Patch Notes September Update - Downtime and Patch Notes

BGS tick hasn't gone properly either.. none of the conflict states (I didnt check election states) updated, it appears.

I can hardly wait to see what happens after powerplay tick in the AM...
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Greetings Commanders,

The Elite Dangerous servers will be offline for all platforms on 18 September at 8:00 AM (UTC) for approximately 9 hours as we apply the September Update. There is a chance that this could run over, so we really appreciate your patience.

Update:



Whilst the servers are down, tune into our launch livestream as we talk about the update and all the latest from the Elite community!

As always, we'll keep you updated here and on our social media channels.

Thank you for your patience and we'll see you in the black!

Please find the Patch Notes below:

New Features

New Starter Experience
  • Added a curated experience for new players that will guide them through the basics of ship control, combat, travel and docking
  • The experience has localised voiceover in all supported languages
  • Certain UI elements are highlighted at key points during the flow
  • Players are given a mission once the flow has been completed, that introduces them to the mission board (with voiceover)
  • Added the experience to the 'Training Simulations' list, accessible from the internal cockpit panel
  • Updated the throttle UI to better show the players current direction of travel (the rectangular blocks are now chevrons, and added a subtle pulse animation)
  • Pre-flight checklist is now off by default when starting a new game (it can be turned back on)
Supercruise
  • Added new option to the Flight Assist tab to allow the Supercruise Assist module to control the throttle automatically
  • Supercruise 'Safe to Disengage' message has been updated to include the binding that will disengage Supercruise
ARX
  • ARX is the new currency that takes over from Frontier Points and real money transactions across all platforms
  • Players purchase a pack containing a number of ARX that are then used to purchase in-game cosmetic items (Game Extras) for their ship, SRV, fighter or Holo-Me
  • Players can purchase ARX from in-game links that direct either to an external Frontier Store or site
  • Any outstanding Frontier Points will be converted to ARX the first time the player logs into the game after the update
Rewarding ARX
  • Players can earn ARX through standard gameplay (up to a 400 weekly cap) based on in-game activities within Combat, Trade and Exploration and more!
  • Players are notified of their previous session earnings on the main menu
Livery Update
  • Refreshed livery layout
    • Icons denote the different categories (general, decals, cockpit decorations, etc.)
    • Updated vessel selection screen
    • Separate UI for ship name and ID
    • Preview mode that reduces the amount of on-screen UI, giving a clearer view of the chosen item
  • Players now purchase items, with ARX, directly from livery, without being redirected to an external store
  • Players can now access livery from the main menu
Holo-Me
  • Players can now purchase items, with ARX directly from the Holo-Me section, without being redirected to an external store
New Store
  • Added a new customisation store
  • Players can browse the entire catalog of customisation items for any available ship
  • Preview Mode allows players to see any cosmetic items on a vanilla version of any ship, as well as use camera controls to view it from different angles
  • The store is accessible from either the main menu or major starports in-game
  • Players purchase cosmetic items directly from the store, without being redirected to an external site
Bug Fixes

