Patch Notes Update Elite: Dangerous Update 1.04 Change Log

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I really wish you guys would have fixed this USS encounter where when the NPC from the opposite faction approaches you to do their mission instead, that your current kills reset. I mean, that is completely horrible, especially if you need to get 6+ kills and got like an hour to do the mission. Or at least, expand the mission timer... oh well, the rest sounds like a few bug fixes to me, not really a major update. But thanks for understanding and otherwise, keep up the good work.

Yep, that's a pain. Ticketed that one.
 
Sometimes when i die i lose all my money and it takes out that 1000 credit loan. Anyone else experiencing this? Im sure I've lost about 80k+
 
Thanks for another good update.

I am really happy you have addressed the issue of hitting local security forces whilst bounty hunting. Can I have my fines back please? :p
 
@Michael

I and some other players haven't received their Sol permit, we instead received the permits following the Sol permit one.
At the moment stuck with the PLX 695 permit, and not receiving any more permits or navy missions (only the same permit over and over again stating is unavailable).

I'm not the only person with this issue, see this thread -> https://forums.frontier.co.uk/showthread.php?t=90213
I hope this is a bug or something that is resolvable in the future, because I don't want to start all over again just to receiver the Sol permit or to get naval progression going again.

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@Michael

I and some other players haven't received their Sol permit, we instead received the permits following the Sol permit one.
At the moment stuck with the PLX 695 permit, and not receiving any more permits or navy missions (only the same permit over and over again stating it's unavailable).

I'm not the only person with this issue, see this thread -> https://forums.frontier.co.uk/showthread.php?t=90213
I hope this is a bug or something that is resolvable in the future, because I don't want to start all over again just to receive the Sol permit or to get naval progression going again.

Hmm, don't see an option to edit my post (to resolve some of my typos), but furthermore I wanted to add keep up the great work, I know (as a software developer myself) that not everything can be fixed in a short time :)
Thanks for your transparent communication on various matters and keep up the great work to let the game live up to it's true potential :)
 
That maybe but the sentence:
"Prevent inconsistencies between client and server in which parts of a sector are and are not occupied"

Is the same as writing:
"Prevent inconsistencies between client and server in all cases.

Or, to translate to pseudo programming:
If Occupied = "X" or Occupied <> "X" then
Always going to happen
else
Never going to happen
Endif

Just saying :)
 
Great work so far Frontier!!!

Nothing adds to the warmth of a sandbox game like a chat menu with various rooms like 'Help chat', 'local' etc. Eve online is a great example of this. It keeps a sense of community and adds to the immersion. Love this game with the rift by the way it's the coolest thing i've ever experienced. Good luck!! :)
 
Yay, rep work and I just got offered a permit after logging in :) Been trying to get it all week. Was wondering why when I completed two missions yesterday, I got positive followed by negative and only the positive registered.

Look forward to seeing how effective groups of players are at influencing large events now.
 
Thanks for another good update.

I am really happy you have addressed the issue of hitting local security forces whilst bounty hunting. Can I have my fines back please? :p

Read that part it again. The fix was that the security forces won't shoot at you just because you've shot at their "wanted" friends. It doesn't say anything about if you shoot a security ship.
 
Hi everyone,

update 1.04 is incoming and everyone will be removed from the server at 2.30 pm GMT while we apply the update and make the new client available. Here is the change log for the update:

- If a station somehow loses it's parent then move it to another body so players at that station can load
- Prevent inconsistencies between client and server in which parts of a sector are and are not occupied
- Some fixes to meta-data that were being disguised by an issue with inconsistent generation
- When deciding if we should go hostile to a faction we just shot, consider whether the target has a local bounty rather than a bounty with their own faction. Prevent people being attacked by the police after attack nearby wanted targets
- Fix only the first consequence being applied to the universe state when completing a mission
- Set killer before we do ship death - fixes problem with players not getting bounties or reputation when they kill other players by breaking critical modules
- Reduce likelihood of server disconnects from stellar forge server queries
- Fix mouse control if galaxy map opened with key binding when in outfitting
- Updated exoplanets Kepler 438 b and 442 b
- Add produced by and consumbed by information to all trade goods (except rares)
- Telemetry added to try and figure out why some machines are failing to load resource files
- Remove the terraforming data for Pareco system causing an assert
- Fix packet loss statistics
- Use the correct absolute magnitude in bolometric luminosity calculations
- Various text fixes

There are some online changes as well which Andy will post in his update, but one change is worth mentioning here - there should be an improvement in matchmaking that should mean you are more likely to see other players if they are in the same region as you.

Edit: The downtime should be less than 30 minutes.

Thanks!

Michael

I noticed an exploit people are using on the Anaconda when they exit the station. They are shutting the game down to exit the station using the safety disconnect that allows them to safely exit the station if a disconnection occurs while docking. With no shields they take a risk when they leave the station of running into other ships and have removed that risk by what I believe to be an exploit.
 
It would be great to have a feature like if you hit a ship (accidentally) that you have not targeted then you do not get a bounty automatically. You are in a combat zone and it should be expected to fall victim to a stray bullet/beam from time to time. Now if you target and fire on a friendly then gloves off :)
 
yes,i know how the chat thing works...It's only usable in the same system/instance then..It wasnt in beta/alfa..I could always connect to peeps/cmdrs outside the same system.

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Are you hitting space-bar after selecting a commander? Text chat works fine for me both in supercruise and in normal space. I've only done it when we're in the same instance, haven't tried contacting a friend outside the system / instance. Is that what you mean?

Yes,this still doesnt work properly.I always could use it anytime anywhere..Now only if in the same instance/system.or if u have ship contact..
 
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