.
[previewyoutube=IdLuSIB76UA;full][/previewyoutube] Note that the embargo on X4: Kingdom End previews and pre-recorded videos ends on April 5, 2023 at 2pm CEST. So if you want to see more of X4: Kingdom End ahead of its release on April 12, you can expect to find more videos online from X4 content creators soon after the launch trailer premiere. https://store.steampowered.com/app/1990040/X4_Kingdom_End/
[quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote] 6.00 RC1 Changelog:
- Added Tides of Avarice soundtrack to Station Design Simulator playlist.
- Added channel lock to Live Stream view (new feature in 6.00).
- Removed invalid rebate from two terraforming projects.
- Improved accuracy of multi-barreled beam turrets firing at missiles.
- Improved capital ship transition through jump gates and accelerators.
- Fixed Terran "Covert Ops" mission activating even when set to completed in custom gamestart.
- Fixed mission ship trapped in minefield fleeing after being scanned by police.
- Fixed getting stuck in floor of ship after returning from external target view (problem introduced in 6.00).
- Fixed falling through floors after teleporting or loading savegame (problem introduced in 6.00).
- Fixed subordinates sometimes getting assigned to different subordinate groups on commander destruction.
- Fixed player being allowed to dock while towing an object.
- Fixed cancel ship construction orders interface (problem introduced in 6.00).
- Fixed missing map marker for Explore and Revisit Known Stations orders (problem introduced in 6.00).
- Fixed select closest target/hostile hotkeys not working (problem introduced in 6.00).
- Fixed autopilot and other features not working with some custom gamestart player characters (problem introduced in 6.00).
- Fixed modules incorrectly blocking others in station editor (problem introduced in 6.00).
- Fixed being unable to select asteroids from Drill miner.
- Fixed capital ship interior corridors not matching style of constructing race.
- Fixed visual holes in Theseus cockpit.
- Fixed hole in Terran vertical connection module.
- Fixed pink geometry appearing on Raptor bridge.
- Fixed LODs of pirate casino being rotated incorrectly.
- Fixed cockpit glass reflection setting not working with reflection probe quality set to off/low (new feature in 6.00).
- Fixed various sounds for moving in first person not working (problem introduced in 6.00).
- Fixed several causes of crashes.
We are very excited to announce that our new expansion X4: Kingdom End, and the major free 6.00 update for X4: Foundations, will be released on April 12th, 2023. https://store.steampowered.com/app/1990040/X4_Kingdom_End/ Enjoy a long-awaited reunion with the Boron in X4: Kingdom End, the fourth expansion for X4: Foundations, which completes the collection of the main factions in the X Universe. Discover the unique Boron ships, and fly them through distinctive systems, on a journey of discovery. Visit fascinating places, uncover old secrets and make new acquaintances. Embark on an immersive new chapter of X4! For more details, visit the expansion's Steam page where you can add X4: Kingdom End to your wishlist in order to be notified when it's released. If you haven't heard about our big free 6.00 update for X4: Foundations yet, you should check out this news about the start of the public beta phase, and our latest XLOG video (embedded below). In addition to major engine changes and additions, there is also a new camera mode that has received great feedback so far. We have also created brand new models for several construction ships in the game. Definitely worth checking out! https://www.youtube.com/watch?v=mbfez5ljdE4
X4: Kingdom End Official Soundtrack released today
To celebrate today's release date announcement for X4: Kingdom End, we're releasing the brand new Original Soundtrack for it on Steam. Renowned X-series composer Alexei Zakharov has composed a beautiful and atmospheric soundtrack to accompany players on their journey into the realms of the peace-loving Boron. https://www.youtube.com/watch?v=KiVb4bkJUZs The official soundtrack consists of 16 original tracks, each designed to transport the listener into the captivating world of X4: Kingdom End. With Zakharov's unique style and expertise, players can expect to be fully immersed in the game's thrilling journey of discovery. The X4: Kingdom End Soundtrack is now available on Steam, and will shortly also be available for streaming on all major platforms. Get into it, embarking on a musical journey and feeding your anticipation for the release of the expansion on April 12th, 2023. https://store.steampowered.com/app/2288980/ Thank you for your support, and please don't forget to add X4: Kingdom End to your wishlist.
[previewyoutube=KiVb4bkJUZs;full][/previewyoutube] https://store.steampowered.com/app/2288980/X4_Kingdom_End_Soundtrack/ Renowned X-series composer Alexei Zakharov has composed a beautiful and atmospheric soundtrack to accompany players on their journey into the realms of the peace-loving Boron. The official soundtrack consists of 16 original tracks, each designed to transport the listener into the captivating world of X4: Kingdom End. With Zakharov's unique style and expertise, players can expect to be fully immersed in the game's thrilling journey of discovery.
New week, new beta - and one week closer to the finishing line! X4 6.00 Beta 7 is now available for you to check out. We'll add the complete list of changes to the end of this news, and would ask you to continue reporting any issues in our Public Beta Feedback Forum as usual. Thank you for your continued support during this public beta test cycle! [quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information. Note: If Steam displays an older Beta version rather than "public_beta - 6.00 Beta 7" in the beta drop-down menu, this is just a display error in the Steam client. You can correct this by re-entering the beta password (see forum), but even with the incorrect version displayed in the list, you will still be playing the latest version of the beta if you have selected the public_beta branch.[/quote]
6.00 Beta 7 Changelog
- Added option to cancel multiple construction orders at once.
- Added low and medium settings for Reflection Probes (new feature in 6.00).
- Added random object selection to Live Stream view (new feature in 6.00).
- Added race-specific command consoles.
- Improved The Fate of the Yaki mission by spawning reward lockboxes in safer location.
- Improved lighting in reflections from stationary objects (new feature in 6.00).
- Improved thruster sound volume to be less obtrusive while maneuvering.
- Fixed False Sense Of Security signal leak mission not providing boarding target.
- Fixed guild missions not being offered if one was accepted from another guild.
- Fixed Collect Drops retaining ownership of abandoned cargo containers on order cancellation if one cargo container had earlier already been collected.
- Fixed escape pods sitting in space if there are no nearby stations to flee to.
- Fixed Explore and Update Trade Offers commands refusing to go through gates when directed at gate (problem introduced in 6.00).
- Fixed licence requirements for Habitat Modules to fit relation progression.
- Fixed collisions against stations not working after using highway (problem introduced in 6.00).
- Fixed some dock requests persisting indefinitely.
- Fixed construction vessels not honoring blacklists.
- Fixed some station entries in the encyclopedia not marked as read when using "Mark all as read" option (new feature in 6.00).
- Fixed gamestart description texts being cut-off under certain circumstances.
- Fixed being unable to select objects when sitting in pilot chair of Ides.
- Fixed fog sometimes disappearing briefly after loading.
- Fixed radar visuals with low quality FSR and small resolutions.
- Fixed muffled signal leak sounds (problem introduced in 6.00).
- Fixed several causes of crashes.
We've got some good news to coincide with the Steam Deck's one-year anniversary, which is being celebrated on Steam this week. Having made some changes for the upcoming major 6.00 update of X4: Foundations, the Steam Deck classification of X4 has been upgraded from "playable" to "verified" status. This means that from version 6.00 onwards, X4: Foundations will be fully Steam Deck verified! Yay, X4 on the go!
The changes are already in the 6.00 Public Beta (details below), so you can give them a try today!
[quote]How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.
Note: If Steam displays an older Beta version rather than "public_beta - 6.00 Beta 6" in the beta drop-down menu, this is just a display error in the Steam client. You can correct this by re-entering the beta password (see forum), but even with the incorrect version displayed in the list, you will still be playing the latest version of the beta if you have selected the public_beta branch.[/quote]
We're stepping up the pace now, and are pleased to announce the availability of X4 6.00 Beta 6 today, which brings with it the usual assortment of additions, improvements and fixes. As always, you can find the complete changelog at the end of this news. Please report any issues as usual in our Public Beta Feedback Forum. Thank you for your support during this beta test! [quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information. Note: If Steam displays an older Beta version rather than "public_beta - 6.00 Beta 6" in the beta drop-down menu, this is just a display error in the Steam client. You can correct this by re-entering the beta password (see forum), but even with the incorrect version displayed in the list, you will still be playing the latest version of the beta if you have selected the public_beta branch.[/quote]
Gamerant.com interview
Gamerant.com recently spoke to Egosoft founder and Managing Director Bernd Lehahn about the X series, Egosoft in general and its current developments. Text interviews are a rarity nowadays, but we do still appreciate them. Which is why we wanted to point it out here. You can find the interview on gamerant.com. We hope you enjoy reading it!
6.00 Beta 6 Changelog
- Added Civilian and Military channels to Live Stream view (new feature in 6.00).
- Added support for PageUp/PageDown in menu dropdowns.
- Added search functionality to Controls menu.
- Added Cockpit Glass Reflections setting (new feature in 6.00).
- Added news banner to Start Menu.
- Removed weapon group HUD indicators if ship has no weapon slots.
- Improved Argon Federation and Godrealm starting relations with player in The Untested Explorer and The Accomplished Scientist starts.
- Improved Terran Cadet transition into Defenders of Sol mission.
- Improved ships fleeing Tide when far from any neutral station.
- Improved readability of stars for NPC skills.
- Improved sound occlusion in interiors.
- Fixed missing relation settings for Xenon and Kha'ak in creative Custom Game Starts (problem introduced in 6.00).
- Fixed Custom Gamestart satellite coverage option resulting in excessively distant satellites (problem introduced in 6.00).
- Fixed Terran Cadet gamestart getting Defenders of Sol mission without having completed intro mission.
- Fixed signal leak scan activity in Terran Pests mission (problem introduced in 6.00).
- Fixed case of Trade Obstruction mission not starting in Avarice story.
- Fixed case of Assemble Fleet mission getting stuck.
- Fixed player-controlled Builder Ships being shown as available for assignment to construction sites.
- Fixed ships with minimal storage capacity failing to pick up all containers when ordered to collect many full containers of wares.
- Fixed ships assigned to Mimic commander with default behavior set to Protect Position failing to do so (problem introduced in 6.00).
- Fixed subordinates of subordinates who are docked at commander repeatedly trying to dock when they cannot do so.
- Fixed subordinate groups assigned to Position Defence not responding to group commands after loading savegame (problem introduced in 6.00).
- Fixed incorrect station storage capacity predictions from ware reservations.
- Fixed ships sometimes getting stuck at 50m/s (problem introduced in 6.00).
- Fixed progress bars of repeatable terraforming projects not working after first time.
- Fixed Ship Information menu not being usable with keyboard or controller under certain circumstances.
- Fixed ship cockpit reflection probes sometimes showing docking bay features after undocking (new feature in 6.00).
- Fixed several capital ships being unable to launch subordinates out of launch tubes (problem introduced in 6.00).
- Fixed collision issues in Argon/Terran Wharf (problem introduced in 6.00).
- Fixed Erlking not having collisions on main weapon (problem introduced in 6.00).
- Fixed Elephant bridge clipping into geometry (new feature in 6.00).
- Fixed several issues with surface elements of Albatross (new feature in 6.00).
- Fixed visual glitch in Albatross bridge (new feature in 6.00).
- Fixed Manorina (Gas) paint mod not being applied correctly.
- Fixed flickering in Turquoise Sea with open comms.
- Fixed Betty and other voice lines sounding muffled (problem introduced in 6.00).
- Fixed several causes of crashes.
Gamerant.com recently spoke to Egosoft founder and Managing Director Bernd Lehahn about the X series, Egosoft in general and its current developments. Text interviews are a rarity nowadays, but we do still appreciate them. Which is why we wanted to point it out here. You can find the interview on gamerant.com. We hope you enjoy reading it!
We have a big surprise for you in our next beta update. Up to now in X4, all factions have used the same builder ship model, but this all changes today in the new public beta. Of course this means that the new ships will also be in the release version, as soon as the 6.00 public beta process has finished.
In the 6.00 update for X4, the existing builder ship model for the Paranid and Teladi will be replaced by the following new models:
HERACLES (Paranid XL builder ship)
ALBATROSS (Teladi XL builder ship)
If you own the X4: Split Vendetta and / or X4: Cradle of Humanity expansions, you can also look forward to the following new models:
ELEPHANT (Split XL builder ship)
KYUSHU (Terran XL builder ship)
And while we're in such a good mood, we're also going to give you a first glimpse of the Boron XL builder ship - which will join your game universe as soon as you've purchased the new upcoming X4: Kingdom End expansion. Be sure to add X4: Kingdom End to your Steam wishlist to be automatically notified upon release.
WALRUS (Boron XL builder Ship)
As well as replacing the models, all of their stats have of course been balanced accordingly, so now they really are completely unique builder ships.
We look forward to your feedback on the new builder ships, as well as the other changes in Beta 5 (see full changelog below). Please report any issues as usual in our Public Beta Feedback Forum.
[quote]How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.
Note: If Steam displays an older Beta version rather than "public_beta - 6.00 Beta 5" in the beta drop-down menu, this is just a display error in the Steam client. You can correct this by re-entering the beta password (see forum), but even with the incorrect version displayed in the list, you will still be playing the latest version of the beta if you have selected the public_beta branch.[/quote]
Captain Collins interview recording
Egosoft founder and CEO Bernd Lehahn was recently interviewed by Captain Collins. The 90 minute interview primarily focused on the forthcoming 6.00 update and the next expansion - X4: Kingdom End, but it also covered a few more general topics and the broader future of the game series. The recording is now available on YouTube, so feel free to have a look: https://www.youtube.com/watch?v=rgNb934dUkk
6.00 Beta 5
- New Feature: New Construction Vessel designs for Paranid, Teladi, Split and Terran factions.
- Added Custom Gamestart Editor story states for Tides of Avarice stories.
- Added ship size information to encyclopedia.
- Added station construction menu help information when expanding HQ for storage relevant to research.
- Removed wares required for terraforming from missing resource section in Ship Configuration menu.
- Improved behavior of missile-armed fighters attacking stations or capital ships.
- Improved cohesion of travelling fleets in low attention.
- Improved storage type colours in Logical Station Overview to match module design better.
- Improved impact and muzzle sounds for various weapons.
- Improved reflections on cockpit glass.
- Fixed game not loading when selecting Yaki Characters in Custom Gamestart Editor (problem introduced in 6.00).
- Fixed ships missing signal that Tide has changed to calm phase.
- Fixed excessive numbers of ships wanting to restock equipment at gamestart.
- Fixed basic connection modules having incorrect production costs.
- Fixed ships that cannot collect lockboxes repeatedly attempting to do so.
- Fixed ships refusing to attack disguised ships that were hostile when attack order was given.
- Fixed Revisit Known Stations not updating Space if Position changed such that it is no longer in Space.
- Fixed player being blamed for environmental damage in player-owned sectors.
- Fixed mining nodes on smaller asteroids hovering above surface (problem introduced in 6.00).
- Fixed miners not using non-turret weapons against certain asteroids (problem introduced in 6.00).
- Fixed subordinates assigned to Position Defence sometimes not resuming previous duties when assignment changes (new feature in 6.00).
- Fixed sometimes running into invisible wall briefly, immediately after teleporting to new ship.
- Fixed issues entering spacesuit from ship that is in relative movement to capital ship.
- Fixed sticky bullets continually adding impulse to hit object.
- Fixed incorrect direction of impulse added by bullet hits.
- Fixed laser towers sometimes slowly drifting away.
- Fixed pushing effect of anomalies being incorrect when approaching from certain angles.
- Fixed ships sometimes taking much longer to align when player not present due to rotating wrong way.
- Fixed ware exchange with player's personal ship failing if more than one item queued for exchange.
- Fixed ships exiting accelerators too far forward then turning around before continuing on path (problem introduced in 6.00).
- Fixed player position after getting up from chair (problem introduced in 6.00).
- Fixed landing gear opening and closing continuously inside dock areas (problem introduced in 6.00).
- Fixed ships sometimes getting stuck with 50m/s speed limit (problem introduced in 6.00).
- Fixed signal leaks generated by EMP bombs being unreliably placed (problem introduced in 6.00).
- Fixed duplicate entries in Custom Gamestart Editor blueprint selection.
- Fixed hire and work somewhere else menus being available for spacesuits.
- Fixed mission targets being repeatedly highlighted under certain circumstances.
- Fixed missing consumables from details of currently edited ship in Ship Configuration menu under certain circumstances.
- Fixed minor issues with target monitor relation display (problem introduced in 6.00).
- Fixed stretched checkbox in Ship Configuration menu settings (new feature in 6.00).
- Fixed sun shining through certain station modules (problem introduced in 6.00).
- Fixed Chthonios E (Mineral) ship ID not being shown correctly on hull.
- Fixed several causes of crashes.
Recently, Egosoft founder and Managing Director Bernd Lehahn was a guest of Captain Collins. The interview lasted about 90 minutes and was mainly about the upcoming update 6.00, the next expansion X4: Kingdom End, but also about some more general topics and further outlooks into the future. The recording is now available on YouTube, so feel free to have a look: [previewyoutube=rgNb934dUkk;full][/previewyoutube]
It's that time again - beta update time! Update 6.00 Beta 4 is now available and we are looking forward to your feedback. We encourage all players to participate in the beta and provide feedback on the new features in our Public Beta Feedback forum. [quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
Live Stream / Interview with Captain Collins on Friday!
Just in case you missed our previous announcement: Our Managing Director, Bernd Lehahn, will be appearing as a guest on Friday, February 24 at 2pm CET (1pm UTC / 8am EST / 5am PST), on Captain Collins @ Twitch for an English-language interview / chat. Don't miss out on the chance to hear directly from Bernd about our exciting new developments, and ask your questions in chat! Mark your calendars and set your reminders now!
6.00 Beta 4
- Added warning if NPC-owned ships are about to undock with player on board.
- Added option to allow player-owned ships to deploy laser towers in response to attack, inspection by police, or pirate harassment.
- Added hull bar animation when receiving damage.
- Added separate yellow state to engine check light to indicate disabled travel drive (new feature in 6.00).
- Removed requirement for CPU to include SSE4.1 support (experimental change, may need to be reversed).
- Improved Scan mission rewards and accuracy of displayed difficulty if target is hostile.
- Improved collisions inside Terran dock area.
- Fixed Direct Mouse Steering sometimes reactivating in Flight School after player turned it off.
- Fixed laser towers in A Return To Normal Order missions having wrong faction (problem introduced in 6.00).
- Fixed Arcadian Endeavour story not rewarding adequate MIN faction relation if siding with Mellerd.
- Fixed Rhak Patriarchy not being at war with Argon Federation and Antigone Republic.
- Fixed asteroids with extreme yield in Family Nhuut.
- Fixed stations not taking any explosion damage (problem introduced in 6.00).
- Fixed mass traffic not appearing under certain circumstances.
- Fixed player-owned ships always undocking without waiting for player if player has never controlled any ship.
- Fixed SETA being cancelled when pilot activates travel mode while player is seated passenger.
- Fixed exaggerated speed change when colliding with moving objects at low relative speed.
- Fixed steering being slowed down when in relative movement to ship in travel mode.
- Fixed AI captain taking over boarding ship after player launched further pods sending more marines to target.
- Fixed subordinates assigned to intercept not engaging targets if all subordinates are in internal storage.
- Fixed subordinates stopping moving when player gets close enough to see them.
- Fixed commanders performing Protect Position as default behaviour cancelling order when subordinate's assignment changes (problem introduced in 6.00).
- Fixed command to Stop Position Defence remaining if subordinate group assigned to Position Defence is empty and Stop Position Defence is selected (new feature in 6.00).
- Fixed military and mining ships sometimes being built without weapons and shields if wharf/shipyard is low on resources.
- Fixed Split Raptors sometimes being built with no turrets or shields.
- Fixed ships idling potentially indefinitely in ring highway.
- Fixed Live Stream and External View being available for mass traffic and ships in internal storage.
- Fixed missing buttons when changing trade ware filter in Map.
- Fixed dialog tooltips being wrongly positioned and missing background.
- Fixed duplicated mouse-over texts for ware reservations.
- Fixed speed restriction zone in Teladi dock area not covering all docks.
- Fixed location of casino room in certain dock areas causing visible clipping.
- Fixed invisible wall in Stork cockpit preventing you from accessing pilot console.
- Fixed door of Elite not being affected by paint mods.
- Fixed occasional flickering of subtitles when multiple pilots speak over comm channels.
- Fixed missing or flickering reflections under certain circumstances (new feature in 6.00).
- Fixed issues with reflections on glass surfaces (new feature in 6.00).
- Fixed issues with shadows on glass surfaces.
- Fixed several causes of crashes.
Space adventurers, traders, warriors, explorers - watch out for the new 6.00 Beta 3, which is now available! The team has been working on a number of areas to further improve your experience, as we continue on the road to the release of 6.00 and X4: Kingdom End. Please check out the complete changelog at the end of this news to see what has been changed in 6.00 Beta 3. As we had mentioned in our 6.00 Public Beta kick off news back in January, we have lots more ideas on how to refine and improve the new Live Stream camera mode which is being introduced in 6.00. You'll be able to see some of these changes - such as the addition of faction channels that get unlocked by reaching friend status with a faction - for yourself in Beta 3. You can also now also access faction channel live streams through faction representatives or station owners, open the map in Live Stream camera mode, and switch between objects and sectors. There are plenty more changes to find, so hit F6 in your game and try it out! Just in case you missed our previous announcement: Our Managing Director, Bernd Lehahn, will be appearing as a guest on two live streams this month to give you some more insights into 6.00 and X4: Kingdom End. First, join Bernd on February 13 at 7pm CET (6pm UTC / 1pm EST / 10am PST) in the Gamestar "Find Your Next Game" show for a German-language show. Then, on February 24 at 2pm CET (1pm UTC / 8am EST / 5am PST), tune in to Captain Collins on Twitch for an English-language show with Bernd. Don't miss out on the chance to hear directly from Bernd about these exciting new developments, and ask your questions in chat! Mark your calendars and set your reminders now! We encourage all players to participate in the beta and provide feedback on the new features in our Public Beta Feedback forum. [quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
6.00 Beta 3
- Added engine check light to indicate reduced engine functionality to HUD.
- Added ability to change position of Position Defence markers vertically (new feature in 6.00).
- Removed Vigor Syndicate food delivery missions as transporting food is illegal in their space.
- Improved Live Stream feature (new feature in 6.00).
- Improved Deliver Inventory missions by adding option to deliver all matching items at once.
- Improved Build Station missions by diversifying requirements for defence platforms.
- Improved positioning of ship-claiming signal leaks (problem introduced in 6.00).
- Improved reliability of travel through gates and accelerators (problem introduced in 6.00).
- Improved detection of mission race checkpoints. (problem introduced in 6.00).
- Improved naming of stations with wide range of different types of production module (problem introduced in 6.00).
- Improved approach of boarding ships before launching pods.
- Improved container magnet making pickups much more reliable.
- Improved explicit command Attack Surface Elements by preventing ships ever firing at target's hull intentionally.
- Fixed player custom gamestart stations losing any special names defined in their construction plans.
- Fixed mission offer which cannot be accepted for Trade Obstruction mission of Avarice story.
- Fixed Build Station missions asking for ship-building modules (problem introduced in 6.00).
- Fixed Dr. Rick Feynman aborting remote call by disallowing calling during item delivery in Double Assistant mission of Pioneer Terraforming story.
- Fixed various issues with Torus riddle during Torus Aeternal mission of Pioneer Terraforming story.
- Fixed Terran military ships remaining hostile after completing Terran Pests mission by reaching Torus in Pioneer Terraforming story.
- Fixed Ace's ship remaining invulnerable after Arcadian Endeavour story completed.
- Fixed station ownership not also transferring blueprints in Avarice Story.
- Fixed build station mission rewards sometimes being up to 64 credits short.
- Fixed turret compatibility problems with mining ships (problem introduced in 6.00).
- Fixed falling through floor of moving elevators (problem introduced in 6.00).
- Fixed permanent loss of spacesuit controls after undocking from certain ships (problem introduced in 6.00).
- Fixed ships becoming insubstantial after having once docked (problem introduced in 6.00).
- Fixed several cases of collisions not working correctly (problem introduced in 6.00).
- Fixed getting stuck in floor after using airlock (problem introduced in 6.00).
- Fixed boarding pods sometimes holding just short of target hull but not actually attaching (problem introduced in 6.00).
- Fixed duplicating deployables when picking them back up (problem introduced in 6.00).
- Fixed being unable to get out of Split Jaguar when playing as Paranid (problem introduced in 6.00).
- Fixed getting stuck in command consoles on capital ship bridges (problem introduced in 6.00).
- Fixed resetting aim assist option to default always turning it off on next start.
- Fixed player weapon fire converging too soon when using mouse to aim at own ship in external view.
- Fixed modifying multi-ship selection in Property Owned menu with Ctrl key not working under certain circumstances.
- Fixed missing space background reflections on certain docking areas (new feature in 6.00).
- Fixed missing icon for salvage in radius order.
- Fixed menu crash in Custom Gamestart Editor under certain circumstances.
- Fixed several causes of crashes.
Attention, pilots! Get ready for more insight into our upcoming expansion X4: Kingdom End and the massive free 6.00 update. Our Managing Director, Bernd Lehahn, will be appearing as a guest on two live streams this month to give you all the details. First, join Bernd on February 13 at 7pm CET (6pm UTC / 1pm EST / 10am PST) in the Gamestar "Find Your Next Game" show for a German-language show. Then, on February 24 at 2pm CET (1pm UTC / 8am EST / 5am PST), tune in to Captain Collins on Twitch for an English-language show with Bernd. Don't miss out on the chance to hear directly from Bernd about these exciting new developments, and ask your questions in chat! Mark your calendars and set your reminders now! Haven't heard about 6.00 yet? Be sure to check out our news on the 6.00 public beta launch. There you can find out what our new physics engine and our heavily improved graphics engine in 6.00 are all about.
What?
Live Interview / Chat with Egosoft Managing Director Bernd Lehahn about X4 6.00 and X4: Kingdom End
When?
(German) February 13, 2023, 7pm CET at https://www.twitch.tv/monstersandexplosions (English) February 24, 2023, 2pm CET at https://www.twitch.tv/captaincollins https://store.steampowered.com/app/1990040/X4_Kingdom_End/ https://www.youtube.com/watch?v=mbfez5ljdE4
One week on from the start of the 6.00 public beta (see news) and we are back already with a new beta version. Please check out the complete changelog at the end of this news to see what has been changed in 6.00 Beta 2. We would also like to re-share the XLOG video featuring Egosoft founder and Managing Director Bernd, who gives you a closer look at some of the interesting topics surrounding 6.00. We encourage all players to participate in the beta and provide feedback on the new features in our Public Beta Feedback forum. Thank you for your support during the beta and please enjoy X4: Foundations! https://www.youtube.com/watch?v=mbfez5ljdE4 [quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
6.00 Beta 2
- Added player relation details to Encyclopedia faction entries.
- Added tooltips explaining Allies, Enemies and Hostiles lists in Encyclopedia.
- Added tooltips with relation name to Faction and Relations menu.
- Added Optimal Workforce information to Build Module Encyclopedia entries.
- Added information about claiming sector ownership to station module Encyclopedia entries.
- Improved signal and data leaks on stations to be in more varied locations.
- Improved approach to target in preparation for launching boarding pods.
- Improved HUD visualisation when enemies enter weapon range.
- Fixed subordinates assigned to Position Defence sometimes getting multiple Attack In Range orders at once (new feature in 6.00).
- Fixed ships frequently attempting to fly through stations (problem introduced in 6.00).
- Fixed capital ship pilots sometimes disappearing after player teleports away (problem introduced in 6.00).
- Fixed defence drones not launching when set to Escort (problem introduced in 6.00).
- Fixed capital ships getting thrown out of travel mode when colliding with asteroids (problem introduced in 6.00).
- Fixed autopilot not being able to navigate towards unknown mission location when mission guidance towards target is available.
- Fixed subordinates assigned to mimic auto-trader setting anchor to commander location when initiating search for trades.
- Fixed Self-destruct command not working on deployables when invoked in first-person view.
- Fixed relief pilots sometimes not retaking control when requested.
- Fixed sorting by Sector in Property Owned (new feature in 6.00).
- Fixed missing relation perks text for factions with +30 relations (new feature in 6.00).
- Fixed Station Configuration menu and Logical Station Overview showing different or combined station information when opened (problem introduced in 6.00).
- Fixed dropdown for changing existing subordinate groups' assignments causing groups to merge if another group already has same assignment.
- Fixed dialog option highlight dot sometimes overlapping text.
- Fixed certain large stations partially missing collisions (problem introduced in 6.00).
- Fixed spacesuit being too large for collision purposes (problem introduced in 6.00).
- Fixed scrap processor being too large for collision purposes (problem introduced in 6.00).
- Fixed welder NPCs not finding positions from which to work (problem introduced in 6.00).
- Fixed player being unable to buy ships (Linux only, problem introduced in 6.00).
- Fixed reflection probes not working under certain circumstances (new feature in 6.00).
- Fixed artefacts from "god rays" in certain cutscenes (problem introduced in 6.00).
- Fixed shadows disappearing under certain circumstances.
- Fixed missing Erlking L turrets sounds.
- Fixed missing environment sounds after loading station design simulator.
- Fixed menu crash in Station Configuration menu during Unknown Structure mission (problem introduced in 6.00).
- Fixed menu crash in Logical Station Overview menu under certain circumstances.
- Fixed physics-related freeze (problem introduced in 6.00).
- Fixed several causes of crashes.
[previewyoutube=mbfez5ljdE4;full][/previewyoutube] Egosoft Managing Director Bernd Lehahn is here to give you a brief overview of the fundamental changes and improvements in the recently launched X4: Foundations 6.00 Public Beta and the further plans for the year. Learn more about X TECH 5, the gameplay improvements in our latest Public Beta and find the full changelog in our previous news The 4K gameplay scenes in the background are from beta versions of X4: Foundations 6.00 and X4: Kingdom End, which are both still in development. https://store.steampowered.com/app/1990040/X4_Kingdom_End/ [quote]How do I take part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
Once our recently announced new X4 expansion, X4: Kingdom End, is ready to be released later this year, it will be accompanied by the most extensive set of improvements to X4: Foundations since the game's original release back in 2018. These major technical changes to the game call for a lot of testing - so please join our 6.00 Public Beta!
[quote]How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.[/quote]
X TECH 5
Our past games X Beyond the Frontier, X3: Reunion, X Rebirth and the original 1.00 release of X4: Foundations marked the biggest milestones in the development of our very own X series engine. With the upcoming release of X4: Foundations 6.00, we're taking the next step and introducing X TECH 5. While integrating the next generation of our graphics engine with several big visual improvements (details below), as well as a new, more powerful physics engine with performance and feature improvements, we're also maintaining savegame compatibility for X4. We would like to give you a first impression of some of the highlights of X TECH 5 that are in the first Public Beta of 6.00. We are still working on additional features that may be added in later public beta releases. We will talk about those additional features in due course.
New physics engine
Experience the thrill of space more than ever before in X4: Foundations, with the integration of Jolt Physics into X TECH 5. Whether you're navigating an asteroid field, docking at a space station, or engaging in combat, Jolt Physics adds a new level of realism and immersion to every moment of gameplay. You'll feel the full force of acceleration and deceleration as you pilot your ship, and every collision will have a tangible impact. In addition to enhancing the overall gameplay experience, the integration of Jolt Physics also brings about performance and feature improvements to X TECH 5, which you'll find listed in the full 6.00 Public Beta 1 changelog at the end of this news.
Massively improved graphics engine
A big part of what makes us very proud of the upcoming 6.00 Update to X4: Foundations is the radical improvements included in our graphics engine. Here are some of the highlights from this area of development: Improved lighting The main goal with the new lighting engine in X TECH 5 is to improve natural-looking sunlight in space. More vibrant colours, higher intensity suns, and a wider range of interesting lighting moods. X TECH 5 gives us many new tools to achieve this. Reflection probes greatly improve lighting situations inside cockpits, bridges and on stations, and seamlessly integrates with the screen space reflections introduced in a previous version of X4. You will also note that the shadow-casting in X TECH 5 has massively improved (new "ultra" option for shadows in the graphics settings). This greatly helps in producing more realistic visuals at greater distances. Introduction of parallax occlusion mapping With the inclusion of parallax occlusion mapping, X TECH 5 features a technique that allows us to add extra detail and depth to surfaces in the game. This is achieved by using a special type of texture that encodes information about the height and shape of a surface, which is then used to create the illusion of 3D depth and detail. As a player, you can expect to see a noticeable improvement in the realism and immersion of surfaces in the game, as parallax occlusion mapping allows us to add subtle details and depth that were not previously possible.
Wide range of gameplay improvements
Apart from the serious technological improvements, we have of course also added gameplay refinements and new features in Update 6.00. Please take a look at the complete changelog for version 6.00 Public Beta 1 at the end of this news. Today, we would like to put the spotlight on the following two highlights: Position Defence The new Position Defence feature in Update 6.00 allows players to have a single carrier-led fleet defend multiple locations while maintaining its streamlined support structure. Individual subordinate groups within the fleet can be assigned to protect specific locations, and will patrol the area until they need to return to the carrier for repairs or resupply. Additionally, these subordinate groups can be set to support other groups in the fleet if they come into contact with threats. This allows for flexible and dynamic defence of multiple locations with a single fleet. We can't wait for you to try out this new feature and see how it enhances your gameplay experience. Live Stream camera mode Live Stream is a brand-new camera mode in X4: Foundations that brings you closer to the action. Once activated, by hitting F6, Live Stream mode allows you to watch interesting events and scenes unfold in your game in real-time. Whether it's an epic space battle, a bustling space station, or a beautiful nebula, this new mode has you covered. One of the best things about Live Stream mode is that it automatically switches between scenes, so you never have to worry about missing out on the action. You can sit back, relax, and enjoy the show, as our new camera mode takes you on a tour of the most interesting moments in your game.
We have lots more ideas on how to refine and improve this new camera mode further, and we will keep working on it during the 6.00 Public Beta phase and beyond. But please do try it out in its current form, and share your feedback with us. We encourage all players to participate in the beta and provide feedback on the new features in our Public Beta Feedback forum. This is just the start of the 6.00 Public Beta for X4: Foundations. The beta will be updated regularly over the next few weeks, so keep an eye on our news channels to avoid missing anything. We can't wait for you to try out all the new content in Update 6.00 and look forward to hearing your thoughts. [quote] Note to the modding community As mentioned in our survey summary a few months ago, X4 modders are super important to us and we are very grateful for their work. While we can't go into too much detail on this topic today, we wanted to at least briefly mention that we are working on some new modding tools for X4 and will also be improving the information available to modders in the future. For example, we plan to provide a modding equivalent to the X4 update changelog. As soon as the tools can be tested, we will inform you separately about this, and provide you with further details.[/quote]
X4: Kingdom End Wishlist now!
Enjoy a long-awaited reunion with the Boron in X4: Kingdom End, the fourth expansion for X4: Foundations, which completes the collection of the main factions in the X Universe. Discover the unique Boron ships, and fly them through distinctive systems, on a journey of discovery. Visit fascinating places, uncover old secrets and make new acquaintances. Embark on an immersive new chapter of X4! https://www.youtube.com/watch?v=pWfQ6fHsMQA https://store.steampowered.com/app/1990040/X4_Kingdom_End/
6.00 Public Beta 1 Changelog:
- New Feature: Updated graphics engine, with Parallax Occlusion Mapping, Reflection Probes, enhanced lighting, improved shadows, and more.
- New Feature: Jolt Physics engine.
- New Feature: Live Stream camera mode.
- New Feature: Position Defence for carrier-led fleets.
- Added new bombardment assignment for subordinates.
- Added command to order ships to attack surface elements on designated targets.
- Added Salvage at Position and Deliver Salvage commands for use with repeat orders.
- Added self-destruct command for player-owned satellites, resource probes, nav beacons, lasertowers and mines.
- Added detection and penalty for theft from station build storage.
- Added more gamestart information, indicating whether they are Tutorial, Guided, Assisted or Sandbox, and adjusted order.
- Added option to edit Buccaneer relations in Custom Gamestart Editor under certain circumstances.
- Added player HQ to Station Design Simulator.
- Added Supervised Mining missions.
- Added Kha'ak-specific Destroy Station missions.
- Added extra Signal Leak missions for factions foreign to station owner, allowing player to earn reputation for Vigor Syndicate at Teladi stations and for Fallen Families at Free Families stations.
- Added hint for missing research to Equipment Mod Workbench menu.
- Added button to force station build to complete instantly in Station Design Simulator.
- Added visual hint for destroyed ships in Transaction Log menus.
- Added links to Object Information and Object Transaction Log from entries in Transaction Log.
- Added hint about trade entries in Transaction Log to Logbook.
- Added order descriptions to Interact and New Order context menus.
- Added mappable hotkeys for deploying objects such as Satellites and Laser Towers.
- Added mappable hotkeys for giving and aborting player squad attack order.
- Added option to hold Shift while dragging on map to move orders vertically.
- Added transform gizmo to station editor.
- Added double-click on module in Station Build menu to focus camera on module.
- Added shortcut to Manage Plots menu to console in Station Design Simulator
- Added surface elements of environment object to Next/Previous Target selection.
- Added options to pre-configure blacklists and fire authorisation overrides when building ships.
- Added descriptions to many items in Encyclopedia.
- Added information about long range scanner range and scan area to Encyclopedia.
- Added distinction between enemies and hostiles to Encyclopedia faction entries.
- Added distinction between friendly and allied relations to target monitor.
- Added more relation perks to Factions and Relations menu.
- Added option to ignore cargo space reservations when setting up trade loops.
- Added option to exchange captains when transferring crew.
- Added possibility to override faction logo per fleet.
- Added modified hint to Continue Game option in Start menu.
- Added mission highlight to transporter room button and other elements.
- Added some landmark stations to Encyclopedia.
- Added mission arrow towards platform guidance if not on screen.
- Added animation when selecting target.
- Added several new achievements.
- Added new ultra shadow quality option.
- Removed logbook entries for received surplus and completed trades.
- Removed "transparent" border around fullscreen menus.
- Removed info boxes for ships on map.
- Removed venture inventory tab from spacesuit upgrades.
- Removed option to turn off save compression (note: with recent improvements to saving this option is no longer advisable for normal users but remains available to modders in a different form).
- Improved balancing of some Terraforming projects by making them resilient against setbacks from events such as quakes.
- Improved Find Resources missions by adding guidance sphere and increasing reward according to how many Resource Probes player will probably need.
- Improved room variety for certain missions.
- Improved Give Seminar conversation choice.
- Improved placement of data leaks to claim abandoned ships.
- Improved dock position tolerance when flying capital ship without docking computer.
- Improved undocking behaviour in certain dock areas.
- Improved presentation when sharing transporter room with NPCs.
- Improved Zyarth economy to counter it being overrun by Xenon (affects new games only).
- Improved faction defence station loadout selection when responding to aggression.
- Improved fighter combat movement against large targets.
- Improved coordination within fleets during attack.
- Improved behavior of ships fleeing from attacks.
- Improved MoveWait fleet behavior immediately before performing attack.
- Improved combat behavior of ships in fleet with carrier or fleet auxiliary ship.
- Improved carrier behavior in combat if all fighter subordinates are on detached assignment.
- Improved police response to EMP bombs being lobbed at policed stations.
- Improved handling for attempting ware exchange where transport drones are needed but unavailable.
- Improved amounts sold by free traders and miners when only selling, particularly across multiple sectors.
- Improved missile damage and ammo consumption simulation when player not present.
- Improved capital ships using forward-mounted guns in combat when player not present.
- Improved reliability of attack subordinates engaging commander's target.
- Improved resupply behavior to allow ships that have loadout level of 0 to automatically get repairs as needed.
- Improved decision-making for when commanders recall subordinates upon receiving move order.
- Improved responsiveness of attack subordinates when commander attacks new target.
- Improved collection of multiple drops in same area by multiple ships.
- Improved matching of corridors to rooms on Argon stations.
- Improved pilot chair in Terran ships.
- Improved transporter room visuals.
- Improved notification and logbook entry for player-owned ships and stations being destroyed.
- Improved presentation of out-of-stock items in Ship Upgrade menu.
- Improved estimated arrival time of incoming deliveries.
