Elite Dangerous 2018 Roadmap [Regularly Updated]

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Added a video reveal for the new ship coming in the 3.3 update - The Mamba and a PCGamer article with more info/stats on the The Mamba and The Krait Phantom:

[video=youtube_share;EIpN805aY6U]https://youtu.be/EIpN805aY6U[/video]​
 
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Added the fourth and final 3.3 Content Reveal Livestream and an official Summary Thread for New Ships: Krait Phantom & Mamba:

[video=youtube;2lsah4HX4LQ]https://www.youtube.com/watch?v=2lsah4HX4LQ[/video]​

Greetings Commanders,

If you missed tonight's content reveal livestream or just wanted a recap of all the features discussed, read the notes below from Executive Producer Adam Woods and Senior Designer Barry Clark.

Please note this is part 4 of 4 livestreams, for more details click here!

Krait Phantom

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 Large and 2 Medium Hardpoints
  • 8 Internal Optional slots
  • Top speed of 256m/s and a boost speed of 358m/s
  • 8.23LY laden FSD range
  • Approximately 37,000,000 credits

Mamba

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.

  • 1 Huge, 2 Large and 2 Small Hardpoints
  • 5 Internal Optional slots
  • Top speed of 316m/s and a boost speed of 387m/s
  • 6.37LY laden FSD range
  • Approximately 55,000,000 credits

-------------------------------

If you missed our recap on Exploration, the Codex and Visual Improvements, check the thread out here.
If you missed our recap on the Background Simulation changes and new Scenarios, check the thread out here.
If you missed our recap on Mining and Squadrons, check the thread out here.
 
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Added two comments by Edward Lewis (Senior Community Manager) regarding Codex Reset after 3.3 Beta3 (14 Nov) and a Mission Progress Wipe when the 3.3 Update goes live:

Greetings Commanders,

When the servers come back online after tomorrow's update (see more here) you'll find that any discoveries in your Codex have been reset. This is an intentional change, allowing us to further test its functionality.

Thanks again!

Ed
Greetings Commanders,

Similarly to previous updates, we want to let you know that all mission progress will be lost when the galaxy servers go down at the launch of 3.3. This is pertinent to those completing long-range passenger and the Ram Tah missions.

Thanks again,

Ed
 
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Added 3.3 Beta 3 Patch Notes:

Hello Commanders,

Please find the beta patch notes for the third week of beta.

New Ships

Krait Phantom (Falcon DeLacy)

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 large and 2 medium hardpoints
  • 8 Internal optional slots
  • Top speed of 256m/s and a boost speed of 358m/s
  • 8.23LY laden FSD range

Mamba (Zorgon Peterson)

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.

  • 1 huge, 2 large and 2 small hardpoints
  • 5 internal optional slots
  • Top speed of 316m/s and a boost speed of 387m/s
  • 6.37LY laden FSD range

Scenarios

New scenarios can now be found:

  • Installations - Raid and Heist
  • Megaship - Heist
  • Damaged Megaship - Rescue and Repair

Quality of Life

  • Added icon to info panel to show players if their ship or SRV lights are on

Bug Fixes and Improvements

Cockpit UI

  • Fixed some typos in the playlist tab
  • Fixed the broken 'Frameshift Active…' message on the right hand panel

Codex

  • Fixed missing characters in Russian
  • Ensure the summary of a discovery entry in the session log matches the detail
  • Added some missing icons
  • Fix some unlocalised strings
  • Fix a cause for codex vouchers sometimes being unsellable
  • Fix for multicrew crew members discovering things in the wrong starsystem
  • Fix some audio logs not grouping correctly
  • Give INRA audio logs their own category

Comms

  • Fixed instances where direct messages from other players where coming through as 'Unidentified'
  • Fix some issues for not always being placed into the correct starsystem's chat

Controls

  • Fixed an issue where some players were unable to bind controls correctly
  • Added a new default scheme 'Keyboard and Mouse with Yaw'

Crashes/Stability

  • Fixed a crash that could occur whilst mining in an asteroid ring
  • Fixed a crash that could occur when viewing Squadron applications
  • Fixed a crash that could occur when opening the galaxy or system map
  • Fixed a crash that could occur when mining with night vision on
  • Fixed a crash that could occur when jumping into a new system
  • Fixed crash that could occur when dropping into a 'Notable Stellar Phenomena' location
  • Fixed a crash that could occur when using the FSS mode
  • Fixed a crash that could occur when exiting the game
  • Fixed crashed that could occur when dropping out at a weapons fire detected USS
  • Fixed crash that could occur when changing 3D settings and exiting the graphics menu
  • Fixed a crash that could occur in hyperspace
  • Fixed crash that could occur when opening the Codex
  • Fixed a crash that could occur when in the outfitting screens
  • Fixed a crash that could occur in a Multicrew session

Eagle MkII

  • Fixed smoke from over heating going through the cockpit

Engineers

  • Reduced the grade thresholds of the Colonia engineers
  • Fixed legacy engineering modifications on DSS module are converted for new ones (and references to old ones are removed)

Exploration

  • FSS mouse sensitivity control option now works
  • Fixed some locations that couldn't be zoomed in on
  • Fixed probes sometimes going through bodies
  • Increased the text field for SAA gravity gauge (fixes some localisation issues)
  • Added surface locations found after probing a body to the system map
  • Planet surface signals are now targetable outside of Analysis mode
  • Added the number of bodies info to the 'Orbital Plane Established' alert
  • Fixed the discovery scanner SFX getting stuck looping
  • Fixed issue where players could zoom in and discover a metal rich body whilst tuned to the asteroid section on the filtered spectral analysis
  • Fixed missing info panel data when scanning a K class star for the first time
  • Fixed an issue that could cause the planet map % to decrease whilst probing
  • Changed the 'scenarios' section of the FSA to Concentrated signal sources and Transient signal sources
  • Fixed surface signals disappearing after logging off
  • Shortened the "Short Range Composition Scanner" name to "Composition Scanner"
  • Added support for FSS tuning to be bound to inouts that don't auto-center
  • Changed HOTAS joystick bindings to avoid FSS tuning and movement being on the same hand
  • Now able to bind enter and exit FSS to the same button
  • Fixed bodies rendering over their rings after beiing fully mapped
  • Fixed asteroid clusters reporting high temperatures in FSS
  • Added 'First Mapped' to system map
  • Clarified the info message that appears when trying to enter FSS mode whilst charging the FSD
  • Renamed 'Radio Tuning Minimum Increase/Decrease' to 'Increase/Decrease Tuning' in control options
  • Updated info message theme when turning off analysis mode
  • Updated info message when a target is too close to zoom in to from 'Adaptive Zoom Blocked' to 'Target too close'
  • Ensure the efficiency target can actually be met
  • Fix a transaction server error when selling a page of exploration data that has zero credits value
  • Fix some issues with planets not being targetable and not always displaying correctly on the system map or in FSS mode

Factions

  • Fix some issues when spawning conflict zones in certain star systems
  • Ensure settlement & codex vouchers correctly affect the faction simulation

