The Commanders: 1.8 & 2.3

Updated – 19th April 2017.

The Commanders was released on the 12th April 2017 and is the third part of Horizons expansion. It follows on from the release of:

1.5/2.0 – Horizons
1.6/2.1 – The Engineers
1.7/2.2 – The Guardians 

This major point release features three additions to the game: Multi-Crew, Holo-Me, a new Camera Suite. There are also numerous other additions, improvements and fixes. Please note that: + signifies Horizons content only.


MULTI-CREW +

Note: Images and video below are taken from Live stream and a pre-Beta/Beta build of the game.

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. Frontier state that the aim of multi-crew is to allow players to team up together on their own or other vessels whilst trying to make the experience “a very friendly, drop in – drop out procedure.” This works as follows,

  • A pilot wanting to invite other players aboard their ship (up to two more players depending on the available seat numbers in the ship) can set their vessel to allow multi-crew access or actively invite other players aboard.
  • A player wanting to travel on another ship can choose a ‘looking for ship’ option which will automatically place them as crew on a suitable vessel. This will cause the player to log out of their own ship, regardless of the distance to the ship they are joining.
  • The ships owner always takes the role of the pilot and cannot swap out of it. This also includes taking control of fixed and gimballed weapons, NPC fighter pilots, power distribution, navigation and synthesis.
  • The other crew members can take on two other roles which they can swap between if they so wish. These are:

Gunner

  • Allows a crew member to take control of all turreted weapons on the ship. Using a third person interface they control a reticule that all turrets within their arc will automatically follow; giving them improved spatial awareness and easy control of all turreted weapons. They also have access to two “quick slot” fire buttons, in addition to normal fire groups, that they can customise with modules, allowing them more options for activating weapons and scanners.
  • The gunner also has access to advanced sensor systems, allowing them three hundred and sixty degree tracking arcs. This lets them activate advanced scanners (such as the kill warrant scanner) and missile launchers in any direction.


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.

Additional Information

  • Each crew member has access to a power distributor pip (extra to the ones controlled by the pilot) which they can dynamically assign to allow the ship to operate more effectively in combat.
  • Ship re-buys premiums are reduced for each crew member which will hopefully lower the bar of access and ease of use – especially for expensive ships.
  • All bounties and vouchers received by the ship owner are duplicated for each crew member.
  • Any crimes that the ship suffers are also applied to each crew member.
  • A commander finishing the session for whatever reason will have the choice of taking any crimes with them or lose the credits they have earned.
  • Turreted Mining lasers would be available for those who want to mine in a multi-crew environment.
  • There is no multi-crew based SRV action available to players “at the moment”.

In order to manage all these changes there have been additions to various UI menus in the game.

Comms Panel:
In-game avatars created by players will appear as they have been made in the Holo-Me. Holo-Me images will also appear in the friends list.

screenshot-45
New Communication Panel UI menu

Invite Players: This gives three options for you planned activity: Piracy, Bounty Hunting and Mentoring along with what this will involve.

Join a ship: To join a ship gives a similar layout with the key exception is you will be able to see how many ships are looking for each different play-style.

screenshot-57
Commander teleporting into position.
screenshot-58
Commander in position aboard a multi-crew ship.
screenshot-59
View from a multi-crew ship
screenshot-61
New UI view from a teleported pilot.

screenshot-62

Another view from aboard a multi-crew ship showing alternate radar UI.

History Tab: This tracks previous sessions and allows you to add friends from previous sessions and additionally block players.

Landing Page: Players have a page giving a description of the session they have joined including what roles are available.

screenshot-60

Session Report: This menu keeps track of breakdown of events, kills, fines, rewards and time spent during play.

screenshot-63

  • When the gunner selects the turret the camera switches to outside the ship to a third person view where the gunner can then use the reticules to target other craft.

You can view a GIF of the above view in action here, thanks to Cmdr DiddyCarter on Reddit.


HOLO-ME +

  • Holo-Me is the in game lore term for software stored in ship that allows you to create your in-game character. This is essentially a hologram of your in-game self and allows you to change your actual appearance.
  • Access is via the right status pane and can be changed in-game at any point other than when in the SRV or SLF.
  • There are likely to be 40-50 preset faces available if you don’t wish to create a character from scratch.
  • There are a number of tabs to change the various attributes of the faces – of which there are lots and the fine tuning is very detailed, changing everything from: hair, eyebrows, lips, age, skin type, beard, face size & symmetry, nose, eyelids, scars, freckles and many other small details.
  • It’s also possible to randomise each particular feature if you don’t want to dial them in individually.
  • You can also change the decals that are applied to your suit, which can also be changed colour. Further more detailed suits will of course be available via micro-transactions.

THE CAMERA SUITE

  • This allows players to take control of the views both inside and outside of their ship and replaces the old debug camera and allows the player to control the ship from a 3rd person point of view.
  • It’s accessed as previously by selecting CTRL+ALT+SPACE allowing you to change the level of blur, focal distance and camera speed as well as various other preset camera views from above or below the ship. Other features include the ability to drop the camera in space and fly your ship away from it in external view, lock the camera to the world view, ship view, zoom and control its roll and elevation.
  • Weapons can be used but there is no UI to give the usual heads-up information. The camera can also be used with the SRV.
  • Camera Suits is accessible to all crew members on a ship meaning all three can create different shots of the same event.

You can view the video of the live stream demonstration here, or take a look at the beautiful video below by Cmdr Hoppryngil that shows off the new camera suite.

aspthruster
An in-game photo taken with the new camera system.

NEW CONTENT & QUALITY OF LIFE FEATURES

As per previous releases some new additions would be left for players to find themselves. There is also a very long list of smaller tweaks and improvements that can be found by reading the full patch notes.

Dolphin Liner +

  • 2.3 sees the introduction of the Dolphin liner produced by Saud Kruger. This ship can land on a small landing pad. You can see the video of it here or look at the images below courtesy of Cmdr. Raj Matheo.


Ship Naming

  • You are now able to name your ship and have it appear in the UI, but if you wish it to appear on the hull of your ship you will have to purchase a special ship decal from the Frontier store in the same way you would for ship skins.

