Elite Dangerous | Trailblazers Update 1 - Thursday 6th March

In-game notification said downtime (which started 25 minutes ago) was expected to be 40 minutes. Hopefully it goes smooth, I have a lot of steel to move.
 
I was coming here to make a similar point... The CGs were extended an additional week because neither one was getting completed, and here we are a week into Trailblazers and they're still not done. It makes no sense to have competing resources in a CG and new feature at the same time. Either delay Trailblazers until the CGs are done, or cut the CGs short and say "oh well." Bad optics, for sure. I worked as hard as I could to get into the top 25% of both CGs and was looking forward to having them done before Trailblazers. I really hope they don't extend the CG's another week for nothing.
To be fair - when the CG was active - it was supposed to be finished before Trailblazers launched, but due to Commanders locking down the system for a week, FDev had to extend the CG time for an extra week, and this bumped it into Trailblazers launch. Due to that, it was always going to be the case that players would prioritise their own colonisation efforts to that of the CG in launch week of a new feature, it is just human nature.
 
In-game notification said downtime (which started 25 minutes ago) was expected to be 40 minutes. Hopefully it goes smooth, I have a lot of steel to move.
That was standard message you see every week. Not changed to reflect actual downtime for this patch, which will be longer - from 7 to 11 UTC in best case scenario.
 
That was standard message you see every week. Not changed to reflect actual downtime for this patch, which will be longer - from 7 to 11 UTC in best case scenario.
Ah gotcha, thanks for the clarity. I'm on vacation this week so it's the only reason why I'm around during maintenance, normally I'd be asleep.
 
Is this a Serverside Patch or do I need to update my Client ?
I Play the Epic Games Client on Geforce Now, and Client Patches took 3-5 Days for these Clients (Steam Accounts are blessed with immediate Patches....)
 
Is this a Serverside Patch or do I need to update my Client ?
I Play the Epic Games Client on Geforce Now, and Client Patches took 3-5 Days for these Clients (Steam Accounts are blessed with immediate Patches....)
Server side fixes are only part of the update notes, so its more than likely you will need to download a patch.
 
Is this a Serverside Patch or do I need to update my Client ?
I Play the Epic Games Client on Geforce Now, and Client Patches took 3-5 Days for these Clients (Steam Accounts are blessed with immediate Patches....)
Is that delay because Geforce Now is running remotely on someone else's servers, and they are slow to patch their clients?
I use min-ed-launcher. Takes a bit of fiddling to set up. If Geforce Now is hosted then that won't work for you.
 
Is that delay because Geforce Now is running remotely on someone else's servers, and they are slow to patch their clients?
I use min-ed-launcher. Takes a bit of fiddling to set up. If Geforce Now is hosted then that won't work for you.
GFN is hosted game streaming, and need to have the update applied at their end - you can't install it yourself (you can try, but it crashes the game session).

GFN lets you link both your Steam and Epic accounts, so you can play ED through either of those.
The Steam game image gets updated almost immediately after a patch / update is released - 1-2hrs max.
The Epic game image can take up to a week, and you can't play the game until it's done.

I'm not sure whether FDev, GFN or Steam / Epic are responsible for updating the game images, and when I raised this as a ticket with FDev a while back I got the impression Support didn't know either; and GFN support straight up didn't understand the problem no matter how ELI5 I got with them. But it's an utter pain if GFN is your only way of playing, and you have the game through Epic...
 
Greetings Commanders,

We are releasing Trailblazers Update 1 on Thursday March 6th. This update will address a number of reported issues.

Release Schedule (All times in UTC)
  • 07:00 - Servers offline for maintenance
  • 11:00 - Servers back online and update available
These times are estimates and are subject to change.

Please note that the pause for System Colonisation will be resolved separately to this update when we are confident the issues have been resolved.

Update Notes​

Features of Note​

Journal Additions: The following Journal entries are now logged:
  • The powerplay data in the event "Location" and "FSDJump" supplied regardlesss of if the Commander is pledged to a power or not.
  • "PowerplayCollect"
  • "PowerplayDeliver"
  • "PowerplayMerits"
  • "PowerplayRank"
  • "CarrierLocation"
  • Added a new status flag for the npc crew to indicate if they're active or not.
  • Added a new status flag SupercruiseOvercharge for overcharge status.
  • Added a new status flag SupercruiseAssist for whether assist is active.
  • Ensured that the lightsOn status flag is active when the flashlight is active.
Bug Fixes:
  • Fixed claimed systems showing as unclaimed for players
  • Fixed instances of colonisation ships not arriving in claimed systems
  • Fixed a crash when viewing system maps with fleet carrier stacks
  • Fixed a crash related to Powerplay ranks
  • Fixed instances of crashes when completing another Commanders construction effort in a multiplayer instance
  • Fixed hardlock when navigating through the "Financial Support" screen during the death flow when having a large number of ships
  • Fixed softlock when navigating facility selection screens
  • Fixed instances Colonisation ships transfer UI becoming unresponsive with keyboard & mouse
  • Fixed instances of exposed text strings in purchase flows
  • Fixed Architect view persisting when switching between Powerplay mode & Architect mode on the Galaxy Map
  • Fixed Galaxy Map filters resetting
  • Fixed System Information from going blank when switching between map modes when viewing on the System Map
  • Fixed instance of Facility Details being blank when navigating the facility selection screens
  • Fixed issues with backing out of My Colonies screen on controller
  • Fixed lack of controller functionality on Colonisation tutorial screens
  • Improved autodock in asteroid bases
  • Fixed Powerplay helpscreen images being missing
  • Fixed various typos in Colonisation text
  • Adjusted flickering landing pad light on newly constructed outposts
  • Fixed Thargoid Titan debris being misplaced/clumped together
Server side fixes:
  • Improving colonisation information digest for client refresh rate and stability;
  • Allowing players to login if they can't be moved to finished markets by our code;
  • Ensuring systems can't be claimed by two commanders at once;
  • Improving failed claim cleanup flow to ensure faster unblocking of colonisable systems;
"Please note that the pause for System Colonisation will be resolved separately to this update when we are confident the issues have been resolved."

I think it would be nice to hear how the process that caused many systems to be illegally claimed was done, to test within the community to see if it is fixed, and to find other ways that could lead to similar effects.
 
Yes, one day closer to the Panther Clipper.
I agree we need a super-hauler, of around 3x the capacity of a t9/cutter, so around 2400t, with SCO stability. It should be a lot slower in SCO drive - maybe max 2500c and take a long time to get up to that speed and a similar time to slow back down again (inertia) and, like the t9, it should be slow to manouver (It's massive so it should behave like it's massive). It should take up pretty much all the lading pad space - be basically a big oblong-cube with a window at the front; I seem to think the Panther was sort of like that anyway (although, I never played that version)? If it takes 1 1/2 times as long to do a run as a fully loaded T9, but delivers 3x the cargo, it would be worth it, I think.
 
Back
Top Bottom