Updated at: 2:38pm with link to known issues.
At 11:00am (UTC) on the 14th November 2018, Frontier released the Beta #3 (Ships) release on to the live server for testing. You can see the details here or read full details of the content here. The patch notes can be seen below or on the official site, here. You can find a list of known issues here.
> Patch Notes
Krait Phantom (Falcon DeLacy)
With a spacious cargo hold and a relatively generous quantity of hardpoints, the Krait Phantom is a versatile ship suited to a range of roles. It has enough firepower to hold its own against larger targets, and enough straight-line speed to outpace smaller targets. The ship also offers eight internal compartments, allowing the pilot to tailor the ship to their requirements. And while it lacks the firepower and fighter bay of its sister ship, the Krait Mk II, it is both faster and lighter.
- 2 large and 2 medium hardpoints
- 8 Internal optional slots
- Top speed of 256m/s and a boost speed of 358m/s
- 23LY laden FSD range
Mamba (Zorgon Peterson)
Based on an unreleased racing prototype, the Mamba is one of the fastest ships in production. It can also deliver a lot of punishment, boasting one huge and two large hardpoints. This emphasis on firepower and speed means the ship can hit hard and fast, vanishing before the target has a chance to react. Comparisons to the Fer-de-Lance, also produced by Zorgon Peterson, will be inevitable, but the Mamba is in fact faster in a straight line, while being slightly less manoeuvrable.
- 1 huge, 2 large and 2 small hardpoints
- 5 internal optional slots
- Top speed of 316m/s and a boost speed of 387m/s
- 37LY laden FSD range
New scenarios can now be found:
- Installations – Raid and Heist
- Megaship – Heist
- Damaged Megaship – Rescue and Repair
Quality of Life
- Added icon to info panel to show players if their ship or SRV lights are on
Bug Fixes and Improvements
- Fixed some typos in the playlist tab
- Fixed the broken ‘Frameshift Active…’ message on the right hand panel
- Fixed missing characters in Russian
- Ensure the summary of a discovery entry in the session log matches the detail
- Added some missing icons
- Fix some unlocalised strings
- Fix a cause for codex vouchers sometimes being unsellable
- Fix for multicrew crew members discovering things in the wrong star-system
- Fix some audio logs not grouping correctly
- Give INRA audio logs their own category
- Fixed instances where direct messages from other players where coming through as ‘Unidentified’
- Fix some issues for not always being placed into the correct star-system’s chat
- Fixed an issue where some players were unable to bind controls correctly
- Added a new default scheme ‘Keyboard and Mouse with Yaw’
- Fixed a crash that could occur whilst mining in an asteroid ring
- Fixed a crash that could occur when viewing Squadron applications
- Fixed a crash that could occur when opening the galaxy or system map
- Fixed a crash that could occur when mining with night vision on
- Fixed a crash that could occur when jumping into a new system
- Fixed crash that could occur when dropping into a ‘Notable Stellar Phenomena’ location
- Fixed a crash that could occur when using the FSS mode
- Fixed a crash that could occur when exiting the game
- Fixed crashed that could occur when dropping out at a weapons fire detected USS
- Fixed crash that could occur when changing 3D settings and exiting the graphics menu
- Fixed a crash that could occur in hyperspace
- Fixed crash that could occur when opening the Codex
- Fixed a crash that could occur when in the outfitting screens
- Fixed a crash that could occur in a Multicrew session
- Fixed smoke from over heating going through the cockpit
- Reduced the grade thresholds of the Colonia engineers
- Fixed legacy engineering modifications on DSS module are converted for new ones (and references to old ones are removed)
- FSS mouse sensitivity control option now works
- Fixed some locations that couldn’t be zoomed in on
- Fixed probes sometimes going through bodies
- Increased the text field for SAA gravity gauge (fixes some localisation issues)
- Added surface locations found after probing a body to the system map
- Planet surface signals are now targetable outside of Analysis mode
- Added the number of bodies info to the ‘Orbital Plane Established’ alert
- Fixed the discovery scanner SFX getting stuck looping
- Fixed issue where players could zoom in and discover a metal rich body whilst tuned to the asteroid section on the filtered spectral analysis
- Fixed missing info panel data when scanning a K class star for the first time
- Fixed an issue that could cause the planet map % to decrease whilst probing
- Changed the ‘scenarios’ section of the FSA to Concentrated signal sources and Transient signal sources
- Fixed surface signals disappearing after logging off
- Shortened the “Short Range Composition Scanner” name to “Composition Scanner”
- Added support for FSS tuning to be bound to in-outs that don’t auto-center
- Changed HOTAS joystick bindings to avoid FSS tuning and movement being on the same hand
- Now able to bind enter and exit FSS to the same button
- Fixed bodies rendering over their rings after beiing fully mapped
- Fixed asteroid clusters reporting high temperatures in FSS
- Added ‘First Mapped’ to system map
- Clarified the info message that appears when trying to enter FSS mode whilst charging the FSD
- Renamed ‘Radio Tuning Minimum Increase/Decrease’ to ‘Increase/Decrease Tuning’ in control options