- Improved ship upgrade by allowing multiple ships with equipment from another race to be upgraded if all ships share same equipment.
- Improved factory icons to indicate produced ware.
- Improved Options menu by making it full-screen.
- Improved messages in message ticker and logbook for attacked or destroyed player property.
- Improved control mode messages to be informative rather than commanding.
- Improved visuals when showing in-game scenes on target monitor.
- Improved visibility by decreasing brightness of window dirt at border of cockpit glass.
- Improved high and ultra graphics presets to include screen space reflections (change only applied when reselecting preset).
- Improved deadzone in default input profiles for gamepads by reducing it from 50% to 10%.
- Improved game startup time, and time for loading and saving savegames.
- Fixed selected stories in Custom Gamestart Editor depending on Headquarters and Staff story state not resetting when removing HQ story.
- Fixed being able to destroy missile drop in Flight School tutorial.
- Fixed being able to assign pilots to certain plot ships which should have been restricted.
- Fixed problems with Escape Plan mission if it occurs in Grand Exchange I.
- Fixed Welfare Module research mission Casino station being invulnerable before mission starts.
- Fixed Transport Passenger mission spawning passenger in brig.
- Fixed Hack Panel missions asking player to hack panel that has already been hacked.
- Fixed Hack Panel missions targeting station belonging to same faction that is offering mission.
- Fixed A Pirate's Trail mission getting stuck if Wolfish Heart is destroyed in one shot, or during initial dialog.
- Fixed wrong mission objective if target ship gets destroyed early during Seem Valuable mission of Split story.
- Fixed Guard placement in Antigone Station corridor during Covert Operations story.
- Fixed player Cover ship being owned by Argon during Zyarth's Coffin mission of Split story.
- Fixed story not progressing if station to which wares should be delivered is destroyed during Zyarth's Coffin mission of Split story.
- Fixed important wreck in Flight School tutorial being destructible.
- Fixed conversation stalling during build segment of Advanced Scenario.
- Fixed missing hints and menu highlighting in Terran version of HQ dock construction mission.
- Fixed Dagobas Lahubasis Yorilos III trying to escape into own ship while talking to him on bridge during Trade Obstruction mission of Avarice story.
- Fixed not being able to complete Avarice story race with L-sized ship.
- Fixed Manager's Office displaying wrong trophy after completing Arcadian Endeavour story.
- Fixed From the Ashes mission getting stuck if Duke's Haven gets destroyed before player can deliver manager.
- Fixed Geometric Owl attacking random Xenon in The Void instead of staying put to allow players to dock during Second Assistant mission of Pioneer Terraforming story.
- Fixed ship delivery missions not updating which ships to transfer after first recognised ships are removed from delivery area.
- Fixed several issues with Scale Plate subscription missions.
- Fixed timers for supply factory missions getting stuck at zero.
- Fixed some missions having excessively long time limits.
- Fixed stations belonging to civilian faction offering missions.
- Fixed not being able to dock at Keepsafe after it is rebuilt.
- Fixed relations between Vigor Syndicate and Ministry of Finance to be actively hostile.
- Fixed certain major stations and factories sometimes not spawning on gamestart.
- Fixed some stations unintentionally spawning in hazardous regions.
- Fixed Yaki ships sometimes not having weapons.
- Fixed generated loadouts in some shipyards/wharfs/equipment docks not matching available equipment.
- Fixed subordinate traders sometimes buying from homebase and selling right back to it.
- Fixed research storage targets exceeding research ware requirements under certain circumstances.
- Fixed being able to activate travel mode in ship without flight assist software.
- Fixed ships sometimes firing at empty space when attacking large target.
- Fixed multiple beam weapons attacking same target not draining shields as quickly as expected.
- Fixed lockboxes standing still after saving and loading.
- Fixed ships with repair drones sometimes not repairing at expected speed.
- Fixed ships that are about to dock or are executing trades in Avarice ignoring Tide warning.
- Fixed case that could result in station-based miners failing to execute assignment.
- Fixed traders sometimes not finding valid trades when operating in only one space.
- Fixed ships sometimes trading with build storage of destroyed stations.
- Fixed station trade subordinates selling station trade wares to factions prohibited by associated trade rules.
- Fixed player sometimes being blamed for objects destroyed by hazardous regions.
- Fixed player-owned subordinates and capital ships sometimes traversing unexplored sectors when moving between sectors.
- Fixed ships trying to resupply at stations or ships they cannot dock at.
- Fixed ships belonging to some factions failing to restock deployables and ammo.
- Fixed ware exchange stalling if exchange partners are already parked when ware exchange order begins.
- Fixed attacking ships sometimes overshooting target on initial approach.
- Fixed ships sometimes ignoring collisions when interrupted while docking.
- Fixed non-capital ships with subordinates that are not moving with commander needlessly attempting to synchronize movements to fleet at gate transitions.
- Fixed defence subordinates sometimes losing track of ships in fleet that are not subordinates of immediate commander.
- Fixed case that could prevent capital ships dealing with fleet auxiliary ships which are attached to fleets.
- Fixed ships attacking capital ships or stations not using all active weapons when weapons are activated while already in combat.
- Fixed capital ships intentionally destroying targets that they were directed to disable while assisting boarding operation
- Fixed capital ships tending to maintain distance beyond turret range when directed to support boarding operation by destroying surface elements.
- Fixed subordinates not docking if immediate commander is explicitly ordered to dock at carrier that is in command hierarchy.
- Fixed case that could result in commanders ordering subordinates to dock indefinitely.
- Fixed subordinates of subordinates of carriers undocking when carrier subordinate formation is changed via carrier.
- Fixed ships with looped orders repeatedly trying to dock at now-destroyed destinations.
- Fixed ships attacking attackers when going in for repairs or ammo.
- Fixed fleeing ships erroneously concluding that second flee attempt was successful.
- Fixed boarding pods becoming inactive when sent to abandoned ships when assigned marine was in transit.
- Fixed illegal activities such as hitting stations with EMP bombs not triggering police response.
- Fixed police ships sometimes attacking own faction's ships if those ships interrupt investigation.
- Fixed ships in formation that are not subordinates doing no combat damage when player not present.
- Fixed dismantled objects sometimes remaining in space much longer than they should.
- Fixed wrecks being auto-selected when not flying salvage ships.
- Fixed salvage subordinates not updating ranges after commander station's manager is replaced.
- Fixed salvagers finding unknown wrecks.
- Fixed salvage-related activities not contributing to skill gain.
- Fixed pilots sometimes getting stuck when replacing another pilot.
- Fixed difficulty docking manually when Collision Avoidance option is active.
- Fixed Split flak turret bullets not exploding.
- Fixed force effects of anomalies and some other objects not working.
- Fixed small wrecks stuck in capital ship geometry interfering with player controls.
- Fixed wrecks disappearing while being dismantled if player leaves area.
- Fixed stuck doors or non-interactable buttons and panels on platforms after loading save.
- Fixed non-interactable airlock after loading save.
- Fixed invalid airlock state if cycled too quickly.
- Fixed NPCs sometimes standing within objects on dock areas.
- Fixed gamestart description texts being cut off under certain circumstances.
- Fixed price and discount/commission information sometimes being incorrect in trade context menu.
- Fixed maximum number of docked ships in Object Information menu.
- Fixed missing timers on chain missions in Mission Manager menus.
- Fixed station construction plan changes sometimes being lost when applied.
- Fixed missing warning about changes to station construction plans when closing any menu opened from Station Build menu.
- Fixed Long Range Scanner not seeing stations with Protectyon Shield Generator module.
- Fixed station plots in Xenon space showing licence costs before placement.
- Fixed boarding menu allowing selection of arriving marines.
- Fixed crew on destroyed ships being listed in Personnel Management menu.
- Fixed missing ticker message when player unlocks new Timeline entry.
- Fixed missing/mismatching data in target monitor under certain circumstances.
- Fixed terraforming projects showing wrong cooldown when they were never started before.
- Fixed ware descriptions in trader menus not updating under certain circumstances.
- Fixed scrolling in menus when mouse is over certain parts of screen.
- Fixed selected object icon not appearing on Map when zoomed out.
- Fixed wrecks of civilian ships being hidden on Map if civilian ships are not shown but wrecks are.
- Fixed player sector not appearing on map if using space suit after hitching ride to unknown sector.
- Fixed dropdown to change assignment of all subordinates in subordinate group failing to do so.
- Fixed menu crash in station storage list under certain circumstances.
- Fixed icons of recyclables being visible in fog of war.
- Fixed mines dropped by trapped lockboxes not showing as red in UI.
- Fixed Spacesuit Engines not showing hologram visuals in Encyclopedia.
- Fixed Terran names for maintenance and fabrication bays in Encyclopedia.
- Fixed potential damage to objects in universe from missiles that explode in Encyclopedia view.
- Fixed suggestions for keyboard and mouse buttons being displayed in some cases when only playing with controller or joystick.
- Fixed workers leaving lights on when production modules are inactive.
- Fixed distinction between enemy and hostile factions in Faction and Relations menu.
- Fixed colour of target monitor relation for neutral objects.
- Fixed inconsistent information about gate and accelerator destinations in both HUD and ship computer voice.
- Fixed voice playback in Timeline getting interrupted by other voices.
- Fixed beam weapon sounds being considered "ambient" instead of "effects" for sound volumes.
- Fixed bright line appearing in some shadows.
- Fixed engine jet "flames" not animating correctly for several XS ships.
- Fixed game having wrong resolution after choosing 1280x720 or similar small resolutions in fullscreen mode.
- Fixed custom gamestart cutscenes sometimes being distorted.
- Fixed looking in wrong direction when teleporting to Alligator (Liquid).
- Fixed being able to fall off dock area of Phoenix.
- Fixed Zeus docking position being too close to pier.
- Fixed Zeus E XS dock being out of position.
- Fixed Osaka missing some detail.
- Fixed Terran L container storage having incorrect collisions container modules.
- Fixed missing wreck for Atlas E resupplier.
- Fixed Hokkaido (Mineral) internal rooms clipping through geometry.
- Fixed mirrored ship ID on Prometheus.
- Fixed gap on dockarea of Erlking.
- Fixed paintmods being applied to surfaces they should not be used on.
- Fixed custom logos with upper-case letters in filename not being loaded in Linux version.
- Fixed performance stutter when approaching highly populated docks.
- Fixed noticeable freeze when closing station editor for very large stations.
- Fixed rare freeze during startup.
- Fixed several causes of crashes.
We've got a somewhat unusual campaign for you this year, which we hope will be to your taste. After several months of collaboration with the plushie professionals at Makeship, we are turning a long-cherished idea into reality.
Introducing Baby Boron Plushie! We are excited to announce that our crowdfunding campaign, for the cutest, cuddliest plushie you've ever seen, is starting soon. This plushie is the perfect companion for any X4 fan, with its soft, huggable body and adorable features.
Baby Boron will watch your back while you enjoy the long-awaited reunion with the Boron in X4: Kingdom End, the fourth expansion for X4: Foundations, later this year.
Please note that all Makeship plushies are unique editions. This specific Baby Boron Plushie will no longer be available after the end of this campaign.
How can I get one?
The Baby Boron Plushie crowdfunding campaign starts on January 23rd, 2023, at 6pm GMT (10am PST / 1pm EST / 7pm CET) over at https://shop.makeship.com/3YxJmdA. Once the campaign goes live, you will be able to purchase your very own limited Baby Boron Plushie at Makeship ($29.99). The campaign will run for 21 days. If the campaign reaches the minimum order goal, Makeship will start production of the Baby Boron Plushie. If the minimum goal is not met, all customers will be refunded for their orders. If the campaign is successful and the Baby Boron Plushies are produced, they will be shipped 2-3 months after the campaign end date. Shipping typically takes 7-15 business days depending on the destination country and city. Delivery to some areas may take 10-30 business days. Visit the Makeship Help Center if you have any further questions about the crowdfunding campaign process.
Egosoft today unveils the next chapter in its long-running space simulation franchise. X4: Kingdom End is the fourth expansion for the latest game in the series, X4: Foundations.
The reveal teaser for X4: Kingdom End is now available on YouTube. X4: Kingdom End will be released for PC (Windows, Linux) in 2023 and can already be wishlisted on Steam.
https://www.youtube.com/watch?v=pWfQ6fHsMQA
X4: Kingdom End celebrates the long-awaited reunion with the Boron, and completes the collection of the main factions in the X Universe. Discover the unique Boron ships, and fly them through distinctive systems, on a journey of discovery. Visit fascinating places, uncover old secrets and make new acquaintances. Embark on an immersive new chapter of X4!
An expedition into the unknown
Heretic's End holds a secret to be discovered. Flickering lights on a previously inactive jump gate are causing a stir. Joining forces in the name of cooperation, a multi-factional expedition sets out to investigate the phenomenon. Prepare for an immersive story of collaboration, where many vastly different minds must pull together for the greater good.
Unique new ships will take your breath away
Boron ships are as unconventional as you would expect from such an extraordinary species. X4: Kingdom End introduces a wide variety of Boron ships of different classes, which excel with their fluid designs, their wavelike shell animation, and their distinctive grace and uniqueness. Come aboard and experience what may very well be the most breath-taking ships in the X-Universe.
X4: Foundations 6.00 Update
X4: Kingdom End is being released at the same time as the extensive 6.00 update for X4: Foundations. As is our tradition, we will once again be introducing a number of significant improvements to the base game in this major, free update for all X4 owners. We won't be able to show the full changelog until a later date, but X4 players can already look forward to the following upcoming 6.00 improvements:
- Position Defence, a new feature which allows you to have a carrier-led fleet defend a larger area
- A new cinematic camera cutscene mode
- Improvements in, among other things, AI combat and fleet behaviour, trade behaviour, boarding, salvaging, docking experience, flight pathing, low attention combat simulation, and the station editor
- UI and quality-of-life improvements
- Performance improvements
- ... and much more
[previewyoutube=V7FQDbFts9E;full][/previewyoutube] The next chapter of X4: Foundations will be revealed on Friday December 23rd, 2022 on www.youtube.com/egosoft https://www.youtube.com/watch?v=pWfQ6fHsMQA
Back in July we invited you to participate in a slightly larger-than-usual player survey. Many of you have expressed a wish for us to publish the results of this survey. So, we are going to do so, at least for the actual game related questions. We will also provide some commentary on some of the survey results to give them better context. The overall aim of this survey was to get a broad picture of how you see X4 today, what you enjoy about it, what problems you see, and so on, rather than to identify specific potential changes to X4 and put them on our short-term "To Do ASAP" list. It will come as no surprise to you that we still have plenty of plans for the X series, so this survey was about gathering your feedback, analysing it and using it together with our own plans and ideas, to set the course for the future. Please note that the percentages mentioned only refer to the participants in the survey, not to the total number of buyers or players of X4: Foundations. For information, just under 20,000 of you participated in the survey. With this in mind, here are the results of the survey: [quote]How many hours have you invested in your most advanced savegame so far? 7% More than 500 hours 32% 100 to 500 hours 26% 50 to 100 hours 24% 10 to 50 hours 6% 5 to 10 hours 5% Less than 5 hours[/quote] Long playtime, strong commitment We are always pleased to see the larger number of hours played by our players, not only those who participated in the survey, but also the average player of X4. Clearly the X4 universe manages to keep you entertained for a long time! Almost 40% of survey participants have played the game for over 100 hours. We believe that one of the main reasons for this is also one of X4's greatest strengths: it is played similarly to an MMO, but because it is single-player, it allows for faster and virtually unlimited growth. X4 evidently has a lot to offer in terms of real economy, authentic universe, growth and so on. [quote]How many times have you started a new game? 15% More than 10 times 25% 5 to 10 times 45% 2 to 4 times 15% Just once[/quote] Learn about the budgeted custom gamestart system, and start a new custom game! Starting a new game in X4 should always be appealing. As the survey results show, 40% of the participants have already restarted at least five times, but we would like to see an even higher number here. In addition to new gamestarts added in previously released expansions, which provide exciting new scenarios that you should definitely check out, we also introduced a "Custom Gamestart" feature in September 2021 as part of the 4.10 Update of X4: Foundations. This has a points system, which allows you to change or customise certain starting parameters in the game according to your preferences. You collect points towards the budget for these parameters through your actions in previous play-throughs of the game, such as exploring, playing story missions, etc. You can then spend the points in your new budgeted custom gamestart, giving you things such as available capital, sectors already explored, or relations with other factions. There is nothing to lose by doing this, and the points remain available for future gamestarts, so we recommend you try it out if you haven't already. Rediscovering X4 from a new starting point is definitely worthwhile! Why not check out this comprehensive video from X4 content creator Captain Collins on the Custom Gamestart feature (July 2021): https://www.youtube.com/watch?v=mqcmNf3NW7c [quote]Which (gameplay) element of X4 do you enjoy the most? 33% Trading / Economy 24% Fighting / Battles 13% Designing / Building stations 12% Free exploration 11% Missions / Storylines[/quote] Possibly our biggest challenge: the diversity of X players The answers to this question highlight one of our biggest opportunities, but at the same time risks, with X4: the diversity of player interests and priorities. The very core of our vision of the X series games is the idea of giving players as much freedom as possible; freedom to make their own decisions about what to do in our games. To achieve this, requires us to include many different types of activity as part of the game, which in turn attracts at least as many different types of players. Not to put too fine a point on it, everyone wants something different from X4! Perhaps our greatest challenge during our time working on X4, but also for the future of the X series, is to find compromises that "work" for as many as possible of these, sometimes fundamentally different, types of players. At the same time, we have to be realistic and acknowledge that this makes it almost impossible for us to deliver the "perfect game for any given group of players. Nevertheless, we have no plans to change our overall mission, which we at Egosoft have been committed to since the development of X - Beyond the Frontier in the late 90s. [quote]Would you like to be able to play X4 with friends? 46% Yes 16% No 38% Wouldn't matter to me If you are interested in a multiplayer option, what would it ideally look like for you? 14% MMO 63% Online Co-Op 16% Asynchronous Multiplayer[/quote] The best of both worlds: a single-player universe with fast progression, and team play in Multiverse online mode This is a question which has naturally led to many discussions within the community over the years. Before any further discussion, we need to make it clear that, in our opinion, an X series game can only be what it is if it is, at heart, a single-player universe. Without going into too much detail, the issue of rapid and unlimited growth, as mentioned in a previous comment, is key to this. That said, we definitely see possibilities for more direct cooperation between players of X games in the longer term. The Multiverse online mode, originally announced in 2021, will be a first step in that direction. We are still working on that Multiverse online mode, which is itself a development of the Ventures" feature that was in some earlier versions of X4. We're making good progress on that, and are hopeful that we'll be able to tell you more about it in 2023. [quote]How satisfied are you with X4 today? (5 = Completely; 1 = Not at all) 5 = 16% 4 = 61% 3 = 18% 2 = 4% 1 = 1%[/quote] High approval rate, but room for improvement Our survey shows that 77% of participants are at least moderately satisfied with X4 today. This figure is also reflected in our Steam reviews, where around 75% of reviewers have left positive ratings at the time of writing. Given the previously mentioned diversity of our players, and the wide range of gameplay elements within X4, we are very happy to have such a high approval rating. However, this does not mean that we will rest on our laurels. We will continue to set our goals higher, and hope to further improve these ratings and review scores in the future. [quote]How satisfied are you with the game performance on your hardware? (5 = Completely; 1 = Not at all) 5 = 29% 4 = 36% 3 = 22% 2 = 9% 1 = 3%[/quote] Constant work on improving performance The X series games will always be demanding on hardware. It is in the very nature of the game, and our vision for the series, that the technical requirements will often preclude the use of lower performance systems. The full universe simulation, for example, will always require more CPU and memory than other games in the genre. The fact that 65% of the surveys participants are reasonably satisfied with the performance of the game on their systems gives us some confidence that we are striking the right balance. However, we are constantly working on improvements, throughout our game engine, to enhance the performance of X4. In the not-too-distant future we hope to be able to start talking about the next big X4 update, 6.00, which will include our latest work in this area. [quote]Do you use game modifications (mods) when playing X4? 53% Yes 47% No If you have used Mods in X4, how many mods are you currently using in your most recent X4 savegame? 48% More than 5 mods 40% 2 to 5 mods 8% 1 mod 4% None Why do you use mods in X4? 85% To improve game elements that bother me (e.g. "quality of life", balancing) 66% To be able to use more content (e.g. additional ships) 16% To make the game harder 14% To make the game easier[/quote] Modding community as important to us as ever We haven't done a survey on the topic of mods for quite a while, and we are pleased to now have an up-to-date overview of mod use. The modding community remains as important to us as ever. One of the sticking points for modders has been the issue that players cannot send ships into the Multiverse when playing a modified game. This is unavoidable for many types of mods, especially those that add ships or change the fundamental gameplay, but may be something that could be addressed for mods that make purely quality-of-life changes. With the introduction of the Multiverse online mode, hopefully during 2023, we will be taking a closer look at the possibility of signing certain popular quality-of-life mods, so that they do not prevent Multiverse access. In the context of this, it is good to see that quality-of-life mods are among the most important to you. However, all of this is still in the future at the moment, and we will go into more detail about it once we have a clearer picture of what will, and will not, be possible. A small side note on the subject of mods: for many years now, we have been drafting gifted X series modders into the ranks of our team. We're pleased to say that earlier this year, modders Shuul (VRO and many other mods) and kuertee (several gameplay and quality-of-life mods) have started working with us on the future of the X series. Glad to have you on board, guys! [quote]Which type of controls do you use most often in X4? 83% Mouse and keyboard 9% HOTAS 5% Gamepad / Controller[/quote] Wide-ranging agreement on controls When it comes to gameplay features, X4 players are very varied, as discussed in a previous comment, but when it comes to the controls, there is much more agreement. That is not to say, however, that we only focus on the majoritys requirements, and we are especially happy to see the hardcore simulation fans who fly through the X universe using a HOTAS device. With a little effort, even the most rare and complicated HOTAS systems control schemes can be fully customised with X4. [quote]Have you bought (at least) one expansion for X4? 93% Yes 7% No[/quote] We are hugely excited to see the high level of uptake for our X4 expansions, and thank you all for your support. [quote]Which expansion(s) for X4 do you own? (multiple answers possible) 98% Split Vendetta 97% Cradle of Humanity 77% Tides of Avarice Which expansion do you like the most? 7% Split Vendetta 40% Cradle of Humanity 7% Tides of Avarice 46% I have no favourite[/quote] Nicer ships = higher approval rating? The results of these survey questions lead us to assume that the popularity of expansions among players of X4 is driven primarily by the ships that we introduce in those expansions. In particular, we interpret this result to mean that the ships from X4: Cradle of Humanity are your favourites, resulting in it receiving the highest rating at 40%. Are we right in our assumptions, or are there other factors that led you to your answers? Feel free to let us know in the comments section for this article. This is probably also a good opportunity to highlight two specific beauties from the most recent X4 expansion, X4: Tides of Avarice, which you should definitely take the time to check out:
- The Erlking, a terrifying pirate battleship with an experimental and unusual energy source.
- The Astrid, an incredibly lavish and luxurious yacht, that is rumoured to be the fastest ship in the galaxy. With its sleek design, the Astrid is a ship unlike anything you've ever come across in the X universe.
https://store.steampowered.com/app/1701060/X4_Tides_of_Avarice/ [quote]How do you feel about the retail price of the X4 expansions? 66% Just right. 9% Too expensive. 4% Too cheap. 21% I have no opinion on this.[/quote] Approval of the value proposition Getting the pricing right is, of course, an important aspect of our work. Given the great take-up rate of the X4 expansions, we think we have created quite a good pricing structure that is acceptable to a large majority of X4 players. We're pleased about that, of course, and hope that we'll continue to make the right decisions in the future, setting prices that work well for both you and us. --- We would like to take this opportunity to thank all participants in the survey and, of course, all those who have supported us over the years during the development of X4: Foundations and its expansions. As mentioned in several articles and news items this year, we have not yet reached the end of our journey with X4, and are looking forward to telling you more about the short- and medium-term future of the game as soon as we are ready to do so. Please keep an eye on our communication channels; you can find an overview of all our channels at linktr.ee/egosoft. Thank you, and see you soon!
We would be infinitely grateful if you'd consider us for the Steam Labor of Love Award. You can nominate us right in this news (look up), on the X4: Foundations store page or through the Steam Awards Nominations page. X4: Foundations is about to celebrate its fourth anniversary and we appreciate your support and feedback every day. Thanks for everything and keep on having fun in the X-Universe!
We are pleased to announce that we will be part of the Indie Arena Booth at gamescom in Cologne this year. Indie Arena Booth is a collaborative booth featuring a curated selection of games from around the world.
From Wednesday, 24 August 2022 to Sunday, 28 August 2022 you can find us at the Indie Arena Booth in Hall 10.2 of the Klnmesse. Each day, various team members will be present and looking forward to chatting with you. If you are not yet familiar with X4, you will of course have the opportunity to try out the game on-site.
A quick word to manage expectations: we will not be making any new announcements at this year's gamescom. It will be a little longer before we are ready to reveal the next chapter of X4.
Here are a few more related links on the topic of gamescom:
Our latest player survey will ask you questions about your personal progress in X4: Foundations, your satisfaction with the game, your wishes and priorities for the future of the X series, and your feelings about the X series and Egosoft outside of the game. By taking part in our survey, you will be helping us to make the X series even better. Please visit this link to participate in the survey. Thank you for your support!
We don't usually create a news item for every hotfix, but we're making an exception for 5.10 Hotfix 3 of X4: Foundations, which was released today. As many of you are aware, it's been quite a while since you were last able to access the paint mods that are in your online inventory for X4: Foundations. The reason for this is that we have been working on extensive changes to the Ventures feature of the game, which is part of the same online functionality as the paint mods. Since that work is still ongoing, and we don't want to keep you from your favourite paint mods any longer, today's hotfix re-enables the option to log in to your Egosoft account and access your paint mods. Please note the following points about 5.10 Hotfix 3:
- The most basic online functionality is re-enabled, i.e. you can log in to, and out of, your Egosoft account from within the game.
- You will be able access any paint mods that are in your online inventory, with the same limitations and conditions as before.
- You will NOT be able to build new venture docks or send ships on ventures, and you will not see any menus related to this.
- You will NOT receive any "visitor" ships from other players.
As mentioned in a previous item in April, we would like to reassure you that we're not quite done yet with our vision for X4. However, the next item on the agenda for the game is some way away, so we won't be able to get into specifics about it for quite a while. Thank you for your continued support.
- Fixed long freezes and poor performance in station designer with very large stations.
- Fixed excessive damage from capital ship engines in superhighways.
- Fixed workforce consuming resources more often than intended.
- Fixed strange location names in notifications and log.
- Fixed incorrect orientation of some turrets on Split M Container Storage module.
- Fixed menu crash when opening Object Information menu for Kha'ak stations.
- Fixed several causes of crashes.
- Fixed Lu t'Cca not being in his cell in Prison level 1 after player leaves area during The Past a Prison mission of Pirate story.
- Fixed Teuta potentially getting stuck trying to dismantle wreck that is already being processed by processing module.
- Fixed player getting very large amounts of money when player-owned capital ships collect deployables.
- Fixed drones disappearing when recalled while launching.
- Fixed remaining cases of ships attempting to mine areas without resources.
- Fixed French voice and Russian localisation issues.
- Fixed several causes of crashes.
Egosoft CEO Bernd Lehahn returns to the Space Game Junkie Podcast today. In the live show he will talk about the development of X4: Tides of Avarice and X4: Foundations in general. The live show starts at 10am PDT / 1pm EDT / 6pm BST / 19:00 CEST (What time is that in my time zone?). Tune in via Twitch or YouTube and join the chat with your questions. We hope you have fun! https://www.youtube.com/watch?v=K0vMfYBF05M
Less than a month has passed since we expanded and improved the X4 universe again with X4: Tides of Avarice and the major 5.00 update. We haven't just been resting on our laurels since then, but have launched straight into update 5.10. We're excited to bring you this next update for X4: Foundations today. Please find the full changelog below. https://store.steampowered.com/app/1701060/X4_Tides_of_Avarice/ We would like to reassure you that we're not quite done yet with our vision for X4, but please note that the next item on the agenda for the game is a little further off, and that we won't be able to get into specifics about it for quite a while. In the meantime, we hope that you continue to enjoy X4, build your empire, explore far away systems, dive into the storylines, and let yourselves be immersed in the X Universe. Thank you for your continued support!
Version: 5.10 (476551) - 2022-04-07
Added option to choose which ship to transfer to Mr Dagobas Lahubasis Yorilos III in mission Scrapyard Salvage of Avarice story. Added Protectyon Shield Generator to Logical Station Overview. Added station type icons to station HUD elements. Added automatic mouseover tooltips for truncated texts. Added target elements for Vaults and Landmarks. Added ware reservation information to station cargo display. Added option to use Ctrl+Shift together as modifier for keyboard input. Removed asteroids from Next Target list. Improved player ship starting weapons in Spear of the Patriarch gamestart. Improved Tangling with the Teladi mission by rebalancing loadout of pursuing fleet. Improved ambush attack handling in Enigmatic Avarice mission of Avarice story. Improved time between Boso Ta's calls for Cease and Desist mission in Segaris Pioneer story. Improved ending of Avarice story to avoid reputation loss and prolonged engagement with Vigor Syndicate. Improved balancing of Protectyon availability on Tidebreak. Improved visibility of Long Range Scan ping of Erlking Vaults. Improved aiming of weapons against certain targets such as Kha'ak stations, mass traffic, new ships, and other structures. Improved application of construction plans to stations to reduce cases of modules being recycled and then reconstructed unnecessarily. Improved workforce growth/decline rates to avoid large swings in consumed resources. Improved precision of movement by individual player-owned ships given explicit movement orders. Improved flee behaviour of fleeing ships that already have travel mode active. Improved combat movement of fighters attacking other fighters when the player is around. Improved input information shown in Interaction and External View messages. Improved layout of Ship Modification menu. Improved display of messages on Message Ticker. Improved background in Windfall. Fixed Casino welfare mission sometimes having no objectives. Fixed Casino welfare module research not unlocking in certain cases. Fixed Going Clean mission for Hatikvah sometimes getting stuck. Fixed player sometimes not being able to dock spacesuit at Astrid during Answers in a Faraway System mission of Avarice story. Fixed involuntarily being teleported out of spacesuit during Answers in a Faraway System mission of Avarice story. Fixed unique Astrid equipment sometimes being missing after successfully capturing it. Fixed rare freeze during Track Ship mission. Fixed missing engine and shield generator on story Katana. Fixed Duke's Buccaneers and Paranid factions not being at war after specific diplomatic choice during Paranid story. Fixed selling Protectyon for high price not triggering The Freest of Markets achievement in Avarice story. Fixed Boso Ta repeating himself in certain cases during Brantlee Northriver's Competition mission of Avarice story. Fixed issues with racing ship being destroyed prematurely in Brantlee Northriver's Competition mission of Avarice story. Fixed Boso Ta signal leak not being discoverable in Tides of Avarice sectors. Fixed incorrect Brantlee dialog during Brantlee Northriver's Competition mission in Avarice story. Fixed Dagobas Lahubasis Yorilos III missing during dock conversation with Ebby Bro during Scrapyard Salvage mission of Avarice story. Fixed player relation to VIG faction to bring it back up to neutral if it dropped after Avarice story ends. Fixed player being addressed with gamestart character's name in Arcadian Ambitions mission despite having changed it. Fixed Haile Shinamon briefly being hostile towards player if Amplifier is destroyed under specific circumstances. Fixed Godrealm of the Paranid and Holy Order of the Pontifex remaining as client faction for Build Station missions after specific player diplomatic decision. Fixed issues with hacking station in Pirate story. Fixed transfer of credits for mission trades not working. Fixed Vigor Syndicate and Riptide Rakers defence stations not having correct crew. Fixed not being able to reliably use anomalies with large ships. Fixed workforce resources not being bought on stations without production or build modules even though Fill Whole Habitat is set. Fixed some instances where ships that are otherwise able to trade are unable to do looped trades. Fixed hacking of turrets not being taken into account in damage calculations when player is not present. Fixed incorrect weapon damage calculation if same weapon appeared in active primary and secondary weapon groups. Fixed ships sometimes fleeing towards their attacker even though not fleeing toward highway, gate, or station. Fixed police ships and station customs finding illegal wares in cargo holds of ships equipped with Mirage mod. Fixed pirates determining cargo of ships equipped with Mirage mod. Fixed cases of stuck large trade ships trying to execute trade. Fixed ships and modules destroyed while under construction not contributing correct scrap. Fixed last module destroyed on station not contributing scrap. Fixed laser towers firing on enemy objects that are not hostile. Fixed loss of ability to use control stations in first person under certain circumstances. Fixed miners sometimes not being able to gather resources even in non-depleted areas. Fixed stations with processing modules not buying any Raw Scrap if all solid storage capacity is allocated manually. Fixed player receiving excessive gratitude for destroying hostile ships around stations. Fixed Build Storage storage being destructible and restored destroyed storage. Fixed capital ships not being able to collect crates full of cash. Fixed rare case where NPCs would not appear on stations. Fixed certain stations not allowing docking in very extreme savegames. Fixed bridges for docked capital ships being missing from station elevator destinations under certain circumstances. Fixed certain rooms sometimes not appearing in transporter menu. Fixed Closed Loop production method not being listed for certain equipment in Encyclopedia. Fixed overlapping texts in Target Monitor and Message Ticker. Fixed selecting specific ware on map overriding all other trade filters. Fixed module search and filter in Station Build menu. Fixed Match Target Speed and Map pan/rotate toggle not working as toggle once any control was remapped. Fixed auto-selected target being lost immediately when looking away in gamepad mode. Fixed current target being lost when changing between mouse and gamepad input. Fixed having to toggle flight assist twice after turning off travel mode. Fixed Direct Mouse Steering mode turning off after using menu. Fixed incorrect button icons being displayed when playing with controller under Linux. Fixed air marshals sometimes performing incorrect gestures during docking. Fixed incorrect positions of certain turrets/shields on Barbarossa. Fixed floating antenna geometry on Baldric and Jian. Fixed off-centre collision issues with Shih. Fixed weapons not being able to properly target Helios E. Fixed various French voice and Chinese Traditional localisation issues.
You didn't think we would be resting now, did you? You know very well how we do things ;) So, no long speeches - today we start the beta phase for the next update for X4: Foundations. The team is working hard on version 5.10 and you can support us by participating in the beta test. Below, you can find the changelog for today's first version of the 5.10 public beta, as well as the instructions on how to take part.
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 5.10 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information. Thank you for your participation!
5.10 Beta 1 Changelog
Added option to choose which ship to transfer to Mr Dagobas Lahubasis Yorilos III in mission Scrapyard Salvage of Avarice story. Added Protectyon Shield Generator to Logical Station Overview. Added station type icons to station HUD elements. Added automatic mouseover tooltips for truncated texts. Added target elements for Vaults and Landmarks. Added ware reservation information to station cargo display. Added option to use Shift and Control modifiers together for keyboard input. Removed asteroids from Next Target list. Improved player ship starting weapons in Spear of the Patriarch gamestart. Improved Tangling with the Teladi mission by rebalancing loadout of pursuing fleet. Improved ambush attack handling in Enigmatic Avarice mission of Avarice story. Improved time between Boso Ta's calls for Cease and Desist mission in Segaris Pioneer story. Improved ending of Avarice story to avoid reputation loss and prolonged engagement with Vigor Syndicate. Improved balancing of Protectyon availability on Tidebreak. Improved visibility of Long Range Scan ping of Erlking Vaults. Improved aiming of weapons against certain targets such as Kha'ak stations, mass traffic, new ships, and other structures. Improved application of construction plans to stations to reduce cases of modules being recycled and then reconstructed unnecessarily. Improved workforce growth/decline rates to avoid large swings in consumed resources. Improved precision of movement by individual player-owned ships given explicit movement orders. Improved flee behaviour of fleeing ships that already have travel mode active. Improved combat movement of fighters attacking other fighters when the player is around. Improved input information shown in Interaction and External View messages. Improved layout of Ship Modification menu. Fixed Casino welfare mission sometimes having no objectives. Fixed Casino welfare module research not unlocking in certain cases. Fixed Going Clean mission for Hatikvah sometimes getting stuck. Fixed player sometimes not being able to dock spacesuit at Astrid during Answers in a Faraway System mission of Avarice story. Fixed involuntarily being teleported out of spacesuit during Answers in a Faraway System mission of Avarice story. Fixed unique Astrid equipment sometimes being missing after successfully capturing it. Fixed rare freeze during Track Ship mission. Fixed missing engine and shield generator on story Katana. Fixed Duke's Buccaneers and Paranid factions not being at war after specific diplomatic choice during Paranid story. Fixed selling Protectyon for high price not triggering The Freest of Markets achievement in Avarice story. Fixed Boso Ta repeating himself in certain cases during Brantlee Northriver's Competition mission of Avarice story. Fixed issues with racing ship being destroyed prematurely in Brantlee Northriver's Competition mission of Avarice story. Fixed Boso Ta signal leak not being discoverable in Tides of Avarice sectors. Fixed incorrect Brantlee dialog during Brantlee Northriver's Competition mission in Avarice story. Fixed Dagobas Lahubasis Yorilos III missing during dock conversation with Ebby Bro during Scrapyard Salvage mission of Avarice story. Fixed player being addressed with gamestart character's name in Arcadian Ambitions mission despite having changed it. Fixed Haile Shinamon briefly being hostile towards player if Amplifier is destroyed under specific circumstances. Fixed issues with hacking station in Pirate story. Fixed transfer of credits for mission trades not working. Fixed Vigor Syndicate and Riptide Rakers defence stations not having correct crew. Fixed not being able to reliably use anomalies with large ships. Fixed workforce resources not being bought on stations without production or build modules even though Fill Whole Habitat is set. Fixed some instances where ships that are otherwise able to trade are unable to do looped trades. Fixed hacking of turrets not being taken into account in damage calculations when player is not present. Fixed incorrect weapon damage calculation if same weapon appeared in active primary and secondary weapon groups. Fixed ships sometimes fleeing towards their attacker even though not fleeing toward highway, gate, or station. Fixed police ships and station customs finding illegal wares in cargo holds of ships equipped with Mirage mod. Fixed pirates determining cargo of ships equipped with Mirage mod. Fixed cases of stuck large trade ships trying to execute trade. Fixed ships and modules destroyed while under construction not contributing correct scrap. Fixed last module destroyed on station not contributing scrap. Fixed laser towers firing on enemy objects that are not hostile. Fixed loss of ability to use control stations in first person under certain circumstances. Fixed rare case where NPCs would not appear on stations. Fixed certain stations not allowing docking in very extreme savegames. Fixed bridges for docked capital ships being missing from station elevator destinations under certain circumstances. Fixed certain rooms sometimes not appearing in transporter menu. Fixed Closed Loop production method not being listed for certain equipment in Encyclopedia. Fixed overlapping texts in Target Monitor and Message Ticker. Fixed selecting specific ware on map overriding all other trade filters. Fixed module search and filter in Station Build menu. Fixed Match Target Speed and Map pan/rotate toggle not working as toggle once any control was remapped. Fixed auto-selected target being lost immediately when looking away in gamepad mode. Fixed current target being lost when changing between mouse and gamepad input. Fixed having to toggle flight assist twice after turning off travel mode. Fixed Direct Mouse Steering mode turning off after using menu. Fixed incorrect button icons being displayed when playing with controller under Linux. Fixed air marshals sometimes performing incorrect gestures during docking. Fixed incorrect positions of certain turrets/shields on Barbarossa. Fixed floating antenna geometry on Baldric and Jian. Fixed off-centre collision issues with Shih.
- Completed localisation of update 5.00 for Simplified Chinese.
- Updated localisation for Russian, French and Polish.
