X4: Foundations Update 2.00 Released
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.
[ 2019-02-25 16:16:25 CET ] [ Original post ]
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.
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.
MINIMAL SETUP
- 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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