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Thread: Elite Dangerous 2018 Roadmap [Regularly Updated]

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    Elite Dangerous 2018 Roadmap [Regularly Updated]

    CHECK LATEST THREAD COMMENTS FOR NEWEST INFO
    Frontier is dropping support for Elite Dangerous on Mac when the Beyond Q4 update launches - Source
    You can receive a free Anaconda paintjob and exclusive decal in the Q4 Update if you (re)sign up to the Frontier Newsletter here - Source


    Elite Dangerous: Beyond - Season 3 Roadmap


    All 4 updates will be FREE for all Elite Dangerous: Horizons owners - Source
    Premium Content for Lifetime Pass owners is planned for 2018 - Source


    ~ Chapter One ~
    3.0 Update (Q1)

    LIVE on the 27th of February, 2018

    New core improvements, expanding the narrative, and some of the new features.
    This update is a stepping stone for a much larger update that will arrive in Q4 of 2018:

    Narrative
    • Commander Chronicles (Cinematic Shorts):
    • Retaliation (Sept 2017)
    • Devastation (Dec 2017)
    • The Deal (Feb 2018)
    • The narrative of The Guardians:
    • 27 Feb - Ram Tah Searching for New Guardian Sites - Ram Tah requests help in locating undiscovered sites from the ancient alien race.
    • 07 Mar - Ram Tah Announces New Discoveries - Data that leads to blueprints for new weaponry and power-plant systems based on Guardian designs.
    • 10 Mar - Fresh Knowledge From New Guardian Sites - Ram Tah creates decryption algorithm that translates the codices at Guardian sites.
    • 06 Apr - New Designs from Technology Brokers - Guardian power distributor, Guardian FSD booster (Removed until 3.1) and Guardian shard cannon.
    • Dev Comments:
      Originally Posted by Dominic Corner View Post (Source)
      Before 3.0, all markets in Meene which had mission boards would give the "Decoding" mission.

      For 3.0, we have let Felice Dock (The most well known station, that most guides mentioned as the start of "Decoding") keep the old mission and have made all the other markets give out "Decrypting".

      For large ships, you can get it at Schiltsberger's Progress.
      Originally Posted by Paige Harvey View Post (Source)
      For those who have already purchased the Guardian FSD Booster and are unable to use it due to these issues, we're very sorry for the loss of time and materials spent creating this module, and we will be refunding you the materials used to create this module, and will be allowing you to keep the Guardian FSD Booster which will have the fix automatically applied when it is available. You'll also receive this message with instructions on how to claim your materials via an ingame inbox message.
    • The narrative of The Thargoids:



    Engineering Improvements
    • Crafting Upgrades - We removed any potential for the crafting process to result in an upgrade that is worse than what is currently fitted. All penalties in blueprints are fixed and only applied once per rank. You need to maximize benefits from an upgrade before we can start applying higher rank versions to a module.
    • If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer (Beta 2).
    • Secondary Effects - Secondary hidden statistical variables have been removed. We'll try to ensure that each module has a set of experimental effects that allow you to tweak your module in a variety of ways.
    • Material & Data Storage - There's a per material/data storage cap, with different caps for different tiers: Tier 1 - 300, Tier 2 - 250, Tier 3 - 200, Tier 4 - 150, Tier 5 - 100.
    • Pinned Blueprints - You are now able to craft pinned blueprints at any starport that has outfitting. You can pin a blueprint per engineer.
    • When pinning a blueprint, it will now pin all grades rather than just one (Beta 2).
    • Experimental Effects - These will no longer have a chance to occur during the upgrade process. Instead, each experimental effect will simply have a materials cost that you can pay to have it fitted to an appropriate module. This means that there is no way you can lose reputation ranks with an Engineer.
    • UI Improvement - There have been added quality and quantity indicators for materials in the game world, so you’ll be able to see at a glance how much you have of a material without having to check your inventory.
    • Collecting Materials - We've added an ignore function for materials (and commodities, incidentally), allowing you to mine and collect more efficiently by preventing collector limpets from picking up ignored items and auto-venting refineries.
    • The Materials Ignore List automatically ignores any materials which the player does not have the capacity to collect (Update 3.0.3).
    • Grandfathering - Existing engineered modules have been grandfathered. This means you can still use them, their statistics and effects won’t be changed. However, if you want to apply further upgrades to them, they will have to be converted. Conversion will place them at the top of the previous rank (so a rank 4 upgrade would become maxed rank 3 upgrade) and would change all statistics and effects to represent the new blueprint.
    • We will try to make sure that the new blueprints can max out slightly better than the old system (we want to encourage conversion).

    Materials Trader
    • Added a new contact called a Materials Trader to give players the ability to hand in materials in exchange for others at set exchange rates based on grade and material type.
    • This will allow players to trade for rarer items or items obtained by gameplay they do not want to take part in (E.G. killing trade ships) as well as converting stockpiles of unwanted materials to ones that the player needs.
    • This is not intended to replace material gathering completely, but be a useful tool to help shorten the gameplay loops around gathering materials, making engineering and unlocking items at the tech broker more accessible.
    • More information:

      • Allow players to trade one material of another in a single trade.
      • Only one trade at a time can be completed.
      • Material traders operate on a true barter system. There are no credits involved.
      • Traders are split into types – Raw, Manufactured and Encoded.
      • Each trader type only trades in their type of materials and can be found in different economy types.
      • Locations material traders can be found are:
      • Raw Materials Trader - Found at extraction and refinery economies, only trades in raw material found on planet surfaces and planetary rings.
      • Manufactured Materials Trader - Found at industrial economies, only trades in manufactured materials.
      • Encoded Materials Trader - Found at High Tech and Military economies, only trades in encoded materials.
      • Systems also need to be mid to high security systems and have populations between 1,000,000 and 22,000,000.
      • Materials Traders will not show up in lawless and anarchy systems.
      • Materials Traders will not show up at stations that are currently controlled by a criminal faction.
      • Materials Traders will be unavailable when a station is damaged, under repair or put on lockdown.
      • Horizons is required to use Material traders.
      • Material traders can be found using the new By Service map view configuration option. This has a 40ly range and only shows traders that you have discovered.
      • Material traders will also be shown on the system map in the station services list.
      • Material traders will appear in the Human Bubble, Colonia and Pleiades regions at economies types listed above.


    Crime&Punishment
    • Bounties and Fines

      • Bounties and fines are applied to the ship you're in.
      • Fines never mature into bounties.
      • Bounties never become dormant.
      • Bounties never expire.
      • Fines can be paid off at security contacts.
      • Bounties can be cleared by Interstellar Factors when your Notoriety is 0.
      • Claimed bounties for the jurisdiction you died in must be paid when you re-spawn at detention centres.
      • (!) These changes aim to simplify crimes. You will now have more control over your criminal status risk and reward. You can store a ship with bounties on (a hot ship), hiding your criminality, but at the cost of not using the ship. Bounties are now more significant as you must use Interstellar Factors to clear them, which can be expensive.