It's hard to believe that only about a week has passed since the release of X4: Tides of Avarice and the big 5.00 update for X4: Foundations. We would like to thank you for what has turned out to be a very successful week for us. We have received loads of positive feedback, and are very happy to have welcomed so many new players to the X4 universe. Now, we wouldn't be the Egosoft you know if we just sat back and took a break after a big release. You've probably noticed that we've already put out a couple of hotfixes for 5.00, to iron out a few bugs, and today today we're adding a third hotfix to that list. Below this news item, you'll find the complete changelogs of the three hotfixes so far. We hope you continue to enjoy X4: Foundations and X4: Tides of Avarice! Please keep spreading the word, and don't forget to leave a review for X4: Foundations and X4: Tides of Avarice. https://store.steampowered.com/app/1701060/X4_Tides_of_Avarice/
5.00 HF 1 - 2022-03-15
Fixed Kyd from stranded gamestart being invulnerable. Fixed player-owned station being selected in The Station Swindle mission of Pirate story. Fixed captured High-Tech Traders disappearing in High-Tech Hold-Up mission of Pirate story. Fixed incorrect pay-out when personally towing wrecked ships to processing module. Fixed encyclopedia description text for Teuta.
5.00 HF 2 - 2022-03-17
Fixed Axiom refusing to fly to Woodworm Scrubs in The Past a Prison mission of Pirate story Fixed objective sometimes reverting to Install Mod in Brantlee Northriver's Competition mission of Avarice story. Fixed ammo selection disappearing when using ship editor in custom gamestarts. Fixed Erlking turret blueprints not being obtainable.
5.00 HF 3 - 2022-03-22
Fixed Aurora Casino being selected as target in A Demonstration of Power and A Change in Management missions. Fixed bar disappearing if player leaves early during Trading Lessons mission of Avarice story. Fixed missing actor in bar during bar investigation during Arcadian Ambitions mission of Pirate story. Fixed research not being possible in Avarice story when starting custom gamestart with Protectyon set to researched. Fixed ship travelling to Avarice sometimes not being warned about Tide. Fixed Kha'ak Forager ships not firing weapons. Fixed game sometimes freezing when loading certain savegames. Fixed saving sometimes taking excessively long.
- Fixed Axiom refusing to fly to Woodworm Scrubs in The Past a Prison mission of Pirate story
- Fixed objective sometimes reverting to Install Mod in Brantlee Northriver's Competition mission of Avarice story.
- Fixed ammo selection disappearing when using ship editor in custom gamestarts.
- Fixed Erlking turret blueprints not being obtainable.
- Fixed Kyd from stranded gamestart being invulnerable.
- Fixed player-owned station being selected in The Station Swindle mission of Pirate story.
- Fixed captured High-Tech Traders disappearing in High-Tech Hold-Up mission of Pirate story.
- Fixed incorrect pay-out when personally towing wrecked ships to processing module.
- Fixed encyclopedia description text for Teuta.
It's ready! X4: Tides of Avarice, the third expansion for our current game X4: Foundations, is now available for download, along with the free major 5.00 update for the base game. We are very much looking forward to hearing your reaction to the latest chapter in the X4 story. Thank you in advance for your support. https://store.steampowered.com/app/1701060/X4_Tides_of_Avarice/ If you enjoy the expansion, and the new update for X4: Foundations, we would be delighted if you could share that enjoyment with others, and also leave a review on Steam. https://www.youtube.com/watch?v=_FrsFI0L9Uo Have fun with X4: Tides of Avarice and X4: Foundations 5.00! Version 5.00 (474665) - 2022-03-14 New Feature: Scrap recycling. New Feature: New Paranid capital ship designs. New Feature: Personal office on HQ. New Feature: Support for AMD FidelityFX Super Resolution (FSR). Added several new achievements. Added "special" NPC's offering new mission chains. Added hidden pirate operations that may include valuable targets. Added new equipment mods. Added cooldown time to station storage hacking. Added fifth subordinate group for station subordinates. Added new default behaviour Local AutoTrade. Added options to control whether player ships wait for player under certain circumstances. Added notification if player-owned capital ship is ordered to go mining but has no mining drones. Added support for copy and paste in text fields. Added possibility to change equipment of multiple ships of same model at same time. Added information about multiple production methods to Encyclopedia. Added info about production cycles per hour to Encyclopedia. Added Retrieve from Internal Storage option for stored ships. Added mouse steering HUD indicator. Added trade offer icons to Map legend. Added buttons for quick access to Map filters. Added map filter to toggle rendering of satellite coverage. Added markers for failed orders in Map menu. Added AI order and behaviour descriptions to mouseover tooltips on Map. Added station upkeep and storage information to Selected Object section in Map menu. Added texts to explain status icons in Logical Station Overview. Added hull integrity efficiency display to Logical Station Overview. Added hull info to station modules in Object List and Property Owned menus. Added Default Behaviour icons to Object List and Property Owned menus. Added hull and shield details to hull shield bar mouseover texts. Added mouseover text to explain warning icon for research entries. Added icons to improve display of workforce capacity and growth effects. Added preview for Default Ship Skin in Custom Gamestart Editor. Added Reloading UI message when changing certain settings. Added key binding to deselect current target. Added new voices for Duke's Buccaneers and Realm of the Trinity faction representatives. Added alarm sounds for enemy proximity and enemy attack. Added new multi-tiered fight music tracks. Added holographic effects to Terran 4-dock pier to make capital ship docking easier. Added warning when starting game with NVIDIA version 436.51 drivers or older. Added warning when client becomes modified during gameplay. Added info about saves being modified to Load Game menu. Added option for mods to specify maximum supported version of game or other required extensions (maxversion attribute in dependencies). Changed behaviour of contested sectors to become ownerless if old owner no longer has any claim. Changed name of Distribute Wares order to Fill Shortages. Changed colour for illegal wares in menus. Changed position of Reset View button in Map menu to upper left corner. Changed Trade Filter Max Price in Map menu to apply no filter if set to zero. Removed fleet delivery requirement for repair drones for Split story missions Declaration of Curbs and Fires of Fate. Removed research resource warnings for research that is not yet available. Removed rectangles around small details in scan mode. Improved stellar output in Bright Promise and Heart of Acrimony II. Improved hints and warnings during some complicated sections of HQ story. Improved visuals of faction vs faction guild mission intro room. Improved fighter combat movement. Improved initial approach of capital ships in combat, particularly against stations. Improved carrier combat behaviour when all subordinates are set to Docked. Improved choice of mining location by mining ships. Improved aim accuracy against surface elements of moving targets. Improved loadout range for NPC construction vessels to give them more construction drones. Improved coordination between multiple free-flying police ships operating in same sector. Improved mission briefings by removing certain distracting map elements. Improved accuracy of gas and mineral indicators on map. Improved saving of loadouts and construction plans by enabling text input by default. Improved information and target monitor display for hackable control panels. Improved logbook entry for ships that have fled. Improved trade filtering on Map when combining specific ware filters and other filters. Improved Map to show icons matching text filter even when zoomed out. Improved Selected Object info in Map. Improved docking hint by not mentioning spacesuit if target does not have matching dock. Improved button position for ware, sector and faction selection in Map and Global Orders menus. Improved button position for trade ware selection in Logical Station Overview. Improved Object Info menu to remember previous tab, where possible, when opened from Interact menu. Improved sorting of trade orders when selecting Default Behaviour. Improved consistency of turret group naming in various menus. Improved notification of recurring order failure resulting from assignments or default behaviours. Improved menu navigation with controller in Player Information and Transaction Log menus. Improved ship controls to be enabled while multi-stage hint text is shown. Improved joystick button auto-repeat. Improved interior locations for Argon station designs. Improved fight music trigger conditions. Improved determination of available threads on Linux systems. Improved saving time. Fixed triggering of Data Mining achievement when receiving blueprint as random scan reward. Fixed The Unworthy Entrepreneur gamestart intro narration cutting off. Fixed Going Offensive mission potentially getting stuck if mission left for too long. Fixed Torus Mission not continuing after successfully flying through initial airlock in Neptunian Terraforming story. Fixed Save Them From Themselves mission remaining active after NPC has defected during Mutually Assured Destruction mission. Fixed A Matter of Respect mission getting stuck if player runs away before fight or if informant's ship is scrapped before player approaches mission area. Fixed welfare module research mission not being available from savegames. Fixed passenger transport missions occasionally not having guidance when accepted. Fixed some missions getting stuck when using Moreya while under cover. Fixed incorrect lines being spoken during welfare module research mission. Fixed hack station missions instructing player to dock when standing on docked ship. Fixed some Split War Subscription missions sometimes requesting Sentinel type instead of Argon Vanguard. Fixed player getting offered A Heart for Pirates mission despite leaving Yaki territory on bad terms. Fixed War of Intervention mission guidance getting stuck if fleet commander is assigned to different patrol fleet. Fixed helpful hint in deliver ship missions never appearing again. Fixed Paranid story skipping to final state after progressing mission in custom gamestart. Fixed station subordinate upkeep missions sometimes not completing after ship assignment. Fixed dialog during Teladi encounter at Mars-Asteroid Belt Gate getting interrupted by Terran plot dialog if cutscene is skipped. Fixed Zyarth's Coffin mission getting stuck because of missing trade offer on delivery station. Fixed case of Coffin ship not undocking during To The Other Side mission in Split story. Fixed Dr. Rick Feynman repeating dialog during Second Assistant and Data Transfer missions in Segaris Pioneer story. Fixed ships delivered for certain missions potentially ending up with wrong owner. Fixed some saved mission loadouts not being loadable (does not fix loadouts that have already been saved). Fixed crew amounts of player property ships not being imported correctly from exported Custom Gamestarts. Fixed imported custom gamestarts that were over-budget on import still showing as over-budget after reducing costs under certain circumstances. Fixed crew amounts in Custom Gamestart Editor not allowing all values under certain circumstances. Fixed several cases of custom gamestart faction relations being overwritten during story missions. Fixed welfare module blueprint not being available if unlocked via custom gamestart. Fixed freeze on manual ware exchange between two ships. Fixed capital ships colliding with invisible objects. Fixed unrealistic player ship movement when colliding with smaller objects. Fixed player-controlled capital ships aborting travel mode when colliding with asteroids. Fixed ships sometimes getting stuck after passing control to AI and leaving. Fixed turrets set to Attack My Current Target continuing to fire after selecting non-hostile target. Fixed Building Drones showing hourglass icon on radar and map. Fixed miners assigned to Mimic their commander changing their anchor space when their commander changes sectors. Fixed fleet subordinates not engaging hostiles according to their assignment when in transit. Fixed some NPC stations not having, or wanting, sufficient drones. Fixed certain discounts/commissions not unlocking when they should. Fixed asteroids appearing to suddenly spawn near mining ships. Fixed capital ships continuing to strafe in combat if forward guns are deactivated while already engaged. Fixed cargo containers dropped when hacking station storage sometimes ending up inside modules. Fixed station plots being able to be placed in fog of war or overlapping other stations. Fixed ships sometimes repeatedly docking and undocking while fleeing. Fixed standby pilots remaining inactive even after player has taken control of another ship. Fixed ships docked waiting for player removing their next order after being told to proceed. Fixed container magnet not working well on certain capital ships. Fixed certain random drops from destroyed asteroids not getting cleaned up over time. Fixed dropped cargo being instantly picked back up again by pushing containers away from hull. Fixed destroyed objects disappearing instead of being wrecked under certain conditions. Fixed some characters remaining on bridge of boarded ships after successful operation. Fixed automatic targeting failing to aim at capital ship engines. Fixed small plasma weapon not being able to gimbal up/down. Fixed forward-mounted missile launchers doing damage with no ammo when player not present. Fixed ships and stations destroying objects in highways when player not present. Fixed ships engaging mass traffic ships when moving long-distance while patrolling. Fixed turrets on ships not firing on valid targets if set to Attack Fighters or Attack Capital Ships but no turrets are set to Attack All Enemies. Fixed carriers with active subordinates plotting positions far enough away from targets that they lose sight of their targets and disengage. Fixed carriers with subordinates getting too close to their targets when in combat. Fixed police ships sometimes forgetting about ships and stations that they already scanned. Fixed Deposit Inventory order being removed from repeated order queue if pilot has nothing to deposit. Fixed very rare case of ships failing to avoid collisions with stations. Fixed ships sometimes failing to dock after being sold. Fixed movement problems when undocking from moving ships. Fixed getting stuck if pressing Shift+D while crouching on board ship. Fixed subordinates of very full carriers not getting repaired at their carrier when they dock. Fixed falling through some floors on dock areas of capital ships that are themselves docked. Fixed rare issue where stations may not have certain rooms. Fixed missing group training option when assigning crew to player HQ with group training capabilities. Fixed not being able to retrieve ship from storage under certain conditions. Fixed rare case involving invisible cargo space reservation for wares that are no longer needed but still have manual storage amounts defined. Fixed extremely rare case of automatic storage allocation failing for stations with excessive amounts of storage. Fixed rare case of insufficient cargo allocation for terraforming projects. Fixed research resource amounts overriding trade ware storage allocation. Fixed incorrect price of Proton Barrage MK1/Mk2 and Meson Stream Mk2 weapons. Fixed Hatikvah Free League and Scaleplate Pact not having access to blueprint for Behemoth Main Battery. Fixed docking guidance going through walls at certain dock areas. Fixed some game settings not being reset when restoring defaults. Fixed more cases of NPCs warping to their destination. Fixed some capital ship bridges staying at red alert after having once been in combat. Fixed ship stopping when opening menu while matching speed despite Maintain Speed in Menus being set. Fixed max range for Advanced AutoMine and Advanced AutoTrade being capped at piloting skill minus one. Fixed ship crews bailing in response to player demanding they surrender while in spacesuit. Fixed attacking ships sometimes overshooting their target on long-distance movement. Fixed ships assigned to trade for station build storage refusing to do so unless build storage is able to pay for it. Fixed inconsistent ship behaviour when trading between player stations that don't have money. Fixed inconsistent cargo numbers when using Ware Exchange. Fixed sub-missions in Mission Briefing context menu being wrongly marked as completed under certain circumstances. Fixed mission offer groups in Mission Offers menu sometimes requiring 2 clicks to collapse. Fixed missing user question about discarding planned default behaviour under certain circumstances Fixed Ship Behaviour menu not being displayed under certain circumstances. Fixed menu selection in Behaviour menu jumping to first row. Fixed missing options in Interact menu under certain circumstances. Fixed not being able to select or target objects on Map under certain circumstances. Fixed trade and mission offer interactions being available while selecting order parameters. Fixed resource warning icon for research that has already started. Fixed mission context menus not working when NPC object is selected. Fixed Boarding menu reporting more marines being assigned while pods are in flight. Fixed station plots in Xenon sectors showing plot fee before placing. Fixed equipment mod crafting sometimes showing more properties than are possible. Fixed stimulants production module being at wrong position in Station Build menu. Fixed Logical Station Overview not correctly visualising connections of production modules with three different resource types. Fixed Terran E pier geometry being at wrong position in Station Build menu. Fixed Manorina (Mineral) front hatches intersecting in Ship Build/Upgrade menus. Fixed equipment listed for shopping list entries in Ship Upgrade menu. Fixed sort order of equipment in Ship and Station Configuration menus. Fixed missing ship information in transaction log when involved ship was destroyed after transaction (applies to new entries only). Fixed various minor issues in transaction log. Fixed workforce efficiency info being hidden in Logical Station Overview for some player stations. Fixed missing sector selection for Buy and Sell orders. Fixed Resource Probe scanning range value in Encyclopedia. Fixed issue with shift-selecting docked ships in Property Owned menu. Fixed ship system indicators being visible while docking/undocking. Fixed Map camera jumping when returning from Plot Management tab. Fixed duplicated Player HQ module in Station Build menu of empty plot. Fixed selecting Fleet commander on Map changing to Unassigned Ships category. Fixed option to hire being available for enemy Builder ships. Fixed Logical Station Overview options being missing under certain circumstances. Fixed jumping selection in Manage Plots tab of Map menu. Fixed menu position in Behaviour and Individual Instructions menu jumping to first row. Fixed alert levels not shown in Object List or Property Owned menu under certain circumstances. Fixed incorrectly scrolled view without scroll bar in Logical Station Overview when hiding display of Economy Statistics. Fixed orientation of certain icons in Map info boxes. Fixed comm cutscenes occasionally getting stuck. Fixed menu crash in Behaviour menu under certain circumstances. Fixed text input in Steam Big Picture mode. Fixed being able to duplicate controls that are not remappable. Fixed incorrect camera position when saving and loading while sitting on station. Fixed nearby ships sometimes being invisible. Fixed certain large landmarks not being visible from long distance. Fixed room overlapping with trader's shop on Argon trade stations. Fixed docking bays on Teladi capital ships being placed above intended location. Fixed minor graphical glitches on various Terran station modules. Fixed excessively dirty cockpit glass on Argon L capital ship bridges. Fixed collision mesh in cockpit on Katana. Fixed Katana paint mod affecting unwanted surfaces. Fixed delay in updating crosshair hull and shield bars. Fixed flickering target shield bar in hazardous regions under certain circumstances. Fixed docking hint remaining on screen much too long if docking permission is repeatedly requested. Fixed turret positions on Teladi capital mining ships. Fixed Magpie cockpit hatch pushing player into ship wall when opening. Fixed Katana ramp not opening correctly. Fixed Kukri not having a wreck. Fixed mirrored text on 3M6S dock area. Fixed certain cases of flickering asteroids. Fixed lens flares being visible through hull of own capital ship. Fixed verbal notifications being repeatedly spoken by player-owned ships with looped orders. Fixed Steam/Galaxy overlay and OBS capture with latest graphics drivers. Fixed underlying cause of specific long freeze. Fixed several causes of crashes.
There is just one week to go until the release of X4: Tides of Avarice on March 14, 2022. So, today we present to you our Launch Trailer, which showcases both the new expansion and the accompanying 5.00 update for X4: Foundations that will be released on the same day. https://www.youtube.com/watch?v=_FrsFI0L9Uo As with our previous trailers, this video was created in collaboration with one of our community members, Tomonor. Thanks for your fantastic work, Tomonor! Incidentally, the first gameplay preview videos of X4: Tides of Avarice can also now be found online. A curated group of YouTubers have been given the opportunity to immerse themselves in a pre-release version of X4: Tides of Avarice in order to create their videos before the expansion is released. We've included a selection here - but be warned: there may well be spoilers in these videos! From today, livestreams involving X4: Tides of Avarice are also allowed. This Twitch link allows you to see all streamers who are currently live with X4: Foundations. We hope you enjoy watching the trailer, and the videos by content creators. And as ever, thank you for your support. https://www.youtube.com/watch?v=j0du-_qg1ZE https://www.youtube.com/watch?v=DE6pJIYNoaw https://www.youtube.com/watch?v=wMdsAYt_0FA
We're only two weeks away from the release of the new X4: Tides of Avarice expansion and the accompanying major update for X4: Foundations itself. We're therefore moving from Beta to Release Candidate (RC) versions, and RC 1 of 5.00 is now available for download. As you can imagine, we're not adding major new features at this late stage, and are concentrating our efforts on fixes and smaller improvements. You can find the changelog at the end of this news. https://store.steampowered.com/app/1701060/X4_Tides_of_Avarice/ X4: Tides of Avarice - content creator videos incoming! If you're not afraid of spoilers, you'll no doubt be excited to hear that the first videos featuring X4: Tides of Avarice content will be hitting the web tomorrow. A curated group of content creators has been given access to the closed beta version of X4: Tides of Avarice a few weeks ago, and have been playing this not-yet-final version. Starting from tomorrow, March 1, 2pm CET (1pm GMT / 8am EST / 5am PST), these content creators will be allowed to upload their videos. Keep your eyes peeled - or give them a wide berth, if you prefer! Thanks a lot for the support in the beta testing phase!
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 5.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.
5.00 RC 1 Changelog
[RC 1] Added option to disable enemy warning sounds (new feature in 5.00). [RC 1] Improved mission briefings by removing certain distracting map elements. [RC 1] Improved salvage collection to allow operation in space belonging to hostile factions or that have hazardous regions if range is zero (new feature in 5.00). [RC 1] Improved determination of available threads on Linux systems. [RC 1] Fixed Zyarth's Coffin mission getting stuck because of missing trade offer on delivery station. [RC 1] Fixed inconsistent ship behaviour when trading between player stations that don't have money. [RC 1] Fixed player-owned stations paying player-owned ships for deliveries when they shouldn't (problem introduced in 5.00). [RC 1] Fixed capital ships continuing to strafe in combat if forward guns are deactivated while already engaged. [RC 1] Fixed ships fleeing into blacklisted sectors (problem introduced in 5.00). [RC 1] Fixed ships sometimes looping back and forth through jump gates (problem introduced in 5.00). [RC 1] Fixed ships sometimes switching targets during long approach when given explicit attack order (problem introduced in 5.00). [RC 1] Fixed Scrap Metal misleadingly being available as ware for AutoMine (new feature in 5.00). [RC 1] Fixed manual buy amounts for Raw Scrap not working if Scrap Metal has manually allocated storage (new feature in 5.00). [RC 1] Fixed cargo containers dropped when hacking station storage sometimes ending up inside modules. [RC 1] Fixed station plots being able to be placed or in fog of war or overlapping other stations. [RC 1] Fixed ships sometimes repeatedly docking and undocking while fleeing. [RC 1] Fixed duplicated Player HQ module in Station Build menu of empty plot. [RC 1] Fixed selecting Fleet commander on Map changing to Unassigned Ships category. [RC 1] Fixed option to hire being available for enemy Builder ships. [RC 1] Fixed Logical Station Overview options being missing under certain circumstances. [RC 1] Fixed incorrect camera position when saving and loading while sitting on station. [RC 1] Fixed space suit lights not turning on (problem introduced in 5.00).
The Avarice and Windfall systems echo with the sound of lawless pirates and scavengers. Created by Alexei Zakharov, renowned composer and producer of the scores for the X series games, the X4: Tides of Avarice soundtrack invites you to engage with the unknown and see the X-universe from new perspectives. https://store.steampowered.com/app/1788600/X4_Tides_of_Avarice_Soundtrack/ It's now also available on several Streaming platforms:
More platforms will follow. Enjoy the tunes and spread the word :)Today we have yet another new beta version of the upcoming big 5.00 update for X4: Foundations for you. 5.00 Beta 6 is now available for download, and you can find the changelog at the end of this news. As you may have already seen, we recently announced the release date for the 5.00 update and the new expansion X4: Tides of Avarice. Both the new expansion and the free update will be available from March 14, 2022. If you'd like to support us, X4: Tides of Avarice is now available for pre-purchase. https://store.steampowered.com/app/1701060/X4_Tides_of_Avarice/ If you're into the music of the X universe, there's another important date for you this week. That's because on Friday, February 25, we're releasing the soundtrack to X4: Tides of Avarice. You can listen to the preview on our YouTube channel and then add the soundtrack to your wishlist. https://www.youtube.com/watch?v=pp9aRlUhbzM
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 5.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information. Thank you for your participation!
5.00 Beta 6 Changelog
[Beta 6] Reverted removal of repair drones for M ships (reverts change in 5.00, previously refunded drones are not restored). [Beta 6] Added salvage-specific upkeep mission to stations needing Tug ships (new feature in 5.00). [Beta 6] Added key binding to deselect current target. [Beta 6] Added map filter to toggle rendering of satellite coverage. [Beta 6] Added options to change enemy warning sounds (new feature in 5.00). [Beta 6] Added product and resources per hour information for Processing Modules to Logical Station Overview (new feature in 5.00). [Beta 6] Added access point to inventory storage in player office (new feature in 5.00). [Beta 6] Added holographic effects to Terran 4-dock pier to make capital ship docking easier. [Beta 6] Added warning when starting game with NVIDIA version 436.51 drivers or older. [Beta 6] Changed objects within gravidar-obscuring regions to no longer be marked on map when pinged using LRS (new feature in 5.00). [Beta 6] Improved stellar output in Bright Promise and Heart of Acrimony II. [Beta 6] Improved pacing of Processing Module operation (new feature in 5.00). [Beta 6] Improved docking hint by not mentioning spacesuit if target does not have matching dock. [Beta 6] Improved notification of recurring order failure resulting from assignments or default behaviours. [Beta 6] Improved target monitor UI for salvage-related orders (new feature in 5.00). [Beta 6] Fixed inconsistent custom gamestart compatibility check (new feature in 5.00). [Beta 6] Fixed Paranid story missions activating when set to be complete in custom gamestart (problem introduced in 5.00). [Beta 6] Fixed ship crews bailing in response to player demanding they surrender while in spacesuit. [Beta 6] Fixed attacking ships sometimes overshooting their target on long-distance movement. [Beta 6] Fixed several instances of friendly ships attacking player after all enemy ships are destroyed in story missions (problem introduced in 5.00). [Beta 6] Fixed ships assigned to trade for station build storage refusing to do so unless build storage is able to pay for it. [Beta 6] Fixed towed objects sometimes disappearing after saving and loading (new feature in 5.00). [Beta 6] Fixed police factions protecting Duke's Buccaneers (problem introduced in 5.00). [Beta 6] Fixed random NPCs wandering into player office (new feature in 5.00). [Beta 6] Fixed jumping selection in Manage Plots tab of Map menu. [Beta 6] Fixed docking hint remaining on screen much too long if docking permission is repeatedly requested. [Beta 6] Fixed incorrectly scrolled view without scroll bar in Logical Station Overview when hiding display of Economy Statistics. [Beta 6] Fixed inconsistent cargo numbers when using Ware Exchange. [Beta 6] Fixed menu crash in Behaviour tab in Map menu. [Beta 6] Fixed HUD icons for recyclables (new feature in 5.00). [Beta 6] Fixed Game Over text not appearing (problem introduced in 5.00). [Beta 6] Fixed certain large landmarks not being visible from long distance. [Beta 6] Fixed room overlapping with trader's shop on Argon trade stations. [Beta 6] Fixed docking bays on Teladi capital ships being placed above intended location. [Beta 6] Fixed minor graphical glitches on various Terran station modules. [Beta 6] Fixed excessively dirty cockpit glass on Argon L capital ship bridges. [Beta 6] Fixed collision mesh in cockpit on Katana. [Beta 6] Fixed Katana paint mod affecting unwanted surfaces. [Beta 6] Fixed several causes of crashes.
Today, we are thrilled to announce that X4: Tides of Avarice, our new expansion for X4: Foundations, will be available from March 14, 2022, along with the major 5.00 update for the base game.
https://store.steampowered.com/app/1701060/X4_Tides_of_Avarice/
Encountering and interacting with previously unknown, lawless pirate and scavenger factions, will challenge your perception of social order and justice in the X universe. In new sectors and dangerous regions, you will not only discover new ships and stations, but also encounter stellar phenomena that will significantly influence your plans and actions. What is it all about, and who are the mysterious manipulators that have learned to master a rare and vital resource? Your journey will lead you towards the answers. Set out and discover a new chapter of X4: Foundations.
X4: Tides of Avarice will be available for download on March 14, 2022 from 6pm CET [5pm GMT / 1pm EDT / 10am PDT]. For more details, visit the expansion's Steam page, where you can now pre-purchase X4: Tides of Avarice or add it to your wishlist.
For more information on the 5.00 update to X4: Foundations, visit the Steam News Hub or www.egosoft.com.
https://www.youtube.com/watch?v=W9jpH_1gOBg
In the run-up to the release, you can look forward to the following:
- February 25, 2022: release of the X4: Tides of Avarice soundtrack
- March 1, 2022: first X4: Tides of Avarice press previews and pre-recorded videos from content creators
- March 7, 2022: first X4: Tides of Avarice press reviews and livestreams (follow X4: Foundations on Twitch so see who's streaming)
- March 7, 2022: release of the X4: Tides of Avarice launch trailer on youtube.com/egosoft
- March 14, 2022: X4: Tides of Avarice release day
We have continued to work diligently on the upcoming 5.00 update for X4: Foundations over the past week, and today we are releasing another new beta version for you. 5.00 Beta 5 is now available for download. You can find the changelog at the end of this news.
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 5.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information. Thank you for your participation!
5.00 Beta 5 Changelog
[Beta 5] Added Anchor Space parameter to AutoSalvage order (new feature in 5.00). [Beta 5] Added Gambling Den interior to player stations with relevant welfare module (new feature in 5.00). [Beta 5] Added AI order and behaviour descriptions to mouseover tooltips on Map. [Beta 5] Changed chair in personal office to open Empire Overview menu when sitting there (new feature in 5.00). [Beta 5] Removed ID codes shown for non-ship and non-station objects in Map menu (new feature in 5.00). [Beta 5] Improved AutoSalvage to always pick closest unclaimed piece of scrap they can work with (new feature in 5.00). [Beta 5] Improved mining ships behaviour to be much less likely to travel far from sector core for resources. [Beta 5] Improved consistency of turret group naming in various menus. [Beta 5] Improved UI display of Radar Cloak ship modifications to be clearer about effect (new feature in 5.00). [Beta 5] Improved ship controls to be enabled while multi-stage hint text is shown. [Beta 5] Improved menu navigation with controller in Player Information and Transaction Log menus. [Beta 5] Fixed blue square shown on docked non-player ships in Object List (problem introduced in 5.00). [Beta 5] Fixed player office not appearing on HQ obtained as part of Terran gamestarts (new feature in 5.00). [Beta 5] Fixed repair drones being available for M ships (removed from existing ships and refunded). [Beta 5] Fixed miners assigned to Mimic their commander changing their anchor space when their commander changes sectors. [Beta 5] Fixed build drones not available for Compactor ships (new feature in 5.00). [Beta 5] Fixed multiple salvage ships going after same scrap (new feature in 5.00). [Beta 5] Fixed trade subordinates of stations with salvage capability trying to trade raw scrap (new feature in 5.00). [Beta 5] Fixed inability to change target of Collect Salvage to non-recyclable wreck that can otherwise be towed (new feature in 5.00). [Beta 5] Fixed Radar Visibility ship modifications not working correctly under certain conditions (new feature in 5.00). [Beta 5] Fixed ships warping or failing to move properly if AI took over from player while near large object (problem introduced in 5.00). [Beta 5] Fixed station rooms sometimes being placed at capital ship docking positions (problem introduced in 5.00). [Beta 5] Fixed fleet subordinates not engaging hostiles according to their assignment when in transit. [Beta 5] Fixed some NPC stations not having, or wanting, sufficient drones. [Beta 5] Fixed certain discounts/commissions not unlocking when they should. [Beta 5] Fixed asteroids appearing to suddenly spawn near mining ships. [Beta 5] Fixed triggering of Data Mining achievement when receiving blueprint as random scan reward. [Beta 5] Fixed missing Dismantle Wreck option on wrecks (new feature in 5.00). [Beta 5] Fixed missing user question about discarding planned default behaviour under certain circumstances [Beta 5] Fixed comm cutscenes occasionally getting stuck. [Beta 5] Fixed verbal notifications being repeatedly spoken by player-owned ships with looped orders. [Beta 5] Fixed false positive Game Modified notifications under certain circumstances (new feature in 5.00). [Beta 5] Fixed Ship Configuration menu crash under certain circumstances (problem introduced in 5.00). [Beta 5] Fixed several causes of crashes.
We are happy to be part of the Games from Germany sale event on Steam, which starts today. You can find lots of great games from Germany, and very attractive discounts, on the dedicated Steam event page. Take a look and discover what else Egosoft's home country has to offer in terms of PC gaming!
During the event you can save 50% on the purchase of our current title X4: Foundations, 30% on the purchase of the X4: Split Vendetta expansion, and 20% on the purchase of the X4: Cradle of Humanity expansion.
https://store.steampowered.com/bundle/14073/X4_Foundations_Collectors_Edition/
If you're looking to add to your soundtrack collection on Steam, check out our soundtracks for X4: Foundations, X4: Split Vendetta and X4: Cradle of Humanity, all of which are 70% off.
https://store.steampowered.com/bundle/13520/X_Universe__Soundtrack_Collection/
Enjoy discovering the latest and greatest games from Germany in the Steam event!
We are fast approaching the release of the big 5.00 update for X4: Foundations and, as you might already have been expecting, we have an update of the beta for you again this week. 5.00 Beta 4 is now available for download. You can find the changelog for beta 4 at the end of this news.
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 5.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information. Thank you for your participation!
5.00 Beta 4 Changelog
[Beta 4] Added hidden pirate operations that may include valuable targets. [Beta 4] Added new equipment mods. [Beta 4] Added fifth subordinate group for station subordinates. [Beta 4] Added support for copy and paste in text fields. [Beta 4] Added info about production cycles per hour to Encyclopedia. [Beta 4] Added station upkeep and storage information to Selected Object section in Map menu. [Beta 4] Added Default Behaviour icons to Object List and Property Owned menus. [Beta 4] Added button to Logical Station Overview to pause/unpause processing modules (new feature in 5.00). [Beta 4] Removed confusing warning about production modules partially waiting for production queue in Logical Station Overview nodes (new feature in 5.00). [Beta 4] Improved button position for ware, sector and faction selection in Map and Global Orders menus. [Beta 4] Improved button position for trade ware selection in Logical Station Overview. [Beta 4] Improved Object Info menu to remember previous tab, where possible, when opened from Interact menu. [Beta 4] Improved sorting of trade orders when selecting Default Behaviour. [Beta 4] Improved lifetime of ship wrecks to make salvaging easier (new feature in 5.00). [Beta 4] Fixed Paranid story skipping to final state after progressing mission in custom gamestart. [Beta 4] Fixed station subordinate upkeep missions sometimes not completing after ship assignment. [Beta 4] Fixed dialog during Teladi encounter at Mars-Asteroid Belt Gate getting interrupted by Terran plot dialog if cutscene is skipped. [Beta 4] Fixed freeze on manual ware exchange between two ships. [Beta 4] Fixed player-controlled capital ships aborting travel mode when colliding with asteroids. [Beta 4] Fixed ships sometimes getting stuck after passing control to AI and leaving. [Beta 4] Fixed turrets set to Attack My Current Target continuing to fire after selecting non-hostile target. [Beta 4] Fixed effect values shown for equipment Radar Visibility, Hazardous Region Damage Reduction and Cargo Concealment mod properties (new feature in 5.00). [Beta 4] Fixed Building Drones showing hourglass icon on radar and map. [Beta 4] Fixed menu position in Behaviour and Individual Instructions menu jumping to first row. [Beta 4] Fixed alert levels not shown in Object List or Property Owned menu under certain circumstances. [Beta 4] Fixed mission guidance on map skipping over steps (problem introduced in 5.00). [Beta 4] Fixed god-rays (problem introduced in 5.00). [Beta 4] Fixed underlying cause of specific long freeze. [Beta 4] Fixed Kukri not having a wreck. [Beta 4] Fixed several causes of crashes.
The Avarice and Windfall systems echo with the sound of lawless pirates and scavengers. Created by Alexei Zakharov, renowned composer and producer of the scores for the X series games, the X4: Tides of Avarice soundtrack invites you to engage with the unknown and see the X-universe from new perspectives. https://www.youtube.com/watch?v=pp9aRlUhbzM This preview brings you a first taste of eight of the sixteen tracks on the album. The X4: Tides of Avarice soundtrack will be available on Steam and GOG from February 25, 2022. It will also be available on various streaming platforms, including Spotify, YouTube Music, Apple Music, etc. https://store.steampowered.com/app/1788600 Add the X4: Tides of Avarice soundtrack to your wishlist now.
New week, new beta! X4: Foundations 5.00 Beta 3 is now available to download, bringing further additions and fixes to the game. The complete changelog for 5.00 Beta 3 can be found at the end of this news. This week, we'd especially like to draw your attention to the new player office, which was introduced in the first 5.00 beta. We've received a lot of feedback on this over the past few weeks and, based on that feedback, we've taken it up a notch by allowing you to use SETA while sitting in your office or standing at a terminal. We look forward to seeing how you like this new opportunity!
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 5.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information. Thank you for your participation in the beta!
5.00 Beta 3 Changelog
[Beta 3] Added cooldown time to station storage hacking. [Beta 3] Added notification if player-owned capital ship is ordered to go mining but has no mining drones. [Beta 3] Added markers for failed orders in Map menu. [Beta 3] Added ability to enable SETA while sitting in chair or standing at terminal. [Beta 3] Improved welfare module research mission (new feature in 5.00). [Beta 3] Improved coordination between multiple free-flying police ships operating in same sector. [Beta 3] Improved saving time. [Beta 3] Fixed The Unworthy Entrepreneur gamestart intro narration cutting off. [Beta 3] Fixed several cases of custom gamestart faction relations being overwritten during story missions. [Beta 3] Fixed helpful hint in deliver ship missions never appearing again. [Beta 3] Fixed sub-missions in Mission Briefing context menu being wrongly marked as completed under certain circumstances. [Beta 3] Fixed War of Intervention mission guidance getting stuck if fleet commander is assigned to different patrol fleet. [Beta 3] Fixed player getting offered A Heart for Pirates mission despite leaving Yaki territory on bad terms. [Beta 3] Fixed Save Them From Themselves mission remaining active after NPC has defected during Mutually Assured Destruction mission. [Beta 3] Fixed A Matter of Respect mission getting stuck if player runs away before fight or if informant's ship is scrapped before player approaches mission area. [Beta 3] Fixed max range for Advanced AutoMine and Advanced AutoTrade being capped at piloting skill minus one.. [Beta 3] Fixed AutoSalvage range being capped at pilot's or manager's skill minus one (new feature in 5.00). [Beta 3] Fixed tugs on AutoSalvage collecting wrecks that cannot be recycled (new feature in 5.00). [Beta 3] Fixed resource cost of Helios E (new feature in 5.00). [Beta 3] Fixed menu selection in Behaviour menu jumping to first row. [Beta 3] Fixed missing options in Interact menu under certain circumstances. [Beta 3] Fixed not being able to select or target objects on Map under certain circumstances. [Beta 3] Fixed trade and mission offer interactions being available while selecting order parameters. [Beta 3] Fixed UI not working when sitting in chair or standing at terminal after using external view (new feature in 5.00). [Beta 3] Fixed custom gamestarts starting in spacesuit showing as invalid (new feature in 5.00). [Beta 3] Fixed extra funds returned to player when downgrading multiple ships (new feature in 5.00). [Beta 3] Fixed repair of multiple ships not working under certain circumstances (new feature in 5.00). [Beta 3] Fixed consumables not being available when building ships (problem introduced in 5.00). [Beta 3] Fixed issues with mission guidance on map and radar especially after leaving highway (problem introduced in 5.00). [Beta 3] Fixed selected object section in Map missing ship count if multiple ships are selected under certain circumstances (problem introduced in 5.00). [Beta 3] Fixed manual storage allocation in Logical Station Overview menu (problem introduced in 5.00). [Beta 3] Fixed mission groups in Mission menu sometimes requiring 2 clicks to open (problem introduced in 5.00). [Beta 3] Fixed switching ship class at Mod Workbench (problem introduced in 5.00). [Beta 3] Fixed Ship Overview menu (problem introduced in 5.00). [Beta 3] Fixed menu crash in Behaviour menu under certain circumstances. [Beta 3] Fixed several causes of crashes.
As mentioned last week in our news about the start of the 5.00 beta, you can expect regular updates as we approach the release of 5.00 and X4: Tides of Avarice, the forthcoming expansion for X4: Foundations. True to our word, 5.00 Beta 2 is now available to download, bringing further additions and fixes to the game. The complete changelog for 5.00 Beta 2 can be found at the end of this news. A special note about the new alarm sounds that you will hear when an enemy is approaching and attacking: the sounds currently being used for this are placeholders; the final sounds will be added in an upcoming version of the 5.00 beta.
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 5.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information. Thank you for your participation in the beta!