Friends Management

  • Fix some friends not always displaying correctly

General

  • Fixed unreachable listening post In the "HIP 16753" system
  • Fixed missing text in the Rhenium material description
  • Fixed incorrect details title for Chemical processors material description
  • Automatically fix ships with more than one FSD Interdictor modules

Installations

  • Added a new space bar, "The Orange Sidewinder" …for real this time

Lighting

  • Fixed lighting issue on the planet in the Elevate CQC location

Localisation

  • Updated French translation of 'High Metal Content World'
  • Removed the superfluous ';' from the system map when player is wanted

Mining

  • Increased the cooldown on the Pulse Wave Analyser, to allow the results to appear before players can trigger it again
  • Resource Extraction Sites should now appear in applicable areas of the game
  • Outfitting text for the Seismic Charge tool now mentions that it is used to break asteroids apart

Missions

  • Delivery and Smuggle missions now warn players about being cargo laden and reduced jump range
  • Reduce chance planetary Scan chooses POI owned by mission giver
  • Added 'Open Galaxy Map' option to megaship missions
  • Fixed issue where disabling defence turrets didn't update or complete megaship disable missions
  • Added missing hand in faction information to delivery missions
  • Fixed race mission wrinkles appearing with very little time to complete them

Night Vision

  • Fixed some objects still being highlighted whilst in vanity camera

Options

  • Fixed typos in audio options menu
  • Fixed typos in controls options menu

Orrery

  • Ensured that all bodies that are discovered and displayed on the system map are also shown in the Orrery view
  • Removed non-functioning planet map button
  • Improve the line width scaling

Outfitting

  • Fixed incorrect value being shown for 'Limpet Life Time'
  • Fixed incorrect schematic used for 8A thrusters
  • Added 1 more ship and 2 more utility stock slots to all markets

Player Journal

  • FSSSignalDiscovered – if signal is a USS, add a ThreatLevel value; if signal is a station, add IsStation:true; add SystemAddress
  • Cargo – fix spurious extra events; add a flag to indicate vessel=Ship or Vessel=SRV
  • CodexEntry: add SystemAddress
  • Status.json, Flags: add NightVision flag (bit28/0x10000000)
  • SendText: include a journal entry for text to squadron or system chat
  • ReceiveText: include a ‘Channel’ parameter to show if message was from squadron or system chat
  • SAAScanComplete: remove lists of names of discoverers and mappers

Port Services

  • Ensure 'Exit' button in Material Traders takes players back to contacts, not to the Fines and Bounty claims contact
  • Fixed broken 'Welcome' animation when opening the services menu
  • Fixed typos in search and rescue contact description

Powerplay

  • Fixed Crime Sweep conflict zones (both powers involved will now be actively fighting)

Rendering

  • Fixed dust mote popping in ring fog

Squadrons

  • The list of systems that appear in the Squadron allegiance page is now sorted by name
  • Fixed the Squadron logo used on the 'browse more' option
  • Added Squadron icon to 'invite' option
  • Remove placeholder text from Squadron invites
  • Fixed Alliance logo appearing when non Alliance super powers are selected
  • Can now invite players in local space, that are not friends
  • Added a popup notification when handing over a Squadron to a different member
  • Fix some dates not being displayed correctly
  • Fix some transaction server errors when managing squadron members
  • Fix for Powerplay leaderboard contributions not being counted
  • Fix for Powerplay & Political leaderboards not displaying
  • Fix authored messages not appearing in the squadron feed

Stellar Forge

  • Removed a 'phantom' third ring around "Paesia 2" which was causing players to drop out of Supercruise when nothing was there
  • Fixed white dwarf jets cones being visible through bodies

Synthesis

  • Changed 'bonus active' text when refueling the SRV through synthesis

System Map

  • Ensure a state is shown for each faction listed, even if it is 'None'
  • Fixed installations and megaships incorrectly displaying as surface settlements

VR

  • Increase the thickness of orbit lines in the orrery view
  • Ensure players can fully zoom into bodies in the orrery view
  • Fixed the background on intermediate FSS zoom levels warping
  • Fixed planet rings moving with the headset in FSS mode
  • Fixed the SRVs full beam lens flare causing visual issues
  • Fixed graphical errors when switching between FSS and SAA modes
  • Fixed inverted joystick animations
  • Fixed missing scan effect in FSS (that highlights areas of interest)
  • Fix various fog and jet cone issues
 
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Updated the Background Simulation Changes of Update 3.3 with a New 'Thargoid Incursion' State:

Hello everyone,

As is fitting with the elusive Thargoids, we've got a surprise announcement for you!

In addition to all of the content we've revealed thus far for Beyond - Chapter Four, the Thargoid threat continues to infest the galaxy in the form of new Thargoid Incursions and Thargoid Conflict Zones. Please read on for all the details!

New State: Thargoid Incursion

  • As time progresses, various systems will find themselves attacked by Thargoid Scouts and Interceptors.
  • Commanders will need to defend the system by killing Thargoids, if they fail to kill a certain number of Thargoids, the system will enter a new Background Simulation state: Incursion.

  • Incursion is a system-wide negative background state that impacts all the factions within that system.
  • Players defend the system (before and during Incursion) by killing Thargoids in that system.

When a system enters Incursion, the following happens:

  • One starport present in the system (that can be damaged) will be damaged.

  • Each week that passes whilst Incursion is active, a new starport (that can be damaged) will be damaged.
  • If a starport has been fixed after being damaged but the system is still in Incursion, it can be damaged again the week after.

  • All megaships in the system at the point of the state enters Incursion, will appear damaged and unable to continue on their journey.
  • Thargoid Scouts and Interceptors that were found in the initial attack will continue to have a presence, but stronger Thargoid Interceptors will now also make an appearance.
  • Thargoid Conflict Zones will also be found in the system, which pits players against Thargoids in waves of combat.
  • The Incursion state lasts (currently) indefinitely until players remove it.
  • To overcome the Incursion state, Commanders must kill Thargoid Scouts and Interceptors.
  • The amount of kills needed to remove the Incursion state varies from system to system.
We'll be exploring the new Thargoid Combat Zones in a livestream on 22 November, but if you can't wait, you'll be able to try them for yourselves in the beta next week!
 
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Added 3.3 Beta 4 Patch Notes:

Hello Commanders,

Please find the beta patch notes for the fourth week of beta.