    • Notoriety and Murder

      • Commanders gain a Notoriety rating, a value between zero and ten.
      • Notoriety increases by one whenever a Commander commits a murder crime.
      • Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
      • For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
      • If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.
      • In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
      • Notoriety is linked directly to the Commander, regardless of which ship they fly in.
      • Any Notoriety means the interstellar factors cannot clear your fines or bounties.
      • Around starports, any death that results from collisions will not apply to the notoriety penalties nor will it increase Notoriety. This is to prevent small ships being destroyed by excessive ramming. Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.
      • Notoriety exemption for murder by ramming now applies everywhere, not just near stations. (Update 3.0.2)
      • (!) These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.

    • Hot Ships and Modules

      • A ship with bounties on it is hot.
      • A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
      • Elsewhere - ship transfer costs are increased for the hot ship.
      • Modules taken from a hot ship are hot modules.
      • Hot ships can be cleaned using Interstellar Factors, at a cost.
      • Hot modules can be cleaned in storage for a price based on the module's value.
      • Hot modules cannot be placed in a clean ship.
      • Hot ships and modules can be sold at a mark down.
      • (!) These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.
      • Dev Comments:
        Originally Posted by Will Flanagan View Post (Source)
        A quick notice to just let you know that we’ve reduced the cost of cleaning hot modules down from 25% to 5%, so that the cost of cleaning these modules better matches the re-buy cost for the module.

    • Friendly Fire and Reckless Weapons Discharge

      • The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
      • A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine.
      • (!) These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued.

    • Anonymous Access Protocols

      • When in a hot ship, port services are restricted in jurisdictions where the ship is wanted - your ship logs in anonymously.
      • Fines prevent access to all services except missions in progress, security contact, Interstellar Factors and black markets
      • Bounties prevent access to all services except missions in progress, Interstellar Factors and black markets.
      • (!) This helps to make sure there are consequences for your crimes without your vessel being destroyed.

    • Power Bounties

      • Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties.
      • Power bounties can only be detected and claimed by Commanders pledged to the power that issued them.
      • Commanders destroyed for their Power bounty are not processed as criminals and do not pay any additional costs during respawning.
      • (!) Authority ships will no longer get involved with Powerplay. For example, A Hudson Commander can still attack a Patreus Commander with impunity in a system controlled or exploited by Hudson. However when the Patreus player fights back they will get a Power bounty and no authority ships will be summoned.

    • Advanced Tactical Response

      • Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
      • ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
      • ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
      • The security of the system determines the level of crime before they are summoned
      • ATR ships arrive with full knowledge of their target and are pre cleared to arrive "weapons hot".
      • Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system.
      • (!) Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulations.

    • Crime and Ship Destruction

      • Attacking Wanted ships (player or NPC) is now legal even if the player does not know they are Wanted.
      • When a hot ship is destroyed where it is wanted the Commander will respawn at the nearest Detention Centre.
      • There are lots of Detention Centres in human space.
      • When respawning at a Detention Centre, a Commander *must* pay off their bounty or fine for the jurisdiction where they were destroyed and any bounties detected by a Kill Warrant scan, in addition to their rebuy cost - all other bounties and fines remain attached to the ship.
      • When a ship is destroyed where it is not wanted it will respawn at a starport owned by the jurisdiction’s controlling faction.
      • If there are no appropriate starports, it will respawn at the last port it was last docked at.
      • When a ship is destroyed where it is not wanted but hostile to the jurisdiction’s controlling faction, it will be deported and respawn at the nearest Detention Centre.
      • (!) This change makes the crime flow more consistent and plausible and ensure you will not be trapped by re-spawning in a station you are hostile.

    • Kill Warrant Scanner

      • The Kill Warrant Scanner detects all bounties issued by system factions in every system.
      • The Kill Warrant Scanner grants a license to kill if at least one detected bounty is issued by a faction that is aligned to the same superpower as the current jurisdiction.
      • When used, the Kill Warrant Scanner prevents reputation loss for destroying ships, except criminally aligned vessels. (Coming Soon: Source)
      • NPC ships can have bounties for factions not present in the current system, favouring nearby systems where possible.
      • (!) Making this change involves a significant amount of under the hood changes to the way bounties are generated, which increases the robustness of the whole bounty system.
      • Dev Comments:
        Originally Posted by Sandro Sammarco View Post (Source)
        I understand that chasing fugitives across multiple systems and multiple governments is no longer an option for the Kill Warrant scanner. However this is something we will be looking to address in a future update, where we'd like to improve wake scanning and look at other modules, such as tracker limpets (No ETA, no guarantees, obviously).

    • Superpower Bounties

      • When you gain five or more bounties for factions aligned to the same superpower, a superpower bounty is issued against you.
      • Superpower bounties are valid for every jurisdiction aligned to the superpower.
      • Superpower bounties are detected by a basic scan.
      • When a superpower bounty is detected, all bounties issued by factions aligned with the superpower are also detected.
      • Superpower bounties grant credit rewards and reputation for the superpower.
      • (!) Superpower bounties add consequence to those who commit crime sprees across multiple systems. They also help define clear boundaries between Empire, Federation and Allied space.


    Trade Data Changes
    • How trade data works in Beyond Chapter One:

      • Commanders will be able to select the trade data column header to enter the trade data overlay.
      • From there, you can select specific markets by typing in the system name or finding the system using the galaxy map.
      • Important note: only systems you have docked in or scanned the 'Nav Beacon' at will display a result when entered, so the more systems you visit in the greater the amount of trade data you will have to use when looking for a potential profit.
      • Once a system is selected, as long as you have the trade data, a tab will appear.
      • Using this you can select which market in the system you want to display the trade data for.
      • You can now select whether you want to show export profits (the money you would make when exporting to the system) or input profits (the money you would make from importing goods from the system to your current market).
      • Once the parameters have been chosen, you can hit the OK button to display the data for the selected market on the commodity market screen allowing you to see what profits you could make on any commodities.
      • Important note: profit given is accurate at the time of being displayed and can fluctuate when travelling to the chosen market.
      • The commodities market interface has also had a makeover with more information about potential markets displayed in the right hand panel. Supply and demand is now shown as pips instead of high (now 3 pips), medium (now 2 pips) and low (now 1 pip).
      • When you select a commodity, a confirmation overlay will open, allowing you to select how many of the item you want to buy or sell and then you'll be able to confirm the trade.

