We're excited to announce the start of the Public Beta for the upcoming 7.50 Update for X4: Foundations, also known as the "Flight Model Update"! This major update introduces a substantial overhaul of the game's flight model, bringing smoother and more realistic ship controls to the X4 universe. Check out the full changelog at the end of this news post and join our Public Beta today to support us in preparing for the update's release in the first quarter of 2025. [previewyoutube=q3d8w6FAte0;full][/previewyoutube] For this ambitious transformation, we've partnered with John Pritchett, a former Senior Physics Programmer from the Star Citizen development team, who has been instrumental in reworking ship handling in X4. This update brings significant changes to ship control and flight pathing, and we're thrilled to give you the chance to experience it first-hand. Be sure to watch our latest XLOG episode, where Egosoft founder and Managing Director Bernd Lehahn shares his thoughts on the upcoming changes and our plans for the next year. Also, don't miss our recently posted Roadmap news, which offers a broader look at our vision for the future of X4. In addition to the new flight model, we're making balancing adjustments across all ships in the game. Expect refined engines, thrusters, and other ship components as we work to create a balanced, optimised experience that fully leverages the new flight dynamics. This update also expands the X4 universe with several new sectors, connecting previously distant Terran and Boron regions. And alongside these new areas of space, we're introducing adjustments to the in-game economy. On the visual front, the 7.50 update will bring major enhancements to our graphics engine, including DLSS and FSR 3 support. [quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.50 Public Beta version. To ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum (no registration required), where they will find the rules, disclaimers, and practical instructions for participating in the beta.[/quote] We're excited to hear your feedback on this transformative update. Follow our Steam updates and other channels via our Linktree to stay informed as we move closer to the official release.
7.50 Public Beta 1 Changelog
(please visit our forum for the complete changelog)
- New Feature: New flight model with corresponding rebalancing of ships.
- New Feature: Boost now has its own energy pool.
- New Feature: Improved Gravidar display.
- New Feature: Support for FSR3 and DLSS.
- Added confirmation when aborting missions.
- Added faction-specific text variants for various generic missions.
- Added estimated minimum build cost information to Build Station mission briefing.
- Added opposing faction information to Mission context menu.
- Added option to Start Position Defence on stations with administration module and subordinates assigned to defend station.
- Added option to Respond to Station Distress Calls for subordinates assigned to Position Defence.
- Added mining ships assigned to NPC mineral and gas refinery stations.
- Added player-only sell offers for remaining cargo of orphaned Build Storages.
- Added possibility to reduce station plot sizes if constructed modules allow for it.
- Added number suffix to station modules to help identify them in map and elevator travel destination list.
- Added warning when building production modules that produce illegal wares.
- Added order icon for station trade subordinates that have manually defined ware list.
- Added orphaned Build Storages to Account Management section in Player Information menu.
- Added limited ship statistics view in Ship configuration menus.
- Added new entries to Ship Loadout Statistics.
- Added alphabetic sorting for station modules in Object List and Property Owned menus in Map.
- Added missing resource information to stalled ship build orders in Object List and Property Owned menus.
- Added information about mod quality to ship selection dropdown in Ship Configuration menu.
- Added additional options for ship name generation in Ship Build menu.
- Added possibility to set Paint Modifications while building or upgrading ships.
- Added missing equipment blueprints to mouse-over text for unavailable loadout options.
- Added limited Interact menu option in Manage Plots mode of Map menu.
- Added option to remove Build Storages of removed Station plots immediately.
- Added separate icon for collectable asteroid chunks.
- Added highlighting to interactive HUD elements.
- Added various container icons to Map legend.
- Added additional colour animation when targeting obstructed targets.
- Added support for controller input modifiers.
- Added OpenTrack UDP support for Head Tracking under Linux.
- Changed production materials for Hull Parts and Claytronics production modules.
- Removed temporary drone mode Trading from Cargo Drones settings.
- Removed option to transfer wares with Construction Vessels that are busy.
- Removed Apply button for Start Menu Background Scene option.
- Improved balancing of internal ship storage of all capital ships.
- Improved equipment loadout and balancing of turrets for Timelines scenario Defanging the Defence.
- Improved racing AI in racing scenarios.
- Improved Guild missions by no longer aborting whole chain if one sub-mission fails.
- Improved Sabotage missions by adding information about required equipment to briefing.
- Improved Sabotage missions by allowing partial success if targets aren't destroyed with spacesuit bombs.
- Improved Yaki story by allowing player to keep cover ability after completing mission and activate/deactivate it at will.
- Improved Split story by allowing player to control cover feature in Zyarth's Coffin mission.
- Improved Vigor Syndicate raider distribution over time.
- Improved mineral resource gather rate of Saturn II.
- Improved fighter dogfighting behaviour when player not present.
- Improved fidelity of fighters dogfighting when player not present compared to when player present.
- Improved ships undocking from ships or stations with launch tubes to Attack or Attack targets in range.
- Improved movement between sectors when fleets are ordered to Coordinate Attack.
