Beyond: Beta – Q&A

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.

3.0 – Beyond: Beta 2

At 10.51 am on the 30th January 2018 Frontier announced the release of the first update to the Beyond Beta. You can see the changes below, or on on the official website here.

The 3.0 beta galaxy servers will go down shortly in order for us to update to beta 2. We have made some specific changes to Engineers that we’d like to call out. You can read about them here. See the full change log below.


Fixes and Improvements

Audio

  • Fixed an audio issue with Small Fixed Mining Lasers
  • Fixed some clicking that could occur when starting and stopping in the Lakon Type 10
  • Fixed hardpoint scanners being silent after swapping from mothership to fighter and back
  • Fixed a bug where returning from the menu pause screen would resume Galnet audio, even if the audio had been paused beforehand
  • Fixed some missing UI sounds when contributing resources towards a Wing Mission when using a mouse

Controls

  • Added the correct radial menus for the T.Flight Hotas One and T.Flight Hotas 4
  • Reverted a change that renamed ThrustMasterHOTAS4 to TFlightHotas4 to keep backwards compatibility with existing player presets that referenced the old name

Engineers

  • Engineer workshop now displays ‘None’ instead of the currently applied experimental effect if you have a Blueprint selected that is different from the one currently applied to the module
  • Pinning a blueprint will now pin all grades, not just one
  • Higher reputation with an Engineer will increase the speed you’ll progress through the lower grades
  • Initial balance pass on certain blueprint stats. Click spoiler to see all changes, to help test the new tweaks. Also read about this on our post here.

    Drives:
    – Dirty Drives: Speed Increase 30%->40%
    (Max possible increase now 47%, used to be 47% with extreme luck, 43%+ considered very good)
    – Clean Drives: Speed Increase 18%->28%
    (Max possible increase now 34.4%, used to be 33.8%)

    Weapons: 
    – Short Range: Damage increase 65%->75%
    (Max DPS increase 67.5% in live, 70% in beta, now 80% including experimentals)
    – Overcharged: Damage increase 55%->70%
    (Max DPS increase 67.5% in live, 59% in beta, now 75% including experimentals)
    – Rapid Fire: Firing Interval reduction 40%->44% (ROF increase 66%->79%)
    (Max DPS increase 67.5% in live, 63% in beta, now 74.7% including experimentals)
    – Efficient: Damage increase 17%->24%
    (Max DPS increase 26% in live, 20.5% in beta, now 27.7% including experimentals)
    Passive power draw reduction 40%->48%
    WEP draw reduction 35%->45%
    – Focused: Heat increase halved (10%->5%)

    Shield Generator:
    – Enhanced, Low Power: Strength Multiplier: 10%->15%
    – Reinforced: Damage Reduction: 12%->15% (back to where it is in live), also fix a numerical error that resulted it odd results from crafting lvl 1-4 recipes

    FSD:
    – Increased FSD Range: Optimised mass 50%->55%

    Power Plant:
    – Low Emissions: Heat 60%->65%
    – Overcharged: Power 36%->40%

    Hull Reinforcement:
    – Single Resistance blueprints: Off-type penalties reduced 12%->10%
    – Heavy Duty: Damage resistance restored from 8.5%->15%
    – Lightweight: Health Multiplier increase 18%->24%

    Armour:
    – Heavy Duty: Health Multiplier increase 30%->35%

    Power Distributor:
    – High Frequency: Global charge rate increase 40%->45%
    – High Capacity: Global Charge Capacity 40%->42%
    – Priority X blueprints: Increase charge rate on primary capacitor from 30%->36%

    Shield Boosters: 
    – Heavy Duty: Shield health increase 38%->40%
    Resistance Augmented: Global damage resist 16%->17%

Galaxy Map/System Map

  • Removed Thargoid and Guardian from galaxy map Allegiance filter and added them to a new Civilisation filter
  • Fixed the System Map displaying the current view mode of the Galaxy Map in the top right corner
  • Fixed some incorrect player faction descriptions on the Galaxy Map


General Fixes & Tweaks

  • Increased yield of materials from asteroids
  • Fix for bounty values not always being received correctly
  • Material availability has been restored to its original state on planets
  • Added two new materials – Boron and Lead which can most commonly be found in metal-rich asteroid rings.
  • Choosing the Horizons Fast Start when creating a Commander now includes an initial set of micro resources
  • Initial commodity adjustments to make it more profitable to smuggle goods to a black market
  • Anarchy factions treat smuggling goods at a black market as if they were traded on the open commodities market for the purposes of the Background Sim

Holo-Me Creator

  • Corrected the position of the player’s avatar when using the Holo-Me creator when in an Anaconda

