There’s a new page on the blog focusing on some of the videos showing the making of the game. It features videos on procedural generation, how the in-game servers work, the creation of the sounds in the game and more. It can be found via this link, or by clicking on the link near the bottom of the main menu.
“At 10:16am on the 28th March 2018, Frontier announced a small update to the game. You can see the patch note below, or on the official site, here.
“We are taking the PC galaxy servers down now for the 3.0.5 update which will fix the Trade Data issue detailed yesterday. We do not have an estimated time when the servers will be back online but we’ll communicate here and on our social media channels when they are.
“The fix will come on PlayStation 4 and Xbox One early next week and we’ll update you here when that fix will come.
“See the changelog below.”
- Fixed an issue that caused a Commander’s Trade Data to not display
At 3:33pm on the 26th March 2018 Frontier announced the release of the 3.0.4 patch update. The servers are expected to be down for up to 2 hours. You can see the patch notes below, on the Elite: Dangerous – Current Features part of this blog or on the offical site, here.
“We are taking the galaxy servers down now for the 3.0.4 update which has a number of bug fixes. It also reverts the changes made to hot ships and access to outfitting in the 3.0.3 update, which means ships can now access outfitting anywhere except Starports controlled by a faction that has issued a bounty or fine against them.
Details about future crime proposals can be found here. Estimated downtime is approximately two hours, and we’ll communicate here and on our social media channels when the servers are back online. Thank you all for your patience. The change log can be found below:
- Fixed a cockpit shadow issue near planets on the PS4
- Restored the version info text to the main menu on the XB1
- Fixed an issue where players couldn’t pay off bounties via the Interstellar Factors Contact when their notoriety was 0
- Refuelling from the Star port Services screen is now allowed while under Anonymous Access Protocol
- Power bounties are now cleared when the player leaves or defects from a power
- Power bounties are now included when cleaning a ship with Interstellar Factors
- Outfitting service is always open (where available) except when using anonymous access
- Fixed scans in settlements only giving one data material, apart from Guardian Blueprints which intentionally return one
- Fixed an issue where police will spawn in anarchy systems at a USS
Local News Reports
- Fixed the wrong ship name appearing in the top 5 bounty lists if a commander appears in more than one list
- Fixed ship bounties not being added to the top 5 bounty lists on login
- Fixed top 5 bounty list entries not expiring after 5 days
- Fixed superpower bounties not being added to the top 5 bounty list when issued
- Long distance passenger missions now properly allow the selection of a mission reward
- Fixed rank up missions not spawning
- Fixed some Search and Rescue missions not correctly reflecting the repair state of the Starport
- Fixed some mission-only cargo types not being available
- Delivery Wing mission payouts have been increased and the cargo requirement decreased
- Crew members now unlock trade data correctly when the helm scans a Nav Beacon
- Fixed localised strings where the localisation resources redirect to another text symbol
- Fixed missing “PayBounties” event
- Ensured commodity names are localised in CargoDepot interactions, and when scooping and dumping from SRV
- Fixed some factions having their influence displayed incorrectly
- Fixed a rare memory crash
- Fixed a connection issue that could occur near SYNUEFE VM-D C15-10 2 A
- Fixed a connection issue that could occur near planet surfaces
- Fixed a crash that could occur when using the Kill Warrant Scanner
- Fixed the tourist beacon issue where the beacons became misplaced
Weapons & Modules
The damage values displayed for experimental weapons now more accurately represent the damage that they will deal against human vessels
At 10:10am on the 19th March 2018 Frontier announced the release of the 3.0.3 patch for the Beyond series. The original post can be seen here with the patch notes, or you can see them below or at the bottom of the Elite: Dangerous – Current Features section of this blog. Note: This patch sees the return of mining missions back into the game (it’s not expressly stated in the patch notes. The patch notes here also show a couple of changes mentioned by Sandro Sammarco, here. The original patch notes may or may not be amended to reflect this.
“We are taking the galaxy servers down now for the 3.0.3 update which will bring improvements and correct various issues on all platforms. We do not have an estimated time when the servers will be back online but we’ll communicate here and on our social media channels when they are. See the changelog below.
“Not only are we bringing numerous fixes to bugs and crashes, but also an improvement to gameplay mechanics, as detailed below by lead designer, Sandro Sammarco.
“In regard to Power Bounties, this is a short-term solution to allow us to continue to work on further fixes without hindering the PowerPlay experience. We’ll have more information for you as soon as possible.
