Elite Dangerous | Trailblazers Update 3 | Now Live!

Will there be any opportunity to make changes to the locations or types of ports that were placed wrongly before any information was available?

i.e. change a Coriolis for an Asteroid base, delete/change or move a space facility.
 
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The update should make a big difference to colonisation and as one who went all out on TB launch and now has a system full of poop factories, I'll be intrigued to see the results. Reading the pages above, I can see folk already getting upset about multi-economic systems and commodity consumption but these are things that ED has had baked into the systems in the bubble for years. It makes for variety and interest and cuts down on the min-maxing of pedantic players. I get from the notes that FDev and the community have similar aims in making colonisation meaningful and I think there will be ways to tweak and control system economies but in ways that may seem more natural.

Things I'd like to see implemented that don't appear to be in the patch notes:
  • ability to cancel a construction prior to completion.
  • ability to 'move' space constructions once complete. This will cost hard cash and will require time for Brewer Corp to tow the outpost/installation/starport from one orbital slot location to another. It would help with systems that we've already borked, or where the primary port is in a very poor location. Obviously, this would not be possible for planetary builds.
  • ability to view and possibly bookmark trailblazer megaships in the galaxy map / system map.
As long as the folks wanting the Trailblazer ships to jump every few days to mess up FC parking don’t get their way this isn’t needed, we can just bookmark the body they orbit or an adjacent station then rename the bookmark.
  • ability to choose economy for orbital colony port if no 'strong' link. Choices limited to economic influences already present in the system.
  • commodity requirements for construction written to log and made API accessible for 3pa.
  • an idea of how population variation affects production, wealth, security, QoL etc as some of these are settlement (local) and some are system wide.
 
Much appreciate everyone's comment, yours in particular, Ian.

I have thousands of hours taking positive actions in BGS and I really like that. My "undermining" consists of working harder towards the faction I want to help. Even in Powerplay, I've managed to not do much of illegal activities but instead work on positive actions to improve my Power's standing. With all of that the same, my efforts to reinforce systems will be cut by 35%. I would be much better off going to my neighbor's system and setting it on fire. That'll get me merits, and also fines, bounties, dropping my reputation with the BGS faction, and possibly affecting their system influence. I'm not doing that.

This all helps, thank you. I'll wait for FDev to one day fix the Power reward packages so I can take my money and mats out and make it easier to quit Powerplay altogether.

Hey everyone plays their own way, but are you aware that the offense bonus includes acquisition too? And that many effective undermining methods are legal? You can help your bgs neighbors and attack or compete with your power play neighbors at the same time.
 
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Yes, storing data to "surprise" opponents just before the tick is possible. But that's part of tactical Powerplay gameplay - and always has been. Just like in real conflicts, intelligence gathering, deception, and surprise actions are crucial tools. Not everything should be perfectly visible and predictable 24 hours in advance.
That’s not how I remember it.

Snipes in power play 1.0 were detectable if you visited the system and checked the news.

You could also lose all the banked merits by dying.

Big difference to now where Odyssey data bombs have no risks and no detection methods. They are the exception to the rule of making acquisition and UM progress visible.
 
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But there is in this game, fortifying over the cap.
The cap applies to the system upgrading to the next level of reinforcement (Exploited > Fortified > Stronghold); it can't upgrade more than one tier per cycle. But when it comes to the tug-o-war bar, additional reinforcement score beyond the weekly upgrade cap is still counted against any undermining score. So it is not wasted merits as long as one values defending their systems.

Here's the proof through math:

Per @Danieros' screen shots of the Barnard's Star end-of-cycle scores, Aisling had amassed 1,523,747 reinforcement score while Archer had tallied 1,554,650 undermining score.

Based on the white marker, Aisling had started the cycle at the point where the system had become Acquired and moved into the the Exploited category. So that's our starting point; our zero mark.

To move an Exploited system to Fortified requires 333,000 reinforcement control points.

A few hours prior to cycle end, Aisling had racked up 1,474,529 reinforcement control points while Archer had 1,059,806 undermining control points; a difference of +414,723 points in Aisling's favor.

