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Thread: Summary of 2.1 "The Engineers" changes+additions from the dev updates and newsletters

  1. #1

    Summary of 2.1 "The Engineers" changes+additions from the dev updates and newsletters

    Edit: I will try to keep this list updated until the Beta launches (week ending 8th May). By which time we have the actual thing and official patch notes.


    Time to summarize the changes we can expect from the 2.1/1.6 update based on dev updates, newsletters and possibly Frontier's comments so far:


    What's available to all players what is exclusively available in Horizons?

    • "The Engineers" update is "2.1", adds loot & crafting and Engineers, Horizons (season 2) exclusive, <Beta date announcement>
    • 1.6 available to all Elite Dangerous players, contains "re-vamped mission system", its "own vast number of additions and changes", closed Beta and release together with 2.1 <Beta date announcement>



    General changes:

    • Persistent, mostly generated NPCs will be added: mission givers + engineers, will have some form of mug shots based on the future commander creator/character editor
    • Relationship with minor faction will determine which character will be mission giver
    • NPCs will give feedback about the situation of a minor faction and ways to support them
    • Options screen will have collapsible sections for easier navigation
    • Adding new huge and large weapons (concept for large+huge multicannon shown) <NL #111>
      • huge beam laser
      • huge pulse laser
      • huge multi-cannons
      • large multi-cannons
      • all available in fixed and gimballed variety <NL #120>
    • Missiles getting revamp, won't penetrate, but can damage multiple external modules (drives, utilities, hardpoints), minor increase to shield damage <quote>
      • Guided missiles receive enhanced guidance, more effective over distance, increased damage (splash esp.) <NL #121>
      • Skimmer resistance to splash damage increased, many surface bases may have point defense systems <NL #121>
      • Area of effect damage of guided missiles impacts all external modules of target (cockpit, weapons, utillity mounts) <NL #121>
      • Similar enhancements for torpedos <NL #121>
    • visuals for all weapons changing to automatically reflect damage type+level (engineer effects) <NL #121>
    • Asteroid graphical fidelity improvements
    • Star light has been fixed so that it retains its colour over distance
    • Bookmarks will be added
      • Systems/planets/stations/asteroids can be bookmarked
      • Bookmarks have a custom text, can be edited and deleted
      • Bookmarks will be visible on the galaxy map and can be selected as navigation target in route planner
    • SRVs will leave tire tracks on planet surfaces <NL #116>
    • Community goals will be marked on the galaxy map and system map, will also appear on any bulleting board regardless of system <NL #116>
    • Community goals may have multiple commodities involved. <NL #116>
    • galaxy map receives state filter - systems filter-able by states war, famine etc.
    • "Revamp" of outfitting screen, different classes have different purposes, will become more clear <exploration livestream>, <synopsis>
      • "improving the process of buying and fitting new items to your ships and offering an easier route to further, as yet unannounced, module additions" <NL #120>
      • "module filtering and easier access to relevant data on the Starport services screens" (absolute weapon damage values shown) <NL #120>
    • "performance enhanced size 2 and 3 drives" for smaller ships
    • Mining in ice rings added. Produces new commodities: "methanol monohydrate crystals and low temperature diamonds" <NL #121>
    • Voiced traffic control added - radio chatter from stations upon approach/exit. Assigns callsigns to all ships, guides landing/takeoff, notices player disappearing from their scanner, knows about player's standing at station. <NL #121>



    The Engineers, loot & crafting:

    • Engineers have their own backstory and specialization
    • Engineers are spread throughout human space (initially ~30 engineers)
    • (using loot) with engineers "you will be able to improve and upgrade the stats on every module of your ship, and add rare, experimental effects to your weapons" <Beta date announcement>
      • Example: Laser that recharges Wing member shields upon friendly fire <Beta date announcement>
      • Example: Laser that raises heat level of target when hitting shields or hull <NL #120>
      • Example: "Force shell" forcing ship of course, when hitting shields or hull <NL #120>
    • Player ranks/alignments/other parameters affect options offered to them by engineers
    • There is a minimum requirement for player ranks/alignment/stats for using an engineer's service
    • Engineers are found on isolated surface facilities <concept art, NL 117>
      • "Most Engineers are very secretive... and so you need an introduction, and need to find out how to find them" <Beta date announcement>
      • Missions can lead to introductions to Engineers
      • Some Engineers will introduce you to others
    • Wrecks will be added (unclear if surface only or space as well), loot and crafting gameplay will be associated with wrecks, concept art of SRV scanning data recorder in wreck was shown
    • Mining in asteroid rings produces materials for engineers (ice rings and others) <NL #121>
    • new types of surface encounters (POIs) <NL #120>
    • imporved some existing POI types (e.g. being guarded by low flying ships) <NL #120>
    • human created POIs won't be found as far from the bubble anymore <NL #120>



    AI changes/fixes:

    • Flatter difficulty curve for low rank NPCs, more challenging high rank opponents
      • effective missile + torpedo usage at high ranks (when opponent shields are down)
      • Increased damage avoidance by high rank AIs
      • High rank AIs flee for recharging shields before attacking again
      • High rank AIs will try to counter players who use the reverse thrust tactic
    • AI can't use energy weapons when overheating anymore
    • chaff spam decreased, only using chaff when taking damage from turrets/gimbals
    • AI doesn't get stuck rotationg in one place anymore
    • No more hatch breaker spam
    • Better pip management for fleeing and pursuing
    • Scan & ram: "As far as I am aware, the fix for this issue should be included with 2.1." <quote>
    • More NPC ship traffic on planet surfaces - traffic between ports, base patrols, POI guards <NL #120>
    • NPCs can fly through canyons on planet surfaces <NL #120 thread>