“Once again, thank you all for your continued positive and constructive feedback. Your bug reports and support allows us to continually improve Elite Dangerous.
“Outfitting of ‘Hot’ Ships
“We’re changing the crime system when it comes to ‘hot’ ships.
“The reason for this is that the system of cleaning ‘hot’ modules in storage was creating an unfair punishment, where commanders were removing modules from ‘hot’ ships that only had small bounties on them and then discovered that the cost for cleaning ‘hot’ modules was dramatically more expensive!
“From 3.0.3 you will no longer be able to access outfitting at any port whilst in a ‘hot’ ship, thus you will not be able to make any load-out changes. You’re required to first clean the ship by paying off fines and bounties issued against it. Outfitting services will then be restored.
“It’s worth noting that we will automatically clean ‘hot’ modules in storage when we deploy this update.
“We feel this change simplifies the rules even more and prevents players from paying unnecessary amounts of credits.
“Power bounties are supposed to be an incentive for consensual PvP during PowerPlay activities. They are meant to provide credits to players claiming them, whilst not punishing players they are issued against (such as no anonymous access protocols, no detention centre respawning and no increased transfer costs). They’re also meant to last until claimed or you leave the power. Basically, when you get one, it’s just some extra money stuck on your head that opposing power players can claim when they kill you.
“Unfortunately, Power Bounties seem to be triggering some of the punishments that normal bounties do, and are not always being removed when you leave a Power. As an interim fix, we are allowing Interstellar Factors to clear Power Bounties, while we investigate the issues.
“We’re also aware of an issue with the Top 5 Bounty Boards and are looking into it!
- Fixed glitching effect triggering incorrectly on COVAS
- Fixed an issue where interstellar bounty audio lines would play incorrectly on subsequent bounties
- Fix blackmarket availability from stations that changed ownership when their controlling faction retreated from their starsystem
Controls & Control Devices
- Fixed a bug that mapped the headlook motion control yaw axis to the pitch axis for DualShock4 on PS4
- Fixed some double-bound buttons for the T Flight HOTAS One and 4
- Fixed an issue where players were unable to pay off a fine they had received in their SRV after transferring back to their ship
- Fixed ATR response not resetting upon ship destruction
- The Kill Warrant Scanner grants a license to kill for any faction bounty linked to the current jurisdiction’s superpower
- Outfitting is now locked for players in Hot Ships, even in jurisdictions where they are not directly wanted. All currently stored modules will be cleaned
- A player’s own Power Bounties no longer cause their legal status to appear as ‘Wanted’ or increase their local bounty in their own cockpit
- Attacking Wanted ships (player or NPC) is now legal even if the player does not know they are Wanted
- Fixed an issue where Superpower bounties would be displayed with incorrect values
- Fixed an issue where players were not forced to pay certain fines/bounties when respawning at a Detention Centre
- All bounties detected with the Kill Warrant Scanner are claimed when the ship is destroyed
- Superpower bounties are issued once a ship has bounties in 5 or more factions affiliated with a superpower
- Destroyed ships will be recovered by the faction controlling the jurisdiction, or the faction controlling the port they were last docked at where possible
- Factions that recover destroyed ships will check for criminal debts and deport the player to the nearest detention centre to pay them
- NPCs have a chance to be affiliated with factions from nearby systems, and a smaller chance to be from further afield
- Wanted NPCs may have secondary bounties issued by factions from other systems
- KWS detects all faction bounties from all factions in all systems (not Power bounties or superpower bounties)
- KWS grants license to kill when superpower matches between current jurisdiction and faction bounty
- NPCs have bounties from current jurisdiction, other factions in system, factions in nearby systems and occasionally factions from great distances
- Adjusted the text layout in the Convert Modified Module UI to prevent it from being cut off
- Fixed an issue where the Guardian Power Plant could be Engineered
Galaxy Map/System Map
- Fixed the Galaxy Map filter configuration selection not persisting on subsequent re-openings of the Galaxy Map
- Fixed an issue where the System Map displayed unpopulated systems with a security level of Low instead of Anarchy
- Fixed Influence levels in the System Map not totalling 100
- Fixed some pilot helmets not matching the suit colour you are using
- Fixed some of the Guardian Sites having a different layout since the 3.0 update
- Fixed a pylon that could not be scanned at a Guardian Site