5.00 Beta 2 Changelog
[Beta 2] Added raw scrap processing modules to Logical Station Overview (new feature in 5.00). [Beta 2] Added Scrap Metal processing information to Encyclopedia (new feature in 5.00). [Beta 2] Added welfare and processing modules to custom gamestart editor (new feature in 5.00). [Beta 2] Added alarm sounds for enemy proximity and enemy attack (current sounds are placeholders). [Beta 2] Added new multi-tiered fight music tracks. [Beta 2] Changed Trade Filter Max Price in Map menu to apply no filter if set to zero. [Beta 2] Improved balancing of recycling (new feature in 5.00). [Beta 2] Improved resource costs and pricing of Paranid E ships (new feature in 5.00). [Beta 2] Improved carrier combat behaviour when all subordinates are set to Docked. [Beta 2] Improved fight music trigger conditions. [Beta 2] Fixed imported custom gamestarts that were over-budget on import still showing as over-budget after reducing costs under certain circumstances. [Beta 2] Fixed Torus Mission not continuing after successfully flying through initial airlock in Neptunian Terraforming story. [Beta 2] Fixed incorrect lines being spoken during welfare module research mission. [Beta 2] Fixed welfare module research mission not being available from savegames. [Beta 2] Fixed welfare module blueprint not being available if unlocked via custom gamestart. [Beta 2] Fixed Duke's Buccaneers relations being reset unintentionally (problem introduced in 5.00). [Beta 2] Fixed Deliver Salvage order (new feature in 5.00). [Beta 2] Fixed tugs working for stations requiring their stations to have funds (new feature in 5.00). [Beta 2] Fixed tugs running AutoSalvage failing to find wrecks (new feature in 5.00). [Beta 2] Fixed tug not being able to use loot magnet (new feature in 5.00). [Beta 2] Fixed carriers with active subordinates plotting positions far enough away from targets that they lose sight of their targets and disengage. [Beta 2] Fixed ships disengaging and incorrectly reporting they are unable to reach destination when attacking over long distances (problem introduced in 5.00). [Beta 2] Fixed aim problems with turrets on moving ships (problem introduced in 5.00). [Beta 2] Fixed switching ships at Mod Workbench (problem introduced in 5.00). [Beta 2] Fixed multi-ship resupply case (new feature in 5.00). [Beta 2] Fixed description for ship interior destinations in elevator menu (new feature in 5.00). [Beta 2] Fixed amounts and durations for non-default production methods in Encyclopedia (new feature in 5.00). [Beta 2] Fixed menu crash when upgrading multiple capital ships under certain circumstances (new feature in 5.00). [Beta 2] Fixed loadouts shown as incompatible for upgrading ships or exiting station modules (problem introduced in 5.00). [Beta 2] Fixed paying twice when upgrading ships and missing refunds when cancelling upgrades (problem introduced in 5.00). [Beta 2] Fixed not being able to drop items from Inventory (problem introduced in 5.00). [Beta 2] Fixed mission offer groups in Mission Offers menu sometimes requiring 2 clicks to collapse. [Beta 2] Fixed Ship Behaviour menu not being displayed under certain circumstances. [Beta 2] Fixed turret positions on Teladi capital mining ships. [Beta 2] Fixed several causes of crashes.
The next chapter of X4: Foundations starts today. You can now participate in the Public Beta of the major 5.00 update of our current game. With the 5.00 beta version of X4: Foundations, you will get a first taste of the latest developments and our future vision for the game. For the full change log for 5.00, please visit our forum.
When the free 5.00 update for X4: Foundations is released later this quarter, it will, among other things, introduce a series of new capital ships. These ships have been re-imagined, and a new range of improved models will now be on sale at various shipyards. A number of factions in the game will gradually start using these new and improved ships. The 5.00 update will also bring AMD FidelityFX Super Resolution (FSR) to X4: Foundations, using a collection of cutting-edge upscaling technologies to boost performance.
Have you ever come across a shipwreck and wished you could use it in a profitable way? With the introduction of a new gameplay mechanic, salvaging and recycling become important elements of your universe. Tow the wreck with a tug ship, take it to a scrap processor, and find out what happens.
Wouldn't it be great to have a place where you can relax in a comfy chair, while you govern your empire or reminisce about your accomplishments? Space adventurers should take a closer look at their headquarters in the 5.00 beta - there is a lot to discover!
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 5.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information. This is just the start of the 5.00 Public Beta for X4: Foundations. The beta will be updated regularly over the next few weeks, so keep an eye on our news channels to avoid missing anything. https://www.youtube.com/watch?v=W9jpH_1gOBg
X4: Tides of Avarice - Wishlist now
X4: Tides of Avarice is the third expansion for X4: Foundations and will be released in the first quarter of 2022. Find out more in the reveal news, and wishlist it today! https://store.steampowered.com/app/1701060/X4_Tides_of_Avarice/ If you haven't already done so, we suggest you check out the interview by content creator Captain Collins with Egosoft founder and CEO Bernd Lehahn, which took place in early December 2021. Their chat will give you some additional insight into what to expect in the major 5.00 update to X4: Foundations and the upcoming new expansion, X4: Tides of Avarice. https://www.youtube.com/watch?v=ckc6bwKaFc4 We would like to thank all our beta testers for their contributions. We hope you enjoy trying out the 5.00 update, and discovering its new features! Version: 5.00 Beta 1 (469377) - 2022-01-20 New Feature: Scrap recycling. New Feature: New Paranid capital ship designs. New Feature: Personal office on HQ. New Feature: Support for AMD FidelityFX Super Resolution (FSR). Added several new achievements. Added "special" NPC's offering new mission chains. Added information about multiple production methods to Encyclopedia. Added possibility to change equipment of multiple ships of same model at same time. Added options to control whether player ships wait for player under certain circumstances. Added new voices for Duke's Buccaneers and Realm of the Trinity faction representatives. Added new default behaviour Local AutoTrade. Added Retrieve from Internal Storage option for stored ships. Added mouse steering HUD indicator. Added buttons for quick access to Map filters. Added trade offer icons to Map legend. Added texts to explain status icons in Logical Station Overview. Added hull integrity efficiency display to Logical Station Overview. Added hull info to station modules in Object List and Property Owned menus. Added hull and shield details to hull shield bar mouseover texts. Added mouseover text to explain warning icon for research entries. Added icons to improve display of workforce capacity and growth effects. Added preview for Default Ship Skin in Custom Gamestart Editor. Added Reloading UI message when changing certain settings. Added warning when client becomes modified during gameplay. Added info about saves being modified to Load Game menu. Added option for mods to specify maximum supported version of game or other required extensions (maxversion attribute in dependencies). Changed behaviour of contested sectors to become ownerless if old owner no longer has any claim. Changed name of Distribute Wares order to Fill Shortages. Changed colour for illegal wares in menus. Changed position of Reset View button in Map menu to upper left corner. Removed research resource warnings for research that is not yet available. Removed rectangles around small details in scan mode. Improved hints and warnings during some complicated sections of HQ story. Improved visuals of faction vs faction guild mission intro room. Improved fighter combat movement. Improved choice of mining location by mining ships. Improved initial approach of capital ships in combat, particularly against stations. Improved aim accuracy against surface elements of moving targets. Improved loadout range for NPC construction vessels to give them more construction drones. Improved accuracy of gas and mineral indicators on map. Improved saving of loadouts and construction plans by enabling text input by default. Improved information and target monitor display for hackable control panels. Improved logbook entry for ships that have fled. Improved trade filtering on Map when combining specific ware filters and other filters. Improved Map to show icons matching text filter even when zoomed out. Improved Selected Object info in Map. Improved joystick button auto-repeat. Improved interior locations for Argon station designs. Fixed Going Offensive mission potentially getting stuck if mission left for too long. Fixed some saved mission loadouts not being loadable (does not fix loadouts that have already been saved). Fixed passenger transport missions occasionally not having guidance when accepted. Fixed some missions getting stuck when using Moreya while under cover. Fixed hack station missions instructing player to dock when standing on docked ship. Fixed some Split War Subscription missions sometimes requesting Sentinel type instead of Argon Vanguard. Fixed crew amounts of player property ships not being imported correctly from exported Custom Gamestarts. Fixed crew amounts in Custom Gamestart Editor not allowing all values under certain circumstances. Fixed unrealistic player ship movement when colliding with smaller objects. Fixed container magnet not working well on certain capital ships. Fixed certain random drops from destroyed asteroids not getting cleaned up over time. Fixed dropped cargo being instantly picked back up again by pushing containers away from hull. Fixed destroyed objects disappearing instead of being wrecked under certain conditions. Fixed some characters remaining on bridge of boarded ships after successful operation. Fixed automatic targeting failing to aim at capital ship engines. Fixed small plasma weapon not being able to gimbal up/down. Fixed forward-mounted missile launchers doing damage with no ammo when player not present. Fixed ships and stations destroying objects in highways when player not present. Fixed ships engaging mass traffic ships when moving long-distance while patrolling. Fixed turrets on ships not firing on valid targets if set to Attack Fighters or Attack Capital Ships but no turrets are set to Attack All Enemies. Fixed carriers with subordinates getting too close to their targets when in combat. Fixed police ships sometimes forgetting about ships and stations that they already scanned. Fixed Deposit Inventory order being removed from repeated order queue if pilot has nothing to deposit. Fixed very rare case of ships failing to avoid collisions with stations. Fixed ships sometimes failing to dock after being sold. Fixed movement problems when undocking from moving ships. Fixed getting stuck if pressing Shift+D while crouching on board ship. Fixed subordinates of very full carriers not getting repaired at their carrier when they dock. Fixed falling through some floors on dock areas of capital ships that are themselves docked. Fixed rare issue where stations may not have certain rooms. Fixed missing group training option when assigning crew to player HQ with group training capabilities. Fixed not being able to retrieve ship from storage under certain conditions. Fixed rare case involving invisible cargo space reservation for wares that are no longer needed but still have manual storage amounts defined. Fixed extremely rare case of automatic storage allocation failing for stations with excessive amounts of storage. Fixed rare case of insufficient cargo allocation for terraforming projects. Fixed research resource amounts overriding trade ware storage allocation. Fixed incorrect price of Proton Barrage MK1/Mk2 and Meson Stream Mk2 weapons. Fixed Hatikvah Free League and Scaleplate Pact not having access to blueprint for Behemoth Main Battery. Fixed docking guidance going through walls at certain dock areas. Fixed some game settings not being reset when restoring defaults. Fixed more cases of NPCs warping to their destination. Fixed some capital ship bridges staying at red alert after having once been in combat. Fixed ship stopping when opening menu while matching speed despite Maintain Speed in Menus being set. Fixed resource warning icon for research that has already started. Fixed mission context menus not working when NPC object is selected. Fixed Boarding menu reporting more marines being assigned while pods are in flight. Fixed station plots in Xenon sectors showing plot fee before placing. Fixed equipment mod crafting sometimes showing more properties than are possible. Fixed stimulants production module being at wrong position in Station Build menu. Fixed Logical Station Overview not correctly visualising connections of production modules with three different resource types. Fixed Terran E pier geometry being at wrong position in Station Build menu. Fixed Manorina (Mineral) front hatches intersecting in Ship Build/Upgrade menus. Fixed equipment listed for shopping list entries in Ship Upgrade menu. Fixed sort order of equipment in Ship and Station Configuration menus. Fixed missing ship information in transaction log when involved ship was destroyed after transaction (applies to new entries only). Fixed various minor issues in transaction log. Fixed workforce efficiency info being hidden in Logical Station Overview for some player stations. Fixed missing sector selection for Buy and Sell orders. Fixed Resource Probe scanning range value in Encyclopedia. Fixed issue with shift-selecting docked ships in Property Owned menu. Fixed ship system indicators being visible while docking/undocking. Fixed Map camera jumping when returning from Plot Management tab. Fixed orientation of certain icons in Map info boxes. Fixed text input in Steam Big Picture mode. Fixed being able to duplicate controls that are not remappable. Fixed nearby ships sometimes being invisible. Fixed delay in updating crosshair hull and shield bars. Fixed flickering target shield bar in hazardous regions under certain circumstances. Fixed Magpie cockpit hatch pushing player into ship wall when opening. Fixed Katana ramp not opening correctly. Fixed mirrored text on 3M6S dock area. Fixed certain cases of flickering asteroids. Fixed lens flares being visible through hull of own capital ship. Fixed several causes of crashes.
Along the route to the extensive 5.00 update, which will be released next year (see announcement), we are making a short stopover today to deliver the 4.20 update for X4: Foundations. The focus of this update is on fixes and small improvements, so we are not introducing any new features with this release. We hope you have lots of fun with X4: Foundations, and thank you for your support during this unusual year.
Version 4.20 (465891) - 2021-12-09
- Improved combat simulation when player not present.
- Improved coordination between multiple free-flying police operating in same sector.
- Improved memory usage, savegame size, and times to start new game, save and load.
- Fixed being unable to set Yaki story as complete for custom gamestarts if not successful in mission.
- Fixed player stations created from custom gamestarts not detecting enemies.
- Fixed player not being able to target objects if spawning in space suit in custom gamestart.
- Fixed linear highways being disabled when ring highways are disabled in custom gamestart.
- Fixed ships with turrets potentially not shooting if created via a custom gamestart.
- Fixed Flight School getting stuck if certain non-critical inputs are not mapped.
- Fixed A Small Errand mission getting stuck if all lockboxes are opened in quick succession.
- Fixed The Meeting mission not triggering mission guidance properly after fleeing patrol.
- Fixed fleet delivered in The Mediators mission absorbing Realm of the Trinity job ships.
- Fixed Split Story mission Zyarth's Coffin getting stuck when attempting to find station for Undercover Trade Ship.
- Fixed Terran plot being blocked by Delilah's disappearance upon Sweet Jack's destruction.
- Fixed Defenders of Sol mission not being offered if player begins game with max relations with Terran Protectorate.
- Fixed A Matter of Respect mission getting stuck if informant's ship is captured before player approaches mission area.
- Fixed A Heart for Pirates mission not playing dialog on completion.
- Fixed Torus riddle switches being repairable while shutters are closed, resulting in riddle being impossible to solve.
- Fixed hacking missions targeting stations without docks.
- Fixed scan missions sometimes asking player to scan laser tower.
- Fixed Terran vs Xenon guild missions asking player to scan Xenon ships carrying Hull Parts or Water.
- Fixed Terran or Pioneers scan missions asking for wares that aren't used by Terran economy.
- Fixed incorrect collision detection during space suit section of Flight School tutorial.
- Fixed stations recycling wrecked modules too quickly and making station destruction difficult.
- Fixed capital ships with main weapons (e.g. Asgard) being excessively effective when player not present.
- Fixed mining ships concentrating in areas with relatively low yield.
- Fixed mining drones on player ship sometimes collecting empty or incorrect asteroids.
- Fixed mining drones sometimes undocking or self-destructing shortly after having returned to launching ship.
- Fixed NPC-owned subordinates sometimes staying docked indefinitely.
- Fixed Protect Position default behaviour sometimes ending even if designated position is accessible.
- Fixed turrets retaining out-of-range targets for too long.
- Fixed marines on boarding operation sometimes being lost after saving and loading.
- Fixed boarding attacker strength sometimes being less than it should.
- Fixed long boarding operations failing prematurely if straggling pod is destroyed.
- Fixed default orders using wrong parameters after editing.
- Fixed rare case where sell override settings for station ware could reset to 0.
- Fixed loss of flight control by preventing activation of autopilot during undocking procedure.
- Fixed disabled flight assist when retaking control after getting up during post-travel mode coasting.
- Fixed station-based traders sometimes selling more than what their customers wanted.
- Fixed station trade subordinates never selling product due to resource storage override.
- Fixed subordinates mimicking auto-trader not logging their trades.
- Fixed turrets set to Attack my current target continuing to fire after target changes ownership to non-hostile.
- Fixed large turrets missing small targets by aiming at wrong position.
- Fixed turrets often failing to fire at large moving targets.
- Fixed discrepancies with licence requirements for Teladi turrets.
- Fixed station module repair sometimes not quite reaching 100%.
- Fixed calculated value of ships not taking all installed software into account.
- Fixed incorrect yield display for resource probes in target monitor.
- Fixed incorrect display of shield damage impact effects.
- Fixed free ship repair exploit.
- Fixed exporting custom gamestarts with no player money.
- Fixed flight assist control message wrongly shown after loading saves under certain circumstances.
- Fixed Phoenix main battery effective rate of fire.
- Fixed problem with guild submissions in mission briefing menu.
- Fixed menu crash when opening Ship Overview under certain circumstances.
- Fixed Magpie cockpit hatch pushing player into ship wall when opening.
- Fixed freeze when loading save if HQ core module was under construction.
- Fixed potential issue with screen being stuck black on integrated AMD GPUs.
- Fixed joystick POV hat input on Linux.
- Fixed several causes of crashes.
Time to get out the calendars and mark December 9th in red. That's the day when Egosoft founder Bernd Lehahn will be paying another visit to X4 pro Captain Collins on Twitch. Starting at 6pm CET (9am PST / noon EST / 5pm GMT), the two will jump into an approximately one-hour conversation about the past few months of X4: Foundations and, of course, the freshly revealed, third expansion - X4: Tides of Avarice. So, best follow Captain Collins' Twitch channel today, and set a reminder for the stream on December 9th, 2021, 6pm CET. PS: If you missed Bernd's previous visit to Captain Collins in spring 2021, you can watch the recording here: https://www.youtube.com/watch?v=zxt68D_H82A
- Third expansion for X4: Foundations to be released in Q1 2022
- Extraordinary new ships, new economy and gameplay elements will surprise X4 players
- Captivating new stories will challenge the perception of social order and justice in the X universe
- Extensive free 5.00 update to feature a series of new capital ships, numerous new interiors, and AMD FidelityFX Super Resolution (FSR)
Let new ships terrify and enchant you at the same time Roam through the Windfall and Avarice systems, and discover numerous new ships from the pirate and scavenger factions of X4: Tides of Avarice. Among other new ships, you can look forward to the following highlights:
- The Erlking, a terrifying pirate battleship with an experimental and unusual energy source, has been developed over many years by the Riptide Rakers, at great cost to their resources and lives, in a desperate attempt to take advantage of stellar phenomena in the Avarice system. In X4: Tides of Avarice, you will find out more about these curious events, while you upgrade the Erlking using research and resources acquired during your adventure.
- The Astrid, an incredibly lavish and luxurious yacht, projects wealth and importance. Owned by the CEO of the Northriver Company, Brantlee Northriver, it is rumoured to be the fastest ship in the galaxy. With its sleek design, the Astrid is a ship unlike anything you've ever come across in the X universe. What mysteries might it hold?
X4: Foundations 5.00 Update X4: Tides of Avarice is released at the same time as the extensive, free 5.00 update for X4: Foundations, which expands and improves the base game in several ways. The 5.00 update introduces a series of new capital ships. These ships have been re-imagined, and a new fleet of improved models will now be on sale in various shipyards. Several factions in the game will gradually start using these new and improved ships. The 5.00 update will also bring AMD FidelityFX Super Resolution (FSR) to X4: Foundations, using a collection of cutting-edge upscaling technologies to boost performance. Further details about X4: Tides of Avarice, as well as the 5.00 update for X4: Foundations, will be released over the next few months as we get closer to the release date. X4: Tides of Avarice is now listed on Steam and can be added to players' wish-lists. https://store.steampowered.com/app/1701060/
We would be infinitely grateful if you'd consider us for the Steam Labor of Love Award. You can nominate us right in this news (look up), on the X4: Foundations store page or through the Steam Awards Nominations page. We appreciate your support and feedback every day. X4: Foundations is about to celebrate its third anniversary and very soon we will give you a first insight into the next big chapter of X4. Thanks for everything and keep on having fun in the X-Universe!
Earlier this week we released two beta versions of the X4: Foundations 4.20 update. The focus of this update is on improvements and fixes, so we're not introducing any new features with this release. Please visit our forums for details of how to access the beta and report your findings. Thanks very much for participating, and for helping us with the ongoing development of X4: Foundations! Version: 4.20 Beta 2 (464483) - 2021-11-16
- Improved combat simulation when player not present.
- Improved coordination between multiple free-flying police operating in same sector.
- Improved memory usage, savegame size, and times to start new game, save and load.
- Fixed being unable to set Yaki story as complete for custom gamestarts if not successful in mission.
- Fixed Flight School getting stuck if certain non-critical inputs are not mapped.
- Fixed A Small Errand mission getting stuck if all lockboxes are opened in quick succession.
- Fixed The Meeting mission not triggering mission guidance properly after fleeing patrol.
- Fixed fleet delivered in The Mediators mission absorbing Realm of the Trinity job ships.
- Fixed Split Story mission Zyarth's Coffin getting stuck when attempting to find station for Undercover Trade Ship.
- Fixed Terran plot being blocked by Delilah's disappearance upon Sweet Jack's destruction.
- Fixed Defenders of Sol mission not being offered if player begins game with max relations with Terran Protectorate.
- Fixed A Matter of Respect mission getting stuck if informant's ship is captured before player approaches mission area.
- Fixed A Heart for Pirates mission not playing dialog on completion.
- Fixed incorrect collision detection during space suit section of Flight School tutorial.
- Fixed stations recycling wrecked modules too quickly and making station destruction difficult.
- Fixed capital ships with main weapons (e.g. Asgard) being excessively effective when player not present.
- Fixed mining drones on player ship sometimes collecting empty or incorrect asteroids.
- Fixed mining drones sometimes undocking or self-destructing shortly after having returned to launching ship.
- Fixed NPC-owned subordinates sometimes staying docked indefinitely.
- Fixed Protect Position default behaviour sometimes ending even if designated position is accessible.
- Fixed marines on boarding operation sometimes being lost after saving and loading.
- Fixed boarding attacker strength sometimes being less than it should.
- Fixed default orders using wrong parameters after editing.
- Fixed rare case where sell override settings for station ware could reset to 0.
- Fixed loss of flight control by preventing activation of autopilot during undocking procedure.
- Fixed disabled flight assist when retaking control after getting up during post-travel mode coasting.
- Fixed station-based traders sometimes selling more than what their customers wanted.
- Fixed station trade subordinates never selling product due to resource storage override.
- Fixed subordinates mimicking auto-trader not logging their trades.
- Fixed turrets set to Attack my current target continuing to fire after target changes ownership to non-hostile.
- Fixed large turrets missing small targets by aiming at wrong position.
- Fixed turrets often failing to fire at large moving targets.
- Fixed discrepancies with licence requirements for Teladi turrets.
- Fixed station module repair sometimes not quite reaching 100%.
- Fixed calculated value of ships not taking all installed software into account.
- Fixed incorrect yield display for resource probes in target monitor.
- Fixed incorrect display of shield damage impact effects.
- Fixed free ship repair exploit.
- Fixed exporting custom gamestarts with no player money.
- Fixed flight assist control message wrongly shown after loading saves under certain circumstances.
- Fixed Phoenix main battery effective rate of fire.
- Fixed Magpie cockpit hatch pushing player into ship wall when opening.
- Fixed potential issue with screen being stuck black on integrated AMD GPUs.
- Fixed joystick POV hat input on Linux.
- Fixed incorrect DPS calculation resulting in various AI and UI issues (problem introduced in 4.20).
- Fixed several causes of crashes.
Fixed in-game and savegame issues when using certain locale settings under Linux.
When playing X4: Foundations with our recently released 4.10 update, you will notice some changes while building stations, especially in terms of usability. To celebrate these changes, we started a "Station Design Contest" in the Egosoft forums. Today we present our five favourites and thank all participants for their great submissions Vote for your favourite at https://strawpoll.com/8p8do2wrw. https://www.youtube.com/watch?v=9qqrIWaGUY0 You can find all the submissions here: https://forum.egosoft.com/viewtopic.php?f=146&t=441406 (English) https://forum.egosoft.com/viewtopic.php?f=147&t=441415 (Deutsch)
Since the release of X4: Cradle of Humanity and the extensive 4.00 update for X4: Foundations, we've been hard at work on the next big steps for our game. Today, we are pleased to announce that the 4.10 update is now available to download. --> You can find the complete changelog for the 4.10 update at the end of this news. The new 4.10 update for X4: Foundations has become more extensive than originally planned and has, therefore, taken a bit more time. However, we are convinced that the extra effort was worth it and that you will like the numerous enhancements. In the 4.10 update we have, for example, improved the existing game feature of Terraforming and, in response to feedback on the 4.00 update, we have fixed various issues in connection with mining, trade and station management, among other things. We have also made improvements to the asset management of our graphics engine, resulting in better use of graphics memory. You will notice some changes when building stations, especially in terms of usability (more on this in Inside Egosoft Podcast Episode 4).
Custom Game Start
The new Custom Game Start feature allows players of X4: Foundations to customise certain starting conditions in the game, within limits that are set in order to maintain game balance. It is possible, for example, to influence factors such as available starting capital, sectors already explored, and relationships with other factions. Episode 2 of the Inside Egosoft Podcast includes more details about the Custom Game Start feature. https://www.youtube.com/watch?v=o9ului0trvo https://www.youtube.com/watch?v=mqcmNf3NW7c We look forward to hearing your thoughts on the 4.10 update. We hope that you enjoy exploring the new possibilities and especially, of course, trying out the Custom Game Start feature. Rediscovering X4: Foundations with a change in starting conditions is definitely something you should experience. Thank you for your continued support, and stay safe in space!
Update 4.10 - Full changelog
New Feature: Custom game starts. Added Deliver Fleet mission variants that ask for specific ship type but let player choose exact ship and equipment. Added two new terraforming projects to directly increase or reduce air pressure. Added storage information to active terraforming projects. Added player access to some paint mods belonging to allied factions. Added more ship system indicators to crosshairs, including flight assist, aim assist and others. Added ware reservation information to trade menu. Added option to cancel ware reservations at player-owned 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. Added ware volume info to storage nodes in Logical Station Overview Added Show Upkeep Missions option to Interact menu. Added mission ship loadouts to Ship Configuration menu. Added option to reset station module rotation in Station Build menu. Added HQ account info to Research menu. Added mass crew transfer for group trainees with player HQ. Added module set filters to Station Build menu. Added station module context menu to module list in Station Build menu. Added option to hide module plan and loadout details in Station Build menu. Added settings to Station Build menu. Added option to prevent Tobii head-tracking hardware from being initialised using "-forcehmd disable" command line parameter. Added Polish localisation. Improved Build Station and Deliver Fleet mission rewards to give return on investment instead of flat reward. Improved Deliver Fleet mission variants to ask for varying loadouts. Improved consistency of Xenon fleet strength in Mutually Assured Destruction mission. Improved Reflective Cloud Particles and Black Dust terraforming projects by making them repeatable. Improved Emergency Eject feature. Improved travel speed of formations. Improved behaviour of station-based mining ships working for stations that require multiple resources. Improved behaviour of police ships to sometimes allow player-owned objects to skip inspection if relations with police faction are good enough. Improved behaviour of ships attacking targets distant enough to require use of travel mode. Improved station-based traders to prevent them prioritising resources that are produced by their station even when those resources are in shortage. Improved selling behaviour of station-based miners assigned to stations that require more than one mineable resource. Improved faction logic to prevent construction of excessive numbers of stations. Improved how factions deal with ware shortages and make decisions about new production. Improved hazardous regions to also work when player is not nearby. Improved AI pathing to fly around hazardous regions where possible. 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 balancing of price and resource cost for advanced satellites. Improved low attention combat involving multiple capital ships. Improved choice of positioning for newly constructed NPC stations. Improved docking of non-capital ships. Improved undocking movement of S and M ships to look smoother. Improved movement of capital ships clearing jump gates after transition. Improved capital ship combat movement when pursuing fleeing targets. Improved behaviour of deep-level subordinates whose top-level commander is carrier. Improved transfer of products from station to own build storage. Improved resource probe detection range. Improved laser tower response to attacks. Improved Collect Drop(s) orders to also pick up ammunition containers. Improved launch of defence drones set to Attack my Current Target. Improved target acquisition for defence drones when switching to Attack all Enemies mode. Improved auto aim against certain objects, especially data leaks. Improved speed display in crosshairs. Improved Gravidar update rate. Improved visibility of save-related messages. Improved visibility of turrets in scan mode. Improved visibility of hull and shield bars on Map against colourful backgrounds. Improved target icons for squad leaders. Improved Map by allowing it to remember its previous state when opened again. Improved readability of filtered wares in remaining cargo list in Map menu. Improved info box of selected object on Map by making it transparent when cursor is over it. Improved behaviour of Map info boxes for ships and stations. Improved Map display of information gathered by resource probes. Improved Map icons to display related upkeep missions on mouseover. Improved Map behaviour to show highlighted wares even if filters would otherwise exclude them. Improved legibility of info box of selected object on Map by making it much more opaque. Improved handling of icons representing subordinates to fade out early when zooming out on Map. Improved display of player-owned and allied ships on Map to show icon and info text for current order. Improved blueprint lists in Encyclopedia. Improved workforce information in Logical Station Overview. Improved Station Editor by showing actual sector background and relevant objects for context. Improved Station Editor by disabling connection snapping while pressing Control. Improved Station Editor by allowing module rotation around all axes. Improved Station Build menu by adding option to remove module sequences. Improved visibility of station modules in Station Build menu. Improved zoom sensitivity when using mouse wheel in Station Build menu. Improved snapping to connections in Station Build menu. Improved menu layouts for Hire and Reassign crew. Improved interface for selecting sector order parameters. Improved manual trade offer settings to allow buy amount that is higher than sell amount. Improved Ship Configuration menu layout if no engines are available. Improved Ship Behaviour by adding error messages for failed orders. Improved loadout editor for station modules by showing other modules in construction plan for context. Improved Confirm/Cancel buttons for ware filter selection to be always visible. Improved New Game and Extension menus by adding more information. Improved variety of factions seen on dock areas. Improved appearance of Argon characters. Improved lighting on Argon L bridge. Improved asset pre-loading and streaming on GPUs with high memory capacity. Improved handling of out-of-GPU-memory conditions. 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. Removed visualisation of module connections in Build Menu while not dragging module. Fixed relations in Terran gamestart. Fixed advanced gamestarts not being unlocked when playing certain other gamestarts. Fixed HQ warping to wrong position during first encounter. Fixed Boso Ta dialog not playing when browsing research menu. 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 Coffin Ship sometimes not undocking during To the Other Side mission in Split Story. Fixed Fires of Fate mission in Split story not progressing when sabotaging Ravenous Wight. 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 Covert Operations story stalling if Antigone does not own any system. 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 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 Patrol Missions pausing when player docks on player-owned ships. Fixed The Mediators and The Insurgence missions accepting ships delivered with minimal equipment. Fixed Build Station missions that ask for Administrative Centre not enforcing that requirement. Fixed certain mission stations remaining invulnerable in case of failed Split story passenger transport. Fixed certain Rescue Ship missions accepting transfer of ship with modified equipment. Fixed inaccurately displayed reward in trade guild Deliver Fleet missions. Fixed conversation option when hiring crew and immediately assigning them to Deliver Crew mission station. Fixed Amplifier Station in Save Them From Themselves mission not leaving behind wreck. Fixed story characters getting random names when becoming passengers. Fixed some story missions being abortable. Fixed mission lockboxes not rotating. Fixed being unable to complete ship mod research mission if it was previously aborted. Fixed advanced terraforming projects not being available if Cradle of Humanity is enabled after terraforming is unlocked. Fixed adding gases increasing air pressure on worlds where that stat is not relevant. 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 incorrect trade offer price calculation for certain shipyards. 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 more resources being returned to build storage when recycling station loadout upgrades. 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 Enemies. 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 weapon platforms sometimes being unarmed. 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 broken collision detection when flying certain ships near large objects. Fixed ship turrets sometimes damaging their own ship under certain circumstances. Fixed issues with cargo drones docking when many of them try to dock at same time. Fixed entering ship not removing attached boarding pods. Fixed wrong movement orientation when approaching dock in some situations. Fixed newly constructed Terran Solar Power Plants constructing storage last resulting in delayed production. Fixed some homeless workers remaining on station after their habitation has gone. Fixed AI ships flying too slowly in travel mode while in formation. Fixed spacesuit in Split gamestart sometimes being very slow. Fixed being able to place station modules in invalid locations. Fixed group trainees sometimes remaining in-transit on Headquarters. Fixed carriers or fleet auxiliary ships subordinate to stations failing to get supplies. Fixed player-owned ships set to explore or update trade offers sometimes traveling to sectors outside their target space. Fixed ships assigned to protect stations continuing to patrol their area after their assigned station is destroyed. Fixed subordinates of subordinates not docking if assigned while their intermediate superior is already docked. Fixed missile-armed ships and stations with no ammunition doing damage when player is not present. Fixed Segaris Pioneer ships being crewed by people in Terran Protectorate uniforms. Fixed ships operating in vicinity of one-way superhighways going to work in sectors they might not be able to return from. Fixed ships forced to bail sometimes retaining their old default behaviour. Fixed missing item trader on stations. Fixed being able to jump out of bounds in shops on docking areas. Fixed being able to assign one extra service crew or marine to ships in certain cases. Fixed subordinates of stations failing to recover if their commander is destroyed while they are searching for trades. Fixed boarding pods not being able to fly and attach on boarding operations. Fixed capital-class mining ships sometimes not firing on asteroids. Fixed station supply settings not working without manager. Fixed autopilot getting stuck in loop on highway ring if full path to destination is not known. Fixed jumping between highways on autopilot. Fixed police authority menu not working if too many sectors are player-owned. Fixed Collision Avoidance not working even if game setting is set. Fixed ships not firing at stations even if target directly in front of barrel. Fixed defence drones set to Attack my Current Target docking without engaging shortly after launch. Fixed ware transfer sometimes stalling with one ship locked in critical state. Fixed subordinates sometimes docking at their respective commanders indefinitely. Fixed ships sometimes not been able to dock in enclosed docks. Fixed NPC station managers sometimes giving double rewards. Fixed excessive damage when missiles hit certain targets. Fixed lasertowers sometimes locking on to distant targets when hostile targets are within firing range. Fixed Split factions not rebuilding trading stations. 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 loadout presets being available for ships with installed equipment mods Fixed inconsistency between player ship and other player-owned objects 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 missing interactions in Crew Info tab for player employees on stations. 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 Terraforming projects showing invalid resources if more was delivered than needed. Fixed overlapping text in Ship Configuration menu. Fixed input mapping conflict not being detected when assigning axis. Fixed lost HUD target if mission guidance changes under certain circumstances. Fixed missing automatic storage allocation option in Logical Station Overview under certain circumstances. Fixed blank context menus in Station Build menu under certain circumstances. Fixed blank terraforming nodes under certain circumstances. Fixed inactive dropdown options seeming to be interactive when clicked. Fixed name of Station Cargo map filter to correctly indicate that it also works for ships. Fixed inconsistent sorting in Mission Offers and Mission Manager menus. Fixed matching icons not being visible at some zoom levels when text filter is applied. Fixed selected ships and stations not showing full cargo on map if filter is active. Fixed rare fog of war issues when opening Map right after long range scan. Fixed jumpgate and superhighway connections on Map becoming misaligned. Fixed flickering target elements if target is moving close to crosshair. Fixed order parameter sliders resetting while being used. Fixed displayed of per-quadrant DPS information. Fixed Station Construction entries in Account Management menu showing station account values while using slider. Fixed mouse-over texts for Interact menu build storage options referencing station. Fixed order parameter position selection interacting with order lines. Fixed changing radius parameter of default behaviours resetting position parameter. Fixed Mission Manager and Mission Offers menus keeping expanded sections in sync. Fixed menu crash when cancelling ship orders under certain circumstances. Fixed save name not being immediately changeable if there is no save yet. Fixed long range scan getting stuck when triggered while menu is open. Fixed missing countermeasure blueprints in encyclopedia. Fixed flight assist and auto-pilot control messages not being shown after loading saves. Fixed storage nodes in Logical Station Overview not marked restricted under certain circumstances. Fixed Shuffle Modules option in Station Editor when modules include Terran solar panels. Fixed map sometimes zooming sectors out too far. Fixed various localisation issues. Fixed Terraforming menu crash. Fixed Paranid head clipping through cockpit roof in Cerberus. 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 pilots and ship crew from player-owned shipyards being random races instead of workforce races. Fixed defenders in boarding operation earning experience when boarding attempt is cancelled or fails before marines even breach hull. Fixed marines on stations running out of sight soon after docking. 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 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 Cerberus 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 excessive number of positional lights on Osprey. Fixed rotating flack bullets. Fixed holographic ship controls for NPCs not being enabled when NPC sits in chair. Fixed comm cameras not working when in external view. Fixed pink faces on male Argon NPCs. Fixed effect at dock persisting after touchdown if ship docked backwards. Fixed Mercury faction logo missing on right side. Fixed incorrect grouping of turrets on Advanced Electronics production module. Fixed sharp line on Katana cockpit glass. Fixed Nimcha landing gear not being attached properly. Fixed cockpit glass on Falcon not registering collisions. Fixed floating light and mirrored faction logo on Jian. Fixed inverted panel texture in security office. Fixed permanently missing texts in menus. Fixed graphical assets failing to load during long game-sessions. Fixed game freeze with mods containing invalid assets. Fixed several causes of crashes.
In Episode #05 of the Inside Egosoft podcast, Greg talks to Lennart (a.k.a. Gimbutz), who is part of the mission team at Egosoft. In this conversation, Lennart provides some fascinating insights into his work. How are stories and missions created in X4? Which tasks provide the greatest challenges? What is the most helpful type of player feedback for the mission team? All this, and more, is answered in this new episode. Spotify Pocket Casts Google Podcasts Apple Podcasts Breaker RadioPublic Anchor https://www.youtube.com/watch?v=5mUPPJ65l5I Thanks for tuning in, and don't forget to subscribe to Inside Egosoft using your favourite podcast app. If you don't want to use an audio app, then you can of course listen to the podcast in your browser (e.g. via anchor.fm/inside-egosoft) or find it on our YouTube channel. Music: Alexei Zakharov - Turquoise Sea (from the "X4: Split Vendetta" OST)
We're almost there! Today we have released Beta 7 for the upcoming 4.10 update of X4: Foundations. You can download it now and get a first impression of our latest improvements to the game. Thank you in advance for your contributions to the beta test.
4.10 Public Beta 7 - Changelog
Improved docking of non-capital ships. Improved capital ship combat movement when pursuing fleeing targets. Improved selling behaviour of station-based miners assigned to stations that require more than one mineable resource. Improved speed display in crosshairs. Improved info box of selected object on Map by making it transparent when cursor is over it. Improved readability of filtered wares in remaining cargo list in Map menu. Improved distribution of crew roles for player owned ships in custom gamestart (new feature in 4.10). Improved relation budgets balancing in custom gamestart (new feature in 4.10). Improved visualisation of property budget costs in Custom Gamestart Editor (new feature in 4.10). Improved handling of out-of-gpu-memory conditions. Removed AMD FSR support (new feature in 4.10, postponed for a later update). Removed visualisation of module connections in Build Menu while not dragging module. Removed orange order icons for ships with order failures (new feature in 4.10). Fixed NPC station managers sometimes giving double rewards. Fixed excessive damage when missiles hit certain targets. Fixed lasertowers sometimes locking on to distant targets when hostile targets are within firing range. Fixed Split factions not rebuilding trading stations. Fixed Shuffle modules option in Station Editor when modules include Terran solar panels. Fixed HQ warping to wrong position during first encounter. Fixed Boso Ta dialog not playing when browsing research menu. Fixed menu crash when cancelling ship orders under certain circumstances. Fixed save name not being immediately changeable if there is no save yet. Fixed long range scan getting stuck when triggered while menu is open. Fixed missing countermeasure blueprints in encyclopedia. Fixed flight assist and auto-pilot control messages not being shown after loading saves. Fixed storage nodes in Logical Station Overview not marked restricted under certain circumstances. Fixed links to Map from Logbook not setting correct component in focus again (problem introduced in 4.10). Fixed High-Mass Teleportation 2 research not being available when unlocking first research in custom gamestart (new feature in 4.10). Fixed Duke's Haven not allowing ships to dock with certain story states selected in custom gamestart (new feature in 4.10). Fixed missing station known setting after importing custom gamestart (new feature in 4.10). Fixed missing countermeasure and lasertower blueprints in custom gamestarts (new feature in 4.10). Fixed not being able to remove HQ subordinates in custom gamestarts (new feature in 4.10). Fixed known sectors in custom gamestarts being removable even if player property is present (new feature in 4.10). Fixed outdated satellite coverage data when importing or resetting custom gamestarts (new feature in 4.10). Fixed crew of ships in property of custom gamestart not being exported correctly (new feature in 4.10). Fixed station and satellite positions not saved in exported custom gamestarts (new feature in 4.10). Fixed WASD controls in Build menu not working while paused (problem introduced in 4.10). Fixed cockpit glass on Falcon not registering collisions. Fixed floating light and mirrored faction logo on Jian. Fixed inverted panel texture in security office. Fixed being able to jump out of bounds in shops on docking areas. Fixed several causes of crashes.
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 4.10 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum where they will find both the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.
gamescom is once again taking place in digital form only. Of course, that won't stop us from celebrating our games. In addition to our participation in this year's Indie Arena Booth, we're excited to offer you our biggest discount ever on X4: Foundations. For the next 7 days, you have the opportunity to save 50% on your purchase of X4: Foundations! Older titles in the X series are reduced in price by even more - up to 90% this week. https://store.steampowered.com/app/392160/X4_Foundations So, if you haven't jumped into X4: Foundations yet, now is a great time to do so. Youll also be able to look forward to the upcoming 4.10 update, in which we are adding yet more enhancements and new features to the game. For more information on the eagerly awaited changes, check out our Steam Newshub, our website, our social media channels and the Inside Egosoft podcast. We look forward to welcoming you to the X Universe, and thank you for your support! https://www.youtube.com/watch?v=oGbZcX4Aj1I
As we approach the end of the road that leads to the release of the 4.10 update for X4: Foundations, we are once again releasing a new beta version today. Beta 6 is now available to download, and we thank you in advance for your contributions to the beta test. --> The full list of changes in 4.10 Beta 6 can be found at the end of this news.
Multiverse Team Seasons postponed
We would also like to inform you of a change of plan regarding the release of the new "Multiverse Team Seasons" game mode. We need a little more time to make Multiverse Team Seasons into the captivating new feature we originally envisioned it to be. In order not to delay the release of the 4.10 update, including the new Custom Game Start feature and the extended Station Editor, we have therefore decided to postpone the introduction of the Multiverse Team Seasons feature. This feature will not now be part of the 4.10 update, as previously announced, and will instead be introduced in a later update for X4: Foundations. If you would like to know more about the Multiverse Team Seasons, we recommend Episode 1 of the Inside Egosoft Podcast, in which Egosoft's founder and Managing Director Bernd Lehahn describes the new feature. https://www.youtube.com/watch?v=HCQnWHVpTw8
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 4.10 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum where they will find both the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.
4.10 Public Beta 6 - Changelog
Added module set filters to Station Build menu. Added station module context menu to module list in Station Build menu. Added option to hide module plan and loadout details in Station Build menu. Added settings to Station Build menu. Added options to reset individual custom gamestart budgets (new feature in 4.10). Added descriptions to custom gamestart budgets (new feature in 4.10). Added quantity option for player property ships in custom gamestart editor (new feature in 4.10). Added import and export for custom gamestarts definitions (new feature in 4.10). Added HQ to player property list when corresponding story state is chosen (new feature in 4.10). Removed people budget display in Ship Configuration menu for Creative custom gamestarts (new feature in 4.10). Improved travel speed of formations. Improved behaviour of ships attacking targets distant enough to require use of travel mode. Improved movement of capital ships clearing jump gates after transition. Improved Collect Drop(s) orders to also pick up ammunition containers. Improved launch of defence drones set to Attack my Current Target. Improved target acquisition for defence drones when switching to Attack all Enemies mode. Improved people budget rewarded from loaded savegames in custom gamestart (new feature in 4.10). Improved Creative custom gamestart to be less restrictive with special ships and blueprints. Improved zoom sensitivity when using mouse wheel in Station Build menu. Improved snapping to connections in Build Station menu. Improved Station Build menu by allowing vertical camera movement (new feature in 4.10). Improved Station Build menu by accelerating free view movement speed (new feature in 4.10). Improved Station Build menu by letting mouse dragging and wheel move camera in free view (new feature in 4.10). Improved lighting in Station Build menu (improves previous improvement in 4.10). Improved starting camera angle in Station Build menu to make vertical axis default rotation axis (new feature in 4.10). Improved map position to centre on player start sector when changing it in custom gamestart editor (new feature in 4.10). Fixed autopilot getting stuck in loop on highway ring if full path to destination is not known. Fixed jumping between highways on autopilot. Fixed police authority menu not working if too many sectors are player-owned. Fixed Collision Avoidance not working even if game setting is set. Fixed ships not firing at stations even if target directly in front of barrel. Fixed defence drones set to Attack my Current Target docking without engaging shortly after launch. Fixed ware transfer sometimes stalling with one ship locked in critical state. Fixed subordinates sometimes docking at their respective commanders indefinitely. Fixed ships sometimes not been able to dock in enclosed docks. Fixed Mass Traffic clumping together (problem introduced in 4.10). Fixed Amplifier Station in Save Them From Themselves mission not leaving behind wreck. Fixed Coffin Ship sometimes not undocking during To the Other Side mission in Split Story. Fixed Fires of Fate mission in Split story not progressing when sabotaging Ravenous Wight. Fixed control and upgrade problems when starting in spacesuit in custom gamestart (new feature in 4.10). Fixed player ship being warped out of The Boneyard when setting Split story state in custom gamestart (new feature in 4.10). Fixed pilots and managers of custom gamestart player property sometimes being invisible (new feature in 4.10). Fixed player stations in custom gamestarts potentially overlapping each other (new feature in 4.10). Fixed player stations in custom gamestarts having illegal plots (new feature in 4.10). Fixed target shortcuts targeting wrecked objects (new feature in 4.10). Fixed wrong object being in focus after reopening Map (new feature in 4.10). Fixed links to Map from Logbook not setting focus to correct object (problem introduced in 4.10). Fixed angle jump when starting to rotate module in Station Build menu (problem introduced in 4.10). Fixed inability to drag or rotate module in Station Build menu immediately after dragging or rotating (problem introduced in 4.10). Fixed sector background in station editor rotating with player ship (new feature in 4.10). Fixed camera reset not working on Map if map is rotated (problem introduced in 4.10). Fixed Manage Plots tab not working when closing and reopening Map menu (problem introduced in 4.10). Fixed right click in Station Build menu immediately rotating modules when opening module context menu (problem introduced in 4.10). Fixed encyclopedia links being available in Ship Configuration menu when using custom gamestart editor (new feature in 4.10). Fixed missing or incorrect paint theme in ship preview and Ship Configuration menus in custom gamestart editor (new feature in 4.10). Fixed player property manager or pilot skills not being initialised correctly in custom gamestart editor (new feature in 4.10). Fixed crew slider for ships in custom gamestarts not working correctly (new feature in 4.10). Fixed sharp line on Katana cockpit glass. Fixed Nimcha landing gear not being attached properly. Fixed object outlines with AMD FSR enabled. Fixed several causes of crashes.
The team continues to work diligently on the next big update for X4: Foundations. Today we have released the fifth version of the 4.10 Beta. This is a special update because Beta 5 contains the new Custom Game Start feature for the first time. --> The full list of changes in 4.10 Beta 5 can be found at the end of this news. The new Custom Game Start feature allows players of X4: Foundations to customise certain starting conditions in the game, within limits that are set in order to maintain game balance. It is possible, for example, to influence factors such as available starting capital, sectors already explored, and relationships with other factions. Episode 2 of the Inside Egosoft Podcast includes more details about the Custom Game Start feature. https://www.youtube.com/watch?v=o9ului0trvo The 4.10 Beta 5 allows you to try out this new feature for the first time. We hope you enjoy it and we are looking forward to your feedback! You should definitely take a look at the station editor in Beta 5, because there have also been a few changes here that significantly improve the station design process. This topic was also discussed in a recent podcast episode (YouTube version).
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 4.10 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum where they will find both the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information. We would like to thank all our beta testers for their contributions.
4.10 Public Beta 5 - Changelog
New Feature: Custom game starts. Added new upscaling setting with AMD FSR support (work in progress, improvements and fix for missing outlines to come). Improved clarity of some Deliver Fleet mission reward texts (improves previous improvement in 4.10). Improved loadout editor for station modules by showing other modules in construction plan for context. Improved station editor by showing actual sector background and relevant objects for context. Improved station editor by disabling connection snapping while pressing Control. Improved station editor by allowing module rotation around all axes. Improved Station Build menu by adding option to remove module sequences. Improved Confirm/Cancel buttons for ware filter selection to be always visible. Improved New Game and Extension menus by adding more information. Improved Map by allowing it to remember its previous state when opened again. Improved Ship Behaviour by adding error messages for failed orders (work in progress, more will be added). Fixed missing item trader on stations. Fixed being able to assign one extra service crew or marine to ships in certain cases. Fixed subordinates of stations failing to recover if their commander is destroyed while they are searching for trades. Fixed boarding pods not being able to fly and attach on boarding operations. Fixed capital-class mining ships sometimes not firing on asteroids. Fixed station supply settings not working without manager. Fixed effect at dock persisting after touchdown if ship docked backwards. Fixed Covert Operations story stalling if Antigone does not own any system. Fixed being unable to complete ship mod research mission if it was previously aborted. Fixed displayed per-quadrant DPS information. Fixed Station Construction entries in Account Management menu showing station account values while using slider. Fixed mouse-over texts for Interact menu build storage options referencing station. Fixed order parameter position selection interacting with order lines. Fixed changing radius parameter of default behaviours resetting position parameter. Fixed Mission Manager and Mission Offers menus keeping expanded sections in sync. Fixed all gate icons being shown at all zoom levels on map if any filter string is set (problem introduced in 4.10). Fixed Fog of War sometimes not remaining uncovered (problem introduced in 4.10). Fixed head movement effect on save-related messages (fixes previous improvement in 4.10). Fixed Mercury faction logo missing on right side. Fixed several causes of crashes.
In Episode #04 of the Inside Egosoft podcast, Greg talks to Matthias, who is currently working on some enhancements to the Station Editor feature in X4: Foundations. Matthias discusses the fact that he'd like to make the Station Editor more accessible, and talks about the new possibilities that will be opened up when constructing a station. The improvements he mentions are planned to be available in a forthcoming beta version of X4: Foundations 4.10. https://www.youtube.com/watch?v=8WoYC8ixF_0 Spotify Pocket Casts Google Podcasts Apple Podcasts Breaker RadioPublic Anchor We hope you enjoy this new episode; don't forget to subscribe to Inside Egosoft using your favourite podcast app. If you don't want to use an audio app, then you can of course listen to the podcast in your browser (e.g. via https://anchor.fm/inside-egosoft) or find it on our YouTube channel. Music: Alexei Zakharov - Homesick (from the "X4: Cradle of Humanity" OST)
In Episode #03 of the Inside Egosoft podcast, Greg talks to Ketraar, who was part of the X3: Farnham's Legacy project team. Greg also gives you a quick overview on our recently started 4.10 Beta for X4: Foundations. Spotify Pocket Casts Google Podcasts Apple Podcasts Breaker RadioPublic Anchor https://www.youtube.com/watch?v=49eIntebb8k Enjoy this new episode, and don't forget to subscribe to Inside Egosoft in your favourite podcast app. If you don't want to use an audio app, you can of course listen to the podcast in your browser (e.g. via Anchor) or find it on our YouTube channel. https://store.steampowered.com/app/483330/X3_Farnhams_Legacy/ Thanks for tuning in!
Since the release of the 4.00 update and the second expansion, X4: Cradle of Humanity, we have been busy working on the next big update for X4: Foundations. Today we're kicking off the public beta phase for the upcoming 4.10 update, which you too can take part in. For details on how to join the beta and share your feedback, read on. In the 4.10 update we will be adding a couple of major new features, as well as improving some existing ones such as terraforming. In response to your feedback on the 4.00 update, we are fixing, among other things, various issues associated with mining, trading and station management. Another improvement we have made is to our graphics engines asset management in X4: Foundations. This should result in better use of graphics memory, and help with things like asteroids popping in. The full changelog for the first beta version of the 4.10 update can be found at the bottom of this news. Please note that the two key new features mentioned above will not be in the first 4.10 beta release, but are scheduled to be added in later beta versions. Below is a brief summary of what you can look forward to.
Multiverse Team Seasons
With our new Multiverse Team Seasons online element, you and your friends will be able to organise yourselves into a team and send your ships into the Multiverse on missions and expeditions. You and your team will represent a coalition for which you will collect points. Will your coalition win at the end of the season? Exciting prizes await you! In our first episode of the Inside Egosoft Podcast you can learn more about Multiverse Team Seasons. https://www.youtube.com/watch?v=HCQnWHVpTw8
Custom Game Start
The new Custom Game Start feature will allow players of X4: Foundations to customise certain starting conditions in the game, within limits that are set in order to maintain game balance. It will be possible, for example, to influence factors such as available starting capital, sectors already explored, and relationships with other factions. Episode 2 of the Inside Egosoft Podcast includes more details about the Custom Game Start feature. https://www.youtube.com/watch?v=o9ului0trvo
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 4.10 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum where they will find both the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information. We would like to thank all our beta testers for their contributions. We hope you enjoy trying out the beta version of the 4.10 update!
4.10 Public Beta 1 - Changelog
Version: 4.10 Beta 1 (447174) - 2021-06-14 Added two new terraforming projects to directly increase or reduce air pressure. Added Deliver Fleet mission variants that ask for specific ship type but let player choose exact ship and equipment. Added storage information to active terraforming projects. Added ware reservation information to trade menu. Added option to cancel ware reservations at player-owned 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. Added Show Upkeep Missions option to Interact menu. Added HQ account info to Research menu. Added mass crew transfer for group trainees with player HQ. Added Polish localisation Improved Build Station and Deliver Fleet mission rewards to give return on investment instead of flat reward. Improved Deliver Fleet mission variants to ask for varying loadouts. Improved Reflective Cloud Particles and Black Dust terraforming projects by making them repeatable. Improved Emergency Eject feature. Improved behaviour of station-based mining ships working for stations that require multiple resources. Improved behaviour of police ships to sometimes allow player-owned objects to skip inspection if relations with police faction are good enough. Improved station-based traders to prevent them prioritising resources that are produced by their station even when those resources are in shortage. Improved faction logic to prevent construction of excessive numbers of stations. Improved hazardous regions to also work when player is not nearby. Improved AI pathing to fly around hazardous regions where possible. 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 low attention combat involving multiple capital ships. Improved workforce information in Logical Station Overview. Improved menu layouts for Hire and Reassign crew. Improved interface for selecting sector order parameters. Improved manual trade offer settings to allow buy amount that is higher than sell amount. Improved visibility of save-related messages. Improved visibility of station modules in station build menu. Improved visibility of turrets in scan mode. Improved Gravidar update rate. Improved variety of factions seen on dock areas. Improved appearance of Argon characters. Improved lighting on Argon L bridge. Improved asset pre-loading on GPUs with high memory capacity. Improved asset streaming on GPUs with low memory capacity. 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. 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 incorrect trade offer price calculation for certain shipyards. 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 more resources being returned to build storage when recycling station loadout upgrades. 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 Enemies. 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 weapon platforms sometimes being unarmed. 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 broken collision detection when flying certain ships near large objects. 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 loadout presets being available for ships with installed equipment mods Fixed inconsistency between player ship and other player-owned objects 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 missing interactions in Crew Info tab for player employees on stations. 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 Terraforming projects showing invalid resources if more was delivered than needed. Fixed overlapping text in Ship Configuration menu. Fixed input mapping conflict not being detected when assigning axis. Fixed various localisation issues. Fixed Terraforming menu crash. Fixed Paranid head clipping through cockpit roof in Cerberus. 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 Cerberus 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.
The next episode of our Inside Egosoft podcast is now available. This time around, we will be filling you in on what we're doing with the upcoming "Custom Game Start" feature in X4: Foundations. Spotify Pocket Casts Google Podcasts Apple Podcasts (not refreshing properly currently, problem on Apple's side) Breaker RadioPublic Anchor https://www.youtube.com/watch?v=o9ului0trvo The new Custom Game Start feature will enable players of X4: Foundations to change or adapt certain starting conditions for the game. Some limits are in place to help maintain a bit of game balance, particularly for those who want to play Multiverse Team Seasons. To give you some examples, in a Custom Game Start it will be possible to influence things such as your available starting capital, sectors already explored, and your relations with other factions. In order to be able to make these changes, X4 players will, in future, accumulate budgets in specific Custom Game Start categories (including money, knowledge and relations) by making progress in various aspects of the game. For example: if a player has reached a certain relation level with a faction in their X4 game, this counts towards their relations budget and therefore allows the player to change their starting level of relations with one or more factions in a new Custom Game Start. In Episode #02 of the Inside Egosoft podcast, Greg talks to Owen (https://www.twitch.tv/xenon_slayer), who will be giving more practical examples and explanations of the new feature. Enjoy this new episode, and don't forget to subscribe to Inside Egosoft in your favourite podcast app. If you don't want to use an audio app, you can of course listen to the podcast in your browser (e.g. via Anchor) or find it on our YouTube channel. Thanks for tuning in!
Recent topics, chats with the team and exciting insights: All this is now available in the brand-new Inside Egosoft podcast. Listen to our first short trailer episode to find out what we've got planned: https://www.youtube.com/watch?v=6UQj1FmSTJ8 And in episode 1 of the Inside Egosoft Podcast, we take a first detailed look at the new and improved online element of X4: Foundations. What lies behind the Multiverse Team Seasons title, and how will X4 players experience it? Greg discusses this topic with Egosoft founder, CEO and lead game designer, Bernd Lehahn. https://www.youtube.com/watch?v=HCQnWHVpTw8 If you prefer listening to this in a different way, search for "Egosoft" in your favourite podcast catcher app or simply use one of the following links. Subscribe to not miss the next episode. Spotify Pocket Casts Google Podcasts Breaker RadioPublic Anchor
To celebrate tomorrow's release of X3: Farnham's Legacy, we're running a big promotional discount this week, which will last until Monday, May 10th, 2021. So, if you don't already own the games you need to play X3: Farnham's Legacy for free, you can now get them at a much reduced price. We have also reduced the price of X4: Foundations as part of this promotion. Take advantage of a 40% discount and start your space adventure today! The timing couldn't be better, coming so soon after the extensive 4.00 update, which we released in March 2021. https://store.steampowered.com/app/392160/X4_Foundations/ https://store.steampowered.com/bundle/14073/X4_Foundations_Collectors_Edition/ https://store.steampowered.com/bundle/12604/X_Universe__20th_Anniversary_Collection/
A few days ago, EGOSOFT founder and CEO Bernd Lehahn sat down with content creator The Rugged Gamer for an interview. The video is now available and you can check it out right here: https://www.youtube.com/watch?v=dZ5W-wCDeL8
We at Egosoft have been working on our current title, X4: Foundations, and have recently released a major 4.00 update, as well as a new expansion, X4: Cradle of Humanity. In the meantime, a new product has emerged from our DevNet community that we would like to tell you about.
Almost ten years ago, with the release of X3: Albion Prelude, Egosoft decided to bring development of titles based on the long-running X3 game engine to an end. However, a dedicated group of players from our DevNet community had other ideas!
The X3: Farnham's Legacy project kicked off in earnest in 2016 but, as with any community project, there were times when progress was faster than others. Five years on, and the team are now finally ready to show you their creation!
Set in the years after X3: Albion Prelude, as the chaos caused by the gate shutdown really takes hold, X3: Farnham's Legacy starts very differently to previous games in the X3 series. Trapped in an isolated area of space, you'll first need to make use of the new exploration features to find your way back to civilisation. Then, once you're there, you'll be able to use the new diplomacy options to help shape your relationships with the factions you find.
https://www.youtube.com/watch?v=B8Z9YDCXbdM
The new features don't end with the storyline, though. There are numerous other improvements, ranging from drone carriers, station-building services and an enhanced player headquarters, to a new ship browser and a hyperlinked encyclopedia. And of course, no new X3 game would be complete without new ships and stations!
X3: Farnham's Legacy will be released into Early Access on May 4th, 2021. The best news of all, however, is that this new expansion will be FREE OF CHARGE to all owners of X3: Albion Prelude!
In the four weeks until the release, we will provide you with interviews of the team members to further fuel the anticipation. Please keep an eye on our usual news channels.
https://store.steampowered.com/app/483330/X3_Farnhams_Legacy/
We're back with another hotfix for X4: Foundations 4.00 to deal with a couple of remaining issues, so that you can spend more time with the game over the Easter weekend. Here's the changelog for X4: Foundations 4.00 Hotfix 3:
- Improved collision detection, especially at high speeds.
- Fixed re-tasked NPC traders sometimes holding on to reservations for trades they are not going to complete.
- Fixed not seeing assigned trainees on HQ after relocating it to sector without training capabilities.
- Fixed player being able to easily board ships they've just sold.
- Fixed missile launchers not being available to Terran and Pioneer factions.
- Fixed license requirements for missile launchers and turrets.
- Fixed automatic buy/sell threshold calculation for intermediate wares with manual storage allocation.
- Fixed blacklist entries for certain sectors not being loaded after saving.
- Fixed incorrect Torus airlock state if players teleports unexpectedly.
- Fixed cases of mission ship being stuck in hazardous region during Second Assistant mission.
- Fixed target ship in Mutually Assured Destruction mission stopping for no apparent reason.
- Fixed Advanced Satellite deployment not registering in The Meeting story mission.
- Fixed From the Ashes mission not accepting Terran ship fabrication modules.
- Fixed Save Them From Themselves mission not ending if important character is no longer available when objective is completed.
- Fixed Hatikvah mission getting stuck when interrupting Dal during Teladi meeting.
- Fixed Operation Hyena Station construction failing to complete.
- Fixed Falx asking for impossible equipment loadout in Terran Deliver Fleet missions.
- Fixed Oberth not accepting antimatter cells in specific circumstances.
- Fixed Final Debrief not continuing when defending Saman from Pirates under specific circumstances.
- Fixed issues with Undercover Trader in Zyarth's Coffin story mission.
- Fixed NPC in Treacherous Shallows mission getting killed if station is destroyed before player starts conversation.
- Fixed Moreya gained in Astronauts, Champions, Truth Seekers mission remaining locked from pilot assignment after end of plot.
- Fixed missing reputation reward for A Heart for Pirates mission.
- Fixed encyclopedia entry selection when opening sector entries.
- Fixed targeting capital ships not unlocking weapon and thruster information in Encyclopedia.
- Fixed missing option to resume production if production module is marked for recycling or is hacked.
- Fixed Yaki station sometimes having no icon.
- Fixed several causes of crashes.
Just ten days after the release of our big update and the new expansion, we're pushing out another hotfix for X4: Foundations 4.00 to deal with a few leftover issues, especially in stories and missions. Here's the full changelog for X4: Foundations 4.00 Hotfix 2:
- Fixed certain ship models not being claimable in person.
- Fixed population information from terraforming getting lost when loading savegame.
- Fixed missing description for Sealed Vacuum Tubes.
- Fixed Terran Fleet Delivery Missions requesting impossible ship setup.
- Fixed Defenders of Sol mission getting stuck on Approach: Erratic Miner objective under specific circumstances.
- Fixed Final Debrief mission issues with mission relevant characters potentially dying too soon.
- Fixed War of Intervention mission guidance breaking under specific circumstances.
- Fixed End of Terrorism objective pointing to station instead of signal leaks.
- Fixed various issues in Covert Operations mission.
- Fixed War of Intervention mission not containing reward.
- Fixed A Pirate's Trail mission getting stuck if enemy ships are defeated before player arrives.
- Fixed data leaks sometimes spawning in centre of station during Pioneer gamestart mission.
- Fixed target ship in Mutually Assured Destruction mission staying invincible after getting attacked by player.
- Fixed Astronauts, Champions, Truth Seekers mission getting stuck if hidden ship is captured before objective is set.
- Fixed objective guidance sometimes not appearing for The Meeting mission.
- Fixed player getting stuck inside Silverback during Defenders of Sol mission.
- Fixed Operation Hyena not progressing when player already owns station in specified Argon space.
- Fixed Wartime Economics mission getting stuck in Savage Spur II under specific circumstances.
- Fixed cases of Second Assistant mission getting stuck when placing Nav Beacons in hazardous region.
- Fixed story getting stuck when escaping out of conversations with Rick Feynman during Double Assistant mission.
- Fixed What is Best in Life achievement not being unlocked for players who completed Make War not Peace mission during beta.
- Fixed sector trade offer graph in Encyclopedia showing Sell instead of Buy for buy offers in mouse-over texts.
- Fixed broken shopping list in Ship Configuration menu after returning from Encyclopedia.
- Fixed broken mouse picking on Map after setting trade ware filter.
- Fixed Energy Cell production module efficiency claiming sunlight effect as workforce.
- Fixed ships of wrong size offered when requesting ships at ship consoles.
- Fixed covered ships not showing up in Undock menu.
- Fixed Crew Transfer menu for player-owned shipyards.
- Fixed dropdown selections appearing to reset to initial value after scrolling.
- Fixed main weapon on Asgard being destroyed.
- Fixed Terran medium turrets vanishing when destroyed.
- Fixed freeze when using Go To Ship on ship belonging to another faction that is docked at object also belonging to another faction.
- Fixed freeze when doing Long Range Scan near extremely complex station.
- Fixed several causes of crashes.
Note to GeForce RTX 30 Series GPU users
We'd also like to take this opportunity to remind you again about the GeForce Hotfix Driver Version 462.07 that was released by NVIDIA earlier this week. If can be found downloaded here, and addresses the "lost device" crashes some GeForce RTX 30 Series GPU users may have experienced. Please use NVIDIA's Display Driver Feedback Form if you still experience issues after updating to the new hotfix driver.
One week after the release of the big 4.00 update for X4: Foundations and the new expansion X4: Cradle of Humanity, Egosoft founder and CEO Bernd Lehahn meets "SpaceGameJunkie" Brian and his team in a live podcast today (March 23rd, 2021) from 2pm CET (1pm GMT / 9am EDT / 6am PDT). In a relaxed setting, the group will talk about Egosoft, the X series, current development of X4: Foundations... and whatever else might come up. Follow the whole thing live today from 2pm CET via:
- Twitch - twitch.tv/spacegamejunkie
- YouTube - youtube.com/Spacegamejunkie
- Facebook - facebook.com/groups/spacegamejunkie/
NVIDIA GeForce has just released GeForce Hotfix Driver Version 462.07. Please download this driver update, especially if you've been experiencing the "lost devices" crash in X4: Foundations while using a GeForce RTX 30 Series GPU. https://nvidia.custhelp.com/app/answers/detail/a_id/5174 Please use NVIDIA's Display Driver Feedback Form in case you still experience issues after updating to the new hotfix driver: https://forms.gle/kJ9Bqcaicvjb82SdA
The X4: Foundations 4.00 update and our new expansion X4: Cradle of Humanity have now been out for almost 3 days, and we can't thank you enough for the massive support you've been showing us. Concurrent player numbers are at their highest level since the release of the base game in November 2018, and we've been receiving fantastic feedback on a wide variety of game features. Thank you! Having said that... it turns out that a few screws were still a little loose, especially in some of the plot missions, and we've been tightening them as quickly as we can for a new hotfix. Check out the changelog while you download the update:
- Fixed sometimes not entering superhighways during travel mode.
- Fixed not being able to claim abandoned Rapier.
- Fixed Solborn Militia Outpost not respawning when destroyed.
- Fixed ship Silverback in Defenders of Sol mission getting stuck.
- Fixed Wartime Economics mission getting stuck in dialog cutscene when entering Savage Spur II with map open.
- Fixed ship delivery objective in Towards Distant Shores mission failing unintentionally.
- Fixed rescue ship in Terran gamestart Displaced mission sometimes being very far away.
- Fixed missing Argon dock blueprint for player during Displaced mission in Terran gamestarts.
- Fixed ship to escort in Escape Plan mission sometimes not moving to station.
- Fixed missions sometimes not continuing when saved and loaded during dialogue.
- Fixed Wartime Economics mission getting stuck if last Xenon flees instead of being destroyed.
- Fixed missing Preferred Build Method option for resupply ships.
- Fixed order icons in Object List and Property Owned menus not showing correct order when using Repeat Orders
- Fixed wrong station construction state in Station Build menu under certain circumstances.
- Fixed Encyclopedia errors if no engines are known.
- Fixed several causes of crashes.
To NVIDIA GeForce RTX 30xx Series GPU users
If you are using a NVIDIA GeForce RTX 30xx Series GPU, please make sure that you read this news article about possible "lost device" crashes. The NVIDIA driver hotfix is not availabe just yet, unfortunately, but progress is being made and we'll update you in a seperate news article as soon as the driver hotfix is available. Once again, thank you for making this an amazing week! We hope you enjoy X4: Cradle of Humanity and the new features in the 4.00 update. PS: If you haven't already, please make sure to check out our current Steam Midweek Madness sale with heavy discounts on most X Universe products. The sale will end later today.
If you're using NVIDIA GeForce RTX 3060, 3070, 3080 or 3090-based graphics cards, there's unfortunately a possibility that you will experience game crashes due to a "lost device" issue. We are immensely sorry about this. Despite working closely with the hardware manufacturer, we clearly have not been able to resolve the issue in time for the release of X4: Foundations 4.00 and X4: Cradle of Humanity. Be assured that we take this very seriously. As we write this, the NVIDIA driver team is working on a hotfix and they're aiming to release this as soon as possible. We apologise again for the inconvenience this causes and will post an update message as soon as the issue is resolved.
The wait is over, and the next chapter of the X4: Foundations space simulation has begun! You can now download the extensive free 4.00 update to the base game, which expands and improves it in numerous ways. Gameplay changes include completely new features such as Terraforming, new options for managing hostilities, improved fleet control, and a new emergency eject feature. On the technical side, the 4.00 update brings volumetric fog effects, improves the fading-in of asteroids, and adds a visual shield impact effect. You can find the complete changelog for the 4.00 update below - have fun scrolling and discovering!
https://store.steampowered.com/app/392160/X4_Foundations/
But that's not all! Today we are celebrating the release of X4: Cradle of Humanity, the second expansion for X4: Foundations. The expansion brings the X series back to Earth. It significantly expands the game universe with new sectors, and welcomes two Terran factions along with their economies, ships, weapons and stations. New gamestarts introduce players to the identities and political stances of the Terran factions, and offer alternative perspectives on events in the story of X4: Foundations. New storylines, with cutscenes and brand-new character models, will draw you deeper into the X-Universe and keep you enthralled.
https://www.youtube.com/watch?v=Zs2BwzOKjhs
https://store.steampowered.com/app/1288460/X4_Cradle_of_Humanity/
We hope you have a great time with X4: Cradle of Humanity, and look forward to seeing and reading how you're enjoying it. Feel free to leave a review for X4: Foundations and X4: Cradle of Humanity - reviews really help us a lot!
As for us, we're now moving on to the next round of planned additions to X4: Foundations. We'll be in touch, with more details on these next steps, in the not-too-distant future. Until then, have fun with X4: Foundations and X4: Cradle of Humanity!
