Elite Dangerous 2018 Roadmap [Regularly Updated]

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Important Announcement regarding post-Beyond plans here
2018 closing statement from Frontier here
Dev Comments on Highly Anticipated Features

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 (Delayed)

~ Chapter One ~
3.0 Update

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:

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.
    [*=1]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.
    [*=1]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.
    [*=1]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.
    [*=1]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:
  • Bounties and Fines

  • Notoriety and Murder

  • Hot Ships and Modules

  • 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
  • Crime and Ship Destruction
  • Kill Warrant Scanner
  • Superpower Bounties
Trade Data Changes
  • How trade data works in Beyond Chapter One:
  • Using the galaxy map for trade data:
  • Trending trade route data
    [*=1]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.
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
  • Mission Reward Choices
    [*=1]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.
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:
    RockyHigh MetalMetal Rich
    No VolcanismNo VolcanismNo Volcanism
    Low VolcanismLow VolcanismLow Volcanism
    Mid to High VolcanismMid to High VolcanismMid 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
    [*=1]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.
    [*=1]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
      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
      [*=1]for adding Exploration Community Goals in future updates - Source
      [*=1]for improving Competitive Community Goals - Source
      [*=1]for preventing fighter crew death in a future update - Source #1, Source #2
      [*=1]for dealing with landing pad blocking - Source
      [*=1]for changing how healing weapons work - Source
      [*=1]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:

  • Commander Chronicles (Cinematic Shorts):
    [*=1]Retaliation (Sept 2017)
    [*=1]Devastation (Dec 2017)
    [*=1]The Deal (Feb 2018)
    [*=1]Lift-Off (Jun 2018)
  • The narrative of The Thargoids:
    • [*=1]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.
      [*=1]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.
      [*=1]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.
      [*=1]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.
      [*=1]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.
      [*=1]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.
      [*=1]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.
      [*=1]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.
      [*=1]16 Aug - Eagle Eye Installations Offline - Admiral Aden Tanner has confirmed reports that Aegis’s Eagle Eye installations are offline.
      [*=1]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.
      [*=1]23 Aug - Far God Cultists Vanishing - The Federal Intelligence Agency has revealed that members of the Far God cult are disappearing in large numbers.
  • New planetary sites added, with audio logs - Video
New ships
  • The Challenger
    [*=1]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.
    [*=1]Specifications: Hardpoints: 1 Large - 3 Medium - 3 Small. Multi-crew capable (+1 seat).
    [*=1]Video: Lavecon 2018
  • The Krait Mk II
    [*=1]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.
    [*=1]Specifications: Hardpoints: 3 Large - 2 Medium. Medium ship. Multi-crew (+2 seats) and fighter bay capable.
    1984 Original:

    Frontier Expo 2017:
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.
    [*=1]Scan – Scanning the installation will allow Commanders to see what they can interact with: Turrets, Comms Arrays and Cargo Bays.
    [*=1]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.
    [*=1]Comms array – Get tradable data from the Comms Array.
    [*=1]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.
    [*=1]Large Plasma Shock Cannon (Fixed, Gimbal, Turret) - Image
    [*=1]Large Guardian Shard Cannon (Fixed, Turret) - Image
    [*=1]Large Guardian Plasma Launcher (Fixed, Turret) - Image
  • 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

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:

  • The narrative of The Guardians:
    [*=1]28 Aug - Unusual Energy Signatures Detected - Three recently detected energy signatures have been confirmed to be of a similar nature.
    [*=1]10 Sep - The XG Project - In an interview with independent media outlet Vox Galactica, engineer Ram Tah has discussed the XG Project, which produced the recently released XG fighters.
  • The narrative of The Thargoids:
    [*=1]29 Aug - New Thargoid Interceptor Encountered - The Hydra (Threat 9) - Independent pilots have reported engaging a previously unseen type of Thargoid vessel.
    [*=1]30 Aug - Aegis Core Relocates to Sol - Federal President Zachary Hudson has announced that Aegis Core is to relocate from Socho to the Federal home system of Sol.
    [*=1]30 Aug - Far God Campaign - The Thargoid-worshipping sect that reveres an entity known as the ‘Far God’ has issued a request for Thargoid materials.
    [*=1]06 Sep - Gnosis Stranded - A scientific-research vessel has been left stranded following a Thargoid attack.
    [*=1]07 Sep - Thargoid-Sympathiser Arrests Increase - The Federal Intelligence Agency has increased arrests of potential Thargoid sympathisers, as it continues to investigate the Far God cult.
    [*=1]10 Sep - Calls to Execute Far God Worshippers - Juanita Bishop has called on Federal Congress to make Thargoid worship a capital crime, and for all members of the Far God cult to be executed.
    [*=1]19 Sep - Inside the Far God Cult - Independent reporter Gethin Okonkwo, who was previously thought missing, has revealed that he has been living undercover within the Far God cult for the past three months.
Guardian Beacons (More info)
  • New Guardian Beacons have been discovered in the galaxy. These will lead you to new discoveries and help you uncover new Guardian secrets. The puzzles you solve at these giant structures will lead you to unlock some incredible new technology.
New ships
  • Hybrid Ship Launched Fighters
    [*=1]The Hybrid fighters combine the best of both standard and Guardian technology to make them hyper-effective combat machines. They come in three variants:
    [*=2]The Trident (XG7) armed with a plasma charger - Image
    [*=2]The Javelin (XG8) with a shard launcher - Image
    [*=2]The Lance (XG9) with a gauss projector - Image
    [*=1]These ships are light, fast and agile with strong shields to let them dart into the fray. The trade-off, as with other smaller fighters, is that they have weaker hulls.
    [*=1]To acquire a Hybrid fighter blueprint you will need to investigate new Guardian beacons which will point you in the direction of the sites to investigate.
  • The Crusader
    [*=1]A new member of the Alliance ship group, the Crusader acts as a midpoint between the Chieftain and the Challenger with one very important difference: A fighter bay!
New Wing Missions
  • Commanders will have the opportunity to take on planetary Wing Missions, further increasing the mission types you can take on with your friends:
    [*=1]Planetary settlement hack
    [*=1]Planetary settlement disable
Engineers in Colonia
  • The Engineers have arrived in Colonia! The engineers will be found at planet bases across the Colonia region and will only be available to players who have purchased the Horizons expansion and have done some engineering previously.
  • The new Engineers will only make contact with Commanders who have interacted with Felicity Farseer, Elvira Martuuk, The Dweller, Liz Ryder and Tod “The Blaster” Mcquinn. As with all existing Engineers, the new additions will all have to be unlocked before they make their services available.
  • Given that Colonia is a human colony on the fringe of space, not all technology will be available at first. Commanders out in fringe will need to work together with the Engineers to expand the available tech. That means the more a recipe is used the sooner will the improved version be made available.
  • Each Engineer will start as level 1 and as usual you will need to complete a request to unlock the engineer before you can upgrade any modules. The community can work together to raise the level of these engineers from 1 to 3! The current grade of the Engineers will be show on a local news article.
New Weapons

~ Chapter Four ~
3.3 Update

LIVE on the 11th of December, 2018

This is the largest update of the Beyond series, with major core improvements and additions:


  • Squadrons have been designed for 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 furthering the agenda of a faction. The aim of Squadrons is to support and augment multiplayer organisation and combined effort in-game!

    The Elite Dangerous community have created so many incredible out-of-game ways to organise how they play Elite Dangerous in player groups, and we would never dream of removing or replacing those systems, but Squadrons offers something for any type of player.

