Development Update #3

On the 31st August 2021 Frontier released details of the upcoming changes to Odyssey. These can be seen below or on the offical site here. The release date for this update has not been confirmed, but is expected in September.


Greetings Commanders,

As we reach the end of the month, we are delighted to share our latest development update with you.

Issue Tracker

To kick things off we would like to update you on the key issues as voted for by our community on the Issue Tracker. Remember you can visit the Issue Tracker any time to vote for your top issues or make a report.

1. Lighting and Illumination in Odyssey

Since Odyssey’s launch we’ve made a large number of updates to in-game lighting to bring the experience more in line with Commander expectations. These changes included relighting ship cockpits, improving all materials and overhauling star light and station exteriors, to call out just a few.

Following the major changes in Update 6 we’ve now, based on your feedback, made additional changes to areas such as Fleet Carriers and exterior station lighting which will be deployed in Update 7.

Whilst we recognise that some Commanders may continue to have feedback around how the game is lit we feel that for the purposes of aiding further development this issue tracker entry, whilst still holding a number of votes, is no longer providing us actionable feedback to improve the game, with recent contributions unrelated to the specifics of the original report.

We will therefore mark this issue as fixed following the update, freeing up those votes to contribute to other issues in issue tracker. Of course if you observe any specific instances of poor lighting, please open a new issue tracker entry giving specific feedback.

2. Degraded terrain textures compared to Horizons

We’ve been monitoring your feedback following Update 6 and we are now satisfied that this issue has been largely resolved. This item will be marked as fixed with the final changes set to arrive in Update 7 – if you see specific instances please contribute to the issue tracker giving specific feedback.

3. FPS performance in Odyssey

Further improvements have been made in this area including optimisations to the Navmesh, lighting system, terrain, NPCs, glass shaders and scatter rock LODs. Our core code team is making good progress on more substantial optimisations, a number of which we expect to be included in Update 8.

4. Nothing to do on long shuttle rides

Update 7 will provide the opportunity for players to redirect Apex shuttles in transit, avoiding instances of players feeling trapped into long journeys. We will look to mark this issue as fixed in line with Update 7, freeing up your votes to contribute to other issues.

5. Invincible Thargoid Heart

We have identified a cause and are deploying a fix for this issue in Update 7, to ensure the fix has worked as intended, we will leave this issue open for a time. We would like to thank you for your patience with this issue and for your support in helping us to resolve it.

6. Frame Rate Drops post update 5

Update 7 will include changes to the games Navmesh which we believe resolves any potential performance impact from update 5. We will therefore be marking this issue as fixed following the release of Update 7 whilst retaining our wider focus on improving Odyssey’s performance.

The following issues will also be resolved in Update 7:

  • NHSS signals in Odyssey are Empty
  • Fleet Carrier and Module costs not included in overall wealth
  • Support missions are not widely available
  • Missions and Rewards are not shared with the team
  • A previously present codex entry is now missing
  • Stolen tritium cannot be donated into a fleet carrier’s fuel depot
  • Too much CC returned when systems revolt.
  • Mission Reward Material Missing
  • Deposit fragments stuck inside the rock
  • Unable to interact with Comms Panel in head look
  • Some rock scatter only visual in right eye in VR
  • Seeker and Packhound Missiles do double damage against shields
  • Choosing +Influence reward from missions gives no influence
  • CZ captain defence incorrectly rewards credit bonds for the enemy faction

In addition to Odyssey Update 7 we’re pleased to confirm that a number of these fixes and QoL improvements will be deployed to Horizons players on both PC and console in September – we will of course share full patch notes for both around release.

Upcoming Updates and Content

Please note: These are at varying stages of progress. This is not an exhaustive list of everything that is being considered. They are not final, so they are subject to change. We will keep you updated with news and details as they progress, and we expect the content to release over the coming few updates. With that said, here’s a look at just some of the features and content in consideration, to go alongside the other development work required for future updates.

The following items are planned to be included in Update 7 which is scheduled for mid-September:

Conflict Zone Anti-Air Defence and Dogfighting


Since the launch of Odyssey, many brave Commanders have dropped into Odyssey’s Conflict Zones to support their chosen faction in ongoing conflicts throughout the bubble. With Update 7 we’re taking Conflict Zones to the next level by rebalancing the sphere of combat, increasing the risk for airborne Commanders and introducing new gameplay for those on the ground.

Each active Conflict Zone will have new anti-air turrets to defend against airborne attack. Commanders in the air will need to work with those on the ground to disable them. In addition, AI ships will also be deployed to Conflict Zones for the first time, allowing Commanders to experience exhilarating in-atmosphere dogfights as the battle rages below.

You can see both of these in action in the video below:

Enforcer units coming to Conflict Zones

Following the deployment of Enforcer units to Odyssey’s military installations, we’ll be introducing rocket launcher equipped infantry to active Conflict Zones, increasing the risk for any Commanders hoping to pick off easy prey from the comfort of their SRV.

New Social Hub styles

These screenshots show some of the variation added for Update 7, making station interiors more clearly linked to their installation type. Changes include elements such as swapping out railings with alternatives, replacing crates and planters with other props to better suit the theme, using different partitions and wall pieces, swapping beams and roof sections, and adding pipes or more industrial looking geometry.

Increased stored modules and bookmarks

Stored module and Bookmark limits will be increased from their previous limits to 200. We are pleased to be able to deliver this community request.

AMD Fidelity FX CAS

By popular demand, AMD Fidelity FX CAS will be reintroduced as an option in Update 7. This is mutually exclusive to FSR which has its own integrated RCAS system.

Here is a selection of the other features currently in development. As mentioned above, this is not an exhaustive list of everything that is being considered. They are not final, so they are subject to change. As we get closer to their release we will announce which of these will be included in each Update:

Horizons Cosmetics in Odyssey

Our character team have been hard at work overhauling Horizon’s flight suit cosmetics to make them compatible with Odyssey’s EVA suits. While we still have a little way still to go, you can see some of the results which we plan to bring to the game soon, below.

Four Player Multicrew

We’re pleased to share that we are making great progress on this feature, with a number of ships now in test with four Commanders on the bridge. More details will be released closer to release.

New Odyssey Engineers in Colonia

We’d like to introduce Rosa Dayette, one of Odyssey’s upcoming new Engineers based out in Colonia.

Born and raised in a starport within a feudalist system, Rosa had few obvious skills in her youth. She was an average student, suffered from stage fright and found athletic competition dull. But she did have a passion for mechanical things, fascinated by the constant stream of ships outside her apartment window. With a combination of donated, swapped and refurbished tools, she began to tinker on the gadgets in her home, looking to reverse engineer them to learn how the various components work.

Her natural talent blossomed, and over time she started working on her neighbour’s technology, patching up suits or manual equipment. This became helping out friends of friends, then distant acquaintances; as Rosa approached adulthood people from across the station would turn up at her door with things to fix. Her family apartment eventually resembled a workshop.

And yet she would rarely charge people credits for her time. Her enjoyment of the work and tendency to trade skills led her to accept favours instead of credits. A fixed datapad in exchange for homecooked meals. An upgraded power coupling for free apartment cleaning. Word of Rosa’s talents reached a local businessman who operated a suit supply store. An experienced mechanic himself, he offered Rosa an opportunity to help out at his shop in return for some second-hand suits, weapons and other equipment. Rosa accepted, drawn by the chance to examine far more interesting gear than the home appliances and commercial technology she was used to.

After many happy years of this arrangement, her mentor passed away. What little he had to bequeath was given to Rosa, along with a hand-written note asking Rosa to leave the starport and pursue her dream of a full workshop. Rosa did so, announcing to her friends that she would seek employment with an engineer. As word spread throughout the community, a collection was held to fund this new venture; the many Rosa had helped so selflessly, for so long, gladly contributed. To Rosa’s astonishment, it was just enough to establish her own workshop in Colonia.

Rosa found her local celebrity discomforting, having felt that helping the community was a responsibility rather than something notable. Yet deep down she recognises that she could have made a comfortable living from her talents, but chose to remain true to her principles. Now she enjoys total autonomy in a new community, excited by the opportunity while missing her friends dearly.

Mission feature extensions

Work is still ongoing to expand mission features for Odyssey with the aim to increase mission diversity and create stronger links between the in-cockpit and on foot gameplay. We hope to share more on this soon.

Megaship Social Spaces

Last but not least, we’re excited to share that work is now underway to bring social spaces to Megaships. This will allow us to position a base for on-foot services, such as Vista Genomics and Pioneer Supplies, anywhere in the galaxy.

As with previous development updates, what we’ve shared today is just a snapshot of what we’re working on. We will be sharing more details on the content mentioned above, further bug fixes, performance improvements and of course more as-yet-unannounced content in further monthly development updates and across our other channels.

Thank you as always for your continued feedback and support.

Odyssey: Issue Report (10/08/21)

On the 10th August at 4:53pm Frontier released the latest news regarding the updates to Odyssey via their issues tracker. Perhaps the biggest news is that anti-aliasing will see a new system by the end of 2021 which should make a significant difference to the appearance of the game. Additionally there will be some as yet unnamed gameplay revolving around the Apex shuttle rides. The Issue Report will be updated roughly every two weeks.

Frontier have also confirmed via Supercruise News #44 that Update 7 (due in September) will see the introduction of the ability for players to re-direct the Apex taxi service.


Greetings Commanders!

I’d like to introduce you to something new. Below is our first Top 20 Issues table, summarising the highest voted issues on the Issue Tracker. As part of being open and honest about the game’s development, we’ll be regularly posting updated versions of this table and discussing it on our Supercruise News streams.

Note: the status and planned release of each issue is subject to change as various factors affect the ongoing development schedule.

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Fleet Carriers – Patch Update #1

At 10.33am on the 17th June 2020 Frontier released the patch notes for Patch 1 for Fleet Carriers. These can be seen below or on the official site, here. All patch notes for the game can be found on the Elite: Dangerous – Patch Notes page.


Commodity Market

  • Reduced repeat speed on market selection arrows on Compare Market screen.

Mining

  • Reduced the largest possible yield when subsurface mining for Low Temperature Diamonds by around 25%.
  • Decreased the effectiveness of the peripheries of Low Temperature Diamond hotspots.
    • Overlapping hotspots for Low Temperature Diamonds, when coupled with the new Subsurface Mining changes, were more effective than the centre of the hotspot itself. This change increases the drop-off of the hotspot’s ring, reducing the likelihood that a double-overlapped hotspot is more lucrative than either of the hotspot’s centrepoints. A well-placed triple hotspot will still be very effective at increasing the likelihood of finding Low Temperature Diamonds. This change does not affect any other hotspots or minerals.

Crashes/Stability

  • Fixed a disconnect triggered by selling exploration data at a Fleet Carrier.
  • Fixed an occasional crash when entering a system with a Fleet Carrier.
  • Fixed an issue with some bookmarks being missing.

