Patch Notes September Update - Downtime and Patch Notes

Since there is no rule against blocking players it can't be abused.

If I am in open play doing powerplay and BGS, I can just block everyone from that faction and effectively play solo but in open.
Its abuse-able weather you think so or not, a block should be the social side NOT a way to avoid death in an online game.

and if they are useing a exploit that what the report function does.
 
Greetings Commanders,

The Elite Dangerous servers will be offline for all platforms on 18 September at 8:00 AM (UTC) for approximately 9 hours as we apply the September Update. There is a chance that this could run over, so we really appreciate your patience.

Whilst the servers are down, tune into our launch livestream as we talk about the update and all the latest from the Elite community!

As always, we'll keep you updated here and on our social media channels.

Thank you for your patience and we'll see you in the black!

Please find the Patch Notes below:

New Features

New Starter Experience
  • Added a curated experience for new players that will guide them through the basics of ship control, combat, travel and docking
  • The experience has localised voiceover in all supported languages
  • Certain UI elements are highlighted at key points during the flow
  • Players are given a mission once the flow has been completed, that introduces them to the mission board (with voiceover)
  • Added the experience to the 'Training Simulations' list, accessible from the internal cockpit panel
  • Updated the throttle UI to better show the players current direction of travel (the rectangular blocks are now chevrons, and added a subtle pulse animation)
  • Pre-flight checklist is now off by default when starting a new game (it can be turned back on)
Supercruise
  • Added new option to the Flight Assist tab to allow the Supercruise Assist module to control the throttle automatically
  • Supercruise 'Safe to Disengage' message has been updated to include the binding that will disengage Supercruise
ARX
  • ARX is the new currency that takes over from Frontier Points and real money transactions across all platforms
  • Players purchase a pack containing a number of ARX that are then used to purchase in-game cosmetic items (Game Extras) for their ship, SRV, fighter or Holo-Me
  • Players can purchase ARX from in-game links that direct either to an external Frontier Store or site
  • Any outstanding Frontier Points will be converted to ARX the first time the player logs into the game after the update
Rewarding ARX
  • Players can earn ARX through standard gameplay (up to a 400 weekly cap) based on in-game activities within Combat, Trade and Exploration and more!
  • Players are notified of their previous session earnings on the main menu
Livery Update
  • Refreshed livery layout
    • Icons denote the different categories (general, decals, cockpit decorations, etc.)
    • Updated vessel selection screen
    • Separate UI for ship name and ID
    • Preview mode that reduces the amount of on-screen UI, giving a clearer view of the chosen item
  • Players now purchase items, with ARX, directly from livery, without being redirected to an external store
  • Players can now access livery from the main menu
Holo-Me
  • Players can now purchase items, with ARX directly from the Holo-Me section, without being redirected to an external store
New Store
  • Added a new customisation store
  • Players can browse the entire catalog of customisation items for any available ship
  • Preview Mode allows players to see any cosmetic items on a vanilla version of any ship, as well as use camera controls to view it from different angles
  • The store is accessible from either the main menu or major starports in-game
  • Players purchase cosmetic items directly from the store, without being redirected to an external site