    If you form a Squadron that is looking to engage in activities such as dominating the leaderboards, taking on the Thargoids, or spreading your faction's influence, the in-game squadron tools are designed to help you in these pursuits. That said, if you have a service-providing player group, such as the Fuel Rats, the Squadron tools can be used in addition to the systems you've already put in place outside of the game supplementing the activity you already engage in. Using the tag tool (see below), players will be able to find Squadrons who have a similar play style to their own, so you might just pick up a few new recruits. As with all features in Elite Dangerous, we can't wait to see how our amazing community engages with what we've created.

    Remember that there are thousands of players who may be new to the Elite Dangerous galaxy, or may not engage in the forums or out-of-game activity as much as others, so your searchable Squadron page will be something of an advert for them. Commanders will be able to team up with their friends, and make new friends in-game. In this sense, Squadrons is bringing all types of Commanders together in a way that has never been done before.

    See below for a detailed description of what you can do with Squadrons in-game, and how you'll utilise the tools.
  • Creating a Squadron
  • Managing a Squadron
  • Squadron Communication
  • Finding and Joining a Squadron
  • Leaving a Squadron
  • Squadron Leaderboards
  • Squadron Allegiance
  • 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:
    [*=1]There will be 3 new types of resource “deposits” available to find in rings/belts:
    [*=2]Surface – dense areas of material on the surface of particular asteroids, needing to be carefully broken off to recover
    [*=2]Sub-surface – high-yield deposits that sit just below the surface of an asteroid, requiring blasting charges to dig out
    [*=2]Deep core – an asteroid with a treasure trove of resources at its core, needing to be cracked open to reach
    [*=1]Each of these will provide increasingly better rewards/materials as a return for the increase in challenge and time
    [*=1]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
    [*=1]New modules will be available to mine these new deposit types, allowing us to introduce new gameplay based around each
    [*=1]Discovering and interacting with these deposits will be aided by using a new HUD mode called “Analysis Mode” and a new active scanner
    [*=1]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.
    [*=1]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.
    [*=1]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.
    [*=1]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
    [*=1]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
      [*=1]The shots strength will depend on how long the trigger is held for
      [*=1]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
    [*=1]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:
      [*=1]Begin to drill into the asteroids surface
      [*=1]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
      [*=1]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.
    [*=1]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
      [*=1]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
      [*=1]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)
      [*=1]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
  • Communal Discoveries
    Thanks to feedback from the exploration community, we’ve made an important change in how exploration data will be shared across all Commanders.
    Once any Commander has discovered and sold data about any stellar body, every single Commander’s ship computer will be updated no matter where you are in the galaxy, giving you the basic information for those bodies once you enter the system. This information is similar to the data you currently receive from an initial system scan; many populated systems will provide more data including the name of the bodies.
  • Upgraded Scanners – Full System Scanner
    Opening up Analysis Mode will give you access to the new and improved tools that will allow you to fully explore a star system.
    The process, in brief, is as follows (the following will be similar to the in-game help tools):
    • Initiating the Full Spectrum System will identify and analyse various signals from the system you are in
    • Once processed these are added to the Filtered Signal Analysis bar towards the bottom of the screen
    • At this point you will also be presented with the orbital plane of the system, many of the stellar bodies you are looking for will be located on, or near to, this plane
    • As you move the view of the system around, you will notice highlighted areas, these are signal fields. Investigate these fields to locate the source of the signals shown in the Filtered Signal Analysis
    • You can tune in to signals on the Filtered Signal Analysis bar.
      [*=1]Tuning into the correct region of the bar is essential when locating the source of signal fields in the system.
      [*=1]The further to the right of the bar you tune, the more intense the signals you are looking for. For example, larger objects such as Gas Giants have more intense signals, while smaller signals such as Unidentified Signal Sources are smaller.
