Elite Dangerous | Trailblazers Update 3.3

Paul_Crowther

Senior Community Manager
Frontier
Greetings Commanders,

During this Thursday's maintenance we will be releasing an update for Elite Dangerous with some improvements to System Colonisation. As this is taking place during maintenance the downtime may potentially be longer than previous weeks.

Services_small.jpg


Update Notes

Features of Note

  • Fixed multiple causes of station services not activating as intended.
  • Fixed limited instances of services being active without the required conditions.
    • This will most notably affect commodity markets at outposts in 'chaining' systems, which consist solely of a single outpost.

Station Services

The requirements for station service activation have been updated to create additional ways to activate them. A complete list for each service is provided below (please note that you only need to do one of the options and not all of them):
  • Commodities Market:
    • All tier 2 and tier 3 Ports
    • All Settlements
    • Commercial, Industrial, Civilian Outposts
    • Criminal, Scientific, and Military Outposts plus one of the following:
      • Strong link to a Comms Installation or Relay Station
      • Tourist Installation or Bar Installation or Outpost Hub in the same system
  • Shipyard (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Tier 1 Planet Port plus one of the following:
      • Strong link to a High Tech Hub
      • Military Installation or Industrial Hub built in system
  • Outfitting (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Military Outpost
    • Tier 1 Industrial Planet Port
    • Non Military Outpost or Non Industrial Tier 1 Planet Port plus one of the following:
      • Strong link to an Industrial Hub
      • Military Installation or High Tech Hub built in system
  • Universal Cartographics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Scientific Installation or Exploration Hub built in system
    • Research Bio Settlements
  • Vista Genomics
    • Tier 3 Port
    • Tier 1 or Tier 2 Port plus one of the following
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Medical Installation or Scientific Hub built in system
  • Black Market
    • Pirate Outpost
    • Any port plus strong link to a Pirate Installation
  • Crew Lounge
    • Tier 2 or 3 port
    • Criminal and Civilian Outposts
    • Tier 1 Civilian Planet Ports
    • Tier 1 Port of any other type plus Bar Installation built in the system
  • Pioneer Supplies
    • Tier1, 2 or 3 port
    • Any Outpost
    • Tier 1 Planet Port
Station interiors will now change based on the highest proportion economy present at that station.
  • On each Thursday maintenance, economy proportions will be checked and interiors will change as required.
Fixes
  • Fixed instances of undockable facilities having active services. This also resolves the map inaccurately stating that services are available at ports within a system.
  • Fixed specific instances where shipyard/outfitting did not activate as expected following update 3.1.
  • Fixed planet ports with a space port around the same body having a lower population than expected.
  • Additional fixes for positional errors resulting in fleet carriers and constructions being placed too close to dangerous stars.
 
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Commodities Market
[...]
Black Market
[...]
Question: are these intended to override, be overridden by, or be additive with the normal market opening and closing effects of the controlling faction of the station as applied to NPC stations?

(i.e. Social + Criminal factions opens a black market; the presence of a black market opens a commodity market if not otherwise present ; Authoritarian and Corporate factions close/disable black markets unless in Civil Unrest when they also open them)
 
I would just like a clarification on the T2/T3 granting tech level 35 thing.
What if you had built in the system before construction of the T2/T3 and had, let's say Tsch level 20 allready, will the T2/T3 then "only" add 15 twch levels to get to 35 compared to the 35 it would give if constructed first or will all T2/T3 ports add 35 twch level to current numbers in the system?


Greetings Commanders,

During this Thursday's maintenance we will be releasing an update for Elite Dangerous with some improvements to System Colonisation. As this is taking place during maintenance the downtime may potentially be longer than previous weeks.

View attachment 431283

Update Notes

Features of Note

  • Fixed multiple causes of station services not activating as intended.
  • Fixed limited instances of services being active without the required conditions.
    • This will most notably affect commodity markets at outposts in 'chaining' systems, which consist solely of a single outpost.