- Fixed an issue where some Guardian Codices only displayed when in a group
- Balance pass on wing delivery and collect missions
- Skimmers only spawn when you are in an SRV
- While in a ship, approaching Settlements where Skimmers are spawned will trigger the crime of trespass
- Fixed assassination missions showing players the target mission system prematurely
- Adjusted reputation reward numbers to balance Superpower progression speed
- Fixed some missions offering the requested cargo as a reward after handing it over
- Collect missions will no longer give out rewards which are wanted by collect missions from the same station
- Changes made to make Massacre Missions spawn more reliably
- Superpower Rank-up Missions have been moved to the Follow On Missions section to make them easier to find
- Fixed an issue where factions could send players on Spec Ops missions to their own systems
- Players can no longer delete Wing Mission Reward messages until the reward has been claimed
- Increased the payouts for bulk passenger Missions
- Smuggling and altruism missions will now correctly display the rewarded amount of influence and reputation
- Fixed an issue that could cause Ram Tah missions to expire too early
- Fixed a softlock that could occur when attempting to use the Multi-Crew tab in the Comms Panel after leaving a wing
- Fixed the TechnologyBroker event mixing up Commodities and Materials
- Server synchronised time is now used for Journal timestamps
- Fixed the Status.json flag for lights when in the SRV
- All economy types are now listed in cases where a station has several
- More information is included about Wing Cargo Delivery missions
- Fixed the ‘fuel scooping’ flag in status.json
- Fixed the ‘low fuel’ flag in status.json when in an SRV
- PowerPlay bounties can be paid off at Interstellar Factors
Ships & SRV
General Ship Fixes and Improvements
- Fixed an issue whereby you could not retract your ship’s landing gear after dying in an SRV
- Fixed an issue where players were sometimes unable to rebuy their ship after disconnecting when dying
- Improved the field of fire on a Large Turreted Weapons when equipped to the Large Hardpoint
- Fixed Chieftain cockpit hit region being oversized
- Fixed an issue whereby re-logging when driving an SRV could lead to issues boarding your ship
- Fixed a symmetry issue with the Pulse Paintjob
- Fixed a UI crash in the missions screen that could occur when using various filters
- Fixed a crash that could occur when transitioning between locations
- Fixed a crash that could occur during a Multi-Crew session if the player’s ship is destroyed
- Fixed a crash that could occur in systems with no factions
- Updated the Interstellar Factors’ name in the System Map to preserve consistency
- Re-instated the decimal place on the stats page and the system map and changed the value format accordingly
- The Materials Ignore List automatically ignores any materials which the player does not have the capacity to collect
- Fixed mining fragments not displaying the material percentage when selected
- Fixed total earnings in commander stats when selling pages of exploration data
- Speculative fix was introduced for the Comms Panel issue
- Fixed Sidewinder hull panels rendering incorrectly when viewed from inside the cockpit
Weapons & Modules
- Added an extra decimal point to the display of power plant heat rate to allow small changes to be seen.
You can read the original piece here, or below.
“Just wanted to thank you for your continued community feedback, patience and support – the constructive reports and information we’ve received from you has been incredibly important in allowing us to fix bugs and resolve game issues. All of it is being taken into account, so please keep it coming, and thank you for keeping it as constructive as possible.
“We have noticed a lot of discussion surrounding various issues and the temporary fixes in place for those issues. We wanted to take a moment to update you on what steps we are making to resolve various issues.
“Here are some of the issues we’ve previously spoken on:
- Engineer Guardian Modules – It was possible to engineering Guardian Modules when it shouldn’t have been. We’ve prevented players from engineering the module and offered a compensation package to affected players who had engineered their modules.
- Skimmer Missions – The payouts for these skimmer missions exceeded what we felt was appropriate for these missions, so we have temporarily removed them. We are working on a fix, details of when we expect that to be in game are below
- Mining Missions – Mining missions offered rewards which could then be used to complete additional mining missions. This was not the intended use of the new mission reward system so we have temporarily removed mining missions.
“While the solutions we have implemented are temporary, permanent fixes for the above issues are on their way with the 3.0.3 update. We expect this update to be released at the end of next week or at the start of the following week, depending on how our internal tests go.
