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.

Grandfathering

“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 – The Engineers

As announced by Ed Lewis on the 30th November, the next subject for feedback will be The Engineers. Updated information will appear on the Beyond: Core Game Improvements thread.

“Hi everyone,

“Lead Designer Sandro Sammarco and I will be streaming tonight. We’ll be saying a quick thank you for the feedback from the last Focused Feedback topic and we’ll be introducing some of the ideas for the new topic: Engineers.

“This livestream is to do with the Beyond Series of updates and how we’re looking for your feedback and help with the direction of some elements of the game.

“We’ll be going live at 7PM GMT.

Link to Live Stream

 

Blueprint Changes

Frontier today announced some changes to the original blueprint amendments announced with 2.3. These have been updated on this blog where applicable. You can see them below or listed in the updates page here.

New blueprints added to:

  • 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

Upcoming Beta – 2.2.03

During the Elite: Dangerous stream Frontier announced the on afternoon/evening of Wednesday, 7th December that they would be releasing a Beta for 2.2.03. This gives a chance to continue from previous beta in having more time to make changes to important areas of the game. It will be available to people with previous Horizons Beta access and will affect Engineers, combat and Powerplay. It will then go live at the start of 2017. Frontier have asked players in particular to look at the following:

Day One: The save will be a recent once from last week. Frontier are wanting players check saves and updates including all their engineer upgrades. Marco Gwent will have access to all blueprints at fish prices.

Day Two: Re-setting your save will put you in Marco Gwent’s base with a reset save and a million credits. Frontier hope there’s lots of experimentation with ships and load outs to discover any issues, and what works and what doesn’t.

Importantly – All commodities will be removed for Engineer blueprints. Commodities will stay in the game as high value mission rewards, but wont be needed to craft engineers modules. This will go live after this beta has finished, not exact time. Cargo storage will not be coming “any time soon” due to scheduling reasons.

Official Forum thread on this here.

Bug Report Forum here.

Beta Feedback Forum here.

A few other items of note:

Exquisite Focus Crystals – the bug for this issue has been tracked down and should be fixed for the upcoming beta.

Larger Data Storage – Larger data storage has not been ruled out, Frontier will see how removal of commodities goes first.

More blueprint varieties – More specialised discovery scanners, sensors and utliity hard points are on the cards. There is also likely be some mining upgrades blueprints although this might not make it into 2.3.

Server Issues – Frontier realise this is an issue and despite the limitations of the networking are working hard to iron out some ongoing issues.

Please watch the live stream for other information, there were a lot of items of interest that time won’t allow to be included here.

News: Engineer Storage

On the 24th November Sandro Sammarco posted on the official forum about the situation regarding Engineer crafting. You can see the original post, here.

“We’ve received a lot of feedback requesting cargo storage, specifically for engineer commodities. We’re investigating a few options, and we’d love to get your feedback before we make a final decision, so I’m posting this thread to gather your thoughts.

“To clarify, the issue at hand is that many blueprints require one or more units of a special crafting commodity, gathered from in various activities, which means you have to have cargo space available when you want to craft upgrades for your modules.

“This forces any player interested in crafting to A) always fly with a ship that has cargo space, and B) have an amount of that cargo space committed to carrying crafting commodities.

“Our plan was to introduce crafting commodity storage, which would allow you to collect and store crafting commodities at Engineer bases for use in crafting at a later date. This would mean that you would only need to fly a cargo-capable ship when you were actively engaged in collecting the commodities, and could store up commodities to allow for multiple crafting attempts in one sitting.

“However, examining the current schedule, it’s looking like this feature will not come online in the time frame we’d like, so we are considering our options:

“A. Wait it out and get crafting commodity storage at a later date.

“B. Temporarily remove crafting commodities from blueprints until crafting commodity storage comes online.

C. Temporarily allow various starport markets, potentially even Engineer markets, to sell crafting commodities until crafting commodity storage comes online.

“Our current thoughts are to go for option B, but we’d love to hear your thoughts on this choice, so feel free to discuss in the thread and let us know which option you’d prefer, and why.”

Elite: Dangerous – Current Features

Updated: 25th January 2018

Below you can find a list of 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).


> 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 Release1.4 | 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

> Beta Patch Notes 


NEW FEATURES

  • 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 (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
  • 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. – 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
  • Engineers
    • 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 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 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 super cruise 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
  • 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%
  • 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 (Beta) |