- Updated info message theme when turning off analysis mode
- Updated info message when a target is too close to zoom in to from ‘Adaptive Zoom Blocked’ to ‘Target too close’
- Ensure the efficiency target can actually be met
- Fix a transaction server error when selling a page of exploration data that has zero credits value
- Fix some issues with planets not being targetable and not always displaying correctly on the system map or in FSS mode
- Fix some issues when spawning conflict zones in certain star systems
- Ensure settlement & codex vouchers correctly affect the faction simulation
- Fix some friends not always displaying correctly
- Fixed unreachable listening post In the “HIP 16753” system
- Fixed missing text in the Rhenium material description
- Fixed incorrect details title for Chemical processors material description
- Automatically fix ships with more than one FSD Interdictor modules
- Added a new space bar, “The Orange Sidewinder” …for real this time
- Fixed lighting issue on the planet in the Elevate CQC location
- Updated French translation of ‘High Metal Content World’
- Removed the superfluous ‘;’ from the system map when player is wanted
- Increased the cool down on the Pulse Wave Analyser, to allow the results to appear before players can trigger it again
- Resource Extraction Sites should now appear in applicable areas of the game
- Outfitting text for the Seismic Charge tool now mentions that it is used to break asteroids apart
- Delivery and Smuggle missions now warn players about being cargo laden and reduced jump range
- Reduce chance planetary Scan chooses POI owned by mission giver
- Added ‘Open Galaxy Map’ option to megaship missions
- Fixed issue where disabling defence turrets didn’t update or complete megaship disable missions
- Added missing hand in faction information to delivery missions
- Fixed race mission wrinkles appearing with very little time to complete them
- Fixed some objects still being highlighted whilst in vanity camera
- Fixed typos in audio options menu
- Fixed typos in controls options menu
- Ensured that all bodies that are discovered and displayed on the system map are also shown in the Orrery view
- Removed non-functioning planet map button
- Improve the line width scaling
- Fixed incorrect value being shown for ‘Limpet Life Time’
- Fixed incorrect schematic used for 8A thrusters
- Added 1 more ship and 2 more utility stock slots to all markets
- FSSSignalDiscovered – if signal is a USS, add a ThreatLevel value; if signal is a station, add IsStation:true; add SystemAddress
- Cargo – fix spurious extra events; add a flag to indicate vessel=Ship or Vessel=SRV
- CodexEntry: add SystemAddress
- json, Flags: add NightVision flag (bit28/0x10000000)
- SendText: include a journal entry for text to squadron or system chat
- ReceiveText: include a ‘Channel’ parameter to show if message was from squadron or system chat
- SAAScanComplete: remove lists of names of discoverers and mappers
- Ensure ‘Exit’ button in Material Traders takes players back to contacts, not to the Fines and Bounty claims contact
- Fixed broken ‘Welcome’ animation when opening the services menu
- Fixed typos in search and rescue contact description
- Fixed Crime Sweep conflict zones (both powers involved will now be actively fighting)
- Fixed dust mote popping in ring fog
- The list of systems that appear in the Squadron allegiance page is now sorted by name
- Fixed the Squadron logo used on the ‘browse more’ option
- Added Squadron icon to ‘invite’ option
- Remove placeholder text from Squadron invites
- Fixed Alliance logo appearing when non Alliance super powers are selected
- Can now invite players in local space, that are not friends
- Added a popup notification when handing over a Squadron to a different member
- Fix some dates not being displayed correctly
- Fix some transaction server errors when managing squadron members
- Fix for Powerplay leaderboard contributions not being counted
- Fix for Powerplay & Political leaderboards not displaying
- Fix authored messages not appearing in the squadron feed
- Removed a ‘phantom’ third ring around “Paesia 2” which was causing players to drop out of Supercruise when nothing was there
- Fixed wife dwarf jets cones being visible through bodies
- Changed ‘bonus active’ text when refueling the SRV through synthesis
- Ensure a state is shown for each faction listed, even if it is ‘None’
- Fixed installations and megaships incorrectly displaying as surface settlements
- Increase the thickness of orbit lines in the orrery view
- Ensure players can fully zoom into bodies in the orrery view
- Fixed the background on intermediate FSS zoom levels warping
- Fixed planet rings moving with the headset in FSS mode
- Fixed the SRVs full beam lens flare causing visual issues
- Fixed graphical errors when switching between FSS and SAA modes
- Fixed inverted joystick animations
- Fixed missing scan effect in FSS (that highlights areas of interest)
- Fix various fog and jet cone issues
Updated on 12th November 2018.
Frontier have confirmed in their latest newsletter that the Beta will finish on the 26th November. (Not 16th November as originally stated) As of yet there is no confirmation of when the release will go live.
On Thursday 1st November Frontier will reveal the third in their series of streams showcasing the features of Beyond: Chapter 4. In this stream they will be revealing details about the new mining update and Squadrons. You can see the live stream below, or read the updates on the Beyond: Chapter 4 page.
