Live stream – Discovery Scanner 1: Update

Following the live stream, Dr Ant Ross answered some questions. You can see them below, on the official forum here, or on Reddit, here.


1) Is “The Bulge” what is referred to in game as The Bubble?

The galactic bulge, or galactic core, is the blob shaped region of stars in the centre of the Milky Way. It is a separate thing from The Bubble, which is the region of human inhabited space around Sol.

2) Why did Elite Dangerous decide to use light-years and not parsecs in-game?

I don’t believe there was a specific reason why. The original Elite and its sequels also used light years for interstellar distances, and it is nice to be consistent.

3) Does the game allow for any catastrophes? Novae, rogue-planet ejection or capture, system collision?

During the generation stage, rogue-planet events and collisions are taken into account. However, these are historical and not visual effects. When you arrive in the system, you only see the results of those effects on the resulting stable system.

4) When do we get to hear about what is coming next for Stellar Forge? Like comets, flyable gas giants, etc.

Oh, yeah, that’s scheduled for MMPPPPPPH ( Ant gets dragged away by Zac ). Ahem, hm, apologies, but I can’t really talk about that at the moment.

5) Why does Elite Dangerous only use circular orbits? Are elliptical orbits too complicated?

Elite Dangerous does use elliptical orbits. The inclination, periapsis, longitude of ascending node, semi major axis and eccentricity information is all tracked.

6) There are some planets in the game that look like they would be torn apart by tidal forces. Did you say you actually simulate this? What means those close planets are actually possible?

There are some bodies which may be near the mathematical limit of that collection of matter being clumped together. However, we don’t currently have the rendering feature to display what the surfaces of those look like or how you would interact with them. In reality, you may see a distorted molten mess.

7) The in-system barycentre-orbital distribution in the game is quite vast, given the limited observed bodies (just Pluto/Charon). Is that likely true to life?

The distant orbits which are created should follow Kepler’s laws of planetary motion and classical (non-relativistic) orbital calculations. The resulting hierarchies of orbits should be feasible, but it will be very interesting to see what comes from the future of orbital mechanics analyses and exo-planet searches.

8) Is there anything orbiting within Lagrange Points at all in Elite?

There is a section of code running capture interactions in the virtual protoplanetary disk which can place bodies into the L4 and L5 Lagrange points. I believe this ends up being mostly asteroid clusters, but I have not had a look at them in a while.

9) Have you ever forgot the location of a special feature, that could be found by a player?

If I did, I have forgotten what it was. Sorry I did once make the galaxy produce Mr. Braben’s face in stars as a test for being able to inject very bright O class stars, but that was removed pre-pre-pre Alpha.

10) How close is this identifier system to any existing official naming or identifier protocols currently used by scientists? Like, could we input future data we collect in real life into Elite?

Each generated body needs a unique identifier, but also any “authored” body, say from the stellar catalogues. Authored bodies, however, have their information pre-calculated, so only do partial proc-gen at most. The system is sensitive to adding new authored bodies to the system, as it could displace the identifier of other proc-gen bodies, changing the galaxy. It is possible to make changes, but we must be careful about it.

11) Why aren’t there dark regions on the other side of the galaxy?

Do you mean lower density regions between the spiral arms? If you could please forward on an X,Y,Z sector location (as seen from the Galaxy Map grid lines) I could have a closer look and confirm. Depending on where exactly you are on that side, there are still under-dense regions, but there may also be some bleed through from the galactic bulge data placing more matter in that region that immediately appears from the image in the Galaxy Map.

12) Will Nebulas one day resemble the Hubble painted shot?

One of the common discussions on the dev floor is about the level of visual exaggeration we portray to the players. For example, most nebula images you can see are false colour ones of non-visible EM wavelengths. Do we make radiowaves visible in-game to reflect these beautiful photographs? Do we go the realistic route of showing these hydrogen clouds as greyish, slightly greenish diffuse blobs? No promises, no guarantees, nothing to announce at this time, but I am always interested in potential improvements to the rendering of stellar bodies and phenomena.

13) Does the planet surface rendering use adaptive subdivision when making the hills and craters of the planets?

Currently, the subdivisions are in smaller patches with the same amount of points in the same square arrangement. This is used, rather than non-uniform dynamic tessellation, because in our system it allows a much faster and economical generation of both render and physics meshes. We blend between detail levels of patches though, to smoothly transition from low to high vertex density.

14) Have you thought about creating permanent, full textures for popular planets that get loaded frequently?

Such large texture collections would take up a lot of graphics memory. I understand and sympathize with some of the popping that users have been experiencing, but using up that available memory would mean that other textures in the game would pop quite a bit worse.

15) How come some stars are older than the Universe in Elite Dangerous?

The oldest stars in the real Milky Way can tend towards 13,800,000,000 years. The sectors themselves have a maximum average age of 12,810,000,000 years. Unfortunately, though, there is a small, rare, bug in resolving the range of ages across a few sectors, and there have been a few cases of the stated age if a star being around 18 billion years. Yup, that’s an oopsie. Bluntly fixing this will upset some generation and alter the galaxy, so a careful approach is needed for fixing this one up. It’s my list of work to address, apologies for the delay.

16) Does ED generate hidden geometry?

The word “patch” in this answer refers to a square of terrain. For planets? The base patches on the faces of those cubes that become the planets are always there, as the data might be needed at any moment if one is traveling fast enough. The finer detailed patches are only generated when it’s reasonable for the game to expect you to need that information, depending on your altitude and speed. There might be patch information which would be beyond the horizon and so not needed for rendering in this frame. In this case, the patch is culled from the list of things to render, reducing the work on the GPU.

17) Why are there regions of stars near the core where there are defined lines of difference… i.e. one side dense star fieldother side hardly any stars at all?

A good question; I do see the reddit posts about this one fairly frequently. There are some sectors which have a large density gradient between them. One sector is over a threshold for generating stars of the size that its layer looks after. The neighboring sector may be just underneath this threshold. As this neighbor doesn’t create any systems, it donates its mass to all its child sectors and so creates many bodies. The first sector has made some heavier stars, so donates a lesser amount of leftover mass. The result is that there is an overpopulated sector and an underpopulated sector. Not all cases of this happening were smoothed out before the initial release of Elite: Dangerous, and making any alterations now would upset the proc-gen of the entire Galaxy.

We are aware of it and are still mulling over which direction to take this in.

18) Do you have anything to say on the real life discovery of Trappist-1, with it being so close to the system which the Forge created?

“Well done StellarForge!”? Also, “Well done astrophysics and astronomy researchers! You rock!”

19) I’d love to know how you integrate the catalogued star systems (stuff we see from earth)!