    • Using the galaxy map for trade data:

      • You can use the same interface to access and use the galaxy map to select a target market. This is also available straight from the galaxy map tab in the left cockpit panel.
      • With the galaxy map open you can use some new configuration options to display trade data, find trades and select a market to compare with your current location.
      • New options are stored in the Map option under 'Map View Configuration.'
      • There is a new entry in this drop down called 'By Commodity'.
      • This will open up the new commodity search options
      • You will be able to select the commodity type and commodity that you are interested in.
      • If you already have a commodity in your ships inventory it will be highlighted with an icon, allowing you to see at a glance what you have onboard.
      • With a commodity chosen the galaxy map will display trade heat map icons within a 40 light year radius of your current position to indicate star systems that import or export that commodity.
      • Important note: you can search for and look at trade data for systems further than 40ly, it’s just that the heat map has a set range so the icons will only show up within that range of your current location.
      • A Blue Diamond is a system that imports the item and Green Triangle is a system that exports the item.
      • Under the commodity selection on the left hand panel are also three new filters allowing you to set the icons to show:
      • Best import and export prices
      • Import prices only
      • Export prices only
      • With the By Commodity map mode selected, you can move your cursor over a system and select it.
      • As mentioned before, if you have previously docked in the system or scanned the 'Nav Beacon' there then an expanded overlay will display trade data. But for systems that you have not visited, a message will be displayed telling you that the system's data is unavailable and how you can unlock it.
      • When you select a system, you will be able to scroll through each market in the system and see the per unit price of your chosen commodity on the system selection overlay. This will allow you to quickly work out the best locations to trade at (based on price).
      • Below 'import/export price' there is a new selection of filters. Using these filters you can find the best location with the best price to suit your ship and cargo. These filters are as:
      • Landing pad size – This allows you to see what landing pad sizes are available at the Starport.
      • Planetary Market - This allows you to show or hide markets that are on a planets
      • Distance from star – This allows you to filter between market a short, medium or long range from the main system star.
      • We have also added another new button on the system selection overlay: mark market for comparison. This allows you to show the trade data from your selected commodity market to the commodity market at your current location (instead of displaying the galactic average).

    • Trending trade route data
    • We have also updated the trade data routes in the galaxy map to now show trending trade routes used by commanders and commercial pilots. Using these filters can, alongside the various commodity filters, help commanders get a clear view of who is trading what and where in the systems near to you.
    • Dev Comments:
      Originally Posted by Steve Kirby View Post (Source)
      I can confirm that profits shown are accurate at the time of being displayed and can fluctuate when travelling to the chosen market.
      So these means it's up to date when displayed, but if your destination is a long way away the price might change as you are in transit based on NPCs and Commanders trading at that location.
      Originally Posted by Steve Kirby View Post (Source)
      We do plan to make Trade data retroactive, so any systems you have docked in or scanned the nav beacon off will have unlocked trade data when the update is released.

    Wing Missions
    • These are missions designed to be shared by up to four players.
    • There are four wing mission types at this time: delivery, collect, massacre and assassination.
    • In order to accept the mission, one member of the wing needs to access the mission board and select a wing mission, which are denoted by a special icon.
    • Once accepted, the player who took the mission can share it by clicking the share button on the mission’s entry, located in the 'Transactions' panel. Doing so sends the player's wingmates an inbox message and adds the mission to their own Transactions panel.
    • The wingmates can choose to then either accept or decline the mission invite in the Transactions panel.
    • Important to note: each player can only share one mission at a time, this means that with a maximum of four players in a wing, players can be part of up to a maximum of four active wing missions at any given time.
    • Mission Depots

      • In the case of a wing delivery mission, players will be charged with transporting large quantities of goods from point A to point B. previously, when taking a delivery mission, all the cargo would be placed into the player’s hold for them to deliver. However, as we are now dealing with larger quantities and missions involving multiple players, this added a new development challenge; we needed to add a way for players to collect and deliver part of the mission’s total required cargo. In order to facilitate this, we introduced the 'mission depot,' which allows members of a wing to collect and deliver any amount of cargo that they require for the mission.
      • The mission is completed when all the cargo has been delivered and each member of the wing is then able to collect their rewards.
      • All players who are members of the wing at the point that the mission is completed are eligible for the mission rewards.
      • Once all cargo has been collect and a set amount of cargo has been delivered to a mission depot the owner of the mission has the option to partially complete it. In this instance all wing members will receive a credit only reward proportional to the amount of cargo delivered. For example if 75% of the cargo is delivered all wing members will receive a credit reward equal to 75% of the mission’s promised reward.
      • If a player has collected cargo, which has not been delivered when a mission is completed, they will receive a fine based on the cargo’s value.

    • Mission Reward Choices
    • The new mission reward system, which provides players with three different, and roughly equivalent, reward packages allowing each player to choose which set of rewards they wish to claim. One of these reward packages will always be a credit based reward package.
    • Dev Comments:
      Originally Posted by Will Flanagan View Post (Source)
      A quick update on the status of Wing Delivery Missions: we are going to be reducing the units of cargo that these missions can require to 320 – 6120. In addition, we’ll also be increasing the payouts of these missions slightly.
      Originally Posted by Will Flanagan View Post (Source)
      For mission balancing reasons, we have made a change to the Massacre Skimmer mission type: Commanders will now only be able to take up five of these missions types at a time.
      This may be something we change in a future update and if it does, we will let you know.

    Megaship Interactions
    • Another change coming to this chapter of Beyond is the additional gameplay interactions that will be available at the various megaships found across the galaxy. As well as the simple data links and NPC ship scenarios we have added a new flow for scanning these and (in later Beyond updates) other large space objects.
    • Initiating Interactions:

      • Megaships will now need to be scanned with the data scanner before any of the interaction objects become interactive. - Video
      • Doing so will release a scan pulse which highlights all interaction objects attached to the ship.
      • Interaction objects are added to the ships contacts panel and can now be targeted and interrogated to discover how to interact with them.
      • Some of interactions will utilise limpets of various types to allow you to activate, deactivate, damage, hack or simply operate an item. While others can be shot or scanned to interact.

    • One thing to note is that all current interactions are considered illegal, tying in with the changes to Crime and Punishment. These interactions provide criminal pilots new gameplay options as well as giving lawful players new locations to find wanted pilots.
    • In addition to the aforementioned interactions, we have tweaked the scenarios around the megaships to include a greater variety of criminal and lawful pilots, as well as crime responders such as police ships which we feel will add a bit more spice to these locations.
    • We have plans to add other interaction types and locations in later updates, so there will be more to come in this area.

