Patch Notes Update 2.1.05 update incoming

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EDIT To correct mistake in copy: 'with physical micro resources or retrieving data loot, add 3 to the inventory instead of 1. If your inventory can't fit 3, just add enough to fill the inventory'


Hello everyone,

We have an update coming for both Xbox and PC. Downtime is expected to start from 3PM BST (2pm UTC) and is expected to last around 60 minutes.

Xbox update will be available for download from 3pm BST (2:00pm UTC) and will be 351MB. If this doesn’t automatically start, you may have to power cycle your Console by holding the power button for 10 seconds!

Let us know if you have any trouble with it.

Edit - we're also increasing the length of the CG this week due to any downtime getting in the way of progress. More information on that in the community goals thread here.

Change log below:

Stability Fixes
- Fixed Skimmer Group issue
- Fix a crash if we try to send a message to or about a player that is no longer in the game
- Fix crash during high res screen capture
- Fix crash in wing manager
- Fix for the pilot object never being destroyed
- Fix a number of unreleased effects that could potentially have caused small memory leaks
- Fix crash when calculating the tidal locking amount for a planet with exactly -180 axial tilt
- Fixes to protect against a fatal network error, and early detection of the disconnection with server
- Fixes a crash in the fairly rare case of a ship being killed or fleeing while waiting for a response to a docking request
- Fixes for cross-platform crashes reported from the Xbox client
- Improvements to memory management to tackle cases of fragmentation
- Fix a potential NaN in the vehicle system
- Added crash protection in outfitting when getting the inventory for a sub slot
- Fix crash when taking damage and when a contributing player doesn't exist anymore, likely due to quitting
- Fix a server crash if a CQC game ends at the same time the lobby is shut down
- Fix a crash if you disconnect while shooting someone while in CQC
- Fix a crash in CQC capture the flag if someone leaves the game at the same time that the flag is dropped
- Fix crash when disconnecting while taking damage in CQC
- Fix a transaction server error when transferring cargo on changing ships


General Tweaks & Fixes
- Added surface scan materials data to system map
- Added Federal supply stations to Merope
- Fix to allow TrackIR users to have the same headlook range as before the 2.1 patch when live
- Mouse cursor stuck on side of screen when in main menu fixed
- Station weapon strength increased to allow for players with engineer upgraded defences
- When dropping out after an interdiction make sure we don't drop out too close to a planet
- Added Saitek x56 control pre-set
- Fix occasional doubling up of first discovery names on the system map
- Fix for first discovery bonuses not being paid out when all members of a wing sell their exploration data
- Factions can no longer retreat if fewer than 3 factions would remain in that star system
- Fixed combat rank increases awarded from killing other Commanders
- If the game owner has changed before we close CharacterComponent (because we switched users for instance), then don't save the PlayerMisc config. Otherwise we'll save the old user's settings in the new user's save data
- Added latest batch of translations
- Various text fixes


Xbox One
- Updated New Logo and Idents
- Improvement to user settings when switching players
- Added a language override option to allow players to choose English over their default console language
- Reduce the frequency that the statistic events are sent to make them less spammy
- Don't allow the player to spam Create Commander requests - block new requests while another is active
- Don't refresh the XBL Inventory when unconstraining to avoid the client and server getting out of sync


CQC
- Matchmaker optimisations
- Removed the localisation from commander name in CQC as it is causing issues in the UI for long names


NPCs
- Removed boost from lowest NPC ranks
- Removed sub-system targetting
- Allow players a better chance of fleeing from NPC ships
- Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
- Increase the threaten timer across the board for all AI. Pirates have slight higher since they are waiting for cargo to be dropped
- Set all AI ships in lawful space to have an interdiction rank range of 2 or less ranks below their own, and all AI ships in anarchy space to have an interdiction rank range of 3 or less ranks below their own
- Slightly reduced Anarchy interdictions, whilst keeping them more dangerous than lawful systems.