On the 30th October 2018 Frontier released the Beta for Chapter 4 (3.3) of Beyond. This is available to all PC owners of the game (both the base game and Horizons). You can get the full lowdown on the release here, or:
Game Director Laurence Oldham posted this message on the official forum,
It is with a feeling of anticipation and excitement that later today we release Beyond – Chapter Four’s open PC beta, giving you the first opportunity to get your hands on with the biggest Elite Dangerous update of 2018 ahead of its official launch later this year. With that in mind, I wanted to explain how the beta process works for the newest Commanders among you and how we can work together to make this a successful beta phase for Chapter Four.
It’s been a long journey since we first announced our plans for this Chapter at Frontier Expo in October 2017 and we have been hard at work ever since, implementing many ambitious ideas and taking a deep look into aspects like Elite’s Background Simulation, Codex, and Exploration; just a few of the features you’ll be able to test during the first part of our open beta from this afternoon.
However, our journey is not yet complete.
Chapter Four will be the biggest influx of new content for Elite Dangerous in 2018 and it represents the culmination of our combined efforts during many months of development. To ensure the results will be as good as we can possibly make them, we would invite you to join us in this final opportunity to identify and fix any issues together. For us, this open beta is a vital part of the development process and our hope is that you, our dedicated community, will participate, enjoy, and let us know what you experience. Any problems you encounter during your travels, please take the time to report them to us here. Having this one central location for all Commanders to register feedback is very important as it allows us to easily collate and register comments, bugs, and suggestions. We have assigned a dedicated team to track all your reports as they come in and we are committed to improving Chapter Four based on your observations.
As we progress through the weeks, new features and new content will become available for you to try out and report on.
We are currently completing our pre-flight checks and we expect to be ready to launch shortly after 15:00 UTC. All that’s left is to say a huge thank you to everyone taking part, I really hope you enjoy it.
The first Beta phase will feature all the features and changes seen in the first two livestreams. You can read all the details known so far about Chapter 4 here. In anticipation of this and with permission from Factabulous on the Official Forum I’ve reproduced the handy Beta FAQ.
> Beta FAQ
- The Beta appears as a new option to start in the launcher when it is available, normal game will remain available during beta.
- No, consoles don’t participate in the Beta. Yes other games have Beta access on consoles, ED does not.
- To reduce the clutter in the launcher you can add the /edh option to your launcher shortcut. You are welcome.
- No, we don’t know how large the beta is yet. CMDR Thrust from Bradford knows, but he’s too busy walking around an Atmos planet on his space legs with his NPC crew. (long standing forum joke)
- No, you cannot take anything you find in the Beta out of the Beta
- Your commander will be based off a copy of the live game taken during the last few weeks
- Values in the Beta may not reflect the final game – often mission spawn rates are changed, and we can expect broker rates to change. Probably.
- The beta may restart / become unavailable without notice. It’s a beta. Chillax.
- No, you will not keep any unlocked tech broker recipes after the beta.
- Anything you do in the Beta does not affect your main CMDR
- Make sure you are running the Beta before doing destructive things. Beta often has a watermark so you can check. But double check…
- If you are not where you want to be then FD may respond to move requests in the Beta, if you ask nicely.
- Or you can kill your ship and respawn at the starter system if you want to get back to the bubble.
- You can also reset your CMDR, sometimes Beta resets will set extra money/other things so you can get back to testing – check details in the beta before resetting!
- No, you cannot take anything you find in the Beta out of the Beta
- You need to remove the beta files after the beta, but it might be worth keeping the around until the full release as the files are allegedly used instead of downloading
- No, you cannot take anything you find in the Beta out of the Beta
- Report bug as beta tickets. Feel free to add your information onto existing tickets, but they are reports – not discussions.
- Talk about the beta in the beta forums. Console users probably don’t want to hear about cool stuff they can’t access yet.
- No point in putting in feature requests. Beta means the code is about ready to release, it will get tweaks, but not features (Many will ignore this and get irate)
- No, you cannot take anything you find in the Beta out of the Beta.
On the 18th October PCGamesN released an article which contained information from Frontier about one of the upcoming scenarios in Beyond: Chapter 4. You can read the article here.
Note, this won’t be discussed in full until the stream on the BGS and Scenario Interactions live stream on the 25th October.
Tonight at 7pm (GMT) Frontier will do the first of their live-streams for Beyond: Chapter 4. It will focus on exploration, the Codex and visual improvements to the game. You can view the stream by clicking here. Details have been added to this blog.
Update #1: Frontier have announced that the Squadrons and Mining streams have been combined into one stream on the 1st November. Previously they were on subsequent days.
Update #2: Frontier have also added ‘Cockpit UI changes’ to tonight’s live stream.
The Chapter 4 – Live stream dates:
- Exploration, Codex, Cockpit UI Changes & Visual Improvements – 18 October (19:00 BST)
- BGS and Scenario Interactions – 25 October (19:00 BST)
- Mining & Squadrons – 01 November (19:00 GMT)
- The Ships – 8 November (19:00 GMT)
You can now view the entire stream below: