Elite Dangerous: The Guardians 2.2 update (13GB for me as i have Horizons )
Community Announcements - BrettC_Frontier
Hi guys,
The time has finally arrived! Today sees both the Elite Dangerous Horizons (2.2) update and the Elite Dangerous (1.7) update making its way to the live game.
For those of you who haven't experienced a big milestone day, these updates can take several hours to install and make live. The servers will be down from 10am BST and will be down for an extended period of time (up to 8+ hours)
Xbox One players will see that the download will be available from 11am to pre-install but the game won’t be playable until the servers are back up. The size of that download is 9.7gb which is a file increase of 1.8gb
In the meantime we have a couple of exciting things going on today to keep you entertained while you wait for the updates to be added.
Join David Braben on a
Reddit AMA from 10:00 - 12:00 BST. Followed by Ed Lewis and a series of developers from 1pm BST on our
official YouTube channel.
The development team have been working incredibly hard over the recent months developing the game and working with our fantastic beta community to test, adjust and test again the upcoming version of the game so please give the beta community and the developers lots of thanks and support.
Update details ( don't hold your breath it's frigging loooong.
https://forums.frontier.co.uk/showthread.php/300177-Elite-Dangerous-The-Guardians-2-2-update
Here's a little of it but check the link for it all
Fighters
- Added F-63 Condor as a playable ship
- Added Imperial Fighter as a playable ship
- Added Taipan as a playable ship
- Added Beluga Liner as a playable ship
- Added fighter specific weapon modules
- Added fighter loadouts
- Added Fighter Bays for supported ships: Corvette, Cutter, Anaconda, Type 9, Beluga, Federal Gunship and Keelback
- Added Crew Lounge
- NPC fighter pilots can be hired
- Hired pilots receive a revenue percentage
- Fighters can be given orders
- Mothership can be given simple orders when player is in a fighter
- NPC ships can use ship launched fighters
- Role panel updated to support fighter operations
- Display NPC Fighter Pilot name when targeting the ship they are controlling
- Added a warning/reminder to set active NPC crew
- Fighter and vehicle bays are now numbers this is to help match the bay to the vessel when using livery
- Increased boost speed of all fighters
- Rebalanced default speed for some fighters to make them inline with their original design (the Empire Fighter was too fast compared to the others)
- Increased DPS of fighter weapons by 12.5%
- Increased fighter production capability of the size 7 hanger module
- Fixed fuel gauge disappearing when switching back to mothership
- Missing avatar faces on the orders panel fixed
- NPC crew do not have appropriate backgrounds when in your ship or in the fighter fixed
- Added warnings why can't a player deploy a fighter
- Move "Orders" to the top of the menu when interacting with AI fighters/main ship
- Fighter descriptions hooked up
- Able to issue orders using both fighters in the role panel even though only one is deployed fixed
- After hiring, crew sometimes displays negative numbers fixed
- Balance displayed in the Crew Lounge is incorrect fixed
- AI Crew don't appear to be gaining any xp from combat in fighters fixed
- Fixed logic error for allowing non horizons crew in to the crew lounge to fire crew they might have hired when they had horizons
- Added default numpad keys for the new order bindings to each control scheme
- Added in better descriptions for the fighter specific stats
- Re-launching fighters resets ammo and pip setup fixed
- Fixed radar not showing hostiles/allies correctly when switching vessel in a conflict zone
- Helm 'Details' tab should go to ship description
- Audio: Velocity of the ship launched fighter is now set to the same as long as the fighter stow interface is not active
- Audio: Fixed "self" explosions to be triggered to ship launched fighters
- Fixed headlights on the fighters
- Dust layer on Independent Fighter is green, fixed it to dark grey
- Fighters can no longer use boost while they are still attached to the launch ramp
- Fixed Imperial Fighter hitspheres so weapons can be damaged
- Fed Fighter 100% damage paint issue fixed
- Fighters can no longer kill ships inside starports without being shot by the station when mothership is far away