“Here’s a list of things we’re currently working on for that update*:
- Updates to the Kill Warrant Scanner (including licence to kill if a bounty is detected)
- Updates to the generation of bounties on AI ships (to improve background simulation and support the new KWS)
- Superpower bounties
- Updates to the respawn rule (to improve flow robustness and legibility)
- Locking off outfitting (to stop confusing flow for players trying to wipe low cost fines/bounties and being stung with huge module cleaning bills, and to close a missed ‘loop hole’ where players didn’t have to face the consequences of crime)
- Skimmer missions re-enabled, with improved effectiveness of anti-ship base weaponry. Missions will no longer select planetary bases with inefficient defences
- Mining missions re-enabled and no longer offer the same commodities as a reward that would be required by other local missions
- ATR response now being cleared after death
- Mining fragments now show the % of what resources it contains
- Massacre missions now spawn for factions in a war state
- Galaxy map configuration now persists
- Adjusted settlement data so that missions no longer erroneously direct players to locations where they cannot be completed
- Increased bulk passenger mission rewards and balanced the rewards for Wing Delivery missions, and addressed issues with reputation gain
- Stop players being able to delete wing mission reward inbox messages, which stopped them from being able to collect the reward
- Players can pay of fines that were incurred whilst in the SRV
- Rank up missions now appear as a ‘follow up’ mission, to make it clear to the player
- Fixed gyroscopic head look on PS4
- Fixed collector limpets so that they automatically ignore materials that you have maxed out
- Fixed collector limpets so they ignore correctly when used by Gunner role in Multi-crew
“*This is a near-complete list of things we are working on and aim to fix with release of the 3.0.3 update.
“We’ll be sure to update you on any further information as soon as it becomes available and we thank you for your patience.
Will and the Frontier Developments Team”
Today, Tuesday the 27th February will see the release of the first Chapter of the Beyond series of updates. You can read the full breakdown on 3.0 here.
The patch notes can below, on Reddit, on this website here or on the official website here. There’s an official Frontier Live stream here and various others planned for later in the day. You can see the list here. The official post from Frontier can be seen below and watch the latest Commander Chronicles cinematic short below:
“The galaxy servers are currently down to allow us to update to 3.0 Elite Dangerous: Beyond – Chapter One.
“The downtime is expected to last for approximately 9 hours, although this could potentially go over.
“We have posted the full change log below, and a summary of how the features will work in Chapter One, will be available on the forum later today.”
- Crime & Counter Crime system overhaul, including Advance Tactical Response (ATR)
- When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules
- If players are destroyed when a fine/bounty has been detected they will respawn at a detention centre
- Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
- Players can store hot modules (modules applied to a ship at the time a crime is committed)
- Players can clean ships of any bounties and fines through an Interstellar Factor contact
- Players can sell hot ships from the shipyard for a markdown
- Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a ‘wanted’ ship (bounties and fines) applicable in that jurisdiction, and the cost is increased where transfer is possible
- Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions
- Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens
- New crime recognised: “reckless weapons discharge”
- Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant
- Kill Warrant Scanner changes and Interstellar Bounties will be coming soon
- Added new Wing Missions that can be shared across a Wing and completed as a group
- Mission Depot added where players can accept an applicable mission and deliver the target commodity piece by piece to complete the mission
- Mission reward choice
- New USS scenarios added
- Added new alien attack craft
- Added the Chieftain. More manoeuvrable than ships of similar size and weight, the Alliance Chieftain from Lakon Spaceways has been designed not only to dish out punishment, but to avoid it. * Horizons only
- Added second seat to the Keelback to support Multicrew
- Trade Data & Galaxy Map
- Galaxy map now indicates its mode when any tab is active
- Galaxy Map: Filter by station services
- Galaxy Map: Filters added for Thargoid & Guardian sites
- More player factions have had a description added in their home system on the galaxy map
- Filter for the new ‘detention centre’ government type (for new detention centre spawning areas)
- Galaxy Map: Players can view trade data that they own, by commodity, represented on the galaxy map by colour coded icons
- Galaxy Map: Players can view trending trade routes, and filter by AI or Human players
- Galaxy Map: Players can view import and export prices, in a roll out screen, including the ability to select different markets and filter
- Commodity Market: Players can search trade data they own, to compare it to the current market
- Prison ships have been added to one of the routes to Colonia
- Ship yards added to Caravanserai in Gandharvi and Eudaemon Anchorage in Rohini
- Material Trader contacts, which allow the player to convert materials. * Horizons only
- Engineering a module or weapon results in progressively better improvements within a range
