Patch Notes

The following is a list of all **Patch Notes** of *Elite: Dangerous*.

## Beta Update 2.04

* Fix softlocks when exiting supercruise near to some stations
* Fix crash in preflight checklist
* Prevent server crash when an overlay is being unloaded while it's still in the load queue
* Removed old way of enabling/disabling stars
* Fix missing galaxy map background
* Fix assert in galaxy map
* Prevent missions selecting stations that you cannot complete the mission at
* Only send the next mission progression if the mission is not completed and shutting down
* Fix unable to sell all exploration data
* Do not assign factions to bounties that don’t exist
* GUI and smoke effects have now been made more subtle and glows have been reduced a little on the schematics
* Added 'Disable GUI Effects' option to the GUI shader so no cloudiness, parallax or color tinting is applied when this option is set
* Added damage stats to all weapons for outfitting GUI
* Fixed malformed resource for repair module
* Increase server send buffer from 32k to 500k
* Allow network configuration file to specify a range of ports for the game to choose from
* Allow the send buffer size on the socket to be adjusted
* Replace a new diagnostic assert in the network code with writing a line into the log file
* Guard against replay attacks for mission accept and mission update
* Fixes for tutorial typos
* Fix for the news feed not showing GalNet on the manually entered new bulletins
* Fix for regenerating already existing ring texture
* Update text for good and bad trade good entries on the news feed
* Added in new news entry for a system bulletin
* Give star models on the system map a wider range of sizes
* Increase the timeout between talkchannel and friends list requests
* Remove misleading reports from server logs

## Beta Update 2.03

* Fix the MTU discovery code
* Reduced mission system causes for kicking players from game while in hyperspace
* Prevent the client from dropping connections with an ED server while we are waiting on responses from the server
* Crash fix for some cargo drops using the wrong symbols
* Stopping the divide by zero when the light is obscured by the planet
* Crash fix for text box list
* Prevent star system errors clogging the server
* Cut down the logging of overdue machines to avoid making an overloaded server any worse
* Fix players not being rewarded (and not punished) for killing wanted ships
* Stop the galaxy map binding while in a hyperspace transition
* Some guards for entering bad star names into the galaxy map nav bar which end up being interpreted as generated names
* Ensure that objects shut down cleanly when closing down ships and stations
* Clear AI groups before destroying them
* Enable mouse headlook while docked
* Fix for missing stars after opening galaxy map and main menu during same transition
* Handle the case where a StellarForge request times-out but something else has already generated the same star system
* If a get star system request fails the signal we've been disconnected from the server
* Right hand HUD element sometimes displays blank now fixed
* Prevent Cockpit panel focus when we're in the preflight check
* Limpet network fixes
* Update patrol paths around stations

Prevent spurious first disconnect if it isn’t really a disconnect

## Beta Update 2.02

* Multithread crash in stellarforge fixed
* Make each of the disconnects from missions have their own unique reason
* Turn off date stamping of log files for beta 2.02
* Don't let overachieving AIs send cargo collect requests
* Fix flipping direction on supercruise entry
* If we get a call to disconnect from main game flow then write the reason into the network log file
* When entering new location expect the PrimaryServerLink may be in Disconnected state for a few frames, only give up if it stays that way for a few seconds; add more explicit logging if giving up hereFix for AI group duties crash
* Tone down star streaks - halved the number of star streaks and reduced their opacity
* Scratches on sidewinder cockpit are overpowering - reduced dirt intensity
* Fixing naming error that was stopping a medium hard point door from opening
* GUI fix for missing rating on modules
* Distance on purchasable data now displayed
* Fix for network MTU size mismatch
* Prevent crash from network stall and resulting replication errors
* Force requests closed on shut down

## Beta Update 2.01

* Ensure in-system map is properly cleaned up if interrupted
* Fix incorrect commander ID sent to the server when scanning celestial bodies
* Fixed div by zero in time to destination
* Reduce server's MTU, and turn on detailed network logging
* Do not deadlock if we hit “Fail to add resend” error
* Make faction sides in war zones the correct way round
* When spawning ambient traffic around a station and choosing a random minor faction, don't choose a faction in a war state, unless it's the faction that is the controlling minor faction. Should stop there being so much \*fighting around stations
* Mission util flag and text fixes
* Repair all button isn't selectable fixed
* Increased the possible string length for titles in the missions panel pop up (in cockpit)
* Range-check input binding values when asked to display as text
* Fixed lighting transition in supercruise
* Fixed galaxy background capture
* Handle missing text symbols for input bindings
* Remove the 'security system' data from the galaxy map, until we're pulling the correct data
* System set up tweaks for Dahan and Rakapila