We created a compiler that analyzed the contents of the Hipparcos and Gleise stellar catalogs of the time and created stellar forge system entries from the details. Some entries had the full details of the star, others only the brightness, colour and direction of the star, and others somewhere in between. This compiler would take the available data and fill in the gaps using the same calculations that would be used for proc-gen systems. It would also assign BodyAddress identifiers based on the sector they would be found in. When creating a sector in StellarForge, these “authored” systems are loaded in first, their pre-compiled data taking place of generated results. The authored system also take away the mass designated to the sector, like a generated system would.

The proc-gen systems are created later with the leftover mass. The game then treats the authored and the proc-gen systems identically. As for the contents of the star systems, we have other game data resources which Mike Brookes organised which link to a system for full or partially pre-made system layouts.

20) Will we be getting those high mountains and deep ravines back at some point?

The crazy ravines and mountains (mostly on “Rocky Ice” planets) were quite striking, yes. Unfortunately, they were also causing issues in the creation and handling of the physics mesh that you would drive on (or fly into if distracted). The errors that would be encountered were severe enough to cause a crash (this was seen in public as us pre-emptively kicking you to the main menu on approach to the planet). Removing the crazy examples of ravines/ridges was necessary to:

  • allow the creation of physics patches
  • not be entirely scientifically inaccurate
  • avoid terrain which was sharp enough to look really unpleasantly jagged on VR setting.

There also used to be a few cases of a bug in the noise graph allowing the occasional mountain taller than a planet sustain, taking into account material properties and gravitation. These were just reduced to the maximally supported mountain height for the planet. We want to keep working on the planets and deliver improvements. Official people will say official things when the official time is upon us. For now, the short term work involves revisiting the planet colouration, as per the keynote from FX2017

21) How close was the old Elite 2/3 system generation compared to Stellar Forge? Are there any notable changes compared to David Braben’s original take on it or was he pretty close?

Mr. Braben worked very closely with the team to help ensure the approach was consistent but building upon his systems and that StellarForge covered any additions that were wished for at the time of Frontier and First Encounters. The maths behind the coarse level details of the models of stellar and planetary formation have not changed drastically since the 1990s, and so many calculations would be similar. What has changed is the understanding of things like how common binary pairs are and other statistical particulars.

22) Where does the initial mass component to a galactic sector come from? Real life observation, procedural generation or guess work?

Real life observations give us the approximate mass of the entire galaxy. There are various papers out there, some looking at the orbital velocities of globular clusters in the galactic halo, some trying to count types of stars in a region and extrapolate that across whole arms, some measuring the speed of stars at different orbital radii away from the core. The value we used was taken as an average from available research papers at the time. Observations of our and other spiral galaxies gives us a good idea of the distributions of that mass in 3d space.

23) How does star system naming work?

The unique identifier is transformed into a name. The sector address is encoded into a proc-gen “stellar catalog” name. The sector layer can be encoded in a single letter. Some of the numbers refer to the system within the sector at that layer.

 

Frontier Q&A – Dav Stott

Frontier’s Q&A with Dav Stott on the 17th January covered a whole host of topics around the background simulation, servers and other technical areas of the game. You can view it below or read a brief rundown here, as kindly provided by forum user Golgot.

As far as new information went there wasn’t much to report aside from the brief mention that somewhere along the line Frontier might be looking to alter the appearance of stations and settlements to reflect the current system state.

Q: Will there be an effort to make the background simulation more visible and audible from out of your spaceship’s cockpit? Having the look and audio of stations and settlements change depending on system states, for example.

A: Nothing to announce today, but planet bases already change decals if faction changes. (since Horizons launch). Nothing more to announce at the moment.

 

Elite: Dangerous – Patch Notes

Updated: 7th September 2018

Below you can find patch notes containing a list of the main features and changes available in Elite: Dangerous along with links to the much more detailed release notes, which also include details of bug fixes. Beta patch notes, which are numerous and extensive in many cases, are not (usually) listed here but can be found in the relevant thread.

Any content that is available to Horizons owners (2.0 onward) only is marked with a +. Otherwise it is available to all owners of the original release (1.0).

If you wish to view a chart showing the releases of Elite: Dangerous, you can view it here. Use the table and links below to jump to the section you want to read.

Table of Contents

1.0 – Elite Dangerous 2.0 – Horizons 3.0 – Beyond: Chapter 1
1.1 – Community Goals 2.1 – The Engineers 3.1 – Beyond: Chapter 2
1.2 – Wings 2.2 – The Guardians 3.2 – Beyond: Chapter 3
1.3 – Powerplay 2.3 – The Commanders 3.3 – Beyond: Chapter 4
1.4 – CQC 2.4 – The Return  

> 1.0 – ELITE: DANGEROUS

> Released 16th December 2014


MAIN FEATURES

  • 400 billion star galaxy inc. planets (not landable in 1.0) multiple star types stars & black holes
  • Scientifically accurate 1:1 creation of Milky Way galaxy
  • Combat
  • Missions
  • Mining (asteroids & planetary rings)
  • Trading
  • Exploring
  • Pirating
  • Factions
  • Bounty Hunting
  •  Ships
    • Adder
    • Anaconda
    • Asp Explorer
    • Cobra Mk III
    • Eagle Mk III
    • Federal Dropship
    • Hauler
    • Imperial Clipper
    • Type-6 play
    • Play Type-7
    • Type-9 play
    • Orca
    • Python
    • Sidewinder
    • Viper Mk III

Patch Notes: 1.0 | 1.01 | 1.02 | 1.03 | 1.04 | 1.05 | 1.06 | 1.07 |


> 1.1 – COMMUNITY GOALS

> Released: 10th February 2015


MAIN FEATURES

  • Allowing the whole Elite Dangerous community to work together, towards goals which affect the galaxy.”
  • Route planning extended to 1000 light years
  • Added discovery tags to system map (requires scan)
  • Added city lights to planets
  • Add explored system details to the cartographics shop

Patch Notes: 1.1 | 1.1.02 | 1.1.03 | 1.1.04 | 1.1.05 | 1.1.06


> 1.2 – WINGS 

> Released: 10th March 2015


MAIN FEATURE

  • Wings allows groups of up to four pilots to fly together and share the rewards of their joint efforts.

CONTENT

  • New Ships
    • Fer-de-Lance
    • Vulture
  • Ability to re-boot damaged systems
  • Flyable de-bug camera

Patch Notes: 1.2 | 1.2.01/02 | 1.2.03 | 1.2.04 | 1.2.05 | 1.2.06 | 1.2.07 


> 1.3 – POWERPLAY

> Released: 5th June 2015


MAIN FEATURES

  • ‘Pledge allegiance to one of a number of galactic Power characters, gain rewards and influence that character’s battle for interstellar conquest, power and control.’