Codex
  • Fixed being unable to scroll through Tourist Beacon text in the archive section if it was longer than one page
  • Fixed an issue where HOTAS users couldn't scroll through the right hand side of the archive section
Crashes/Stability
  • Fixed a crash that could occur when logging into the game
  • Fixed an issue where players were getting stuck on the loading screen, due to being close to an asteroid ring
  • Fixed a crash that could occur when looking at the Powerplay screen during a hyperspace jump
Decals
  • Fixed some issues with incorrectly reversed decals
Diamond Explorer
  • Fixed an issue where the outfitting camera was clipping into the hangar floor
Exploration
  • Fixed an issue where body data wouldn't show up first time when using the Full Spectrum Scanner (FSS)
  • Fixed an issue where the blue scan visual effect can appear on a nearby planet that you're not trying to scan
  • Fixed an issue where players couldn't scroll through the right-hand side panel when selling Exploration Data
  • Fixed an issue where the word 'next' was partially cut off in the Navigation Tab of the External Panel
Fighters
  • Added a cooldown when using hotkeys to give fighters orders, and prevented allowing players to repeat an order that has already been given to the fighter (multiple orders were creating network lag, resulting in an exploit during combat)
General
  • The correct Elite rank will now show when targeting your own ship from your SRV
  • Fixed an issue where a player's ship name/ID plates was being incorrectly censored when on the main menu
  • Fixed a restock issue for vessels when the player has multiple bays fitted
Interdiction
  • Fixed an issue that could cause the AI ship not to appear after they interdicted a player
Krait Phantom
  • Fixed holes in one of the Ship Kit pieces
Localisation
  • Fixed missing Cyrillic letters in Squadron Creation and Rank Names
  • Corrected spelling of 'nonhuman' in the Knowledge Base
Mamba
  • Fixed landing gear still appearing to be deployed even after the player had retracted it
Mines
  • Decreased mine rearm time from 5 seconds to 2 seconds. The increase in time was an attempt to fix an issue where long ships were being hit by their own mines. However, the updated arming time was too long, making them ineffective. This new arming time should balance it.
Missions
  • Fixed missing 'mission target' tags from certain ships, meaning Massacre and Assassination missions should now have appropriate target ships for the players to attack
  • Fixed missing text in some VIP Passenger missions
Narrative
  • Corrected the date of Atticus Obellan Duval's ascension to the throne in its Tourist Beacon
Network
  • Correctly display which network adapter is being used by the game in the network options, as well as preferring a wired network connection over a wireless one if both are found
  • Fixed edge cases where players were being placed in the same instance as players they had blocked
  • Added unique error codes to disconnections, for players to use when reporting issues
Player Journal
Updates
  • New SAASignalsFound event with bio/geo signals on planets and hotspots in rings
  • SAAScanComplete: add SystemAddress
  • Scan: add StarSystem name and SystemAddress
  • FSDTarget: add RemainingJumpsInRoute
  • CodexEntry,Touchdown,Liftoff: add NearestDestination
  • StatusFlags: add flags fsdJump, srvHighBeam
  • ShipTargeted: add powerplay info
Bug Fixes
  • Fixed code that strips newlines out of strings
  • Fixed bug that caused blank system names when selling exploration data
  • In the CrimeVictim event, the Offender field should now have added localisation, if relevant
  • Fixed description of FactionEffects in MissionCompleted event
Server
  • Fixed Companion API authentication for players with linked Steam accounts
Sidewinder
  • Fixed some level of detail issues with its Ship Kit
SRV
  • Fixed an issue where the SRVs weapon were firing slightly offset when used from the driver's seat
Trading
  • Fixed an issue with the demand icon overlapping when demand is high
  • Fixed an issue with the displayed price at a Black Market for contraband goods
  • When a player is comparing market to buy/sell at, changes have been made to ensure that a selected marker is included in the "consumed by" list (if applicable), even if another market in the same system offers a better price
Training Simulations
  • Fixed an issue with the Mining Simulation where players could fire the Mining Laser at nothing and the tutorial would play incorrect voiceover
  • Fixed an issue with the Advanced Combat Training Simulation, where players could cycle fire groups too early in the flow of the simulation
Unidentified Signal Sources (USS)
  • Increased the spawn rate of High Grade Emissions
  • Increased the spawn rate for Non-Human Signal Sources
Viper MkIII
  • Fixed some level of detail issues with its Ship Kit
Yes, it appears much of the above is there now... but, you broke engineers. Trying to level up a shield booster goes horribly wrong. The UI is doing all sorts of things it should not be... so wrong, I don't even know where to begin. And, I'm tired and going to bed, so you'll just have to fiddle with it and see what I mean.
 
So exactly why do we need a bind added to the "safe to disengage" prompt? Did someone actually complain or did someone think it was actually a good idea? Because it's not and I guarantee you it looks stupid. "Press JOY X"/"JOY X" is not at all helpful. How many people do you think actually have their DXInput numbers memorized? Not all of us need our damn hands held.
 