## Beta 2 Update

* Playable area expanded (a capsule 100ly long and 30ly wide @500 systems)
* Can scan celestial bodies
* Can sell explorer data
* Can buy body data
* Asp added
* Reputation affects mission availability
* Pre-flight checks added
* Designer created content can be used in newsfeeds
* When an AI hyperspaces it informs the hyperdrive component where it's going, which stores this information in the wake object in the hyperspace cloud. If the player scans the cloud and then hyperspaces, the wake information is recorded
* AI ships now able to fly in super cruise
* Scanner works in supercruise
* Ocellus starport type added
* In system map added
* Scan data reveals objects in the in system map
* News feed support added to station services
* Outfitting system upgrade
* ECM systems added
* Cargo hatch disrupter devices added
* Mine launcher added
* Proximity mines added
* Added metal type asteroids
* Added ice type asteroids
* Various outpost types added
* Added repair wear and tear in repair modules menu
* Loans added for insurance
* Added SLI/X-Fire support
* Added backers' NPC names
* Ship wear and tear added
* AI pilots now have rankings
* Drives and shields now affected by ship's mass
* Single player scenarios adapted to tutorials
* Add docking tutorial
* Major update to how system contents are generated
* New batch of German translations
* Extensive music system updates
* System economy/meta data dynaically generated for the non-authored systems

## Beta Update 1.06

* This update contains a fix to prevent the crash/failed load when owning a Cobra.

## Beta Update 1.05

* Event scenarios added
* New black markets added
* Phase transition timing telemetry added
* When a wake times out, don't release the (already released earlier) island hook, and so don't lose your current island and drop out of your session
* When sending a naked SEQ, remember it incase we need to resend - fixes some random disconnections
* Fix a bug in LetterSchedulingRecord - was not taking Level into account if Urgency was 1.0
* Fix calculation of available space for fragmenting letters
* When forking authority use the 'object appears in new session' mechanism to broadcast forkage.
* Fix for null machine being removed from session
* Adding a new set of mirrored hardpoint doors to fix UV issues WRT to paintjobs
* Removing a random bunch of emmissive polys in one of the hardpoint openings
* Added three skins for the Pirate NPC's
* Cobra Mk III art updates
* Ensure that m\_lettersReservedForLater is cleared when a machine disconnects
* When counting repeated ACKs, count the ACKs actually sent in response to a repeated SEQ number
* Verify coordinates before sending a ClaimIsland or UpdateIsland call
* Protect server against invalid data in UpdateIsland

## Beta Update 1.04

* Fixed insurance screen occasionally not being displayed after ship was destroyed.
* Fixed very occasional crash when outfitting weapons.
* Fixed game occasionally getting stuck in the shipyard when buying a new ship.
* Improvements to joining populated multiplayer islands.

## Beta Update 1.03

* Fix some collect missions that are trying to talk about destinations - they now talk about the start locations like they should
* More guards against the ship not having a frame shift drive (which should be possible).
* Speculative fix for CTD on an open space scenario
* Handle more vertex buffers returning null
* Further crash guards for launch bay component
* Correct check before accessing details about the current target location. Would cash if the location you were targetting goes away
* Fix broken pointer in mission progression
* Fix for softlock on missions that involved talking to stations, not showing "objective complete" when you kill lots of people
* Send check codes for bounty and voucher requestsReduce server maximum packet size from 1500 to 1400 bytes as temp workaround for Mission BBS problems
* Log the response to the friends info request into the network log file, if VerboseLogging is 1 or more, to help track down failing to find friends online
* Distance contract calculation now take into account the cargo that they're about to give to you
* Send telemetry on player's match-making choice
* Avoid menu stickage when in time zones behind UTC
* Fix null crash in AI pilot receive authority change
* Mission details panel can now have multiline detail row labels (as well as detail row details)
* The focus bubble now eases between its min and max based on the current dolly value. This should allow for a softer selection of stars to view and less background/foreground clutter
* Moved the confirm (pad X) and auto (pad Y) bindings into the ui controls so they don't conflict with the galaxy maps crane (pad X) and home (pad Y) inputs
* Tweak of the system connections to differentiate the independent jumps from those that depend on your current cargo mass
* Add police tags to response craft, so that they can be killed and count as police kills in the missions system
* Fix a bug causing many duplicate sets of supercruise lines being drawn - it wasn't limiting the rendering to local players ship only
* When flying v fast in Supercruise, don't call UpdateIsland more often than once every 5 seconds (don't bother at all in Solo mode) - reduces load on server
* Reduce time server spends on clean up
* Fixed the Federal Staging Area in i Bootis, it's location was wrong. It's still a bit hard to find, but it should be in a much nicer place
* Filtering the top 5 trades is now done dynamically rather than being baked into the data
* Fixed outfitting menu showing base price rather than the server provided buyPrice
* Actually cache the value use to govern variable consumption rate of data when trying to smooth over multiple frames