Squadron Bookmarks

  • Applicable ranks can now create and share bookmarks with Squadron members
Incursion State

  • Incursion state added, along with

  • Thargoid Conflict Zone scenario ("AX Conflict Zones")
  • Damaged megaship scenarios

  • For the Beta, the Maia system has been manually set to the incursion state, and these scenarios should appear there
Comms

  • Added a toggle to turn off the profanity filter (under the options tab in the comms panel)

Audio Options

  • Updated audio options:

  • Default/optimal volume position is now marked, allowing the player to return to default easily
  • All sliders (apart from the 3 "master" sliders (sounds, music, voice)) can be boosted as well as cut
  • Note: User volume slider positions will be reset to default on this update (this is a one time only reset)

Bug Fixes and Improvements

Anaconda

  • Fixed incorrect white lights in cockpit

Background Sim

  • Added galaxy map filter for the new 'Civil Liberty' state
  • Added text to indicate the happiest system in the 'Faction Allegiance' section in Squadrons
  • Added icons to states listed in the System Map
  • Outbreaks will now occur automatically
  • Fixed Conflict Zones not always spawning in systems at War

Cobra Mk.III

  • Fixed misaligned thrusters

Codex

  • Fixed an issue where a planet that didn't have a terraformed status set would default to being terraformable (when it shouldn't be)
  • Fixed overlapping text in the Archive section
  • Galactic region no longer resets to your location when searching the Discoveries section
  • Added 'Distance Traveled in an SRV' stat
  • Narration added for "Individuals" knowledgebase articles

Comms

  • Increased the volume of the background chatter in Conflict Zones
  • Increased the chat spam limit from 3 to 5 (fixes some Voice Attack issues)
  • Fixed issue that caused chat messages not to be delivered when the recipient was on main menu

Controls

  • The binding for entering the vanity cam in ship and SRV can now be bound to the same button

COVAS

  • Increased the volume of 'Jefferson'

Crashes/Stability

  • Fixed a crash that could occur when leaving a Resource Extraction Site
  • Fixed a crash that could occur when using the Subsurface Displacement missile
  • Fixed a crash that could occur when jumping to another system
  • Fixed crash that could occur when opening the Codex
  • Fixed that could occur when entering a Conflict Zone
  • Fixed a crash that could occur when players ship is destroyed
  • Fixed a crash that could occur when using the Pulse Wave Analyser
  • Fixed a crash that could occur when using the Prospector Limpet
  • Fixed a crash that could occur when switching ships
  • Fixed a crash that could occur when in the FSS mode
  • Fixed holo-me being incorrectly selectable from the SRV, leading to a softlock
  • Fixed a crash that could occur when switching between 3D modes
  • Fixed a crash that could occur when opening the Codex after a recent discovery
  • Fixed a crash that could occur when selling Exploration Data
  • Fixed instances of "authentication server" disconnections from mission servers

Crime & Punishment

  • Added clarification to the bounty transaction details, to explain the implications of the Kill Warrant Scanner

Decals

  • Fixed reversed decal slots on Cobra Mk.III and Imperial Cutter

Exploration

  • The Detailed Surface Scanner will now auto hide in the fire groups HUD while in normal space
  • Fixed an audio issue that could cause the scanning sound to get stuck and loop
  • Fixed an issue which meant players couldn't buy exploration data when docked at a port
  • Stopped the ship voice line from needlessly repeating when the system has been fully scanned
  • Fixed an issue where the info panel would not update to show a planets signals while in the DSS mode
  • Fixed an issue that was preventing players from firing probes a rings around stars (the star itself can still not be probed, which is intended behaviour)
  • Bodies now appear when using the FSS mode in non-Horizon versions of the game
  • Increased the sensitivity range on the FSS movement controls
  • Added sensitivity control to the spectrum analysis bar
  • FSS mouse binding now no longer gives a 'roll' option
  • Scanning a nav beacon now returns full system data (ring details were missing)
  • Fixed issue that could cause 'false' signals to appear that couldn't be resolved
  • The threat level of a USS is now displayed when zoomed in on it
  • The system map now indicates if the planet has been mapped or not
  • Added message when a body is passively scanned
  • Fixed an issue that was causing some bodies to appear on the system map, but were unable to be discovered using the FSS mode
  • Fixed impossible to meet efficiency targets
  • Info panel now has 2 lines to display messages on
  • Fixed some Thargoid signal sources being identified as Guardian

Federal Corvette

  • Fixed visual issues on fitted ship kit when using a paint job

Friends and Private Groups

  • Fixed a hang that could occur when browsing a very large group

General

  • Fixed issue where dropping out at ports in asteroid clusters wasn't dropping the player near it
  • Fixed an issue that meant certain Port contacts were erroneously appearing
  • Fixed issue where Thargoid probes weren't spawning correctly
  • Fixed issue where the left hand panel would become unresponsive when return to the players ship from an SRV
  • Fixed missing leading reticle for the Flechette launcher
  • Fixed issue that could lead to the left hand panel becoming unresponsive

Holo-me

  • Fixed some graphical issues on the avatar portrait

Lighting

  • Reduced brightness in galaxy map

Localisation

  • 'Search' wasn't translated in the Friends and Private Groups menu
  • Fixed various typos
  • Fixed incorrect text on 'Galactic Powers' button on the home tab
  • Fixed truncated text on the 'Galactic Powers' button in German
  • Added translations for Detailed Surface Scanner options
  • Replaced placeholder text with actual text in Fine description

Mamba

  • Fixed thrusters not changing colour when applying engine colours
  • Fixed misaligned vanity preview cameras
  • Balance pass on boost, speed, and pitch and roll rates
  • Should now dissipate heat quicker (in line with the FDL)

Megaships

  • Fixed Z-fighting issue

Mining

  • Added information on what is inside a motherlode asteroid to the data returned by the prospector limpet
  • Added extra detail to the Subsurface Displacement Missiles outfitting description, to explain the pull and hold trigger feature
  • Fixed graphical issue after using a Displacement Missile
  • NPC ships now use their mining lasers once again
  • Fixed missing targets, UI and feedback when a multicrew member joins after a prospector limpet has been used
  • Added extra feedback icons to the areas that represent the different yield ranges when attempting to crack an asteroid apart
  • Tweaked the pulse wave analyser results to be less broad and more focused at range
  • Added new, high value materials to the motherlode asteroids (free floating materials and new surface deposits, which are found after cracking the asteroid open)
  • Increased the ammo capacity of the new mining tools
  • Stopped depleted asteroids from appearing gold when scanned with the Pulse Wave Analyser

Missions

  • Removed restriction on in space collect missions, to allow players to take them even if their ships cargo hold is below the amount needed (they will use the Cargo Depot feature)

Multicrew

  • Fixed the target panel for the gunner role
  • Fixed issue where select the view report button didn't take players directly to the screen

Orrery

  • Fixed incorrect planetary ring orientation

Outfitting

  • Updated the refinery text to change the refernce of "Mining Laser" to "Mining Tools"

Player Journal

  • Fixed duplicate scan events
  • Fixed some wing mission cargo reported as stolen
  • FSSSignalDiscovered: add USSType info (§6.6)
  • Add new FSSAllBodiesFound event (§6.4)
  • Scan events generated automatically when entering system now logged as “ScanType”:”AutoScan” (§6.3)
  • Add new event MultiSellExplorationData (§6.10)
  • Faction info in Location/FSDJump: if it's the player's squadron faction, add SquadronFaction:true, and flags HappiestSystem:true or HomeSystem:true if relevant (§4.8)

Render

  • Fixed high res screen shot feature when zoomed into a body in FSS
  • Fixed some Z-fighting found at Platers's Tyranny port
  • Fixed some flickering on glass materials in stations
  • Make the light diffusion through volumetrics similar in appearance across graphics settings.
  • Cockpit geometry occludes ship schematics now
  • Fixed some jittering in ring fog
  • Fixed for brightness of mining related volumetric effects when in shadow of planet
  • Fixed rendering of glass material behind fog in stations

