[feedquote='Everspace','https://forum.everspace-game.com/discussion/4906/version-1-2-2-released-on-xbox-one-and-windows-store']We've finally managed to bring the Xbox One and Windows Store version up to date (including a large number of tweaks and bugfixes as well as the Hardcore Mode). Please note that the Encounters Expansion is not ready, yet and is scheduled for February/March 2018.
Unfortunately, it took a lot longer than we'd hoped for to port the game to Unreal Engine 4.16. Thanks a lot for your patience!
Here's the list of changes (compiled of versions 1.0.8 - 1.2.2)
New Features
- Added Hardcore Mode
- Added new device: Drone Disassembler
- Added new device: Target Decelerator
- Added new consumable: Plasma-Powered-Jump
- Added a spectator camera that can be activated during Action Freeze mode
- Added two new gamepad schemes that switch the mappings of thrust and hover
- Don't allow energy consumption mod on energy discharger
- Outlaw Snipers can no longer be affected by Mainframe Override
- Outlaw Drone Carriers will no longer override player drones
- Outlaw hangars will no longer spawn ships if there are too many outlaws present already
- The ARC-9000 will no longer damage friendly units
- Improved Gunship turret accuracy
- Increased Gunship Loadout B Light Missile amount from 10 to 20
- Increased dark matter spawn chance around black holes
- Slightly increased G&B freight container loot chance
- Adjusted sector 2 environment colors to look less like sector 5
- Set LOD scaling to less agressive values
- Hardcore runs now also count towards the "Fast and Fragile" and "Slow and Sturdy" achievements
- Buffed Gunship: Starts stronger (more hitpoints, more armor, more energy regeneration, increased boost) but ends up with same values as before when fully perked
- Slightly reduced enemy accuracy on "Hard" difficulty
- Increased HUD visibility when sensors are damaged
- Slightly reduced Okkar Drone burst duration
- Slightly reduced Coil Gun spread
- Destroyed ships no longer deal collision damage while tailspinning
- Show message when fuel limit is reached
- Show current cooldown of devices, secondary weapons ammo and consumables amount in selection wheel
- Increased Temporal Anti-Aliasing sharpness
- Added a "fully mined" indication sound
- Used a special warning sound for silo missiles
- Initial loading time is much shorter now
- Add more safety to preventing Okkar Forces from jumping in during cutscenes
- Fix Okkar Gunship MK2 occasionally hitting itself with own projectile
- Fixed player wrecks neither having names nor any loot
- Fixed missile warnings sounds and hud markers still being present after missile lifetime expired
- Fixed flashback videos not correctly fading out when watching and skipping in hangar
- Fixed G&B freighters sometimes having no loot at all
- Fixed player jumping out of cutscenes if jump beacon was targeted beforehand
- Fixed unspent credits warning sometimes showing even though there were no perks available to spend credits on
- Fixed incorrect display of modded turret attributes
- Fixed some mods not working properly on missile turret
- Hopefully prevent Ancient Wardens from teleporting outside of level bounds
- Fixed Mine Cluster recharging Okkar Corvette shields
- Fixed drones occasionally straying too far from drone owner
- Fixed Sensory Overload enhancement sometimes not uncovering everything
- Made some minor adjustments in the Polish translation
- Fixed a bug where the Ancient Warden would not blind the player
- Fixed Admiral Gorc codex entry not unlocking
- Berserker enhancement: Do not interrupt jump focus when boosting, reset kill timer when destroying shield generators
- Fixed player drones having full health after each jump regardless of any perks
- Fixed wrong ship banking values in Action Freeze Mode leading to jumpy contrails
- Fixed Okkar Corvette Energy Discharge firing if player is cloaked
- Fixed Okkar Frigate not dealing collision damage when destroyed
- Prevented opening the pause menu while the player is jumping via jumpgate
- Fixed a bug where clones would not spawn again if once killed and then exited out of the run and continued
- Fixed infinite loop bug when selecting previous consumables if there is an empty slot at the end
- Fixed Okkar Corvette Mk2 plasma cannons not becoming friendly when Corvette gets mainframe-overridden
- Fixed Missile Turret device not all stats being displayed
- Fixed thermal beam not being affected by sound fx volume settings
- Fixed wrong Gunship device slot amount showing in perks screen
- Fixed "Scanning..." message occasionally not being removed
- Fixed Okkar forces and Warships jumping in with Low Profile Glyph equipped during story missions
- Fixed fuel being restored after a jumpgate jump when having the Fuel Conservation glyph equipped
- Fixed teleporter device wall hack
- Fixed very last mission not progressing correctly
- Fixed Predetermination glyph incorrectly removing all jump suppressors
[/feedquote]