    • When tuning, the signal patterns will appear on-screen. These patterns also represent the kind of signals that can be found in this region of the Filtered Signal Analysis.
    • As you move the reticule around the screen and get closer to a signal field, you will notice patterns appearing around the reticule.
      [*=1]If you are not correctly tuned into a signal these waveforms with appear scattered and random.
      [*=1]If you are very far from the correct tuning area, these waveforms will not appear at all.
    • When tuned correctly, the pattern will match those found above the Filtered Signal Analysis, and will be symmetrical, pointing towards the origin of the signal.
    • Once you get close enough to a signal, a circular marker will appear.
      [*=1]If the marker appears as a dotted circle you are not tuned to the signal correctly.
    • Once tuned, you can zoom in, this will locate the origin of the signal.
      [*=1]In more congested systems, it will zoom in to a secondary level where you can continue to search for the signal.
      [*=1]This process can occasionally require zooming in multiple times, your current zoom level is shown on the left hand of the screen. You can zoom out at any time.
    • Once you find the origin of signal, you can zoom into it and be presented with additional information.
    • As you find the signals, they are filtered out and a marker is added below the Filtered Signal Analysis.
      [*=1]Different signals or body types have different markers.
      [*=1]The system also tracks the percentage of stellar bodies that have been located in a system.
  • Upgraded Scanners – Detailed Surface Scanner
    Using the above tools will allow you to find everything in the system without having to fly towards it. If you find something worth investigating, whether that’s an Earth-like world or a mineral rich planetary ring, you can fly towards it and use the Detailed Surface Scanner to map the planet (or ring) and get a satisfying '100% completion' for mapping the body, as well as a bonus credit reward.
    • Commanders can fire probes that detonate in a low orbit around the stellar body.
      [*=1]The gravity and mass of a body affects the trajectory of the probe, and the on-screen information will adapt to help you aim your shots.
      [*=1]After receiving community feedback, these probes are unlimited and do not require synthesis to restock them.
    • These probes send out a wave that maps part of the surface.
      [*=1]If you fire a probe in to a ring around a planet it will highlight areas of a greater chance of containing a mining motherlode. We will be covering that in a future livestream.
    • To map an entire body, you will need to fire several probes at different locations on the body.
      [*=1]A horizon point indicator will help you know if you’re going to hit the front or back of the body, with a button that lets you toggle your view and see if you’ve hit the desired location.
      [*=1]Another indicator will also note if you are hitting a ring or miss the body entirely.
      [*=1]An efficiency bonus will be rewarded if you manage to map the body in a certain number of probes or less; that number appears clearly on-screen.
    • Once 90% of the body is mapped, it is considered complete.
    • If you are the first person to map a planet and sell the data, you will get a first-mapped bonus.
    • If you have mapped planet on which you’re able to land that contains points of interest such as Thargoid Imprints or Guardian Ruins, Settlements, or Wrecked Ships, they will appear as targetable markers. These markers are permanent and will remain on the planet for you, even if you leave the system and return.
  • Other Things to Find
    [*=1]Points of Interest - When using the Full System Scanner you will be able to track signals that are not stellar bodies. These other signals will display the location of Unidentified Signal Sources, Conflict Zones, and more. These signals are shown as dotted circles in order to differentiate them from stellar bodies. Once you zoom in on them (as detailed above), you will then be able to lock on to it in order to locate it in Supercruise.
    [*=1]Mission - Missions will now have specially coloured pips and markers to help you differentiate them from other signals.
    [*=1]Unidentified Signal Sources - In Beyond - Chapter Four Unidentified Signal Sources have also been updated. Rather than being a constantly spawning set of signals, the system now spawns an entire set of them when you arrive. These will remain in the system for a certain amount of time and Commanders will have a timer that indicates how long it is before they disappear. These signals will also persist when you leave for another system and come back, as long as it is within the visible timeframe.
  • Leaving your mark and making more money
    As mentioned earlier, these new tools are engaging and intuitive to use, and you will be able to earn the same amount of credits as you currently can, at a faster rate. The first discovered bonus has been increased significantly, and First Mapped is a brand new way of making extra credits. If you are the first to discover a stellar body, or completely map a planet, your name will be listed as the person responsible for doing so.