Fleet Carriers

  • Fixed an issue which could cause a Fleet Carrier purchase transaction to fail.
  • Skybox will now correctly update after a Fleet Carrier jump without having to re-enter the instance.
  • Fixed a bug which allowed players to install additional Carrier services even if they didn’t have capacity.
  • Fixed an issue with duplicate Fleet Carrier call-signs – this will cause all Fleet Carrier call signs to be regenerated as of 3.7.01.
  • Fixed some issues with stats not correctly updating.
  • Fixed an issues with carrier jump sequence not always proceeding correctly.

Arx & Customisation

  • Fixed an issues which caused some Fleet Carrier nameplates to be obscured.
  • Fixed the colour of landing pad 7 holo-marker on Fleet Carriers.
  • Fixed a crash that could occur when switching Fleet Carrier Layout.

Audio

  • Fixed missing ATC voices at starports.
  • Fixed issue with outfitting ambiance audio layering up on top of itself when going between outfitting and livery.
  • Fixed an issue with Engineer Remote Workshop ambiance persisting into the main game, and can layer up on itself too.

Text

  • Fixed missing titles for the audio logs associated with the Golconda.

Missions

  • Fixed an issue where a collect/source mission would request commodities on sale at the same location.
  • Fixed an issue which caused mission critical updates to not appear in the inbox.

Journal

  • Added a speculative fix for an issue that could cause the game to add excessive NavRoute entries to the journal when looking at the Galaxy Map.

Powerplay

  • Fixed the missing cooldown time which would allow players to repeatedly obtain their allocation of powerplay materials.

Background Simulation and Galaxy

  • Reinstated missing locations.
  • Ongoing balancing of Faction influence normalisation.

January Update: Beta Ends

On the 3rd December Frontier announced the end of the Beta for the January update.


“We’d like to extend a big thank you to all of the commanders who jumped into the beta, shared their feedback and reported issues in the dedicated Issue Tracker section. All the information you’ve been able to provide will go towards aiding the development team in ensuring that, come the launch of the January Update, as many bugs and issues are addressed as possible.

“We’ll have more information on when you can expect the January Update in the near future, and please keep an eye on our social channels and forums for future announcements.”

January Update: Patch Notes

On the 26th November 2019 at 5:23pm Frontier released the initial patch notes for the upcoming Beta and subsequent January update. You can see them below or on the official site here. Note: The final release patch notes will differ from these and will in due course be shown.


Greetings Commanders,

The January Update beta will be going live tomorrow (27 November) at 14:30 (UTC). We will publish more information to a dedicated beta section on how you can participate and specific issues we need your assistance on, when the beta goes live.

Please find the Patch Notes below:

ARX

  • ARX will be disabled for the duration of the open beta – balances will be zeroed, and no ARX will be gained for in game actions. Links to the ARX store (where players purchase packs) will also be disabled. Note: this not affect the live build.

Audio

  • Fixed audio issues with the Generation Ship ‘The Golconda’.
  • Fixed missing audio and text for female crew members.
  • Fixed bug that meant none of the Guardian articles in the Knowledge Base, would play their associated audio.

Crashes/Stability

  • Fixed a crash that could occur when attempting to enter the ‘Network Options’ screen.
  • Fixed a crash that could occur when mining in ice rings.
  • Updated the way we check a players entitlements to fix issues, where the Horizons update is not being recognised as installed.

Background Simulation

  • Fixed issue that meant some deliveries made to repair Thargoid-attacked stations were not being counted.
  • Added new faction states:
    • Factions having trouble with water supplies can now sometimes suffer a Drought, causing an economic cost as they have to import significant amounts of water. This can be countered by selling water and other emergency supplies.
    • Infrastructure Failure disrupts a faction’s operations and reduces both security and economic standards. The increased demands on infrastructure elsewhere in the star system may lead to similar failures for other factions. Food and machinery deliveries can speed up repairs.
    • Terrorism. Terrorists can target prosperous factions, causing a significant security and influence cost. This can be countered by legally selling weapons to the authorities and assisting with bounty hunting efforts, or by the faction entering a Lockdown.
    • Natural Disasters have a significant economic and security cost for a faction. A natural disaster puts extra strain on the star system’s infrastructure, increasing the chance of Drought or Infrastructure Failure for other factions in that system.
    • Public Holidays increase a faction’s influence and standard of living for their duration, however that comes at small economic and security cost.
  • Fixed the icon for a Blight state.
  • Added newer faction states to the Galaxy Map’s list of state filters: BlightNatural DisasterInfrastructure FailureDroughtTerrorist Attack, and Public Holiday.
  • Fixed factions selected for ‘Installation Scenarios’ to be the installation’s owner instead of the system controller.

Conflict Zones

  • Implemented a number of improvements to the Conflict Zones which should improve stability.
    • Entering a Conflict Zone, and it appearing empty.
    • Capital Ships causing issues when they arrive.
  • Fixed issue that caused allied Capital Ships to open fire at friendly ship.

Exploration

  • Implemented a solution to help mitigate the long delay when scanning planets with geological sites:
    • As it currently stands, in order for the geological/biological sites to be placed on the surface, the entire stellar body must be fully generated (we then know the topography and can place sites where they will be accessible). This can take tens of seconds.
    • As part of the January Update, we aim to address this with an alternative process. We have run tests on thousands of in-game planetary bodies and by using this data, we’re able to extrapolate the likelihood of geological/biologic sites being present on similar stellar bodies. We then use this data and indicate if the planet is ‘Unlikely’, ‘Likely’, or ‘Very Likely’ to have a geological/biological sites.
    • It is not 100% guaranteed that there will be a geological/biological site on the planetary body, but does give commanders a much faster indication of probability. This will enable commanders to quickly ascertain if the planet’s worth a visit.
    • As this is an alternative way to display information, we would love to hear your feedback on it to determine whether or not it is better than the current process.
    • Please note: this will not affect Thargoid, Guardian or Human sites, which will show up instantaneously.
  • Fixed an issue that prevented the search function on the Galaxy Map to work correctly.
  • Fixed issue with the Navigation Panel, that was incorrectly displaying if a planet had been mapped or not.
  • Instead of showing a notification for each individual asteroid belt cluster discovered, we now condense as many as we can into one message.