    Technology Brokers
    • Technology Brokers are dealers in new and rare technologies and items. These contacts appear in various stations across known human space and can generally be found in highly populated systems with a high security level. Visit tech brokers to see what items they currently have available and complete set requests to unlock these items by handing in the required commodities and materials. The addition of Technology Brokers allows pilots to acquire new items based on their personal narrative giving even more ways to play elite.
    • A few of the things we'll be able to unlock:
      Frontier Expo 2017:

    Planetary Tech
    • We have overhauled the surface material system for the rocky, high metal content and metal rich planets. We have pushed the system to get a lot more out of it, but this is just the first step towards further major planetary system improvements. The contrast and variation across and between bodies is much improved.
    • We also hope that these planetary visual improvements (with more surface level improvements coming later in the year) will also bring a new vibrancy to the Elite Dangerous galaxy, encouraging wanderlust explorers to discover far systems and planets.
    • The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds. In addition, binary rocky/metallic planets more accurately simulate having similar colourations from shared formation materials where appropriate.
      Comparison 2.4 vs 3.0 planets: https://imgur.com/a/mIhK5
    • The range of colourations:
      Rocky High Metal Metal Rich
      No Volcanism No Volcanism No Volcanism
      Low Volcanism Low Volcanism Low Volcanism
      Mid to High Volcanism Mid to High Volcanism Mid to High Volcanism

    Galnet Audio
    • At the simple click of a button, you’ll now be able to listen to GalNet audio whilst flying your ship.
    • All you have to do is select the play button at the bottom of the right-hand system panel in your cockpit to play through the headline news stories.
    • If you’re looking for a specific story, or you want to curate your own playlist of handpicked news, you can do so by opening up GalNet news from the same panel and select the stories individually.
    • GalNet news will fade in and out depending on the situation, and stop altogether in some key situations. In some cases, such as counting down to hyperspace jumps, the news will pause and then resume once the countdown is complete. The story, or playlist, will continue from where you left off.

    COVAS Customisation
    • Changing your COVAS (Cockpit Voice Assistant) is a new addition to Elite Dangerous and the first of these will be Victor, ready at the launch of Chapter One of Beyond. Commanders will be able to change their COVAS at the Starport Services livery customisation section.
    • It'll be possible to also change the COVAS for your SRV too, you'll need to head over to the SRV customisation bay to change your preference.
    • And... if you miss Verity, you'll be able to change the COVAS back.
    • Frontier is working in partnership with HCS to bring you new COVAS packs in the future. These voices are intended to bring a new flavour to commanders out in the black, however, it's important to note at the current time we do not intend to introduce celebrity voice packs.

    Ships (3.0 Ship Scale Video)
    • The Chieftain
    • The Alliance Chieftain is a medium-sized ship that has been designed not only to dish out punishment, but to avoid it. Manufactured by Lakon Spaceways, the Chieftain is more manoeuvrable than ships of similar size and weight, and its combat profile means it can more than hold its own in a fight. The ship also boasts three internal military compartments, allowing the pilot to equip a shield cell bank, hull reinforcements and module reinforcements.
    • Specifications: Medium pad. Hardpoints: 2 Large - 1 Medium - 3 Small. Multi-crew capable (+1 seat).
    • The Type 7 received a decrease in mass, an extra size 2 optional slot, and a power distributor of 4 (from 3).
    • The Keelback received a 2nd seat, making it a multi-crew ship.
    • The Type 9 received an extra size 8 slot.
    • There are plans for improving the Asp Scout in a future update - Source

    Misc Changes

      • Community Goal Decal Rewards added - Source + Dev Comments
      • Journal Documentation (API) for 3.0 - Source
      • Module Storage has been increased from 60 to 120.
      • New High Value supercruise targets for pirates to raid
      • Option added so players can choose how flight controllers address them (Commander Name, Ship Name or Ship ID) when approaching a station
      • FSD Boost Synthesis received changes
        Originally Posted by Sandro Sammarco View Post (Source)
        We have updated the FSD boost synthesis recipes to the following:

        FSD Basic
        Carbon 1
        Vanadium 1
        Germainium 1

        FSD Standard
        Carbon 1
        Vanadium 1
        Germainium 1
        Cadmium 1
        Niobium 1

        FSD Premium
        Carbon 1
        Germainium 1
        Arsenic 1
        Niobium 1
        Ytrium 1
        Polonium 1
      • There are plans
      • for adding Exploration Community Goals in future updates - Source
      • for improving Competitive Community Goals - Source
      • for preventing fighter crew death in a future update - Source #1, Source #2
      • for dealing with landing pad blocking - Source
      • for changing how healing weapons work - Source
      • for designing a universal limpet controller module - Source




    ~ Chapter Two ~
    3.1 Content Update

    LIVE on the 28th of June, 2018

    This is the first of the two smaller instalments coming as part of the Elite Dangerous Beyond series of updates:

    Narrative)
    • Commander Chronicles (Cinematic Shorts):
    • Retaliation (Sept 2017)
    • Devastation (Dec 2017)
    • The Deal (Feb 2018)
    • Lift-Off (Jun 2018)
    • The narrative of The Thargoids:
      • 28 Jun - Thargoid Assault on the Deciat System - An emergency report from Aegis confirms that the Thargoids have returned to the core systems with an incursion into the Deciat system.
      • 29 Jun - Thargoid-Worshipping Cult Garners Hostility - Public reaction to a fringe religion that worships the Thargoids is one of mistrust and hostility, according to security reports.
      • 07 Jul - A Thargoid Fifth Column? - Amid growing public mistrust of a fringe sect that worships the Thargoids, a report suggests that the group’s members may be undercover Thargoid agents.
      • 11 Jul - Fringe Religion Condemns Far God Cult - The Church of Eternal Void has denounced the so-called Far God cult, which worships the Thargoids.
      • 12 Jul - Ebor Research Outpost - An initiative to build a new research outpost that will support further research into the Thargoids, focusing specifically on the possibility of inter-species communication.
      • 19 Jul - Far God Cult Attacked - There has been a spate of violence against the Thargoid-worshipping Far God cult, resulting in dozens of deaths and hundreds of injuries.
      • 03 Aug - Far God Cult under Investigation - The Federal Intelligence Agency has launched an investigation into the Far God cult. Several members of the sect have been arrested for interrogation.
      • 09 Aug - Further Arrests of Far God Cultists - The Federal Intelligence Agency has apprehended further members of the Far God cult, to determine if they are communicating with the Thargoids.
      • 16 Aug - Eagle Eye Installations Offline - Admiral Aden Tanner has confirmed reports that Aegis’s Eagle Eye installations are offline.
      • 17 Aug - Ulyanov Arrested - Dr Alfred Ulyanov, a leading exotheologian and an authority on the Far God cult, has been apprehended as a suspected Thargoid sympathiser.
    • New planetary sites added, with audio logs - Video

    New ships
    • The Challenger
    • A modified version of the Alliance Chieftain, the Alliance Challenger has been envisaged as a frontline combat vessel. With a generous complement of hardpoints, the Challenger can more than hold its own in a fight, and although it weighs more than its sister ship, it has retained the Chieftain’s characteristic agility. It also has stronger armour than the Chieftain, allowing it to soak up a significant amount of punishment.
    • Specifications: Hardpoints: 1 Large - 3 Medium - 3 Small. Multi-crew capable (+1 seat).
    • Video: Lavecon 2018
    • Images:
    • The Krait Mk II
    • The Krait MkII is a reimagining of the Krait Lightspeeder, which was originally manufactured by Faulcon DeLacy in the 3100s. Although the new ship is larger than the original, it possesses many of the same characteristics, emphasising speed, manoeuvrability and firepower over defensive capability. The ship also boasts a fighter bay and space for up to two crew members, making it a good option for those seeking a medium-weight, multipurpose vessel.
    • Specifications: Hardpoints: 3 Large - 2 Medium. Medium ship. Multi-crew (+2 seats) and fighter bay capable.
      1984 Original:
      Frontier Expo 2017:

      PCGamesN:

    Missions and Scenarios
    • Introducing a Wing Mining Mission for you and your fellow Commanders to take on.
    • Added new high threat USS's, and missions that can direct players to them.