    “Everyone will be able to rename their ship for free in game and there will also be the option to purchase cosmetic name plates which will allow Commanders the ability to display that name on your ship’s hull via a special decal. These additional features will be made available in the near future with a catalogue of designs. We’re looking forward to seeing you display your ship names with pride.”

shipname
Ship naming will be available via the Frontier store

Mega-Ships

  • These are a variety of large non-flyable ships, some of which have docking capabilities and can be interacted with in-game. The one seen below is the first of many and has been named ‘Fisher’s Rest’. You can see images and a video clip below. They are listed in the patch notes as being as follows:
    • Tanker
    • Cargo
    • Asteroid Miner
    • Flight Operations
    • Prison Ship
    • Science Vessel
    • Passenger
    • Unknown Variation #1
    • Unknown Variation #2


Asteroid Bases

  • A new asteroid base type station (including air traffic controllers) added including 32 in various deep space locations.
screenshot_0986_1
Interior of Asteroid Station thanks to Vasious27


Mysterious Things +

  • Further ‘mysterious things’ added into the game.

Organic Surface Content +

  • More organic surface discoveries added into the game.

Passengers & Missions

  • You can now choose to add prisoner cells as alternatives to passenger cabins.
  • There are updated mission variations for passenger: Bulk, VIP and VIP Conflict as well as delivery and variant mission templates.
  • Players can now choose to accept or turn down passenger requests to be taken to a new destination. In the same way delivery, collections, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional.
  • Multi-stage mission support has been added to the game, these are different to the current ‘wrinkles’ that take place during missions.

Challenge Scenarios

  • Some new challenge scenarios have been added into the game:
    • 4 new Incursion scenarios
    • Speed docking
    • Driver challenge
    • Ship launched fighter challenge

Points of Interest & Unidentified Signal Sources 

  • Lava Spouts now have proximity effects around them. Depending on the ferocity of their eruption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become.
  • There are also various new passenger USS scenarios as well as new wreckage types and space scenarios can also now have localised fog. Additional installation scenarios and colour variations have been added:

Engineers

  • New blueprints have been added to the game as follows:
    • Manifest/Killwarrant/Wake scanner:
      • Long Range
      • Wide Angle
      • Fast Scan
    • Ship primary sensor:
      • Light weight
      • Long Range
      • Wide angle
    • Detailed Surface scanner (affects how fast you can basic/detailed scan planets):
      • Long Range
      • Wide Angle
      • Fast Scan
  • 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

Station Services

  • To account for the introduction of new ships in the game, you can now store up to 35 of your ships at a station (increased from thirty).

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.

Tourist Beacons

  • 100 new tourist beacons have been added into the game.

Data Link Scanner

  • It’s still to be confirmed but Frontier are hoping to include in 2.3 the ability to use the Data Link scanner in your ship. It’s not yet known what exact uses this will have, but it will be bound to a button in your fire groups, as below.

Weapons

  • It’s now possible to use a turreted mining laser

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, some additional wave scanner improvements and what it listed as ‘Secret stuff. Shhh’.

Corvette Ship Kit

Exactly as it says on the tin.

Network

  • Experimental IPV6 support has been added to the options setting. Read more about that here.

Elite: Dangerous – Current Features

Updated: 28th April 2017

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 (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 & plenatary 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 (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 (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 (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 (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 +  (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 (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 (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 (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)

Module Storage – Coming in Beta 5

John Pace, Head of UI at Frontier today confirmed that module storage would go live in the the upcoming Beta 5 release (likely but not confirmed to be released at some point this week).

Module storage is coming in Beta-5.

It will need a good ‘ol bashing from you Beta folks to iron out any remaining stinkers. So STORE EVERYTHING! (then unstore everything AND STORE IT AGAIN!)

Module transfer, and Module storage are essentially the same feature. You transfer modules between ship->storage, then storage->ship.

However there’s a ‘Mass Storage’ option you can use to place multiple modules into storage in one fell swoop. Handy when you’re parking that ship for a while, but still want to use it’s modules in your other ship.

Guardians: 1.7 & 2.2 – Feature List

Updated: 6th January 2017

The Guardians 2.2 was released on Tuesday, 25th October. All of the the quality of life features will be available to 1.7 players, along with Passenger missions (not including the Beluga liner). The main headline content will be available to Horizons players only. 


1.7 & 2.2 – Guardians

Released on : 25th October 2016 [PC & Xbox One]

SHIP LAUNCHED FIGHTERS

  • Frontier initially released a short Ship Launched Fighters (SLF) teaser video that can be seen here.
  • You can see videos of SLF in action below and here:
  • There are 3 SLF available to players. The F63-Condor, the Imperial Fighter and the Independent Taipan fighter. This is the new Alliance fighter, which is said to be the most powerful of the three.
  • Taipan – The most robust of the three, faster recharge for it’s shields but is the slowest and has the worst manoeuvrability.
tapian
Taipan Artwork
  • F63 Condor – The most lightly armoured, has medium manoeuvrability, but is the fastest of the three.
  • Imperial Fighter – The most fragile of the three, not the fastest or slowest, but the most manoeuvrable of any ship in the game.
  • Basic ethos is that SLF are ‘glass cannons’ – fragile, cheap, somewhat disposable but powerful.
  • They are available to the larger ships, giving teeth, or extra teeth to some of them, especially non-combat based trading ships.
  • Confirmed ships able to carry SLF: Anaconda, Beluga Liner, Federal Corvette, Federal Gunship, Imperial Cutter, Keelback, Type-9.
  • SLF can be fitted via outfitting screen. They will have 3 or 4 fixed load outs and utilities – heat sink, chaff and point defence. They will also have gimballed and fixed weapons.
  • Buying a fighter bay, will enable players to construct fighters whilst in flight. You will require ‘ammunition’ to rebuild them.
  • At the moment there is no destruction of the fighter bay by an enemy ship. This might change, but it’s thought possibly not due to the large punishment of doing so.
  • Pilots can give commands to SLF and tell them to either ‘follow, stay put or attack targets’.
  • Initial outlay will not be ‘trivial’. The fighter hangar will take up room as with any addition to the ship in outfitting.
  • Up to 16 SLF can be carried, depending on your ship. It’s possible to carry different SLF on the same ship.
  • They can be flown remotely by the Commander, or by a hired crew member. When flown by the Commander the ship will fly itself and will automatically use any turreted weapons.
  • SLF in the game will differ from those in CQC by virtue of the fact they will have different equipment and flight controls.
  • Some NPC ships will have Ship Launched Fighters.
  • You can’t dock your SLF in someone else’s ship.
  • At present SLF are not able to be upgraded via The Engineers.
  • You can’t land a SLF, but you can fly them to attack planetary bases.
  • Point-defence will not attack ship-launched fighters.
  • The SLF has a limit to how far it can fly away from the mothership, but this is still a considerable distance.
  • Switching to a SLF whilst it is launched, and then switching back to your ship will leave your SLF floating in space, unless you have an NPC pilot to control it.
  • Frontier are still looking at the speed at which SLF are launched once you request it.

