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).
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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