Ship Name Plates

  • Text size is now affected when using leading and/or trailing spaces

Squadrons

  • Randomised the results when browsing
  • Added a new 'Mentor' activity tag
  • Fixed issue where players could not use the gamepad to select a member to hand over the Squadron to
  • The members list now defaults to sorting by rank (high - low)
  • Shortened the invite text to solve truncated text
  • Tags can now be edited after the Squadron has been created
  • Fixed the Squadron feed tab being incorrectly reset upon ship destruction
  • Players can now transfer ownership to players that are not currently online
  • Faction alligence page now uses current state rather than pending state
  • After a player is promoted/demoted, permissions are now granted/taken away immediately
  • Tags can now be used to filter Squadron results
  • Fixed a transaction server error when sharing a starport or settlement bookmark
  • Fixed a bug preventing some pre-registered squadrons from changing their faction affiliation
  • Fixed exploration data and CQC results not always being added to the squadron leaderboards

Stellar Forge

  • Corrected the orbit of the moon around Earth

Vanity Camera

  • Stopped the ship cockpit UI rendering through the pilots chair

VR

  • Ensured the ring scan effect (and hotspots) are correctly occluded by the planet geometry in both eyes.
  • Fixed issue that causes the camera to clip through the pilots body more than usual
 
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Added a comment by Will Flanagan (Community Manager) regarding changes to the Mamba ship:

Hello Commanders,

Thanks for all the feedback on this, the Mamba has been through a number of changes but balances and tweaks do still need to be made, and your comments will be taken into consideration. The Mamba balances we introduced in beta week 4 were an attempt to reduce issues with reverse speeds, but our feeling is that this just pushes it further away from its role as a "hot-rod" ship. We'll be looking at the speed and boost drain (although we want to avoid perma-boosting with stock), bringing it a bit closer to its original flight model in beta week 3.

We're working on getting these changes implemented as soon as possible, but due to time constraints these changes may arrive in a patch shortly after launch of Beyond – Chapter Four.
 
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3.3 Update is LIVE. Added 3.3 Live Patch Notes:

Greetings Commanders,

The servers are currently down to allow us to update to Elite Dangerous: Beyond - Chapter Four 3.3

Please note that PS4 Commanders may be prompted to download two patches, titled 1.26 and 1.27 - this is expected, thanks!

Please see the full patch notes for Elite Dangerous: Beyond - Chapter Four below!


New Features

Exploration

  • Discovery Scanner upgraded to include access to the new Full Spectral System (FSS) scanner mode

  • Players use the FSS Mode to discover stellar bodies, stellar phenomenon, USSs, scenarios, distress calls, mission targets and more
  • There is now only one Discovery Scanner available in game, which is based on the basic variant. Commanders that have purchased either the intermediate or advanced scanners will receive a credit refund

  • Detailed Surface Scanner upgraded to include access to brand new planet probes

  • Players can fire probes at bodies to gather data that can be sold.
  • Players can also use these probes to pinpoint places of interest on landable planets as well as uncover lucrative places in planetary rings to mine
  • Each body has a "probe efficiency" target; if the player maps 100% of the body using either the same or less than the target, they are awarded a bonus

  • Added "First Mapped By" tag - the first commander to 100% map a stellar body and sell the data at a port will be named for everyone to see

  • Players will be unable to map Sol, Achenar or Alioth as these systems are already fully mapped

  • Revamped look of the bonus popup when selling data
  • A credit bonus will be awarded for players that get either 100% first discovered or 100% first mapped in a system
  • Added new things to find!
  • Orrery view added - players can access the schematic orrery view of systems from the system map

Codex

  • Codex added to the ship's internal (right hand) panel. The Codex contains:

  • Commander Stats
- Logs important player statistics
- Session Log records important game events for players review
- Archive holds all text and audio logs taken from the numerous narratives from across the galaxy
- Audio logs can be added to the improved Playlist feature​

  • Discoveries
- Contains either rumored, reported or discovered entries from across the 42 different galactic regions
- Discoveries are broken down in to 3 categories (Stellar Bodies, Biological and Geological, and Civilisations)​

  • Knowledge base
- Various articles from the rich history and lore of the Elite universe, from the history of the Super Powers, to important characters and corporations
- Each article is narrated and can be added to the improved Playlist feature​

Background Simulation

  • Factions can now be in multiple states within each system that they are present
  • Economic and Security status added
  • War, Civil War and Election states are now a 7 day conflict, where players engage in activities (such as winning conflict zones in War and Civil War states) and attempt to beat their opponents
  • Added a new 'Happiness' level for each faction, that is a combination of various states and influence. Happiness also plays into the Expansion state
  • Civil Liberty state added (part of the Security Status)
  • Added more information to the status tab in the right hand cockpit panel to help players manage/support factions

Megaships and Installations

  • Added new megaships and installations
  • Applicable megaships will move location, on a weekly tick

Scenarios

  • Added new scenarios with voice over direction and feedback, and on screen choices and objectives
  • Scenarios come in the form of USSs, Megaship, Installations and Conflict Zones
  • Conflict zones are now round based; players battle to win a round which then feeds into the war state
    • Side objectives can appear, and if the player completes them, they are awarded a points boost
    • Once a round has finished, a new one will begin after a short pause

  • Combat specific ambient chatter added.
  • Ambient chatter now is now in place throughout the entire game and not just around stations.
  • 3000 + lines of NPC dialogue added to support scenario driven gameplay.

Lighting

  • Added new lighting model, using dynamic exposure
  • Colour grading applied to various situations in the game, improving the look and feel of the game world
  • Added a new 'Night Vision' mode to Ships, Fighters and SRVs, to allow players to navigate dark sides of planets, rings and other areas of the game

Cockpit UI

  • External Ship panel (left hand side)

  • Combined 'clear filters' option with the 'set filters' option on the Navigation panel
  • Added filters to the Transaction tab
  • Added context sensitive, quick action button to contacts (such as 'Request Docking' when targeting a port)
  • Combined sub-targets and inventory into a new 'Target' tab, with filters

  • Comms Panel (top left)

  • Reordered the tabs
  • Added support for combining channels in to one main chat channel, or set them as separate tabs
  • Options added to give the player the ability to combine chat channels in to a tab, or split them out
  • Added the ability to select any Commander in a chat channel to interact with them (incl. invite to wing, invite to crew, voice comms, invite to squadron, block, report, direct comms, and view gamercard where applicable)
  • Added a binding to select a different chat channel in the input field
  • Combined invitations and multicrew tabs together in to a 'Social' tab which includes:
- Multicrew (find crew, join a ship)
- Friends invites
- Wing invites
- Online friends​

  • Squadron feed tab added

  • Internal Panel (right hand side)

  • Added a new 'Home' tab that replaces the previous status tab
- Includes new buttons to launch various features (holo-me, squadrons, codex, powers, Galnet etc)
- Also include better Playlist feedback​

  • Replaced fire groups "1, 2, 3..." with "A, B, C..." to avoid confusion between group and fire buttons
  • Added new contextual 'Ship' tab that replaces the 'Functions' tab and includes sections for 'Ship Preferences', 'Pilot Preferences' and 'Ship Stats'
  • Inventory tab now has icon filters instead of text filters, increasing usable screen space
  • Improved refinery layout that includes the ships cargo capacity
  • Updated 'Status' tab to now include local faction information, Super Power and Powerplay status, a Session Log digest, info on Finances and acquired Permits all in a more legible way
  • New Playlist feature that replaces the GalNet player, allowing players to queue and manage several types of media (GalNet news articles, codex articles, inbox audio logs etc.)