Station Services

The requirements for station service activation have been updated to create additional ways to activate them. A complete list for each service is provided below (please note that you only need to do one of the options and not all of them):
  • Commodities Market:
    • All tier 2 and tier 3 Ports
    • All Settlements
    • Commercial, Industrial, Civilian Outposts
    • Criminal, Scientific, and Military Outposts plus one of the following:
      • Strong link to a Comms Installation or Relay Station
      • Tourist Installation or Bar Installation or Outpost Hub in the same system
  • Shipyard (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Tier 1 Planet Port plus plus one of the following:
      • Strong link to a High Tech Hub
      • Military Installation or Industrial Hub built in system
  • Outfitting (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Military Outpost
    • Tier 1 Industrial Planet Port
    • Non Military Outpost or Non Industrial Tier 1 Planet Port plus plus one of the following:
      • Strong link to an Industrial Hub
      • Military Installation or High Tech Hub built in system
  • Universal Cartographics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Scientific Installation or Exploration Hub built in system
    • Research Bio Settlements
  • Vista Genomics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Medical Installation or Scientific Hub built in system
  • Black Market
    • Pirate Outpost
    • Any port plus strong link to a Pirate Installation
  • Crew Lounge
    • Tier 2 or 3 port
    • Criminal and Civilian Outposts
    • Tier 1 Civilian Planet Ports
    • Tier 1 Port of any other type plus Bar Installation built in the system
  • Pioneer Supplies
    • Tier 2 or 3 port
    • Military Outpost
    • Tier 1 Industrial Planet Port
Station interiors will now change based on the highest proportion economy present at that station.
  • On each Thursday maintenance, economy proportions will be checked and interiors will change as required.
Fixes
  • Fixed instances of undockable facilities having active services. This also resolves the map inaccurately stating that services are available at ports within a system.
  • Fixed specific instances where shipyard/outfitting did not activate as expected following update 3.1.
  • Fixed planet ports with a space port around the same body having a lower population than expected.
  • Additional fixes for positional errors resulting in fleet carriers and constructions being placed too close to dangerous stars.
 

rootsrat

Volunteer Moderator
Greetings Commanders,

During this Thursday's maintenance we will be releasing an update for Elite Dangerous with some improvements to System Colonisation. As this is taking place during maintenance the downtime may potentially be longer than previous weeks.

View attachment 431283

Update Notes

Features of Note

  • Fixed multiple causes of station services not activating as intended.
  • Fixed limited instances of services being active without the required conditions.
    • This will most notably affect commodity markets at outposts in 'chaining' systems, which consist solely of a single outpost.

Station Services

The requirements for station service activation have been updated to create additional ways to activate them. A complete list for each service is provided below (please note that you only need to do one of the options and not all of them):
  • Commodities Market:
    • All tier 2 and tier 3 Ports
    • All Settlements
    • Commercial, Industrial, Civilian Outposts
    • Criminal, Scientific, and Military Outposts plus one of the following:
      • Strong link to a Comms Installation or Relay Station
      • Tourist Installation or Bar Installation or Outpost Hub in the same system
  • Shipyard (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Tier 1 Planet Port plus plus one of the following:
      • Strong link to a High Tech Hub
      • Military Installation or Industrial Hub built in system
  • Outfitting (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Military Outpost
    • Tier 1 Industrial Planet Port
    • Non Military Outpost or Non Industrial Tier 1 Planet Port plus plus one of the following:
      • Strong link to an Industrial Hub
      • Military Installation or High Tech Hub built in system
  • Universal Cartographics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Scientific Installation or Exploration Hub built in system
    • Research Bio Settlements
  • Vista Genomics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Medical Installation or Scientific Hub built in system
  • Black Market
    • Pirate Outpost
    • Any port plus strong link to a Pirate Installation
  • Crew Lounge
    • Tier 2 or 3 port
    • Criminal and Civilian Outposts
    • Tier 1 Civilian Planet Ports
    • Tier 1 Port of any other type plus Bar Installation built in the system
  • Pioneer Supplies
    • Tier 2 or 3 port
    • Military Outpost
    • Tier 1 Industrial Planet Port
Station interiors will now change based on the highest proportion economy present at that station.
  • On each Thursday maintenance, economy proportions will be checked and interiors will change as required.
Fixes
  • Fixed instances of undockable facilities having active services. This also resolves the map inaccurately stating that services are available at ports within a system.
  • Fixed specific instances where shipyard/outfitting did not activate as expected following update 3.1.
  • Fixed planet ports with a space port around the same body having a lower population than expected.
  • Additional fixes for positional errors resulting in fleet carriers and constructions being placed too close to dangerous stars.
Some really good changes there! Definitely looking forward to!

Paul, are you able to confirm if we're still in Trailblazers beta after this patch, or is this the "1.0" release?
 
Some really good changes there! Definitely looking forward to!

Paul, are you able to confirm if we're still in Trailblazers beta after this patch, or is this the "1.0" release?
I would assume with all the issues that still remain and with their "fix" to mixed markets constructive nature to each other thst theyve talked about being in the works not having been presented yet it's fair to say we're still deep in the Beta
 

Paul_Crowther

Senior Community Manager
Frontier
Question: are these intended to override, be overridden by, or be additive with the normal market opening and closing effects of the controlling faction of the station as applied to NPC stations?

(i.e. Social + Criminal factions opens a black market; the presence of a black market opens a commodity market if not otherwise present ; Authoritarian and Corporate factions close/disable black markets unless in Civil Unrest when they also open them)

These can be overridden by the BGS and faction effects, so black markets can open dynamically and have higher priority
I would just like a clarification on the T2/T3 granting tech level 35 thing.
What if you had built in the system before construction of the T2/T3 and had, let's say Tsch level 20 allready, will the T2/T3 then "only" add 15 twch levels to get to 35 compared to the 35 it would give if constructed first or will all T2/T3 ports add 35 twch level to current numbers in the system?
Building a T2/T3 port as a follow on construction can increase the tech level above 35.
 
Greetings Commanders,

During this Thursday's maintenance we will be releasing an update for Elite Dangerous with some improvements to System Colonisation. As this is taking place during maintenance the downtime may potentially be longer than previous weeks.

View attachment 431283

Update Notes

Features of Note

  • Fixed multiple causes of station services not activating as intended.
  • Fixed limited instances of services being active without the required conditions.
    • This will most notably affect commodity markets at outposts in 'chaining' systems, which consist solely of a single outpost.

Station Services

The requirements for station service activation have been updated to create additional ways to activate them. A complete list for each service is provided below (please note that you only need to do one of the options and not all of them):
  • Commodities Market:
    • All tier 2 and tier 3 Ports
    • All Settlements
    • Commercial, Industrial, Civilian Outposts
    • Criminal, Scientific, and Military Outposts plus one of the following:
      • Strong link to a Comms Installation or Relay Station
      • Tourist Installation or Bar Installation or Outpost Hub in the same system
  • Shipyard (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Tier 1 Planet Port plus plus one of the following:
      • Strong link to a High Tech Hub
      • Military Installation or Industrial Hub built in system
  • Outfitting (Note: always requires a minimum system tech level of 35)
    • Tier 2 or 3 port
      • Note: Tech level 35 is immediately granted when a Tier 2 or 3 port is built.
    • Military Outpost
    • Tier 1 Industrial Planet Port
    • Non Military Outpost or Non Industrial Tier 1 Planet Port plus plus one of the following:
      • Strong link to an Industrial Hub
      • Military Installation or High Tech Hub built in system
  • Universal Cartographics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Scientific Installation or Exploration Hub built in system
    • Research Bio Settlements
  • Vista Genomics
    • Tier 3 Port
    • Scientific Outpost
    • Tier 1 or 2 Port plus plus one of the following:
      • Strong link to a Satellite Installation, Comms Installation or Relay Station
      • Medical Installation or Scientific Hub built in system
  • Black Market
    • Pirate Outpost
    • Any port plus strong link to a Pirate Installation
  • Crew Lounge
    • Tier 2 or 3 port
    • Criminal and Civilian Outposts
    • Tier 1 Civilian Planet Ports
    • Tier 1 Port of any other type plus Bar Installation built in the system
  • Pioneer Supplies
    • Tier 2 or 3 port
    • Military Outpost
    • Tier 1 Industrial Planet Port
Station interiors will now change based on the highest proportion economy present at that station.
  • On each Thursday maintenance, economy proportions will be checked and interiors will change as required.
Fixes
  • Fixed instances of undockable facilities having active services. This also resolves the map inaccurately stating that services are available at ports within a system.
  • Fixed specific instances where shipyard/outfitting did not activate as expected following update 3.1.
  • Fixed planet ports with a space port around the same body having a lower population than expected.
  • Additional fixes for positional errors resulting in fleet carriers and constructions being placed too close to dangerous stars.
When can we Colonia Citizens expect to be able to expand our beloved Colonia Bubble with Colonisation?
 
Last edited:
Universal Cartographics
  • Tier 3 Port
  • Scientific Outpost
  • Tier 1 or 2 Port plus plus one of the following:
    • Strong link to a Satellite Installation, Comms Installation or Relay Station
    • Scientific Installation or Exploration Hub built in system
What exactly is meant by the "Scientific Installation"? The "Scientific Outpost"? The "Research Installation"? The "Scientific Hub"? Or a "Research Settlement"? Or all? :)
 
These can be overridden by the BGS and faction effects, so black markets can open dynamically and have higher priority

Building a T2/T3 port as a follow on construction can increase the tech level above 35.
So a T2/T3 port ADDS 35 tech level to any existing numbers then? Nice!
Is that just the first T2/T3 built in each system or does all T2/T3 ports each add 35 tech level?
 
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