    Megaship and Installation Interactions
    • In a similar fashion to the Megaship interactions, which were introduced in Chapter One, Commanders will now be able to scan and interact with Space Installations.
    • Scan – Scanning the installation will allow Commanders to see what they can interact with: Turrets, Comms Arrays and Cargo Bays.
    • Turret hack – Disable turrets protecting other potential hackable points. This will deactivate security measures put in place to protect the Comms Arrays and Cargo Bays.
    • Comms array – Get tradable data from the Comms Array.
    • Cargo bay – Fire a limpet on the Cargo Bay to unlock and steal commodities and materials.
    • Video: Medical Installation Scanning
    • Added Escape Hatch interaction points to damaged megaships - Escape Hatches

    Technology Broker
    • There are now large variants of weapons available at Guardian Tech Brokers and Human Tech Brokers, including the return of the Guardian FSD Booster module!
    • These Tech Brokers will issue blueprint requests to collect Guardian data as well as materials and then, once delivered, will unlock certain Guardian modules or weapons for purchase.
    • Large Plasma Shock Cannon (Fixed, Gimbal, Turret) - Image
    • Large Guardian Shard Cannon (Fixed, Turret) - Image
    • Large Guardian Plasma Launcher (Fixed, Turret) - Image

    Thargoids
    • Thargoids continue to be an intergalactic menace! With the Alliance introducing a new ship, the Thargoids intend to up their game too, introducing new Scouts that will buff other Scouts and increase their combat efficiency.

    Crime&Punishment Changes
    • Players can now hand themselves in to security contacts, if they have outstanding bounties, and a zero notoriety rating. Players that hand themselves in will pay off the bounty and be deported to the nearest detention center
    • Relaxed the friendly fire thresholds against NPC ships, to lower the amount of erroneous crimes being handed out
    • Notoriety now decays whilst the player is docked
    • Players current notoriety level displayed in cockpit will no longer be potentially out of date
    • Relaxed the rules for Multicrew gunners so that they are less prone to accidental assault/reckless weapon discharge crimes




    ~ Chapter Three ~
    3.2 Content Update

    Planned to go LIVE on the 28th of August, 2018

    This is the second of the two smaller instalments coming as part of the Elite Dangerous Beyond series of updates:

    New ships
    • Alliance Crusader
    • Leaked briefly on the Frontier Store. Not officially confirmed. More information here.
    • Krait Phantom
    • Leaked briefly on the Frontier Store. Not officially confirmed. More information here.
    New missions
    New scenarios
    Progressing the narrative

    • Dev Comments:
      Originally Posted by Edward Lewis (Source)

      The Q2 update and the one following that, those are the 2 smaller updates, and they're likely to not have a beta period.




    ~ Chapter Four ~
    3.3 Update (Q4)
    YouTube Timestamp

    Squadrons
    • For our first look at Squadrons we are going to cover the basics of what a Squadron is, how you create or join one and what core functionality a Squadron will provide.
      Now, it’s worth mentioning that these are initial ideas and subject to change before the Q4 update (which introduces Squadrons).
    • What is a Squadron?
      A Squadron is a group of Commanders who want to band together and organise themselves in-game. This might be to play together, or to focus on certain types of gameplay such as bounty hunting, Community Goals, or perhaps rescuing Commanders who find themselves out of fuel.

      The idea of Squadrons is to provide a series of features that support multiplayer organisation and gameplay. In this Focused Feedback forum, we’ll be covering the creation and management of Squadrons.
    • How do I create a Squadron?
      Once Squadrons are introduced they will have their own full screen GUI page. When opening this without having joined a Squadron you will have the option to search for a Squadron to join or to create your own. Creating your own Squadron will involve paying a credit fee (amount to be decided) and then setting the following values.
      • Squadron name: This has to be a unique name that cannot be changed once the Squadron is created.
      • Squadron ID: A short ID or tag.
      • Language: The primary language the Squadron will communicate in.
      • Attitude: Choose from a pre-set list of attitudes. The list is currently – Relaxed, Family, and Devoted.
      • Tags: Each Squadron will be able to select a few tags from a wider list. This list includes elements such as “PvP”, “Bounty Hunting” and timezones such as “UTC+3”.
      • Superpower: Choose one of the following: Empire, Federation, Alliance or Independent.

      Our list of tags is a work in progress, what tags would you be keen to see?

      Once all of these values have been set and the Commander is happy, the credit fee is paid and the Squadron is created. The Commander who creates the Squadron will be automatically assigned as the Squadron leader.
    • How do I find/join a Squadron?
      As I mentioned previously, if a Commander accesses the Squadron page and is not currently part of Squadron, they will have the option to search for one to join. Using the same fields as listed above the Commander can search by whatever is important to them and will receive a list of Squadrons based on that criteria.

      The Commander will be able to look a set of Squadron statistics and use this to decide which Squadron they want to apply to.

      Once the Commander finds a Squadron they like, they can send an application. This application will include a small amount of text that, by default, will include some information on the Commander (highest Elite rank, for example) but can also be edited if required.

      The Squadron Leader (and Officers) will be able to see a list of all Commander applicants and, at this point, can send the applicants an invite. Both the invitee and inviter must be online at the same time for the invitation to be sent and accepted. This option to invite will also be available on other areas of the HUD where Commanders can select other Commanders, for example a Commander’s friend list.

      We are currently considering capping Squadron membership at 250 Commanders, but we’re interested to hear your feedback on the matter.
    • Can I leave a Squadron?
      Commanders can leave a Squadron at any time. If a leader chooses to leave a Squadron then they must pass the leadership mantle onto another Commander. If all members leave a Squadron then it will be disbanded and any assets the Squadron holds will also be lost.

      The only time the leader can leave and not pass on the mantle of leader is when they are the last member to leave (and the Squadron is disbanded).
    • The Squadron hierarchy and privileges:
      You may have noticed above that I have referred to both the Squadron Leader and Officers.