Text Chat Channels

  • New star system wide text chat now available
  • Profanity filter added, with a toggle to turn it off

Friends and Group Management

  • Improved layout and pagination to display large numbers of friends or groups
  • Display last online activity
  • Improved Search functionality : search results are now players only, allowing you to add to friends or to join private group
  • Improved popup to interact with friends / Commanders / private groups
  • Improved visibility of friends statuses (online + mode / offline / blocked)

Localised COVAS

  • Added 5 free localised COVAS packs:

  • Luciana : Spanish
  • Maksim: Russian
  • Vitoria: Brazillian Portuguese
  • Gerhard: German
  • Amelie: French

Squadrons

  • Players can now create a Squadron (for a credit fee), or browse existing ones to join from the right hand cockpit panel
  • Play style tags can be used when creating a Squadron, and as a filter when browsing existing ones
  • Squadrons can be aligned to a Superpower, Power and a Faction

  • Squadron allegiance page allows in depth data on chosen Faction

  • Squadrons can take part in the various leaderboards, and compete for the top spot
  • Squadron feed tab in the Comms panel lists certain events, as well as Public and Internal posts
  • Squadron management tools (applicable to certain ranks):

  • Invite Commanders to join
  • Kick lower ranked members
  • Promote/demote lower ranked members
  • Change lower ranked privilages
  • Create posts
  • Accept applications
  • Set if the Squadron is accepting new members
  • Join in the Leader text chat channel

Mining

  • 3 new mining processes added (in addition to the standard mining laser process)

  • Surface Deposits - material deposits that can be found on the surface of asteroids
  • Sub-surface Deposits - material deposits that can be found below the surface of an asteroid
  • Fissures - setting the correct 'Seismic charge' into fissures will split the asteroid apart, allowing the deep core materials to be mined
  • Added new high value materials

  • 4 new mining tools added to outfitting

  • Pulse wave Analyser - a scanner used to pinpoint asteroids that support the new extraction processes
  • Abrasion Blaster - used to break off surface material deposits from asteroids
  • Sub-surface Displacement Missile - Allows recovery of sub-surface material deposits from asteroids
  • Seismic Charge Launcher - Allows recovery of deep core materials by splitting the asteroid apart

New Ships

Krait Phantom (Faulcon DeLacy)

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 large and 2 medium hardpoints
  • 8 Internal optional slots
  • Top speed of 256m/s and a boost speed of 358m/s
  • 8.23LY laden FSD range

Mamba (Zorgon Peterson)

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.

  • 1 huge, 2 large and 2 small hardpoints
  • 5 internal optional slots
  • Top speed of 316m/s and a boost speed of 387m/s
  • 6.37LY laden FSD range

Quality of Life

  • Display a notification icon to indicate new bindings are available to the player
  • Starport contacts now displayed as a grid, rather than a flat list
  • Added icon to info panel to show players if their ship or SRV lights are on
  • Audio Options screen:

  • Added “Wavescanner Autodocking” option. Disable this to hear the SRV wavescanner more clearly at high speeds
  • Audio Options screen is reorganised for more clarity and ease of use
  • Restore defaults button added
  • The default position on the Audio volume sliders is now indicated.
  • The child volume sliders can now be boosted above the default value.
  • Important note: your volume sliders will be reset to default position when you first run 3.3.

Bug fixes and Improvements

This update includes well over 2000 fixes for various issues that have been discovered and investigated during the development process. For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other significant changes.

Adder

  • Fixed clipping issues when deploying weapons

Alliance Challenger

  • Fixed misplaced caustic damage decals
  • Fixed missing engine trails
  • Fixed Ship ID cameras being swapped

Alliance Chieftain

  • Fixed very quiet multicannons

Anaconda

  • Fixed size 3 hardpoint doors getting in the way of the size4 hardpoint
  • Corrected mirrored text on external panel

Asp Scout

  • Added correct material to the reverse thrusters

Diamondback Explorer

  • Fixed LOD issues with hardpoint covers
  • Fixed gap in cockpit

Eagle

  • Fixed paintwork showing wear even when at 100%

F63 Condor

  • Corrected mirrored external decals

Federal Dropship

  • Fixed thermal vent placement

Federal Gunship

  • Fixed engine flaps animating incorrectly

Guardian Fighters

  • Fixed Small Guardian Gauss Cannon clipping through hardpoint when deployed
  • Corrected the left and right cockpit panel positions

Imperial Clipper

  • Fixed floating cockpit geometry

Imperial Cutter

  • Fixed some mirrored text on external panels

Imperial Eagle

  • Fixed incorrect shadow being used
  • Fixed gaps in cockpit when using EDTracker or VR

Imperial Fighter

  • Fixed clipping when docking with mothership

Krait Mk.II

  • Fixed Z-fighting in cockpit
  • Landing gear now lines up with ship door
  • Fixed the engine boost SFX sounding like 'Hello'
  • Decreased brightness of the red proximity warning lights
  • Fixed overly 'scratched' cockpit glass
  • Corrected the order of its bobble head slots

Type-10

  • Fixed cockpit seat being incorrectly placed
  • Fixed various model issues
  • Fixed winglets not animating correctly

Type-6

  • Fixed gap in between ship body and thrusters

Type-7

  • Fixed hole in the side of the ship
  • Can now put a Size 2 passenger cabin in the size 2 slot

Type-9

  • Fixed the schematic having incorrect drives
  • Fixed engine VFX being too far behind the actual thruster

Viper Mk.III

  • Fixed paintwork showing wear even when at 100%

AI

  • Fixed situations where security ships and Thargoids could incorrectly start attacking each other
  • Fixed NPC ships charging FSD with weapons still active
  • Ensure the 'Terrorist' archetype always comes with a bounty
  • Fixed authority ships occasionally firing Plasma rounds when scanning ships
  • Fixed NPC having no FSD cooldown after being interdicted
  • Destroying an NPC power plant now takes the ship down to 40% power (inline with player ship behaviour)
  • NPC ships should use the reboot/repair option when drives are at 0%

Avatar Animations

  • Correctly invert the joystick animations if the controls are inverted

Cockpit UI

  • Correctly display if a targeted ship is in a wing or multcrew
  • When firing weapons while looking at the module panel, the ammo count will now properly update
  • Widened the target panel to fit in longer ship names
  • Ensure ammo count is correct on the module tab after reloading weapons
  • Ensure Commander names are always displayed in the comms panel
  • Ensure module priority is retained after ship destruction
  • Comms panel will no longer expand without focusing on it, if players leave the ships Multicrew session
  • Fixed the navigation panel not displaying the correct destination system when in hyperspace in some cases
  • Ensure completed and finished community goals are cleared from the transaction tab
  • Make chat messages time display the same time as the galaxy time when using a machine in a different time zone
  • Fixed an issue that caused inbox messages to show incorrect, and sometimes invalid, times and dates. PS4 only
  • Fixed some inbox messages not clearing the notification icon once read
  • Fixed overlapping text between inbox message subject and date
  • Fixed cases where the fuel bar incorrectly indicates that the player has enough fuel to make a jump that it actually can't