Engineers
- Wide ranging changes to drop rates and USSs: Change the rate and spread of drops from missions, wakes, ship scanning, USS collection, mining, data links and scannable wreckage
- Fixed blueprints being lost when using reputation to override the special modifier
- Make sure POI data points have the firmware rarity improvements mirrored across to them
- Rebalance POI data point drop quantities, including the rate and spread of drops
- Change the weighting on "Wrecks" USS
- Fix for being able to select an unselectable adjust option which appeared to give a free upgrade
- When collecting physical micro resources or retrieving data loot, add 3 to the inventory instead of 1. If your inventory can't fit 3, just add enough to fill the inventory
- Added locations to the descriptions of the commodities
- Material positions are now replicated correctly
- Balanced values for Materials amount and rarity spawned by PoI's to address difficulty of finding resources


Weapons
- Fix infinite ammo reloading on player ships
- Make the diminishing returns cap on external heat attacks more harsh, primarily making it very hard to cause significant hull damage with heat from thermal shock/cascade
- 20% reduction in heat applied by Thermal Cascade
- Fixed lens flare on class 4 burst laser


Missions
- Make permit missions have rank up tick box ticked
- When attempting to add a message to the inbox list in GUI, check if the mission manager knows about the mission. Don't show it if it doesn't
- Add a short wait time before the client re-requests a tutorial mission (60 seconds)
- Fix to allow Navy promotion missions to succeed if offered prematurely
- Fix to use the correct rank name in Navy promotion inbox messages
- Automatically clean up undeletable inbox messages for expired missions
- When attempting to add a message to the inbox list in gui, check if the mission manager knows about the mission. Don't show it if it doesn't
- Fix for Settlement Not Spawn Spawning Mission Required Skimmers


Scenarios/USSs/POIs
- Fixed various issues with capital ship scenarios
- Added new types of USS and new USS classifications
- Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
- Separate Checkpoints/seeking weapons into a separate WarSupport scenario bucket and when generating war scenarios guarantee that at least one is always from the actual War bucket rather than support, to prevent warring systems being full of checkpoints but no actual combat zones people can participate in


Ships
- Diamondback Scout - cannot land on planet surface fixed


Render
- Make the render feature system more robust against GraphicsConfig.xml being broken


Powerplay
- Fix for "System Resistance" ships not having any weapons in Military Strike zones in powerplay systems
- Prevent depopulating systems, change the background sim to only allow Factions to retreat if there are at least 4 factions in that system
- Additional modifier to require a commodities market during Trade related CG's


Audio
- Fixed bug where planetary music suite didn't play when approaching from supercruise
- Reduced the timing interval on the probe to bring the total transmission down to just over 6 mins
- Small volume boost on flight controllers and radio chatter


Nice to see the fixes, but still no Fix for HTC Vive users, so another few weeks without ED for those who can't tolerate the Render quality and FOV flicker on new drivers and broken scaling.... This is very disappointing and it is starting to make it look like no fix is on the way (especially due to silence on VR section of this forum. Please drop the VIVE support sticker from your website. IT IS MISS-ADVERTISING. The game isn't truly supported and offers one of the worst VR experiences on Vive, so drop the sticker until you fix the issue. That is what an honest company would do anyways...

Issues I'm referring to - https://forums.frontier.co.uk/showthread.php/247986-HTC-Vive-resolution-and- focus
 
