3.0 – Beyond: Beta Patch Notes

At 10.54am on the 25th January 2018 Frontier released the patch notes to Beyond: Chapter 1. You can find them below, or here on the official website. The headline features and changes can be found in the Elite: Dangerous – Current Features section of this blog along with all other patch notes from the game.

If you’re looking for more information on what Beyond: Chapter 1 includes, you can find the details here.

New Features


  • 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 respawn 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 (and any hot modules applied at the time) through an Interstellar Factor contact by paying the bounty/fine
  • 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 where transfer is possible, the cost is increased
  • 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
  • Interstellar bounties are created when the combined fines and bounties for factions aligned with the same superpower breach a threshold


  • 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


  • Added new alien attack craft
  • Added the Chieftain. More maneuverable 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. – Horizons only
  • 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


  • Material Trader contacts, which allow the player to convert materials – Horizons only
  • 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 – Horizons only
  • 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

  • Players can now listen to the news in their own language while they play!
  • 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 Megaship Interactions

  • Data link scanner upgraded to allow scanning megaships 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 hatchbreaker 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 make up 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


  • 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.

For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other important changes.


  • Fixed some audio issues with the Federal Gunship
  • Fixed some audio distortion that could occur when passing through a Starport’s airlock
  • Fixed issue where Elite NPC crew members would use voice responses meant for Elite targets with targets of all ranks

Camera Suite

  • Removed a dark background that would appear when opening the main menu while in the Camera Suite


  • Fixed issue of more recent PS4 controllers not being recognised as such when used on PC
  • Fixed some instances of changes to keybindings not being saved after restarting the game
  • Fixed a throttle issue that occurred when using the Camera Suite


  • Fixed an issue where engineer bases would not always occupy the top position of your Contacts Panel by default


  • Fixed an issue where hired crew could crash their ships when recalled at crater settlement

Galaxy Map/System Map

  • Fixed some inconsistent system data for Pekoe
  • Fixed the missing ‘State’ field for systems with damaged stations
  • Fixed the argument of periapsis appearing incorrectly on the System Map
  • Fixed two systems with duplicate names
  • Fixed visual issue with planets that could occur after selling restored exploration data
  • The Galaxy Map can now be freely spun with the mouse in both directions, instead of just to the right
  • Fixed some texture pop for the stars on the System Map
  • Fixed inconsistencies between the jump range calculated by the hyperdrive and what’s used in outfitting/galaxy map. Should no longer be cases where the route plotter avoids jumps just on the edge of your range that you could technically make

General Fixes & Tweaks

  • Various text tweaks
  • Fixed a texture issue in the Teqia QI-T E3-3167 nebula
  • Fixed a tiling issue with high resolution screenshots
  • Fixed Onionhead decals that were appearing white
  • Fixed an issue where incoming calls still came through when voice channels were set to ‘off’
  • Fixed cases where hyperspacing to a system where the most massive star is part of a close binary would result in incorrect arrival positions
  • Commander stats: Highest Single Reward now updates based upon the greatest total bounty per ship destroyed after this release

Holo-Me Creator

  • Fixed Holo-Me creator always saying ‘Mixed Eyes’ even when they match
  • Adjusted the height of the wraparound visor eyewear
  • Fixed an issue where ‘Asymmetry 01’ was set by default even when ‘None Selected’ was set

Hyperspace/Super cruise

  • Addressed issue of jumping to a binary star system and dropping too far away from the main star


  • Patched a hole in the geometry of the Shrogea MH-V e2-1763 Tourist Installation
  • Moved some shipping containers at the Torno 3 Maclaurin Reach surface base to prevent SRVs from becoming stuck
  • Fixed players sometimes not receiving Engineering data from scanning data points
  • Fixed instances of capital ships being aligned to the wrong side of Conflict Zones
  • Fixed a missing Uplink at Dav’s Hope
  • Fixed some floating buildings at Conflux Settlements
  • Added docked capital ship to the Carthage system
  • Made some adjustments to the drop out distance to prevent players from dropping out of Supercruise inside the structure of a Megaship
  • Grounded a floating communications antenna at Dixon Dock

Launcher – PC Only

  • Fixed an issue where the launcher would not minimise when clicking the taskbar icon


  • Passengers will no longer request to visit damaged stations
  • Fixed an issue that could lead to single planetary scan missions not completing correctly
  • Fixed some massacre mission distribution issues
  • Fixed some systems only spawning VIP passenger missions
  • Fixed issue where only one ship in a wing would count towards pirate kill missions
  • Fixed an issue whereby duplicate named mission targets could spawn during missions