Commodities Market

  • Fixed UI spacing issues with the commodities screen

Controllers/Inputs

  • Fixed the Thrust Master HOTAS S4 not appearing in the control screen
    Ensure default mappings appear for the Thrustmaster HOTAS4

Console Achievements

  • Added 3 new Trophies on PlayStation 4
  • Added 10 new Achievements on Xbox One

CQC

  • Fixed a potential server disconnect when using beam lasers in CQC
  • Fixed CQC structures disappearing when authority machine leaves the match

Crashes/Stability/Performance

  • Fixed a hang that could occur whilst fighting a Thargoid Interceptor
  • Fixed crash that could occur when a fighter is docking
  • Fixed crash that could occur on PS4 when in Multicrew
  • Fixed crash that could occur whilst docking at "Chelomey Orbital" in Cubeo
  • Fixed crash that could occur with Powerplay data
  • Fixed crash that could occur when selecting the galaxy map from the transactions tab
  • Fixed crash that could occur when exiting multicrew
  • Fixed crash that could occur whilst reading an inbox message during a hyperspace jump
  • Fixed crash that could occur whilst deploying a fighter when in a multicrew session
  • Fixed a crash that could occur when handing in a mission
  • Fixed a crash that could occur when dropping out of Supercruise at a port
  • Fixed frame rate issues after driving on a planet surface for an amount of time
  • Fixed crash that could occur during ship reboot/repair
  • Fixed a crash that could occur when exiting the Galaxy Map
  • Fixed a softlock that could occur whilst loading in to the game
  • Fixed crash that could occur when opening the system map
  • Fixed crash that could when dropping into planetary rings
  • Fixed crash that occur when loading in to the game
  • Fixed crash that could occur when switching screen resolutions
  • Fixed crash that could occur when plugging in a controller
  • Fixed a crash that could occur as a player joins a Multicrew ship that is near a volcanic POI
  • Fixed crashed that could occur when fighting a Hydra
  • Fixed crash that could occur when switching between a mothership and fighter
  • Fixed crash that could occur if multiple Commanders playing on either PS4 or Xbox One were on a planet surface in their SRVs

Crime and Punishment

  • Ensure a Powerplay bounty does not cause a premium for transporting the ship it was incurred on

Engineering

  • Corrected some inconsistencies in Engineer descriptions
  • Added a line to explain that pinned blueprints may differ if applied to a different module
  • Ensure there is room to display the modified icon even with long module names
  • Balance pass on the High Yield Shells engineering special
  • Reduced the grade thresholds of the Colonia engineers

Fighter Crew

  • Fixed instance where fighter crew in control of the mothership were trying to use FSD when the ship was nav locked to another ship, causing ship to become unresponsive to player input
  • Fixed typo in crew lounge
  • Fixed fighter crew sometimes struggling to dock a fighter with its mothership

Galaxy Map

  • Fixed systems controlled by Pilots Federation not appearing under the civilisation filter
  • Selected filter settings remain selected when changing map configurations

General

  • Packhound missiles no longer clip through planet landscapes
  • Fixed odd VFX artifacts on ships drives when at low throttle
  • Ensure player set PIPS are retained when the ship is dismissed and recalled
  • Tweaked the position of the interdiction UI element in the three Alliance ships
  • Search and Rescue +/- buttons now increase/decrease if held down
  • Fixed incorrect ship schematics displaying inside some ships cockpits
  • Unified the GalNet logos to be the one with 7 points in all screens
  • Fixed unreachable listening post In the "HIP 16753" system
  • Fixed missing text in the Rhenium material description
  • Fixed incorrect details title for Chemical processors material description
  • Added missing "Independent" icon where applicable

Generation Ships

  • Removed the unnecessary warnings when firing weapons near a Generation Ship

Guardian Beacons

  • Corrected some text errors
  • Fix for VFX disappearing when scanned
  • Fixed LOD issues on beacon
  • Fixed pylons animating before fully powered
  • Fixed over sized physics
  • Fixed pylon light clipping through ships
  • Fixed ships being able to clip through the 'orb'

Guardian Sites

  • Fixed floating geometry
  • Corrected some obelisk symbols to match what the object actually requires
  • Tweaked Guardian material drop rate, in an effort to make it more balanced across the different rarities

Installations

  • Added a new space bar, "The Orange Sidewinder"

Listening Posts

  • Fixed typos in Alpha Centauri B 1 listening post

Livery Items

  • Fixed LOD issue with onion head decal

Localisation/Text

  • Fixed truncated Search and Rescue Agent text in Russian
  • Corrected typo in Synthetic Meat commodity description
  • Fixed typo in Carbon class star description

Materials

  • Fixed description errors with Delta, Epsilon and Gamma obelisk data
  • Fixed Piceous Cobble being hard to collect
  • Increased the drop rate of more common guardian materials
  • Fixed the crystalline cluster model
  • Fixed Strange Wake Solutions description typo
  • Reduce the chance the of mineral deposits spawning inside surface rocks

Megaships

  • Ensure that rescue ships offer the limpet restock service
  • Ensure players don't get stuck in the Alcatraz Class Prison in HIP 17962 system, when dropping out at it's location

Missions

  • Increased wing delivery mission payouts
  • Fixed Federal rank not increasing when successfully completing applicable mission
  • Fix for valid massacre targets not counting towards mission progress
  • Fixed USS not spawning for 'Wet Work' missions
  • Corrected some Massacre missions that had inconsistent rewards for number of targets
  • Stop missions requesting cargo that it views as illegal (Federal mission asking for imperial slaves, for example)
  • Balance pass on Super Power reputation gain
  • Added destination faction to passenger VIP missions
  • Updated mission wording to reflect that ports in lock down do not have access to their commodities market
  • Stop planetary scan missions sending players to scan mission giving faction
  • Allow kills outside target system to count in assassination missions (fixes ships appearing to not be mission targets when they leave the target system)
  • Ensure follow on missions spawn at the players current reputation level
  • Added extra info to time bonus mission objectives
  • Altered Massacre faction selection to prevent the target faction generator from picking the same target that is giving the mission.
  • Delivery and Smuggle missions now warn players about being cargo laden and reduced jump range
  • Reduce chance planetary Scan chooses POI owned by mission giver
  • Added missing hand in faction information to delivery missions
  • Fixed race mission wrinkles appearing with very little time to complete them

Multicrew

  • Fixed the saved plotted route being cleared when entering multicrew
  • Fixed geyser particle effects not appearing for a multicrew crew member

Network

  • Fixed situations where NPC ships could disappear from Supercruise when a player drops out of SC
  • Fixed Planet SYNUEFE VM-D C15-10 2 A causing players to get stuck in log in loop
  • Fixed possible disconnect when trying to escape a Thargoid