X4: Foundations - 4.00 Update - Changelog
New Feature: Terraforming! New Feature: Coordinated Attack option for fleet commanders. New Feature: Volumetric fog makes space look even better. New Feature: Transaction Log for detailed breakdown of income and outgoings. New Feature: Message system for important communications from NPCs. New Feature: New Hostile relation status on map and HUD to indicate objects with which combat is likely. New Feature: Emergency eject. Added area damage to capital ship engines exhaust. Added possibility for crew to bail when under attack by NPCs. Added possibility for NPC factions to claim abandoned ships. Added available habitation capacity for race as workforce growth rate influence. Added Mark as Hostile option to Interact menu. Added Fire Authorisation Overrides providing control over whether ships should attack other factions. Added option to declare war on another faction. Added ability for player to set global policy and per-ship overrides governing response to attack. Added player faction to blacklist options. Added options to use faction and sector lists in Blacklists as whitelists. Added Assist assignment for subordinates of ships. Added Follow assignment for ships subordinate to other ships. Added trade assignments for mining ships. Added sync point management to Object Behaviour menu. Added option to have player-owned police collect or ignore crates dropped by apprehended smugglers rather than destroying them. Added option to lock paint modifications per ship excluding them from changes to default. Added setting for default ship weapon and turret behaviour. Added option to set preferred build method. Added construction plan shuffle option to player HQ. Added option to quickly reassemble equipment mods. Added ability to store crew information alongside saved loadouts (only applied when building new ships). Added ability to store weapon mode and ammo settings with saved loadouts and apply them in ship build/upgrade process. Added option to temporarily disable cover faction mode in Map. Added Set Guidance option on superhighway gates. Added Interact Menu option to Claim abandoned ships with player-owned ships. Added Interact menu option to add ships directly to your squad. Added change override order option to Interact menu. Added option to Interact menu to remove current Dock and Wait order and resume default behaviour. Added Interact menu option for sectors to show Encyclopedia entry. Added Rename Interact menu option for player-owned sectors. Added Escort missions. Added mission offers for factions which are at enemy relations to player but not actively hostile. Added helpful ship computer warnings to Paranid story maze mission. Added ability for Duke's Buccaneers and Duke's Tempest to rebuild HQ. Added guaranteed completion rewards for all guild mission chains. Added mixed cash and non-cash rewards to generic missions at higher faction ranks. Added paint mod rewards to first Split plot investment mission. Added paint mod rewards to Paranid plot and subsequent diplomatic investment missions. Added fleet and assignment info next to ship icon on Map. Added possibility to restore minimized Map with Quick Action Menu shortcut. Added search functionality to Encyclopedia. Added race information to Encyclopedia. Added contested sector information to Object Info menu and Encyclopedia. Added descriptions for licences and blueprints in faction representative menus. Added information about sectors and blacklists to Trade menu. Added shield recharge delay info to Encyclopedia. Added separate entries for large and medium turrets in Encyclopedia. Added sunlight information to sector Encyclopedia entries and Plot Management menu. Added estimated build time to station module information in Encyclopedia. Added mining resource information to Sector Info menu and Encyclopedia entries. Added separate choices for best engine and thruster for velocity-related properties in Encyclopedia. Added optimal workforce info to production modules in Encyclopedia and Station Build menu. Added product cycle time to production module Encyclopedia entries. Added research and associated resources to Logical Station Overview. Added information about workforce efficiency and changes to Logical Station Overview menu. Added sunlight information to Energy Cell production nodes in Logical Station Overview. Added shortcut to Research menu from HQ-related menus, e.g. Logical Station Overview. Added information about hacked build modules to Logical Station Overview and Ship Configuration menu. Added shortcuts from Logical Station Overview to create and edit trade rules. Added mouseover text for storage amounts in Logical Station Overview. Added Accessibility Settings in Options Menu. Added sub-categories to Blueprint Trade menu. Added option to sort Object List by relation. Added Logbook tab to Object Information menu. Added shortcuts in Object Information menu to show commander or subordinates of ships and stations on Map Added information about equipment compatibility to Ship and Station Configuration menus. Added search by maker race in module and equipment lists of Ship and Station Configuration menus. Added strafe and shield recharge data to Ship Configuration and Comparison menus. Added check for whether Builder is required in Station Build menu. Added summary of workforce info to Habitation Modules section in Station Build menu. Added plot licence price display while placing new station plot. Added separate inventory category for paint modifications. Added confirmation request when clearing logbook entries. Added mouseover text showing details for station account estimates in Info menu. Added tooltip for amount of reserved wares in ware exchange menu. Added placeholder image when no video is available in personnel overview. Added option to play message videos full-screen. Added links to Encyclopedia for important items in mission objectives. Added object ID code to upkeep mission list. Added additional support to navigate complex menus (e.g. map) with controller or keyboard. Added horizontal scrolling in flowcharts (Shift+Mouse Wheel). Added message when quick-save fails due to saving not being possible. Added optional warning about modified game client. Added visualisation for nearby Data or Signal Leaks, and for Long Range Scan charge state. Added audio and visual feedback when entering damaging area. Added shield impact effects. Improved combat simulation when player is not present. Improved Kha'ak presence and behaviour. Improved armament of Xenon stations. Improved laser tower targeting. Improved behaviour of pirates hacking station storage. Improved behaviour of subordinates in fleets with fleet auxiliary ships to prefer those ships for resupply. Improved capital ship subordinate behaviour to ignore subordinate group docked/launched state. Improved disengaging from combat in response to relations with target improving to non-hostile level. Improved mineral mining with non-capital ships when player is present. Improved mining AI to better balance travel distance and resource yields between local and remote sectors. Improved mining ship detection and handling of extensive mining operations depleting local areas completely. Improved behaviour of mining ships when using resource probes. Improved station-based miners working for stations that require more than one mineable ware. Improved player-owned drone behaviour so that inventory items are transferred directly to player when docking at player ship. Improved handling of ships sold by player to ensure their new owner recovers resources. Improved trade offer prioritisation when station does not have sufficient funds to pay for everything it needs. Improved shipyard generation to provide more dock capacity for medium ships (new game only). Improved behaviour of recon and police ships to reduce chances of investigating incidents away from densely-inhabited portions of sectors. Improved relative resource distribution for ship-building stations. Improved collision detection while in spacesuit. Improved capital ship inter-sector movement. Improved cases where ships preferred highways too much over direct route. Improved capital ship combat movement. Improved flight movement for ships docking on capital ships. Improved balancing of mining activities. Improved build plot price balancing by taking into account sector population. Improved balancing of relation penalty on destruction of drones and laser towers. Improved workforce balancing by increasing both impact of local population and effect on production. Improved workforce balancing by increasing both food requirements and efficiency bonus. Improved numbers of NPCs on docks to better reflect workforce levels and generally make things livelier. Improved effect of crew skill and resource probe usage on mining efficiency. Improved output of stations producing workforce resources to counter universal food shortage. Improved balancing of mining resource yields and replenishment rates. Improved timing of Fallen Families raider activation. Improved balancing of Unfolded Potential and An Ethical Challenge missions by reducing requirements for crystals and sedatives. Improved balancing of The Mediators, The Insurgence, Fires of Fate and Declaration of Curbs missions by reducing fleet delivery requirements and power of enemy fleets. Improved clarity of conversation tooltip about requirements to start Paranid plot. Improved Hatikvah story mission to scan data leak at Scale Plate station. Improved diversity of paint mod rewards between guild subscriptions. Improved reputation rewards for Escalation path of Paranid story diplomatic missions. Improved survivability of Duke's Haven by preventing Godrealm and Holy Order from invading until Gathering Storm mission is complete. Improved pacing of Lasting Vengeance mission by automatically removing Nav Beacons after scan. Improved Deploy Resource Probe upkeep mission handling. Improved communications scenes for NPCs by adding their real environment. Improved design of New Game menu. improved Extensions menu with more details and added toggle in extension list. Improved Options menu display when changing subscription status of workshop extensions in Steam while game is running. Improved Account Management menu. Improved order of ship entries in Blueprint Trade menu. Improved display of mission trade offers in trade context menu Improved news notifications about faction activity to filter by local area unless war subscriptions are in place. Improved lists in menus of queued ships under construction to be more concise. Improved scrolling of multi-line texts in menus with controller and keyboard. Improved display of production cycle information in Encyclopedia ware entries. Improved warnings about missing storage space in Logical Station Overview. Improved tooltip when trying to reassign for busy ship traders. Improved layout of resource needs in Station Build menu. Improved smoothness when panning, rotating or scrolling busy Map displays. Improved station editor to allow more zoom-in. Improved Mission Offer and Manager menus to only show alternative guidance if mission briefing is visible. Improved mission icons. Improved character lighting in communications scenes. Improved external camera behaviour when target is destroyed. Improved appearance of asteroid fields by fading in objects. Improved volume and variety of Trader's Corner music. Changed L gas miners to require mining drones for effective mining. Changed guidance and autopilot to no longer use unknown gates or superhighways. Changed order of tabs in Player Information menu. Removed option to drop cargo from units Removed incorrect interact menu options for drones. Removed laser towers from ship categories in Encyclopedia. Removed Think map filter category and moved those entries to Other category. Fixed ships warping when exiting local highway while player is inside same highway. Fixed S/M ships not able to approach and dock properly on enclosed docking bays. Fixed ships sometimes not being able to dock on capital ships. Fixed ships holding up docks for long periods of time. Fixed AI orders and player teleport sometimes not considering sector to be in range. Fixed AI ships sometimes taking longer route than they should. Fixed Attack subordinates sometimes not attacking their commander's target. Fixed attacking combat ships halting or fleeing in response to police ordering them to halt. Fixed boarding ships launching extra empty boarding pods if they are already ready to launch at start of operation. Fixed skilled marines causing more damage when claiming than marines with less skill. Fixed changes to defence drone modes not registering when defence drones are disarmed. Fixed claiming of abandoned ships with marines. Fixed efficiency bonus from workforce not being applied if productions were not running during shift change. Fixed idling ships sometimes wandering off. Fixed ships retrieved from storage sometimes being rotated by 180 degrees. Fixed miners subordinate to stations in hostile sectors refusing to work in their commanders' sectors. Fixed subordinates set to supply fleet not getting appropriate assignment if set via order queue menu. Fixed turrets on ship that player is personally flying firing on wrecks. Fixed ware transfer sometimes stalling when involving one ship docked at another. Fixed weapons sometimes recovering from overheating too late. Fixed cases of many NPC subordinate ships being ordered at shipyards but never assigned to commander. Fixed ship traders getting stuck indefinitely attempting to build costly ships. Fixed software upgrades on resupply ships not starting. Fixed subordinates with assignment Mimic Behaviour assigned to free traders not trading even if requirements have been fulfilled. Fixed turrets sometimes aiming at empty space when attacking large target. Fixed Teladi Trading Stations not being equipped with shields or turrets. Fixed trade loops failing to trade with station build storage. Fixed ships with destroyed engines continuing to move. Fixed inability to scan ships multiple times. Fixed another case of subordinates attacking ships beyond pursuit range. Fixed customs searches on player-owned stations in player-owned sectors ordering player-owned ships to drop illegal wares. Fixed police ships sometimes policing sectors where they are not police. Fixed changing ship assignments not changing their default behaviour appropriately. Fixed ongoing research still allocating space for resources. Fixed aim prediction for weapons on rotating objects. Fixed turret aiming against large targets. Fixed autopilot sometimes flying back into jumpgate it just exited. Fixed defence drones escorting ship not responding to attacks on their fleets. Fixed subordinates temporarily taken control over by player sometimes failing to reintegrate into their old command hierarchy. Fixed player-owned stations repeatedly transferring small amounts to player's account if last player-initiated cash transfer was much less than required operating budget. Fixed traders refusing to trade with blacklisted objects after having been given explicit trade order. Fixed automated traders trading with clients after they have moved to blacklisted sector. Fixed station-based traders restricting baskets to shortage wares that they are not authorised to trade. Fixed construction vessels remaining in unsafe locations when expanding station plots. Fixed construction vessels not disengaging when becoming enemy with assigned station. Fixed stations continuing to fire on targets that change ownership to non-hostile faction. Fixed ongoing research still allocating space for resources. Fixed NPC getting stuck in tool pickup loop. Fixed objects with hull values over 100%. Fixed subordinates sometimes randomly going hostile against their commanders' former targets. Fixed incorrect auto-aim when rolling while pitched up or down. Fixed missing scanner on Split space suits. Fixed Split L Dumbfire Turrets not firing. Fixed player ship becoming uncontrollable when pressing undock key (Shift+D) while already undocking. Fixed attacking ships that are not authorised to engage other targets engaging them anyway. Fixed half of ships in local highway being killed when player leaves. Fixed launched defence drones pursuing targets beyond engagement range. Fixed subordinates whose commanders are in blacklisted sectors not operating in their commanders' sectors. Fixed stations not accounting for defence drones when dealing damage while player is not present. Fixed stations with missile turrets on automatic supply not requesting missile resources. Fixed player-owned auto-miners and auto-traders finding sectors that are not yet known to player. Fixed additional gas mining drones on large gas miners not contributing to mining speed. Fixed trade offers being sometimes shown as hostile when standing on another faction's property. Fixed trade subscription not being offered when teleporting to station where you receive promotion. Fixed station producing required building materials not being able to transfer them to build storage if it has insufficient funds. Fixed stations automatically reassigning mining ships to mine for them. Fixed assigning employee as Individual Trainee not working. Fixed being able to walk through walls by moving very slowly. Fixed heat build-up of beam weapons. Fixed subordinates sometimes not clearing reservations on reassignment. Fixed mining lasers dealing excessive damage against enemies when player not present. Fixed ships without weapons or turrets being able to mine asteroids. Fixed ships not consuming countermeasures when player not present. Fixed stations not using their turrets under certain circumstances. Fixed remotely viewed objects not shooting under certain circumstances. Fixed excessive workforce reduction when insufficient resources are available. Fixed player ship getting pushed when getting up while flying relative to moving object. Fixed player spacesuit getting pushed when moving away from player ship while flying relative to moving object. Fixed savegames where large number of factories have been built by factions for no reason. Fixed ships with automated default behaviours sometimes ignoring certain sectors. Fixed NPCs appearing on player owned stations generally being all of one race. Fixed fleet commanders using their piloting skill rather than their combined skill for determining validity of formation shapes. Fixed subordinates assigned to commanders that have bailed becoming completely unresponsive. Fixed range calculation issues with capital ships attacking stations. Fixed ships sent to be recycled sometimes blocking dock. Fixed possibility to queue multiple repair orders for same ship. Fixed not being able to personally claim ownerless capital ships. Fixed lockboxes accumulating when saving and loading repeatedly. Fixed HQ Research Module sometimes being incorrectly named. Fixed non-capital mineral mining ships with mining turrets but no forward-mounted mining lasers failing to mine when player not present. Fixed manually setting storage allocation for products/intermediates removing automatic sell offers. Fixed Kha'ak rebuilding station modules excessively quickly. Fixed fleet auxiliary ships becoming unresponsive when two of them are added to fleet while distant from one another. Fixed saves with missing HQ science labs after building from plan (root cause may not be fixed). Fixed mission trade offers not being shown if player has no trade offer subscription at relevant station. Fixed weapon aim indicators not darkening under certain conditions when target is out of range. Fixed newly installed weapon not being displayed in weapon panel when upgrading currently controlled ship. Fixed broken weapon panel when removing weapon from currently controlled ship. Fixed icons on Map shaking because of unintentional damage. Fixed station geometry on Map still including certain ships even after they have undocked. Fixed some system borders appearing too bright on Map. Fixed incorrect error message about missing trade information in Trade menu. Fixed ETAs for ware reservations by player ships. Fixed subordinates with assignment Attack failing to attack fleet target if assigned to fleet in different sector that is already attacking. Fixed traders subordinate to fleet auxiliary ships searching for trades from their current sector rather than that of their commander. Fixed mining ships with low-skilled crews picking up empty asteroid chunks. Fixed player ship warping when flying relative to object with dock permission as it enters gate. Fixed drones or ammunition sometimes not being constructed from available cargo while there are trade deals to buy at least one relevant ware. Fixed Black Marketeers sometimes not having correct race for their faction. Fixed faction representatives not being respawned after loading certain older savegames. Fixed race distribution of characters on stations. Fixed crew on ships sometimes not properly switching to new owner. Fixed NPC pilots sometimes sitting on player's lap. Fixed missing trade corners on trading stations which also have faction representative. Fixed NPCs looking up or down when talking to player. Fixed characters sometimes standing inside their terminals. Fixed Split character sometimes being placed in cockpit floor in Fires of Defeat gamestart. Fixed HQ manager in Accomplished Scientist gamestart sometimes being invisible Kha'ak or Xenon character. Fixed incorrect hints in Flight School when playing with configuration of multiple joysticks or controllers. Fixed success criteria in sabotage mission. Fixed already opened core-shield switching to closed when loading savegame in Paranid storyline. Fixed game freezing if fulfilling mission by delivering fleet that is directly subordinate to player. Fixed missing guidance to mission character in End of Terrorism/Oppression missions under certain circumstances. Fixed NPC ships avoiding player during payment objective of End of Oppression/Terrorism Split story mission. Fixed multiple crew delivery missions reacting to delivering NPC. Fixed Split Vs Argon mission referencing Paranid ship types. Fixed player becoming member of receiving faction when handing over ship while in pilot seat. Fixed Deliver Crew mission checking incorrect skills and sometimes leading to mission not completing. Fixed Yu t'Knk in Split storyline providing unlimited number of spacesuit bombs. Fixed Split Story mission Zyarth's Coffin getting stuck after completing delivery. Fixed issue with Split-specific Fleet War Mission requesting non-existent ship equipment. Fixed Kha'ak stations offering signal leak missions. Fixed Escape Plan mission sometimes stalling if left for too long. Fixed escape pods not launching in Hatikvah Breakdown mission. Fixed Split plot not progressing when Passenger gets lost during Rebellious Thralls mission. Fixed missing guidance to NPC during Suspicious Split mission in Split story. Fixed HQ story signal leak not appearing during specific phase of Hatikvah story. Fixed attacking drones in Hatikvah story not turning hostile to player as intended. Fixed multiple repair satellite missions in trade subscription not progressing. Fixed By Invitation Only mission to speak to Dal Busta sometimes not having guidance. Fixed upkeep mission to assign construction vessel not appearing for newly planned stations. Fixed mission NPC not respawning in Split End of Terrorism and End of Oppression story missions. Fixed another case of Escape Plan mission sometimes stalling. Fixed A Small Errand mission getting stuck if all lockboxes are opened in quick succession. Fixed Rebellious Thralls mission in Split story getting stuck after hijacked ship surrendered. Fixed crew delivery missions not aborting automatically if destination station is destroyed Fixed Duke's Tempest not attempting to claim sectors during invasions. Fixed Retrieve Inventory mission potentially aborting when mission item is picked up. Fixed Supreme Interior Design and A Fearsome Flagship missions sometimes getting stuck despite all wares having been delivered. Fixed Abort Mission button wrongly appearing enabled under certain circumstances. Fixed Ships in Construction entries showing 1:00 as time left when completed. Fixed broken safe deposit storage menu when closing it under certain circumstances. Fixed cut-off Ship Interactions menu under certain circumstances. Fixed cut-off encyclopedia descriptions. Fixed highlight visitor setting turning off in certain situations. Fixed licence icon in ship selection of Ship Build menu disappearing sometimes. Fixed misplaced sorting arrow in Load Game menu. Fixed missing icons in certain menus with specific resolution, UI scale and language combinations. Fixed overlapping texts in player info box in upper left corner of some menus. Fixed menu crash in Crew Information menu in certain situations. Fixed missing warning when trying to trade with station that only has capital ship build modules. Fixed mission guidance on Map not showing multiple objectives correctly. Fixed order lines being shown on Map even if object icon is filtered out. Fixed incorrect sorting of Map objects by name in certain cases. Fixed wrongly aligned background elements in expanded flow-chart nodes. Fixed rounding issues when truncating text. Fixed rotation input on station plot placement map. Fixed access to Ship Overview menu for laser towers and drones. Fixed stuck Ship Configuration menu when deleting custom loadout. Fixed stuck Map after closing context menus. Fixed excessively large selection area for order and guidance lines when using mouse on Map. Fixed paint modification encyclopedia entries being wrongly re-added to inventory ware category. Fixed ware exchange option being available for ships with which docking is not possible. Fixed deceptive trade offer prices and amounts if trade offer information is out of date. Fixed NPCs appearing as full-screen background of Map menu under certain circumstances. Fixed scaling for New Default Behaviour context menu. Fixed visible sector description text changing under certain circumstances. Fixed resource probes showing zero yield in locations with resources. Fixed some areas on map being coloured as though they contain mineral resources when this is not the case. Fixed logical station overview incorrectly listing ware reservations that do not influence production or trade offers. Fixed not being able to remove buy offers for products under certain circumstances. Fixed Bling Bling achievement being granted by looking at Encyclopedia. Fixed station module and ship blueprints being available without any reputation restriction. Fixed excessive credits sometimes being transferred to player when cancelling upgrade. Fixed weapon cooldown delay re-starting when another weapon finishes cooling down. Fixed ships with turrets that are in storage doing damage when player is not present. Fixed gates and superhighways sometimes being shown outside sectors on Map. Fixed cut-off text in Encyclopedia descriptions under certain circumstances. Fixed Sector Info menu not being displayed correctly under certain circumstances. Fixed incorrect display of settings in Extensions menus after restoring defaults. Fixed inability to give piloting or management seminars to pilots or managers via Personnel Management Menu. Fixed inability to give piloting seminars to player's relief pilot. Fixed logbook entries being added for NPC ships bailing following attacks by other NPCs. Fixed inconsistent faction relation display when using cover. Fixed encyclopedia showing incorrect Sustained Weapon Output for beam weapons. Fixed doubled group entries when assigning ships under certain circumstances. Fixed ship constructions in Logical Station Overview showing negative progress when finished. Fixed map filters not being applied correctly after selecting plot in Manage Plots menu. Fixed number of queued orders being visible on ships with insufficient revealed info. Fixed station modules sometimes listed twice in Object List or Property Owned. Fixed interrupted text input when using HOTAS or similar input methods. Fixed being dragged into wall by cockpit hatch in Chimera and Asp. Fixed Theseus being able to equip mining lasers. Fixed floating geometry on graphene production module. Fixed several misaligned surface elements. Fixed unsuitable shop areas appearing on certain stations. Fixed missing doors for spacesuit docks on station dock areas. Fixed redundant info text on radar for selected target using certain screen aspect ratios. Fixed graphical corruption of guidance on Map. Fixed inability to interact in first person mode in certain savegames. Fixed getting stuck in floor when in docked capital ship. Fixed being able to fall off dock area of Zeus. ... more
As you may have read or heard already, we are planning a major overhaul of our "ventures" asynchronous multiplayer feature in the not-too-distant future. We're not quite ready to share more details about this just yet, but we do have an important message about ventures, involving next week's release of the big 4.00 update for X4: Foundations. When the 4.00 update is released on March 16th, 2021, ventures will be disabled. You will be unable to start any new ventures, or continue existing venture missions that have already started. Ships that are currently on ventures in your game will automatically return to the Venture Dock from which they started, and they will not bring back any venture rewards. As we make further progress with the aforementioned venture overhaul in the next couple of weeks, we will update you with details of the upcoming changes. We apologise for any inconvenience, and look forward to providing you with more details on the revised ventures soon.
Last week we introduced you to the new launch trailer for X4: Cradle of Humanity. Many comments that we received about the trailer focused on the fantastic music that accompanies it. To further whet your appetite for the new soundtrack to X4: Cradle of Humanity, we are unveiling another preview of it today. Since 2003, the soundtracks and sound design of our X series games have been in the safe hands of Alexei Zakharov, a familiar name to many of you. With X4: Cradle of Humanity, Alexei has outdone himself once again, delivering a soundtrack that is even more melodic than previous X soundscapes. Choral vocals and Nordic motifs accompany you on your journey through X4: Cradle of Humanitys new systems. The teaser below gives you another taste of the expansion's soundtrack: [previewyoutube=HDhniOTutZs;full]https://www.youtube.com/watch?v=HDhniOTutZs[/previewyoutube] The soundtrack for X4: Cradle of Humanity is part of the Collector's Edition of X4: Foundations. Those who already own, or buy, the Collector's Edition will automatically receive access to the soundtrack on Steam and GOG with the release on March 16th, 2021. Alternatively, the soundtrack can be purchased separately. https://store.steampowered.com/app/1288490/X4_Cradle_of_Humanity_Soundtrack/ The soundtrack will also be available on the usual streaming and music platforms, including Spotify, YouTube Music, Amazon Music and so on. Please note that we have no direct influence over the release process on these platforms, so it is possible that the soundtrack may not be available immediately on all of them on March 16th. Keep an eye open to make sure you don't miss anything. If you can't get enough of Alexei's phenomenal work, we recommend our "X Universe - Soundtrack Collection" bundle. https://store.steampowered.com/bundle/13520/X_Universe__Soundtrack_Collection/ Relax and escape into Alexei's universe of sound!
Things are getting really exciting! In just seven days, we'll be releasing the substantial 4.00 update for X4: Foundations, along with our second expansion for the game, X4: Cradle of Humanity. Over the past few days, preview videos for X4: Cradle of Humanity have started appearing online; we're sure that many of you have already discovered them. Our thanks go to the content creators for their support! Following on from this, from Thursday, March 11th, the first reviews and livestreams of X4: Cradle of Humanity will also be available. But, one thing at a time! Today is beta day, and of course our focus this week is on polishing up the new features, sweeping the last few bugs out of dusty corners, and generally making everything ready for the big day.
How do I participate in the public beta?
Every player who owns X4: Foundations will have the opportunity to download the new beta version 4.00. To ensure that beta participants are aware of the Risks and Rules, we ask that all interested players visit our forum for both rules and disclaimers, as well as practical instructions on how to participate in the beta. Please follow this link to our forum (no registration required) to find the relevant information. Beta 11 will be the last beta version of the 4.00 update, and we would like to thank all the beta testers who have helped us so much over the past four months, on our way to 4.00 and Cradle of Humanity. The final countdown has started! https://store.steampowered.com/app/1288460/X4_Cradle_of_Humanity/
We're only two weeks away from the big release of the 4.00 update for X4: Foundations, along with its next expansion, X4: Cradle of Humanity, on March 16, 2021. The team is hard at work, getting everything ready so that you can jump into the new gamestarts, and experience the new ships that the Terrans will bring along with them. First things first, though - it's beta day! For this beta, we've been concentrating on the excellent feedback we've been getting from our amazing beta testers. Thanks to their input, we've fine-tuned the balancing of the new Terraforming feature, implemented more quality-of-life improvements in the UI, and asked the Kha'ak to back off a little from attacking mining operations! And, needless to say, we've also been tackling bugs. You can find the full list of the things we've fixed and improved in our forum. In case you missed it, here's the launch trailer for X4: Cradle of Humanity, which premiered earlier this week on our YouTube channel: https://www.youtube.com/watch?v=Zs2BwzOKjhs As always, thanks for testing, for supporting us and for playing X4: Foundations. We're super excited to see what you think about our upcoming new content! https://store.steampowered.com/app/1288460/X4_Cradle_of_Humanity/
With only two more weeks until the release of X4: Cradle of Humanity, the second expansion for X4: Foundations, we are really excited to show you the new launch trailer! https://youtu.be/Zs2BwzOKjhs Tomonor is a long-standing member of our player community who publishes excellent videos about X4: Foundations, and our older titles, on his YouTube channel. He has worked closely with us over the past few weeks to create this breathtaking launch trailer. https://store.steampowered.com/app/1288460/X4_Cradle_of_Humanity/ We hope that it gets you in the mood for the release of X4: Cradle of Humanity, and the 4.00 update for the base game, on March 16, 2021.
The weeks are flying by, and we are getting closer and closer to the release of the big 4.00 update for X4: Foundations, and of course our next expansion, X4: Cradle of Humanity, on March 16, 2021. That means that it's time for a new beta release! The focus of Beta 9 is on further improvements to combat simulation, mining, workforce, and capital ship movement between sectors. You can find the full list in our forum. Don't miss tomorrow's livestream with Egosoft CEO Bernd Lehahn and Captain Collins! Details in our Steam News.
How do I participate in the public beta?
Every player who owns X4: Foundations will have the opportunity to download the new beta version 4.00. To ensure that beta participants are aware of the Risks and Rules, we ask that all interested players visit our forum for both rules and disclaimers, as well as practical instructions on how to participate in the beta. Please follow this link to our forum (no registration required) to find the relevant information. https://store.steampowered.com/app/1288460/X4_Cradle_of_Humanity/ Thank you for your support during the beta phase and have fun with X4: Foundations!
If you've been looking for videos about X4: Foundations on YouTube over the past nine months, you'll have no doubt come across Captain Collins' channel. During this time, the content creator has published a number of helpful YouTube videos about the game, and inspired his live viewers through regular livestreams on Twitch.
In a special broadcast, Egosoft CEO and founder Bernd Lehahn will attend the Captain Collins livestream on February 25, 2021 (4pm CET / 3pm GMT / 10am EST / 7am PST).
Among other things, the conversation will cover the current status of X4: Foundations and the soon to be released 4.00 update, as well as the new expansion X4: Cradle of Humanity. Captain Collins will also incorporate a few questions from the live chat.
The livestream will take place on Captain Collins' Twitch channel (twitch.tv/CaptainCollins), and will also be hosted on our own channel (twitch.tv/egosoftofficial).
We are looking forward to your participation!
https://store.steampowered.com/app/1288460/X4_Cradle_of_Humanity/
Only one month left until the release of X4: Cradle of Humanity and the big 4.00 update for X4: Foundations. In other words, time for the next 4.00 beta release! Without further ado, here are the highlights of the beta 8 changelog:
- The latest batch of changes in our ongoing program of balancing improvements to resources and workforce.
- That all-important fix to allow Terraforming to complete.
- Several small quality of life improvements in the menus and transaction logs.
- Visual fixes to weapons and ships.
- More bug extermination.
How do I participate in the public beta?
Every player who owns X4: Foundations will have the opportunity to download the new beta version 4.00. To ensure that beta participants are aware of the Risks and Rules, we ask that all interested players visit our forum for both rules and disclaimers, as well as practical instructions on how to participate in the beta. Please follow this link to our forum (no registration required) to find the relevant information. https://store.steampowered.com/app/1288460/X4_Cradle_of_Humanity/ Thank you for your support during the beta phase and have fun with X4: Foundations!
We are pleased to announce that both the X4: Cradle of Humanity expansion and the extensive 4.00 update for X4: Foundations will be released on March 16, 2021.
A few months have passed since the announcement of X4: Cradle of Humanity at gamescom 2020, and the start of the beta phase for the 4.00 update of X4: Foundations. Thanks to the great efforts of the team, who have been working from home for almost a year, we can now usher in the next chapter of our space simulation X4: Foundations.
This major 4.00 update, which will be available to all owners of the game upon release, enhances X4: Foundations in numerous ways, including completely new gameplay features and extensive technical improvements. Insights into some of these exciting new features, such as volumetric fog, the new terraforming end-game activity, and new ways to manage hostilities, have already been given. In the weeks leading up to the 4.00 release, we will reveal further new aspects, in detail, through news articles, videos and livestreams. Rest assured that the 4.00 update will be as attractive to new players as it will be to X4 experts.
If you want to have a closer look at the changes already being tested, you can find the change log for the current 4.00 beta version on our forum.
https://www.youtube.com/watch?v=bjqe_kaenEk
X4: Cradle of Humanity - The next chapter of X4
X4: Cradle of Humanity is the second expansion for X4: Foundations and will bring the X series back to Earth. It significantly increases the size of the game universe with new sectors, and welcomes two Terran factions along with their economy, ships, weapons and stations. New game-starts bring players closer to the identity and political stance of the Terran factions, and offer alternative perspectives on events in the history of X4: Foundations. Make sure you add X4: Cradle of Humanity to your wishlist today, and get ready to explore on March 16, 2021! https://store.steampowered.com/app/1288460/
We're making great strides towards the big release of our 4.00 update and the new X4: Cradle of Humanity expansion. You've probably got used to how this works by now, so it will come as no surprise that we've released another new beta version for 4.00! Download the new version now and dive in. Among other things, beta 7 includes the following changes:
- A new Emergency Eject feature that places you in your space suit if your ship gets destroyed.
- The next iteration of the Terraforming feature.
- More improvements to the way miners make use of resource probes.
- Better simulation of combat in distant sectors.
- More details in to the Transaction Log.
- Lots more juicy bugs squashed.
How do I participate in the public beta?
Every player who owns X4: Foundations will have the opportunity to download the new beta version 4.00. To ensure that beta participants are aware of the Risks and Rules, we ask that all interested players visit our forum for both rules and disclaimers, as well as practical instructions on how to participate in the beta. Please follow this link to our forum (no registration required) to find the relevant information. Thank you for your support during the beta phase and have fun with X4: Foundations!
It's been more than two full years since X4: Foundations was released, and many of you have played the game for hundreds of hours. We couldn't be happier about this! If you've been asking yourself what else you could possibly do in X4: Foundations, then read on, because this is specifically for you.
For those of you with an abundance of spare resources, were adding a new end-game activity in 4.00. This involves initiating projects for planetary improvements, including several types of infrastructure development, with the aim of making specific planets more habitable. We're calling this "Terraforming" and you may already have heard us talk about it in our gamescom 2020 live-stream.
In terms of gameplay, you will be undertaking new missions that serve as entry points to the Terraforming feature. Settlements will form, and landscapes can be changed through the investment of time and resources. And, as if the thought of shaping the universe wasn't exciting enough, there may even be other rewards involved.
Just to be clear about one thing you won't be landing on any planets! You will, however, have a closer involvement with them than you have ever had in any X series game to date. We would love to hear your experiences with this new feature, especially if you're one of those end-game pilots.
Want to check this new element out ahead of the public release of the 4.00 update? You can by participating in the currently running 4.00 beta phase. Just visit our forum for an instruction on how to do so.
How to terraform
While we normally rely on your urge to discover things for yourselves, and don't want to give too much away, we thought that a little bit of guidance on this feature wouldn't go amiss. [spoiler]Once you've finished all your teleportation research, you need to continue by researching high-mass teleportation. A few minutes after the initial experiment, Boso Ta will call you about a new idea. Talking to him about it will add a number of mission offers. In order to terraform, you will need to:
- have a module to construct M and S ships on your HQ
- have storage capabilities for container, solid and liquid wares on your HQ
- accept a terraforming mission
- teleport the HQ to the sector specified by the mission briefing
- open the terraforming menu (this is new icon at the top of the screen) and select a project to work on
New week, new beta! The sixth public beta for the 4.00 update of X4: Foundations is now available to download. We've fixed an unfortunate gas resource depletion issue that was introduced in beta 5 last week. If you're using a 4.00 beta 5 savegame, we're topping up gas to 50% of the cargo hold on all stations that need gas as a resource, to get your production processes rolling again. Sorry for the inconvenience. Among other things, beta 6 also includes:
- Several enhancements to the new Coordinated Attack feature.
- Fixes and adjustments to the new Terraforming feature.
- Better map behaviour when you are under Cover for a mission.
- As always, various other improvements and fixes.
How do I participate in the public beta?
Every player who owns X4: Foundations will have the opportunity to download the new beta version 4.00. To ensure that beta participants are aware of the Risks and Rules, we ask that all interested players visit our forum for both rules and disclaimers, as well as practical instructions on how to participate in the beta. Please follow this link to our forum (no registration required) to find the relevant information. Thank you for your support during the beta phase and have fun with X4: Foundations!
This quarter, the X4: Foundations universe will be extended once again! Alongside the second expansion, X4: Cradle of Humanity, we will also be releasing the largest free update to X4 yet. The 4.00 update will not only include many quality-of-life improvements to X4: Foundations, but will also introduce a number of new features. Some of these new features were announced at the start of the beta phase, but well be shedding light on more of them between now and the full public release of the 4.00 update and X4: Cradle of Humanity.
To kick things off, we'll look at three new ways to manage hostilities, i.e. what your ships can and cannot attack. To help us illustrate this, content creator Werit has prepared a video showing you what these new options really mean, how they're used, and what advantages they bring to your X4: Foundations experience.
https://www.youtube.com/watch?v=wCdHVDJECpg
Make sure you visit Werit's channel and subscribe, so as not to miss any of his helpful X4: Foundations videos.
For a short-term attack, you can choose to "mark as hostile" any non-hostile object. This generates a relation boost, usually lasting around 10 minutes, during which time this object will be treated as a hostile enemy. This new feature enables you to start a fight against a non-enemy object without having to fire on it manually. The 10 minute relation boost is usually long enough to ensure that a battle starts. The battle itself should then sustain the hostile state long enough for an outcome to be achieved.
For a medium-term attack, you can apply a new "fire authorisation override" setting, either globally or on specific ships. This tells those ships which factions they're allowed to attack whether or not those factions are actually enemies. This option can be used to start a more general fight with a specific faction, by overriding the usual peaceful behaviour of your ships towards theirs. It can also be used to try and make peace with a faction that is currently your enemy. This is achieved by altering your ships default behaviour, which would normally be to attack, with an override instruction not to shoot.
For a long-term attack, we have introduced a "war declaration" option. This is a decision to make a faction your enemy, and to inform them of the situation. This will take effect immediately. But beware! There is no "peace declaration" option. If you decide that you want to make up with that now-hostile faction, you will have to work your way back into their good books.
To try out these new features ahead of the public release of the 4.00 update, you can join in with the current 4.00 beta phase. Just visit our forum for instructions on how to take part.
We'll be back soon with more insights into the 4.00 update and X4: Cradle of Humanity. Until then, enjoy your space travels, leave a review, wishlist Cradle of Humanity and stay safe!
https://store.steampowered.com/app/1288460/
Full speed ahead towards the 4.00 update for X4: Foundations! Today we have released the first beta update of the new year. Here are just a few of the highlights from the ever-growing changelog:
- New Feature: Terraforming!
- New Feature: New Hostile relation status on map and HUD to indicate objects with which combat is likely.
- Added shortcut to Research menu from HQ-related menus, e.g. Logical Station Overview.
- Added Logbook tab to Object Information menu.
- Added option to sort Object List by relation.
- Added mining resource information to sector info menu and encyclopedia entries.
How do I participate in the public beta?
Every player who owns X4: Foundations will have the opportunity to download the new beta version 4.00. To ensure that beta participants are aware of the Risks and Rules, we ask that all interested players visit our forum for both rules and disclaimers, as well as practical instructions on how to participate in the beta. Please follow this link to our forum (no registration required) to find the relevant information. Thank you for your support during the beta phase and have fun with X4: Foundations!
X4: Foundations is a space simulation game in a living, breathing universe. But what does that actually mean? What can the player do in this huge game? In a series of six videos, EGOSOFT CEO and Lead Game Designer Bernd Lehahn introduces you to the huge array of activities that are available to you in X4: Foundations, goals you might want to pursue (or not), settings you should be aware of, and much more. All six episodes are available on our YouTube channel. Enjoy watching and stay safe! https://www.youtube.com/watch?v=K0hCP1yuNe8 https://www.youtube.com/watch?v=s1YF-Zp85LU https://www.youtube.com/watch?v=6vtTC41ZJCo https://www.youtube.com/watch?v=59Dwn-PIPMA https://www.youtube.com/watch?v=KQYz6y54wDU https://www.youtube.com/watch?v=yJxBkub4rsI
Have you had X4: Foundations on your wishlist for some time, but been waiting for the right moment? As part of the Steam Winter Sale we are currently offering a 35% discount on X4: Foundations. It truly is a great time to get into the game. Since releasing our latest big update (3.30) in July, we've been working hard on the next big step for X4: Foundations - the 4.00 update, that will arrive in the first quarter of 2021. If you own X4: Foundations, you can check out the current beta version of 4.00 already and experience new gameplay features like an improved fleet steering system or enjoy the new volumetric fog. Find out more about the 4.00 beta in this news. https://store.steampowered.com/app/392160/X4_Foundations/ Earlier this year we've also released the first expansion for the game, called X4: Split Vendetta, which was very well received by its players. In case you haven't gotten it yet, you can now save 10% on the purchase during the Steam Winter Sale. https://store.steampowered.com/app/1133000/X4_Split_Vendetta/ You could also choose the X4: Collector's Edition bundle, which is also on sale. You won't just get the base game and the Split expansion, but also pre-purchase X4: Cradle of Humanity, the second expansion to X4, coming in the first quarter of 2021. In addition to the game and the expansions, you're also getting the soundtracks (MP3 and FLAC) and additional bonus material that is exclusively available in the Collector's Edition. https://store.steampowered.com/bundle/14073/ We would be happy to welcome you to the X4: Foundations family! Thanks for your continued support, stay safe and enjoy your space adventure!
The entire EGOSOFT team wishes you a joyful and relaxing holiday season and a Happy New Year. 2020 has been a particularly challenging year for everyone and we hope that you are all safe and well. In these difficult times we are pleased to be able to take your mind off things and transport you to another universe. We thank you for your support and loyalty over the past twelve months and look forward to a new year packed with exciting X4 developments.
To close out the year, you can catch a first glimpse of another new ship on this year's EGOSOFT Christmas card. You'll find this ship in the upcoming X4: Cradle of Humanity expansion. We hope you like the special Christmas-themed paint job!
We'll be back in January to talk more about the gameplay changes and new features that youll find in the 4.00 update. We have also recently updated the public beta for 4.00, so feel free to visit our forum to learn more about it and to find instructions on how to participate.
Happy Christmas and stay safe!
-Team EGOSOFT
To celebrate today's second anniversary of X4: Foundations, were drawing back the curtain on a brand-new XL sized battleship that will be deployed for the first time in X4: Cradle of Humanity.
This beast of sheer firepower is one of the most heavily armed ships to be found so far in the X4 universe. Its ability to take on large targets is second to none. However, can it be undermined by a fleet of small ships?
Find out in the first quarter of 2021 when X4: Cradle of Humanity, the second expansion for X4: Foundations, will be released.
Whilst the name for this majestic piece of technology is being kept firmly under-wraps for now, take a guess at what we have christened this new battleship!
X4: Cradle of Humanity - The next chapter of X4 awaits you in the new year!
As announced at the beginning of October, the final release of the 4.00 update and the new X4: Cradle of Humanity expansion, has been postponed to the first quarter of 2021. X4: Cradle of Humanity is the second expansion for X4: Foundations and will bring the X series back to Earth. It significantly expands the game universe with new sectors and welcomes two Terran factions along with their economy, ships, weapons and stations. New game-starts bring players closer to the identity and political stance of the Terran factions and offer alternative perspectives on events in the history of X4: Foundations. https://store.steampowered.com/app/1288460/ You can already add X4: Cradle of Humanity to your wish lists on Steam. Owners of the X4: Foundations Collector's Edition will automatically find the second expansion in their game library when it is released. https://www.youtube.com/watch?v=_WWylkYpxmM
We would be infinitely grateful if you'd consider us for the Steam Labor of Love Award. You can nominate us right in this news (look up), on the X4: Foundations store page or through the Steam Awards Nominations page.
We are far from finished with X4: Foundations and are appreciative of your support and feedback every day. The game is about to celebrate its second anniversary and just recently we started the 4.00 Beta for X4: Foundations (details in this news), where we give you a first insight into the next big chapter of X4. With X4: Cradle of Humanity, the story will also continue in the first quarter of 2021 and we are looking forward to welcoming the Terrans to X4!
Thanks for everything and keep on having fun in the X-Universe!
Have you had X4: Foundations on your wishlist for some time, but been waiting for the right moment? As part of the Steam Autumn Sale we are currently offering a 30% discount on X4: Foundations. It truly is a great time to get into the game. Since releasing our latest big update (3.30) in July, we've been working hard on the next big step for X4: Foundations - the 4.00 update, that will arrive in the first quarter of 2021. If you own X4: Foundations, you can check out the current beta version of 4.00 already and experience new gameplay features like an improved fleet steering system or enjoy the new volumetric fog. Find out more about the 4.00 beta in this news. https://store.steampowered.com/app/392160/X4_Foundations/ Earlier this year we've also released the first expansion for the game, called X4: Split Vendetta, which was very well received by its players. In case you haven't gotten it yet, you can now save 10% on the purchase during the Steam Autumn Sale. https://store.steampowered.com/app/1133000/X4_Split_Vendetta/ You could also choose the X4: Collector's Edition bundle, which is also on sale. You won't just get the base game and the Split expansion, but also pre-purchase X4: Cradle of Humanity, the second expansion to X4, coming in the first quarter of 2021. In addition to the game and the expansions, you're also getting the soundtracks (MP3 and FLAC) and additional bonus material that is exclusively available in the Collector's Edition. https://store.steampowered.com/bundle/14073/ We would be happy to welcome you to the X4: Foundations family! Thanks for your continued support, stay safe and enjoy your space adventure!
We announce, with great pleasure, that today is the start of the public beta phase for the much-anticipated 4.00 update of X4: Foundations. With the 4.00 beta version of X4: Foundations, you will get a first impression of our new developments and future vision for the game.
The 4.00 update is, without a doubt, the biggest free update so far to our space simulation X4: Foundations. This major update, which will be available to all owners of the game when it is released in the first quarter of 2021, enhances X4: Foundations in numerous ways, including completely new gameplay features and extensive technical improvements. For the full change log for the 4.00 beta update, please visit our forum.
Some of the most significant changes include:
Volumetric Fog
The 4.00 update to X4: Foundations will see the introduction of several wide-ranging visual improvements, first and foremost volumetric fog. For those of you with an interest in the technical side of things: most implementations of fog in games are calculated on the surface of an object by the shader used to render that surface; volumetric fog, however, is calculated at intervals in the empty space in front of the camera, independently of any surface. In practice, this means that you will notice soft fog layers in our universe, inviting you to come closer and check them out. We also hope that you'll enjoy how the volumetric fog interacts with light, and how this technical improvement changes your sense of space in the X4 universe.
Improved Fleet Control
If you've ever commanded huge fleets through the X4: Foundations universe, then there's a good chance that you'll be excited about the following news: we've invested a considerable amount of time in improving fleet combat for the 4.00 update. This includes improved steering behavior and several important AI script changes. There are a number of different elements to this feature, and we don't want to spoil all of them at once, but we'll start by giving you an overview of a new order called "Coordinate Attack". This tactical order is given to the fleet admiral when engaging a target fleet in battle. The admiral can subsequently give movement, escort and attack orders to all the subordinate ship groups, to coordinate positioning, formations and attacks against the enemy fleet. Once all the subordinate groups reach their positions, the new "Sync Point" feature is triggered. The admiral then moves on, to give orders to the groups of ships to attack specific targets. This new Sync Point system allows the AI to synchronize orders to ships, but also gives you the freedom to manually trigger the release signal yourself, or let it be released automatically. While a fleet battle is taking place, the groups of ships will dynamically receive new attack orders and will switch targets if the group configuration changes. This is especially useful once you have seen how the battle is progressing, and allows you to reconfigure your attacks with different group configurations. Once you've had a look at this new feature and are feeling experimental, you can edit several of the order parameters. For example:
- "Fleet aggressiveness" defines how aggressively the fleet should behave, as well as affecting the initial positioning of all ships and individual formation attacks.
- "Weak targets first" determines whether to prioritize closer, weaker targets, or go for the larger, stronger ones.
- "Ignore rally points" allows all ships to ignore Sync Points.
(click gif for full video) This is just the first of several public beta updates for 4.00 which will lead up to the final release version of 4.00 in Q1 2021. These updates will introduce additional fixes and new features, including the Terraforming gameplay that was mentioned during our gamescom 2020 live-stream. Keep an eye on our news channels to avoid missing anything!
How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 4.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum where they will find both the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.
Please note the following important changes to X4: Foundations login and the Egosoft forums!
- New login method, both in-game and on the Egosoft forums, from 4.00
- Login no longer available in-game with modified clients
X4: Cradle of Humanity - The next chapter of X4 awaits you in the new year!
As announced at the beginning of October, the final release of the 4.00 update and the new X4: Cradle of Humanity expansion, has been postponed to the first quarter of 2021. X4: Cradle of Humanity is the second expansion for X4: Foundations and will bring the X series back to Earth. It significantly expands the game universe with new sectors and welcomes two Terran factions along with their economy, ships, weapons and stations. New game-starts bring players closer to the identity and political stance of the Terran factions and offer alternative perspectives on events in the history of X4: Foundations. https://www.youtube.com/watch?v=_WWylkYpxmM You can already add X4: Cradle of Humanity to your wish lists on Steam. Owners of the X4: Foundations Collector's Edition will automatically find the second expansion in their game library when it is released. https://store.steampowered.com/app/1288460/ We would like to thank all beta testers for their contributions. We hope you enjoy trying out the 4.00 update and discovering its new features!
This classic fighter was first deployed in X3: Terran Conflict. Its design has recently been polished up and refreshed for its glorious return in X4: Cradle of Humanity, the second expansion for X4: Foundations, to be released in the first quarter of 2021.
But do you remember this ship's name?
X4: Cradle of Humanity is the second expansion for X4: Foundations and will be released for PC in the first quarter of 2021. We'll have more to share in the following weeks, including long awaited news on the public beta of the 4.0 update for X4: Foundations. Keep an eye on our news section to not miss a thing.
https://store.steampowered.com/app/1288460/X4_Cradle_of_Humanity/
https://www.youtube.com/watch?v=_WWylkYpxmM
A new patch for the current 3.30 version of X4: Foundations is now available for download. This is purely a stability patch, which means that it does not include any gameplay changes or new features. "3.30 Hotfix 1", as the patch is officially called, fixes, among other things, a display corruption experienced by players with AMD Radeon RX 5600 XT graphics cards with the Glow option enabled. Please visit our forums for the full changelog. https://store.steampowered.com/app/392160/X4_Foundations/
More than a month has passed since we unveiled the next expansion for X4: Foundations at gamescom 2020. X4: Cradle of Humanity brings the X series back to Earth and expands the game's universe with new sectors and two Terran factions, including their economies, ships, weapons and stations. The expansion tells new stories and introduces the identity and political stance of the Terran factions, as well as giving an alternative perspective on existing story developments in X4: Foundations. https://youtu.be/bjqe_kaenEk
New release window Q1 2021
We start with the not-so-good news. Although only about six weeks have passed since our unveiling of X4: Cradle of Humanity, it has become clear during that time that our originally announced goal of a release by the end of 2020 will not be achievable. We are currently aiming for a release of X4: Cradle of Humanity in the first quarter of 2021. We apologize for this delay, but we are absolutely sure that this decision will be good for the expansion, and will improve the quality of X4: Cradle of Humanity to meet both your and our own expectations. We will, of course, keep you informed about the further development progress of X4: Cradle of Humanity and will provide you with further insights in the coming weeks. https://store.steampowered.com/app/1288460/
A new ship - but whose is it?
