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. :)

Fair enough, but there's a whole class of mission types that are still impossible for anyone to complete that you have known about since the beta, if you are still investigating this then is it not time to just admit you can't fix them and remove them from the game?
 
Fair enough, but there's a whole class of mission types that are still impossible for anyone to complete that you have known about since the beta, if you are still investigating this then is it not time to just admit you can't fix them and remove them from the game?

They can fix them, and do silent rollout to servers. They don't need client update for that.
 
Thanks for this new patch ;) I think the other bugs will be fixed in the following major patch 2.1.
 
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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 understand its a long process, but do we have any time scale on the bugs that have been reported multiple times since 1.4 regarding the player factions and the BGS, for a lot of player groups this is killing gameplay, especially those who cant actually take control of anything due to the no CZ bug. These issues have been persisting for almost 4 months now, thats 25% of the time the game has been out it has been unplayable. As I said i understand there is a process but some idea of when this will be sorted would be really appreciated thank you
 
They can fix them, and do silent rollout to servers. They don't need client update for that.

I can't tell if you're being sarcastic or not, but just in case your serious...

Two things: First, they haven't and second, they actually have a section in the release notes specifically for server side fixes.
 
AI fixes usually comes with big releases. These are small, non-intrusive changes. AI changes are usually much more beefy and takes more time for QA to test.

You are right, hence my frustration. 1.5/2.0 would have been ideal to fix this bug, introduced in 1.4
 
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. :)

Maybe to optimize the process would help for a faster solution? I mean there are a lot of other studio out there with a really fast bug fix ability.

What this game really needs is a higher quality level!
 
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Hmm i´m missing plenty of long known bugs :(

1. SRV throttle forward bug
2. Crashes in RES
3. Sound graphics stutter after one hour in CZ
4. Rotating NPC
5. LOD texture and shadow issue
6. Black rectangles

and many more... :(


I saw a black rectangle for the first time yesterday. Never before. Glad it is a known issue.

I am also glad I am not the only one one with deteriorating sound in CZ. I thought there was something seriously wrong with my PC.

Rotating NPC is something that needs to be resolved asap, because it makes combat much too easy and ultimately boring.
NPC Pyhtons can be defeated by a Sidewinder because of it. This has been a problem for far too long.
 

Ozric

Volunteer Moderator
Does this patch include the player group minor factions as well? We'll see soon though...

Player registered minor factions will be updated as well?

No they will go in with the 2.1 update I imagine, they normally are added into the major releases.

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

Very nice, thanks for this one.
 
From the desk of Michael Brookes:

"Hi everyone,

Following up on last week’s update revealing the addition of faces and contacts for mission givers and engineers, in this update I’ll expand on the role of engineers and how they factor into crafting. Note that in last week’s update I referred to them as ‘mechanics’, but we’ve since settled on the term ‘engineers’.

Engineers are individuals who provide the blueprints (which describe the materials and items needed for a specific modification) and can then apply them to the weapon or module. They are characters with their own back story, preferences and specialisations. Initially we’re looking at around 30 engineers dotted throughout human space and we will be able to add more in future updates.

One of the reasons that we chose mission givers and engineers first for the characterisation treatment is because in both cases you have an ongoing relationship which can change over time with the character. For the minor factions this is measured by your reputation with that minor faction (although factors like Pilots Federation rank will influence the deference with which they treat you), with the engineers the measure is taken from a variety of stats throughout the game and dependent on the nature of the individual.

For example we have an engineer who is closely aligned with the Federal Navy and so your rank with the navy is his key consideration, so the higher your naval rank the better blueprints he will be able to offer. As well as naval ranks, the Pilots Federation ranks (including combat, trade, exploration and CQC) will influence some engineers. Some engineers will be affiliated with minor factions, so you’ll need to manage your relationship with them as well. Some will use your stats for mining or trading in illegal goods as well as a host of other indicators.

As well as these initial governing factor there is a separate reputation with them, which must be cultivated along the lines of their governing factor to gain their trust and so more capable blueprints.

Not all engineers are immediately available to all players. The factor that governs their relationship with a commander has a minimum threshold that must be reached for them to deal with the player.

Each engineer has a specialisation, meaning that the deal with specific weapon types and modules. This is because they are experts in squeezing a bit more performance than the norm in their particular field. We are looking at having a secondary specialisation for engineers, just to help balancing the distribution of specialisations and of course we can add more engineers in the future. Or even remove ones if circumstances require it!

The engineers are spread geographically to add more geography to the map, but also to fit with the individual’s characteristics. They tend to be reclusive characters who are found at their own, isolated facilities on planet surfaces.

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.

Thanks!

Michael"

Will the Engineers be introduced in this patch or is this still being tested before release
 
I don't know if it would be too much effort but maintaining a list of known problems would help I think. Some of the frustration with patches is not seeing the thing that's been bothering you and starting to worry it's been forgotten about.

I too am waiting on the SRV throttle bug and all the new missions being fixed so we can play them.
 
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