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W00t; thank you for the update and the hard work everybody has put in!


Supercruise 'Safe to Disengage' message has been updated to include the binding that will disengage Supercruise


..but can we PLEASE make all of these console-GUI-features optional? Seriously, some of us bought into this game as a future spaceship simulator, not an arcade console shooter. The last year or two of UI changes has introduced a LOT of unnecessary and unwanted elements which are garishly out of place. Great for new or returning players, but very annoying and distracting for regular players.
 
The graphics look funny to y’all? Lots of frame tearing and a fisheye look with what i can only describe as a horrible anti-aliasing issue. Engineers broke, fighters still cause rubber banding, crashing all the time... :/
 
You mean ... they need to hold-hands Deadly and Elite ranked Commanders now so that they figure out how to disengage their hyperdrive?
Now all those veteran players will certainly appear in-game again ... finally being able to leave supercruise and such ...

And yes, it looks excessively stupid, and awful. Exactly the "stupid toddler-gamer" approach direction I was happy Elite wasn't taking.
 
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#1. For API (3rd party web sites) to track ship movements as they relate to powers.

NPCs do not move from system to system - PowerPlay ships are only found in systems relevant to PowerPlay. At best you can track an individual player, but logging their power allegiance isn't useful.

#2. For non-power players, as a means of warning when entering a region full of Power Play ships not normally occupied, such as during expansion operations, to avoid getting caught up in someone's cross fire.

PowerPlay ships do not attack unpledged players. At best you can log the presence of players that are pledged to a power.

#3. For Traders, tracking the movement of power ships to locate potentially good deals (buying), or sales "hot spots", based on the power in question.

This never happens.

#4. For Bounty Hunters, to find locations that may be potential hots pots.

Also not going to happen. If you want to hunt PowerPlay ships that are undermining, go to any control system's navigation beacon.

#5. For Storytelling purposes, to follow ship movements.

This is the only thing mentioned that is borderline useful, and that is at a stretch as you'd need to be targeting a PowerPlay ship in a beacon or at a station as it's getting ready to activate its FSD.

And so forth - just because one doesn't pledge or support any given power doesn't mean there aren't potential benefits to seeing where their ships are operating.

PowerPlay ships operate in PowerPlay space. You will not find transport ships outside of a Power's own systems, and you'll find their combat ships in all PowerPlay systems based entirely on random chance as the host spawned them.

Edit: A host power's ships will span in all of their systems. Hostile combat ships ONLY spawn in control and expansion systems.
 
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You guys might as well unban every single combat logger and scriptkiddy that you have never banned, because now people don't even need to play in solo or private group to undermine player factions and faction BGS as well as Powerplay since they can actively avoid & BLOCK PvP combat.
Well, no, they don't... But since they can do that already from the very modes you refer to here, I can't see how there's any functional difference. Anybody who wants to participate in non-PVP faction stuff - sorry, I mean "undermine player factions" - can already do that. So this changes the situation from "people can do a thing" to "people can still do the thing".

Hell, I've played since beta and been "avoiding and BLOCKING PvP combat" all the way, since it's tedious AF and I've never seen the need for me to be someone else's content. So this hardly introduces anything new, does it?
 
Crikey, FDev went above and beyond to break stuff that wasn't even mentioned in the patch notes.

QA is so bad it's kinda funny really. In a not so funny way... I mean, if that was my job, I'd be properly ashamed right now.
Most bugs seem to be so obvious, that you don't need to work in QA to expose them. I bet management took a look at the state of the game and said: "Nah, we release it anyway. It will be fine!"
 

Deleted member 182079

D
As much as I love this game, I really don't think there is a QA process within FD. If it does exist it's something they do not take seriously, something that is more of an after-thought than a genuine process.
That's sort of my conclusion, or alternatively their QA team is so starved of funds and/or people that they're simply overwhelmed.
 
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