      There are three classes of Squadron member and these are:
      • Leader: The Squadron Leader has all privileges and can set which privileges officers have.
      • Officer: The Officers have whatever privileges the leader has set for them.
      • Pilot: This is the standard level, and the majority of Squadron members will be pilots. They have whatever privileges the leader has set for them.

    • What privileges can the leader set?
      The Squadron leader can set the following privileges:
      • Officers can invite Commanders into the Squadron (yes/no) (greyed out if new members cannot join)
      • Officers can kick Pilots from the Squadron (yes/no)
      • Officers can plot a jump for a Fleet Carrier (yes/no)
      • Officers can select purchase upgrades for a Fleet Carrier (yes/no)
      • Officers can set the ‘Message of the Day’ (yes/no)

      This is the current list of privileges but we expect to add more as development progresses and we discover the need for them!
    • Squadron communication
      One of the most important features that Squadrons adds is the ability for groups of Commanders to communicate with each other. Squadron facilitates this with the following features:
      • Group Comms – A new feature that will be used by Squadrons is group comms, this will add channels and other functionality to the chat panel. When a Squadron is created, the Squadron channel and the Squadron officer channel (which is only available to Officers and the Leader) are automatically created and any Squadron members are added to the relevant channels. This allows Squadron members to communicate regardless of where they are in the galaxy.
      • The Feed – The Squadron overview page (which becomes available once a Commander joins a Squadron) will have a list of automated posts that are added to a feed. This feed will provide essential feedback on the Squadron, the fleet carrier and their activities. For example when a player joins the Squadron a message will automatically be added to the feed. The feed is limited to a certain amount of posts (amount TBD). Those members with the correct privileges will also be able to add a message of the day to the feed, the latest message will always remain stickied to the top of the feed. This provides a place for Officers to provides orders for the rest of the Squadron.

      We are investigating the possibility of an external Squadrons website. We would love to hear what functionality you would like to see on a Squadrons website.
    • The Fleet Carrier
      As you might have noticed above, it will be possible for Squadrons to possess a Fleet Carrier. We will be devoting an entire Focused Feedback thread to Squadron Fleet Carriers, so please refrain from discussing it at this time.
    • Squadrons and factions
      We are aware that some groups will want to align their Squadron with a faction. We are currently looking at how we can make this work and allow Squadrons to ‘fly the flag’ of a faction. This is something we will be discussing during a latter Focused Feedback thread, so please avoid discussing this for now.
    • Images: Possible Squadrons Group Comms UI from the 3.1 launch trailer.

    Fleet Carriers
    • Squadrons will be able to purchase their own fleet carriers.
    • These are large, mobile, dockable vessels that will act as a base of operations for squadrons.
    • We'll be able to refuel, rearm and respawn at them.
    • Discussion in the Beyond Focus Feedback forum planned at a later date.
    • Dev Comments:
      Originally Posted by Adam Bourke-Waite (Source)

      The Fleet Carrier will be a very large ship, which members of the Squadron will be able to dock with.

      If enough of a certain resource is available, then the ship will be able to move. And that will not happen on the weekly tick. It will happen whenever you have the resources to do it.

    Powerplay Proposal
    • We’re considering a package of tweaks to Powerplay and we’d like your thoughts on them. Note that this is not a fait accompli, just something we’re investigating.
    • The concept behind these changes is not to completely change Powerplay, but address a few important issues as efficiently and nicely as possible. Some of these changes are subtle, others very significant. The idea is that as a whole they form a rounded update that provides improvements to the core experience of Powerplay.
    • More information: Part 1 / Part 2

    Mining 2.0
    • This update to mining will cover new ways for miners to interact with asteroids and gain resources from them. It’s worth mentioning early that this will be an additive update, we will not be taking away any of the current gameplay for miners. The standard mining laser will maintain its functionality on all asteroids, as will the prospector limpet (although this will also be gaining additional functionality).
    • New stuff:
    • There will be 3 new types of resource “deposits” available to find in rings/belts:
    • Surface – dense areas of material on the surface of particular asteroids, needing to be carefully broken off to recover
    • Sub-surface – high-yield deposits that sit just below the surface of an asteroid, requiring blasting charges to dig out
    • Deep core – an asteroid with a treasure trove of resources at its core, needing to be cracked open to reach
    • Each of these will provide increasingly better rewards/materials as a return for the increase in challenge and time
    • Each of these will be distributed within asteroid fields at a tiered rarity; surface being the most common, sub-surface being less so and deep core being the hardest to find
    • New modules will be available to mine these new deposit types, allowing us to introduce new gameplay based around each
    • Discovering and interacting with these deposits will be aided by using a new HUD mode called “Analysis Mode” and a new active scanner
    • Finally, the Prospector Limpet will be getting a small update within analysis mode, to help locate and highlight areas of interest on asteroids
      The idea is to flesh out the role of the miner allowing room to specialise as well as giving options for the more casual mining participant.
    • Hunting Asteroids
      To understand the new concepts, we’ll run through the flow of finding the asteroids with these new deposit types on. They will not be entirely visible when first entering an asteroid field, especially at range, and in most cases they will require some amount of investigation to locate.
    • Analysis mode
      The first thing to talk about is Analysis Mode, a new HUD mode allowing players to locate these new deposits, as well as granting access to all the new modules and functionality.
      • Every ship will automatically gain this mode, no purchase or module is required to use it
      • Quickly switches between modes, so players can quickly adapt to situations as they arise
      • Will allow space for new HUD elements and avoid cluttering up the current cockpit HUD

      This mode is still somewhat in flux at the moment (it’s a big change), so this is just a preview of the idea. Hopefully we’ll be able to fill in more details at a later date.
    • Medium range active scanner
      Once in Analysis Mode, the first new mining module is the Medium Range Active Scanner (MRA Scanner). This scanner will allow players to locate deposits within an asteroid field:
      • Available in Analysis Mode
      • On triggering, it will fire out a scanning pulse from your ship, passing over any asteroids within range
      • Any asteroids in range that contain any of the 3 new types of deposit will be highlighted as the pulse passes over it
      • The highlights glow size will be defined by the distance from the ship; the further away the larger, more diffuse the glow, the closer the more focused and precise it will become

      The MRA Scanner is created with an eye to introducing an amount of interpretive game play. Miners should be able to learn to interpret the information in this view, allowing them to become more effective over time.
    • Prospector limpet changes
      Once a deposit has been located, getting more information and targeting data requires a Prospector Limpet to be used. Firing one into an asteroid will do the following:
      • Deposits and fissures (more on these later) will become targetable by your ship
      • Any deposits will be highlighted and any associated target elements/useful information will become available
      • Current prospector functionality will still be available

      This is the only way to gain extra knowledge on particular deposit types, more on this later.
    • Extraction Process
    • Deposit type: surface
      Surface deposits are dense outcrops of material that are partially visible on the asteroids surface. These require a new tool in order to crack and collect: the Abrasion Blaster.
      • A hardpoint module, usable in Analysis Mode
      • When active in a fire group, holding the trigger will charge up the Blaster, releasing the trigger will fire off a shot
      • The shots strength will depend on how long the trigger is held for
      • Each shot will reduce the health of a deposit by an amount
      • If a deposit gets below approximately 10% health, it will break off
      • If a shot would push a deposit below 0% health, it will be destroyed and the materials will be lost

      For example, if a deposit has only 11% health remaining, firing a high charged shot into it would have a good chance of destroying it (by overkilling it).