NPC CREW

  • Up to 3 NPC Crew can be hired from the crew lounge to fly both your own ship or any SLF (via AI). However, only one can fly with you at any one time. The others will be on ‘shore leave’ until you need them.
  • Crew can be bought to match your own combat rank. They have a backstory and individual avatars. Over time they will rank up based on the number of kills they achieve making it possible to take your NPC pilot to Elite status.
  • Players can issue orders to the NPC crew member via an in game menu. These are: Defensive, Aggressive, Hold Fire, Stay Put, Focus.
  • Issuing the orders above causes them to be given out in audio over the ships radio.
  • You can hot swap with your NPC crew member to enable them to fly your ship, whilst you fly the SLF.
  • Destruction of your ship causes the death of your NPC pilot.

PASSENGERS

  • Passengers can be expected to include “Thrill seekers, refugees and soldiers”. This will include bulk carrying missions and the transportation of VIP’s to tourist destinations.
  • Contracts will be offered by faction members, but on drilling down for further details the player will be greeted by an NPC avatar of the lead passenger in the group.
  • Passengers need to be taken care of. Time limits need to be take into account or they can leave your ship. This leads to payment failure. They can use the escape pods to leave the ship. This will also lead to refurbishment/rebuying of passenger cabin before taking any more passengers on.
  • The timings for some passenger missions may we as long as three weeks.
  • Ferrying some of these people about can lead to chained missions with various objectives such as being taken to see combat zones, or places of beauty.
  • If VIP’s are not happy with your performance they might eject via a rescue capsule with the result being a failure of payment and negative impact to the player’s reputation.
  • Mission ‘wrinkles’ can be given out by passengers for extra credits – as currently happens with non-passenger missions.
  • Tourist beacons can be scanned upon reaching a destination. This will result in the player being given a variety of information including the lore behind it. In places of outstanding beauty the players who submitted the location will get their name in the message. All destinations are persistent.
  • Exploration rewards will be given for finding these spots, there may be a reason to find all of them.
  • There are a range of cabins available, but no cabin crew.
  • The passenger ships can be taken to the Engineers are per any other ship.
  • Videos of these can been seen here for VIP transportation and here for bulk passenger transportation.
  • A video showing the new Beluga Liner (Horizons only) can be seen below. Only this and the Ocra can be fitted with luxury cabins. The Beluga is larger than a T-9 and has 5 medium hard points, poor handling, a Class 7 FSD and a huge fuel tank.

ENGINEERS & NEW POWER

  • Four new Engineers have been added to 2.2.
  • A new power has also been added, Yori Grom.
yurigrom
Yuri Grom

THARGOIDS/ALIENS

  • Frontier initially showed a “massive, green Cylon Basestar, floating about near the wreckage of a batch of human ships it had just taken out” via PCGamesN. [Link]
  • Then on the evening of the  the 5th January 2017 Cmdr. DP Sayre became the first pilot to be pulled out of witch space by an unknown alien species, thought to be a Thargoid. You can read about it here or get the full lowdown on the Official Forum or on Reddit. Additionally, find out more about Thargoid lore via Elite author Drew Wagner, here.

QUALITY OF LIFE FEATURES

Module Storage & Transfer

  • Modules can now be stored for free. You can also transport them to your current location for a fee based on the cost of a module and how far away it is from your current location.

Ship Transfer 

  • Ships can be transferred from anywhere you left them to your current location, with a time delay. There will be a cost based on the value of your ship and the distance required to transport it. 

Remote Sale of Ships

  • It will now be possible to sell any of your ships from anywhere in the galaxy!

Commanders Log/Player Journal

  • The 2.2 Update will see the introduction of a player journal into the game. Information will be written to a local file enabling 3rd party apps access to the data. Some of the developers of these apps have already been contacted in regard to developing this feature.

Graphical improvements to Avatars

  • Some graphical improvements have been made to the in-game faction avatars giving them a better appearance.

Space Station Upgrades

  • There are now more variations on the inside of space stations and hangars. System types and population sizes will dictates differences in ports. For example: Refinery & Extraction economies will get a more rundown and industrial type feel to them. Agricultural systems will see certain bays taken up by  food supplies etc. A look at these can be seen in the videos below.

 

 

 

CQC Station

  • This CQC station below will make it into the main game as promised some time ago by Frontier.

Capital Ship Dockyard

This too will be in 2.2 and a video can be seen below, and an  image can be seen here.

Military Installations

rnujdnxewwawuc5rgek_qbsvdzymmvbdrjy1q6hu6g8
Courtesy of jaysetsfire

Other locations

Frontier announced,

“Get ready to encounter new structures in space – installations. These buildings cover a range of facilities, from comms arrays to unauthorised hideouts to prisons, and more.

As well as making for great backdrops to meet up with other Commanders, expect appropriate traffic, from traders, to pirates to military vessels, as well as the chance to locate and collect tasty materials and cargo.”

Planetary Map

  • Viewing planets in the system map will now show a rendered image of the actual planet you select, right down to its actual surface details.

Route Plotter

  • It’s now possible in 2.2 to plan your route via multiple destinations.
  • The route plotter is dynamic and will alter its path depending upon which filters are checked by the player.

Changes to Star Port Services Menu

  • This main menu has been given a re-working to make it more accessible and bring to the front some details that were previously hidden inside other menus. 

Fines & Bounties

  • At low security systems you will now be able to pay off your fines, collect bounties and hand in combat bonds via a so called, “SIN Broker”. They will charge a percentage for the service.

Visual changes to hyperspace

  • There will be some visual changes to leaving hyperspace with the detination sun being shown during the jump. If you’re on mobile jump to 2m 42s.

Security System Jump Warning

  • Before jumping to a new system you will be given information about its security system level.
systemjumpalert
Security Level warning

New Geological Structures on planets 

  • Some planets will now have new harvestable geological structures on them in the shape of fumeroles and geysers. Full size images of the below here and here.
  • Geysers on some planets surfaces will be active, allowing the SRV to be lifted up into the air. [Sandro Sammarco via Lave Radio]
  • Planetary surfaces have also been reworked to significantly increase quality.
newgeologicalfeatures
Vents on planet surface
harvestables
Some new form of material, or maybe Thargoid poo. Who knows?

Planetary & Star Additions

  • There will be better graphical representation of white dwarf/neutron stars and ejection of material from them.
  • Additionally this will provide a gameplay opportunity for players in that whilst in super-cruise you will be able to fly close to these stars and gain the ability to supercharge the FSD allowing increased ‘one shot’ jumps.
  • The distance of these jumps is expected to be greater than the top end FSD Engineer modifications.
  • The trade off is risk of damage to your FSD and in-flight buffeting of the ship. Image below shows an in game screenshot of  how they look.
csype6vxeaa5vnm
Screenshot courtesy of Fireytoad on Twitter.
  • Tectonic simulation is improving for when some volcanism arrives in 2.2. Fissures and geysers, more rares to be discovered.
  • Dimming of the universe via galactic dust.

Advertising Holograms

  • A larger variety of advertising holograms both inside and outside stations.

Paint Jobs – Ships

  • Paint jobs will be available for the SLF can be seen below and here, and here.

 

figherpaintjobs
Overview of Ship Launched Fighter paint jobs

Paint Jobs – SRV

  • Paint jobs will be available on the Frontier Store to buy in a variety of colours.

Ship Kits

  • More ship kits will be available for the Python and Vulture.

pythonshipkit


David Braben Interview #1

David Braben Interview #2 

  • In this interview David talks about culture in Elite Dangerous, the structures in society and in particular those of the Empire. He then goes on to talk about life on a space station. The rich living on their stepped terraces, and the rabbit warrens underneath them where the masses live and sometimes revolt.

David Braben – Interview #3

  • In this video David largely talks about story and player narratives in the game.

David Braben – Interview #4

Horizons : Preview Information

Updated: 28th April 2017

To see the most recent updates to this page see the Blog Update page.


Horizons is the name given to the first expansion of Elite: Dangerous. It will come in 5 individual releases (2.0 to 2.4). Although most headline content released during the Horizons season is specific to those owning the expansion, there are still plenty of updates available to anyone owning just the base game.  Anything specific to just Horizons is marked with a +.

Currently Horizons has just one update left to release, the as yet unnamed 1.9 & 2.4 patch. You can look at the official Frontier Elite: Dangerous website for more information including current pricing.

Note: Any text in green is to signify this content is released or has been confirmed in the upcoming release. Any text in red is to signify that previously mentioned content update will not make it into this season of updates (and possibly any other future update).


1.5 & 2.0 – Planetary Landings | Released: 15th December 2015

The first part of the Horizons season was released on the 15th December 2015 and features the ability to land your ship on airless planets and moons as well as drive across the surface in your SRV. Additionally you can find materials to refuel, rearm and repair your ship and SRV.

You can see the launch video here, or read the list of headline features here.


1.6 & 2.1 – The Engineers (Looting & Crafting) | Released: 26th May 2016 [PC] | 3rd June [Xbox One Release]

This update was released on the 26th May 2016. You can watch the trailer here and read the full list of known features here. Horizons for Xbox users was released on the 3rd June 2016.


1.7 & 2.2 – Guardians | Released: 25th October 2016 (PC & Xbox One)

Frontier released ‘1.7 & 2.2 – Guardians’ on the 25th October 2016.

It’s recommended you head over to the The Guardians: 1.7 & 2.2 Feature List page to read all the details.


1.8 & 2.3 – The Commanders (Multicrew & Commander Creation) | Released: 11th April 2017

Frontier released ‘1.8 & 2.3: The Commanders’ on the 11th April 2017.

For a full look at its contents click here.


2.4 – Unknown (TBC)

On the 24th May 2017 Frontier had this to say about the content of 2.4.

“Back at EGX in 2015 we showcased the headline features that would be coming to Horizons. However, there’s always been an extra little update, a mystery if you will, that has yet to be revealed.

“We’ll be providing a little more information about the update to the community and the press during E3 on June 13th and 14th. We’ll be hosting special community live-streams and activity so stay tuned for more news and updates as we get closer to the date.

“I can, however, tell you that this update will be slightly different to previous ones – content will be revealed over time rather than all being available on day one. Additional pieces of exciting content will surface over the coming months as the narrative progresses.


Additional Horizons Content

Beyond these headline releases there’s a variety of other features that will be woven into the Horizons season. Again, these are subject to change.

  • New Planets – It’s possible that the ability to land on airless planets with volcanic activity (ice & lava) will make an appearance in the Horizons season, along with some associated gameplay. This was briefly mentioned way back in a live stream during the release of 2.0 which you can see it hereNote: It’s not particularly clear if this is in reference to the appearance of geysers which appeared in 2.2.
  • Ship Naming – This has been confirmed as arriving in the 2.3 ‘The Commanders’ release.
  • New Structures – CQC environments made their appearance in 2.2 and new massive ships will appear in 2.3. As yet there is no additional gameplay contained within them but this is expected to change with a future Horizons release.
  • Unidentified Artefact – The Unidentified Artefact will be woven into the narrative of the Horizons season.
  • Chained Missions – These are defined as “different missions in a sequence”. They will appear in 2.3 and expanded upon in future updates.
  • Additional Engineer Bases – When asked if there would be additional engineer bases outside the ‘bubble’ of human existence, Sandro Sammarco replied “no comment”. The inference being that some sort of base, whether planetary or otherwise will be available for players to visit for Engineer upgrades.
  • Asteroid Bases – The existence of these much requested bases was all but confirmed during the launch of the PS4 trailer.

asteroidbase

  • Comets – Sandro Sammarco had said that these would make an appearance at some point in the Horizons updates as they are simulated in the stellar forge, but are not present yet in game. It’s possible these will make an appearance in 1.9 & 2.4, but as yet this is unconfirmed.
  • CQC Maps – Michael Brookes has said that at some point during Season 2 they were likely to release more maps for CQC.  David Braben subsequently said during a Reddit AMA that due to a low uptake on CQC there were no current plans to make any changes to this part of the game.