    If you are the first to fully discover and map the system to 100%, you will receive an additional bonus of credits.
  • Multi-crew
    In Multi-crew, anyone in the crew will now have access to the Full System Scanner and the Detailed Surface Scanner (only the gunner is able to use this module). Whilst exploring in a wing, as long as you are in the same system as the wing, you will share the data you have discovered.​
  • The Orrery View
    The Orrery view is a new way of looking at a map of the system. This schematic view will display the relationship of orbits and position of the planets. It is a 3D representation of the system with wireframe planets and it is a fascinating way of seeing how the star system you’re exploring works.​
  • The Codex
    The Codex is a new way to track your findings and progress in the Elite Dangerous galaxy, as well as keep up to date with the lore and learn about the latest news.​
    The Commander page is where you can find information about your in-game statistics, a session log of your activity and an archive of audio and text logs.
    • Home Page - In the home page of the Commander section, you'll find a full length picture of your Holo-me avatar, your current Elite ranks and their progress and an overview of other quick reference Commander stats.
    • Session Log - The session log tracks certain in-game activities based on the already existing player journal.
    • Statistics - The statistics page is a neater, clearer and more concise way of displaying information that was previously found in the right-hand panel of your cockpit.
    • Archive - The archive is your very own library, a collection curated by your discoveries. Any audio and text log you uncover across the galaxy (such as those found from abandoned settlements, Generation ships and other points of interest) will be added here. Audio logs in the archive can also be added to your playlist for easy listening while out exploring in the black!
  • [*=1]Discoveries
    Within Discoveries section, the galaxy has been broken down in to 42 regions. Each region has information detailing the stellar bodies, geological/biological entities and civilisation contained within them.
    Within each system, there are variety things for you to discover, such as stars, terrestrials and gas giants - and even more!
    • In each of these will be a list of types which you can select to view more information.
    • As you find new types within that system they will be added to The Codex.
    • There is also additional information such as the largest, smallest or the coldest stellar body found (for example).

      The Codex also has ‘Rumoured’, ‘Reported’ and ‘Discovered’ states.
    • Rumoured - If an item is listed as rumoured that means there is a possibility of finding it within that region.
      [*=1]The Codex has been filled with ‘rumoured’ discoveries in each region to give you an initial breadcrumb trail to follow.
    • Reported - When a Commander finds the rumoured item in question, it then shows up as ‘reported’ in the Codex, and update everyone’s Codex . If you then find it, and scan it, that will then become ‘Discovered’ in your codex.
      [*=1]If you’re hoping to be an intrepid explorer and find things that haven't been discovered, you can - and set off that cycle of Rumoured, Reported, Discovered!
    The 42 regions are huge, and there is a lot to be uncovered, the initial ‘rumoured’ items are just the very beginning in getting you exploring out in to the black.
    While you’re out there making incredible discoveries and earning credits you’ll be inspiring other explorers to follow in your wake!
  • [*=1]Knowledgebase
    The Knowledgebase is your hub for brushing up on Elite Dangerous lore!
    • It contains articles detailing the history of the Superpowers, key figures and characters, organisations and other key powers within the galaxy.
    • It's also the place for information about the Thargoids and other articles of historic importance.
    • These articles are accompanied with vocal narration that can also be added to your playlist.
  • The galaxy will be seeded with new unique things to find, split in different categories (Geologic, Biologic, Phenomena)
    [*=1]These discoveries can be individual things or the environment itself
    [*=1]These can be beneficial or harmful
    [*=1]Video: Cloud & Lightning Phenomenon
Background Simulation Changes
The Background Simulation (BGS) is a representation of how the actions of all players, no matter on which platform or mode, impact the galaxy. The factions that inhabit these system battle for influence over the population and control of the starports, installations and outposts. Player actions can push these factions into various states; such as economy, security, health and influence. With concerted effort players can help grow a faction's economy, destroy its security status, or help win a war.