Outfitting

  • Fixed softlock that could occur when attempting to purchase or retrieve 5D Guardian Module Reinforcement
  • Fixed missing "?" in livery section
  • Fix for point defense module not restocking correctly
  • Timers for modules in transit should now reflect time remaining more accurately
  • Ensure modules are listed under correct categories in stored modules tab
  • Players can only fit one FSD interdictor, as there is no benefit to fitting more and causes confusion
  • Fixed outfitting stats becoming out of sync and applying incorrect values (a distance value for damage type, for example)
  • Ensure all applicable multicrew enabled weapons/modules are clearly marked in outfitting
  • Fixed dark lighting and outfitting cameras for the SRV
  • Fixed livery filters not working
  • Fixed incorrect schematic used for 8A thrusters
  • Added 1 more ship and 2 more utility stock slots to all markets

Passenger Missions

  • Added the faction to deliver to in transaction panel
  • Ensure VIP passenger missions display their expiration time on the transaction tab
  • Fix some passenger missions incorrectly reducing the timer by ~20mins when accepting them
  • Ensure passengers that claim to be unfazed by hull damage, are actually unfazed

Player Factions

  • Add faction descriptions

Player Journal

  • Multiple faction activestates – in Location and FSDJump events
  • The first “Cargo” event written to the journal contains full inventory
  • Added “AsteroidCracked” event
  • Added “SAAScanComplete” (Surface Area Analysis) event
  • Added “CodexDiscovery” event
  • Added “FSSDiscoveryScan” and “FSSSignalScan” events
  • Added several events for Squadrons
  • Simplify the “Category” in MaterialTrade
  • Clarify meaning of bit 14 in status file: was called “under ship” but actually indicates when turret is retracted
  • ApproachSettlement now includes Latitude and Longitude
  • Note Bounty event is different for Skimmer bounty
  • Update description of StoredShips event with InTransit flag
  • Add ActiveFine info to Docked event
  • EngineerProgress event at startup with summary for all engineers currently known
  • Note a new ShipTargetted event is generated after using KillWarrantScanner, with updated bounty for target
  • Note the MissionRedirected mission name now has any trailing “_name” removed
  • Added MyReputation in faction list in FsdJump and Location events
  • Added “FSDTarget” event when selecting a starsystem to jump to
  • Added MissionID to cargo to indicate if it is mission-related: in Cargo, CollectCargo, EjectCargo events
  • In ship loadout, indicate if it is ‘hot’
  • Cargo summary is now written to a separate file, and updated when data changes
  • Add “HullHealth” stat in the “Loadout” event
  • MissionCompleted now indicates correct destination after redirection

Player Stats

  • Ensure 'Time Played' updates correctly

Ports

  • Added missing habitation ring to "Greeboski's Outpost"
  • Ensured all new adverts are being displayed correctly
  • Fixed docking computer causing hull damage in a ship with no shields, when docking at surface ports
  • Fixed situation where loading into the game whilst docked on a pad can cause shields to go offline

Powerplay

  • Fixed broken 'Exploitation impact' column on Edmund Mahon's screen
  • Corrected Aisling expansion instructions

Rendering

  • Fixed low quality shadows appearing when entering Orbital Cruise on PS4
  • Corrected the rendering order of nebula
  • Fix for the FSD charge up visual becoming mis-aligned after using vanity camera
  • Fixed galaxy background vanishing after a Thargoid hyperdiction
  • Fixed missing particles in some hi-res screenshots

Ship Launched Fighters

  • Fixed inability to deploy fighter weapons if the motherships weapons weren't deployed before switching

Skimmers

  • Ensure scanned skimmers return appropriate details on the target panel

SRV

  • Fixed the targeting reticule displaying when the weapon is deactivated

Stellar Forge

  • Renamed "Pleiades Sector Ir-W D1-55" to "Delphi"
  • Fixed connection issues around "COL 285 SECTOR CV-Y D41 7 E"
  • Fixed typo in the LHS 3006 system description
  • Moved 2 moons in Kyloasly DA-A f69 slightly apart so that they no longer intersect
  • Fixed "Lucifers" orbital period
  • Fixed the star in the system "HD 168352" having a too small radius
  • Ensure I Bootis B and C are a contact binary again
  • Renamed some duplicate systems
  • Persistent POIs now consistent for different graphics card vendors
  • Corrected Sednas position on it's orbit
  • Corrected the positions of the three ports around Earth
  • Fixed Moon GD 319 1 A intersecting ring of planet GD 319
  • Fixed some Class V gas giants being overly bright pink

Synthesis

  • Required grade 5 materials now display their correct grade icon (and not grade 4)

System Map

  • Corrected overly bright/shiny planets
  • Ensure players can set navigation targets from the system map

Thargoids

  • Thargoid Interceptors can now still engage players, even if they are close to them
  • Interceptors now launch Thargon kamikaze attacks if they detect a port
  • Corrected some lore inconsistencies found in megaship logs to do with the Thargoid Link

Vanity Camera

  • Fixed inverted joystick animations when using the vanity camera

Vanity Items

  • Improved some of the visual artifacts on the Corvette Razor pack
  • Increased space between the text and icon on the Trader Name Plate
  • Ensure all engine colours are correct when customised engine trail colours are turned off
  • Ship names can now have blank spaces at the beginning and end
  • Fixed clipping on Vulture ship kit

VR

  • Fixed Neutron star cones only appearing in the left eye of the HMD
  • Capped the frame rate whilst on the main menu to 90fps, to stop HMD's overheating

Weapons/Modules

  • Ensure the 'Restock All' option actually restocks the 1F Guardian Shard Cannon (Turret)
  • Corrected inconsistency in AX outfitting descriptions
  • Fixed Guardian Shard Cannon clipping through Type 7
  • Fixed missing VFX on small Guardian Shard Cannon
  • Fixed LOD issue with small Guardian Shard Cannon
  • Fix LOD issue on Guardian Plasma Charger
  • Fixed Guardian Shield Reinforcement Packages preventing shields restoring after reboot/repair
  • Reduce the brightness of the enforcer cannon when it has a white weapon colouring applied to it
  • Fixed module reinforcement packages being disabled under certain circumstances
  • Corrected the cargo hatch closing when deploying a limpet and causing ship speed to change
  • Corrected the retract animation on the Guardian Plasma Charger
  • Limpets will now collect cargo that has been forcibly ejected from the players ship
  • Corrected the Advanced Plasma Accelerator recoil animation
  • Corrected typo in Remote Release Flechette Launcher
  • Fixed SFX for the Kill Warrant Scanner sometimes going missing when switching between ship and fighter
  • Fixed turrets firing at ships which are at 0% hull

Wing Missions

  • Fixed case where mission progress wasn't shared between players in Multicrew
  • Fixed trade wing missions not sharing Trade rank progression with wing

Wings

  • Ensure the 'target my wing mans target' key works in all applicable situations
  • Fix for dropping out at a wake that is close to a planet, which should mean you drop out much closer to your intended target
 
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Added two new official tutorial videos on Exploration and Mining:

[video=youtube;hXXe7422OYE]https://www.youtube.com/watch?v=hXXe7422OYE[/video]

[video=youtube;zSLqDINgciw]https://www.youtube.com/watch?v=zSLqDINgciw[/video]​
 
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Added 3.3.01 Patch Notes:

Greetings Commanders,

The Elite Dangerous servers will be offline for all platforms from 10:30 UTC for roughly one hour as we apply the 3.3.01 patch.