## Beta Update 1.02

* Fix for rare infinite loop in missions on start up
* Fixes for type 6 repair, cockpit now has marketable data and won't crash. localized the cockpit and the radiators
* If the launchpad returned by the ship is null (because the space station has disappeared), then we should assert - but not crash
* Fix crash in location data gathering
* Safer method for transferring values for damaged regions
* Made the space location component not crash if it has an invalid address, instead it will now wait until it get a valid address
* Fix bug in handling access token lock/unlock - could cause a deadlock
* Additional null proofing for launch bay components
* Possible fix for soft lock in hyperspace
* Show the hyperspace limits to inform the player while reviewing the mission details
* Paintjob tweaks for both Sidewinder & Eagle to match them more closely to the thumbnail images we have on the store
* Make double sure we have an object before applying a replication to it (Crash fix)
* Only check for correct authority transfer state if actually needing to transfer authority
* When a death message arrives for a subsidiary (which, for example, would remove the internals of a space station), if the object itself doesn't know what the response is then ask the subsidiary's parent if it knows
* Fix one of the crash paths dealing with inside/outside paths of the docking bay
* Make sure we get something useful from locking vertex and index buffers when creating stellar body geometry
* Add some extra logging when joining a private group
* More vanishing station-bits crash guards
* Stop the toxic cobra from crashing the game by starting in a redundant state in operations mode
* Missing black markets fixed
* Fixed incorrect paint job name
* OOM stability: when encountering an E\_OUTOFMEMORY HRESULT on the render thread, flush the immediate context and reattempt the operation before we give up, since experiments show at least some drivers do not do this internally
* Server should not clean up (apparently unused) sessions that are still in the process of being set up: apply a minimum lifetime of 60 seconds before a session can be cleaned up
* Extra careful tracing of space station deaths
* Crash fix in Initialize Launch Bays
* Added more reporting for missions softlock issues
* Ensure the condition for checking a new authority is OK to take it match between the issuer and the checker
* Send HTTP status code in telemetry for failed game load

## Beta Update 1.01

* Fix softlock in hyperspace (or 2 instances of it at any rate)
* Reduce debug churn on servers
* Fix routing letter log file spam
* Additional guard against disappearing stations
* Fix crash for delivery mission with no cargo
* Fix for start system name not showing up when returning to base after a collect or massacre mission
* Fix for PirateLord assassination mission having a zero length minimum jump distance
* Some text tweaks
* Fix for update damage crash
* Prevent OOM GPU crash with missing page in vertex or index buffers
* Added paint job hook in with store
* Added code side mission minimum jump distances, and added the contracts to the mission description
* Fix null value crash in launch bay
* New GFx Libraries with Scaleform's most recent heap code
* Prevent false positives in the player info ship check when new peer ship is in supercruise
* Handle the case when a NewObject letter fails to read the new object's factory
* Prevent crash on null value in docking door
* Very slightly increased the max fuel per jump attribute so that the smaller ships can jump a tiny bit further than before (around 6 LY rather than 5.5 LY)
* Send error telemetry on saved game XML parse failure
* Prevent the Docking Computer from access violating
* Defaulting the station to draw everything and only turn bits off based on position, instead of the other way around
* Mission templates for completing the mission on delivery rather than returning to the station
* Minor change to the layout of the first internal panel (status) to allow names of up to and possibly over 20 characters to be shown
* Salting StellarBodyEffectsRenderInstance with some extra sanity checking.
* Fixed non-initialisation report details on ShppPersonalisationComponent
* Changed StellarBackgroundRenderInstance to have zero defaults
* Fix cargo units on Type 6

## Premium Beta build 2.02

**Crash fixes**

* Fix for crash when the game saves for the first time on a fresh install
* Fix for crash when pressing ‘Select’ during an outfitting transaction
* Fix for crash when exiting Outfitting
* Fix for crash in texture loader
* Fix for crash caused by memory leak

**General tweaks/fixes**

* Iteration on throttle controls when turning flight assist back on
* Iteration on gimballed weapons
* Reduce server spam

## Alpha Phase 2.0

* Free-for-all melee
* Pick your side in a two-team melee
* Co-operative defense of a crippled Federal battlecruiser
* A more sophisticated ‘Pirates and Bounty Hunters’ mode which hints at the fluid choices and roles players will experience on a much greater scale in the final game
* Credits can be earned in each scenario and used to purchase new ship loadouts.