GENERAL CHANGES & NEW CONTENT

  • New Ships
    • Imperial Courier
    • Diamondback
  • Cargo/Mining collection drones
  • Fuel Transfer drones
  • Prospector drones
  • Mission system overhaul
    • Inbox integration for branching missions
    • Missions scaling up based on rank
    • Missions scaling up based on reputation with mission giver
    • Mission targets can be generated in supercruise rather than USSs
    • Spawned AI difficulty determined by mission (if spawned by mission)
    • Missions requiring only mineable materials added
    • Revamped military progression missions
    • Added Founders and Elite ranked missions
    • More mission variants added
    • Chatter tables updated
  • Updated bounty system
    • Bounties cannot be paid off but expire after 7 days.
    • Major factions don’t record crimes anymore, only minor factions
    • Fines now take 7 days to expire
  • Mining Changes
    • Osmium mineral added
    • Painite mineral added
    • Added low and high intensity resource extraction site scenarios
    • Added crimes for reckless flying (collisions) within starport no fire zones

Patch Notes: 1.3 | 1.3.01 | 1.3.021.3.03 | 1.3.04 | 1.3.05 | 1.3.06 | XBox Preview Update 1.0.0.71.3.07


> 1.4 – CQC 

> Released: 6th October 2015 [Xbox One Release Date]


MAIN FEATURE

  • ‘The ultimate 34th century gladiatorial contest between Elite Dangerous pilots, with intense PVP action in custom-built arenas set within the Elite Dangerous galaxy.’

NEW CONTENT & QUALITY OF LIFE ADDITIONS

  • New Ships
    • Imperial Eagle
    • Federal Gunship
    • Federal Assault Ship
  • Hazardous resource extraction sites added
  • Compromised nav beacons added
  • Legal salvage missions added

Patch Notes: Xbox GPP Update1.4 | 1.4.01 | 1.5 | 1.5 – Beta 2 | 1.5.3 


> 1.5 – SHIPS & 2.0 – HORIZONS +  

> Released: 15th December 2015


1.5 SHIPS

MAIN FEATURES

  • Increases the number of playable ships to 30 (31 if you own Horizons).
    • Asp Scout
    • Viper MkIV
    • Federal Corvette
    • Imperial Cutter
    • Keel back
    • Imperial Fighter (CQC)
  • Added various new mission types and scenarios:
    • Crashed ships
    • Don’t die missions
    • Don’t get scanned missions
    • Multi-stage missions
    • Missions can be received in space
    • Assassination variants
    • Contact missions
    • Unique cargo missions
    • Timed window missions
  • Added new open space scenarios:
    • Search and rescue scenarios
    • Wrecked ships scenarios
    • New deep space salvage scenarios
    • Distress call scenarios
  • Bobbleheads (PC & Mac)

Patch Notes: 1.5


2.0 – HORIZONS +

MAIN FEATURES

  • Ability to land freely on 4 types of airless moon, making up 61% of all planets in the game:
    • Rocky
    • Metal
    • Ice
    • Rock & Ice
  • Various types of ground bases:
    • Military bases
    • Research Establishments
    • Hideouts
    • Major starports
    • Mining complexes
  • Drive your SRV on the planetary surface whilst:
    • Exploring planetary surfaces
    • Fighting skimmer defence vehicles (x 4 variations)
    • Scanning the surface for materials
    • ‘Hacking terminals’ to download data
    • Find crashed ships
    • Discover points of interest, debris and lost cargo
  • Synthesise the various materials found on the planetary surface in order to:
    • Refuel your SRV
    • Repair your SRV
    • Reproduce ammunition
    • Increase Ship Jump Range

CHANGES & OTHER ADDITIONS

  • Change to 64 bit client.
  • Black Friday paint job packs.

Patch Notes: 2.0 | 2.01 | 2.0.02 | 2.0.03 | 2.0.04 | 2.0.05 | 2.0.06 | 2.0.07 | 2.0.08 | Xbox One 1.5.02 |


> 1.6 & 2.1 – THE ENGINEERS

> Released: 26th May 2016


MAIN FEATURES

  • The Engineers – Gain access to the Engineers in order to upgrade various ship components to upgrade numerous parts of your ship +
    • Engineer bases (Handcrafted)
    • Weapons
    • Engines
    • Frameshift
    • Thrusters
    • Armour
    • Power Systems
    • Shields
  • New Weapons
    • Huge Beam Laser
    • Huge Pulse-Laser
    • Huge Multi-Cannon
    • Large Multi-Cannon
    • Missiles improved to work better over a distance
    • Missiles damage effect increased to lower all external modules
  • Mission System – Update
    • NPC portraits now act as ‘missions givers’
    • Clearer information when building reputation with factions
    • New branching missions
    • Some new mission templates (e.g. tip-off missions)
    • Increased use of Navigation beacons to give mission information

NEW CONTENT & QUALITY OF LIFE ADDITIONS

  • Traffic Control – Voicing
    • On approach to star ports and planetary ports players will hear chatter from the flight controllers
    • Flight controllers automatically give a call sign to all pilots – this is formed from the ship manufacturer and the first three characters of the Commander’s name.
  • New Ship Drives
    • For smaller ships, eg. Sidewinder, Faulcon de Lacey have introduced performance enhanced size 2 and 3 drives.
  • Ice Mining
    • Commanders are able to mine new commodities such as methanol monohydrate crystals and low temperature diamonds.
  • General User Interface Additions
    • Bookmarks added to galaxy map
    • Increased filter options on galaxy map (ie system states)
    • Community Goals added to galaxy map
    • Outfitting Screens re-worked to give more information
    • Game control page re-worked to make changing and finding key bindings easier.
  • Graphical Improvements
    • Planetary surface quality has been increased whilst also increasing the performance
    • SRV will now leave tyre tracks
    • Star light has been changed so they retain their colour over distance
  • NPC – Artificial Intelligence
    • NPC’s will fly low over planetary surfaces and engage in dogfighting
    • Elite NPC pilots are now of a higher quality
    • Make better use of missiles & torpedoes when opponents shields are down
    • Are more skilled in avoiding damage
    • Better use of PIP management when fleeing or pursuing an opponent
    • Will flee battles to allow their shields to recharge before returning
    • NPC’s will counter attempts of human pilots to use reverse thrust
    • Skimmers are more resistant to splash damage
    • System security ships will respond better to crimes committed in their vicinity
  • System State Enhancement
    • Changed to give greater visibility to their current situation. For example, when a system is in famine the price of food will increase.

