Greetings Commanders,
First of all we wanted to say a huge thank you to everyone who has helped us test the Beyond 3.0 beta so far. A huge number of you have jumped in to the game to test out the Chieftain, listen to GalNet Audio, and experience the other hundreds of change to the Elite Dangerous galaxy, making it our most populated beta so far.
We’ve been watching your feedback very closely, and thanks to your support we were able to make a few changes to how Engineering works that we’d like to call out specifically.
All of the below will take effect as part of beta 2 (as well as the other many changes in the full patch notes):
- When pinning a blueprint, it will now pin all grades rather than just one.
- 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.
- We’ve made a set of initial changes to improve the blueprints you receive from engaging with Engineers. As always, your feedback is hugely appreciated, and we’d love to hear what you think about these changes relative to how they were in beta 1. Please do continue to test and give us your feedback to help make the very best possible update. See the full list of changes to the modules so far here:
Once again, we’d love to hear your thoughts on all of the changes in beta 2 – we’ve been paying close attention to your feedback on social media, the forums, your emails and Reddit since the first beta livestream, and we’ll continue to make changes thanks to your support.
The full change log has been posted here.
First of all we wanted to say a huge thank you to everyone who has helped us test the Beyond 3.0 beta so far. A huge number of you have jumped in to the game to test out the Chieftain, listen to GalNet Audio, and experience the other hundreds of change to the Elite Dangerous galaxy, making it our most populated beta so far.
We’ve been watching your feedback very closely, and thanks to your support we were able to make a few changes to how Engineering works that we’d like to call out specifically.
All of the below will take effect as part of beta 2 (as well as the other many changes in the full patch notes):
- When pinning a blueprint, it will now pin all grades rather than just one.
- 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.
- We’ve made a set of initial changes to improve the blueprints you receive from engaging with Engineers. As always, your feedback is hugely appreciated, and we’d love to hear what you think about these changes relative to how they were in beta 1. Please do continue to test and give us your feedback to help make the very best possible update. See the full list of changes to the modules so far here:
Drives:
- Dirty Drives:
Speed Increase 30%->40%
(Max possible increase now 47%, used to be 47% with extreme luck, 43%+ considered very good)
- Clean Drives:
Speed Increase 18%->28%
(Max possible increase now 34.4%, used to be 33.8%)
Weapons:
- Short Range:
Damage increase 65%->75%
(Max DPS increase 67.5% in live, 70% in beta, now 80% including experimentals)
- Overcharged:
Damage increase 55%->70%
(Max DPS increase 67.5% in live, 59% in beta, now 75% including experimentals)
- Rapid Fire:
Firing Interval reduction 40%->44% (ROF increase 66%->79%)
(Max DPS increase 67.5% in live, 63% in beta, now 74.7% including experimentals)
- Efficient:
Damage increase 17%->24%
(Max DPS increase 26% in live, 20.5% in beta, now 27.7% including experimentals)
Passive power draw reduction 40%->48%
WEP draw reduction 35%->45%
- Focused:
Heat increase halved (10%->5%)
Shield Generator:
- Enhanced, Low Power:
Strength Multiplier: 10%->15%
- Reinforced:
Damage Reduction: 12%->15% (back to where it is in live), also fix a numerical error that resulted it odd results from crafting lvl 1-4 recipes
FSD:
- Increased FSD Range:
Optimised mass 50%->55%
Power Plant:
- Low Emissions:
Heat 60%->65%
- Overcharged:
Power 36%->40%
Hull Reinforcement:
- Single Resistance blueprints:
Off-type penalties reduced 12%->10%
- Heavy Duty:
Damage resistance restored from 8.5%->15%
- Lightweight:
Health Multiplier increase 18%->24%
Armour:
- Heavy Duty:
Health Multiplier increase 30%->35%
Power Distributor:
- High Frequency:
Global charge rate increase 40%->45%
- High Capacity:
Global Charge Capacity 40%->42%
- Priority X blueprints:
Increase charge rate on primary capacitor from 30%->36%
Shield Boosters:
- Heavy Duty:
Shield health increase 38%->40%
- Resistance Augmented:
Global damage resist 16%->17%
- Dirty Drives:
Speed Increase 30%->40%
(Max possible increase now 47%, used to be 47% with extreme luck, 43%+ considered very good)
- Clean Drives:
Speed Increase 18%->28%
(Max possible increase now 34.4%, used to be 33.8%)
Weapons:
- Short Range:
Damage increase 65%->75%
(Max DPS increase 67.5% in live, 70% in beta, now 80% including experimentals)
- Overcharged:
Damage increase 55%->70%
(Max DPS increase 67.5% in live, 59% in beta, now 75% including experimentals)
- Rapid Fire:
Firing Interval reduction 40%->44% (ROF increase 66%->79%)
(Max DPS increase 67.5% in live, 63% in beta, now 74.7% including experimentals)
- Efficient:
Damage increase 17%->24%
(Max DPS increase 26% in live, 20.5% in beta, now 27.7% including experimentals)
Passive power draw reduction 40%->48%
WEP draw reduction 35%->45%
- Focused:
Heat increase halved (10%->5%)
Shield Generator:
- Enhanced, Low Power:
Strength Multiplier: 10%->15%
- Reinforced:
Damage Reduction: 12%->15% (back to where it is in live), also fix a numerical error that resulted it odd results from crafting lvl 1-4 recipes
FSD:
- Increased FSD Range:
Optimised mass 50%->55%
Power Plant:
- Low Emissions:
Heat 60%->65%
- Overcharged:
Power 36%->40%
Hull Reinforcement:
- Single Resistance blueprints:
Off-type penalties reduced 12%->10%
- Heavy Duty:
Damage resistance restored from 8.5%->15%
- Lightweight:
Health Multiplier increase 18%->24%
Armour:
- Heavy Duty:
Health Multiplier increase 30%->35%
Power Distributor:
- High Frequency:
Global charge rate increase 40%->45%
- High Capacity:
Global Charge Capacity 40%->42%
- Priority X blueprints:
Increase charge rate on primary capacitor from 30%->36%
Shield Boosters:
- Heavy Duty:
Shield health increase 38%->40%
- Resistance Augmented:
Global damage resist 16%->17%
The full change log has been posted here.
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