Patch Notes Update Elite Dangerous: Horizons patch 2.0.04

Some bugs take longer to fix simply due to the complexity and other outlying issues. In the development process, it goes something like this: Bug is posted on forums/Customer Support Ticket -> Bug is then inputted into our internal tracker -> QA investigates bug -> QA attempts to replicate bug -> QA sends replication steps over to engineering -> engineering attempts a fix for said bug -> Back to QA to validate or reject the applied fix in the code. If it fails, back to QA and Engineering loop. It's a long process. :)

That's a welcome insight into the internal workings, but it doesn't stop this patch from being a disappointment from a customer POV. Over a month since release and still no sign of fixes for the SRV throttle bug (annoying), the bugged missions (game breaking for some) or the exploding SRV (effectively cripples long-range synthesis-reliant exploration). Many of these issues were reported in beta. I find it very difficult to be sympathetic under the circumstances, and it's only the fact that I have LEPs that's aiding me in keeping some perspective. Other customers paid full whack for a year-long "season" in which significant parts of the game have been effectively unplayable for 1/12 of that window. If I'd paid full price for Horizons in December I'd be absolutely livid.
 
No they will go in with the 2.1 update I imagine, they normally are added into the major releases.

As per Michael Brooks, I'd expect the minor factions before 2.1 (unless it's coming a lot sooner than I realized): i.e. this week.

As well as working towards the 2.1 we’re also preparing a minor update to be released next week (assuming testing goes well) with fixes for season one and two clients. We’re also processing the latest batch of player group minor factions (batch 4) and the approved changes and additions should be added to the game next week.
 
I'm curious...will those networking fixes sort out the "can't see opponents' plasma accelerator shots" problem?

That one's driving me nuts in PvP.
 
Some bugs take longer to fix simply due to the complexity and other outlying issues. In the development process, it goes something like this: Bug is posted on forums/Customer Support Ticket -> Bug is then inputted into our internal tracker -> QA investigates bug -> QA attempts to replicate bug -> QA sends replication steps over to engineering -> engineering attempts a fix for said bug -> Back to QA to validate or reject the applied fix in the code. If it fails, back to QA and Engineering loop. It's a long process. :)

I'm just kidding but, shouldn't the bugs be easily enough replicated? I don't have any trouble stumbling across bugs in this game :)
 
I'm afraid we have to go to the Maia system ourselves to see what's up there..
(maybe we should know but I don't read the Galnet news every day)

Groet Dree
 
General Changes
  • Fix for crash when approaching some settlements (AZRAEL - SEARLE PORT)
  • Fixed a crash in drone component
  • Fix for crash during outfitting
  • Added guards for a door manager related crash
  • Fixed Mine/Missile malfunction causing the client to crash
  • Added guards to help prevent a Capital Ship related crash
  • Ensure cargo is transferred when re-buying a ship from an orphaned SRV
  • Limit Galnet to only displaying recent articles in the game
  • Fix Darnielle's Progress in the Maia system
  • Fix some names in local trading report news articles.
  • Stop requiring the Phekda permit to travel to that starsystem
  • Rank missions should no longer instantly fail for no apparent reason
  • Ammo store shouldn't show drones as purchasable if there is no stock
  • Galaxy map now remembers the previous Cargo Mass slider setting, unless enough real cargo is added to the ship to exceed the slider setting
  • Don't replot the current route just because the Galaxy Map is opened. Fixes the route being forgotten sometimes if viewing the galaxy map during FSD charge, and helps to avoid forgetting the in-system target at the end of the route
  • The SRV is now refuelled when it docks at a port
  • Fixed an issue when deploying the buggy to a garage in a port, the buggy started slightly below the ground.
  • Fix Imperial Cutter schematic

Hm, I don't seem to see a fix for the bug that mission specific cargo salvaged from space isn't accepted (i.e. amongst others hostage rescue missions). :(

Will the Engineers be introduced in this patch or is this still being tested before release
That's coming with 2.1.
 
Stop requiring the Phekda permit to travel to that starsystem
Is this permanent? I'm literally in the limbo between where I've grinded enough rep at Brizo to get this, but the mission was not available at the time I was last there, so haven't got it.

If it is permanent, I'm going to have to admit to feeling cheated out of a lot rep that could have gone elsewhere.
 
Any chance on client optimisations for planet surfaces? GTX 750Ti, i5 3550, 12 GB RAM and I only get 19-25 FPS after landing. Everywhere else is like 50-90 FPS.
 
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