As part of Beyond - Chapter Four, we're making a few changes to the Background Simulation that will have a big effect on how you will manage and spread your faction's influence across the Milky Way.​
  • Multiple States
  • State Categories
  • Economy and Security
  • Conflict and Movement
  • Conflict changes
  • Expansion
  • Other States
  • Megaship and Installation Population
  • New 'Thargoid Incursion' State
New Ships
  • The Krait Phantom
    [*=1]With a spacious cargo hold and a relatively generous quantity of hardpoints, the Krait Phantom is a versatile ship suited to a range of roles. It has enough firepower to hold its own against larger targets, and enough straight-line speed to outpace smaller targets. The ship also offers eight internal compartments, allowing the pilot to tailor the ship to their requirements. And while it lacks the firepower and fighter bay of its sister ship, the Krait Mk II, it is both faster and lighter.
    [*=2]2 Large and 2 Medium Hardpoints
    [*=2]8 Internal Optional slots
    [*=2]Top speed of 256m/s and a boost speed of 358m/s
    [*=2]8.23LY laden FSD range
    [*=2]Approximately 37,000,000 credits
  • The Mamba
    [*=1]Based on an unreleased racing prototype, the Mamba is one of the fastest ships in production. It can also deliver a lot of punishment, boasting one huge and two large hardpoints. This emphasis on firepower and speed means the ship can hit hard and fast, vanishing before the target has a chance to react. Comparisons to the Fer-de-Lance, also produced by Zorgon Peterson, will be inevitable, but the Mamba is in fact faster in a straight line, while being slightly less maneuverable.
    [*=2]1 Huge, 2 Large and 2 Small Hardpoints
    [*=2]5 Internal Optional slots
    [*=2]Top speed of 316m/s and a boost speed of 387m/s
    [*=2]6.37LY laden FSD range
    [*=2]Approximately 55,000,000 credits
New Scenarios
Scenarios are new and enhanced versions of the Unidentified Signal Sources (USS) and fixed events that you may already have encountered. They are random events that can occur across the galaxy, providing you with additional opportunities to blaze your own trail the way you want to.​
  • Each Scenario is fully voice-acted, by a range of different actors.
  • They feature bespoke UI, providing you information on what you need to do to engage with a Scenario and the rewards you will receive for doing so.
  • There are specific Background Simulation (BGS) rewards for successfully completing a Scenario; such as increasing the security status of the faction involved.
  • Some of the new and enhanced Scenarios include:
  • Assisting distressed or stranded pilots.
  • Engaging with new, fluctuating objectives in the new and improved Conflict Zones.
  • Attacking or defending Megaships and Installations.
  • Providing aid and assistance to damaged Megaships.
  • ...and more!
Visual Improvements
Due to the new in-game lighting system, Commanders will experience brighter stars, and darker deep-space.​
  • We’ve also added colour grading that supports the feel of our different locations in space and enhances the mood of the gameplay.
  • You can now explore through the new volumetric fog effects in rings with striking god rays, and experience light diffusion through the thick nebulous clouds.
  • With a host of new scanning tools in exploration you’ll see plenty of new visual effects and an exciting new night vision pulse that will help you navigate on the dark sides of planets and in the darkest rings.
Cockpit Navigation Improvements
A new streamlined layout and a few key changes will make navigating the cockpit interface and in-game menus easier than ever!​
  • Transactions - You are now able to apply filters to your transactions tab, so you will be able to isolate whether you want to see such things as your missions, passenger contracts, combat bonds, bounty claims and any fines or bounties you have incurred.
  • Contacts - Contacts now has a context sensitive button that allows quicker access to commonly used actions such as ignoring materials and commodities to scoop and requesting docking.
  • Target - We have streamlined the sub targets and cargo tabs in to one single location now called ‘Target’. After the relevant scans this will now show a target’s sub-targets and manifests (cargo, passengers etc).
  • Comms. Panel - The comms panel now includes a new social tab that encompasses any multi-crew options, any pending invites (wing, multi-crew, friends), and information on any online friends.
  • Squadrons - The Squadrons tab has been added. Please tune in to our later livestream on Squadrons to learn more about this.
  • Home - The ‘Home’ tab contains your ranking information, important information about balance, rebuy cost, notoriety and the ship you’re in. It contains quick access to various features such a GalNet, Holo-me, The Codex and Squadrons. The playlist quick play buttons are also contained in this tab.
  • Fire Groups - Fire groups are now assigned with letters rather than numbers to remove any confusion between fire groups and primary and secondary fire buttons.
  • Ship - The new contextual vehicle (SRV or ship) tab replaces the functions tab with ship functions, pilot preferences, and statistics for the vessel that you’re in.
  • Status - The new status tab now lists information on local system factions, your reputation with the super powers and the Power you are aligned with, a summary of your current session log, your financial information, and any permits you currently have access to.
  • Playlist - The new playlist tab allows you to create your own personalised playlists from the various audio content, including audio logs and GalNet news.
Implementation of a Dedicated Mission Server
  • In the next chapter of Beyond (3.3), we will be implementing and migrating mission data to a new separate server. - Full announcement
  • Dev Comments: Link
Fleet Carriers (Delayed)
  • 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.
  • 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.
Planetary Tech (Delayed)
  • 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
Powerplay Proposal (Delayed)
  • 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