The Future? “It’s on the list….”

UPDATED: 24th May 2017

To view the most recent updates to this page visit the Blog Update page.

Note: Green text is used to show the content/feature is now in-game.


INTRODUCTION

With Elite: Dangerous’s scope and potential, there’s a never ending stream of questions regarding when certain features (wished for or promised) might make it into the game. Below is a list that have been commented upon by Frontier Development staff. As with all game development plans, schedules and features can and do change so this list is by no means a definitive confirmation, unless stated otherwise. Although Frontier have always said the base game will continue to be expanded where they see fit, some of the items below will be available to it, others to the paid expansions.

Frontier are working at least one season in advance, with different teams working on various aspects of the game. David Braben has said that the main features are written into the schedule, with other secondary features being more flexible. As David himself said during a Reddit AMA:

“We have ongoing work on planets, including atmospheres, planetary life, walking about and lots of other very exciting things for the future.”

You can also take a look at the developers speaking about the features they are looking forward to in the video below:


3.0 – OVER THE HORIZON

On the 24th May 2017 Frontier confirmed that content coming after 2.4 would be concentrating on improving core gameplay experience.

“We’re happy to be able to confirm that the next major updates following 2.4 will focus on core gameplay, existing features, quality of life and other improvements! We’re delighted to be investing a considerable amount of development and effort into making the core gameplay experience even better for our fantastic community or players.

“We’ll be sharing more news on that content and our road map at a very special event coming later in the year – more details on this event will be released in the weeks after E3.”

In terms of how these will be sold to players it’s likely that there will be a change to the way content is released, with David Braben commenting in a Reddit AMA that,

“I don’t think people liked having to pay for multiple updates in one go, so that is something we are going to move away from. At this end of the ‘season’ it makes sense, as people can see the huge number of features we are delivering, but it makes for a higher price.”


‘SPACE LEGS’ / ‘ELITE FEET’

Frontier have always planned to have a first person aspect to the game and in the early days of its design this was mentioned as coming in the form of:

  • Walking around interiors and combative boarding of other ships.
  • Combat and other interactions with other players and AIs in the internal areas of star ports

On the 25th October 2016 David Braben said during a Reddit AMA about walking about that,

“It is of course something we have thought about a good deal. The real challenge with walking around, EVA, etc, is not the fact of doing it – walking around is something we have done in many other games – it is what you do while doing it to make it interesting. We have nothing to announce at the moment.”

David Braben again commented about this on the 21st December 2016 when he said,

“All of the things, and there are lots of other things as well, that we want to do are a way away, because to do them well… Doing an animated character is only part of the problem, you’ve got to have things to do with it, it’s got to be rich, and a great experience. So don’t hold your breath, but when it comes it’ll be great. It’s not coming soon.”

Then during a PAX: East Q&A Sandro Sammarco commented,

“Just to set the record straight, Space Legs and EVA gameplay, that’s way off in the future. That’s a goal. I’ve talked to David and it’s always been part of his core vision for what Elite really is, even from way back in the day, it’s always been about you’re a person in a real futuristic setting, not just a ship. However, I think it’s also fair to say Space Legs is effectively dovetailing a whole new game into Elite. We take steps towards it, it’s our end vision, but we’re not there yet, we’re… it’s a long way off. And when it does, by the time, if we get there, if we manage it, I’m sure we’ll have the time to sort out any consistencies that need to be sorted out.”

During the game trailer previewing the PS4 release some footage of players in their ships was seen for the first time. See here and here.

pilot
Screen grab taken from the PS4 trailer

It’s possible that future iterations will allow players to make repairs to the outside of their ships and to walk about on planetary surfaces, as they commented during Newsletter #32, way back in July 2014.

slfbay
Interior of a Ship Launched Fighter Bay – Credit: Commander Nuse
capture
Frontier concept artwork showing a player repairing the outside of a ship
capture2
Frontier concept artwork showing a player inside a damaged ship
station interiors
Frontier concept artwork showing the interior of two station types
insideship
Frontier concept artwork showing the inside of a ship.
capture3
Frontier concept artwork showing people viewing space from the inside of a station

PLANETS & EXPLORATION

Additional planet types to land on will be expanded as the game progresses. First on the list could be volcanic planets (ice & lava) with no atmospheres. Some of these were said to appear in the Horizons season (beyond the small scale geysers and fumeroles that arrived in 2.2). Beyond that gas giants and planets with atmospheres (but no life) could appear then possibly the introduction of water worlds. Earth-like worlds are expected last on the list for the simple reason that creating 1-1 richly detailed worlds like that are really hard to do. As Sandro commented on the 13th October during the Horizons 2.2 – Beta 7 live stream,

“Atmospheric landing is a long way off, it’s clearly in the road map but we’re a long way from it still”

It’s likely that Earth-like worlds, the holy grail of Elite, will arrive very late on in it’s development plan. These procedurally generated planets complete with atmospheres, clouds, plants, creatures and the rest are a massive amount of work. This was something David Braben commented upon during the early days of the Kickstarter way back in December 2012.

Sandro commented during a Horizons 2.2 Beta 7 stream that they were looking at additional gameplay for planetary landings, specifically mentioning ‘science reports’.

The talk of there being caves in the game has been mentioned since before the release of Horizons. It’s thought there were some technical reasons that needed to be overcome to allow them to happen, as well as the fact they would only appear on certain planetary types. In the Christmas 24 hour stream on the 21st December 2016 David Braben dropped the first real hint that they would be in game when he commented,

“I’m not going to comment on that.”

Before smiling broadly…

David Braben during his Gamescom video interviews spoke about the introduction of some elements of archaeology into the game and ‘a long dead species, that has reason they are long dead long dead.’ These have been added to the game in 1.7 & 2.2 as ‘mysterious things’.


MISSIONS

The development of missions in the game is an ongoing one and something that is very complex given their procedurally generated nature and the fact there are so many ‘edge cases’ to design for. David Braben commented before the release of ‘The Engineers’ 2.1 update in an AMA on Reddit that,

“We do want to do a lot more with missions; more details to come over time. We’re not short of ideas.”