General

  • Added a ‘Help’ section to the main menu and pause menu with links to Issue Tracker and Customer Service sites (both will go through an external web browser).
  • Expanded the faction alignment page in Squadrons to display influence to 1 decimal point, to match how it is displayed in other areas of the game.
  • Fixed issue that meant players couldn’t search for Commander names that include an underscore character.
  • Fixed issue that meant the ‘Data Point’ reset timer didn’t appear on the players screen that initiated the scan, but did appear on others in the wing.
  • Updated the livery icon for ‘The Scourge’ decal to correctly match the decal that’s actually applied to the ship.
  • Fixed an issue occasionally causing some wing invites to not be sent to players in other instances.

Localisation/Text

  • Fixed incorrect system description for ‘Alioth‘.
  • Fixed small typo in the description of ‘HR 7221 Wheat‘.
  • Fixed various typos in the Pilot’s Handbook.
  • Fixed various typos in some of the Challenge Scenarios.

Material Trader

  • Speculative fix for a softlock that could occur when completing trades, at a Material Trader.

Mining

  • Fixed case that could lead to the detonation graph not appearing if deep core mining with a wing.
  • Fixed a disconnection (“Magenta Krait”), that could occur whilst mining.

Missions

  • Updated misleading retreat mission text – it was suggesting that the mission was helping the withdrawal of the faction, when in fact it should aid the faction in staying within the system.
  • Fixed a softlock that could occur when browsing lists of missions.

New Player Experience

  • Fixed issue that meant the player could get ‘stuck’ waiting for zero throttle, when the throttle input is just above zero, in the New Player Experience Tutorial.

Player Journal

  • Fixed missing/blank entries in Player Journal when selling Exploration Data.

Powerplay

  • Fixed the issue where the mouse input didn’t work on the power contact screen.
  • Control systems’ ethos calculations now limit their search for controlling minor factions to star systems within 15 LY, that are exploited by the same power as the control system. Previously, the calculations considered all nearby star systems.
  • Fixed reallocating exploit systems, and recalculating the income for a control system when a revolt system within 15 LY loses control.
  • Recalculated many exploit systems value that did not match their current population.
  • Recalculated many control systems income that was not the sum of their exploit systems, plus their own value.

Rendering

  • Fixed issue that was causing visual artifacts when capturing high-res screenshots.

Ships

  • Increased the Dolphin’s heat dissipation rate, and maximum heat capacity before it begins to take damage. Also increased the rate that it takes damage, to account for the ship now being harder to heat up.
  • Speculative fix for Collector Limpets damaging ships when retrieving mining fragments – this hasn’t been reliably reproduced in the studio, so needs testing during the open beta.
  • Added ability to rescue any crew that where on board the player’s ship when it was destroyed, from the insurance screen.

SRV

  • Fixed control input being lost after interacting with an inbox message.

Thargoid

  • Implemented speculative fixes that should reduce instance splitting when fighting Thargoid Interceptors.
  • Updated Thargoid combat state to ensure it’s correctly replicated over the network to reduce the occurrence of the heart cycles resetting.
  • Fixed issue that caused Thargoid Combat bonds to not be correctly given out to all applicable players in a wing.

Trading

  • Fixed issue that meant players couldn’t sell anything to a market if the buy list was empty.
  • Added supply and demand volumes for certain, high-end minerals. Now, trading goods such as Void Opals is more realistic; markets can still offer a high buy price, but they will offer less as demand is met. As part of this change, these high-end minerals will now be demanded more by specific economy types. This change will affect the following commodities:
    • Alexandrite
    • Benitoite
    • Grandidierite
    • Low Temperature Diamond
    • Monazite
    • Musgravite
    • Painite
    • Rhodplumsite
    • Serendibite
    • Void Opal

Please note that these Patch Notes are for the January Update (Beta), and not reflective of the final January Update Patch Notes.

Community Update: Delay & Bug Fixes

On the 22nd October 2019 Frontier announced via a community update that Fleet Carriers would be delayed until April-June of 2020, with priorities given to fixing existing bugs in the game and the introduction of some beta servers for testing. News on what the 2020 major release will be has been outlined for some time in the summer of 2020. Details below or on the official site here. Relevant pages of this blog will be updated in due course.

“Greetings Commanders,

“Following the launch of the September Update last month, we’d like to provide you all with an update on our plans for Elite Dangerous.

“Firstly, thank you for all of your feedback on the September Update, which you’ve shared with us on the forums, across social media, on livestreams and through the Issue Tracker. There is no doubt that, in addition to the new features, the September Update introduced a number of issues and bugs which caused a lot of frustration. We are really sorry for these issues. We realise that some of the issues had an impact on your ability to enjoy Elite Dangerous. The team have been working hard to address the most critical issues and have already released a series of patches and updates to bring those fixes in as quickly as possible.

“However, we know there’s more to be done. You’ve asked for more focus on existing bug/fixes and issues, and for the community to be better integrated into the development process and testing for these upcoming updates.

“In order to improve your overall experience, we have decided to refocus our efforts on addressing key issues and bugs. Since the launch of the September Update, we’ve been taking a deeper look at our internal development roadmap, the way in which we utilise public betas, and the content of our next updates.

“Here is a summary of our plans:

  • From now and into next year (2020), the updates will focus almost exclusively on addressing recent and longstanding issues, including those reported in the Issue Tracker, ultimately making the game better.
  • We are expecting to have a series of these updates, which will be rolled out (approximately) every three to four months.
  • Each update will also include a public beta that will run prior to the update’s release, with a dedicated time to address major issues that appear.
  • The first of these updates will have its public beta in December, with an expectation that the launch will be early in 2020.

“As a result of our updated plans, we have made the difficult decision to defer the release of Fleet Carriers. We are now planning for Fleet Carriers to be released in an update in the second quarter of 2020, rather than in December 2019 as previously stated. This will grant us additional time to refine the feature as well as focusing time on addressing existing reported issues. It will also ensure the state of the game is in a better position to introduce Fleet Carriers, that will provide Commanders even more opportunities to interact with the Milky Way. We understand that this delay will be disappointing for some players, but do know that this decision is one that we do not take lightly, and is made with the best interests of the community and game at heart.

“Ultimately, we are confident that this will improve the Elite Dangerous experience for all our players.

“The team have been hard at work on the next major milestone, which you may remember we mentioned back in March as our next major paid addition to the game. They’re making fantastic progress and on schedule for release by the end of next year. We are very excited to show you what we’ve been working on. However, we can only announce the content when it’s at the right stage of development, we estimate this will be ready to talk about at some time in summer 2020, after the Fleet Carriers update. We appreciate there is a bit of a wait, but we want to make sure it is ready to be shown before making our full official announcement to the world.

“We would like to take this opportunity to thank you for your ongoing and continued support and for helping give us the feedback, steer and insight to make decisions that will benefit the entire community and for your continued passion and dedication.”

September Update: Known Issues & Fixes

Frontier have announced a list of known issues in the September 2019 Update. These can be seen below, or here on the forum. Some of these have been fixed, see the bottom of this post.

Hello Commanders,

We wanted to give you a quick overview of some of the current known issues pertaining to the September Update. Please note that this isn’t an exhaustive list and may be updated over time.

As always, any issues and bugs you encounter should be reported via the Issue Tracker with as many details provided as possible.

We are currently investigating the following:

Fixed:

Next steps:

We are investigating the issues above and hope to have a number of these fixed as soon as possible. We’ll keep this thread updated when more information is available.

Thank you for your understanding and continued patience!

Fixes

Hello Commanders,

We have just rolled out a server side fix (effective immediately), which should address the following issues on all platforms:

We’ll keep you updated of any further developments and bug fixes when the information becomes available.

Thank you for your understanding.

April Update: Patch 2

Updated: 14th May @ 11:49am (UTC)

Today, the 14th May 2019, Frontier have released a second patch for the April update. Details can be found below, on the official site here and in the patch notes section of this website once confirmed. This post will be amended to reflect any further changes.


Greetings Commanders,

We’re aiming to roll-out a patch for all platforms on Tuesday 14 May at 10:00 AM (UTC) to implement a couple of bug fixes and address issues with the FSS (crashing when using the FSS, as well as graphical display and camera re-positioning issues).

We will update this thread with final times/dates as well as patch notes at the start of next week.

Thank you for your understanding. Please find the full patch notes below:

Commodities Market

  • Stopped allowing players to attempt to buy more goods from a market than it can actually supply
  • Increased the acceleration when choosing the quantity of commodity when buying or selling
  • The sell pop up now defaults to max amount of the chosen commodity you’re carrying
  • If the player is currently docked at the station that is also set as the saved comparison market, the comparison column and its header will update and use the galactic average prices to calculate the profits
  • If the player doesn’t have Horizons, planetary surface markets are not considered when looking for best prices in the ‘also consumed by’ / ‘produced by’ lists

Crashes/Stability

  • Fixed a crash that could occur when using the FSS mode
  • Fixed a crash that could occur when exiting the game
  • Fixed a crash that could occur when sat in a dock

Damage Balancing

  • Fixed issue that caused more damage to be applied to SRVs when in multiplayer sessions

Engineering

  • Reverted changes made to the Drag Munitions special in the initial April Update release

Exploration

  • Fix new Codex discovery notifications not displaying in the cockpit UI when proximity scanning or using the discovery scanner’s system scan to discover all stars in a system

Galaxy Map

  • Added a background to the control key along the bottom of the screen, to increase readability whilst in lighter areas of the map

Inventory

  • Added in a decrease button when removing cargo from your ship, even when at 1, so that players can quickly select the maximum amount they hold

Knowledge Base

  • Fixed missing non-English VO for knowledge base articles

Main Menu

  • Fixed inconsistencies in options order between main menu and pause menu

Modules

  • Fixed the module tab not updating in real time when modules have been shut down due to power usage
  • Stopped module priorities being reset to 1 during FSD transitions
  • Stopped the Shield Generator module from turning back on (when deactivated) during FSD transitions
  • Removed the synthesis recipe that was being mistakenly applied to the Enforcer Cannon
  • Fixed an issue where Enforcer Cannons would erroneously report that they could carry more ammo than they could

Navigation Panel

  • Increased the font size for the remaining number of jumps
  • Fixed missing ‘clear filter’ option from the SRV
  • Bookmarked locations will now have an icon to show it’s marked
  • Selection UI will now stop at the top and bottom of the list of locations, whilst scrolling through them. A subsequent press of the button will then wrap around to the top/bottom.
  • Added text to explain if a stellar body requires a permit

Performance

  • Fixed the frame rate loss when the ‘FX’ graphical setting was set to anything other than ‘off’

Pilots’ Federation District

  • Added system descriptions to the galaxy map

Pilot’s Handbook

  • Fixed various typos and formatting issues
  • Added links from the mission detail screen to relevant handbook articles
  • Added an ‘Exit’ button which will quit out of the Codex completely, rather than go back one page

Player Journal

  • Include BodyName and radius in Status.json file, when in SRV
  • Fixed a bug in the ship loadout info after swapping modules

Starport Services

  • ‘Re-stock all’ option now works correctly

Supercruise Assist

  • Fixed the keybinding for toggling orbit lines on/off not working whilst Supercruise Assist is active
  • Fixed an issue that caused the ‘target obscured’ message to not appear when a Nav Beacon was obscured by a star
  • Stopped prompts appearing whilst in FSS mode

Server Fixes

  • Re-enabled Codex discoveries for terraformable and non-terraformable ammonia worlds
  • Implemented an automatic disconnect when a player is removed from a private group they’re currently flying in
  • Fixed ellipsis character on the main menu news in Russian
  • Fixed faction reputation and career rank changes from completing objectives at installations, megaships and Conflict Zones

Server fixes released since April Update launched

  • Fixed a number of causes for unable to load Commander data from the main menu
  • Tiana Fortune’s medium and large landing pads should now be usable again
  • Fixed the Galaxy Map’s planet port commodity filter
  • Fixed a number of performance & stability issues

April Update: 2019 – Patch Notes

At 9:35am on the 22nd April 2019 Frontier released the patch notes for the update to be released on the 23rd April. You can see these below, or here on the official site. The patch notes will be added to the patch note section of this website in due course.


Greetings Commanders,

The Elite Dangerous servers will be offline for all platforms from tomorrow morning (23 April) for approximately 6 hours as we apply the April Update. There is a chance that this could run over, so we really appreciate your patience. As usual with these updates we’ll keep you as up to date as possible.

While the servers are down, why not join us for our launch livestream starting at 11:00 AM (UTC) tomorrow on TwitchYouTube and Mixer?

Thank you for your patience and we’ll see you in the black!

Please find the full patch notes for the April Update below:

 

New Features

Main Menu

  • Main menu layout updated to make screens and options clearer and to allow room for descriptions
  • Added Commander details to the top right corner
  • Added a news carousel that can display GalNet headlines, store releases and/or community announcements
  • Hints/tips are displayed during the loading screen
  • Players current main ship is displayed as the background on the main menu
    • Note: this will always be your current ‘main’ ship; fighters/SRVs will not be shown

Commander Creation

  • Updated the new commander flow to make the process more informative and engaging
  • Ship selection screens now display more information on the ship, and also includes an image of the ship itself
  • Players can now choose to start in the Dromi system (in a permit-controlled area administered by the Pilots’ Federation) or in the standard package location

Pilots’ Federation District

  • The Pilots’ Federation District is a collection of systems designed to offer a regulated area for new Commanders
  • Outfitting in these systems offers a basic level of equipment, and Shipyards offer a range of entry level ships
  • Missions offered in the district are aimed at early stage players
  • These systems are also marked with a special icon in the navigation panel and galaxy map
  • Once players have gained a rank in Combat, Trade or Exploration, they are offered a ‘graduation’ mission, which directs them out of the district. If they choose to complete this mission, they cannot re-enter any of the district systems.
    • This also means current, experienced players cannot enter any of these systems

New Modules

  • Advanced Docking Computer – The Advanced Docking Computer provides cutting edge guidance control to the ship’s computer, offering a further launch option alongside the assisted docking function.
  • Supercruise Assist – The Supercruise Assist module allows the ship’s computer to regulate the approach towards a set location within the current system and to disengage the drive at the appropriate time . This module can also be used to enter orbit around a planetary body.
    • Planet side targets are excluded – instead they will engage the planetary orbit function of the computer, and Commanders will need to manually guide the ship to the ground destination
  • Added a new ‘Flight Assistance’ section to the Ship tab on the right hand panel. Here players can toggle various options on or off (if fitted with the correct modules):
    • Flight Assist
    • Auto Dock
    • Auto Launch (requires Advanced Docking Computer)
    • Rotational Correction
    • Hyperspace Dethrottle (requires the Supercruise assist module. If switched on, throttle will automatically set to zero on entry to a new system)

Navigation Tab

  • Plotted route information is now displayed along the top of the Navigation tab
  • The popup box for each entry in the Navigation tab now includes extra information (where applicable) and various quick links to other features/areas of the game:
    • Lists any activities available at the selected location, with links to the relevant pilots handbook article(s)
    • Links to system or galaxy map where appropriate
    • Highlights threat levels when the threat is higher than your combat rank (and lists if it is human or xeno)
    • Displays various data on ports or nearby systems, such as allegiance, economy, has appropriate landing pad for your ship, relationship, state, security level galactic region
    • Maintains all previous actions such as lock target, and bookmark location

Pilot’s Handbook

  • New section added to the Codex that contains articles detailing activities and features of the game:
    • Mining
    • Exploration
    • Piracy
    • Trade and Smuggling
    • Mercenary Work
    • Bounty Hunting
    • Xeno Hunting
    • Salvage and Rescure
    • Maps
    • Crime and Punishment

Training Simulation Access

  • Training simulations are now accessible from within any ship cockpit, from anywhere
    • Note: if you attempt to start a simulation whilst in danger, you will be subject to the standard 15 second delay before proceeding

Commodity Market Interface

  • Separated ‘Buy’ and ‘Sell’ screens, to make it clearer to the player what data they are looking at
  • Added filters
  • Added ‘Suggested’ markets to the comparisons popup, and populated it with nearby data that the player owns
    • Also added the mission icon to systems that the player has active missions in
  • The ‘Help’ button takes the player to the relevant Pilots Handbook article
  • Updated the supply and demand icons and added a description of it to the right hand side of the screen, to make it clearer to the player when to buy or sell
  • Highlight mission related and rare goods on the buy screen, with a key to icons along the bottom
  • Clarified what the comparison column is telling the player:
    • On the buy screen – the profit if selected commodity is sold at selected market/galactic average
    • On the sell screen – the profit if selected commodity is bought at selected market/galactic average, and sold at current market
    • By default the column shows the ‘Galactic Average’ until the player selects a market to compare with
  • Added local market data to the right hand side for quick comparison
  • Buy screen shows Galactic average and price per unit on right hand side and Sell screen also includes profit if sold
  • Buy/Sell popup includes more information and quick links
    • Local market data for quick comparison
      • Selecting a market takes the player to the system on the galaxy map
    • View commodity on galaxy – takes players to a filtered version of the map
  • Added more detail to the popup box when selecting any commodities in the players inventory, as well as a quick link to the galaxy map with the correct filter applied

Bug Fixes and Improvements

This update includes over 800 fixes for various issues that have been discovered and investigated during the development process. For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other significant changes.

AI

  • Fixed some odd AI behaviour, found in assassination missions
  • Pirate AI will now act accordingly once the player responds after they demand cargo

Codex

  • Fixed an issue that prevented discovered Ammonia worlds from being confirmed
  • Fixed not being able to open the codex whilst in planetary glide
  • Fixed the session log not displaying a DSS scan event as ‘efficient’ if the efficiency target was met

Conflict Zones

  • Fixed issue where allied ships could suddenly become hostile to the player

Crashes/Stability

  • Fixed a crash that could occur when disarming a seismic charge
  • Fixed crash that could occur when launching or switching to a fighter
  • Fixed crash that could occur whilst driving an SRV
  • Fixed a crash that could occur when mining in a wing
  • Fixed a crash that could occur when restocking limpets

Damage Balancing

  • Fixed an issue that was causing damage dealt by Thargons to increase in multiplayer sessions
  • Fixed issue that caused more heat damage to be applied to vessels when in a multiplayer session
  • “Drag Munitions” engineering modification now disables the victims boost function whilst it is active

Diamondback Explorer

  • Fixed an issue with the yellow computer screen in the cockpit incorrectly showing as blue

Docking Computer

  • Fixed edge case that could cause the docking computer to not be able to successfully dock the ship

Exploration

  • Fixed issue that caused COVAS line ‘System Scan Completed’ to trigger multiple times incorrectly
  • Added option to invert the FSS tuning axis
  • Fixed an issue when trying to custom bind Front or Rear View toggle in DSS mode
  • Added an index number to Thargoid Barnacle sites to make easier for players to differentiate them
  • Fixed some cases where planets can appear to be fully scanned when they haven’t been

Galaxy Map

  • Fixed a star class in Lyaisae IC-U e3-253 that was displaying incorrectly on the Galaxy Map

General Ship

  • Players PIP settings are retained once they return back to their ship after switching to an SRV or fighter
  • Players can now use the keybinding to turn off ship headlights whilst using the docking computer
  • Corrected the cockpit health disparity displayed between module tab and advanced maintenance
  • Fixed an issue where a dismissed ship could end up not being able to be recalled
  • Fixed an issue where broken shields would recharge faster when dropping in and out of Supercruise
  • Fixed limpets showing in front of your ship suddenly when launching them

Player Journal Updates 

  • SDJump event – now includes “Body” info about the arrival star
  • Don’t write a spurious “FighterRebuilt” event after docking SLF back in the ship
  • ApproachSettlement” now includes body info
  • The “Loadout” event:
    • no longer includes spurious ammo stats for energy weapons
    • now includes UnladenMass and FuelCapacity info
    • now written when docking SRV back in mothership
    • now includes CargoCapacity, and MaxJumpRange
  • Module item names are now consistently lowercase
  •  Status.json:
    • include LegalState
    • includes info on nearby planet, and ‘AltFromAvgRad” flag
  • Scan: include a star’s subclass
  • Location: include DistFromStarLS
  • Add Conflicts data in FSDJump and Location
  • Include Vehicle ID for SLF/SRV (LaunchFighter, LaunchSRV, FighterRebuilt, FighterDestroyed, DockSRV, DockFighter, SRVDestroyed, CrewLaunchFighter)
  • Add info in Scan event to show if the body was previously discovered or mapped

Krait Phantom

  • Fixed reversed thruster animations when viewed from the vanity camera

Localisation

  • Fixed various typos

Mining

  • Fixed ‘Optimum yield range exceeded’ warning displaying when the yield hasn’t been exceeded
  • Ensure we eject deposit chunks from asteroids perpendicular to attempt to stop chunks getting stuck inside
  • Fixed missing ‘Detonation Successful’ message
  • Tightened hitcheck around asteroid models to lessen the amount of surface deposits that don’t break off when correctly hit

Rendering

  • Fixed lighting issue when returning to the cockpit from FSS mode
  • Fixed tiling effect when capturing high-res screens shots in various situations

Synthesis

  • Fixed incorrect message ‘AFM refill’ being displayed when using the SRV Repair recipe

USS

  • Increased High Grade Emissions USS spawn rate

Vanity Camera

  • Fixed visual issues when the camera signal is lost

VR

  • Ensure the mist at Thargoid sites displays correctly in both eyes
  • Fixed light flares from stars flickering in the right eye display

Weapons

  • Fixed an issue that caused the remote flak launcher to continue malfunctioning even after being repaired by an Auto Field-Maintenance Unit

Next Update: 23rd April 2019

On the 10th April at 2:28pm Frontier announced the first update following the end of the Beyond Series. This will arrive on the 23rd April 2019. You can read the details below or on the official site, here. A live stream will take place on the 18th April at 17:00 (UTC) to showcase the new features. Relevant sections on this website will be updated in due course.


