Update 15.01 Release Imminent

sallymorganmoore

Senior Community Manager : Elite Dangerous
15.01.jpg

Greetings Commanders.

As with any major update for Elite Dangerous, thank you all once again for your constructive thoughts and feedback.

The team have spent the last week reviewing and investigating and we're happy to announce that a further update is to be released tomorrow, May 18, in the form of 15.01.



Release Schedule.​

The update will be available following routine server maintenance tomorrow, May 18.

Routine server maintenance downtime for Elite Dangerous Live/4.0 will be EXTENDED in order to accommodate 15.01 until approximately 11:00am BST, when the servers will be back online with the update deployed and available.

Here's what you can expect:



Issues Of Note Addressed:​

  • A fix has been implemented so that the Caustic Sink Launcher can now be engineered.
  • Scouts are no longer acting with excessively increased firepower.
  • Propulsion Elements have been added to caustic generator loot.
  • Selecting a group of fleet carriers in the System Map now shows the Fleet Carriers tab of the Points Of Interest panel.
  • A fix has been implemented to address inconsistent turret fire from the Titan.
  • Scenarios have been rebalanced in order to improve chances of which the Orthrus or Thargoid Probes can be found.
  • A fix has been implemented for a crash that could trigger when disembarking at Unknown Surface Sites.
  • A fix has been implemented to address excessive heat being generated, when Commanders are hit by the Maelstrom Pushback Wave.
  • A fix has been implemented to address instances where Ship Launched Fighters would take excessive damage from Glaive missiles.
  • A fix has been implemented to address instances where Ship Launched Fighters would become targeted for Containment Missiles, by the Glaive.
  • Thargoids are no longer able to get themselves potentially stuck when investigating canisters (Always recycle. Keep our oceans and Galaxy clean, Commanders o7).
  • A fix has been implemented to address a large invisible wall in the large ship landing pad at The Beach Engineer base.


Notable Changes To Systems In 'Invasion State'​

A successfully prevented Invasion will now be better reflected within the game world.
Upon the Invasion's defeat, a notification will be sent to all present Commanders, Thargoids will stop appearing at conflict zones and most conflict zones will subsequently dissipate.
Interdictions will cease and signal sources caused by Thargoid attacks will come to a stop.
The HUD has also received some minor changes for when Commanders are present in a defeated Invasion system and on the pre-jump warning towards that system.



FOR AWARENESS​

Commanders, you may experience an issue whereby after gaining a bounty on your ship (with a warrant being issued on the ship), if you then hand yourself in at an on-foot concourse terminal, a Scarlet Krait connection error will occur on respawn at a Detention Facility.
  • If you re-enter the game after the Scarlet Krait connection error, you will be able to resume gameplay without further connection errors or blockers. However, the ship with the warrant on it will be impounded, which in turn warrants a release fee payment to free it.
IMPORTANT NOTE REGARDING THE ISSUE ABOVE:
If you gain a bounty on your ship (with a warrant being issued on the ship) and then hand yourself in via Local Services whilst remaining in ship (instead of at an on-foot terminal), this issue does not occur, and you will respawn at the Detention Facility, in ship.




As always, Commanders, thank you for your continued commitment and dedication to the Galaxy.
You'll be kept in the loop of progress or information updates as we move tomorrow morning. For now the thread will remain locked until release.

We remain ever grateful for your efforts in discovery o7
 
hi,
just launch the game. in system map, link to fleet and spacial station work now BUT link to other (colonnies, etc) DON'T work.
 
I will not be able to check the update until very late tonight, but I am looking forward to getting back into AX CZs without being mincemeated by Scouts.

Thank you very much for fixing that issue.

Sidenote: Am I the only one utterly excited about the fact that the skull bobblehead was fixed in U15?
 
Is the dev team aware of the squadron chat problems? Just asking since i find no mention of that problem. Squadron communications are hosed since a little before of U15.
 
Wow. Hyperdictions just got intense.

I tthought I'd try visiting Hadad in my shieldless Clipper, I got hyperdicted as usual and I think it was by 2 Glaives - they could keep up to my 570+ boost and were doing damage to hull and modules while I waited for my FSD to come back online. When I got to the system I was then intercepted by Scouts a couple of times - they were still doing damage but this may be because my FSD and Thrusters kept going offline so I wasn't getting away fast enough.