On the tug-o-war graphic we see this accurately reflected: Aisling has filled the entire Exploited zone of the bar (333,000 controls points) and then pushed a little into the Fortified zone with the remaining surplus of 81,723. She can't leap frog two tiers in one cycle (Exploited + Fortified), but those extra points are still taken into account with regard to the fight playing out on the tug-o-war bar, as will be demonstrated.

We move to the end of the cycle where Archer beats Aisling's score 1,554,650 to 1,523,747, respectively; +30,903 in Archer's favor. This pushes the yellow tug-o-war tracking marker slightly to the left of the white starting marker, down into the Unoccupied portion of the bar. The amount of control score required to Acquire a system is 120,000 Merits. Make note of that as it's critical to an understanding of what is to follow.

Now, if what you and @Danieros are claiming were true (fortifying over the cap is "wasted merits"), then Aisling's reinforcement control score would have capped out as soon as it reached the right-most end of the Exploited portion of the tug-o-war bar. In other words, no further Merits contributed to Aisling's reinforcement effort would have been counted against Archer's undermining; only the first 333,000 to go from zero Exploited to fully Exploited.

That means, with Archer's undermining score - which suffers from no cap - of 1,554,650 control points, not only would he have erased Aisling's gain of 333,000 reinforcement control score from the right-most, fully Exploited mark down to the left-most zero Exploited mark, he would have ALSO completely annhilated the original Acquisition score of 120,000 Merits; with ample points to spare:

333,000 fully Exploited + 120,000 Acquired = 453,000 control points (Aisling's "cap" if what you are claiming were true)

1,554,650 (Archer's undermine score) - 453,000 (Aisling's "capped" reinforcement score) = 1,101,650 undermining control score in Archer's favor.

In this scenario Archer would have not only overcome Aisling's Exploited score, but would have blown her Acquisition score out of the water 9 times over! The yellow tracking triangle would have moved all the way to the left-most end of the tug-o-war bar's Unocuppied grey section.

BUT THAT'S NOT WHAT HAPPENED

Instead,THIS is how it was calculated:

Archer earned 1,554,650 undermining score, Aisling earned 1,523,747 reinforcement score:

1,554,650 - 1,523,747 = 30,903 points in Archer's favor.

This was enough to overcome Aisling's score, erasing her gains in the Exploited section of the bar (along with the spill over into the Fortified section), and push the yellow tracking triangle a bit into the grey Unoccupied section of the bar.

This is what we see reflected in the screen shots and that is how these scores are calculated.

The tug-o-war bar and the caps imposed on moving into the next tier of reinforcement (Exploited > Fortified > Stronghold) are DECOUPLED from one another. The weekly tier promotion cap does NOT impact the tug-o-war scores playing out between the two Galactic Powers. It is this fundamental misunderstanding of how these numbers are being calculated and the belief that one limits the other that is leading to the erroneous claim of "wasted merits" from "over reinforcing". They are two separate systems and calculations which - regrettably - are being represented through a single graphic, understandably leading to confusion.

Though the cap exists to prevent a Galactic Power from leap frogging ahead from zero to Stronghold status in one week, you better believe that if your opponent earns more undermining score than what your Galactic Power's current tier cap will allow only with respect to upgrading to the next tier, you better match or exceed it with your own reinforcing score if you want to hold onto the system.


The reinforcement control points which exceed the weekly tier cap won't allow you to prematurely advance to the next tier, but they WILL counter the undermining being applied to the system. Thus, there is no such thing as "wasted merits" or "over reinforcing" when it comes to defending your holdings against undermining (assuming you're invested in defending them in the first place).


EDIT: Added link to the Barnard's Star tug-o-war post for reference.
 
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Too much debate about PP that should be in its own thread. guess this thread is useless now...
Agreed I am supremely bored at all the colonization posts. Call me when it’s out of beta and involves more than just hauling. Lock and split threads pretty please.
 
The update notes include changes to Powerplay; it's a valid subject for discussion as Powerplay is part of the topic.
Yes, the update include changes for Powerplay. That doesn't mean a massive debate about PP mechanics is appropriate. Questions about the PP changes in the notes are appropriate. After all, I could go on and on about the colonisation plans for my system, but that really wouldn't be useful or helpful, would it? This thread should be about the patch and only the patch. Otherwise, there's too much junk for everyone to try to keep up with the conversation about the patch.
 