Thank you for your patience and we'll see you in the black!

Please find the full patch notes below:

Codex

  • Corrected titles and descriptions for gas giant entries
  • Changed references of "Stellar Body" to "Astronomical body"

Conflict Zones

  • Fixed enemy ships appearing as clean, and incorrectly causing bounties to be given to Commanders that destroyed them

Controls

  • Fixed occasional complete loss of control input in various situations
  • X52 and X56 presets should be be available once again
  • Fixed a binding issue with T-Flight HOTAS X that caused the confirm options not to be navigable
  • Fixed SRV UI going missing when using the open Codex shortcut
  • Fixed issues with the HOTAS 4 controller on PS4

Crashes/Stability

  • Fixed various crashes on PS4
  • Fixed crash that could occur when landing on a planet
  • Fixed crash that could occur when entering a Notable Stellar Phenomena
  • Fixed a crash that could occur when in the galaxy map
  • Fixed crash that could occur when using a research limpet
  • Fixed crash that could occur when jumping to a new system

Federal Capital Ship

  • Fixed hitcheck issues

Localisation

  • Updated Russian translations for Codex Discoveries
  • Added descriptions for the recently added high value mining commodities

Mamba

  • Increased top end speed
  • Increased pitch rate when below max PIPs
  • Slightly reduced the ENG usage on boost
  • Slightly increased heat gain to compensate

Mining

  • Changed new mineable commodity from 'Opal' to 'Void Opals'

Server Fixes

  • Fixed a number of adjudication and matchmaking server crashes
  • Fixed a number of transaction server performance and reliability issues
  • Fixed a cause of transaction server errors when selling exploration data
  • Retuned the balance of smuggling, crime, missions and selling exploration data with the faction simulation
  • Fixed a number of performance issues when processing the faction simulation
  • Fixed a server error with console players authenticating with the Companion API
  • Stop displaying first discovery names on the system map for star systems with that as their default discovery level, first mapping names should remain.
  • Server-side changes to recover more quickly from chat server failures

VR

  • Fixed hardlock that could occur when entering the Notable Stellar Phenomena
  • Corrected a visual mismatch between the left and right displays when probing planets
  • Fixed missing scan effects in the FSS mode when using a Vive HMD
 
Last edited:
Added a comment by Will Flanagan (Community Manager) regarding concerns of mining nerfs:

Hello Commanders,

We wanted to address some concerns you may have regarding the high value of one of the new mining commodities, Void Opals.

Changes to the Background Simulation, which came with Beyond – Chapter Four, mean that there are now more elements that impact the value of a commodity than there were previously. In the instance at Viktorenko Holdings, these elements have lined up for a limited time in a way that allow the faction to be able to offer high prices on specific commodities.

To confirm, this does mean that, at this time, we are not planning to reduce the value of Void Opals.

In addition to this, the more motherlodes (containing Void Opals) that Commanders encounter and mine from (in a ring), the rarer they will become, driving an emergent and natural rush that will force intrepid miners into new horizons, seeking lucrative mining hotspots before they deplete. Ultimately, with the new mining changes, this is something we want to celebrate!

As we've mentioned previously, the Background Simulation is continually being monitored and we may still need to apply some further fine tuning to ensure that the Simulation is as interesting and dynamic as we intended when making these changes.

In the meantime, go for gold! Happy holidays!
 
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Closing statement from Frontier for the year 2018 3304:

Greetings Commanders,

We just wanted to take a moment to say thank you for another brilliant year with the Elite Dangerous community. 3304 was an absolute blast with the introduction of Beyond, and we can't wait to see how you engage with the Beyond - Chapter Four content going through to 3305. We hope you’ve enjoyed everything Beyond – Chapter Four has had to offer so far, from exploring the mysterious phenomena hidden out in the black, prospecting and breaking open asteroids… and furthering the reach of your Squadron!

In January we'll be celebrating the 25th anniversary of Frontier, with some fun activities that we’ll share at the beginning of the new year. We’re also planning more episodes of the Discovery Scanner (a livestream series that takes you behind the scenes of the creation of Elite Dangerous), regular giveaways and competitions, weekly news round-up streams and more!

The Elite Dangerous team are working throughout the Christmas period to look at existing player reports and investigate as many as possible. We’ve already introduced a patch that fixed HOTAS binding issues, the majority of console game crashes, the widely-requested Mamba changes, and other prioritised problems (see the full list here). We have another patch planned for early next year, and we assure you that we’re working as hard as we can to get the smoothest Elite Dangerous experience possible.

Thanks again for a wonderful year. We’ll still have developers, customer support representatives and community managers (that’s us!) around in the office (aside from the UK public holidays), so please don’t hesitate to get in touch as usual on the forums, or social media channels during the holiday break.

The Elite Dangerous team



It was a pleasure to keep track of their progress this year, which ended up being their most encouraging so far. Here's to a fantastic 2019 3305 as well!

Feel free to comment. o7
 
Closing statement from Frontier for the year 2018 3304:





It was a pleasure to keep track of their progress this year, which ended up being their most encouraging so far. Here's to a fantastic 2019 3305 as well!

Feel free to comment. o7
Just wanted to say thanks Cocalarix for tracking all this throught the year. It's really useful to have a single reference point for all of Frontier's official statements on the game's development. Nice job sir! Here's to 3305 and many more additions to this thread.
o7 and happy christmas!
 
Hardly a road map...more of a present and past update/patch map no? wheres the listed future content, what your working on etc etc, And no 3 delayed features list with marked lines count, I dont mean to sound cruel I love the game however since release its been hairy as to what is coming and when, and yes secrecy is acceptable regarding alien and unknown however a form of planned out approach to lets say future ships, future content regarding maybe space legs landings or missions maybe? I mean I can see you guys love secrecy however your not bringing in new players with a total lockout from now until 2020.

I mean even adding a tab with what the teams are currently working on/fixing/trying to improve would help see where we are heading as for now most updates just seem to add nerfs, grinding or just the same process of gameplay with a different name for it (Apart from exploration I am loving it)
 
Hardly a road map...more of a present and past update/patch map no? wheres the listed future content, what your working on etc etc, And no 3 delayed features list with marked lines count, I dont mean to sound cruel I love the game however since release its been hairy as to what is coming and when, and yes secrecy is acceptable regarding alien and unknown however a form of planned out approach to lets say future ships, future content regarding maybe space legs landings or missions maybe? I mean I can see you guys love secrecy however your not bringing in new players with a total lockout from now until 2020.

I mean even adding a tab with what the teams are currently working on/fixing/trying to improve would help see where we are heading as for now most updates just seem to add nerfs, grinding or just the same process of gameplay with a different name for it (Apart from exploration I am loving it)
This thread isnt a Frontier thread, it's forum member Cocalarix graciously putting in the effort to collate what info we have at any given time, from officlal sources, forums, livestreams etc. There is no infomation yet on future roadmaps, hence Cocalarix hasn't been able to update the thread.
 
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