Bug Fixes

Codex
  • Fixed being unable to scroll through Tourist Beacon text in the archive section if it was longer than one page
  • Fixed an issue where HOTAS users couldn't scroll through the right hand side of the archive section
Crashes/Stability
  • Fixed a crash that could occur when logging into the game
  • Fixed an issue where players were getting stuck on the loading screen, due to being close to an asteroid ring
  • Fixed a crash that could occur when looking at the Powerplay screen during a hyperspace jump
Decals
  • Fixed some issues with incorrectly reversed decals
Diamond Explorer
  • Fixed an issue where the outfitting camera was clipping into the hangar floor
Exploration
  • Fixed an issue where body data wouldn't show up first time when using the Full Spectrum Scanner (FSS)
  • Fixed an issue where the blue scan visual effect can appear on a nearby planet that you're not trying to scan
  • Fixed an issue where players couldn't scroll through the right-hand side panel when selling Exploration Data
  • Fixed an issue where the word 'next' was partially cut off in the Navigation Tab of the External Panel
Fighters
  • Added a cooldown when using hotkeys to give fighters orders, and prevented allowing players to repeat an order that has already been given to the fighter (multiple orders were creating network lag, resulting in an exploit during combat)
General
  • The correct Elite rank will now show when targeting your own ship from your SRV
  • Fixed an issue where a player's ship name/ID plates was being incorrectly censored when on the main menu
  • Fixed a restock issue for vessels when the player has multiple bays fitted
Interdiction
  • Fixed an issue that could cause the AI ship not to appear after they interdicted a player
Krait Phantom
  • Fixed holes in one of the Ship Kit pieces
Localisation
  • Fixed missing Cyrillic letters in Squadron Creation and Rank Names
  • Corrected spelling of 'nonhuman' in the Knowledge Base
Mamba
  • Fixed landing gear still appearing to be deployed even after the player had retracted it
Mines
  • Decreased mine rearm time from 5 seconds to 2 seconds. The increase in time was an attempt to fix an issue where long ships were being hit by their own mines. However, the updated arming time was too long, making them ineffective. This new arming time should balance it.
Missions
  • Fixed missing 'mission target' tags from certain ships, meaning Massacre and Assassination missions should now have appropriate target ships for the players to attack
  • Fixed missing text in some VIP Passenger missions
Narrative
  • Corrected the date of Atticus Obellan Duval's ascension to the throne in its Tourist Beacon
Network
  • Correctly display which network adapter is being used by the game in the network options, as well as preferring a wired network connection over a wireless one if both are found
  • Fixed edge cases where players were being placed in the same instance as players they had blocked
  • Added unique error codes to disconnections, for players to use when reporting issues
Player Journal
Updates
  • New SAASignalsFound event with bio/geo signals on planets and hotspots in rings
  • SAAScanComplete: add SystemAddress
  • Scan: add StarSystem name and SystemAddress
  • FSDTarget: add RemainingJumpsInRoute
  • CodexEntry,Touchdown,Liftoff: add NearestDestination
  • StatusFlags: add flags fsdJump, srvHighBeam
  • ShipTargeted: add powerplay info
Bug Fixes
  • Fixed code that strips newlines out of strings
  • Fixed bug that caused blank system names when selling exploration data
  • In the CrimeVictim event, the Offender field should now have added localisation, if relevant
  • Fixed description of FactionEffects in MissionCompleted event
Server
  • Fixed Companion API authentication for players with linked Steam accounts
Sidewinder
  • Fixed some level of detail issues with its Ship Kit
SRV
  • Fixed an issue where the SRVs weapon were firing slightly offset when used from the driver's seat
Trading
  • Fixed an issue with the demand icon overlapping when demand is high
  • Fixed an issue with the displayed price at a Black Market for contraband goods
  • When a player is comparing market to buy/sell at, changes have been made to ensure that a selected marker is included in the "consumed by" list (if applicable), even if another market in the same system offers a better price
Training Simulations
  • Fixed an issue with the Mining Simulation where players could fire the Mining Laser at nothing and the tutorial would play incorrect voiceover
  • Fixed an issue with the Advanced Combat Training Simulation, where players could cycle fire groups too early in the flow of the simulation
Unidentified Signal Sources (USS)
  • Increased the spawn rate of High Grade Emissions
  • Increased the spawn rate for Non-Human Signal Sources
Viper MkIII
  • Fixed some level of detail issues with its Ship Kit

Nice! Thanks, Will!
 
Network
  • Fixed edge cases where players were being placed in the same instance as players they had blocked
????
You guys might as well unban every single combat logger and scriptkiddy that you have never banned, because now people don't even need to play in solo or private group to undermine player factions and faction BGS as well as Powerplay since they can actively avoid & BLOCK PvP combat.
What are you guys doing in the office all day?
 
Fighters
  • Added a cooldown when using hotkeys to give fighters orders, and prevented allowing players to repeat an order that has already been given to the fighter (multiple orders were creating network lag, resulting in an exploit during combat)
Mines
  • Decreased mine rearm time from 5 seconds to 2 seconds. The increase in time was an attempt to fix an issue where long ships were being hit by their own mines. However, the updated arming time was too long, making them ineffective. This new arming time should balance it.

Fighters: Does this fix the regular lag too when just launching a fighter? Fighters are causing increasing lag the longer they persist in some situations.

Mines: This is a step into the right direction but that won't make them viable in PvP. Please, for the love of god, mines even collide with some ship's hitboxes like the Lance's horizontal mounted hardpoints when flying straight forward and arming time is the least of the concerns. For them to be viable, 1 second arming time is the maximum they can have before they are getting unviable. Also mines don't trigger when clsoe to their "mothership" and can only explode and deal damage to their "mothership" when directly colliding with it. All other ships will trigger the mine's explosion by being in their explosion radius but I am certain you know that already. With that knowledge it can be concluded that not the arming time is the issue but the firing ship's hitbox and a too slow ship only flying straight forward.

Again, please refrain from giving mines any arming time above 1 second. As with every other patch in the past, please consider getting it back down to 1 second or even 0.5 in the following hotfixes and clean ups following the next couple of weeks.
 
I'm not familiar with this proposal, what's that one about?

Having one module that can shoot all types of limpets, so you dont need to bring piles of modules to access basic gameplay scenarios. Was proposed at some point, but like shield-rebalancing, OO PP and countless other great and seemingly trivially easy changes we never heard from it again. Its the kind of stuff that would add a lot for veteran players but it seems that FD made a conscious decision to completely ignore them until Carriers, which is likely aimed at the non-beginners.
 
Having one module that can shoot all types of limpets, so you dont need to bring piles of modules to access basic gameplay scenarios. Was proposed at some point, but like shield-rebalancing, OO PP and countless other great and seemingly trivially easy changes we never heard from it again. Its the kind of stuff that would add a lot for veteran players but it seems that FD made a conscious decision to completely ignore them until Carriers, which is likely aimed at the non-beginners.
Ah. I see.

Personally not a fan of the idea, but I can see how it can be wanted by some people!
 
Player Journal
  • New SAASignalsFound event with bio/geo signals on planets and hotspots in rings
Is that a sort-of-fix for the geological signals taking far too long to resolve? (This issue, currently the second most voted.) Log them in the journal, so that third-party tools can alert the player once the scan is finished in the background?
 
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