Patch Notes: 1.6 & 2.1 | 2.01.02 | XBox Update2.01.03 | 2.01.04 | 2.01.05


> 1.7 & 2.2 – THE GUARDIANS

> Released: 27th October 2016


MAIN FEATURES

  • Ship Launched Fighters +
    • Launch the F-63 Condor, Imperial Fighter or the Taipan from specific in-game ships
    • Fly them yourself via neural net or hire a crew member (see below) to do the same
    • Ability to alter their loadouts and modules
    • Issue orders to your ship launched fighter
    • Manufacture ship launched fighters in-flight
  • Hire NPC Crew +
    • Hire up to 3 NPC crew and have one of them fly with you at any one time.
    • NPC crew come with wage demands and a back story.
    • Crew can increase their rank as they gain more experience and die, should your ship be destroyed
    • NPC Crew can fly your ship or your Ship Launched Fighters
    • Issue orders to NPC crew
  • New Ship +
    • Beluga Liner
  • Passenger Missions
    • Take a variety of passengers (18 types) to various destinations in the galaxy
    • Scan tourist beacons to learn about in-game lore and earn exploration awards
  • Engineers & PowerPlay +
    • Five new Engineers added – Bill Turner, Lori Jameson, Ram Tah, The Sarge, Tianah Fortune
    • Yori Grom has been added as a new power in Power Play

NEW CONTENT & QUALITY OF LIFE ADDITIONS

  • Ships
    • Ship Transfer
    • Module storage & transfer
    • Remote sale of ships
  • In-game Graphics & Audio
    • Four new types of Station Interiors – Tech, Agriculture, Tourism & Refinery
    • Added advertising holograms outside stations
    • New Geological features added to planets – Fumaroles, Geysers
    • New Biological entities added to planets
    • ‘Mysterious things’ added
    • CQC Stations now in game
    • Changes to graphical representation of Neutron & White Dwarf stars
    • Ability to use new star ejection to gain increased one-off jump range
    • Improved planetary surfaces
    • Capital Ship dock now in game
    • Various other locations including – Comms arrays, prisons, hideouts
    • Visual improvements to hyperspace
    • Visual dimming of the universe via galactic dust
    • Various new air traffic controller voicing
    • Improved lighting & geometry in all Engineer bases
  • Graphical User Interface Changes
    • Changes to layout of Starport services menu
    • Added UI ‘spooling engines’ graphic when taking off from a planetary surface
    • System security information added to HUD before entering hyperspace
    • Graphical improvements to avatars
    • Planetary maps now visible in system map view
    • Multiple destination feature added to route plotter
    • Pay off bounties and fines from low security systems
    • Filter to show ‘visited systems’ in Galaxy Map (only 2.2 systems onwards will show)
    • Security Filter added to Galaxy Map
    • Sort missions by – Legal, Illegal, Combat, Aid
  • Mission Based Changes
    • ‘Seeking Goods’ scenarios now issue missions  
    • Points of Interest can now be fixed (see geological and biological entities)
    • Points of Interest can now contain landed ships
  • Other
    • Training Tutorial Scenarios added – Basic Flight, Advanced Combat, Mining, SRV Training, Ship Launched Fighter Training, Mining tutorial added
    • Commanders Journal – enables 3rd party developers to access in-game Commander data and create websites and applications
    • Paint Jobs – Anaconda, Asp Explorer, Vulture, Fed-de-Lance, Python, Corvette, Cutter
    • Paint Jobs – Ship-Launched Fighters
    • Paint Jobs – SRV
    • Ship Kits – Python & Vulture

Patch Notes: 2.2 | 2.2.01 | 2.2.02 | 2.2.03


> 2.3 – THE COMMANDERS

> Released: 11th April 2017


+
indicates Horizons features only.

MAIN FEATURES

  • Holo-Me (Commander Creator) +
    • Holo-Me UI gives players the ability to create male and female avatars by tuning and morphing their eyes, nose, mouth, ears, jawline, neck, hair, freckles, scars, beards, suits and decals. Alternatively players can use any of the 50 commander presets.
    • Commander creator are also now visible within the player’s cockpit or are holographically represented when they are not physically present.
    • Player avatars are also displayed in the comms panel.
  • Multi-Crew +
    • Multi-Crew allows a team of up to 3 players players to play together and assume roles aboard the same ship or just tag along as a passenger.
    • Gunner – Allows a crew member to take control of all turreted weapons on the ship using a third person interface.
    • Fighter Con – This allows a crew member launch and control a fighter, even if the helm has already launched a fighter using NPC crew. This allows multi-crew ships to have two fighters active at a time. In addition, if the ship has enough fighters, both crew members can take on the fighter con role, meaning three human controlled ships can be flying at the same time.
  • Camera Suite
    • Added vanity cameras to all ships enabling players to view their commander and ship from a variety of interior and exterior camera angles.
    • Free-view camera also available to enable players to select non-fixed views.

NEW CONTENT & QUALITY OF LIFE ADDITIONS

  • Ships & Stations
    • Dolphin playable ship +
    • Ship Naming and ID plates can now be added via Outfitting
    • Increase in number of the maximum stored ship limit to 35
    • Asteroid base stations, with air traffic controllers
    • 32 asteroid bases in various deep space locations
    • Stations can now be placed within rings
    • Stations can now be placed within asteroid clusters
    • CPU optimisations around stations and capital ships
    • Stations that are within a planetary ring are now displayed on the system map
    • When targeting a station’s location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation.
    • Added Megaships
      • Tanker
      • Cargo
      • Asteroid Miner
      • Flight Operations
      • Prison Ship
      • Science Vessel
      • Passenger
      • Plus two more unknown variants.
  • Passengers & Missions
    • Added prisoner cells as alternatives to passenger cabins +
    • Updated mission and variant templates for passenger bulk, VIP and VIP Conflict types +
    • Multi-stage mission support added (different to wrinkles)
    • Delivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional.
    • The following missions should now spawn more frequently: Piracy Heat, Piracy Contract, Clearing the Path, Safe Travelling
    • Updated the military career progression numbers to speed up progression
    • Increased super power reputation gains by 25% when gaining faction reputation
  • New challenge scenarios
    • 4 new Incursion scenarios
    • Speed docking
    • Driver challenge
    • Ship launched fighter challenge
  • Weapons
    • Added two turreted mining lasers
  • POI / USSS
    • Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
    • Added additional installation scenarios
      • Medical
      • Space Bar 
      • Space Farm
      • Government 
      • Security Station
      • Plus Colour variations
    • Added new Passenger USS scenarios
    • Added a new Data Link scanner for ships
    • Proximity effects support added
    • Added more wreckage types
    • Space scenarios can now have localised fog
  • Exploration
    • New mysterious things added
    • New organics added to planetary surfaces
    • Re-balanced the amount of exploration career rank awarded when completing Passenger missions
    • Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.
  • Engineers
    • Manifest/Killwarrant/Wake scanner:
      • Long Range
      • Wide Angle
      • Fast Scan
    • Ship primary sensor:
      • Light weight
      • Long Range
      • Wide angle
    • Detailed Surface scanner 
      • Long Range
      • Wide Angle
      • Fast Scan
    • Bill Turner:
      • DSS to grade 5
      • Sensor/scanner to grade 5
    • Felicity Farseer:
      • DSS to grade 3
      • Sensor/Scanner to grade 3
    • Heri Tani:
      • DSS to grade 5
      • Sensor/Scanner to grade 3
    • Juri Ishmaak:
      • Sensor/scanner to grade 5
      • DSS to grade 5
    • Lei Chung:
      • DSS to grade 5
      • Sensor/scanner to grade 5
    • Lori Jameson:
      • Sensor/scanner to grade 5
      • DSS to grade 5
    • Tiana Fortune:
      • Sensor/scanner to grade 5
      • DSS to grade 5
  • Pirates
    • NPC pirates will now ask the player for a cargo amount from a player. Complying will result in the NPC pirate not opening fire.
  • Interdiction 
    • Players in supercruise can now visually see other interdictions taking place. You can see this taking place in this video.
  • Ship Art
    • All ship explosive effects improved
    • Large number  of changes to ship interiors
  • Audio Changes
    • New additions include audio for the FSD supercharge including voice alerts,
    • Added ambient audio details to the starport inner-dock variant,
    • Three New flight controllers types for the Empire, Anarchy, Independent powers,
    • Additional wave scanner improvements
    • ‘Secret stuff. Shhh’.
  • Added 100 new tourist beacons
  • CQC
    • Rebalanced capacitor and charge rates to be the same across the different ships
  • Added Bucky Ball Beer Mats rare good
  • Celestial
    • Ice terrain surface improvements
    • Performance improvements for terrain on 4/500 series nVidia cards
    • Surface rock system optimisations
    • Updated schematics for white dwarfs and neutron stars
    • Made star lens flares check the actual depth instead of comparing against a constant value
  • Player Journal
    • Added journal events for Multi-Crew
    • Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
  • VR
    • Made the schematics render in stereo
    • Added dithering support to tackle banding in VR
    • Fixes to some of the cockpit VR cameras
    • Fixed some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160×1200 to 1280×768
    • Added Python ship kit VR hangar cameras

Patch Notes: 2.3 | 2.3.01 | 2.3.01 (Xbox)2.3.02 | 2.3.02 (Xbox) | 2.3.101.01 & 1.02 (PS4)2.3.11 | PS4 Hotfix |


> 2.4 – THE RETURN

> Released: 26th September 2017

+ indicates Horizons features only.

NEW CONTENT & FEATURES (+)

  • Added mysterious and exciting things
  • Holo-Me Save Slots – We have added save slots for different Commander appearances in the Holo-Me system
  • Holo-Me: Added 12 new hairstyles
  • Holo-Me: Added slots for Eyewear and Outfits
  • Synthesis can now create heat sinks, chaff, limpets and top up life support
  • Additional planetary bases added to the Colonia region for migration winners
  • Added mysterious locations we’re not going to tell you about…
  • Added more mysterious and exciting things
  • Ship Rebuy Penalty – When a player commits the crime of murder (PvP only), an additional cost is added if they swap to a less expensive ship before paying legal costs during the rebuy flow
    • Exemption for valid Powerplay PvP
  • Pilot’s Federation Bounty – When a player commits the crime of murder (PvP only), they receive an additional Pilot’s Federation Bounty. This bounty is valid in every jurisdiction except anarchies
    • Exemption for valid Powerplay PvP
  • Inbox Revamp – Various quality of life improvements and a new look
  • New Chained Missions – Which can be longer than two steps
  • Hull/Canopy Repair Limpet controllers are now available
  • Preview game extras in outfitting – You will now be able to preview paint jobs and other game extras available for purchase
  • Stored ships can now be sold from the rebuy screen to cover the rebuy cost
  • Updated route plotting system:
    • maximum route plotting range is now 20Kly
    • route plotting is much faster
    • there is now an option to make use of neutron star boost when plotting routes
    • an icon is displayed on the route to show the last scoopable star before running out of fuel
  • Additional NPC stations added to support infrastructure and trade routes in Colonia region
  • Star systems renamed based on Colonia migration winners
  • Additional space stations added to Pleiades region to support civilian expansion narrative
  • Added search and rescue contacts to stations across the galaxy
  • New and improved salvage scenarios added to support search and rescue gameplay
  • Made salvage commodities legal to pick up from wreck sites (will still appear illegal if dropped by ships as that is not salvage)
  • Added more mysterious locations we’re not going to tell you about…
  • Controls
    • Added default bindings for useful Multi-crew functions for the Thrust master T-Flight HOTAS range
  • Factions 
    • Encourage factions to not expand into star systems that require permits
    • Factions that fail to expand from a star system after an Investment state has boosted their expansion range will no longer try to expand from that star system in the future
    • Factions that retreat from a star system will subsequently treat that star system as a low priority when choosing an expansion target
  • General Fixes & Tweaks
    • Brazilian Portuguese language translation is now available (A special thanks to our volunteer localisation testers has also been added to the credits)
    • Fixed date stamps on inbox messages
    • Various text fixes
    • Various localisation fixes
    • Added some mysterious things which get unveiled over time…
  • Missions 
    • Add distance from star system entry to mission destinations
    • Ship kills, and actions to complete planetary hack and disable missions will now only contribute to a single mission, this will be the earliest mission accepted
    • Refactored mission selection to promote a wider selection of missions on a single board.
    • Refactored mission selection to promote a better spread of missions across factions
    • Refactored mission selection to heavily promote selection of conflict missions for both sides involved
    • Refactored mission selection to more reliably generate permit, engineer, and rank missions at eligible stations.
    • Slightly re balanced micro resource reward selection probabilities
    • Added an inbox message when passengers alight from the ship
    • Follow-on missions can include more data about previous missions in the chain
    • Added support for missions allocating additional rewards based on station distance from the jump-in point
    • Optimisations to how system data caching for secondary sites is stored and requested
    • Significantly improve mission board loading, especially for those on high-latency networks
    • Increased the time limit for long distance missions
    • Chain mission inbox messages now better indicate the name and known station of the mission giver
    • Reduced the amount of Long Distance missions that will generate
    • Multiple Planetary Scan missions will no longer complete after a single scan
    • We now include the faction and station name in chain mission inbox messages
  • Network 
    • Re-enabled UPnP by default in the AppConfig
    • Improvements made to prevent network disconnections in poor network traffic conditions
  • Player Journal 
    • Added “Luminosity” property to “Scan” event for a Star
    • Added “MissionRedirected” event
    • Added “SearchAndRescue” event
    • Added “SellShipOnRebuy” event
    • Include Latitude and Longitude info in Screenshot event if appropriate
    • Include transfer time to FetchRemoteModule
    • Include info about online friends at startup
    • The ‘Scan” event is generated for all bodies in a system, when scanning a navigation Beacon
    • Added “RepairDrone” event
    • Added “Music” event
    • Population statistic now included in the system info on ‘FSDJump’
    • Included info about StationServices available when docking at a station
    • Info about all bodies in the system added when scanning a Nav Beacon. If you have a Detailed Surface Scanner installed, this will include detailed info (such as materials available on landable bodies)
    • Included ‘TransferTime’ property in ‘ShipyardTransfer’ event
    • Added mission name to player journal for mission redirect message journal entries
    • Fixed an issue whereby Nav Beacons needed to be scanned twice for correct journal entries
  • Station Services 
    • It is no longer possible to sell stolen items that you received as part of a mission on that station’s black market
  • Stations and Outposts 
    • Outpost weapons platform has been completely updated with new art
    • All Outposts have had an art pass to fix minor issues and improve visuals
    • Outpost schematic rendering is now fixed to show all the extra modules, not just the core outpost
    • Modular Stations have had an art pass to fix minor issues and improve visuals in some areas
    • Various station schematic models have been updated to improve quality and fix orientation issues
    • Physics mesh optimisation in the newer station interiors to improve framerate
    • Various updates to station interiors to fix minor art issues and improve LODs
  • StellarForge 
    • Renamed Eol Procul Centauri 1 to Hutton Moon
  • VR 
    • We have made some adjustments to mouse behaviour when viewing the Holo-Me menu in VR so that it matches other UI screens
    • We have disabled the bloom effect when using the VR graphical presets by default, as it could be a bit hard on the eyes
    • Fixed a tiling issue that occurred when taking high resolution screenshots when using VR
    • Adjusted a variety of outfitting cameras across a range of ships to work better when using VR
    • Fixed an issue whereby the HUD target reticle was displayed inside your cockpit in one eye when using VR
  • Weapons 
    • We have made some improvements to the animations on rail guns
    • If you’re still reading this we’re definitely not telling you about the mysterious things, you’ll have to wait and find out……
  • PS4 
    • Added a toggle to switch between tilt and rotate for head look with motion controls
    • Fixed an issue where the amount of time played would become stuck at 0
    • Fixed numerous crashes
    • Fix for an issue where the “Refined Taste” Trophy was not triggering correctly
    • Adjusted link on Passengers Training Video to direct you to the correct video
    • Fixed an issue where you would be prevented from selecting control presets when booting the game with the T-Flight HOTAS 4 connected
    • Fix for becoming stuck on the Engineers screen after viewing pinned blueprints
    • Pressing Triangle on the Galaxy Map will now jump to your current location
    • Swapped the left and right stick icons around so they’re no longer confused about their directions
    • Added a default binding for deploying your Cargo Scoop with the T-Flight HOTAS 4.
    • Added a default binding for targeting while in the SRV with the T-Flight HOTAS
    • Fixed an issue with the heat sinks on the Imperial Cutter disappearing when viewed from close by
    • Fix for numerous audio issues including distortion during dog-fights”Please note that there are also a lot of fixes that covered multiple platforms that included the PS4; these have not been called out in this list.”
  • Xbox One 
    • Added 25 new Achievements
    • T.Flight Hotas One support
    • Fix for an issue where Ship IDs would only show 5 characters despite 6 being entered

Patch Notes: 2.4 | 2.4.01 | 2.4.02  | 2.4.03 | 2.4.04 – PS4 only | 2.4.06 – Xbox One X | 2.4.07 – Xbox One & PS4 | 2.4.08 | 2.4.09 & 1.13 (PS4)


> 3.0 – BEYOND: CHAPTER 1

> Released 27th February 2018


NEW FEATURES

+ Horizons only

  • Crime
    • Crime & Counter Crime system overhaul, including Advance Tactical Response (ATR)
    • When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules
    • If players are destroyed when a fine/bounty has been detected they will re-spawn at a detention centre
    • Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
    • Players can store hot modules (modules applied to a ship at the time a crime is committed)
    • Players can clean ships of any bounties and fines through an Interstellar Factor contact
    • Players can sell hot ships from the shipyard for a markdown
    • Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a ‘wanted’ ship (bounties and fines) applicable in that jurisdiction, and the cost is increased where transfer is possible
    • Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions
    • Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens
    • New crime recognised: “reckless weapons discharge”
    • Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant
    • Kill Warrant Scanner changes and Interstellar Bounties will be coming soon
  • Missions
    • Added new Wing Missions that can be shared across a Wing and completed as a group
    • Mission Depot added where players can accept an applicable mission and deliver the target commodity piece by piece to complete the mission
    • Mission reward choice
    • New USS scenarios added
  • Ships
    • Added new alien attack craft
    • Added the Chieftain. More manoeuvrable than ships of similar size and weight, the Alliance Chieftain from Lakon Spaceways has been designed not only to dish out punishment, but to avoid it. +
    • Added second seat to the Keelback to support Multicrew
  • Trade Data & Galaxy Map
    • Galaxy map now indicates its mode when any tab is active
    • Galaxy Map: Filter by station services
    • Galaxy Map: Filters added for Thargoid & Guardian sites
    • More player factions have had a description added in their home system on the galaxy map
    • Filter for the new ‘detention centre’ government type (for new detention centre spawning areas)
    • Galaxy Map: Players can view trade data that they own, by commodity, represented on the galaxy map by colour coded icons
    • Galaxy Map: Players can view trending trade routes, and filter by AI or Human players
    • Galaxy Map: Players can view import and export prices, in a roll out screen, including the ability to select different markets and filter
    • Commodity Market: Players can search trade data they own, to compare it to the current market
    • Prison ships have been added to one of the routes to Colonia
    • Ship yards added to Caravanserai in Gandharvi and Eudaemon Anchorage in Rohini
  • Engineers
    • Material Trader contacts, which allow the player to convert materials. +
    • Engineering a module or weapon results in progressively better improvements within a range
    • Players can convert and modify their older modules/weapons engineered before this update
    • Players can modify modules/weapons at selected ports (ports with access to outfitting) outside Engineer ports
    • Players can select which experimental effect they want to apply to their module, at a material cost
    • Players are presented with a screen where they can choose the module/weapon to modify, the Blueprint to apply or pin, see the material cost, and preview the outcome
  • Weapons and modules
    • Added Technology Broker contacts, which allows the player to unlock new weapons and modules in return for specific materials and commodities. +
    • Medium Shock Cannon (Fixed, gimbal & turret)
    • Medium Remote Flechette Launcher (Fixed & Turret)
    • Medium Enzyme Missile (Fixed)
    • Size 4 Meta Alloy Hull Reinforcement Package
    • Recon Limpet Controller
  • Galnet Audio
    • For new articles, players can now listen to the news in English, French, German, Russian, Spanish and Brazilian Portuguese
    • News headlines can be accessed via the status menu
    • Galnet can now be accessed via the status menu and articles with audio can be played or queued into a playlist
    • Galnet Audio playback options added to controller bindings
    • Galnet Audio section added to audio options
  • Installation and Mega ship Interactions
    • Data link scanner upgraded to allow scanning mega ships and installations to reveal targets the player can interact with
    • Players can scan certain revealed targets to uncover sub-targets. These can be interacted with in different ways depending on the type
    • Players can damage generators to disable turrets
    • Players can use recon limpets to activate data terminals and comms arrays
    • Players can use hatch breaker limpets to open a cargo bay
  • Surface material system
    • Overhauled the surface material system for the rocky, high metal content and metal rich planets
    • Improved contrast and colour variation across and between bodies
    • The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds
  • Quality of Life
    • Added synthesis for new Technology Broker modules and weapons
    • Added synthesis for AX weapons
    • New cockpit voice assistant – Victor added as an alternative to Verity
    • Increased manoeuvrability benefits when boosting based on the ENG pips
    • Option added so players can choose how flight controllers address them (Commander Name, Ship Name or Ship ID) when approaching a station
    • ’Target Ignore’ feature added for material and commodity collectables and refining
    • Ability to see at a glance the quality and inventory quantity of materials targeted
    • Per material storage caps
    • Increased rewards at Search and Rescue contact
    • New High Value supercruise targets for pirates to raid
  • Misc Features
    • Large number of Commander Journal updates
  • Consoles
    • Portuguese language support added for consoles
    • 11 new Achievements for XB1 worth 200G
  • Bug fixes and Improvements
    • This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process. Note: The list provided by Frontier to fixes can be seen in the patch notes linked below.

Patch Notes: 3.0| 3.0.2 | 3.0.3 | 3.0.4 | 3.0.5


> 3.1 – BEYOND: CHAPTER 2

> Released 28th June 2018

CONTENT

  • Missions and Scenarios
    • Added new wing mining missions
    • Added new high threat USS’s, and missions that can direct players to them
  • Megaship and Installation Interactions
    • Added existing megaship interactions to installations
    • Added Escape Hatch interaction points to damaged megaships
  • Crime and Punishment
    • Players can now hand themselves in to security contacts, if they have outstanding bounties, and a zero notoriety rating. Players that hand themselves in will pay off the bounty and be deported to the nearest detention center
    • Relaxed the friendly fire thresholds against NPC ships, to lower the amount of erroneous crimes being handed out
    • Notoriety now decays whilst the player is docked
    • Players current notoriety level displayed in cockpit will no longer be potentially out of date
    • Relaxed the rules for Multicrew gunners so that they are less prone to accidental assault/reckless weapon discharge crimes

Horizons-only Content

  • Weapons
    • New weapons now available at applicable Tech Brokers:
    • Large Plasma Shock Cannon (Fixed, Gimbal, Turret)
    • Large Guardian Shard Cannon (Fixed, Turret)
    • Large Guardian Plasma Launcher (Fixed, Turret)
  • Modules
    • The Guardian FSD booster is once again available at the Guardian Tech Broker, now with improved fuel efficiency
  • Ships
    • Alliance Challenger – a medium sized ship, based on the Alliance Chieftain, that boasts a generous compliment of hard-points, whilst retaining the Chieftains characteristic agility. It also has stronger armour.
    • Krait Mk.II – a medium sized, multi-role ship, that trades defensive capability for speed, fire-power and maneuverability. The Krait Mk.II has space for two crew members and is capable of carrying a fighter bay
  • Narrative
    • New planetary sites added, with audio logs

Fixes and Improvements

  • Art
    • Fixed some missing effects on Guardian Artifacts
  • Audio
    • Fixed audio cutting out in supercruise near neutron stars
  • Background Simulation
    • Fixed war missions incorrectly offering influence rewards (influence during a war state has no actual effect)
    • Ensure that faction effects are the same from selling exploration data for pages as well as individual star systems, and balance those faction effects to have roughly the same galactic impact as before this release
  • Controls & Control Devices
    • Prevented Flight Assist from automatically re-enabling after exiting Supercruise
  • Engineers
    • Fixed an issue with fading text in the Engineers Cost help window
  • General Fixes & Tweaks
    • Numerous performance optimisations for hangers
    • Resolved some minor typos
    • Fixed some cut off text in material descriptions
    • Local news top 5 bounty list should ignore breaking characters from ship names
    • Fixed situations where ‘Last main sequence star’ info message can appear incorrectly
    • General stability fix for incorrectly replicated data between players
  • Holo-Me Creator
    • Fixed an issue that prevented players from saving their avatar with the Frontier Expo suit equipped
  • Installations/POIs/USSs
    • Implemented a maximum scan time multiplier to prevent excessively long scans on large Mega Ships and Installations
    • Fixed an underground destructible panel at a Guardian Structure
  • Missions
    • Removed the timed element from assassination missions, so that targets are no longer limited to spawning within a time window. Players can scan the systems local nav beacon to find the targets location.
    • Fixed Mentor missions showing incorrect reward choice upon completion
    • Raised pay-out rate for Elite Rank Mining Missions
    • Updated Salvage missions so that factions cannot be duplicated as both giver and target
    • Updated the mission timer for Massacre Thargoid Wing Missions so it matches the non-Wing variant of this mission
    • Fix wing mission rewards from trade missions to award trade rank to multicrew crew members as well as the helm
    • Colonia factions have started issuing mission tip offs for the region
  • NPCs
    • Ramming a guardian sentinel will no longer give you a bounty
  • Outfitting
    • Fixed long description texts for experimental modules not appearing properly under the “Read More” section in Outfitting
  • PlayStation 4
    • Fixed an issue that could occur when playing the combat tutorial while background installation is in progress
    • Fix for an issue where the “Put Your Fighters Up” Trophy was not being awarded when fighter ships were launched from your ship by an AI pilot
  • Powerplay
    • Fixed Powerplay crimes incorrectly affecting notoriety
  • Ships & SRV (General Ship Fixes and Improvements)
    • Fixed cases of Collector Limpets clipping through the top of several ships when returning cargo
    • Fixed some visual problems with short Ship IDs
  • Alliance Chieftain
    • Addressed a specular highlight in the canopy that could flicker in certain lighting conditions
    • Fixed a small gap in geometry
    • Fixed some clipping on hardpoints 1 and 2
    • Shrank the Shipyard schematic icon slightly to prevent clipping
    • Realigned nameplates
    • Fixed some clipping on the Ship Kit
  • Anaconda
    • Fixed scratches being present on Ship Kit parts when there is no ship wear and tear
    • The number of internal windows now correctly matches the number of external ones
    • Fixed an instance of Paint Jobs not rendering over a heat vent door
    • Smoothed out some overhead cables in the cockpit
    • Adjusted some internal module target locations
    • Fixed emissive decals on the Anaconda losing detail if the Fusion Paint Job is applied
  • Asp Explorer
    • Fixed a 2D Cannon alignment issue
  • Diamondback Explorer
    • Added Ship Kit cameras for outfitting
  • Dolphin
    • Fixed a texture issue with the Prestige paintjob
  • Federal Corvette
    • Fixed some reflective areas on the Icarus and Prestige paintjobs
    • Lowered glossiness on Precision Paint Jobs
    • Fixed some missing textures on Paint Jobs
  • SRV
    • Fixed a visual issue that could occur with your commander when colliding in an SRV
  • Type 9 Heavy
    • Fixed a missing thruster texture
    • Fixed some texture and model position issues
  • Type 10 Defender
    • Fixed some clipping on certain Ship Kit parts
    • Fixed some texture and model position issues
  • Vulture
    • Fixed misaligned small lights
  • Stability Fixes
    • Fixed a crash to desktop that would occur when opening the galaxy map immediately after the game had loaded in a station
    • Fixed a server error that could occur when trying to apply an experimental effect to a module that was originally modified by another Engineer
    • Fixed a crash that could occur when using Collector Limpets
  • User Interface
    • Fixed an issue in the Systems panel that prevented the module health from updating correctly when repairing a module using a AFMU
    • Fixed legal salvage incorrectly showing as a loss when sold
  • Weapons & Modules
    • The heatsink launcher no longer has an incomprehensible DPS statistic
    • Human and Guardian Tech Broker blueprint requirements have been reduced
  • Multicrew
    • Decreased the discrepancy in jump times between Helm and crew members