- Improved long-distance movement to moving objects.
- Improved autopilot behaviour when guidance is set to ships.
- Improved cargo drones catching up with ship that launched them.
- Improved cohesion of fighter-led fleets when moving between gates.
- Improved boost usage in dogfights.
- Improved hacking of station Security Control Panels to also prevent launch of defence drones.
- Improved trade search for station-based trade subordinates that are further down command hierarchy.
- Improved feedback if player-owned ships are ordered to attack without weapons or without ammunition.
- Improved target monitor display for cargo containers and asteroid pieces that do not fit into ship's cargo bay.
- Improved readability between collectable and non collectable crates in map and radar.
- Improved controller navigation in Ship configuration menus.
- Improved trade loop context menu width to avoid truncated texts.
- Improved zoom behaviour in External Static View.
- Improved representation of undefined order parameters in Object Behaviour menus.
- Improved colours of asteroid icons on map.
- Improved trade menu layout.
- Improved visuals of station response to attack.
- Improved collisions around Argon L housing spire.
- Improved Tobii support using Tobii Game Integration.
- Fixed XL Spire module blueprint reward for those that already had 20+ relation with Quettanauts.
- Fixed tutorials not completing when closing final dialog box without selecting option.
- Fixed Foundations of an Empire mission getting stuck if another station building mission is started in same location.
- Fixed leader of Terran fleet in War of Intervention mission not moving to target sector if it has no useable weapons.
- Fixed Boron-Terran relations not depending on states of Boron-Terran diplomatic mission, Boron-Argon alliance and Argon-Terran war.
- Fixed Kha'ak continuing to spawn after certain installations have been destroyed.
- Fixed Duke's Buccaneers constructing factories before they become Duke's Tempest.
- Fixed large supply missions being offered by factions which barter or have no trade offers.
- Fixed being able to warp HQ during Terraforming project.
- Fixed Attack targets in range order repeatedly creating Attack orders for ships that do not have weapons.
- Fixed fighters attacking large objects when player not present trying to apply damage while facing away from their target.
- Fixed rare case of ship claiming to be on venture when it no longer is.
- Fixed smugglers sometimes assuming Paranid or Holy Order ownership after those factions have stopped existing.
- Fixed Terran solar power plants not being placed in Mercury sector.
- Fixed Build Storages not sharing same relations towards other factions as corresponding Stations.
- Fixed crew hiring by upgrading at equipment docks not accounting for passengers, prisoners, or unassigned crew.
- Fixed some NPC traders or miners being erroneously sent to patrol.
- Fixed Get Supplies sometimes not finding trades.
- Fixed capital ships in fleets facing away from sector center after transiting through gates.
- Fixed player flying in wrong direction after entering space suit near explorable wrecks.
- Fixed player in space suit not being able to approach their ship in relative movement.
- Fixed ships not remaining in relative movement after saving and loading.
- Fixed patrolling ships sometimes inadvertently chasing enemies to other sectors.
- Fixed police penalising player for owning ship that was once used by different faction to cause trouble.
- Fixed ships set to comply with police or pirate challenge sometimes not dropping wares if they have very small amounts.
- Fixed Construction Vessels that abandon stalled build site sometimes leaving their drones behind.
- Fixed Kha'ak defence platforms not being automatically aimed at when selected as target.
- Fixed weapons with slow rotation sometimes jumping to target while aiming.
- Fixed fleet members performing Coordinate Attack inconsistently honoring travel blacklists.
- Fixed ships sometimes not rejoining formation if player gets close then moves away again.
- Fixed ships failing to dock at covered dock areas under certain circumstances.
- Fixed inconsistent creation of looped order under certain circumstances.
- Fixed attack response override orders for ships using order loops being inserted at wrong position in loop.
- Fixed subordinate group assignments being lost when subordinate is promoted under certain circumstances.
- Fixed subordinates assigned to attack with commander not withdrawing for repairs when they should.
- Fixed autopilot not exiting highways reliably in certain sectors.
- Fixed defence drones sometimes not undocking properly.
- Fixed Construction Vessels idling for several minutes between deployment jobs.
- Fixed ships mimicking station-based traders or miners requiring skill threshold.
- Fixed boost and travel mode acceleration stalling caused by activating throttle inputs.
- Fixed being able to exceed top speed when matching speed.
- Fixed not being able to enter superhighways at very high travel speeds.
- Fixed Full Stop not leaving highway while map is open.
- Fixed AI ships stuttering during flight.
- Fixed AI-controlled spacesuits not detecting nearby ships.
- Fixed AI-fired beam weapons increasing Laser Shots Fired statistic.
- Fixed ships not having loaded weapons on first engagement.
- Fixed docked ships firing forward weapons when player not present.
- Fixed repair units sometimes not being visible.
- Fixed external target view not resetting when target leaves range or is stored.
- Fixed Shroud ship mod not working correctly after saving and loading.
- Fixed user-defined external camera positions not being loaded correctly.
- Fixed incorrect station loadout preset when loading construction plan.