      To make this even more interesting, each deposit will have a density value, which affects the damage received per shot:
      • A Prospector Limpet can be used to give a general idea of the deposits density, otherwise it will be hidden from players
      • The shots strength will be multiplied by this density value, meaning denser deposits will take more power to dislodge, and weaker deposits will break off more easily
      • Care should be taken, as certain deposits can easily be destroyed in one shot if the strength is too high

      Assuming destruction is avoided, the material will be dislodged and create a single collectible chunk.
      • Each chunk will consist of only one material
      • They will be a high percentage of that material
      • It will require a refinery in order to produce a cargo canister of that resource

    • Deposit type: sub-surface
      Sub-surface deposits are materials hidden below the surface of an asteroid, too deep for the Abrasion Blaster to reach. In this case, a Sub-surface Displacement Missile is required.
      • A hardpoint module, usable in Analysis Mode with new HUD elements
      • Firing the missile acts similarly to the Flak Launcher, the button is held until a desired distance is reached, then released to detonate the warhead
      • It will fly the same as a standard flak round until it hits the surface of an asteroid, once it hits it will do the following:
      • Begin to drill into the asteroids surface
      • Drill for a set maximum time/to a set maximum depth and then detonate
      • If the player releases the trigger whilst it is drilling, the depth will determine what happens next

      Hitting the surface of an asteroid, directly over a sub-surface deposit, a new HUD display will appear to help guide the player. As long as the trigger is held, there are 3 possible outcomes in this situation:
      • Miss - the detonation hit nothing of use
      • Proximity Hit - the detonation was close enough to the deposit to partially dislodge it, a second proximity hit (or direct hit) will dislodge it
      • Direct Hit - the detonation was spot on and the deposit will be instantly dislodged

      The following is a (very) basic example representation of the new UI:

      As the missile is drilling down, a bar will move from left to right. If it reaches the far right it will detonate automatically (maximum depth reached). Timing is required to get the resources out in one go, in order to avoid the secondary effects to detonating a Displacement Missile:
      • All sub-surface deposits on an asteroid will have an integrity/health value (we’re still investigating the best way to display this information); the lower the value, the lower the amount of its material that will be retrieved when blown out
      • Detonations inside of an asteroid will lower the health of all sub-surface deposits in it by an amount
      • If they hit 0% health, they will be destroyed and become unrecoverable
      • The first chunk blown out will always provide the largest return to players

      Successfully dislodging a deposit will shoot out a small number of chunks to be collected. This can be collectible as per surface chunks, but in this case the health value will determine the percentage of the particular material in the chunk, the higher the health, the better the quality of the material that can be collected.
    • Deposit type: deep core
      The final deposit type is the deep core deposit, this is the rarest and largest form of deposit and is actually more of a cluster of deposits rather than a single instance. It requires players to crack open the asteroid to reach. To do this, Seismic Charge Warheads are required to break it without destroying the deposit inside.
      • This asteroid type will look like a normal asteroid
      • It will have fissures on the surface that must be used to crack it open
      • Using a Prospector Limpet will make these fissures targetable

      Seismic charges need to be fired into fissures and detonated in order to break it open and reach the deposits inside:
      • A hardpoint module, usable in Analysis Mode
      • Holding the trigger will set the level of charge: low, medium or high
      • Releasing the trigger will fire the warhead, as a dumbfire projectile
      • When they strike an asteroid, they will embed themselves into the rock
      • Once a charge hits an asteroid, it activates and a timer to detonation will begin
      • There are failsafe systems on the charges, hitting something triggers the timer & enforces detonation, so highly dangerous mining charges cannot remain active within asteroid fields
      • Cockpit warnings will be given to players whenever an active seismic charge is within “danger close” range of their ship
      • Hitting a fissure will cause the charge to embed into the rock, missing will cause the charge to bounce off
      • Targeting the charge will display the time to detonation
      • Any further warheads that are fired into other fissures on the same asteroid will be synched up and detonate at the end of that initial timer
      • (TBD) There will be a way to disarm/render charges inert, using the data link

      Once the timer reaches zero all charges will detonate, and depending on the charge level set & the quality of the fissure, each warhead will do a set amount of structural damage to the asteroid. All warheads will be added together to create a total, which will determine whether the asteroid will break open.
      • Fissure quality can be varied and will only appear once a Prospector Limpet is used on the asteroid
      • Fissure quality will act as a multiplier to the charge strength of the Seismic Charge fired into it
      • WARNING: the detonation of these charges creates a sizeable destruction radius around the asteroid, which will cause heavy damage to any ships caught in the blast
      • There will be supporting HUD elements that will warn the player of the risks and the calculated safety distance.

      To help players judge how many warheads they require to break open any asteroid, a predictive wave-form HUD will attempt to assess the seismic charges effect on the asteroids structure:
      • When the first seismic charge in an asteroid activates, this wave form display will appear
      • Each active warhead will push the wave up based on its destructive value (seismic charge x fissure quality)
      • The wave will take a small amount of time to settle each time a new charge is set
      • The target is to get the wave within the top (approximately) 10% of the graph; below this amount and the asteroid will not crack, above this and the contents will be destroyed

      Finally, each of these deep core asteroids will have an integrity value, chosen from a range of values for that particular type of asteroid; Icy, Rocky and Metallic. This will be invisible to players, but will create variety amongst the different types of asteroid in the game.

      Not managing to crack open the asteroid will have a negative effect on its integrity, and ruin the fissures used. Details are still to be determined on this, so no more on this just yet.

