Elite Dangerous | Type-8 Update (18.08) | Wednesday 7th August

You didn't find a gif of the one that was made with spaceships?
I can find one where a T-8 is PvPing with a fully assembled Clockwork MegaT8 Battle Zero mech...


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Greetings Commanders,

A new update will be available for Elite Dangerous Live/4.0 on Wednesday 7th August.

Release Schedule (All times are in BST)

6AM - In game messages commence
8AM - Elite Dangerous Live/4.0 servers offline to deploy changes
2PM - Elite Dangerous Live/4.0 servers back online and Update 18.08 available to download.

Please note that these times are estimates and are subject to change.

Update Notes


Features of Note:
  • Added Lakon Type-8 Transporter for early access
    • In world holo-screen adverts now present for Type-8 Transporter
  • Added new pre-built ships: to the store:
    • Type-8 Transporter Stellar (33,000 Arx)
    • Type-8 Transporter Standard (16,520 Arx)
    • Passenger Jumpstart - Beluga Liner (25,500 Arx)
    • Bounty Hunter Jumpstart - Vulture (25,500 Arx)
  • Python MkII now included in the general Shipyard stock for Odyssey players.
Engineering Changes
  • Alterations made to the engineering ruleset and systems:
    • Updated engineer rolls to consistently give a fixed roll depending on the grade of the recipe and the commander rank with the engineer.
    • Increased Material availability/payout at Grade 4/5 farming locations by increasing sources of materials and in some cases payout per source.
    • Increased Engineering material rewards across missions.
      • Up to 24 depending on mission type, material and mission difficulty
    • Updated unlock requirements for some engineers:
      • Hero Ferrari - Settlement Defence Plans required = 5 (down from 15)
      • Yarden Bond - Smear Campaign Plans required = 5 (down from 8)
      • Wellington Beck - Cat Media, Classic Entertainment or Multimedia Entertainment required = 15 (total)
      • Kit Fowler - Opinion Polls required = 5 (down from 10)
    • Removed Power Regulators from recipes
    • Reduced recipe costs for upgrading and modifying on-foot suits and weapons
    • Backpack Capacity Changes:
      • Maverick suit
        Goods capacity 15 → 40
        Assets capacity 30 → 60
        Data Capacity 10 → 20
      • Artemis suit
        Goods Capacity 10 → 20
        Assets capacity 20 → 40
        Data Capacity 10 → 10
      • Dominator suit
        Goods capacity 5 → 10
        Assets capacity 10 → 20
        Data Capacity 10 → 10
  • Contributing to taking a Thargoid controlled or invasion system will now reward engineering materials upon system completion.
    • All Grade 4 Raw & Grade 5 Encoded/Manufactured engineering materials are eligible as rewards.
    • Rewards are determined by percentile individual Commander contribution:
      • Tier 1 - Top 25% - 120
      • Tier 2 - Top 75% - 60
      • Tier 3 - Bottom 25% - 18
    • 2 materials are picked randomly from each material category (Raw/Encoded/Manufactured) for a total of 6 different rewarded materials.
      • For example, a Commander within the top tier can expect to receive 20 materials of 6 different types, for 120 total.
      • Materials are randomised per system, so all Commanders contributing to a system will receive the same type of materials when that system is completed.
    • Rewards will take you to the microresource cap but not over.
      • Any rewards which would have been over the cap will be lost. Careful monitoring of your inventory and usage of materials traders is advised.
    • Rewards are issued on an hourly basis and an inbox message will inform you of your achieved tier.
    • Contributions will be logged from the release of 18.08 onwards.
    • Contributions will not be reset on the weekly turn, and will therefore carry over between weeks until the system is completed.
Issue Tracker
  • Fixed LOD issue with Orca resulting in holes in ships model when viewed at distances. (Issue ID: 64768)
  • Fix for missile racks not firing correctly (Issue ID: 61996)
  • Fixed Python Mk2 hull & integrity being unable to be repaired (Issue ID: 64522)

Bugs/Adjustments
  • Fixed a crash while idling in the pre-built ships store.
  • Updated the new CMDR packages stats to more accurately reflect the content
  • Release fee for Pre-Built Ships now calculated correctly when ship has been impounded
  • Fix for luxury cabins not counting as suitable for lower classes of passengers.
  • Removed power draw from Experimental Weapons Stabilizer modules
  • Removed SCO mass lock from small planets to be consistent with medium and large planets
  • Added SCO fuel consumption stat when viewing the module
  • Fixed an issue where ships could jitter whilst using AutoDock & AutoLaunch
  • Fixed some visual effects not playing correctly after sabotaging dropboxes at Thargoid spire sites.
  • Adjusted orbit lines to display cleaner in various instances.
Are there any war balance changes so that players with full time jobs are able to play in the thargoid war? As it stands I am unable to play the war at all because all the systems are complete before I can play by the Saturday after the weekly tick.
 
No more unexplainable 20+ settlements worth of power generators cranked into my suits? bUt WhErE iS tHe EpiC fEeL nOw?!
My old suits will be my silent pride, they will now be extra special in a sense! But I'm still gonna be making more suits :p
....And I'm still going to empty settlements... hMmmmmm... bgs...
 
So future story speculation...

1. The Guardian AI return in the form of giant robots.
2. We convert our Type-8's into giant robots to fight them.
3. The war goes on for some time with us making progress to win the war.
4. The Guardian AI upload themselves into our Type-8 robots defeating us to near extinction.
5. Lakon release a Type-11 robot with better security to prevent Guardian AI taking over our robots and preventing full extinction.
I've already done it.
This is going to be enhanced.
 

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