- Players can convert and modify their older modules/weapons engineered before this update
- Players can modify modules/weapons at selected ports (ports with access to outfitting) outside Engineer ports
- Players can select which experimental effect they want to apply to their module, at a material cost
- Players are presented with a screen where they can choose the module/weapon to modify, the Blueprint to apply or pin, see the material cost, and preview the outcome
- Weapons and modules
- Added Technology Broker contacts, which allows the player to unlock new weapons and modules in return for specific materials and commodities. * Horizons only
- Medium Shock Cannon (Fixed, gimbal & turret)
- Medium Remote Flechette Launcher (Fixed & Turret)
- Medium Enzyme Missile (Fixed)
- Size 4 Meta Alloy Hull Reinforcement Package
- Recon Limpet Controller
- Galnet Audio
- For new articles, players can now listen to the news in English, French, German, Russian, Spanish and Brazilian Portuguese
- News headlines can be accessed via the status menu
- Galnet can now be accessed via the status menu and articles with audio can be played or queued into a playlist
- Galnet Audio playback options added to controller bindings
- Galnet Audio section added to audio options
- Installation and Mega ship Interactions
- Data link scanner upgraded to allow scanning mega ships and installations to reveal targets the player can interact with
- Players can scan certain revealed targets to uncover sub-targets. These can be interacted with in different ways depending on the type
- Players can damage generators to disable turrets
- Players can use recon limpets to activate data terminals and comms arrays
- Players can use hatch breaker limpets to open a cargo bay
- Surface material system
- Overhauled the surface material system for the rocky, high metal content and metal rich planets
- Improved contrast and colour variation across and between bodies
- The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds
- Quality of Life
- Added synthesis for new Technology Broker modules and weapons
- Added synthesis for AX weapons
- New cockpit voice assistant – Victor added as an alternative to Verity
- Increased manoeuvrability benefits when boosting based on the ENG pips
- Option added so players can choose how flight controllers address them (Commander Name, Ship Name or Ship ID) when approaching a station
- ’Target Ignore’ feature added for material and commodity collectables and refining
- Ability to see at a glance the quality and inventory quantity of materials targeted
- Per material storage caps
- Increased rewards at Search and Rescue contact
- New High Value supercruise targets for pirates to raid
- Misc Features
- Large number of Commander Journal updates
- Portuguese language support added for consoles
- 11 new Achievements for XB1 worth 200G
- Bug fixes and Improvements
- This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process. Note: The list provided by Frontier to fixes can be seen in the patch notes linked below.
Sandro Sammarco answered a long list of questions regarding both the upcoming Beyond series of updates and the general future of the game. You can see some selected ones below.
Note: There has been no release date given as of yet for 3.0.
Q. Extra module storage?
A. This has now been doubled to 120.
Q. Will SLF’s have outfitting capabilities?
A. Nothing to announce, something they may do at some point but will be done when it fits in the schedule.
Q. Limpet Bay?
A. Frontier are looking at a Limpet controller rack that will store a number of controllers in them.
Q. Tracker limpet?
A. In the big list and very much wanted.
Q. Any chance of being able to change the colours of the HUD display?
A. Not at the moment as it’s a significant amount of work.
Q. Engineer tech brokers weapons?
A. Very likely to happen in Beyond at some point.
Q. Will the Discovery Scanner and surface scanner see updates?
A. Yes, later in 3.0 as part of the exploration update Frontier will look at all of these.
Q. Will ATR Ships become persistent? (ie. they will follow players out of a system)
A. Sandro said this would be looked at, but not until they have seen how ATR operates in the initial release.
Q. Are Frontier looking at using mega-ship interactions in other areas such as capital ships, combat zone and planetary outposts etc.?
A. Yes. Looking at a few areas but no further comment at the moment.
Q. Can Combat zones and RES sites be improved?
A. Yes, these sites will be looked at but these are long term plans.
Q. Will bookmarks be colour coded and see other updates?
A. Yes, these and possible other changes could well come when they introduce the codex later in Beyond.
Q. Changes to Powerplay?
A. They would like to integrate missions into powerplay and have some ideas, but no ETA, guarantees.
Q. Any plans to stop players from permanently boosting their ship engines? (specifically as it’s causing issues during battle)
A. Yes, this will be looked at as it should not be at a loss of tactics during battle.
Q. Will there be further iterations of wing missions?
A. Yes, there will be more wing missions coming.
Q. Changes to smuggling?
A. Yes, but nothing to comment on at the moment.
Q. Will it be possible to re-name engineered modules?
A. It’s on the list.
Q. NPC Crew & Wings?
A. It’s something we want to do, but we need a bunch of other stuff such as communicating with NPC’s and more rules to govern them, so not at the moment.
Q. Any plans for changes to the Asp Scout?
A. There are some “come cool plans for the Asp Scout, that I’m not allowed to talk about”.
Q. Will colour changes to planets reflect the content of the planets?
A. No, but the exploration mechanics in the 3.4 update will assist with figuring this out.