To keep you excited for X4: Cradle of Humanity in spite of the postponement, we have decided to show you one of the new ships that will find its way into the game through the expansion.
Unusual, isn't it? We don't want to give too much away at this point - but you may already have an idea who this ship might belong to? We are looking forward to reading your theories in the forums, on Reddit or on our social media channels.
3.30 stability patch on the way
A new patch for the current 3.30 version of X4: Foundations will be available for download very soon. This is purely a stability patch, which means that it does not include any gameplay changes or new features. "3.30 Hotfix 1", as the patch is officially called, fixes, among other things, a display corruption experienced by players with AMD Radeon RX 5600 XT graphics cards with the Glow option enabled. This patch will go through a short Public Beta period before full release, and you are all invited to take part! Visit bit.ly/x4foundationsbeta for details on how to do so.
New merchandise now available
We have added two new merch items to our shop at bit.ly/x-merch in the past few weeks. In addition to our previously available Split and Teladi designs, youll now find a neutral motif with the X4: Foundations logo for t-shirts and hoodies. A cap with the X4 logo on the front is also new, and you can choose from eight different colors! Have a look at bit.ly/x-merch to see if there is something for you.
Thanks for your support. You'll hear from us again soon!
After yesterday's announcement of X4: Cradle of Humanity, the upcoming second expansion for X4: Foundations, the folks over at IGN premiered our teaser trailer as well as an extended teaser with developer commentary. In case you've missed it, here they are: https://www.youtube.com/watch?v=0nRg5mA5OWc https://www.youtube.com/watch?v=__973uiwrkY Make sure to tune in to our livestream tonight today at 7pm CEST / 6pm BST / 1pm EDT / 10am PDT over at www.twitch.tv/egosoftofficial for an insight into current development progress and an outlook on to X4: Cradle of Humanity and the 4.0 update. https://store.steampowered.com/app/1288460/X4_Cradle_of_Humanity/
EGOSOFT unveils the next chapter in its long-standing space simulation franchise. X4: Cradle of Humanity is the second expansion for the latest game in the series, X4: Foundations, which was released for PC in November 2018.
The teaser trailer for X4: Cradle of Humanity will premiere today at 23:45 CEST / 10:45pm BST / 5:45pm EDT / 2:45pm PDT during the gamescom studio live show, produced by IGN, over at www.youtube.com/IGN.
Later this year, X4: Cradle of Humanity will bring the X series back to Earth, significantly increasing the size of the game's universe with new sectors, and welcoming two Terran factions to X4: Foundations, along with their economy, ships, weapons and stations. New game-starts will introduce the identity and political stance of the Terran factions, as well as giving an alternative perspective on existing story developments in X4: Foundations.
X4: Cradle of Humanity will also shed light on what has happened to Earth in the decades since the jump-gate shutdown. Furthermore, a certain pirate faction that is well known to fans of the series will be making a dramatic comeback!
https://store.steampowered.com/app/1288460/X4_Cradle_of_Humanity/
X4: Cradle of Humanity will be accompanied by the biggest free update to X4: Foundations yet. Update 4.0 will be made available to all owners of the base game and is set to further enhance X4: Foundations in a number of ways, including major new gameplay features (e.g. a new terraforming feature) and wide-ranging visual improvements (e.g. volumetric fog). Details of these, and on other new elements of the 4.0 update, will be disclosed at a later stage.
Join us for a livestream on Friday, August 28th, 2020 at 7pm CEST / 6pm BST / 1pm EDT / 10am PDT at www.twitch.tv/egosoftofficial to find out more about our plans for the future of X4: Foundations and X4: Cradle of Humanity.
X4: Cradle of Humanity is now listed on Steam and can be added to players' wish-lists. Alternatively, by purchasing the X4: Foundations Collector's Edition bundle, space adventurers can secure access to the expansion when it is released as well as benefitting from a discount over buying it separately.
Working on the assumption that not all your questions will have been answered during the livestream on Friday evening, you will have another opportunity, a day later, to learn more about the current and future development of X4: Foundations. EGOSOFT founder and Lead Game Designer, Bernd Lehahn, will be available to answer questions in a Reddit AMA starting at 9pm CEST / 8pm BST / 3pm EDT / noon PDT. The AMA will take place over at /r/iAmA. In the meantime we invite you to join our subreddit at /r/X4Foundations.
Set a reminder on Steam to not miss the AMA. See you on Saturday!
The first couple of gamescom days will be rounded off on Friday evening with a livestream on www.twitch.tv/egosoftofficial. Following our usual format, we will give you an insight into current development progress on X4: Foundations, starting at 7pm CEST / 6pm BST / 1pm EDT / 10am PDT. And, of course, we will talk about our plans for the second expansion and the next big update.
Set a reminder on Steam to not miss the stream. See you on Friday!
We have all had to adapt our lives to extraordinary circumstances this year, and gamescom, the world's largest event for games, is no different. This year the event will take place in a purely digital form - and we will be there! As an official gamescom partner, EGOSOFT is taking part in the event's programme, but of course there is more to it than that, so here is a brief overview of our planned activities around gamescom 2020:
Unveiling of the second expansion for X4: Foundations
Get ready to hear early details of the second expansion for X4: Foundations. Following the release of X4: Split Vendetta in spring 2020, we will be giving a first insight into the next chapter of our current game at gamescom 2020. Whether you're on Steam, in our forums, on Twitter, Facebook, Instagram or Reddit, keep your eyes peeled to avoid missing anything!
Indie Arena Booth Online
For a number of years now, the Indie Arena Booth (IAB) has been one of the big crowd-pullers at gamescom. Dozens of indie developers from all over the world gather at this large stand, where a carefully-curated selection of games is available to try. Of course, the IAB will not take place in its usual form this year, but you can visit the booth as part of an online game. From the evening of August 27th 2020, you can attend the virtual Indie Arena Booth at www.indiearenabooth.de - we will be there too, with a neat spaceship booth. We look forward to your visit!
Livestream on Friday, August 28th, 2020
The first couple of gamescom days will be rounded off on Friday evening with a livestream on www.twitch.tv/egosoftofficial. Following our usual format, we will give you an insight into current development progress on X4: Foundations, starting at 7pm CEST / 6pm BST / 1pm EDT / 10am PDT. And, of course, we will talk about our plans for the second expansion and the next big update. Join us!
Reddit AMA on Saturday, August 29th, 2020
Working on the assumption that not all your questions will have been answered during the livestream on Friday evening, you will have another opportunity, a day later, to learn more about the current and future development of X4: Foundations. EGOSOFT founder and Lead Game Designer, Bernd Lehahn, will be available to answer questions in a Reddit AMA starting at 9pm CEST / 8pm BST / 3pm EDT / noon PDT. Please keep an eye on our official channels to find a direct link to the AMA on the day. In the meantime we invite you to join our subreddit at /r/X4Foundations. We hope that there will be something for everyone on these unconventional gamescom days this year. We look forward to interacting with you and will be interested in your reaction to our plans. See you around at gamescom 2020!
Less than two months after releasing the 3.20 update and introducing the new Trade Rules feature, we're ready to let everyone experience the next big batch of improvements and changes to X4: Foundations. The 3.30 update is now available for you to download!
As well as plenty of gameplay improvements, we're especially excited to tell you about the new crew transfer system, which has been completely overhauled to give players an easier way to transfer crew between ships.
While X4: Foundations previously required this to be done as an order, with the two ships having to meet first, there are now far fewer restrictions. Crew members can be transferred between ships regardless of their location, with the crew using transport capsules to move to their new assignment. Crew transfers can now be used to move any number of people, from a single crew member to an entire ships crew. Youll also find it a lot easier to assign a captain to an unmanned ship!
The user interface for the new crew transfer system can be found under the Empire Overview in X4: Foundations.
If you'd like to see and hear more about this new feature before experiencing it for yourself in the game, here are some suggested videos from Werit and Captain Collins, who are consistently creating great X4: Foundations content on their YouTube channels - thanks guys!
https://www.youtube.com/watch?v=EG5nuTa05-s
https://www.youtube.com/watch?v=mkBXX4quNcg
Update 3.30 also includes the following changes, among many others:
- Improvements to alerts and notifications
- More information on the Logical Station Overview
- New map filters and key bindings
- Enhancements and fixes to trade behaviour
- Lots of smaller fixes and quality of life improvements
The beta test for our big upcoming 3.30 update of X4: Foundations has been running for almost exactly one month. Besides the new Crew Transfer feature, you can also experience improvements in the beta version in terms of notifications, more information in the logical station overview and enhancements in trading behaviour. Yesterday we released the fourth version of the 3.30 Beta. Beta 4 includes the following changes, amongst others:
- Improved container magnet to also attract deactivated player-owned deployables.
- Improved cargo space allocation for workforce resources.
- Improved trade rule settings to keep current trade rule in effect when disabling Use Global/Station setting.
How do I participate in the Public Beta?
Everyone who owns X4: Foundations can download the Public Beta version of the game. In order to ensure that Public Beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum to read the rules and disclaimers, as well as practical instructions on how to participate in the Public Beta. Follow this link to our forum (no registration required) to find the relevant information. We would like to thank all beta testers and would be delighted if you would like to support us further. -Team Egosoft
Have you had X4: Foundations on your wishlist for some time, but been waiting for the right moment? As part of the Steam Summer Sale we are currently offering a 30% discount on X4: Foundations. This discount is valid until July 9th, 2020 and it is a great time to get into the game. After the big 3.0 update in March 2020, we continue to work on X4: Foundations and specifically on the 3.30 update, which is already playable in the beta version. Details on that can be found in the X4: Foundations Steam news section. https://store.steampowered.com/app/392160/X4_Foundations/ Besides the big 3.0 update, the first expansion to the game, X4: Split Vendetta, was released in March 2020 too and was very well received by its players. If you choose the X4: Collector's Edition, which is currently 39% off, you will not only get the basic game and the first expansion, but you will also automatically receive the second expansion for X4: Foundations, which we haven't revealed too much about yet... more about that later this year! In addition to the game and the expansions, you're also getting the soundtracks (MP3 and FLAC) and additional bonus material that is exclusively available in the Collector's Edition. We would be happy to welcome you to the X4: Foundations family! Thanks for your continued support, stay safe and enjoy your space adventure!
Since the release of update 3.20 for X4: Foundations earlier this month, we've been working hard from our respective homes on more improvements and new features to be integrated into the game. We are happy to announce that we are starting the beta phase for the upcoming 3.30 update today.
What's the new crew transfer feature?
The crew transfer system has been completely overhauled in the 3.30 update to give players a new way to transfer crew between ships. While X4: Foundations previously required that this be done as an order, with the two ships having to meet first, there are now far fewer restrictions. The transfer of crew members between two ships is now possible regardless of the location of the ships, with crew members to be moved now making their way directly to their new ship in transport capsules. You'll find the new user interface for crew transfer as part of the Empire Overview in X4: Foundations. With the 3.30 update, these new crew transfers can be initiated from anywhere, whether you want to transfer only single crew members to another ship, or exchange complete crews in one go. You will also find it a lot easier to assign a captain to an unmanned ship, for example.
Public Beta Update 3.30 also includes the following changes, among others:
- Improvements to alerts and notifications
- More information on the Logical Station Overview
- New map filters and key bindings
- Enhancements and fixes to trade behaviour
- Lots of smaller fixes and quality of life improvements
How do I participate in the Public Beta?
Everyone who owns X4: Foundations can download the Public Beta version of the game. In order to ensure that Public Beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum to read the rules and disclaimers, as well as practical instructions on how to participate in the Public Beta. Follow this link to our forum (no registration required) to find the relevant information. We would like to thank all beta testers and would be delighted if you would like to support us further. And of course we also welcome newcomers to the beta testing process. Thanks for your continued support! -Team Egosoft
Fight or trade? War gains or profitsss? Split or Teladi? Whatever your choice - both designs are now available for hoodies and t-shirts at bit.ly/x-merch. Get yours today with worldwide shipping! More merchandise will follow in the coming months.
X4: Foundations is a space simulation game in a living, breathing universe. But what does that actually mean? What can the player do in this huge game? In a series of six videos, EGOSOFT CEO and Lead Game Designer Bernd Lehahn introduces you to the huge array of activities that are available to you in X4: Foundations, goals you might want to pursue (or not), settings you should be aware of, and much more. All six episodes are now available on our YouTube channel. Enjoy watching and stay safe! https://www.youtube.com/watch?v=K0hCP1yuNe8 https://www.youtube.com/watch?v=s1YF-Zp85LU https://www.youtube.com/watch?v=6vtTC41ZJCo https://www.youtube.com/watch?v=59Dwn-PIPMA https://www.youtube.com/watch?v=KQYz6y54wDU https://www.youtube.com/watch?v=yJxBkub4rsI
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!
With the beta phase for update 3.20 having started a few days ago, we have another livestream for you on Friday, May 8th 2020. During the stream we will look back on the events of the last weeks and give you an insight into the current development of X4: Foundations. In addition to Lead Designer and CEO Bernd Lehahn, additional EGOSOFT team members will also be on hand to take part in the stream and report on their respective development areas. We look forward to your participation in the chat. The livestream will start on Friday, May 8th 2020 at 6pm CEST / 5pm BST / 4pm UTC / noon EDT / 9am PDT, and you'll find us on Twitch and YouTube. See you there!
As you might have expected, we've been working hard on the next update for X4: Foundations - safely from home! A first Beta Update 3.20 has just been released and we're thrilled to show you the huge changelog it carries. We have noted your discontentment about the big amount of news updates recently here on Steam though, so we will leave it at one news entry for the 3.20 beta - i.e. we won't be posting individual news entries for every upcoming update of the 3.20 beta. Feel free to always keep an eye on our forums, which still is the best source of information for our game.
Public Beta Update 3.20 includes the following changes, among others:
- New Feature: Trade Rules enable improved control over station trade offers, station supply offers and sale of ships.
- Added option to import and export individual construction plans to share with community.
- Added missile storage capacity information to missile turrets in Encyclopedia.
- Added Mark All as Read option to Encyclopedia.
- Added icons to order options in Interact Menu.
- Added behaviour icons to Map legend.
- Added faction abbreviations to Factions and Relations menu.
- 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 error message when attempting to trade with stations that do not have docking facilities for current ship.
- Improved names of Xenon weapons.
- Improved target selection for pirates.
- Improved chance of AI pilots opening lockboxes when player not nearby.
- Improved trade assignment speed if many subordinates try to trade same ware for their commander.
- Improved guidance during Paranid plot maze section.
- Improved visibility of target speed indicator in speed-bar against bright background elements.
- 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 stations not posting public buy offers for supply resources.
- 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 stations sometimes creating trade offers with zero amounts for wares that are required for production.
- ... and much more!
How do I participate in the Public Beta?
Everyone who owns X4: Foundations can download the Public Beta version of the game. In order to ensure that Public Beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum to read the rules and disclaimers, as well as practical instructions on how to participate in the Public Beta. Follow this link to our forum (no registration required) to find the relevant information. We would like to thank all beta testers and would be delighted if you would like to support us further. And of course we also welcome newcomers to the beta testing process. Thanks for your continued support! -Team Egosoft
X4: Foundations is a space simulation game in a living, breathing universe. But what does that actually mean? What can the player do in this huge game? In a new series of six videos, EGOSOFT CEO and Lead Game Designer Bernd Lehahn introduces you to the huge array of activities that are available to you in X4: Foundations, goals you might want to pursue (or not), settings you should be aware of, and much more. In the last episode, Bernd will highlight the STRATEGY aspects of X4: Foundations. https://www.youtube.com/watch?v=yJxBkub4rsI Check out the full series on this YouTube playlist. The X series games are unique in their depth, simulating an entire universe of NPC ships and stations, forming a realistic economy. Each game consists of a huge universe, simulated from the bottom up. Hundreds of stations, and thousands of ships, trade goods among themselves. Prices change based on supply and demand; resources are mined and processed in several stages. This economy is linked directly to the simulation of major conflicts in a universe with dynamically-acting factions. Every player decision can dramatically change the future of the game universe. https://store.steampowered.com/app/392160/
X4: Foundations is a space simulation game in a living, breathing universe. But what does that actually mean? What can the player do in this huge game? In a new series of six videos, EGOSOFT CEO and Lead Game Designer Bernd Lehahn introduces you to the huge array of activities that are available to you in X4: Foundations, goals you might want to pursue (or not), settings you should be aware of, and much more. In this episode, Bernd will highlight the EXPLORE aspects of X4: Foundations. https://www.youtube.com/watch?v=KQYz6y54wDU In the next episode: STRATEGY (6/6) - May 4, 2020 Check out the full series on this YouTube playlist. The X series games are unique in their depth, simulating an entire universe of NPC ships and stations, forming a realistic economy. Each game consists of a huge universe, simulated from the bottom up. Hundreds of stations, and thousands of ships, trade goods among themselves. Prices change based on supply and demand; resources are mined and processed in several stages. This economy is linked directly to the simulation of major conflicts in a universe with dynamically-acting factions. Every player decision can dramatically change the future of the game universe. https://store.steampowered.com/app/392160/
X4: Foundations is a space simulation game in a living, breathing universe. But what does that actually mean? What can the player do in this huge game? In a new series of six videos, EGOSOFT CEO and Lead Game Designer Bernd Lehahn introduces you to the huge array of activities that are available to you in X4: Foundations, goals you might want to pursue (or not), settings you should be aware of, and much more. In this episode, Bernd will highlight the THINK aspects (i.e. mission gameplay) of X4: Foundations. https://www.youtube.com/watch?v=59Dwn-PIPMA In the next episodes: EXPLORE (5/6) - May 2, 2020 STRATEGY (6/6) - May 4, 2020 Check out the full series on this YouTube playlist. The X series games are unique in their depth, simulating an entire universe of NPC ships and stations, forming a realistic economy. Each game consists of a huge universe, simulated from the bottom up. Hundreds of stations, and thousands of ships, trade goods among themselves. Prices change based on supply and demand; resources are mined and processed in several stages. This economy is linked directly to the simulation of major conflicts in a universe with dynamically-acting factions. Every player decision can dramatically change the future of the game universe. https://store.steampowered.com/app/392160/
X4: Foundations is a space simulation game in a living, breathing universe. But what does that actually mean? What can the player do in this huge game? In a new series of six videos, EGOSOFT CEO and Lead Game Designer Bernd Lehahn introduces you to the huge array of activities that are available to you in X4: Foundations, goals you might want to pursue (or not), settings you should be aware of, and much more. In this episode, Bernd will highlight the FIGHT aspects of X4: Foundations. https://www.youtube.com/watch?v=6vtTC41ZJCo In the next episodes: THINK (4/6) - April 30, 2020 EXPLORE (5/6) - May 2, 2020 STRATEGY (6/6) - May 4, 2020 Check out the full series on this YouTube playlist. The X series games are unique in their depth, simulating an entire universe of NPC ships and stations, forming a realistic economy. Each game consists of a huge universe, simulated from the bottom up. Hundreds of stations, and thousands of ships, trade goods among themselves. Prices change based on supply and demand; resources are mined and processed in several stages. This economy is linked directly to the simulation of major conflicts in a universe with dynamically-acting factions. Every player decision can dramatically change the future of the game universe. https://store.steampowered.com/app/392160/
X4: Foundations is a space simulation game in a living, breathing universe. But what does that actually mean? What can the player do in this huge game? In a new series of six videos, EGOSOFT CEO and Lead Game Designer Bernd Lehahn introduces you to the huge array of activities that are available to you in X4: Foundations, goals you might want to pursue (or not), settings you should be aware of, and much more. In this episode, Bernd will highlight the FIGHT aspects of X4: Foundations. https://www.youtube.com/watch?v=s1YF-Zp85LU In the next episodes: BUILD (3/6) - April 28, 2020 THINK (4/6) - April 30, 2020 EXPLORE (5/6) - May 2, 2020 STRATEGY (6/6) - May 4, 2020 Check out the full series on this YouTube playlist. The X series games are unique in their depth, simulating an entire universe of NPC ships and stations, forming a realistic economy. Each game consists of a huge universe, simulated from the bottom up. Hundreds of stations, and thousands of ships, trade goods among themselves. Prices change based on supply and demand; resources are mined and processed in several stages. This economy is linked directly to the simulation of major conflicts in a universe with dynamically-acting factions. Every player decision can dramatically change the future of the game universe. https://store.steampowered.com/app/392160/
X4: Foundations is a space simulation game in a living, breathing universe. But what does that actually mean? What can the player do in this huge game? In a new series of six videos, EGOSOFT CEO and Lead Game Designer Bernd Lehahn introduces you to the huge array of activities that are available to you in X4: Foundations, goals you might want to pursue (or not), settings you should be aware of, and much more. In this first episode, Bernd will highlight the TRADE aspects of X4: Foundations. https://www.youtube.com/watch?v=K0hCP1yuNe8 In the next episodes: FIGHT (2/6) BUILD (3/6) THINK (4/6) EXPLORE (5/6) STRATEGY (6/6) The X series games are unique in their depth, simulating an entire universe of NPC ships and stations, forming a realistic economy. Each game consists of a huge universe, simulated from the bottom up. Hundreds of stations, and thousands of ships, trade goods among themselves. Prices change based on supply and demand; resources are mined and processed in several stages. This economy is linked directly to the simulation of major conflicts in a universe with dynamically-acting factions. Every player decision can dramatically change the future of the game universe. https://store.steampowered.com/app/392160/
Are you enjoying the soundtrack to X4: Split Vendetta? In the coming weeks we will occasionally give you some insights into its production. The composer of the X series soundtracks, Alexei Zakharov, will highlight individual pieces from the X4: Split Vendetta OST and tell short stories about these titles. To kick things off, here are Alexei's insights into "Heart of Acrimony". https://music.youtube.com/watch?v=srqI7tS5fNM "One of the community's most popular pieces of music from the X series is without a doubt "Kingdom's End" from X3: Reunion. The work on this piece started with a melody that I couldn't get out of my head. The melody wasn't really meant for the soundtrack, it was too "different" and not "spacey" enough. At least that's what we thought at first. So we just tried it and put it into the game, which turned out to be a very good decision. A short time later, it was clear that the players liked the title a lot and eventually it was almost given iconic status. On the X4: Split Vendetta soundtrack, I wanted to follow the basic idea of "Kingdom's End" with "Heart of Acrimony", but develop it significantly further. Under the cover of the track is a strong title melody, created with the same set of instruments as on "Kingdom's End", but enhanced by a number of modern, analogue synthesizers. I also wanted to bring an eastern, Asian touch to the track, so I used the erhu, a Chinese string instrument. It underlines the main melody in the piece and occasionally even takes the lead in the orchestra. I hope you like "Heart of Acrimony" and I'm looking forward to your comments and questions about this piece of the X4: Split Vendetta soundtrack. Until next time, Alexei" https://store.steampowered.com/app/1277600/ Find the X4: Split Vendetta soundtrack on Steam, Amazon, Apple Music, Spotify, YouTube Music, Deezer and many other stores and streaming platforms!
We're very excited to let you know that popular Twitch streamer CohhCarnage, who had already played X4: Foundations when it was originally released at the end of 2018, will revisit the game on his Twitch channel starting today. According to his announcement, the X4: Foundations stream will start today (Friday, April 17th, 2020) at 2pm CEST / noon UTC / 8am EDT / 5am PDT. Let's tune in and check out how Cohh will do in the richly enlarged universe of X4: Foundations!
A week after the release of the big 3.00 update for X4: Foundations and the X4: Split Vendetta expansion, the next update is already here. Update 3.10 for X4: Foundations is now publicly available. Update your game now to benefit from numerous optimizations and changes.
Update 3.10 includes the following changes:
- Added mission to expand HQ if selected research requires excessive resources.
- Removed Dal Busta dialog option after Split story is completed.
- Changed New Game menu to show tutorials at top.
- Improved balance and pricing of recruitable personnel on station docks.
- Improved performance for games where player owns very large number of ships and stations.
- Improved colour differentiation between racial Construction Vessel ships.
- Improved storage capacity of Split mining ships.
- Improved mastering of legacy music tracks.
- Fixed certain hazardous regions giving massive numbers of crystal drops.
- Fixed wrong faction sometimes being blamed when ships or stations are destroyed.
- Fixed mining drones not launching to collect broken-down asteroids they had earlier marked for collection but didn't collect due to cancellation.
- Fixed cases of defence drones docking before all are launched sometimes preventing any further defence drones from being launched.
- Fixed male Split characters sometimes having female voices with Split Vendetta installed.
- Fixed HQ laboratory being removed when reconfiguring station.
- Fixed AI ships attacking indestructible objects indefinitely.
- Fixed player account balance potentially going below zero.
- Fixed being completely unable to manually dock Drill without docking software.
- Fixed hatch on Gorgon closing too soon when leaving in spacesuit.
- Fixed high loadout presets not favouring Docking Computer Mk2 if compatible.
- Fixed Elephant sometimes being equipped with Spacesuit Scanner.
- Fixed Raptor not being able to mount large missile turrets.
- Fixed build times for station modules taking much longer than they should.
- Fixed spacesuit oxygen replenishing after saving and loading.
- Fixed certain drops being repelled by container magnet.
- Fixed lasertowers deployed by player in Hatikvah mission not changing owner
- Fixed wrong player-owned ship sometimes being destroyed during HQ story.
- Fixed invulnerable ship during Split plot.
- Fixed Dal Busta not offering Split story at HQ after player rejects story offer until save and reload.
- Fixed Dal Busta not offering Paranid/Split storyline when starting from Accomplished Scientist gamestart.
- Fixed Dal Busta calling to talk about multiple plot opportunities at same time.
- Fixed signal leaks not being generated in Accomplished Scientist gamestart
- Fixed Paranid plot mission Prophetic Mission stalling because of missing dock.
- Fixed Paranid plot getting stuck at Remain Vigilant objective.
- Fixed excessive delay between HQ plot related signal leaks if one was previously missed.
- Fixed missing equipment for multiple factions when starting Paranid plot with older saves.
- Fixed Paranid plot battle taking place in wrong sector under rare circumstances.
- Fixed excessive ware amounts required for final stage of Paranid plot.
- Fixed Fires of Defeat gamestart long-term mission getting stuck because of captured ships.
- Fixed Hatikvah story getting stuck in rare situations during bomb-placing mission.
- Fixed various missions being offered by incorrect faction.
- Fixed player ship not coming to stop during certain cutscenes.
- Fixed missions offered by NPCs on dock areas incorrectly appearing in Mission Offers menu.
- Fixed mismatched ships and loadouts when editing shopping list entries in Ship Configuration menu.
- Fixed missile turret capacities not being included in loadout information.
- Fixed lasertower engines and weapons being shown in Encyclopedia.
- Fixed missing images for some objects in Encyclopedia.
- Fixed missing option to delete incompatible saves in Load Game.
- Fixed missing Dock Interactions menu in certain situations.
- Fixed missing mouse picking on map after closing Mission Briefing in certain situations.
- Fixed missing tabs in Property Owned menu in certain situations.
- Fixed rectangular target elements being displayed in first person in certain situations.
- Fixed further cases of NPCs not being targetable on platforms.
- Fixed menu crash in Info menu in certain situations.
- Fixed long but rare freeze on Map.
- Fixed several cases of Split storage modules appearing offset in station build menu.
- Fixed lower front windscreen not being transparent when looking from outside on Kestrel.
- Fixed turret group assignment and position of some turrets on Rattlesnake, Monitor and Odysseus.
- Fixed paint mods on Raptor not being aligned correctly.
- Fixed Split flak turrets not using correct barrel geometry.
- Fixed weapon positions on Mamba.
- Fixed player logo not being properly visible on Monitor.
- Fixed some missing voice recordings in German, French and Russian localisations.
- Fixed engine sound problems under specific circumstances.
- Fixed suspense music playing while on station.
- Fixed graphical artefacts for AMD Navi GPUs (5600/5700).
- Fixed rare problem with platform guidance causing performance to drop.
- Fixed several causes of crashes.
After a few eventful days following the release of X4: Foundations 3.00 and X4: Split Vendetta, we are now entering a new public beta phase. We have just released a Public Beta version of the upcoming 3.10 update for X4: Foundations.
Public Beta Update 3.10 includes the following changes, among others:
- Added mission to expand HQ if selected research requires excessive resources.
- Improved balance and pricing of recruitable personnel on station docks.
- Improved performance for games where player owns very large number of ships and stations.
- Improved colour differentiation between racial Construction Vessel ships.
- Improved storage capacity of Split mining ships.
- Improved mastering of legacy music tracks.
- Fixed some missing voice recordings in German, French and Russian localisations.
- Fixed certain hazardous regions giving massive numbers of crystal drops.
- Fixed wrong faction sometimes being blamed when ships or stations are destroyed.
- Fixed mining drones not launching to collect broken-down asteroids they had earlier marked for collection but didn't collect due to cancellation.
- Fixed male Split characters sometimes having female voices with Split Vendetta installed.
- Fixed engine sound problems under specific circumstances.
- Fixed graphical artefacts for AMD Navi GPUs (5600/5700).
- Fixed several causes of crashes.
How do I participate in the Public Beta?
Everyone who owns X4: Foundations can download the Public Beta version of the game. In order to ensure that Public Beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum to read the rules and disclaimers, as well as practical instructions on how to participate in the Public Beta. Follow this link to our forum (no registration required) to find the relevant information. We would like to thank all beta testers who were involved in testing the big 3.00 update and would be delighted if you would like to support us further. And of course we also welcome newcomers to the beta testing process. Thanks for your continued support! -Team Egosoft
With the biggest update since the release of X4: Foundations, EGOSOFT extends its current title with the new storyline "A lever to move the world", introducing diplomatic missions. In addition to a new unlockable game start and three new, stand-alone tutorial scenarios to welcome new pilots to the X universe, X4: Foundations players will also benefit from numerous new gameplay elements with the 3.0 Update. X4: Foundations will also receive French voice recordings for the first time. The complete change log for the 3.0 Update includes more than 400 individual entries covering new features, weapons, sectors, improved gameplay elements, an upgraded user interface experience and many fixes. The full list is available in the EGOSOFT forums. https://www.youtube.com/watch?v=88CFQaqs-xA
Main Features of the 3.0 Update
- New storyline, introducing diplomatic missions: "A lever to move the worlds"
- New systems to discover, experience and conquer
- Added French voice recordings
- 3 new stand-alone tutorial scenarios including a flight school
- New ships: Paranid Ares heavy fighter, Xenon T scout, Teladi Cormorant transporter
- New unlockable game start
- Virtual seminars and quicker skill progression for crew training
- Individual and group crew transfer
- Configurable alert system
- Ability to dock using a spacesuit
- Policing options for player-owned space
- Several new weapons
- Improved graphics engine
- Improved sound effects
- Improvements to menus including Map, Encyclopedia, Logical Station overview and Logbook
- More control over drones and turrets
- Alternative steering methods including head tracking systems and X3 retro mode
- Oxygen display when player is in spacesuit
- Search facility for Logbook
X4: Split Vendetta
We've also released our first expansion for X4: Foundations, called X4: Split Vendetta. It is the next chapter in the X4 story and greatly increases the size of the universe as well as introduces two new Split family clans along with their economy, new ships, weapons and station modules. Along with Update 3.0 to X4: Foundations, the X4: Split Vendetta expansion brings exciting new missions and adventures to the game. New game-starts allow an even more varied experience in the biggest sandbox this side of the galaxy! TRADE with the Split families or FIGHT against them; BUILD your own station designs based on the new modules, and THINK carefully on your path through the new diplomatic missions.
Main Features of X4: Split Vendetta
- New story missions and adventures with two new Split family clans
- Massive expansion of the universe
- Exciting new Split weapon technology
- Many new ships
- Lots of new station modules
The soundtrack for X4: Split Vendetta, the first expansion to X4: Foundations, is now available on Steam and comes with a 10% launch discount. Alexei Zakharov, renowned composer and producer of the X game series scores, delivers 18 brand new melodic tracks of a large scale. Immerse yourself in the soundworlds of the enlarged X4 universe. Included are three bonus tracks from the game's main menu as well as from the two X4: Split Vendetta trailers - all in both MP3 and FLAC format, as usual. https://store.steampowered.com/app/1277600/ A small thank you awaits owners of the X4: Foundations Collector's Edition - we give you the soundtrack to X4: Split Vendetta as a gift and have added it to the Collector's Edition. So have a look into your Steam library under "X4" to find it. Alternatively you can start the download from the product page. Don't forget - today we also release the game expansion X4: Split Vendetta! https://store.steampowered.com/app/1133000/ Have fun in space and take care of yourself! - Team Egosoft
Get ready for the release of X4: Split Vendetta and the massive 3.0 update for X4: Foundations ("A lever to move the world") on March 31st, 2020! Tune in to our YouTube channel today at 5pm CET (9am PDT / noon EDT / 4pm GMT) to see the premiere of our launch trailer for X4: Split Vendetta and the 3.0 update for X4: Foundations. https://youtube.com/watch?v=88CFQaqs-xA One week to go until we significantly enlarge X4: Foundations! https://store.steampowered.com/app/1133000/
We will significantly enlarge our current title X4: Foundations at the end of the month. Both the free 3.0 Update to X4: Foundations and its first expansion, X4: Split Vendetta, will be released on March 31st, 2020, giving space game enthusiasts the perfect opportunity to newly discover or revisit the biggest space sandbox this side of the galaxy!
3.0 Update introducing diplomatic missions: "A lever to move the world"
With the biggest update since the release of X4: Foundations, EGOSOFT extends its current title with the new storyline "A lever to move the world", introducing diplomatic missions. In addition to a new unlockable game start and three new, stand-alone tutorial scenarios to welcome new pilots to the X universe, X4: Foundations players will also benefit from numerous new gameplay elements with the 3.0 Update. X4: Foundations will also receive French voice recordings for the first time. The complete change log for the 3.0 Update includes more than 400 individual entries covering new features, weapons, sectors, improved gameplay elements, an upgraded user interface experience and many fixes. The full list is available in our forums.
Main Features:
- New storyline, introducing diplomatic missions: "A lever to move the worlds"
- New systems to discover, experience and conquer
- Added French voice recordings
- 3 new stand-alone tutorial scenarios including a flight school
- New ships: Paranid Ares heavy fighter, Xenon T scout, Teladi Cormorant transporter
- New unlockable game start
- Virtual seminars and quicker skill progression for crew training
- Individual and group crew transfer
- Configurable alert system
- Ability to dock using a spacesuit
- Policing options for player-owned space
- Several new weapons
- Improved graphics engine
- Improved sound effects
- Improvements to menus including Map, Encyclopedia, Logical Station overview and Logbook
- More control over drones and turrets
- Alternative steering methods including head tracking systems and X3 retro mode
- Oxygen display when player is in spacesuit
- Search facility for Logbook
X4: Split Vendetta
X4: Split Vendetta is the next chapter in the X4: Foundations story. This is the first big expansion for X4: Foundations, which was released in November 2018 on PC. The expansion greatly increases the size of the universe and introduces two new Split family clans along with their economy, new ships, weapons and station modules. Along with Update 3.0 to X4: Foundations, the X4: Split Vendetta expansion brings exciting new missions and adventures to the game. New game-starts allow an even more varied experience in the biggest sandbox this side of the galaxy! TRADE with the Split families or FIGHT against them; BUILD your own station designs based on the new modules, and THINK carefully on your path through the new diplomatic missions. X4: Split Vendetta will be released on March 31st, 2020 ($14.99 / 12.49 / 14.99) and is the first of two expansions that will be automatically available to owners of the X4: Foundations Collector's Edition.
Main Features:
- New story missions and adventures with two new Split family clans
- Massive expansion of the universe
- Exciting new Split weapon technology
- Many new ships
- Lots of new station modules
New week, new beta update. We're drawing closer and closer to the full release of the massive 3.0 Update for X4: Foundations. Soon we will we able to share more details on that - but for now, here are some of the changes introcuded in today's Beta 8:
- Added display of craftable amount of equipment mods in the mod overview.
- Added more information about crew availability when purchasing or upgrading ships.
- Added hint information showing reason when docking request is not possible.
- Added options to Flee or Attack to conversation when acknowledging ship coming under attack.
- Added Attack Instead option to Flee override orders (new feature in 3.00).
- Added French voice recordings (currently incomplete, work in progress).
- Improved display of active and total drone amounts in Object Info menu.
- Improved categorisation of missions and mission offers in map.
- Improved decision-making on responding to distress calls.
- Fixed Nodan not reliably being able to pick up creates or be hit by enemies.
- Fixed Atlas dock being in a wrong position in ship buy/upgrade menu.
- Fixed some S-sized fighters not having any weapons.
- Fixed ships with turrets being able to shoot docked ships in low attention.
- Fixed player-owned ships claiming credit for finding lockboxes that the player had directed other player-owned ships to collect.
- Fixed stations sometimes reporting friendly ships attacking hostile ships.
- Fixed ships fleeing from pirate or police ships sometimes fleeing towards their attacker.
- Fixed visitor ships sometimes already having enemies when they only just arrived.
- Fixed broken docking UI when flying a capital ship that has dock connection on side.
- Fixed map search strings not being removed in certain resolutions and UI scale settings.
- Fixed signal leak hints sometimes missing and the first hint only being displayed for 2 seconds.
- Fixed broken Ship Interactions menu in rare circumstances.
- Fixed missing option to confirm trades if using Ctrl-RMB to initiate a trade.
- Fixed camera problems when talking to an NPC while the framerate is very low.
- Fixed several causes of crashes.
The next version of our public beta for the 3.0 update of X4: Foundations is now available for you to check out. We still intend to release X4: Split Vendetta and the huge 3.0 update for X4: Foundations in March 2020. More details will follow in the coming weeks on our usual channels. Thanks for your continued support! Among the changes to Beta 7 are:
Egosoft gets a visitor! On March 3rd, the popular German-language streamer "Writing Bull" will visit us in Wrselen and together with Egosoft CEO and Lead Designer Bernd Lehahn will give you an insight into the upcoming huge 3.0 update for X4: Foundations as well as the upcoming expansion X4: Split Vendetta. The livestream will start at 8pm CET (7pm GMT / 2pm EST / 11am PST).
Please note that this will be a German-language stream. Once it's done we will create English subtitles and upload a recording of the stream onto our YouTube channel as a special episode of our XLOG video series.
Be sure to check in and ask your questions in the Twitch Chat. The stream will be broadcasted live on the Twitch channels of Writing Bull and Egosoft.
We are looking forward to your participation!
PS: X4: Split Vendetta, the first expansion to X4: Foundations, is now available for pre-order on Steam.
https://store.steampowered.com/app/1133000/X4_Split_Vendetta/
New features, tons of added and improved elements as well as a bunch of fixed issues - Public Beta 6 for our upcoming big 3.0 update of X4: Foundations is now available. Check out the full change log and how to participate at http://bit.ly/x4foundationsbeta. Thanks for your continued support!