- Fighters will no longer retract their hardpoints when the AI is asked to dock them, stopping the error where a player asked the AI to dock then swaps to the fighter and has no hard points
- Balance displayed in the Crew Lounge is incorrect and does not update on purchasing a pilot fixed
- NPC experience always shows as 50% when they're in the main ship fixed
- Removed the life support, self destruct and reboot options from the fighter
- Fighters destroyed by the mothership jumping away shouldn't count as player kills
- Fixed rendering bug causing text to overlap buttons on the role panel orders
- Fixed issue with right panel in crew lounge not showing data after loading
- The little fighter HUD no longer overlaps the target panel. It now has its own home near your ship's schematic
- Healing lasers now work on fighters
- Moved the 'Request Docking' from fighter bay to helm
- Stop fighters being able to operate beyond 30KM range if you switch to the Mothership at the last second before the SLF explodes
- Stop AI crew members leaving turret mode of mothership on "Fire at will"
- Vessel Status UI (cockpit): display the correct fighter variant name
- Fixed overlapping text on Role panel orders menu
- Fixed hit markers on the ship schematics in the cockpit being the wrong size and appearing in the wrong position for fighters
- Reduced the severity of a few info messages when changing fighter orders. Now uses a small 'log' message type, rather than the big flashy one
- Only show "No active crew" warning when a hangar module is present
- Unable to terminate crew without horizons
- Crew total payment not updating immediately fixed
- Created binding for opening the orders page (RB+B)
- Reactivate the engineer button when switching back from a fighter
- Allow the Orders GUI to move selection to the top of the list to navigate quickly to the bottom order
- Added the available stats to the fighter details page in the role switch panel
- Role Switch panel flashes, and doesn't let player click on slots and order commands fixed
- Fighters under AI Crew control now use the AI friendly fire rules
- Can no longer select ship description text in fighters tab of role panel
- You are able to purchase a SRV or Fighter that you already currently own into the same slot fixed
- Added in Gimballed versions of the Fighter Weapons so that the lasers don't look so wrong
- Following NPC crew oddities (When NPC crew is flying a player's ship) fixed:
- If MC turrets are fitted and set to Target Only, the combat AI cannot fire them
- Can only use one missile launcher, even if two are fitted
- Missiles are fired at long range and are wasted
- AI doesn't use boost to chase and kill targets, instead lets them get away
- When out of ammo, AI ship should drop back into formation
- Player ships with just missiles won't fight
- After requesting docking, all other order hotkeys are ignored
- AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed
- Added clearer message to indicate that the players fighter will be destroyed when they FSD away
- Moved empire fighters hit spheres for the weapons even further forward to help in hitting them
- Use numbers rather than bars for displaying fighter stats
- Wanted NPC has clean fighter fixed
- Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty
- Added loading animation to screen for switching between fighters and main ship
- Fixed missing font glyphs on Role panel when running in Russian
- Fixed commander name having the "Crew" tag on the death screen when killed by a player in a fighter
- Can use hotkeys to send invalid NPC commands to unmanned mothership fixed
- Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore
- Audio: reduced probability of "no more targts" npc crew message down to 40%
- Audio: Fix for Crew member saying wrong line when asked to attack target
- Fix not being able to deploy an SRV or Fighter after resurrecting
- Fix NPC Crew not increasing their total kill count when assisting with destroying NPC and Player ships too low level to award combat rank progression
- Fighter ramming not counting as illegal fixed
- Fixed the incorrect paintjobs used for red and blue in CQC
- Make sure active crew are displayed correctly
- Added an inbox notification when NPC Crew rank up
- Fixed NPC Crew profit share not increasing when ranking up
- Turret settings are recovered when switching back to main ship
- Allow fighters to accept new orders if they've been told to dock
- NPC Crew can't pilot ships near planet surfaces fixed