  • Addressed reports of reckless flying by NPCs around Stations
  • Addressed an issue where Pirate NPCs would attack the player when in the same instance as a Thargoid
  • Dropping mines inside stations no longer confuses the station’s turrets
  • Fixed issue where Pirate NPCs could demand more cargo than you are able to drop
  • Fixed Black Flight ships being incorrectly flagged as allied with Aegis Research
  • Fixed the Beckett Class Science Vessel being incorrectly named when targeted
  • Addressed mission target NPCs sometimes dropping out of Supercruise too close to stars
  • Fixed issue where a Search and Rescue ship would continue to repair a distress call victim even after they are fully repaired
  • Addressed NPC crew members responding with an affirmative to an order when their thrusters have been destroyed


  • Fixed an issue whereby a station’s interior could appear at a low LOD when in a Wing
  • Improved shadows on planet surfaces for some setting configurations
  • Fixed a LOD popping issue on Asteroid Base landing pads
  • Thargoid Probe shutdown now correctly removes the HUD, rather than turning it black after entering the Camera Suite during a shutdown
  • Reduced texture generation time for non-landable planets on consoles Consoles only
  • Fixed an issue where the ship’s hull could render over weapons (Type 7 and Type 9)
  • Prevent crashes when unable to immediately create planet ring texture
  • Video memory savings in the handling of the background
  • CPU optimisations in the Galaxy Map
  • Reduce cases of texture mip level drops on PS4 PS4
  • Fix cases of nebulae missing from background
  • Adjusted the starlight colour effect on planetary bodies
  • Fix for some settlements not being correctly aligned to terrain
  • Fix for fog not picking up the star light colour in some cases
  • Supercruise motion lines are now frame-rate independent
  • Prevent the fluorescent blue line appearing when in headlook mode and exiting the camera suite
  • Tweak dust, tyre track and rock colour calculations to better match the surface
  • Fix galaxy map icons flickering into and out of existence
  • Non-volumetric light cones now fade in instead of clipping
  • Prevent some gas giants from blooming out due to dividing their colour by 0


  • Scale the loading squares for 4K so that they’re not tiny – XB1X
  • Fixed an issue where the game would revert back to 4K mode instead of 1080p after a few days (XB1) – XB1X only
  • Fixed an issue where the pre-order gold Sidewinder paintjob would go missing (PS4)
  • Earth now has better defined land masses as on other platforms (PS4)
  • Menu audio no longer continues to play when viewing Training Videos (PS4)
  • Fixed an issue where you’re unable to reply to messages from friends due to them appearing offline erroneously (PS4)
  • Fixed descriptions for various Trophies in languages other than English (PS4)
  • Various audio fixes to help reduce “pops & crackles” (PS4)


General Ship Fixes and Improvements

  • Fixed an issue where the Festive String Lights could disappear when swapping vehicles until your next jump
  • Fixed ship paint work always showing as scratched even when at 100%
  • Thargoid EMPs no longer scrub your ship’s Nameplate and ID from your hull
  • Fixed some laser aim jittering that was occurring when switching between a Ship Launched Fighter and your Mothership
  • Fixed utility mounts disappearing while in Hyperspace
  • Corrected spelling of DeLacy in several ship cockpit textures


  • Fixed some clipping on the Raider Ship Kit
  • Fixed the ship not rolling correctly on its centre of mass axis
  • Fixed the engine trails rendering incorrectly

Asp Explorer

  • Fixed the bumper Ship Kit covering the Ship ID
  • Fixed an alignment issue with the Ship ID
  • Fixed an issue with the front decal disappearing and reappearing when dropping from Orbital Cruise

Cobra MkIII

  • Fixed an animation issue with the landing gear

Diamondback Explorer

  • Patched a hole in the geometry
  • Fixed a texture LOD popping issue

Federal Gunship

  • Fixed an issue with the heat coils being inverted

Imperial Courier

  • Fixed the facing of a decal

Imperial Clipper

  • Fixed the XB1 controller vibration not working – XB1 only

Imperial Cutter

  • Adjusted some of the outfitting cameras
  • Fixed a missing texture under the landing ramp

Lakon Type 7

  • Fixed some inverted decals
  • Fixed the incorrect orientation of the Camera Suite external angles

Lakon Type 9

  • Fixed a cockpit texture issue

Lakon Type 10 Defender

  • Fixed an issue where certain hardpoints were not firing correctly
  • Fixed a cockpit texture issue
  • Adjusted the camera angle for the 6th utility mount when in Outfitting
  • Increased the power distributor slot to size 7


  • Fixed some LOD issues with the Pathfinder Paintjob


  • Fixed a section of the Tail Kit 4 that could not be recoloured
  • Raised the position of the fuel scoop message as it was appearing too low