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I would like to see a lattitude/ longitude system setup or surface bookmarking...i mean the grid is already painted...when you open the view..also would be super cool if after the world is generated to have the skin on the actual planet translated into that grid and if you numbered that grid you can have another chapter in types of missions and stuff like that..like in coords x,y pick item, bring to safety...also for prospecting..if in that grid you had the already generated world "skin" the pilot examines topography finds some craters he actually wants to ride before he even sets out there maybe 100,000Ls because he just found 18% arsenic moon; bookmark all sites first that you want to land and look geologically active with good read outs on what you are looking for then just pick spots and land and move on...thus streamlining the exploration and acquisition of materials.. the question thou that arises is.. are we ever going to build stuff and have a real market? so that its not such a boring grind...for the love of all that is good...space walk, for when you are really desperate tumbling in space at 2 percent hull and nothing is working but there is still powercore to work with...spacewalk repairs with some type of module for "damage tools, bay" or even feed from your afm ...you know for those messy times when thrusters are 0%, repair sequences refuses to work...just come out and do it yourself with the old torch, hammer and tape and scraps..and hope you landed on moon and have enough material for repairs and components from salvage to limp home...If you lookat the camera system that we have when you press cntrl+alt+space It already functions as if you were on a backpack thrusting around in space...It needs two things.. a layer of a hand holding a torch, and a digital hud on visor down, with visor up it would be just plain sight. then you can select you different subsystems by targetting them and applying an effect that will feed off of your materials and/or maybe your afm or both o_0. a certain quantity for acertain quantity of a certain material/salvage/afm to a maximum of idk...15%...im just pulling an example not saying these should be the numbers, just the concept.. .all this while limited while in space by some sort of tethering system to the ship so that distance from ship has a max ( that would improve processing power usage at the server side a lot) I want to enter a planet with atmospheres...and here is my idea, the more gases the more gravity and the more atmosphere pressure, the less of an angle you need to employ to enter, otherwise you commence to burn up, you go to steep on a thick atmosphere and you are toast ( another cool affect to add to canopy while you are messing up your entry would be awesome). it would be cool to see what kinda effects can be made by a hot entry on a vessel with an angle to steep building heat and exploding...i must sidewinder this at some point if it ever came true. as from the coder POV i dont think its really that hard to implement.... we want to land in a planet with an atmosphere and if it can look cool even better...Of course there would be off limit systems example capitals and very populated earth like planets. but that icy rock with meathane around it...i want it!! sounds fun!!... also... for the love of god..please we need ASAP a bigger scarab i am willing to sacrifice having to buy a bigger bay and have that scarab occupy 2 slots if it had like 4-6 cargo instead of two...maybe the scarab be the light, then a medium, and a large (they would occupy bigger bays), and then modules to buy for your srv's would be the pinnacle of all that, and the coolest thing ever. And the main thing I believe MUST BE DONE is to fix the PVP grid. I say the aim should be 128 players on a grid with 0 net issues of any kind...imagine the carnage of 2x64 man gangs clashing over star control and maybe station control. This requires...MORRREE SHIPS!!!! We havent seen anything new come out in quite a while, if things are evolving in the game i say its time to have more ships, i find it that we have very little to choose from when it comes to ship,not necessarily bigger, just more variety although bigger is always better and welcomed. Other than that the game is perfect :p

Just a suggestion, but if you remove the spacing between your words, you'll end up with an even more impressive solid mass of letters! :p
 
Poor FD!
No matter what they do, or don't do, the forums are aflame by what?
The same 40 people?

Not necessarily disagreeing with things here but sometimes I just have to laugh. If I was FD I would never read here - it would screw your head up. Luckily they have all the server stats I guess.
 
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Sorry - I'm not following the NPC interdiction thing. I just got interdicted and destroyed by an Elite Viper while I was out scanning planets in my Adder. It's not a combat build, and I'm only Mostly Harmless (like 1% above the original Harmless rating). I had 4 pips to SYS and 2 to ENG, and he stripped my shields in under 5 seconds and my hull in about the same amount of time.

I know the suggested tactics, but they're not always viable. There wasn't time to high wake out. I was no match for him. It's frustrating because this is one of those "Really nothing you can do but just rebuy" scenarios that happen a little too frequently in this game. It wasn't in an anarchy system. I wasn't on a mission. I had 1 unit of something I got as a mission reward that was worth maybe 350cr. I'm not built for or looking for a fight.

This is like bad DMing where you use a random encounter table and roll a Blue Dragon and throw it at the lvl 5 player. The outcome is pretty much going to be the death of the character. It's not based on the player's choices or ability.
 

Deleted member 115407

D
Ever since 2.1.0.5 dropped, my actions no longer affect influence in any of the 5 systems that my MF operates in.

Bug report submitted.
 
- Removed sub-system targetting
- Allow players a better chance of fleeing from NPC ships

Nice to know if you're left for dead with no trusters, and it was the only thing damaged to 0% health.
Nice to play again after a few weeks not, dead within the hour, I try again after the next update.. maybe.