Managed to limp back to my home port without a rebuy but I may need to rethink the build.
 

Greetings Commanders.

As with any major update for Elite Dangerous, thank you all once again for your constructive thoughts and feedback.

The team have spent the last week reviewing and investigating and we're happy to announce that a further update is to be released tomorrow, May 18, in the form of 15.01.



Release Schedule.​

The update will be available following routine server maintenance tomorrow, May 18.

Routine server maintenance downtime for Elite Dangerous Live/4.0 will be EXTENDED in order to accommodate 15.01 until approximately 11:00am BST, when the servers will be back online with the update deployed and available.

Here's what you can expect:



Issues Of Note Addressed:​

  • A fix has been implemented so that the Caustic Sink Launcher can now be engineered.
  • Scouts are no longer acting with excessively increased firepower.
  • Propulsion Elements have been added to caustic generator loot.
  • Selecting a group of fleet carriers in the System Map now shows the Fleet Carriers tab of the Points Of Interest panel.
  • A fix has been implemented to address inconsistent turret fire from the Titan.
  • Scenarios have been rebalanced in order to improve chances of which the Orthrus or Thargoid Probes can be found.
  • A fix has been implemented for a crash that could trigger when disembarking at Unknown Surface Sites.
  • A fix has been implemented to address excessive heat being generated, when Commanders are hit by the Maelstrom Pushback Wave.
  • A fix has been implemented to address instances where Ship Launched Fighters would take excessive damage from Glaive missiles.
  • A fix has been implemented to address instances where Ship Launched Fighters would become targeted for Containment Missiles, by the Glaive.
  • Thargoids are no longer able to get themselves potentially stuck when investigating canisters (Always recycle. Keep our oceans and Galaxy clean, Commanders o7).
  • A fix has been implemented to address a large invisible wall in the large ship landing pad at The Beach Engineer base.


Notable Changes To Systems In 'Invasion State'​

A successfully prevented Invasion will now be better reflected within the game world.
Upon the Invasion's defeat, a notification will be sent to all present Commanders, Thargoids will stop appearing at conflict zones and most conflict zones will subsequently dissipate.
Interdictions will cease and signal sources caused by Thargoid attacks will come to a stop.
The HUD has also received some minor changes for when Commanders are present in a defeated Invasion system and on the pre-jump warning towards that system.



FOR AWARENESS​

Commanders, you may experience an issue whereby after gaining a bounty on your ship (with a warrant being issued on the ship), if you then hand yourself in at an on-foot concourse terminal, a Scarlet Krait connection error will occur on respawn at a Detention Facility.
  • If you re-enter the game after the Scarlet Krait connection error, you will be able to resume gameplay without further connection errors or blockers. However, the ship with the warrant on it will be impounded, which in turn warrants a release fee payment to free it.
IMPORTANT NOTE REGARDING THE ISSUE ABOVE:
If you gain a bounty on your ship (with a warrant being issued on the ship) and then hand yourself in via Local Services whilst remaining in ship (instead of at an on-foot terminal), this issue does not occur, and you will respawn at the Detention Facility, in ship.




As always, Commanders, thank you for your continued commitment and dedication to the Galaxy.
You'll be kept in the loop of progress or information updates as we move tomorrow morning. For now the thread will remain locked until release.

We remain ever grateful for your efforts in discovery o7
well to bad you did not fix the first thing on the release notes still cant engineer the caustic sink launcher
 
Wow. Hyperdictions just got intense.

I tthought I'd try visiting Hadad in my shieldless Clipper, I got hyperdicted as usual and I think it was by 2 Glaives - they could keep up to my 570+ boost and were doing damage to hull and modules while I waited for my FSD to come back on line. When I got to the system I was then intercepted by Scouts a couple of times - they were still doing damage but this may be because my FSD and Thrusters kept going offline so I wasn't getting away fast enough.

Managed to limp back to my home port without a rebuy but I may need to rethink the build.
They are fast. Lost a 720m/s Courier to them last night.
 
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