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

Paul_Crowther

Senior Community Manager
Frontier
Type8Forums.png

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.

Known Issues

Type-SRV Deployment
We are aware of an issue where the procedural generated nature of some terrain can make it difficult to deploy the SRV from the Type-8. We are looking into a solution for a future update.
 
\o/

@@@o7

EDIT: Actually, I'm trying to get my head around the backpack capacity changes. What happens if you already have extra backpack cap mod applied? I think I just need to wake brain.
 
Last edited:

Viajero

Volunteer Moderator
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
    • 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.
Thanks! Any updates to Guardian materials drops / blueprint requirements (especially for the ones that are not one off unlocks), or those continue as grindy as usual?

If no changes to Guardian materials, why not?
 
Last edited:
Removed SCO mass lock from small planets to be consistent with medium and large planets

Thank goodness I didn't try and work out the cause of this by recording SCO lock and heights for all 62 landable bodies in the Adityan system, writing a simple json parser to pull out the detailed scan events for arbitrary bodies from the journals, appending the data I collected to the json, printing it out in human-readable form and puzzling over it for several hours!

Phew!
 
One streamer I saw was using a backpack modded Maverick from before the update on the updated preview patch, and his assets capacity was at 120 (vs 60 in the update) so I'd expect capacities to double for backpack modded suits.
feels like backpack mod is now pretty much defunct and some other mod may be of better use
 
One streamer I saw was using a backpack modded Maverick from before the update on the updated preview patch, and his assets capacity was at 120 (vs 60 in the update) so I'd expect capacities to double for backpack modded suits.
feels like backpack mod is now pretty much defunct and some other mod may be of better use
Hmm. I was rather hoping the applied mod would also increase.
 
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