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

Well, unless specified, I'm going to assume they might still be a reward, though the uses for it may be much less frequent (as it stands, the only missions which need a power regulator and don't provide one - that I know of - are in post-Thargoid recovery systems, and otherwise it's for turning on sites without a mission, I guess?).

But the upgrade requirements are 10 regulators from level 3 to 4 and 15 from 4 to 5, if memory serves. Or, I suppose, were. It was a bit excessive anyway, especially when trying to view it from a realistic standpoint... those things are used for proper fusion reactors, and you have to provide dozens of them just to get a suit upgraded? Pf. Yeah, right...
 
31 PRs to upgrade a suit from 2 to 5. 🤪

Should be enough to power the Voltron suit Nuke posted a few pages back. I mean, I might not have minded that much if the degraded ones coulda been refurbished with some optic fibre and a couple of rolls of graphene. :ROFLMAO:

Guess I'm getting some storage space back (bet they put it back in the blueprint as soon as I sell the last one).
 
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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.

Once again I come to you asking you to please put caustic sinks on Ax Fighters. If you like, I could take you out in multi-crew and you could see just how frustrating it gets dying again and again to something you can't see and can't stop.
 
Couple of questions.
I see that the Python MKII is now available for credits for Odyssey only
Will this be the same situation for the Type 8 once it gets a credit release?
Will the engineering changes be for Odyssey only or for everybody?
 
Have you ever heard of material traders?
Yes, unfortunately they give me more of materials that I do not need (namely <G5 mats). As it stands now and after the update, you need 1, 2, 3, 4, 5 matrials for a G1, 2, 3, 4, 5 roll respectively. But The value is exponentially reversed in the sense that the value distribution is 81, 27, 9, 3, 1 for each G1, 2, 3, 4, 5 material respectively. Thus, if I have a full material storage of a G5 material, I will most likely be unable to trade them down completely first because lower grade material storage just can't hold the same amount of value and secondly because I most likely have stocked up on the lower grade materials already. I could side trade materials, true but that's a loss trade so I won't do it. And EVEN if I do trade down or get rid of my materials beforehand. Then the rewards kick in and surprise surprise, it wasn't that material you hoped for.

There's no need to make it random. Why would anyone think to make it random and then not even announcing what material it is. There's no gameplay value added for making it random. It doesn't make any sense.
 
Doing anything to help the war in a Thargoid controlled or invasion system = material rewards when the system is won. It's a new function applied when the system state changes.
I think it's really cool. And the materials have nothing to do with it. Now I'm killing Thargoids for nothing, and now I'll be told every hour what group I'm in.
The leaderboard is cool.

(I think I got that right.)
 
Rather than having random materials as rewards how about introducing material tokens as rewards?
Lets say you are a Commander within the top tier and can expect to receive 20 materials of 6 different types, for 120 total, what you actually receive is:
2 x G4 Raw tokens (adds 20 for two different raw materials)
1 x G4 Data token (adds 20 for one data material)
1 x G5 Data token (adds 20 for one data material)
1 x G4 Manufactured token (adds 20 for one manufactured material)
1 x G5 Manufactured token (adds 20 for one manufactured material)
You could then spend these tokens at the Material Traders and top up whatever you need.
 
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