  • Chained Missions – These were originally included as courier missions. Feedback made them feel that they didn’t realise they were providing the kind of experience they wanted and they were later removed. It was stated that they were partly a test bed to find out how missions could progress into different areas of the game. They have been re-introduced into the game following 2.3 – The Commanders and are expected to be expanded upon further.
  • Escort Missions/Combined Missions – When asked at Lavecon 2016 Sandro suggested this was a ‘desirable feature’ and that it blended in with multi-crew and ship-launched fighters, but didn’t go as far as saying when it would actually appear. During the Beta 7 video Q&A Sandro again mentioned something along these lines saying,

    “Combined missions, scenarios – really nice nothing to talk about for the moment. Making missions and scenarios more interesting is something we’re interested in.”

  • Military Career – Michael Brookes has stated Frontier would like to make taking up a role in the military ‘a career path’, but that this would require ‘a large amount of work to do it justice’. It’s likely that these changes won’t be appearing until Season 3 at the earliest. During the Horizons 2.2 Beta 7 stream Sandro Sammarco commented that they are still looking at this and it could lead to ‘people with a Naval Rank being called up.’ During a live Missions Q&A stream on the 13th December 2016, Frontier said they  are aware of desire for something along these lines and they dont have anything to announce soon, but it is being looked at as a possibility.
  • Winged Missions – David Braben said that they were looking at improving the use of Wings in Bounty Hunting and Piracy missions and that hopefully the reasons for taking on these professions would improve in Season 2. During a live Mission Q&A stream Adam Waite commented that shareable wing missions are something they want to do, but are not in the immediate road map and will not be  in 2.3. A lot of considerations have to be taken into account in about how they will work which in turn raises a lot of questions in multiplayer – which are much more difficult to solve.
  • Passenger MissionsThese appeared in Horizons 2.2 – Guardians release, October 2016. It will also feature the addition of a passenger ship, the Beluga Liner. The ability to carry prisoners appeared in 2.3 – The Commanders.
  • Small (ship specific) Missions – Something that has been suggested several times by players is the ability to only do specific missions in specific smaller ships, ie, the Sidewinder. During a Reddit AMA before the release of 2.3 David Braben commented,

    “I’d love to see this; it is a good idea we will look at.”


GENERAL FEATURES

  • Bookmarks Bookmarks appeared in 2.1 ‘The Engineers’, and a dynamic route plotter were confirmed for 2.2 – ‘The Commanders’. In response to a question about having “droppable beacons to bookmark specific coordinates/locations on planets (visible to the player only)” Sandro replied,

    “We want this and have done for a little while, but its finding the right time and feature to slide it in with”

  • Player Journal – This appeared in the 2.2 update, ‘The Guardians’Replying to a question asking if there were any “plans to let players store tourist beacon/obelisk data in game or in the journal so we can refer back to them?” Sandro Sammarco commented that,

    “We are looking at storing some of the more interesting player messages in the journal.”

  • Ship Naming – This appeared in the 2.3 update, ‘The Commanders’.
  • Hull Repair & Tracker Limpets – During a March 2017 Q&A Sandro Sammarco commented that Frontier were looking at introducing hull repair and tracking limpets. The later would presumably be of interest to bounty hunters and pirates although no confirmation of how they might work has yet been given. On the 12th May 2017 Sandro Sammarco commented,

    “Some form of bounty tracker has been on the “big list” for some time – the concept definitely something we like, whether it’s a limpet, some form of tie-in with wake scanning, or something else. Of course, there are some technical challenges to overcome, so no ETA or guarantee, but I think we’re all on the same page here.”

  • Camera Suite – This appeared in the 2.3 update, ‘The Commanders’. Sandro Sammarco commented that there would be a compelling argument to add filters and other improvements to the camera suite if it sees a lot of use.
  • Crime & Punishment – A much requested area of the game to have a re-working by players was commented on by David Braben during the release of 2.3, when he said,

    “We are looking at this now. We certainly do want to improve this, but be aware these changes can end up being far-reaching so we need to be sure they make sense […] It’s one of those things that’s coming.”

  • Ship Call Signs – In reply to a question asking whether station announcers would change your call sign to that of your Ship ID Sandro commented that,

    “This is something they are looking to and the audio team are keen on this.”

  • Ship Scanner – In reply to a question about extending Ram Teh’s scanner tech to find other surface features such as abandoned bases, Sandro Sammarco commented,

    “Maybe – watch this space, nothing to announce at the moment.”

  • Orrery System Maps – A much requested favourite among the player base this feature has long been wanted following the concept art below. It’s something that’s “on the list“, but with no date for implementation. David Braben stated he wants to see this, but it’s about ‘how and where it fits in with the rest of the game and it’s quite a big job to make it useful and interesting.’

orrerymap
Concept Art showing the Orrery Map

GRAPHICS & ASSETS

  • Stellar Objects – According to Sandro Sammarco comets and accretion disks will both make an appearance at some point in the Horizons season of updates. Accretion disks are something both David Braben and Michael Brookes has expressed a desire to see in the game along with an associated game play mechanic. Comets are in the galaxy simulation, but are currently not active in the game. During the Reddit AMA before the release of ‘The Guardians’ David Braben commented,

    “We’ve been looking at the various kinds of bodies in the game, and some of you will have seen the updates in the beta to white dwarves and neutron stars. We have been balancing our effort across many different kinds of gameplay, ‘quality of life’ updates, and so on. I am personally a huge fan of the science elements, and we will continue to move forwards on them. Black holes, accretion discs, exotic star types like Beta Lyrae stars, and many other elements and features are on our list for attention, in no particular order. So yes, there are plans, but no promises as to when.”

  • Cities & Cloud Cities – David Braben commented that large domed cities would appear in the game, but not in 2.0. Frontier had previously commented during the early planning of the game,

    Q. Cloud cities? (Like Empire Strikes Back)

    Sandy: Yes – something like this (mining outposts in Jovian atmospheres) will be possible. This may not be a release 1 feature though.
  • Planetary Rings Shadow – Again, something David Braben said he has wanted “for a while” and will be included, possibly ‘at the back-end of Season 2’, but this could not be guaranteed.
  • Multiple source lighting – “Couldn’t be ruled out” as a possible feature, but if it did appear it would be a graphical setting for high end computers.
  • Module & Commodity Storage – Module storage appeared in the 2.2 – The Guardians update. Sandro Sammarco confirmed that at some point there would be “limited storage”, and that it was near the ‘top of their list’ but couldn’t give a date. During Gamescom Sandro Sammarco said that Frontier were looking at allowing some storage of materials at Engineers bases in relation to the creation of blueprints.
CQC_Arena_Elevate
CQC Arena – In game screenshot of an asset that could appear during Horizons.

