Elite: Dangerous : Elite: Dangerous hat am Wochenende vor seiner Veröffentlichung insgesamt drei neue Gamma-Updates erhalten. Elite: Dangerous hat am Wochenende vor seiner Veröffentlichung insgesamt drei neue Gamma-Updates erhalten.

Zum Thema Elite: Dangerous ab 24,99 € bei Amazon.de Die Weltraum-Simulation Elite: Dangerous erscheint zwar offiziell erst am 16. Dezember 2014, trotzdem dürfen einige Spieler im Rahmen eines Early-Access-Zugangs bereits jetzt in das Universum des Spiels eintauchen. Und Frontier Developments versorgt diese sogenannte Gamma-Version mit regelmäßigen und fast schon täglichen Updates.

Am zweiten Dezember-Wochenende wurden etwa schon die Version 2.03, 2.04 und 2.05 veröffentlicht.

Die drei Pre-Release-Patches haben diverse Neuerungen und Fehlerbehebungen mit sich gebracht. So hat das Entwicklerteam mit dem Gamma-Upadte 2.03 etwa die Auszahlung für erfolgreiche Kopfgeldjagden erhöht, um den Berufszweig des Kopfgeldjägers attraktiver zu machen. Außerdem wurden einige Absturzursachen behoben und Verbesserungen an der Galaxy-Map und am TrackIR vorgenommen.

Mit Patch 2.04 wurde wiederum das Missions-Balancing angepasst. Und das Update 2.05 brachte einige neue Übersetzungen mit sich - die deutsche und die französische Version des Spiels sind jedoch noch nicht komplett übersetzt.

Nachfolgend alle Patchnotes vom Pre-Release-Wochenende:

Patch 2.03

  • Seperate 'UI Back' into its own bindable input (Note this might affect players with custom bindings!)

  • Made backspace the default back button for all control schemes to ensure it's always at least bound to something. Control pad schemes also have B bound to back too

  • Fix repro'd case of spinning ship lock on load

  • Fix soft lock when buying data and then going to system view

  • Ensure that we do not send a webrequest that will result in a module being attached to a slot that it should not fit on (fixes broken decal save crash)

  • Fix for ATI driver crash seen when the Imperial capital ship warps in

  • Fix client-side bankruptcy bug - clear player's fines & bounties from the respawn system, not the one that happened to be selected

  • Fixed assert caused by trying to generate planets in a nebula

  • Fix for missions not showing up when moving servers

  • Fix to cobra's front hardpoint door animation being swapped

  • Reduce memory footprint of route finder to compensate for larger search radius

  • Refresh the mission list if we initially fail to accept or update a mission

  • Split WearAndTear into visual and gameplay parts, repaired separately

  • Prevent dropping out of supercruise into capital ships

  • Remove Electosmelters from cargo drop

  • A couple of galaxy map trade route improvements:
    - Switching on an individual commodity will now automatically toggle on its parent category
    - Added buttons for selecting all/none

  • Track IR fixes:
    - No TrackIR roll in cockpit fixed
    - Sluggishness when using TrackIR 5 fixed

  • Added some logging for accepting missions failing and updating missions failing

  • Fix for plotting jumps in the galaxy map which are too long

  • Added support for AV8R01 by adding it as an alternate AV8R03 scheme

  • Auto downgrades support added (automatic graphic settings)

  • Commodities market UI cargo count doesn't update when discarding cargo fixed

  • Fix the problem where routes plotted with jumps greater then 20LY would not show up on the navigation panel

  • Galaxy generation optimisation

  • Tweaked shadow setting in the high and medium presets

  • Salvage missions now correctly spawn objectives

  • Make normal slavery collect missions give cash not just rep

  • Fix for galaxy map sometimes showing solid lines on plotted routes when they should have been dotted due to insufficient fuel

  • Fixed trade route filters stop working if you use Clear while a heading is expanded

  • Upped AI bounties to make bounty hunting more viable as a career

Server-Side-Update

  • Prevent paintjobs and decals being applied to unsupported ship slots

  • Allow exploration data worth 0 credits to be sold

  • Activate the link between commodity markets and faction simulation

  • Fix some failing requests for starport news

Patch 2.04

  • Fix for crash in comms UI trying to access objects not yet created

  • Fix crash when finding any star in the "Skull and Crossbones Neb. Sector"

  • Fixed a possible path that would cause the game to crash in hyperspace if an overlay unloaded for some reason

  • Make sure we pass the distance contract string through the localiser

  • Fix an issue with planet classification which should fix the issue with missing stations

  • Fixed a problem showing unexplored planets and rings in the in system map

  • Balance mission type ratios

  • Fix permit and rank missions

  • Prevent assassinations asking you to kill people from their own faction

  • Fix for planets spinning too fast

  • Fix for intersecting binary planets

Server-Side-Update

  • Fix intermittent transaction errors on hyperspace jumps

Patch 2.05

  • Fix a rare crash that could occur if a ship belonging to a stale but valid faction shot someone

  • Fix a rare crash that would be caused by a missile that was partially constructed (or partially shut down) appearing on someone's radar

  • Fix rare crash in nebulae sorting

  • Fix a rare crash when hyperspacing

  • Prevent crash if we fail to allocated vertex or index data

  • Scrolling with the Game Pad in a module slot in Outfitting causes the highlight to disappear

  • Fix unrecoverable error when trying to abandon a mission

  • Stop missions disappearing when switching servers

  • Stop in progress missions disappearing when switching servers

  • Reputation fix for massacre missions

  • Decrease many reputation gatings for missions

  • Increase number of missions on a board

  • Fix independent permit missions

  • Fix salvage mission contracts so that they tell the player what system to search

  • Make sure that permit missions are included in the upload

  • Added in game links (in the training descriptions) to the external tutorial videos

  • Fix for several system specific mission components failing. Specifically addresses salvage and assassination missions

  • Don't allow the route finder to make more then one step which performs a galaxy octree search to improve performance

  • Filters are reset when you exit from the map fixed

  • Avoid showing trade route lines for the same commodity flowing both ways

  • Update stations to allow for planet classification changes (fixes some missing stations)

  • Fix a bunch of incorrect meta-data about terraformed planets

  • Mission jump distance corrected for long range jump distances

  • New batch translations (French & German - not text complete yet)

  • Better debug output for starsystem web request errors

  • Rename slave category to 'slavery' to hopefully reduce confusion about slave legality

  • Various text fixes

  • Fix erroneous cargo item "CropHaarvestors" in USS

» Elite: Dangerous in der Vorschau - Premium Beta 2 im Praxistest

Elite: Dangerous - Cobra Mk. III
Rolle: Mehrzweck-Raumschiff
Kosten: 379,718
Frachtraum (maximal): 18/60
Sprungreichweite: 10,46 LJ
Geschwindigkeit (mit Boost): 280 (400)

DIE LEGENDE! Vor 30 Jahren hob die Cobra Mk. III erstmals ab – im Ur-Elite von 1984, auf dem BBC Micro. Auch heute ist sie ein erstklassiger Allrounder, der sich mit je zwei leichten und mittleren Waffenslots und einem flotten Antrieb gut als Pirat oder Bounty-Hunter eignet. Im großzügigen Frachtraum ist dann gleich Platz für die Beute.