Greetings Commanders,

We will be releasing The Trailblazers Update 3 on Wednesday April 30. This update features a number of improvements to Colonisation economies and Powerplay merits, alongside a range of other fixes and improvements.

Release Schedule (All times in UTC)
  • 5AM - Servers offline for maintenance
  • 1PM - Servers back
Please be aware these are estimated times and are subject to change.

Features of Note:

Colonisation

  • The operation of economies and population growth within player colonised systems have been extensively reworked following player feedback. These changes are designed to allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems.
Economic changes:

  • Links will now automatically be created between completed constructions within systems. Links enable supporting facilities to supply a proportion of their economy to ports across the entire system, increasing the supply, demand and types of commodities available and altering shipyard and outfitting stock.
  • All constructions are divided into two types for the purpose of creating links: Ports and Supporting Facilities
    • Ports includes Outposts, Coriolis/Orbis/Ocellus Stations, Asteroid bases, Planetary Ports and Planetary Port Outposts
    • Supporting Facilities includes Settlements, Installations and Hubs
  • Two types of link are available: Strong and Weak. A strong link provides a higher economic boost than a weak link
    • Strong links are created between a port and any facility located on or around the same local planetary body. They may also be created between ports if there are multiple of this type on or around the same body
      • In the event multiple ports are present, the highest tier port will be linked to. If both ports are of the same tier, the port which was built first will be selected
      • In the event both a planetary and space-based ports are present, planetary facilities will create strong links with the planetary port, which will pass these strong links on to the orbital port following the same prioritisation rules regarding tier and build order
    • Weak links are created between ports and supporting facilities located on different bodies within the same system
    • Both types of link can be present, enabling a supporting facility to supply the economies of multiple ports
    • Links can only be created between facilities and ports, or between ports. Facilities cannot link to each other
    • Multiple economy types can be present in a port. If additional economy types are present at a port via links, this will proportionally introduce trade of commodities represented by these additional economy types.
    • The below infographic details these links in action:View attachment 427470
    • Body 1 has a facility on the ground and in orbit, with a tier 1 and tier 2 port also in orbit
      • Strong links are created to the tier 2 port, as this is the highest tier port around this body
      • Weak links are created to the port on Body 2
    • Body 2 has a ground port and a facility in orbit
      • The ground port receives weak links from the body 1 facilities and lower tier port
      • A weak link is created supplying the tier 2 port at body 1
  • These links will be retrospectively created for all existing colonised systems during the patch downtime
  • Alternations have been made to the construction user interface flow to expose links that have already been created, and will be created on completing a construction
  • Additionally, strong links are subject to boosts or decreases in economic supply performance by the characteristics of the host system or body. Weak links are unaffected by this mechanic. Potential boosts/decreases are listed below:
    • Agriculture economy:
      • Boosted by:
        • Orbiting an Earth like world
        • On or orbiting a terraformable body
        • On or orbiting a body with organics
      • Decreased by:
        • On or orbiting an icy body
        • On or orbiting a planet that is tidally locked to its star
        • On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
    • Extraction Economy:
      • Boosted by:
        • In a system with major or pristine resources
        • On or orbiting a body with volcanism
      • Decreased by:
        • In a system with low or depleted resources
    • High Tech Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
      • Decreased by:
        • Nil
    • Industrial and Refinery Economies:
      • Boosted by:
        • In a system with major or pristine resources
      • Decreased by:
        • In a system with low or depleted resources
    • Tourism Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • In a system with a black hole
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
        • Orbiting a water world
        • In a system with a white dwarf
        • In a system with a neutron star
      • Decreased by:
        • Nil
    • As an example – Body 1 is a world with volcanism which has a port in orbit and an agricultural facility and extraction facility on the surface. The strong link from the extraction facility to the port will be strengthened while the strong link from the agricultural facility will not.
  • Constructions which have a Colony economy listed in the construction options will now have this overridden depending on the body the construction is on or orbiting.
    • These overrides are as follows:
      • Black holes, Neutron Stars, White Dwarves
        • HighTech
        • Tourism
      • Brown Dwarves and all other star types
        • Military
      • Earth like worlds
        • Agriculture
        • Hightech
        • Military
        • Tourism
      • Water world
        • Agriculture
        • Tourism
      • Ammonia world
        • HighTech
        • Tourism
      • Gas giant
        • HighTech
        • Industrial
      • High metal content and metal rich world
        • Extraction
      • Rocky ice
        • Industrial
        • Refinery
      • Rocky​
        • Refinery
      • Icy
        • Industrial
      • Has rings (includes stars with asteroid belts)
        • Extraction
      • Has organics
        • Agriculture
        • Terraforming
      • Has geologicals
        • Extraction
        • Industrial
    • These overrides may stack. As an example – for a high metal content world with organics, its overrides will be Extraction, in addition to Agriculture and Terraforming.
Population Growth Changes:

  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
  • Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
  • Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.
Additional Changes

  • Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
  • Brewer Corporation has elected to begin naming it's system colonisation ships.
Port Customisation

  • Added "Facility Customisation" button within Station Services for architects when docked at their orbital facilities. This allows architects to apply paintjobs to the following:
    • Coriolis Stations
    • Ocellus Stations
    • Orbis Stations
    • Asteroid Bases
    • Outposts
Powerplay

  • Offensive and Defensive multipliers to merit gains have been implemented across all Powerplay systems.
    • Offensive actions (taking unoccupied systems, undermining etc) will receive +5% bonus merits
    • Defensive actions (Reinforcing) will result in -35% merits gained.
      • This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly.
      • Updated powerplay galaxy map panel to include this multiplier
  • Re-enabled rare good merit rewards
  • Replaced Escape Pods as ethos activities for Powers that used them.
    • Arissa Lavigny-Duval
      • Acquisition: Collect Escape Pods → Sell commodities for large profit
    • Aisling Duval:
      • Acquisition: Collect Escape Pods → Transfer "Employee Data" & "Political Data"
      • Reinforcement: Collect Escape Pods → Reboot mission completion
      • Undermining: Collect Escape Pods → Hand in salvage
    • Edmund Mahon
      • Undermining: Collect Escape Pods → Hand in salvage
    • Felicia Winters
      • Acquisition: Collect Escape Pods → Sell mined resources
      • Undermining: Collect Escape Pods → Complete aid and humanitarian missions
    • Yuri Grom
      • Acquisition: Collect Escape Pods → Scan ships & wakes (contested systems)
    • Nakato Kaine
      • Reinforcement: Collect Escape Pods → Hand in salvage
      • Undermining: Collect Escape Pods → Hand in salvage
    • Pranav Antal
      • Acquisition: Collect Escape Pods → Sell rare goods
  • Rebalanced cartographic and exobiology merit rewards
    • Both have received an increase to merit reward rate
  • Added Undermining/Reinforcement multipliers to Merit notifications
  • Added reference to Undermining/Reinforcement multipliers in help screens
  • Improvements to PowerPlay 2 galaxy data transfer between servers and client
  • Powerplay system Local Ethos activities are now server driven, allowing for more dynamic changes
Issue Tracker Fixes:

  • Fixed instances of stutter during general gameplay
  • Fixed instances of disconnects when jumping to supercruise or hyperspace
    • We will continue to monitor data and reports following these fixes to ensure both issues are now fully resolved. Please continue to report any further instances where this occurs.
  • Fixed the Corsair Mass Lock Factor, changed it from 7 to 17
  • Fixed Crash to Desktop when plotting route near permit locked systems
  • Fixed issue where the concord cannon could not be reloaded
  • Fixed the Gamma settings window getting stuck on screen
  • Adjusted the Corsair heat dissipation
Bug Fixes:

  • Fixed the hitcheck on the Corsair's side engines
  • Fixed Corsair multiplayer audio. UI Panels in second chair now go beep as expected
  • Fixed Corsair engine sounds being too loud when rolling at maximum speed
  • Fixed instances of colonisation contact missing from list of contacts
  • Fixed instances of missing construction points
  • Fixed Alastor Military not counting towards the facility requirement of Military Hubs
  • Fixed Planet ports not selling more than 3 commodity types
  • Fixed on foot settlements not having correct max commodities supplied. They will now have approximately 3 for small, 5 for medium and 7 for large
  • Fixed instances where constructions could not be renamed
  • Fixed incorrect images being shown in facility construction selector
  • Reduced the orbital speed of ports constructed around Neutron Stars, White Dwarfs and Blackholes
  • Fixed many construction depot and beacon launch locations around stars to more closely respect their heat output, their stellar rings and any binary partners they might share an orbit with.
    • This is the cause of most failures to claim starsystems. This may still occur in some instances, and the team are working to resolve these.
  • Fixed a bug that caused constructions to be placed near the final asteroid cluster of a stellar ring instead of around the requested star. We have relocated most of those constructions to their own spaces in the system.
  • Known issue: In some instances, space positions for construction depots and constructed assets are in the incorrect frame of reference, causing them to be impossible to dock a ship at as they fly away. Thank you to everybody who has reported instances of those to help with our investigation.
1745904560972.png
The Gamma settings still buggy... frustrating!!!
 
Yes, the update include changes for Powerplay. That doesn't mean a massive debate about PP mechanics is appropriate. Questions about the PP changes in the notes are appropriate. After all, I could go on and on about the colonisation plans for my system, but that really wouldn't be useful or helpful, would it? This thread should be about the patch and only the patch. Otherwise, there's too much junk for everyone to try to keep up with the conversation about the patch.
The patch will have a significant impact on all undermining and reinforcement activities in Power Play; a fairly broad topic with far-reaching implications and a great deal of nuance. If an in-depth discussion of the minutia surrounding the concerns related to this change - using historical real-world examples to further illustrate these concerns - isn't your cup of tea, all I can say is...too bad.
 
Greetings Commanders,

We will be releasing The Trailblazers Update 3 on Wednesday April 30. This update features a number of improvements to Colonisation economies and Powerplay merits, alongside a range of other fixes and improvements.

Release Schedule (All times in UTC)
  • 5AM - Servers offline for maintenance
  • 1PM - Servers back
Please be aware these are estimated times and are subject to change.

Features of Note:

Colonisation

  • The operation of economies and population growth within player colonised systems have been extensively reworked following player feedback. These changes are designed to allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems.
Economic changes:

  • Links will now automatically be created between completed constructions within systems. Links enable supporting facilities to supply a proportion of their economy to ports across the entire system, increasing the supply, demand and types of commodities available and altering shipyard and outfitting stock.
  • All constructions are divided into two types for the purpose of creating links: Ports and Supporting Facilities
    • Ports includes Outposts, Coriolis/Orbis/Ocellus Stations, Asteroid bases, Planetary Ports and Planetary Port Outposts
    • Supporting Facilities includes Settlements, Installations and Hubs
  • Two types of link are available: Strong and Weak. A strong link provides a higher economic boost than a weak link
    • Strong links are created between a port and any facility located on or around the same local planetary body. They may also be created between ports if there are multiple of this type on or around the same body
      • In the event multiple ports are present, the highest tier port will be linked to. If both ports are of the same tier, the port which was built first will be selected
      • In the event both a planetary and space-based ports are present, planetary facilities will create strong links with the planetary port, which will pass these strong links on to the orbital port following the same prioritisation rules regarding tier and build order
    • Weak links are created between ports and supporting facilities located on different bodies within the same system
    • Both types of link can be present, enabling a supporting facility to supply the economies of multiple ports
    • Links can only be created between facilities and ports, or between ports. Facilities cannot link to each other
    • Multiple economy types can be present in a port. If additional economy types are present at a port via links, this will proportionally introduce trade of commodities represented by these additional economy types.
    • The below infographic details these links in action:View attachment 427470
    • Body 1 has a facility on the ground and in orbit, with a tier 1 and tier 2 port also in orbit
      • Strong links are created to the tier 2 port, as this is the highest tier port around this body
      • Weak links are created to the port on Body 2
    • Body 2 has a ground port and a facility in orbit
      • The ground port receives weak links from the body 1 facilities and lower tier port
      • A weak link is created supplying the tier 2 port at body 1
  • These links will be retrospectively created for all existing colonised systems during the patch downtime
  • Alternations have been made to the construction user interface flow to expose links that have already been created, and will be created on completing a construction
  • Additionally, strong links are subject to boosts or decreases in economic supply performance by the characteristics of the host system or body. Weak links are unaffected by this mechanic. Potential boosts/decreases are listed below:
    • Agriculture economy:
      • Boosted by:
        • Orbiting an Earth like world
        • On or orbiting a terraformable body
        • On or orbiting a body with organics
      • Decreased by:
        • On or orbiting an icy body
        • On or orbiting a planet that is tidally locked to its star
        • On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
    • Extraction Economy:
      • Boosted by:
        • In a system with major or pristine resources
        • On or orbiting a body with volcanism
      • Decreased by:
        • In a system with low or depleted resources
    • High Tech Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
      • Decreased by:
        • Nil
    • Industrial and Refinery Economies:
      • Boosted by:
        • In a system with major or pristine resources
      • Decreased by:
        • In a system with low or depleted resources
    • Tourism Economy:
      • Boosted by:
        • Orbiting an ammonia world
        • In a system with a black hole
        • Orbiting an earth like world
        • On or orbiting a body with geologicals
        • On or orbiting a body with organics
        • Orbiting a water world
        • In a system with a white dwarf
        • In a system with a neutron star
      • Decreased by:
        • Nil
    • As an example – Body 1 is a world with volcanism which has a port in orbit and an agricultural facility and extraction facility on the surface. The strong link from the extraction facility to the port will be strengthened while the strong link from the agricultural facility will not.
  • Constructions which have a Colony economy listed in the construction options will now have this overridden depending on the body the construction is on or orbiting.
    • These overrides are as follows:
      • Black holes, Neutron Stars, White Dwarves
        • HighTech
        • Tourism
      • Brown Dwarves and all other star types
        • Military
      • Earth like worlds
        • Agriculture
        • Hightech
        • Military
        • Tourism
      • Water world
        • Agriculture
        • Tourism
      • Ammonia world
        • HighTech
        • Tourism
      • Gas giant
        • HighTech
        • Industrial
      • High metal content and metal rich world
        • Extraction
      • Rocky ice
        • Industrial
        • Refinery
      • Rocky​
        • Refinery
      • Icy
        • Industrial
      • Has rings (includes stars with asteroid belts)
        • Extraction
      • Has organics
        • Agriculture
        • Terraforming
      • Has geologicals
        • Extraction
        • Industrial
    • These overrides may stack. As an example – for a high metal content world with organics, its overrides will be Extraction, in addition to Agriculture and Terraforming.
Population Growth Changes:

  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
  • Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
  • Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.
Additional Changes

  • Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
  • Brewer Corporation has elected to begin naming it's system colonisation ships.
Port Customisation

  • Added "Facility Customisation" button within Station Services for architects when docked at their orbital facilities. This allows architects to apply paintjobs to the following:
    • Coriolis Stations
    • Ocellus Stations
    • Orbis Stations
    • Asteroid Bases
    • Outposts
Powerplay

  • Offensive and Defensive multipliers to merit gains have been implemented across all Powerplay systems.
    • Offensive actions (taking unoccupied systems, undermining etc) will receive +5% bonus merits
    • Defensive actions (Reinforcing) will result in -35% merits gained.
      • This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly.
      • Updated powerplay galaxy map panel to include this multiplier
  • Re-enabled rare good merit rewards
  • Replaced Escape Pods as ethos activities for Powers that used them.
    • Arissa Lavigny-Duval
      • Acquisition: Collect Escape Pods → Sell commodities for large profit
    • Aisling Duval:
      • Acquisition: Collect Escape Pods → Transfer "Employee Data" & "Political Data"
      • Reinforcement: Collect Escape Pods → Reboot mission completion
      • Undermining: Collect Escape Pods → Hand in salvage
    • Edmund Mahon
      • Undermining: Collect Escape Pods → Hand in salvage
    • Felicia Winters
      • Acquisition: Collect Escape Pods → Sell mined resources
      • Undermining: Collect Escape Pods → Complete aid and humanitarian missions
    • Yuri Grom
      • Acquisition: Collect Escape Pods → Scan ships & wakes (contested systems)
    • Nakato Kaine
      • Reinforcement: Collect Escape Pods → Hand in salvage
      • Undermining: Collect Escape Pods → Hand in salvage
    • Pranav Antal
      • Acquisition: Collect Escape Pods → Sell rare goods
  • Rebalanced cartographic and exobiology merit rewards
    • Both have received an increase to merit reward rate
  • Added Undermining/Reinforcement multipliers to Merit notifications
  • Added reference to Undermining/Reinforcement multipliers in help screens
  • Improvements to PowerPlay 2 galaxy data transfer between servers and client
  • Powerplay system Local Ethos activities are now server driven, allowing for more dynamic changes
Issue Tracker Fixes:

  • Fixed instances of stutter during general gameplay
  • Fixed instances of disconnects when jumping to supercruise or hyperspace
    • We will continue to monitor data and reports following these fixes to ensure both issues are now fully resolved. Please continue to report any further instances where this occurs.
  • Fixed the Corsair Mass Lock Factor, changed it from 7 to 17
  • Fixed Crash to Desktop when plotting route near permit locked systems
  • Fixed issue where the concord cannon could not be reloaded
  • Fixed the Gamma settings window getting stuck on screen
  • Adjusted the Corsair heat dissipation
Bug Fixes:

  • Fixed the hitcheck on the Corsair's side engines
  • Fixed Corsair multiplayer audio. UI Panels in second chair now go beep as expected
  • Fixed Corsair engine sounds being too loud when rolling at maximum speed
  • Fixed instances of colonisation contact missing from list of contacts
  • Fixed instances of missing construction points
  • Fixed Alastor Military not counting towards the facility requirement of Military Hubs
  • Fixed Planet ports not selling more than 3 commodity types
  • Fixed on foot settlements not having correct max commodities supplied. They will now have approximately 3 for small, 5 for medium and 7 for large
  • Fixed instances where constructions could not be renamed
  • Fixed incorrect images being shown in facility construction selector
  • Reduced the orbital speed of ports constructed around Neutron Stars, White Dwarfs and Blackholes
  • Fixed many construction depot and beacon launch locations around stars to more closely respect their heat output, their stellar rings and any binary partners they might share an orbit with.
    • This is the cause of most failures to claim starsystems. This may still occur in some instances, and the team are working to resolve these.
  • Fixed a bug that caused constructions to be placed near the final asteroid cluster of a stellar ring instead of around the requested star. We have relocated most of those constructions to their own spaces in the system.
  • Known issue: In some instances, space positions for construction depots and constructed assets are in the incorrect frame of reference, causing them to be impossible to dock a ship at as they fly away. Thank you to everybody who has reported instances of those to help with our investigation.
Good morning. Are moons that belong to a planet (a local body) considered separate local bodies? What is their link to the planet, strong or weak?
 
Well, damn, frontier actually making things easy and simple to understand and actually doing things people can be happy about! Its a simple system too, which implements first come, first serve mechanic; tier priority mechanic; location and stellar body affecting the economy. I really like these and can finally start building and shaping the systems I colonized and giving purpose to the ww, elw and ammonias I managed to find.
 
So it is not wasted merits as long as one values defending their systems.
So it's wasted if no-one attacks and there's literally no way to predict how much defense would be needed or where. That's a really lame mechanic and you know it. It's funny that the most reasonable response would be for everyone to constantly overfortify every single one of their systems in case some sneaky rat players decide to knock a random one out. That sounds like truly engaging gameplay.
I dunno man you brought up real world wars, I think generals would have a harder time commiting troops to defense if half of them got thanos snapped at the end of the week if no-one attacked.
 
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So it's wasted if no-one attacks.
I dunno man you brought up real world wars, I think generals would have a harder time commiting troops to defense if half of them got thanos snapped at the end of the week if no-one attacked.
You defend because you are being attacked (as that system clearly was anyway) or because you believe a system is likely to be attacked. In that example where defences were put in place with no attack, you'd ask where the general got the information from to make that incorrect decision.

Although the fact that seemingly you can get to a stage where you hit the cap so easily that wasting reinforcement is an issue does suggest that FDev are right to dial it down.
 
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