Patch Notes Update Elite Dangerous 2.1 Beta 4 Patch Notes

Where is the german translation?

What is about the german translation? Why does it always take so long and even then it is anything but good - why?
 
I'm still stumbling around in a daze trying to take in everything from the initial beta.

And there's already been this many updates to it?

I worry about you guys - it sometimes feels like you've been running white-hot updating the game since the first release in 2014.

Absolutely incredible job. It's hard to even give feedback with so much coming at once. There's a thousand tiny things - have the cockpits been improved somehow as well? Everything seems sharper - the stippled faux-leather plastic materal in my Cobra Mk III looks so real it's a little frightening. That's not even to mention the planet surface improvements. I don't even know what to say about those because my eyes still well up when I fly down to a planet and it feels like I'm sitting in a photograph.

The traffic control at ports and stations is simply perfect. I remember the discussions about this and the primary problem with trying to implement it being repetition. I remember thinking 'yeah, if it's the same thing every time that'll get old fast' ("FREELANCER ALPHA ONE DASH ONE"). And none of us had any idea that you listened, went away, and started trying to solve it, taking your time, working it out and then recording... and oh god, I love the solution. Different voices for different places, related to the faction. And then instead of a single canned response, a series of generated phrases that can be strung together, recorded so they can mix and match in different ways, called in at certain points depending on context and responding to pilot action. It's like a kind of procedural generation for voice audio. It's such a beautiful elegant solution, and so... Elite.

I'm one of those weird people who always loved the missions and how they were tied to the background sim. It's primarily how I play the game - found a home system (well, found three before and decided to change each time), and decided who I was doing work for. The missions and the NPCs now are just fantastic. I did my first base attack a few days ago, and it was ridiculous hair-raising fun. Everything about how things tie in even more strongly to the BGS just bring it to life.

To everyone at Frontier - thank you.

PS I didn't realise that Ed tried to follow me when I bombed the stream... that was a modified racing Courier (nothing like as fast as some others have made it though!)... I feel bad that he crashed following down that canyon ;-;
 
wow... kool.. great work guys n gals... been playing tonight with the heaters... (thermal shock, and thermal vents... brilliant stuff they really do change the fight and the NPC AI... fantastic honestly... much better fights... also the system security responses at least at the nav point I have been engaging pirates in, seem to be pretty good so far and not too over the top nor too lax (in a medium security system)


Now I am thinking about resetting my save and seeing how they are as a 'newbie'
 
Ah, I was supposed to get work done today! Amazing stuff and 2.1 is awesome so far!

I love the improved asteroid rendering, so I hope the billboard pass won't make things worse again.
 
I'd like to mention that the HUGE weapons now clip below the surface on the FDL in the outfitting screen. Not sure if you were aware of it. When they deploy to show you the weapons it'll go through the ground.
 
"Increased rarity values for ice mining commodities so that ice mining" .. so that what? I think the end fell off :p


"..so that ice mining is more profitable"

or maybe..:

"..so that ice mining is less profitable"

yeah.. i think one of these :D
 
  • Add a faction government test so the pesky democracies don't make my greedy corporation shout "For Democracy!"

Smart. Very smart.

  • Add a resistance to heat-adding weaponry (Thermal Shock and Retributors primarily) so that the hotter the target already is the less effective they become, one or two weapons are still effective, without 6-8 being totally out of the park. It should still be fairly easy (though harder) to push ships into module damage, as they start reaching hull damage diminishing returns will kick in severely. becoming immune to these effects at 300% heat or higher, preventing the 8000%+ cases we've seen

Also good for balance.

Weapons
  • Assorted buffs/fixes/rebalancing to missiles:
    • Speed of Seeker missiles increased from 450 to 625.
    • Speed of drunk (packhound) missiles increased from 400 to 600.
    • Speed of Dumbfire missiles increase from 600 to 750.
    • Blast radius of small seekers and dumbfires increased to be in line with mediums (50% boost).
    • Hardness piercing of small seekers & dumbfires plus drunk missiles brought up to intended levels and consistent with medium (100% boost).
    • Base damage and hull/module split of all missiles increased as intended, approximately a 40% increase to hull damage and 120% increase to module damage.
    • Missiles now take an extra two point defence shots to bring down, but are still easily shot!
    • More optimisations (Cannon in particular)


  • Buffed cannons effectiveness without changing their DPS.
    • Remove damage fall off completely. They'll now do their full damage up to their maximum range
    • Slightly increase projectile speed so they're easier to use at range
    • Increase armour piercing so they get to apply they're full damage to even larger ships than before
    • Slightly increase their chance to breach the armour and increase the module/hull damage split when they do


NPCs
  • Adjusted the shield-down flee behaviour to be less frustrating


THANK GOODNESS!!!!!!!!!
 
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Well done \o/
Zac,
Has as a fix been implemented to help VOICE ATTACK regarding the order of contacts (bases normally first on list) in the contacts menu when acquiring docking permission ?
Flimley
.
 
Man, what an update again. :) I´m downloading as we speak. Gonna test out the missiles and stuff. Great to see more variation in cargo with POIS.
 
Assorted buffs/fixes/rebalancing to missiles:
Speed of Seeker missiles increased from 450 to 625.
Speed of drunk (packhound) missiles increased from 400 to 600.
Speed of Dumbfire missiles increase from 600 to 750.
Blast radius of small seekers and dumbfires increased to be in line with mediums (50% boost).
Hardness piercing of small seekers & dumbfires plus drunk missiles brought up to intended levels and consistent with medium (100% boost).
Base damage and hull/module split of all missiles increased as intended, approximately a 40% increase to hull damage and 120% increase to module damage.
Missiles now take an extra two point defence shots to bring down, but are still easily shot!

Testing will commence this evening!
Great work lads, i'll post if i find anything awkward,
also i'll look into the missile mods for anti-shield-gen use.
 
  • Fix for bobblehead sound issues
  • Rebalanced cockpit lighting after materials were recently upgraded
  • Huge optimisations of cockpit lighting in some ships. Lots of fps claimed back without impacting visuals whatsoever
  • Fixed the freefall shepherd tone sound

Bobbleheads make sounds?
Asp cockpit Uber-shinyness fixed!
Huge optimisations, my favourite kind. And not just without impact, but without impact whatsoever!
Freefall shepherd? Wassat? Somehow the idea of a shepherd into extreme sports just sounds.... cool. New game idea, accepted.

Couldn't find any fix for the broken ship headlights, pity. I'd have thought that would be some kind of quick "open the model, grab the light source 'handles', rotate it 90 degrees, save. repeat for next ship" change.
 
thanks guys , i like this a lot


  • To help players find crafting resources, UI's displaying Engineer recipes now have a 'tooltip' for each ingredient
  • Fixed the 'removed effect' box sometimes not appearing on crafting UI
  • Added loc strings for 'Where are my pinned recipes' helper popup
  • Added popup explaining where pinned recipes can be found
  • Fixed flickering UI when showing engineer popup with a face/text combo
  • Added text field to the level progress to describe the unlock condition e.g. "Buy Modifications"
 
It's a very good thing to see that there's a lot of work put into a solid and working release.

Working fine so far, although there's still mission woes.

Everything else is improved greatly and very stable so far.
 
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