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.

Dev Comments on Highly Anticipated Features
Announcement regarding post-Beyond plans

Last edited:
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.
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)
Very nice summary!

Also noticed it doesn't show the ships coming in the Q1 update. The Chieftain and Krait were both mentioned as coming in Q1.
I don't think the Krait and Chieftain are actually confirmed for the Q1 update, Frontier has only stated that they are coming during Beyond sometime, so it could be anytime in 2018:

New Ships

New ships will be released throughout the Beyond series of updates, and we showed off two of them at FX2017. We’re bringing back a much-loved classic from the original Elite with the Krait, and giving the Alliance some love with the combat-leaning Chieftain.
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Beyond Roadmap for 2018

All 4 updates will be FREE for all Elite Dangerous: Horizons owners - Source
Premium Content for Lifetime Pass owners is planned in 2018 - Source
These are not all the features coming in 2018 - Source

Q1 Update
YouTube Timestamp

Will bring 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:

Engineering (Feedback Forum Thread - these changes are still being discussed with the community)

  • Crafting Upgrades - They are removing any potential for the crafting process to result in an upgrade that is worse than what is currently fitted.
    [*=1]All penalties in blueprints are fixed and only applied once per rank.
    [*=1]We will need to maximize benefits from an upgrade before we can start applying higher rank versions to a module.
  • Secondary Effects - Secondary hidden statistical variables are being removed. They'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.
  • Materials Trader - They will institute a materials trader at specific starports. These contacts will allow us to trade (at loss) materials within the same class, allowing us to convert unwanted materials into useful ones.
  • Pinned Blueprints - We will be able to craft pinned blueprints at any starport that has outfitting. We'll be able to pin a blueprint per engineer.
  • 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 we can pay to have it fitted to an appropriate module.
    [*=1]This means that there is no way we can lose reputation ranks with an Engineer.
  • Material Storage - They will introduce a per material storage cap, probably around the 100 mark, to remove inventory shuffling.
  • UI Improvement - They'll add quality and quantity indicators for materials in the game world, so we’ll be able to see at a glance how much we have of a material without having to check our inventory.
  • Collecting Materials - They'll add an ignore function for materials (and commodities, incidentally), allowing us to mine and collect more efficiently by preventing collector limpets from picking up ignored items and auto-venting refineries.
  • Grandfathering - Existing engineered modules will be grandfathered. This means we can still use them, their statistics and effects won’t be changed. However, if we 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.
    [*=1]They will try to make sure that the new blueprints can max out slightly better than the old system (they want to encourage conversion).
Crime&Punishment (Feedback Forum Thread - these changes have been discussed with the community and are most likely final)

  • New Rules For Bounties and Fines
    • Bounties and fines are applied to ships, making the ship “hot”
    • Bounties and fines never expire or mature
    • Hot ships have restricted services at starports
    • Hot ships have limitations to ship transfer, module transfer and sale
    • Fines can be paid off at the security office, bounties can be cleared using Interstellar Factors at an exorbitant mark up
  • New Rules For Respawning - You respawn at a location dependent on the circumstances of your ship’s destruction, in a hierarchy:
    • If you were detected as wanted or hostile you respawn at the nearest appropriate detention facility
    • If you were not hostile or not detected as wanted you respawn at the nearest non-hostile starport in the system
    • If there are no suitable starports in the system you respawn where you last docked.
  • Improved Security Ships - Authority ships will be buffed to much better support the concept of criminality across human space. These new ships are called Advanced Tactical Responders (ATR).
  • Detention Facilities - These would likely be megaships, hand placed, few in number. They would be aligned with one of the super powers, with one set being effectively a private correctional facility used by all independent factions. Respawning at such a location would ensure that any legal costs would have to be paid, with no way to avoid them.
  • Friendly Fire - They will change the rules when it comes to issued bounties, by increasing the damage that it takes to suffer one, and adding a lower, fine-based penalty for smaller amounts of friendly fire.
Trading - We will have access to much better trade data, so we can make much more informed decisions.

Wing Missions - Challenging wing missions that we can take on with friends as a team.

Planetary Tech - Revisiting the shaders and graphs that produce the planets, bringing out the contrast and details for a much more detailed look, and adding a wider variety of colour variation
  1. Twitch Clip from the Special Effect 24h Charity Livestream: https://clips.twitch.tv/BenevolentSnappyBatPJSalt
  2. Comparison 2.4 vs 2.5 planets: https://imgur.com/a/mIhK5
  3. Frontier Expo 2017: https://i.imgur.com/d12Sq6Y.jpghttps://www.youtube.com/watch?v=uCKUhmbyGdM

  • On the 24h Special Effect Charity Livestream, David Braben talked about some old Thargoid ships that are coming early 2018 in a slightly different form - YouTube Timestamp
Galnet Audio - We'll be able to listen to GalNet news while flying our ships
New Ships:

Under the hood improvements for the long term benefit of the game

2 x Content Updates
YouTube Timestamp

New ships
New missions
New scenarios
Progressing the narrative

Q4 Update
YouTube Timestamp

[SUB]Exploration - More activities and tools focused on how we find stuff in the galaxy. This affects missions, commodities, other resources. New phenomenons, new anomalies for us to find in the galaxy.[/SUB]

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.

Squadrons - New organizational structure for player groups. We'll be able to create our own squadrons. We'll have tools to manage the membership and hierarchy in them. Squadrons will feature enhanced communication options.

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.

Mining - Improvements to the way we detect and extract resources. A miner's toolkit of modules and capabilities, for more options, variety and choice when we're in deep space. Trying to invoke the feeling of Wild West prospecting through jeopardy (crises, unforseen challenges to get the rewards) or through the concept of hitting the motherlode (deep core blasting, an entire special asteroid for big rewards). Trying to make mining a fully fledged career Improved Lighting Model - Will benefit the planetary tech as well as the game's look from space.

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.

Improved Ice Planets - Concept Art:

Most features announced at Frontier Expo 2017 on October 7th - YouTube Video
Some features detailed and discussed with the community on the Beyond Series Forum Feedback section.
I do hope they reconsider the per material cap, as I know that many Explorers have said that they're against it. I'd prefer a 50% increase to the overall cap, then use material brokers as a way to avoid reaching the cap in future.
I’m really quite happy with the direction of this years updates. The core game play really needed extra work and I will be waiting to see how this turns out.

Games like this don’t need to be a one hit wonder. The possibility of improving this game continuely of the next 5 to 10 years would be interesting if we keep maintaining our support.
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