    Changes for/to missions grouped by broad high level concepts (dev updates from January to March):

    Personalisation
    • persistent mission givers, treatment of player depends on player ranks/reputation/alignment
    • Docking greeting messages change depending on alignment/rank
    • NPCs remember having had contact with the player before
    • NPCs inform player about the status of a faction (civil war etc.)
    • NPCs inform player about the effects their actions are having (status changes for minor factions)
    • Mission selection improved depending on a factions status

    Progression
    • One additional positive alignment level will be added to faction alignment (Hated, Disliked, Neutral, Liked, Allied, +?)
    • The mission board in station services replaces the old bulletin board
    • Expanding the functionality of the inbox so that messages will persist

    Variety
    • More missions are available at the neutral reputation stage
    • Rank requirement for missions are removed - the rank will now be an indication of difficulty + rewards
    • Missions will be generated around players's Pilots Federation rank
    • Three stage hierarchy governs mission generation:
      • Minor faction state
      • Market type at the port (e.g. mining missions in extraction economies)
      • Government type of minor faction (e.g. dictatorships => overt assassinations)

    • Missions will provide description why they have been offered and what effect their completion will have
    • "Barrier of inconvenience" for some of the mission elements reviewed e.g. "not having to drop out of supercruise to listen to alternate offers"
    • "The time limits for missions as well as which elements make them easier, or more difficult are being reviewed and addressed."
    • The cockpits will receive a clock
    • USSs for missions will now generally be located at specific bodies within a system, not randomly spawned as time goes by
    • Bodies with USS can be detected with the discovery scanner, normal range limits apply
    • Nav beacons can be scanned (in normal flight) to receive system exploration data and to reveal mission locations
    • USS placement depends on specific places like "traffic lanes" and "hubs" in a system
    • USS can be scanned from supercruise to reveal more information about them! <NL #120>

    Consequences
    • Exact indication of influence isn’t (!) part of the mission changes (only indicates positive/negative impact) as of 2.1, unlike reputation and state changes, which are indicated
    • "With minor faction states we’re intending making their effects more noticeable on available missions, ship traffic and composition, and markets." (Less subtle changes)
    • "authority response if they are attacked will be sharper."

    Rewards
    • "treasure" locations as new additional mission reward type (missions may lead to cache with vouchers/other items => crafting! )
    • Crafting materials as additional mission reward type as well as hard to obtain commodities and "salvage only items". Some commodities possibly only obtainable through missions.
    • "varying rewards for effects on minor factions which are getting a balance pass to make changes in state more likely as well as more noticeable"
    • "rewards will be balanced to scale better with difficulty and also be more lucrative if you’re well regarded by the minor faction"
    • "conducting a pass through the mission templates to make them more reliable and address issues seen in the current build"
    • "adding more scenarios for the various mission types and also to better reflect the active states in the system"


    Release


    Sources: dev updates and newsletters from January to now. Any more things I've overlooked?

  2. #2
    Very useful summary. Thanks !

  3. #3
    So many new shinies !


    And we're not even halfway to beta !

    Keep going FD ! Give us even more shinies !

  4. #4
    I now know why we had a delay, it should of been obvious to us all really...

    Originally Posted by BurnyBurns View Post (Source)
    • Options screen will have collapsible sections for easier navigation


    The universe is kind to us!

  5. #5
    Good work of OP. +1

  6. #6
    Thats a great roundup OP but seems a bit intimidating when I read it, if they manage even half of that i'll be relatively impressed

  7. #7
    Well done, thx! +1

  8. #8
    To add another, I think I've read that Outfitting is getting a UI refresh too, can't remember where I saw that though.

  9. #9
    Originally Posted by cptdavep View Post (Source)
    To add another, I think I've read that Outfitting is getting a UI refresh too, can't remember where I saw that though.
    I don't remember seeing that anywhere, but at least some slight chages will be necessary to handle weapons and modules modified by engenieers. If you can find the source again, I'll add that to the list.

  10. #10
    Originally Posted by cptdavep View Post (Source)
    To add another, I think I've read that Outfitting is getting a UI refresh too, can't remember where I saw that though.
    Was just thinking about that too, but wasn't sure if I'd been dreaming Dunno where I read it either..

  11. #11
    It might be in the most recent newsletter or the one before. I'm sure I've seen that also.

  12. #12
    Hi,

    Great work OP. I was feeling a bit slack for not continuing my previous thread on Horizons updates so you just made me feel better

    Can anyone explain the exact difference this will make?


    • Star light has been fixed so that it retains its colour over distance

  13. #13
    Nice summary OP, its great to see all the changes listed, pretty much everything there actually looks well thought out and logical! Hopefully it'll all work at release!

    There's lots to like but I'm loving that they're making the nav beacons actual *nav* beacons!

  14. #14
    Originally Posted by BurnyBurns View Post (Source)
    I don't remember seeing that anywhere, but at least some slight chages will be necessary to handle weapons and modules modified by engenieers. If you can find the source again, I'll add that to the list.
    Michael Brookes mentioned it during the Exploration Livestream.

  15. #15
    Originally Posted by Obsidian Ant View Post (Source)
    Michael Brookes mentioned it during the Exploration Livestream.
    Ah, great! You don't happen to have a deep link at hand? I'm at work and won't sift through youtube videos (just now).

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