  • Fixed an issue whereby your ship could take off while deploying your SRV, causing it to possibly take damage
  • Fixed an issue where SRV cargo was retained when the SRV was destroyed
  • Fixed issue whereby your ship could be dismissed while deploying the SRV, causing the turret not to deploy correctly
  • Fixed SRV handling inconsistencies while airborne at some framerates
  • Fixed issue whereby a player driving an SRV would receive a bounty for returning fire on a hostile NPC ship
  • Fixed an issue with the fuel gauge displaying an incorrect value

Stability Fixes

  • Fixed an issue that prevented players who logged out near ‘Downed Civilian Ships’ in the California Nebula from logging back in
  • Fixed a crash that could occur when switching back to your ship from a Ship Launched Fighter
  • Various crash fixes for all platforms
  • Fixed a common connection error that could occur
  • Prevent crash at planetary bases that could occur from rapidly loading in and exiting to main menu repeatedly

Station Services

  • Fixed an issue where the Restock All menu could get stuck loading
  • Fixed an issue whereby modules were not being correctly categorised in the Stored Ships panel of the Shipyard


  • Various fixes and optimised for stations and outposts


  • Engineering effects on Modules can now been seen in the modules tab
  • Fixed an issue with bracketed Commander names not displaying as intended
  • Insurance screen ‘Rebuy All’ toggle has been changed to ‘Select All’ for clarity
  • Fixed incorrect ‘Killed By’ message that appeared when a player destroyed your Ship Launched Fighter in PvP
  • Fixed an incorrect thumbnail displaying in the Role panel
  • ‘Total Hyperspace Distance’ and ‘Maximum Distance from Start’ stats on the Stats Panel now display as whole numbers
  • Corrected some display errors on the Insurance Screen
  • Fixed issue where some Blueprints mod descriptions were not matching the results
  • Fixed some text layout issues for Inbox, mission text and Info tab of the Multi-Crew sub menu
  • Fixed issue with the System Map scroll bar resetting when a map pop-up is closed
  • Fixed the switch tabs buttons appearing incorrectly in the French client in the Holo-me creator
  • Read messages in your inbox will now display an open envelope icon

VR – PC only

  • Adjusted the pilot illumination so it proves less distracting when using VR
  • Fixed a rendering issue with some Sidewinder cockpit panels rendering as transparent when using VR

Weapons & Modules

  • Fixed an issue where engineered Pack Hound Missiles could not always be restocked correctly
  • Fixed an issue where some engineered torpedoes were not damaging internal modules correctly
  • Fixed an issue where guided missiles could remain stationary in space after a conflict
  • Small adjustments to the position of the penetration sphere (and making it smaller) to better balance High Yield Shell, Deep Cut Payload and Penetrator Munitions specials – these should all be slightly less effective at their best, better on average, and overall show much more consistent results.
  • Fixed an issue where heat sinks could not be activated when in Supercruise
  • Fixed an issue where jumping to Supercruise reset the charge provided by a Shield Cell Bank if the charge had not completed before the jump
  • Updated the description text for the Turreted Flak Launcher for clarity
  • Fixed an issue where Collector Limpets could explode on the cargo hatch when the vessel was moving
  • Adjusted the Hatch Breaker Limpet Controller’s in-game description
  • Adjustments made to the Docking Computer to prevent damage during landings
  • Fixed issue of power priorities in the module tab not listing all priorities

Modifications to existing specials

  • Autoloader rate increased 25%
  • Force Shell no longer scatters
  • Plasma Slug damage penalty reduced from 20% to 10%
  • Radiant Canister no longer reduces ammo capacity (was 25% penalty)
  • Shiftlock Canister no longer reduces damage (was 20% Penalty)
  • Thermal Conduit no longer includes a base damage penalty, but the damage bonuses from the firing ship’s heat have been reduced to offset this
  • Thermal Vent effectiveness doubled, and no longer increases weapon’s baseline heat (was 25% penalty)
  • Thermal Shock damage penalty reduced from 20% to 10%


Welcome to the new Commanders.

There’s been an influx of at least 100k new players to the game since the Steam sale of Elite Dangerous/Horizons in the Christmas/Holiday period, so a big welcome to all the new players.

If you’re visiting this blog for the first time then you’ll find a selection of news about the games development both past and present from the menu in the top corner of the screen. You can also visit the update page to find the latest additions to to specific pages here.

If you’ve just bought the base game in the sale and you’re thinking about buying the Horizons expansion, then you can read the overview with links to each point release here.

You can find a brief rundown of all the games features, including links to the official patch notes here.

You can read about all the currently known features coming in the Beyond series of free updates, here. (Note: Frontier have said these are Horizons only).

And The Future? Well it’s probably On The List….

Enjoy, and see you in the black!


Focused Feedback: The Engineers

On the 30th November Sandro Sammarco outlined some likely but not confirmed changes to the way Engineering works in the game. These can be seen below and in the Beyond: Core Gameplay Improvements thread. A feedback thread on the forum can be found here.