Patch Notes: 3.1 | 3.1.1 | 3.1.2 | 3.1.3


> 3.2 – BEYOND: CHAPTER 3

> Released 28th August 2018

 

Content & Features

  • Weapons
    • Large Dumbfire Missile
    • Large Seeking Missile
    • Large Torpedo Launcher
    • Large Multi Cannon (turret)
  • Human Tech Broker
    • Small Shock Cannon (turret)
    • Small Shock Cannon (gimbal)
    • Small Shock Cannon (fixed)
  • Guardian Tech Broker
    • Small Guardian plasma launcher (turret)
    • Small Guardian plasma launcher (fixed)
    • Small Guardian Shard Cannon (turret)
    • Small Guardian Shard Cannon (fixed)
    • Small Guardian Gauss Cannon (fixed)
  • Ships
    • Crusader : Latest member of the Alliance ship group. A medium sized ship based on the Alliance Chieftain, with the additional space to carry a fighter bay.
  • Guardians
    • New Guardian sites added to space and planet surfaces for players to investigate).
  •  Guardian fighters (added via Guardian tech brokers):
    • Trident (XG7) armed with a Plasma Auto Cannon
    • Javelin (XG8) armed with a Shard Launcher
    • Lance (XG9) armed with a Gauss Focus Cannon
  • Engineers
    • Players will now be able to work with a variety of Engineers across the Colonia region following the addition of 4 new Engineers.
  • Wing Missions (added two new types)
    • Planetary settlement hack
    • Planetary settlement disable

Fixes and Improvements

  • Art
    • Fixed some misaligned geometry at Pavlov Beacon
  •  Audio
    • Increased the volume of the Archer COVAS pack
  • Galaxy Map/System Map
    • Renamed some systems that had duplicated names
  • General Fixes & Tweaks
    • Fixed some German localisation issues
    • Fixed some localisation issues with the unlock messages for Guardian technologies
    • Fixed issue where ships hitcheck is missing when player is in an SRV
  • Installations/POIs/USSs
    • Fixed a rare issue causing a resource extraction site to be incorrectly positioned outside an asteroid belt
    • Added missing interaction objects to Agricultural Installation
    • Fixed some improperly placed Guardian pylons
    • Fixed Skimmers not spawning correctly at Bova Point+
  • Missions
    • Fixed some instances of mission targets not appearing in mission specific signal sources
    • Fixed an issue with completing Source and Return missions
    • Fixed mission objectives not spawning for Dark Wheel Wetwork mission
    • Fixed some instances of Assassination missions not updating correctly when scanning a Nav Beacon
    • Fixed missing text in some mission messages
    • Fixed wing depot text incorrectly appearing in a non-wing variant
  • Powerplay
    • Fixed the 20% discount on Corrosion Resistant Cargo Racks not applying at an Edmund Mahon controlled station
  • Ships & SRV
    • Anaconda
      • Fixed the Pulse paintjob displaying incorrectly when your ship is damaged
    • Imperial Clipper
      • Improved some areas of the Military paintjob
    • Krait Mk. II
      • Fixed antenna that could only be seen from inside the cockpit
      • Fixed the order of the dashboard bobblehead slots
      • Fixed missing boost and thruster audio when in vanity camera
      • Fixed description inconsistencies
      • Fixed outfitting camera issues whilst in VR
      • Fixed missing UI audio for multi-crew members
    • Federal Drop Ship
      • Fixed incorrect name plate outfitting cameras 
  • Stability Fixes 
    • Fixed a memory related crash for Xbox One
    • Fixed a rare crash that could occur when in an Remote Engineer Workshop
    • Fixed a rare Galaxy Map crash
    • Fixed Xbox One crash that could occur when disconnecting a controller
    • Fixed a crash that could occur when activating data points at Penal Colony BV-2259
    • Fixed a crash that could occur when swapping modules
  • User Interface
    • Fixed the landing pad number being truncated when playing the game in Brazilian Portuguese 
  • Weapons & Modules
    • Fixed Guardian Modules being listed incorrectly when playing the game in Russian
    • Fixed an issue whereby the turreted version of the Flechette Launcher would not show in outfitting if unlocked before the fixed version
  • Server Fixes and Tweaks
    • Demand for mined commodities during mining community goals should now be displayed in the commodity market’s demand column
    • Fix Commander module storage limits occasionally breaking when swapping multiple modules between storage & ship
    • Premium guardian synthesis recipes now use guardian materials, like the basic & standard guardian recipes
    • Markets at risk of being affected by Thargoid Sensor interference should more clearly advertise their increased demand for meta alloys

Patch Notes: 3.2 | 3.2.1