On the 15th November at 9:48am Frontier announced that a new patch was ready for release with a wide variety of fixes and changes. You can see the full list below.
PC and Xbox One
– Physics crash fix when disconnecting on entering a location
– Xbox One: Fix terrain flattening so planet ports do not appear underground
– Fix for client and server disagreeing about whether a jet cone boost is active and kicking the player
– Fix a crash writing to the player journal with an invalid station type when docking
– Fix low level network hang
– Crash fix when swapping to an SRV
– Update the maths around hyperspacing to a Neutron star with jet cones to properly deal with avoiding said cones, also push the arrival distance for neutron stars back out a little to avoid running straight into the drop-out radius. Note that you’ll still hit them pretty fast, but not unfairly so as long as you’re on the ball
– Fix buggy refuel on dock
– Fixed Passenger mission bug where you are unable to take any missions due to a bug where abandoned / failed missions continue to take up space in the missions limit
– Fix for planetary mission generation
– Fix for incorrect passenger elite rank points
– Heavy frame loss and stuttering when deploying a AI fighter and thrusting downwards
– Stop the station from responding to crimes of the Passenger Wanted type
– Stop the ThankYouPassedStopAndSearch chatter line from playing when scanned by police while carrying an illegal passenger as they’re about to start attacking
– Target Body does not change after scanning the first beacon of a PassengerSightseeing mission that has multiple destinations
– Prevent a faction expanding twice when a conflict state overtakes an already ended expansion state
– Ensure a minimum amount of Combat rank progression is always awarded, even when the Commanders and NPC crew have a significantly higher rank than the losing pilot
– Fix transaction server error when restocking burst railguns and some other Engineer modifications
– Module storage reliability improvements
– NPC Crew Will Not Hold Position fixed
– More improvements to the automatic fixes that try to get a Commander into the game after an invalid location or loadout including storing modules that cause trouble
– Fix faction names in the Interstellar Factors contact screen being displayed as “NONE” when there are a large number of factions in the list
– The player journal entry for when docking at a station now reports the station faction economy, government, etc: (and the info on entering a starsystem names the properties as SystemEconomy, SystemGovernment etc to be explicit about what the values refer to)
– Fix journal entry when docking an ai fighter
– Orca tactical paintjobs fixed
– Fix to the Asp Pharaoh paintjob skus being switched
– Fix incorrect onionhead2 decal sku
– Always report a MaterialCollected event after MaterialDiscovered in the player journal
– Added a text line explaining more clearly the risk of carrying criminals
– If you have an illegal passenger, call this out in the status line. Only “Wanted” status trumps this
– Attempting to spend negative credits when refuelling fixed
– Add checks for ship validity to GetStoredItemsForSlot so that we only return items that can currently be fitted to a slot. This should stop multiple shield generators, refineries, fuel scoops and other assorted once only modules getting fitted via the storage tab
– Fix livery being accessible (in extenso, outfitting) when outfitting is actually not available in a starport
Xbox One also includes 2.2.01:
– Don’t crash if there’s invalid state in the powerplay map
– Fix crash when looking at the role panel in the SRV
– Prevent spinning ship while docked and using VR mode with Rift CV1
– Fix a crash that can happen if the persistent POI generation runs before the planet surface controller is ready
– Fixed SRV starting underground if the base is in a crater
– Fix soft lock when entering installations when another player is already at the installation
– When cannons, plasma accelerators and railguns malfunction, they now deal 5% of their own damage to themselves, rather than 200% which would instakill them
– Civil wars now use the same structure as War/War Support to guarantee there is always at least one conflict zone in civil wars
– Fix an issue with station guns not causing damage in some network conditions
– Hunter hostiles now obey the same cooldown as normal NPCs to prevent instant interdictions
– Fixed an issue where delivery and delivery founder missions were showing the wrong credit reward in the first transaction tab after you accept the mission
– Fixed overhead per system being too large as it’s not counting fortified systems towards the number of systems that pay overheads
– Materials do not drop from Fumaroles (or other persistent POIs) when multiple players are present fixed
– Stop prosecuting crimes committed by dead Commanders
– Fixed Commanders allowed to equip multiple fuel scoops, fighter bays, refineries and shield generators by retrieving a module from storage
– Fixed some stored ships not being available within the Shipyard
– Fighter Cockpit UI: removing useless indicators in the bottom right corner, leaving the component’s frame only for silent running and wanted status display
– Added message when main ships power plant is malfunctioning will be displayed when player is in both main ship and fighter
– Fine now given for shooting in no fire zone with a fighter
– Lower panel shows SRV that isn’t owned fixed
– Fixed missing targeting schematic images for the Satellites
– Starport UI: fixing research panel (numeric stepper) not releasing focus when pressing left on a pad to get back to contacts menu (or back button)
– Change order of string returned by GetLongLatString, to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre 2.2
– Fixed missing Imperial Clipper vibrant paintjobs
– Remove build watermark
On the 14th October Frontier posted on the official forum that missions rewards had received a re-balancing.
“Many mission rewards have been increased, while passenger mission rewards are slightly decreased to create a better overall balance across the board. This balance is part of an on-going process and we will continue to make changes as required.
“Additionally, we’ve fixed an issue whereby passenger missions will now award points toward the correct Elite rank.”
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)
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
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 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.
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.
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
Ship launched fighter challenge
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
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
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.
Ship primary sensor:
Detailed Surface scanner
DSS to grade 5
Sensor/scanner to grade 5
DSS to grade 3
Sensor/Scanner to grade 3
DSS to grade 5
Sensor/Scanner to grade 3
Sensor/scanner to grade 5
DSS to grade 5
DSS to grade 5
Sensor/scanner to grade 5
Sensor/scanner to grade 5
DSS to grade 5
Sensor/scanner to grade 5
DSS to grade 5
NPC pirates will now ask the player for a cargo amount from a player. Complying will result in the NPC pirate not opening fire.
Players in supercruise can now visually see other interdictions taking place. You can see this taking place in this video.
All ship explosive effects improved
Large number of changes to ship interiors
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
Rebalanced capacitor and charge rates to be the same across the different ships
Added Bucky Ball Beer Mats rare good
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
Added journal events for Multi-Crew
Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
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
At 4.42pm on Friday the 21st October Frontier announced that The Guardians 1.7 & 2.2 patch for PC & XBox would be released on Tuesday, 25th October. If you’re unfamiliar with it’s contents, you can read about them in the preview post, here. No doubt there will be a trailer to follow fairly soon and a launch day stream with a variety of Frontier Developers, plus Mr David Braben (with biscuits and possibly his jumper!) to keep Commanders amused whilst the servers are being upgraded.
At 10.13am on the 20th September the 1.7/2.2 Beta went live. Some links to information can be found below. The patch notes are extensive (to say the least!) and contain some information that was not mentioned previously. This will be updated (soon!) to the Guardians Preview blog here, or you can check for the individual updates here.
If you’re playing the Beta, please report any bugs and give feedback!
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.
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.
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 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.
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.
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.
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.
“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.”
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.
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.
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.
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.
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.
A larger variety of advertising holograms both inside and outside stations.
Paint jobs will be available for the SLF can be seen below and here, and here.
Paint Jobs – SRV
Paint jobs will be available on the Frontier Store to buy in a variety of colours.
More ship kits will be available for the Python and Vulture.
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.