Attention music fans! As you may have seen, Steam has recently redesigned and improved its system for selling and listening to game soundtracks. Soundtracks can now be viewed, downloaded and played directly in the Steam Library. In the context of these changes we were also active: From now on many soundtracks for different X games of the past years are available individually on Steam. To celebrate the new features, Steam is also currently hosting a big soundtrack sale, in which we are also participating. Take advantage of the strong discounts and immerse yourself in the soundworlds of Alexei Zakharov, which have been delighting X players for years. All soundtracks include the lossless FLAC format in addition to the conventional MP3 files. In the Steam client's music settings, look for the option "Download high-quality audio files". If you own the Collector's Editions of X Rebirth and X4: Foundations, you can now view the included soundtracks directly in the Steam library. However, due to the new product structure on Steam, you have to download them again. The following X soundtracks are now available on Steam: https://store.steampowered.com/app/258990/ https://store.steampowered.com/app/258991/ https://store.steampowered.com/app/1238200/ https://store.steampowered.com/app/1239170/ https://store.steampowered.com/app/1239210/ https://store.steampowered.com/app/1239390/
In this XLOG episode, EGOSOFT founder and CEO Bernd Lehahn replies to a user question about some of the hardships and difficulties of developing an X game. How do we simulate the X universe and what does it entail? https://www.youtube.com/watch?v=pP7nuWGEbNA In our "XLOG" video series we will be giving you a deeper look behind the scenes of X4: Foundations and EGOSOFT. In this series, we will introduce you to various features of our titles in more detail, let the respective experts from our team have their say, and try to answer some of your questions. We look forward to your feedback, which we hope to use to help guide the future direction of the video series. Want to participate in the public beta for update 3.0? Check out all the necessary details here: http://bit.ly/x4foundationsbeta
The new year is in full swing and we continue to work hard on the upcoming major update 3.0 for X4: Foundations and its first expansion, X4: Split Vendetta. The next big step is today's release of the fifth public beta version for the 3.0 update. The list of changes, optimizations and additions for update 3.0 now contains over 400 entries. The complete list and details on how to participate in the public beta of X4: Foundations can be found as usual at bit.ly/x4foundationsbeta. Please note that this public beta version of the 3.0 update does not include new story content - this will be added at a later date. Thanks for your continuous support! And don't forget to add X4: Split Vendetta to your wishlist :) https://store.steampowered.com/app/1133000/X4_Split_Vendetta/
The whole EGOSOFT team wishes you a merry and relaxed Christmas season and a happy new year. An exciting year with X4: Foundations lies behind us and we thank you for your support and loyalty. There is a lot on the agenda for 2020 - stay tuned!
Join us tonight (Friday December 20th at 9pm CET / 8pm GMT / 3pm EST / 12pm PST) on our YouTube channel, Twitch channel, Facebook page or Steam page to watch the new episode of our #XLOG video series live with others, while we'll be interacting with you in the chat.
[previewyoutube=sfPw-ldGM1o;leftthumb][/previewyoutube]In our new "XLOG" video series we will be giving you a deeper look behind the scenes of X4: Foundations and EGOSOFT. In this series, we will introduce you to various features of our titles in more detail, let the respective experts from our team have their say, and try to answer some of your questions. We look forward to your feedback, which we hope to use to help guide the future direction of the video series. In our first XLOG episode, Egosoft founder and managing director Bernd Lehahn talks about the current development of X4: Foundations, the recent start of the 3.0 public beta as well as the upcoming expansion X4: Split Vendetta. Have fun with XLOG #1!
As you might have already noticed, you can now again nominate games for the annual Steam Awards. We would be very happy if you'd consider X4: Foundations for a nomination. In our opinion, the "Labor of Love" category suits us pretty well, doesn't it? The Labor of Love Award "This game has been out for a while. The team is well past the first unveiling of their creative baby, but being the good parents they are, these devs continue to nurture and support their creation. This game, to this day, is still getting new content after all these years." X4: Foundations is about to celebrate its first birthday. A Steam Award nomination would be a great honor for our entire team, who are currently working hard on the upcoming major 3.0 update of the game. Thanks in advance!
Just a few hours after releasing the 3.0 Public Beta for X4: Foundations yesterday afternoon, we hosted a live stream from our office to chat about the public beta, the 3.0 update and the upcoming X4: Split Vendetta expansion. You can now check out the recording of the live stream in case you missed it last night: [previewyoutube=qp3Rzm5K5SA;full][/previewyoutube] More details about the 3.0 Public Beta of X4: Foundations and details on how to access the public beta of X4: Foundations can be found HERE. Thank you for your support and enjoy the public beta!
We're thrilled to kick off the beta for our big 3.0 update of X4: Foundations! While we recently informed you about the delay of the 3.0 public release, we're now ready to have interested beta testers check out some of the main changes this big update will bring to X4: Foundations in the first quarter of 2020. These include:
- Improved graphics engine to support new visual effects
- Better sound effects
- Virtual seminars and quicker skill progression for crew training
- Configurable alert system
- Individual and group crew transfer
- Policing options for player-owned space
- Ability to dock using a spacesuit directly
- Improvements to menus including Map, Encyclopedia, Logical Station Overview and Logbook
- Improved target display and mission guidance
- More control over drones and turrets
- Alternative steering methods including head tracking systems and X3 retro mode
On Thursday, November 14th, we will be streaming live on our Twitch channel to update you on the current state of development of X4: Foundations, and our plans for X4: Split Vendetta. Bernd Lehahn, founder and Managing Director of EGOSOFT, will be taking part, as will several other team members.
Post your questions about X4: Foundations, X4: Split Vendetta and EGOSOFT here in this thread, so that we can read and answer some of them during the live stream.
From November 1st to November 3rd, we're attending EGX Berlin to present our latest demo for the upcoming expansion X4: Split Vendetta. Come and find us in the Indie Area to experience different scenarios within the X4 universe, see some new Split ships and much more. If you're fast you might even get an exclusive paint mod for your ships in X4 (while stocks last). [previewyoutube=QC-s7fAhdyw;leftthumb][/previewyoutube]X4: Split Vendetta is the next chapter in the X4: Foundations story. This is the first big expansion for X4, greatly increasing the size of the universe and introducing two new Split family clans along with their economy, new ships, weapons and station modules. Along with the Update 3.0 to X4: Foundations, the X4: Split Vendetta expansion brings exciting new missions and adventures to the game. New gamestarts allow an even more varied experience in the biggest sandbox this side of the galaxy. TRADE with the Split families or FIGHT against them. BUILD your own station designs based on the new modules and THINK carefully on your path through the new diplomatic missions. Both X4: Split Vendetta and the free 3.0 update to X4: Foundations will be released in the first quarter of 2020. Wishlist X4: Split Vendetta now!
X Universe fans, save the date: On October 29, EGOSOFT founder Bernd Lehahn will host an AMA ("Ask Me Anything") on Reddit to answer your questions about the upcoming 3.0 update and X4: Split Vendetta, the first expansion to X4: Foundations, to be released in Q1 2020. Dont miss it and follow us on Twitter and Facebook to get the direct link once the AMA starts next week.
The main changes and fixes include: significantly improved in-game economy better navigation, both for the player guidance system and for AI ships updated Logical Station Overview and Station Info menu added Russian voice recordings a whole host of smaller fixes and improvements You can find the full change log here. We would like to thank you for your valuable and helpful feedback during the beta testing phase of this update. We also need to inform you that the previously announced expansion X4: Split Vendetta and the associated big 3.0 update for X4: Foundations wont, unfortunately, hit their original targeted release timeframe of Q4 2019. Were now targeting a new release date within the first quarter of 2020 for both the X4: Split Vendetta expansion and the 3.0 update. Once we get a little closer, we will be able to announce a more specific date. Were very sorry about this delay and would particularly like to apologise to all owners of the X4: Foundations Collector's Edition, which includes the two future expansions. During the development of the X4: Split Vendetta expansion and the 3.0 update, a number of things have emerged that we really want to see implemented, optimised and fixed in time for the next big step forward for X4: Foundations in order to meet our own expectations as well as yours. We simply need a bit more time to do so. In order to give you some more insight into the current development of our game, we will shortly be announcing a date for an AMA on Reddit with Bernd Lehahn, Managing Director of EGOSOFT, where you can ask your questions about the X series and specifically about X4: Split Vendetta and the 3.0 update. Were also planning to do another live stream on our Twitch channel with Bernd and other team members where well be showing off 2.60 and will answer more of your questions. Watch this space for announcements of specific dates for both the upcoming AMA as well as the live stream. Thank you for your understanding and patience.
In addition to several more improvements and fixes, X4: Foundations 2.60 Beta 5 adds Russian to the list of languages for which voice recordings are supported. More details of the update and how to access it can be found here.
We've updated the Public Beta with several more improvements and fixes. More details of the update and how to access it can be found here.
Beta 4 changelog:
- Improved shipyard building queue handling when all docks are full.
- Added consumption and production numbers to storage nodes in Logical Station Overview.
- Fixed Xenon installations not having enough defences (fixes newly-built stations only).
- Fixed ships trying to get equipment at equipment docks they cannot dock at.
- Fixed pirate capital ships repeatedly trying to get equipment.
- Fixed ships sometimes not finishing their movement.
- Fixed station module recycling not aborting if module was destroyed.
- Fixed wrecked station modules being recycled too early.
- Fixed Remove Assignment button in order queue menu not functioning.
- Fixed DPS calculations shown in encyclopedia and used for low-attention combat calculations.
- Fixed ships repeatedly getting supplies at equipment docks and resupply ships (problem introduced in 2.60).
- Worked around known issue with NVIDIA Ansel to prevent troubleshooting page appearing when quitting the game.
As those of you who saw our Gamescom presentation will be aware, we have been working hard over the summer to bring you a new update for X4 Foundations. Currently on its second Beta, the 2.60 update includes:
- significantly improved in-game economy
- better navigation, both for the player guidance system and for AI ships
- updated Logical Station Overview and Station Info menu
- a whole host of smaller fixes and improvements
We are pleased to announce the release of 2.50, which introduces some new features to X4: Foundations as well as fixing a number of issues with the game. We have added a whole new class of Auxiliary ships, and associated resupply orders, to help you support your fleet. We have also added a blacklist feature to enable your ships to avoid dangerous areas, and new inventory management functionality so that items collected by your pilots can be transferred to you or to a safe location. Also with this release, the Linux version of the game is now available to all players, and Tobii eye-tracking is supported for those of you playing on Windows. Rest assured that this release is just part of our ongoing program of fixes and features, and that the focus of our next update will be on improvements to the in-game economy.
Changelog of Update 2.50:
- New Feature (BETA): TrackIR support.
- New Feature: Direct Mouse Steering mode (also known as Classic Mouse Steering or Boresight Steering).
- New Feature: Mouse HUD mode option (changing this option to "Left Mouse Button Mode" enables any controls remapped to the right mouse button).
- Added upgrade slot and dock information to ship encyclopedia entries.
- Added resource amounts for construction to ship and equipment encyclopedia entries.
- Added trade offer amount graphs to sector encyclopedia entries.
- Added enforcement of formation skill requirement.
- Added Radius to parameters for Protect Position.
- Added Attack Targets in Range order.
- Added player-owned shipyard tutorial.
- Improved carriers launching fighters against targets.
- Improved behaviour of station subordinate traders.
- Improved time taken to generate mass traffic for extremely complex stations when loading savegames.
- Improved subordinate handling in long distance movement.
- Improved ship behaviour when docking at other moving ships.
- Fixed player-owned ships sometimes pursuing targets outside their designated area when ordered to protect a position or a station.
- Fixed yet another case involving ships moving long distances pursuing targets they attack to other sectors.
- Fixed too many empty shield/turret groups on L/XL ships (not retroactive, only affects newly fitted ships).
- Fixed Paranid and Teladi stations using Argon piers (not retroactive, only affects newly built stations).
- Fixed Shipyards, Wharfs and Equipment Docks sometimes offering maximum price for resources they don't desperately need.
- Fixed newly-built stations sometimes not respecting nearby station plots.
- Fixed several instances of NPCs teleporting to their destinations instead of walking.
- Fixed NPCs not paying for subordinate ships ordered at player-owned shipyards.
- Fixed NPCs potentially vanishing if reassigned while moving to certain locations.
- Fixed NPCs sometimes not getting out of chairs when requested.
- Fixed player gliding around after getting up under certain circumstances.
- Fixed never-ending conversations with NPCs via the target monitor.
- Fixed credits not being returned when cancelling an order to upgrade a ship.
- Fixed shipyards potentially building ships which they should not be able to build.
- Fixed NPC ships potentially waiting forever to restock at equipment docks.
- Fixed ships in flight immediately coming to a standstill when their orders are cancelled.
- Fixed case causing ships to stand still incorrectly.
- Fixed case that resulted in ships not going where they wanted to.
- Fixed flight behaviour of marines on boarding pods when doing Claim and Boarding operations.
- Fixed carrier-based fighters not launching to engage hostile targets.
- Fixed direct subordinates of carriers that could not dock once never trying to dock again.
- Fixed player-owned ships telling player that they are awaiting orders if they have further orders or are subordinate to anyone other than the player.
- Fixed player-owned free traders not selling cargo that is in their cargo hold that is also in the player-defined list of wares to trade in.
- Fixed ships attacking wrecks.
- Fixed ships stopping to attack build storage while travelling long distances.
- Fixed ships getting distracted by hostile targets in highways.
- Fixed some missions treating inactive Jump Gates as active.
- Fixed welder drones launching from destroyed construction vessels.
- Fixed ship chassis construction resources not being displayed.
- Fixed ships under construction being destroyed when they are put into storage.
- Fixed ships under construction not moving down when being put into storage.
- Fixed wrecks of certain objects (especially small Laser Towers) not being cleaned up properly and accumulating over time.
- Fixed being able to accidentally disable your own station for several hours by hacking a control panel.
- Fixed station build menu forgetting unconfirmed loadout changes after returning from the encyclopedia.
- Fixed formation leader speed limit when formation wingmen are trying to catch up.
- Fixed capital ships trying to avoid asteroids that they can just fly through without problems.
- Fixed weapons on player ships sometimes following view direction even while not seated in ship.
- Fixed estimated missing resources displayed at equipment docks and shipyards sometimes being incorrect.
- Fixed orders to equip ships not being able to be cancelled when waiting for resources (does not affect existing orders).
- Fixed issues with ship movement in multi-layer formations.
- Fixed police ships sometimes patrolling the wrong sector.
- Fixed Deploy Object mission allowing object to be placed further away than requested.
- Fixed missing localisation of objective text in Build Station mission.
- Fixed some mission briefing text errors.
- Fixed war missions potentially building up over time.
- Fixed war mission not treating contested sectors correctly.
- Fixed notification "All trade operations completed" being displayed too often.
- Fixed wrong reason given for penalising relations if the player attacks a ship that is currently being investigated by police.
- Fixed wrong reason given for penalising relations if the player builds a station in policed space on a plot that hasn't been paid for.
- Fixed station building mission not transferring ownership of corresponding build storage.
- Fixed display for filled percentage of engine and turret groups being the same in the ship build menu.
- Fixed missing hull/shield bar elements in the map menu if more than 50 objects are listed at once.
- Fixed encyclopedia not showing 3D models when opened from another menu.
- Fixed info menu inaccessible for some supported objects (e.g. nav beacons).
- Fixed calculation of unread entries for faction licence entries in the encyclopedia.
- Fixed position of an element in the docking UI when flying a capital ship.
- Fixed inconsistent crew notification on completion of a mining order.
- Fixed muzzle-flash and firing position for some turrets.
- Fixed turrets and shield generators sometimes left floating when Construction Vessel changes activation state.
- Fixed shield generator obscuring space suit docking bay on Behemoth.
- Fixed inability to enter spacesuit from Sunder.
- Fixed some Argon character body mismatches.
- Fixed joystick hot-plug issues on Linux.
- Fixed mouse look not working while sitting in a docked ship.
- Fixed double clicks inadvertently closing menus.
- Fixed menus slowing down over time (especially noticeable when keeping map open).
- Fixed several causes of menu crashes in various menus.
- Fixed several causes of crashes.
EGOSOFT is happy to announce the availability of X4: Foundations 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 games 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.
Betas of version 2.20 and Linux version starting 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 (a.k.a. "boresight" mode). Linux support is on its way: In the next few days we will launch 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.
Changelog of Update 2.00:
- 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 Russian and Japanese localisation (text only).
- Added more details about damage types to weapon and turret entries in Encyclopedia.
- Added skill-based variants for AutoMine behaviour.
- Removed duplicated equipment blueprints from trader menu.
- 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.
- Improved trade evaluation for free traders.
- Improved firing logic of missile-armed fighters.
- Improved guided missile effectiveness.
- Improved loadout distribution on NPC ships.
- Improved combat movement of capital ships, particularly those with forward-mounted weapons.
- Improved balancing of resource requirements for L and XL travel engines.
- Improved default countermeasure storage capacities.
- 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 NPC ships sometimes not leaving shipyards after being built.
- Fixed Discoverer doors not opening when newly built.
- Fixed incorrect shield configuration on Behemoth.
- Fixed engine positions on Xenon K so that they can now be destroyed.
- Fixed ship build menu showing wrong sustained DPS values when planning multiple weapons on new ship.
- Fixed shopping list items in the ship build menu not being editable.
- Fixed exchanging missiles and drones between ships and stations using Ware Exchange.
- Fixed police ships attempting to scan surface elements for illegal goods.
- Fixed police sometimes inspecting ships that are already being inspected by another police ship.
- Fixed squadron subordinates sometimes failing to call in support from their squadron.
- Fixed patrolling ships sometimes accidentally crossing jump gates.
- Fixed factions sometimes not using their intelligence data in preparation for invading.
- Fixed laser towers being dragged along by the launching ship in certain situations.
- Fixed laser towers continuing to track targets that are no longer valid.
- Fixed rare case causing ships to rotate erratically.
- Fixed a cause of ships trying to fly into the centre of stations without avoiding collisions.
- Fixed Black Marketeers sometimes being placed aboard Kha'ak stations.
- Fixed newly constructed NPC stations being given resources immediately.
- Fixed production showing wrong resources (again).
- Fixed stations provided by the player via the Build Station mission not having functioning managing NPCs.
- Fixed weapons with slow bullets or missiles not firing.
- Fixed ships assigned to join player squad not getting new orders.
- Fixed mission chains being cancelled if target was destroyed before the mission started.
- Fixed Boarding mission not being cancelled if target was destroyed before the mission started.
- Fixed several causes of crashes.
Today, Egosoft is happy to announce the release of patch 1.60. You can find the full changelog for 1.60 at the end of this announcement. We would also like to take this opportunity to share our near-future plans for X4: Foundations with our community! You can find our "road map" regarding future patches below.
User review
Recently we discovered a video about X4: Foundations by Bluedrake42. We have not influenced or sponsored his video, but we are definitely pleased hes so excited about X4 and we wanted to share his review. Its been a great joy for the entire team at Egosoft to hear all of his comments. There have definitely been a few problems with bugs, and the learning curve has always been a little bit high due to the massive giant economy but I have to say X4 is the best version of all the X Games in my opinion - the UI is way better and easier to navigate, the controls are way more streamlined. - Bluedrake42 on YouTube Check out his full review: https://youtu.be/2ZHqid2t7vM
X4: Foundations Milestones
Before 2.00, 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 2.00 The next bigger update will bring, among other things, the ability to set up your own shipyards. Compete with the faction shipyards by selling ships to the war factions or build your own fleets. Another focus for 2.00 is to make crew training a bit easier. Crew and pilots gain experience by doing their jobs; more so in some areas than others. However, while the first two stars are very easy to gain, the progress slows down after that. Getting from the 3rd to the 4th star takes a LOT more experience than from the 1st to the 2nd. We aim to release 2.00 in February. Update 2.50
- With 2.50 we aim to bring a new ship type: Resupply ships. In short, they will work like a flying equipment dock and can form the backbone of a large fleet.
- Linux version: We hope the Linux beta can start somewhere between 2.00 and 2.50 already but at the latest together with this update.
- TrackIR/Tobii support: We know lots of people are asking us to support these tools and while testing may start before it again we aim that 2.50 should bring support at the latest.
- Sector blacklists: This will allow you to set up sectors that your ships will avoid at all costs.
- Another thing that we hope to pack into 2.50 is a series of improvements around managing inventory items. 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 we aim 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, we are working on better missions. At the latest for 3.00 we plan to have a number of new and improved combat missions in particular. An area we 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 that 3.00 will improve is the ability to dock directly at station with a spacesuit and to get other NPC ships to transport you, by offering missions to them.
- With 3.00 at the latest, we want to have at least one new gamestart. There is a chance that this will have some interesting new features.
First Expansion will introduce Split race
While all of the above (free) updates may also contain new assets, we will bundle a lot of new ships, station modules, missions and new sectors into 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.
Changelog of update 1.60:
Added music tracks from previous games. Added map filter option to disable allied order queue visualisation. Added option to edit or remove assignment in order queue. Added tooltips explaining why Request Dock At option is greyed-out. Improved overall game performance. Improved AI attacking of stations. Improved reward calculation for Rescue Ship mission. Improved reward calculation and area range for Repair mission. Improved reward calculation and fleet variation in Fleet Delivery mission. Improved location check for claiming plot in Station Building mission. Improved likelihood of NPCs providing information when asking for the way to a station. Improved AutoMiner behaviour to avoid mining in enemy-held territory depending on crew skill. Removed ability to map right mouse button to avoid conflicts with context menu function. Fixed player-owned stations not transferring money to the player after having earned a surplus. Fixed player-owned ships mis-identifying some ships as being abandoned. Fixed ships sometimes undocking and docking again when given an order that doesn't require a ship to change docks. Fixed NPC-owned capital class mining ships not being able to mine due to lack of collector drones. Fixed mining ships sometimes not going to their designated positions before starting to mine. Fixed delay after player issuing AutoMiner order. Fixed capital ships with forward-mounted weapons sometimes orienting broadside to big targets. Fixed capital ships not acquiring some station modules when attacking them. Fixed fighters manoeuvering against and firing upon the center of stations rather than acquiring station modules. Fixed player-owned squadron subordinates pursuing targets to the ends of the universe. Fixed combat ships assigned to a station not staying in the vicinity of the station. Fixed captured visitor ships sometimes not accepting orders. Fixed UI allowing player to order player-owned ships to "Dock to Trade" at player-owned stations that have no trade offers. Fixed ships wanting to undock from a venture platform worrying that they might leave the player stranded at the station. Fixed player-owned free traders preferring build-related trades. Fixed free traders tending to prefer trades involving buying low amounts or high prices. Fixed player-owned station-based traders ignoring sell offers at the station below a certain threshold. Fixed rare case that would prevent AutoMine and AutoTrade orders from functioning. Fixed lasertower orders being assignable to things that weren't lasertowers. Fixed lasertowers erroneously attempting to move while in highways. Fixed computer pilots of drones and lasertowers sometimes bailing. Fixed player-owned ships formerly owned by pirates retaining their cover ownership. Fixed docked ships on claimed ships retaining old ownership and crew on board. Fixed theoretical ability to improve relations with Xenon and Kha'ak. Fixed not being able to select items to deliver to Black Marketeer when playing multiple delivery missions simultaneously. Fixed receiving pilot comm chatter while not in a cockpit. Fixed Security Office not being available on all stations. Fixed Boarding mission where ship was already captured earlier. Fixed mission character disappearing during Delivery mission. Fixed duplicate greeting of Black Marketeer during Delivery mission. Fixed cases of missing dialog choices for Black Marketeers. Fixed Tutorial and Help menu in ultra-wide resolutions. Fixed large number of queued orders breaking the order queue menu. Fixed map shortcuts not working after using minimize. Fixed wrong production resources shown in LSO and encyclopedia. Fixed hidden information (shown as "???") on player stations in certain cases. Fixed loadout statistics showing changes in engine performance when applying a paint mod. Fixed venture reward menu sometimes not displaying reward information. Fixed custom player logo not being displayed on target monitor. Fixed comms monitor not showing up on incoming reports from pilots. Fixed excessive L and XL travel engine prices. Fixed certain M-sized turret slots on some L-sized ships not allowing mining turrets to be fitted. Fixed mirrored logos on some ships. Fixed NPC position in bar. Fixed various NPC animation issues. Fixed player ship standing still when opening the map after undocking from a station. Fixed problems docking certain M-sized ships (especially Drill) without docking software. Fixed ships protecting stations with the Protect Station order chasing targets out of the designated area. Fixed new NPC stations potentially having their build storages owned by incorrect factions. Fixed squadron subordinates sometimes not keeping up with their commanders. Fixed dock showing stop sign while ship docked after loading savegame. Fixed occasional loss of control input while in flight. Fixed incorrect graphics settings displayed after changing Graphics Quality. Fixed Account Management and Logical Station Overview menus not setting manager budget when setting station account. Fixed menu crash in supply node of Logical Station Overview. Fixed menu crash when opening Info menu for certain stations. Fixed menu freeze in Account Management menu. Fixed map freeze if a commander was docked at one of their subordinates. Fixed UI showing possibility to edit default behaviours of subordinates. Fixed strange items being added to inventory after venture completes. Fixed unclaimed venture rewards getting lost on subsequent save/load cycle. Fixed planned station builds being lost after saving and loading. Fixed some memory leaks. Fixed causes of several freezes and performance issues in specific circumstances. Fixed several other causes of crashes.
We are happy to announce today the availability of Update 1.50 of X4: Foundations. It adds the ability to ask people for directions, reintroduces a more talkative Betty shipboard computer and fixes a long list of issues. With this update, the game now also gets its first ever X online mode called Online Ventures.
[url=https://youtu.be/NuONlBUTuy0]
[url=https://youtu.be/NuONlBUTuy0]
YouTube video: Features of 1.50 and Online Ventures explained
X4: Foundations - Online Ventures
The Egosoft team today releases our first experimental online gameplay mode for any X game into BETA. We call it "Online Ventures". With X4: Foundations online ventures, every player can send a ship into other players' universes and allow visitors into their own.
Visitors to your universe can easily be identified in HUD and on the map. They will see your ships the way you designed and decorated them (an exception is if you created your own custom logo).
Assign ship to a venture dock before sending it into a parallel universe. After building a VENTURE PLATFORM and a VENTURE DOCK, you can send any S or M ship on a selected venture.
Different ventures unlock different rewards. For now they are all safe! Ventures can take anywhere from one hour to several (real-time) days and will, with a bit of luck, unlock some exclusive rewards on success.
Every player can get one venture platform and one venture dock and build it on any station or on his or her player HQ.
X4 Manual
More information about how this works can be found in our X4: Foundations Manual.
It's a BETA - More to come soon
While the online venture gameplay is now available to all with the normal version of X4: Foundations on Steam and GOG, the online feature itself is still in BETA. There is no risk to your savegames or to stability, but the ventures themselves might go wrong. Participation in this new online mode is entirely optional and only possible with one unmodified savegame at a time!
Happy holidays and a great 2019!
Happy holidays from the entire team. We are very much looking forward to building on this great FOUNDATION that is X4 with updates and expansions in 2019!
Changelog:
NEW FEATURE (BETA): Send your ships on ventures into other players' universes! Added (BETA) Japanese localisation. Added option for "Betty" to speak target names. Added option to undock and abort ship upgrades that are waiting for resources. Added turret behaviour settings to the Ship Interactions menu (including L/XL ship turret groups). Added notification in case player-owned ship is unable to dock as ordered. Added inventory net worth in empire overview. Added cooldown for station repair when stations are under attack. Added entry for the manual to Help menu. Improved performance with AMD GPUs. Improved ability of lasertowers to track targets. Improved faction rebuilding logic to not overload shipyards as much. Improved traders supplying shipyards and wharfs. Improved "Where can I find...?" dialogue option. Changed inventory drop button to drop all selected wares if multiple are selected (for single wares amount can still be chosen). Changed maximum damage done to ships due to sabotage by bailing pilots. Fixed getting left behind when leaving your ship in the space suit while in relative movement with a bigger ship. Fixed squadron subordinates sometimes flying extremely far from their commanders while flying in formation. Fixed station-based mining ships delivering very few resources to their station if the station has little to no funds. Fixed shipyards not stockpiling enough resources for ships with large amounts of deployables, and miscalculating resource allocation for other wares. Fixed further case that could lead to police punishing player for retaliating against pirates. Fixed capital ships sometimes bouncing off of each other when attempting to dock to exchange wares. Fixed pirate ships congregating around their own stations. Fixed and prevented pirate ships attempting to plunder in highways. Fixed receiving requests from other pilots for help while not in a cockpit. Fixed player-owned docked ships requring additional instruction to proceed with orders after being given new orders. Fixed Xenon and Kha'ak ships always having very bad pilots. Fixed incorrect reputation requirements for friend/ally ceremonies of Ministry of Finance. Fixed repair mass traffic of pirate ships causing reputation loss when destroyed. Fixed turrets and self-maintenance not working on ships whose pilots bailed out. Fixed job ships not filling out their squadrons to make up for combat losses. Fixed player ship not being included in boarding menu ship selection if player ship is selected along with other player-owned ships. Fixed target of successful boarding operation sometimes getting some owner other than the player faction. Fixed newly-boarded ships retaining their old orders. Fixed lasertowers deployed by AI pilot waiting for player to tell it to proceed before deploying while player is standing on ship. Fixed defence drones attempting to go to dock for repairs and to get more supplies. Fixed mining ships not correctly reporting when they have completed their order. Fixed player station managers not being assigned correctly in certain situations. Fixed being able to teleport to stations that are not player-owned or allied. Fixed missile blueprints not being available (now available from faction representatives). Fixed HQ Escort mission selecting an inactive gate for the ship to fly through. Fixed Satellite Coverage mission. Fixed Rescue Ship mission not rewarding any credits. Fixed ships to be rescued from a minefield responding to attacks. Fixed other lasertowers in a group not responding if one of them is attacked. Fixed several issues with Find Lockbox mission, including it not finishing in certain cases. Fixed Repair mission not completing if object got repaired in the meanwhile. Fixed Acquire Captain mission being available for spacesuit. Fixed Assassination missions selecting player-owned NPC's as mission-target. Fixed abort condition for several missions. Fixed several tutorial progression issues. Fixes savegames with stalled guild missions. Fixed player not being correctly refunded when aborting some ship builds. Fixed shipyards and wharfs never building again if they were hacked. Fixed Xenon shipyards and wharfs sometimes storing wares they don't need. Fixed menu crash when upgrading capital ships. Fixed trade context menu being black. Fixed doors sometimes getting stuck after loading a savegame. Fixed NPC ships being removed on loading savegame in some situations. Fixed failure to open Logical Station Overview for large stations and for low UI scale values. Fixed plot management menu breaking with too many stations. Fixed freeze in map when viewing information on very large stations. Fixed mission briefing in ultra-wide resolutions. Fixed start menu not opening in certain cases. Fixed missing German character voices. Fixed various localisation issues. Fixed reversed front/back speakers. Fixed causes of several freezes and performance issues in specific circumstances. Fixed several other causes of rare crashes.
Removed ability to assign trading/mining ships to invalid tasks and commanders. Fixed factions not building new ships. Fixed highway destinations not being displayed in target monitor. Fixed guild missions not correctly restarting if a mission was failed or aborted. Fixed player-owned ships formerly belonging to pirates sometimes attacking the player. Fixed getting stuck in trader areas on the Teladi trade station. Fixed being able to save game while Game Over is displayed. Fixed occasional menu crash when changing crew at a shipyard/wharf/equipment dock. Fixed Load Game menu breaking when trying to load an empty savegame slot. Fixed Confirm/Cancel buttons sometimes missing in ship or station configuration menus. Fixed top menu arrow not showing in Chinese/Korean localisations. Fixed another cause of rare crashes.
Fixed HQ mission stalling if the escorted ship is unable to dock at its destination. Fixed HQ mission stalling if player flew through the anomaly too fast. Fixed duplicate and missing weapon entries in the HUD if multiple groups have been setup. Fixed ship upgrade builds not starting in certain situations. Fixed another cause of rare crashes.
Added graphics setting to show graphics card and screen separately on multi-GPU systems. Added option to restore all default settings. Added Nividium to items bought by Argon and Teladi trade stations. Added SSAA 2x and 4x options back in. Improved accuracy of turrets and gimballed weapons. Improved skill gain profile for NPCs. Improved station-based traders to sell products at at least the price set at their station. Improved options for selling illegal wares. Removed non-functional engine mod type. Removed mining turret compatibility from Sunder. Removed display of type icons for unknown objects on map. Removed mouse cursor emulation in start menu. Removed option to shuffle station construction plan for HQ. Fixed logbook showing oldest 1000 entries instead of newest. Fixed searching for ware names to use the correct trade filter. Fixed missing guidance information in Mission Manager Fixed invasions stalling and starving the war missions of suitable situations. Fixed illegal build plot for advanced gamestart "The Unworthy Entrepreneur". Fixed player-owned ships sometimes dropping cargo without the player telling them to. Fixed passengers or prisoners sometimes being promoted to captain thereby changing ship ownership. Fixed turrets on M-sized ships flown by the player and set to attack all enemies not engaging hostile XS-sized ships. Fixed case of patrolling ships failing to engage pirates pretending to belong to their faction. Fixed police ships penalising unpaid plots in locations where they do not have police authority. Fixed "Promote best crewmember" button not working if ship has no pilot and all crewmembers have 0 skills. Fixed being able to recruit crew from NPC-owned capital ships. Fixed another case of AutoTrade not functioning. Fixed AutoMiners not selling the resources that they gather. Fixed some player-owned ships not allowing you to dock. Fixed L-sized turret and shieldgenerator blueprints not being available to the player. Fixed certain collectables not being picked up when you fly over them. Fixed ships stuck while docked awaiting an invalid build to complete. Fixed characters being stuck in unhelpful places. Fixed being able to clone crew members. Fixed player logo being applied to HQ asteroid. Fixed player HQ information menu not working after adding a production to the HQ. Fixed missing dock areas on builder ships. Fixed incorrect type of mines near gate in Eighteen Billion. Fixed error incorrectly appearing if build is completed. Fixed asteroid scanning not being possible. Fixed missing text localization in several places. Fixed missing German station announcements and other voiced lines. Fixed a case of ships having no collision detection. Fixed ships skipping collision avoidance in certain situations. Fixed most cases of clipping through docking bay floors when docking. Fixed a case of the player ship warping to an invalid location on undocking. Fixed more cases of the player ship warping around (e.g. after taking control). Fixed crash when installing broken equipment mods. Fixed occasional unrecoverable freezes. Fixed several other causes of rare crashes.
Fixed one additional cause of crashes.
Improved automatic GPU selection to prioritise discrete GPUs. Fixed freeze when saving the game. Fixed some causes of freezes when starting the game. Fixed cause of a crash after loading savegame. Fixed upgrade orders becoming non-functional when loading a savegame. Fixed money not being refunded for cancelled upgrades. Fixed ships not being claimable from the space suit. Fixed a case that could result in AutoTraders sometimes trading at a loss. Fixed excessive delay between damage and start of repairs. Fixed several other causes of rare crashes.
Added Korean localisation. Added "Keep Settings?" dialog when changing antialiasing option. Added user-submitted default profile for the Thrustmaster T16000m FCS HOTAS (thanks eisberg1977!). Changed default setting for gamepad mode to be "Only for controllers". Removed hull damage on collisions until the auto pilot has learned to fly around things! Fixed suspense music still playing even if all nearby enemies have been destroyed. Fixed player-owned ship icons that are underneath player-owned station icons getting selection priority. Fixed player ships assigned to stations not trading in some cases. Fixed the movement of newly assigned managers to the managers office. Fixed manager's office on player stations not being accessible if there is no manager. Fixed crew re-assignment in certain cases (e.g. from M ship to docked S ship). Fixed assigning of crew in the back of your ship. Fixed being able to assign crew as black marketeers. Fixed cash exploit involving hallucinogenics and hard drugs! Fixed too many Split characters appearing as pilots and managers. Fixed not being able to Comm managers of player-owned stations via the info menu. Fixed exploit allowing Comm with all known ships regardless of location (increased Comm range to compensate). Fixed repair prices being inversely proportional to the amount of damage. Fixed mass traffic being damaged in hazardous regions. Fixed Bring Item missions. Fixed some unlocalised text. Fixed excessively loud repair lasers. Fixed certain asteroids not displaying the correct name. Fixed mirrored logos on small argon fighters. Fixed highway adsigns clipping into opposite lane. Fixed high and medium graphics qualities being identical. Fixed graphics quality presets not changing texture quality and SSR option. Fixed black screen after setting controller sensitivity to zero. Fixed possible freeze involving ships repeatedly recalling subordinates who are unable to dock. Fixed several other causes of rare crashes.
Added warning when selecting graphics settings that are too high for current hardware. Removed SSAA options (if you previously selected SSAA then you are advised to select a different AA setting). Removed outdated, broken and not very useful "joystick" input preset. Fixed the player ship warping around when opening the map under certain conditions. Fixed explosions near the Manager's Office sometimes killing the station manager and making trading impossible. Fixed non-missile weapons assigned to an active secondary group shooting while the long range scan mode is active. Fixed inactive missions becoming active after requesting guidance to an object. Fixed links to the Encyclopedia from software and deployables. Fixed black trade menus when owning small mining ships. Fixed mining orders not available for small mining ships. Fixed pilots not getting up when asked. Fixed some savegames crashing shortly after loading them. Fixed crash when trying to start the game with certain older AMD driver versions. Fixed several other causes of rare crashes.
Fixed various crashes when unable to write files to disk. Fixed light blue screen flash after intro video.
X4: Foundations
Egosoft
Egosoft
2018-11-30
Simulation Singleplayer
Game News Posts 219
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(18002 reviews)
https://www.x4foundations.com
https://store.steampowered.com/app/392160 
X4: Foundations Main Linux [50.72 M]
Freedom to personally fly all ships:
X4 will allow you to fly all ships personally. From small scouts over a wide range of ship classes up to the biggest carrier, everything can be piloted from the cockpit or an external view.
A big focus in the development of X4 has been to achieve a seamless and immersive experience when moving between ships. You can leave a ship, climb down a ladder, walk over the dock of a large space station into another ship you may have parked there and replace the pilot that was working for you just by clicking on his chair.
Modular stations and ship upgrades:
Building space stations and factories has always been a foundation of the X games. After gaining enough money through fighting or trading, most players want to establish their own economy and start influencing the universe on a larger scale. In X4, it is now possible to be completely free and creative. Stations can be constructed from a variety of modules, be it production modules, living sections, docks or many other types of parts. The powerful new map system allows you to drag and connect modules using a connection system to design your own unique creations.
Ships also offer a variety of upgrades. Engines, weapons and other equipment can be added in a graphical editor and actually seen on the ship.
Most dynamic X universe ever:
X4 will be the first X game to allow our races and factions to freely build and expand their empires; the same flexibility the player enjoys in creatively designing space stations from modular building blocks is also available to them. Races expand their empire based on supply and demand, which leads to an extremely dynamic universe where every action the player makes can influence the course of the entire universe.
Managing your empire with a powerful map:
Once you have more ships and many NPCs working for you as pilots, crew or station managers, the map will be your preferred method of managing it all. Ships can be ordered with simple clicks and through drag-and-drop operations to set their future path and commands.
Graphically plan your trade routes, coordinate attacks with your entire fleet, manage the hierarchy or send ships on remote exploration missions.
Most detailed X economy ever:
One of the key selling points of X games has always been the realistic, simulated economy. Wares produced by hundreds of stations and transported by thousands of ships are actually traded by NPCs and prices develop based on this simulated economy. This is the foundation of our living and breathing universe. Now with X4, we have taken another, massive step. For the first time in any X game, all parts of the NPC economy are manufactured from resources. Ships, weapons, upgrades, ammo and even stations. You name it. Everything comes out of the simulated economy.
Research and Teleportation:
The seamless change from ship to ship and from NPCs controlling your empire for you continues on a higher level. Once you own a larger fleet, you will be very interested in researching a technology from your HQ: Teleportation. Once you've unlocked teleportation, you can jump from ship to ship a lot quicker and experience all the critical situations your NPCs encounter first hand.
Every order you have given to a ship before turns into a mission objective when you pilot the ship yourself. The moment you leave again, your pilot takes the helm and continues with their previous orders.
Get into the game:
In X4, you can start your journey from a number of different gamestarts and as a number of different characters, each with their own role, set of relationships and different ships and technologies to start with. No matter how you start, you are always free to develop in any other direction. Focus on exploration, make money with illegal trading and theft, command large battle fleets or become the greatest entrepreneur ever. It's all up to you to decide.
- OS: SteamOS (64-bit) or Ubuntu 18.04 (64-bit)
- Processor: Intel i5-4590 3.3GHz or AMD equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 780/970 or AMD equivalent (Vulkan support required)
- Storage: 35 GB available space
- OS: SteamOS (64-bit) or Ubuntu 18.04 (64-bit)
- Processor: Intel Core i7-6700 or AMD equivalentMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: Nvidia GTX 1070 or AMD equivalent (Vulkan support required)
- Storage: 50 GB available space
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