- Fixed missing roman numeral suffix on factory names.
- Fixed Deliver Wares button in Mission Briefing menu not working.
- Fixed mismatch in Processing Module stats between Station Build and Logical Station Overview menus.
- Fixed Station Build menu assuming that all ware reservations are deliveries.
- Fixed incorrect time estimates for building ships under certain circumstances.
- Fixed incorrect display of maximum crew size on target monitor for certain ships.
- Fixed negative ware storage numbers in Object Info menu.
- Fixed completed ware reservations in Logical Station Overview menu not being removed.
- Fixed missing generic actions in Interact menu of multiple ships using Repeat Orders.
- Fixed Object Rename dialog still applying new name when pressing Escape.
- Fixed selecting ships in Map menu with filter not working reliably.
- Fixed menu selection jumping in Crew Transfer context menu.
- Fixed issues with restoring antialiasing and upscaling settings after discarding new settings.
- Fixed Ship Build menu Blacklist and Fire Authorisation settings not being able to reset to global settings.
- Fixed game unpausing when opening Ship configuration menu in Custom Gamestart Editor.
- Fixed Main Menu Tab controls not repeating correctly.
- Fixed Reset View button in Map menu not being reachable with keyboard/controller.
- Fixed objects not shown on Gravidar affecting Gravidar zoom level.
- Fixed several issues with full-screen message cutscenes.
- Fixed missiles exploding in encyclopedia cutscenes.
- Fixed FPS Display button in Debug Log.
- Fixed map search not working under certain circumstances.
- Fixed different order of turret groups in Ship Configuration, Map and Ship Interaction menus.
- Fixed various menu layout issues at high UI scale settings.
- Fixed visual gaps in Logical Station Overview, Research and Terraforming menus.
- Fixed overlapping connections in Terraforming menu under certain circumstances.
- Fixed Ship Build menu closing immediately under certain circumstances.
- Fixed deleted save game still listed in menu under certain circumstances.
- Fixed backlog of ticker messages after using menus.
- Fixed pilots showing up on monitor to inform player about completed orders when player is standing nearby.
- Fixed hack panels sometimes being targetable from different rooms.
- Fixed jittering HUD targets in External Target View under certain circumstances.
- Fixed outdated drone info in HUD under certain circumstances.
- Fixed stuck mouse-over texts under certain circumstances.
- Fixed menu crash when using Inventory menu shortcut in Map menu under certain circumstances.
- Fixed missing Text for Kaori paint theme.
- Fixed NPCs sitting backwards in chairs after loading save game where they were walking.
- Fixed solar panels not rendering fully in station editor.
- Fixed being able to jump out of bounds in several spots on dock areas.
- Fixed missing mode lights on capital ship bridges.
- Fixed invisible walls on the broken jumpgate in the Mars sector.
- Fixed missing collision on bridge of Sapporo and Xenon H.
- Fixed floating human-shaped geometry appearing near Eye of the Beholder station.
- Fixed parts of Data Vault disappearing depending on viewing angle.
- Fixed external camera being offset on Odachi when changing viewing angle.
- Fixed flickering windows on old Terran and Terraformer bridges.
- Fixed certain elements in cockpit of Xenon F disappearing when entering it.
- Fixed large uniform glowing surface in 1M6S Basic Dock Area.
- Fixed missing hologram in Alligator (Mineral) transporter room.
- Fixed NPCs not correctly using the elevator on Xenon F.
- Fixed paint mod affecting small details on Boron Ray.
- Fixed blue screen effect appearing on Sapporo and Xenon H bridge.
- Fixed glass floor on bridge of Xenon H and Sapporo incorrectly blocking sun.
- Fixed sunlight shining through solid surfaces on Sapporo and Xenon H bridge.
- Fixed cockpit glass of Porpoise not appearing smooth.
- Fixed several trophies being incorrectly placed in player office.
- Fixed flickering surface in Tuatara cockpit.
- Fixed Boron Ray Ion Projector wreck being offset.
- Fixed low resolution texture on Dart engine exhaust.
- Fixed flickering surface and texturing issue on Raptor.
- Fixed dock hatches of Xenon F and Xenon SE fading out too early.
- Fixed door on Sapporo and Xenon H bridges not opening properly for NPCs passing through.
- Fixed engine flames of Boron S and M ships being animated against direction of flight.
- Fixed mirrored numbers in Porpoise cockpit.
- Fixed missing thruster exhaust on Kukri.
- Fixed flipped text on kitchen cabinet doors.
- Fixed flickering objects when using VE Goggles.
- Fixed extreme ghosting when zooming with VE Goggles with TAA enabled.
- Fixed control settings menu showing incorrect key names for non-QWERTY keyboards on Linux.
- Fixed sound/graphical issue when switching from Long Range Scan while charging.
- Fixed stutter when saving config files.
- Fixed several causes of crashes.
[ 2024-12-03 15:37:09 CET ] [ Original post ]
🎮 Full Controller Support
- 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
[ 6132 ]
[ 2625 ]