SHIPS, CREW & VEHICLES, PLAYER STATIONS

  • Multi-Crew – This appeared in the 2.3 ‘The Commanders’ update. When asked if other non-combat roles would be built into the feature Sandro Sammarco commented,

    “Hopefully, no announcements at the moment. Lets see how it goes […] “There’s no reason other than time and resources why it couldn’t be expanded, but let’s take it one step at a time… It could get further. We have concepts for taking it further. Obviously nothing to announce at the moment.” 

    Additionally there are no immediate plans to allow players to launch an SRV from the ship, although this has not been completely ruled out. However there are said to be some technical challenges to come due to instancing and ship ownership.

  • New Ships – The Beluga liner subsequently appeared with the 2.2 – The Guardians release and the Dolphin with the 2.3 – The Commanders release. David Braben has said that he would like to see the Krait in game, but as with all aspects of the game there is a running order of when things are scheduled to appear. Additionally there was a mention by David Braben of underwater ships making their way into the game at some point during the early game design discussions. If this were still to happen it would only take place once planets with water are available to land on.

    “A slightly more unusual enquiry that we received was for the inclusion of underwater ships. Perhaps surprisingly, this is actually something that has been thought about by the team.”

  • Generation Ships – In the early days of space travel (before faster than light travel) these ships set off for distant worlds and had generations of people living on them. They never made contact with their home worlds again and little is known of their fate. Are people still alive? Well according to Frontier ‘The Missing’ will at some point make it into the game, possibly in one of the currently locked off areas of the universe.
  • Mega-Ships: Nine new mega-ships appeared in the 2.3 – The Commanders update. When asked during Pax: East if players could hitch rides with Mega-Ships or store ships on them, Sandro Sammarco gave a hesitant reply of “No comment”. There are also some gameplay elements due with these ships, although due to a change in priorities these have been delayed for an unspecified period of time. As Steve Kirby, Lead Games Designer commented,

    “…we are as keen to get these locations fully fleshed out as you guys are. We don’t want these to be just a pretty location to visit once. We have read every single post in this thread and made a note of all the suggested gameplay for these locations. I’m in full agreement with you that these locations needs more meaningful interactions and links to other areas of the game. I will be doing everything I can go make these locations what we originally envisioned them to be.

    “Much of our planned gameplay for these sites has been slightly delayed due to several reasons I can’t go into, but we hope to implement them in the future. “As many of you know, we tend to implement these things in stages for various reasons. Now that we have the key installation types in place, we are now in a position to work on the deeper gameplay.

    “As for the reason this has not been completed already for 2.3, all I can say is that sometimes priorities have to be changed and we don’t get to implement everything we originally intended got the first iteration of a piece of content.”

  • Capital Ships / Large Piloted Ships – One of the game’s great moments is seeing a Capital Ship drop in to a system and in the Horizons these behemoths have been woven into some available missions. However it’s expected that Frontier want to make more of these ships with David Braben commenting that ‘more could be done with them’. In the 2.2 update Frontier added a capital ship docking yard to the game. and in 2.3 several more large ships were added to the game. During an AMA for the launch of XBox ED, Michael Brookes commented on the subject of Capital Ships saying,

    “There aren’t immediate plans for controlling capital ships, but this does come up in discussion, so it’s not an outright no at this stage.”

  • Docking with Larger Ships – At some point in the future it might be possible to dock smaller ships with larger ones. During a later AMA with Reddit David spoke about this whilst answering a question about commanding and managing ships, rather than just piloting them,

    “There are a great many things in this area we have been looking at long term. Now we have ship-launched fighters, more lumbering ships can make more sense. We have also looked at more of the much larger ships in game – as NPCs and ultimately under player ‘executive control’ – but no promises as there are a good deal of gameplay challenges to be resolved first.”

    He also said,

    “That is something that we’ve thought about. We’ve always talked about the docking slot in the way the Panama canal limits ship sizes for those taking that route. The slot size should constrain ships. When you get to ships like the Cutter and Anaconda, they’re already quite sluggish. You’re already getting to the point where you wouldn’t go much bigger without going to executive control, controlling it like you would a liner or a battleship, saying go there and it turns very very slowly. But in the same way even with the Anaconda you often end up with a better result, and you’ll see this in Multicrew, if you go with turrets. So it wouldn’t be a case of a giant ship being flown by one person with one big gun pointing down the length. That’s the way it would work, but whether it fits with the game that’s another question. We already have big balance issues when people arrive with 100’s of 1000’s of tonnes of cargo. It’s an issue, shall we say.”

  • Additional SRV’s – It’s been confirmed that more of these would become available but only when the specific game play opportunities are right. The use of SRV’s to do mining on planets will appear, but David Braben has said during the PAX live stream on the 10th March 2017 that there is no ETA.
srv
Artwork for possible alternate SRV design
  • Planetary Aircraft/Landing Vehicles – Other forms of vehicles for travelling around the surfaces of planets are planned. Some of these may only arrive when the suitable planetary landing types and other mechanics are available in-game.
  • NPC Crew – The ability to hire NPC Crew initially came up in the early design discussions. The first sign of them in-game appeared in 2.2 – The Guardians when it became possible to hire three crew, with one of them joining you on your ship. Frontier have been quite guarded about commenting on when and if this feature might be expanded, but it does seem likely but unconfirmed that at some point more roles will become available.
  • NPC SRV’s – These could be making an appearance but have been described as a “whole bucket of work” and something they want to do when the appropriate game play opportunities arise.
  • Persistent NPC Ships – The idea of having repeated incarcerations with AI ships has been requested many times by players. During an AMA with David Braben he commented,

    “It’s something we are looking at for the future.”

  • NPC Wingmen – During the Horizons Live Stream back in December 2014, David Braben confirmed Frontier wanted to do NPC Wingmen, it’s mentioned in the Design Discussion Forums and in a recent Q&A Live Stream  Sandro Sammarco said,

    “No ETA’s, no guarantees, but we are looking at it at the moment, it’s a cool concept – but we’re absolutely not going to guarantee it.”

  • Player Stations – This feature was first hinted at before the original release of the game in 2013. There has been little comment about it since. At the time Sandro Sammarco had said,

    “We will not have player build ships/stations/buildings in release 1. This will happen – but the specific timing and content is up for discussion.”

    During the release stream for the 2.2 Beta David Braben was asked if players will ever be able to own their own stations. He responded by saying,

    “It’s an interesting one, we have been talking about that for a while, there are a lot of challenges with that, particularly around game balancing, but yes it’s certainly a candidate feature.”

  • Station Variations – Greater variations in station interiors were made to the 2.2 – The Guardians update. David Braben also confirmed that they would like to do more with the look of stations in terms of them looking more run down etc., but that graphically this is a lot of work. He also replied,

    “Maybe :)”

    when asked during a Reddit AMA if it were possible that the game might see some “abandoned/destroyed space stations, asteroid bases or mega ships?”. This was also commented on by Dav Stott in a live stream when he answered the following question…

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

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

  • Hull Repair Limpets – According to Sando Sammarco at Pax: East these are ‘on the list’.
  • Bounty Tracker Limpets – As above.
  • CQC Updates/Bots – The ability to play CQC against AI controlled ships is something that Frontier have said to be keen on (Sandro Sammarco comment on 6th December Live stream), but realise it’s considerable amount of work. During the Reddit AMA for 2.3 David Braben also commented that changes to CQC were probably not likely any time soon as,

    “…the player counts mean this isn’t a high priority, I’m afraid.”


ALIENS

On the evening of the  the 6th January 2017 Cmdr. DP Sayre became the first pilot to be pulled out of witch space by an unknown alien species, thought to be a Thargoid. You can read about it here or get the full lowdown on the Official Forum or on Reddit. Additionally, find out more about Thargoid lore via Elite author Drew Wagner, here.

David Braben also confirmed that there would be other alien races aside from the Thargoids, one of which have already been discovered in game. There are said to be some things currently in game (as of 21/12/16) that have not yet been found, aliens possibly included.


MYSTERIES

During the Live stream on the 20th December David Braben confirmed that there were still a number of undiscovered secrets in the game, including the mysterious Raxxla, which has been present since the launch of Elite: Dangerous.


POWERPLAY

During an April 2017 Reddit AMA David Braben commented,

“We have talked a great deal about it internally, but we need a good solution – something we don’t yet have.”

This somewhat unloved part of the game currently has some time pencilled in to be revisited during the Horizons season. Details are short and Sandro Sammarco has expressed a desire to make changes to it that at some point would include:

  • Ability to toggle Powerplay status to be active or hidden, through either an option/decal/skin. Significant enforced cool downs when hiding your Powerplay status before you get the benefits.
  • Ability to “up vote” or “down vote” a system involved in Powerplay action. Other commanders from your power would see this up/down-vote data as a very clean, contextual communication of ideas. Importantly, you’d be able to see totals for both up/down votes for systems involved with Powerplay.
  • Outside of Powerplay, commanders can pledge as a System’s Freedom Fighter, so they can Undermine and Oppose in that System, effectively working with opposing powers to weaken the controlling power’s presence. Freedom Fighters would possibly be valid targets in any system controlled or exploited by any power that shared a major faction with the one being attacked by the freedom fighter. Freedom Fighters limited to support one system at a time, with a cool down or some mission to “wipe” their status clean.
  • More dovetailing between minor factions and powers, beyond the government versus ethos effect that currently exists. Benefits and penalties of ethos versus government scale per exploited system rather than at a set 50%.
  • Voting system will allow Powers to withdraw from poor control systems, with mechanisms to prevent withdrawal from profitable systems. Same voting system will stop poor control system candidates from being purchased as expansion targets.
  • Combo mechanism for fortification allotments, limiting the purchase of rushed allotments based on successful deliveries – more deliveries allow more paid rushes – whilst adding temporary fortification disbarring for losing fortification commoditie
  • Success multiplier for CMDRs in Open Play, magnifying the effectiveness of handed-in vouchers for Power actions (expand, oppose, fortify, undermine). At a minimum this will double the Powerplay effectiveness of CMDRs in Open compared to Group/Solo. Personal rewards will not be affected.
  • Gaining fortification vouchers for killing CMDRs supporting rival Powers in your own Power’s control systems.
  • Each Power to have one super-focussed undermine attempt per cycle, which can be countered by over-fortification.

A long and healthy topic on the official forum can be found here. Also thanks to StuartGT and Golgot 100 on Reddit for some the above information.


CQC/ELITE RACERS

During a live stream before the release of the 2.1 Engineers Frontier mentioned that they had been ‘playing with some new technology’ that might be put to use in creating racetracks on planets. Previously Michael Brookes has said that more CQC maps would be released during the Horizons season.


MODDING

This was briefly mentioned a year or so before the original release but has not been commented upon (nor asked about) since, with the exception of ruling out players having the ability to author their own missions due to the complex nature of the mission creation system.

Modding tools were another big request that we received for future updates. Giving players the chance to author their own scenarios and missions, or create completely new content would enrich the game even further and create completely new communities around the game. For this reason modding tools are also planned for the future, although not until much further down the line:

Sandy: Yes we would like to but definitely not until a number of updates have gone out. Probably as part of update 5 or later.

Michael: We do want to support modding, but as this requires considerable support this will be some time down the line.


DIRECTX 12

David Braben has said that he expects the game would take up the use of DirectX 12, but not immediately. What is DirectX 12?

On the 19th September 2016 David Braben announced that Frontier planned to drop its support for Win32 and DirectX 10 in approximately 6 months time. This would he explained give,

“Principally better performance and prettier effects, but it should also help with dev time […] Obscure bugs can take a disproportionate amount of dev and QA time.”


OTHER PLATFORMS

On the 8th December 2016 Frontier announced that in Q2 in 2017, Elite:Dangerous would be released on PS4. You can see the trailer, here and read David Braben’s comments on the upcoming release on the Playstation Blog, here.


CROSS PLATFORM PLAY

David commented during the Christmas 2016 live stream that there were,

“Practical reasons for various platforms. There are things that we will resolve over time but no promises. Microsoft didn’t ‘stop it’, it’s more complicated than that, there are other people involved.[57:50] + On moving Cmdrs between platforms, no plans, but can look at it later.”