Issues with the current system

“There are a few of areas that we’d like to improve, in no small way influenced by player feedback”

  • Potential for Failure – Whilst it’s cool to have pros and cons in an upgrade system, the statistical level of variety in many blueprints ends up meaning that there is a chance of an upgrade being wrecked entirely, and basically not an upgrade, which undermines the whole process
  • Too much Random – There are multiple points where the player is left at the mercy of chance. Whilst some amount of randomness is not a bad thing, and can lead to interesting variety, in our crafting process we have three: the likelihood of correct materials being generated during associated activities, the range of known statistical options, and a final hidden set of statistical options. It can been argued that this is simply too much and makes everything unnecessarily complicated
  • Too Long – Elite Dangerous is a game where scale is very important, and very cool. It also means that processes tend to take longer. This includes the engineering loop. The grand scale acts to exacerbate when the results aren’t great and even when they are it can be argued that it’s just too slow a process.

Suggested Improvements to Engineering

“With this in mind, we’re looking to overhaul the system to try to achieve the following goals”

  • Guaranteed improvement – We want to make sure that when you upgrade a module the end result is always better. There’s a significant time/resource investment in engineering so we want to make sure that you feel it’s worthwhile before you even begin, so you can make informed decisions on whether to take part or not.
  • Increase efficiency – There’s always going to be a significant time cost to upgrading your ship, but we want to look at ways of sometimes mitigating where we think it’s appropriate.

These are the changes that we’re currently investigating.

  • We are removing all hidden statistical variables from the upgrade process. Whilst there is still a range of success when you craft, you will be able to see the range before you commit
  • One cool thing that secondary hidden statistical pros and cons did was ensure variety. Because we are losing this, we will try to ensure that each module has a set of experimental effects that allow you to tweak your module in a variety of ways, hopefully ensuring that there are a number of different options to aim for
  • We are removing any potential for the crafting process to result in an upgrade that is worse than what is currently fitted. Every time you pay for an upgrade, an upgrade is what you will get
  • All penalties in blueprints are fixed and only applied once per rank
  • You will need to maximize benefits from an upgrade before you can start applying higher rank versions to a module. We still want to reward the process of upgrading modules
  • You will be able to craft pinned blueprints at any starport that has outfitting. You won’t be able to gain reputation with the Engineer for doing this, and you won’t be able to fit experimental effects at this point, but it can considerably reduce the upgrading crafting loop
  • Experimental effects will no longer have a chance to occur during the upgrade process. Instead, each experimental effect will simply have a materials cost that you can pay to have it fitted to an appropriate module
  • This means that there is no way you can lose reputation ranks with an Engineer
  • We will institute a materials trader at specific starports. These contacts will allow you to trade (at loss) materials within the same class, allowing you to convert unwanted materials into useful ones
  • We will introduce a per material storage cap, probably around the 100 mark, to remove inventory shuffling
  • We’ll add quality and quantity indicators for materials in the game world, so you’ll be able to see at a glance how much you have of a material without having to check your inventory
  • We’ll add an ignore function for materials (and commodities, incidentally), allowing you to mine and collect more efficiently by preventing collector limpets from picking up ignored items and auto-venting refineries.


“A lot of you will already have engineered items. We will “grandfather” these. This means you can still use them, their statistics and effects won’t be changed.

“However, if you want to apply further upgrades to them, they will have to be converted. Conversion will place them at the top of the previous rank (so a rank 4 upgrade would become maxed rank 3 upgrade) and would change all statistics and effects to represent the new blueprint.”

“In general, we will try to make sure that the new blueprints can max out slightly better than the old system (we want to encourage conversion).”

Beyond : Focused Feedback

On the 7th November Sandro Sammarco made a series of posts pertaining to the discussion of some forthcoming ideas for the Beyond series of free updates. The first of these will be in relation to Crime & Punishment. He commented,

“We love your feedback! It’s allowed us to improve Elite Dangerous time and again. We’re very excited to be running this area of the forum!

“The main goal of the Beyond Series: Focused Feedback forum is to gather opinion on features early in the development process, so we can ensure we have the best-rounded view when making decisions.

“In addition, we hope you enjoy the sneak peek into some of our work in progress. Whilst we won’t discuss every feature or nuance – we want to focus on areas where we feel feedback can have the biggest impact – hopefully you’ll be able to see what kind of end result we’re trying to achieve. It’s important to stress that these are early ideas, concepts and ramblings from the minds of the design team and none of the things discussed in this forum are confirmed or promised features. Often, when developing ideas they can change for a load of reasons so please understand that anything in this forum is purely early discussion and we will talk about the exact details of new features and content as they get further along the development process and closer to release.”

If you’d rather use Reddit, a thread can be found here.