      Once cracked open, inside will be a plethora of collectible chunks & surface deposits that can be gathered up, and will give by far the most materials out of all 3 of the new deposit types.
    • Images: Asteroid Deposit #1 / Asteroid Deposit #2 / Cracked Asteroid / Concept Art (Frontier Expo 2017)
    • Video: Animation of cracked asteroids
    • Dev Comments: Link

    Exploration
    • Sensor Probes (launched from the Detailed Surface Scanner, which will retain its old functionality as well)
    • Images: Planetary Scan / Planetary Ring Scan
    • Sensor Probes will travel in Supercruise
    • When sent towards planets or rings, the probes will follow a partial guided orbit
    • They have Supercruise assisted flight to allow them to arc towards the target body
    • When close to the surface, they will deploy a complicated sensor array which will start collating data from a large area
    • Essentially paint coverage on the body, then the data is all fed back to us
    • Probes are affected by gravity, which will allow us to do trickshots and be more efficient with covering the surface
    • Probes can be synthesized
    • Mechanical rewards for doing a scan better
    • Every crew member will be able to use it at the same time, including the helm
    • Appropriate rewards for crew members
    • Eliminate the need to eyeball planets. Be better informed before we travel to a planet.
    • Interesting sites on planets will be marked or mentioned in the Codex (e.g. Thargoid imprints, Guardian relics, fields of brain trees)
    • The galaxy will be seeded with new unique things to find, split in different categories (Geologic, Biologic, Phenomena)
    • These discoveries can be individual things or the environment itself
    • These can be beneficial or harmful
    • Video: Cloud & Lightning Phenomenon
    • The galaxy will be divided in regions to help us plot, locate and log discoveries in the Codex
    • Focus Feedback Discussion planned to start on the 18th of June (Postponed)

    The Codex
    • An archive that logs our exploration achievements and acts as a repository for game lore. It will log our discoveries and will also act as an encyclopedia, giving more depth and context to the things we find. And also possibly hinting at other things that we might be able to find out there.
    • Focus Feedback Discussion planned to start on the 18th of June (Postponed)

    Planetary Tech
    • Improvements to the scatter rocks system, by adding a bigger variety of sizes and scales to them.
    • Improving ambient effects, planetary phenomena, volumetric effects and vapour.
    • Video: New ice shaders
    • Images: Frontier Expo 2017 Concept Art

    Improved Lighting Model


    Most features announced at Frontier Expo 2017 on October 7th - YouTube Video
    Some features detailed and discussed with the community on the Beyond Series Focus Feedback forum.
    Some features showcased and detailed on the Lavecon 2018 Frontier Panel.

    You can receive a free Anaconda paintjob and exclusive decal in the Q4 Update if you (re)sign up to the Frontier Newsletter here - Source
    Frontier is dropping support for Elite Dangerous on Mac when the Beyond Q4 update launches - Source
    CHECK LATEST THREAD COMMENTS FOR NEWEST INFO


    Dev Comments on Highly Anticipated Features
    Landable Atmospheric Planets
    Latest Comments:
    • 2018, January 27th by Sandro Sammarco (Lead Designer):
      Originally Posted by Sandro Sammarco (Source)

      We are currently working on some pretty exciting things in terms of planetary updates, with a lot of new ideas that we would love to add. But it's impossible to talk and give a time when they will be implemented in the game.
    • 2017, June 27th by David Braben (CEO & Founder):
      Originally Posted by David Braben (Source)

      We are continuously working on each element of the game, and improving it, and it is certainly something we are working on (atmospheric planets).
    • 2017, June 15th by Dale Emasiri (former Community Manager):
      Originally Posted by Dale Emasiri (Source)

      Having spoken to our team at E3, atmospheric landings remains something we are still working towards and the whole studio, including David, is very keen to implement. We'd like to be able to give you an idea of the rough timeframe for it, but unfortunately that’s not possible at the moment - we don’t want to make potentially empty promises to you.
    • 2016, May 26th by David Braben (CEO & Founder):
      Originally Posted by David Braben (Source)

      Yes. We have ongoing work on planets, including atmospheres, planetary life, walking about and lots of other very exciting things for the future.
    Walking around aka "Space Legs"
    Latest Comments:
    • 2018, January 27th by Sandro Sammarco (Lead Designer):
      Originally Posted by Sandro Sammarco (Source)

      The team and I, we all see Space Legs as a feature that we would love to add and that is at the top of our to-do list, but it's something that certainly won't happen during the Beyond season. We will talk more about it later.
    • 2017, March 10th by Sandro Sammarco (Lead Designer):
      Originally Posted by Sandro Sammarco (Source)

      Just to set the record straight, Space Legs and EVA gameplay, that's way off in the future. That's a goal. I've talked to David and it's always been part of his core vision for what Elite really is, even from way back in the day, it's always been about you being a person in a real futuristic setting, not just a ship. However, I think it's also fair to say Space Legs is effectively dovetailing a whole new game into Elite. We take steps towards it, it's our end vision, but we're not there yet, it's a long way off. And when it does, by the time, if we get there, if we manage it, I'm sure we'll have the time to sort out any inconsistencies that need to be sorted out.
    • 2016, October 25th by David Braben (CEO & Founder):
      Originally Posted by David Braben (Source)

      It is of course something we have thought about a good deal. The real challenge with walking around, EVA, etc, is not the fact of doing it - walking around is something we have done in many other games - it is what you do while doing it to make it interesting. We have nothing to announce at the moment.
    • 2016, May 26th by David Braben (CEO & Founder):
      Originally Posted by David Braben (Source)

      Yes. We have ongoing work on planets, including atmospheres, planetary life, walking about and lots of other very exciting things for the future.

  2. #2
    I can't read that text without selecting it as it just shows up black and with my selected theme the background is black.

    Also noticed it doesn't show the ships coming in the Q1 update. The Chieftain and Krait were both mentioned as coming in Q1.

  3. #3
    Originally Posted by Logan Terrik View Post (Source)
    I can't read that text without selecting it as it just shows up black and with my selected theme the background is black.

    Also noticed it doesn't show the ships coming in the Q1 update. The Chieftain and Krait were both mentioned as coming in Q1.
    It's a Hotblack Desiato control scheme. Prepare for a sundive.

  4. #4
    Same for me, cant read as not visible unless selected

  5. #5
    Anyone else noticed that the close up of the Chieftain cockpit appears to show 4 seats (3 occupied, Pilot centre front, empty rear facing seat behind that and further back occupied front facing seats at either side)

  6. #6
    Fixed the font color. Sorry about that.

  7. #7
    I do like most of that but I do hope that the premium content is available for purchase, not just restricted to LEP...

  8. #8
    I am so amped for the planet tech.

    @OP - Your Narrative Youtube Timestamp doesn't go anywhere.

  9. #9
    Originally Posted by MickyG1982 View Post (Source)
    I do like most of that but I do hope that the premium content is available for purchase, not just restricted to LEP...
    Already confirmed it will be purchasable, but at no extra cost for LEP owners.

  10. #10
    Originally Posted by NuttiKrust View Post (Source)
    @OP - Your Narrative Youtube Timestamp doesn't go anywhere.
    Thanks. Fixed.

  11. #11
    Originally Posted by Max Factor View Post (Source)
    Already.confirmed it will.be purchasable, but at no extra cost for LEP owners.
    Nice!

  12. #12
    If anyone has any more dev comments on the forums or in livestreams with any extra info, just leave a comment and I'll update.

  13. #13
    Thanks for your work. Keep doing it, please.

  14. #14
    A very good initiative this thread. +1

  15. #15
    Nice thread. Thanks for the notes. I haven't been keeping up so this was very helpful.

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