Greetings Commanders,

We’re very pleased to announce that the next update for Elite Dangerous, the April Update, will release on… Tuesday 23 April 2019!

As mentioned in the beginning of March, this year’s initial updates will focus on introducing quality of life improvements and improving the welcoming experience for beginners. This update brings with it two new modules to help get you out there, engaging in and exploring all that there is to discover – as well as ensure that you’re able to access in-game information and training from the seat of your cockpit!

Read below for all of the details:

Beginner’s Zone

A new collection of systems has been added for newly-created Commanders, and can only be accessed by pilots until they earn their first Combat, Trade or Exploration rank. In addition, the authorities here will provide simpler missions that even the smallest of Sidewinders can complete.

Across the galaxy, new Commanders will also have a reduced rebuy until they gain their first Combat, Trade or Exploration rank, a step in the path towards greatness!

New Modules

Advanced Docking Computer​

We’re adding an upgraded version of the original Docking Computer, a module designed to allow Commanders to relax, let go of their flight sticks and automatically dock in stations to the serene strings of Johann Strauss II.​

The Advanced Docking Computer will not only allow you to dock, but also allow you to automatically undock from a station without anxiously worrying about getting stuck inside the mail slot. Let’s face it, it will also help with those embarrassing Type-10 spoiler moments!​

This module will also come as standard in all newly-purchased small ships. If you’re starting up a new account, you will find the Advanced Docking Computer in your ship from the get-go – making it easier for you to embark and disembark from your favourite stations without colliding with the walls, landing pads or your fellow Commanders.​

Supercruise Assist​

Available at your nearest starship department store (i.e. Outfitting) comes the new Supercruise Assist module. While in Supercruise, you’ll be able to target a destination and activate Supercruise Assist, putting your safety in the reassuring hands of a machine. In this mode, your ship will automatically maintain the correct speed and approach to your target destination, and break out of Supercruise at the optimum time. You’ll still have to align with the correct location, but you will no longer have to worry about doing a loop of shame!​

With the the Supercruise Assist, you will also be able to enter into orbit around a body – allowing you to launch discovery probes and take screenshots without the fear of face-planting the dusty, rocky ground.​

This module will also come as standard in all newly-purchased ships.​

Free module slots for everyone!

With the introduction of these new modules, small ships will be outfitted with two additional size one Optional Internal slots, while medium and large ships will also receive one additional Optional Internal slot. This will automatically and retroactively apply to all relevant ships.

Navigation Tab

In Beyond – Chapter Four, the cockpit was completely revamped, and with the April Update, come even more improvements! The latest area to feel the love is the Navigation Panel where, in places, we have added icons for a tighter, more visually appealing layout.

A new column has been added to this panel, denoting activities in an area, mission targets, plotted routes, Wanted status and if the threat level of some areas is too high. The Navigation popup expands on this information, providing more details about the location, such as faction details, star class, information of resources and more!

Two of these may sound new to you – so allow us to explain!

Activities – Every location in the Elite galaxy, offers different activities, be it collecting Combat Bonds in a Combat Zone, or mining asteroids at a Resource Extraction Site. Icons and links to the Pilots’ Handbook (see below) have been added to help you easily identify what activities are available at a given location.

Threat Level – Threat Level is something that already exists in the game (previously only seen at Unidentified Signal Sources), but this new marker will now appear in all systems. If a location has a threat level too high for your current combat rank, a ‘danger’ icon will be displayed, warning you that the location might be too dangerous.

Pilot’s Handbook

Like the Codex, the Pilot’s Handbook is a treasure trove of information, providing details on the many activities available to you in Elite Dangerous. Whether you’re a veteran, or you’ve only just graduated from flight school, these articles will help you discover what opportunities are out there – and what is required to get involved in them. With links from the cockpit straight to the Pilot’s Handbook, sourcing information is easier than ever before!

Trading Screen Improvements

When you’re an interstellar trader, every minute is a potential sale… so to help you avoid being badgered by a strange man trying to sell you the ‘deal of a lifetime’ (500 tonnes of bio-waste is not always a good deal, by the way!), a number of improvements have been made to the user interface of the Commodities Market.

You will find two panels in the Commodities Market, Buy and Sell. Each new panel will provide you with important information:

  • Commodities relevant to any active missions you’re currently undertaking
  • Icons that provide feedback of profits and supplies.
  • Trade data on nearby local systems per commodity
  • Buy and sell commodities pop-up with much more info than before – helpful even to the seasoned trader!
  • Select markets or goods and view their trade data in the Galaxy Map.

All these improvements have been introduced to make the Commodities Market easier to understand at a glance, ensuring every Commander can become a wolf of the interstellar Wall Street.

Interstellar Initiatives

Our name for the previously announced ‘Community Events’. These are series of in-game events that play out over the course of around a month. Each one features several phases that will alter as the narrative progresses, and may end with lasting effects on the galaxy. We’ll be delving deeper into these in just a couple of weeks.

…and there’s more!

  • Revamped main menu layout, including featuring GalNet news and other important information.
  • Training Missions and Challenge Scenarios will now be accessible via the cockpit, allowing you to brush up your skills right from the seat of your ship.
  • Loading screen tips.
  • Bug fixes.

So there you have it, a brief take on some of the features coming in the next update.

Join us on Thursday 18 April (at 19:00 UTC) for a content reveal live stream, where Executive Producer Adam Woods will be showcasing how all of this looks in-game!

Until then, please feel free to share your thoughts and feedback with us below.

See you in the black, Commander!