Dree
 

rootsrat

Volunteer Moderator
- Removed sub-system targetting
- Allow players a better chance of fleeing from NPC ships

Nice to know if you're left for dead with no trusters, and it was the only thing damaged to 0% health.
Nice to play again after a few weeks not, dead within the hour, I try again after the next update.. maybe.

Dree

Targetting doesn't mean hitting. They may have been hitting your thrusters all the time by pure luck. Doesn't mean they've had it targetted specifically.

And as for being dead... Learn how to flee mate, it's VERY easy. Depending of course on your ship configuration and which ship were you facing in combat of course.
 
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- Removed sub-system targetting
- Allow players a better chance of fleeing from NPC ships

Nice to know if you're left for dead with no trusters, and it was the only thing damaged to 0% health.
Nice to play again after a few weeks not, dead within the hour, I try again after the next update.. maybe.

Dree

1) What rootsrat said
2) Just reboot your thrusters in the functions menu, you weren't 'left for dead'.

In general: people who just boost away will still have their thrusters shot, as that is the entire hitbox from the rear.
 
Any chance for allowing mission board to load even while it is waiting for npc faces to generate?
I don't understand why this is even a thing... it's like using Netscape in 1995 all over again!
Seriously there are some parts of this game which are like stepping back 3 decades in time.
 

Redwazza

Banned
Zero throttle submit to interdiction doesnt work post patch. My a-rated python got shield-shredded and destroyed before i could turn and face the FDS that had interdictd me (FS off didn't help much). i was taking big hits from over 2.8km away..... Well done frontier now everybody will be returning to "task manager end tasking' to evade npc's.T
 
Zero throttle submit to interdiction doesnt work post patch. My a-rated python got shield-shredded and destroyed before i could turn and face the FDS that had interdictd me (FS off didn't help much). i was taking big hits from over 2.8km away..... Well done frontier now everybody will be returning to "task manager end tasking' to evade npc's.T


Single occurrence, or multiple times? Reason I ask is I've had it happen to me several times pre-patch that I zeroed my throttle and still got pulled out of SC violently (rather than the sedate drop from zero speed). Could be that you were still flying fast even though the throttle was zeroed and the interdiction just followed through (I think there's a specific speed barrier you've got to be below for it to work.,..)
 
Can't play game, because upgrade fails with validation error!

C:\Users\Username\appdata\Local\Frontier_Developments\Products\elite-dangerous-64\Win64\Items\Ships\SideWinder\Sidewinder_Shipkits\Sidewinder_Shipkit1_Tail4\data.ovs.textures_l1

"Validation Error"

I already tried deleting the file, it was downloaded again, but validation failed once more.
Tried to exclude the folder from Virus scaning, deleted the file again, download happened again, no luck!

Kind regards,
Wanja
 
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C:\Users\Username\appdata\Local\Frontier_Developments\Products\elite-dangerous-64\Win64\Items\Ships\SideWinder\Sidewinder_Shipkits\Sidewinder_Shipkit1_Tail4\data.ovs.textures_l1

"Validation Error"

I already tried deleting the file, it was downloaded again, but validation failed once more.
Tried to exclude the folder from Virus scaning, deleted the file again, download happened again, no luck!

Kind regards,
Wanja


Try my file:

http://www.sbock.net/upload/Elite.zip




 
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Zero throttle submit to interdiction doesnt work post patch. My a-rated python got shield-shredded and destroyed before i could turn and face the FDS that had interdictd me (FS off didn't help much). i was taking big hits from over 2.8km away..... Well done frontier now everybody will be returning to "task manager end tasking' to evade npc's.T

For what is worth, it still works for me.
 
After a weekend of playing i would like to say - it was a good patch. I am just playing and in my opinion now crafting is OK.
 
Something I only just noticed, been a few weeks so could be a previous patch?

The landing pad 'blast ramp' doesnt seem to lower anymore and we can launch immediately? This patch, previous? or something weird?
I tried to search patch note threads but couldnt see to find much - and I also realise a previous patch fixed the vertical thrust issue (hard to release, redo thrust for it to work) - but not this...
 
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