Installations/POIs/USSs

  • Fixed an issue that was preventing Data Uplinks from being targeted on Installations
  • Fixed Capital Ship in Distress USS being surrounded by ‘Clean’ Pirate NPCs
  • Prison ships now carry a stock of Sidewinders

Missions

  • Leftover cargo from a Delivery Wing Mission is now flagged as Stolen for all wing members
  • Adjusted the spawn rate of Skimmers at settlements to better facilitate ‘Kill Skimmer’ missions
  • Increased the variety of Courier missions that can be generated
  • Fixed an issue where kills by Wing members were not always counted towards a Massacre Wing mission
  • Factions will no longer send you to scan their own Data Points for a Planetary Scan mission
  • Fixed an issue that was preventing mission targets from counting towards an Assassination mission after following a target using a Wake Scanner
  • Fixed material rewards from Wing Missions not being added to the Material Inventory
  • Fixed mission rewards not filtering correctly
  • Wing Delivery and Collect missions are now available

Multi-Crew

  • Fixed a disconnect that could occur when attempting to deploy a fighter in Multi-Crew

NPCs

  • Fixed an issue where planetary defences would still attack you while docked after re-spawning
  • ATR fixes – Correct number of ATR ships now arrive and at the correct threshold

Outfitting

  • Fixed Recon Limpet Controllers all having the same stats and description

Planets

  • Fixed some cases of the rocks around Engineer bases being different colours to the planet’s surface

Player Journal

  • Added an event to Player Journal when SRV is destroyed
  • Added info in journal if wanted when docked
  • Added a property in the Journal’s “Location” or “FSDJump” event indicating if the player is wanted locally
  • Fixed the “Loadout” entry written to the Journal at startup (It was sometimes missing)
  • Ensured all ShipType strings written to journal get localisation
  • Added a new “Powerplay” event in the journal to log a player’s powerplay allegiance, rank, merits etc

Ships

Alliance Chieftain

  • Adjusted the Outfitting camera angle for the String Lights Livery Slot

Keelback

  • Adjusted some camera angles in the Keelback and fixed some UI occlusion that could occur with the role switch panel when in the second cockpit seat

Lakon Type 10

  • Fixes to the landing gear animations and positioning

SRV

  • Fixed an issue where the SRV’s seat was not animating in sync with the pilot impact animations

Stability Fixes

  • Fixed a crash when logging in after applying an unsuitable Engineer modification to a module
  • Tentative fix for a render texture crash (the most frequently encountered crash in 3.0 Beta 1)
  • Fixed a disconnect that could occur when using the Technology Broker if trying to remove required materials
  • Fixed a crash that could occur when the mission owner scans a Nav Beacon for an Assassination Wing Mission
  • Fixed a crash that could occur when looking at the Navigation Panel when in CQC
  • Fixed a crash that could occur when opening the Galaxy Map
  • Fixed a crash that could occur when switching to another ship
  • Fixed a crash that could occur on the Insurance Screen

UI

  • Fixed failed Wing Missions not being marked as such in the Transactions Tab
  • When selecting a megaship turret in the contacts panel, it will no longer look like the player is selecting a ship nor have any attributes normally associated with a ship
  • Fixed an issue where weapon mode icons (fixed, gimbal, turret) were appearing incorrectly for modules in outfitting
  • Fixed the icon for Inbox messages that contain audio
  • Fixed some visual issues that could occur with the UI upon unlocking an item from the Technology Broker
  • The Sub-target tab now shows status instead of health when selecting a hackable item
  • Modules tab now updates when taking heat damage to correctly display health values
  • Fixed negative numbers appearing next to invitee’s avatars on Massacre Wing missions
  • Fixed Engineer mod notifications not correctly aligning when changing from one warning to another
  • Fixed an issue that prevented players from scrolling down the module info panel
  • Fixed an issue that could lead you to become stuck on the rewards screen following the completion of a Cargo Depot Wing mission
  • Changed the inbox filter and header from ‘Audio Logs’ to ‘Discovered Logs’
  • Fixed some debug text that could appear when targeting Black Box Canisters
  • Fixed the ‘engineered’ icon incorrectly displaying when selling stored non-engineered modules
  • Fixed a crash in the workshop that could occur when comparing against a Blueprint not available at the current engineer
  • Fixed an issue whereby an NPC’s avatar could appear in the Comms panel instead of a player’s avatar
  • Fixed inbox message not always appearing when gaining an exploration rank after discovering a new micro resource
  • Fixed a crash that could occur when accessing The Dweller’s Starport UI

3.0: Beyond – Beta is Live!

At 2:39pm on the 25th January 2018 Frontier announced the release of the Open Beta for 3.0: Beyond: Chapter 1 (PC & Mac players). The download size is 15gb. You can find out more about the Beta here.

Official Forum Feedback

Official Forum Bugs Reporting

Reddit Feedback & Bugs

If you can’t play the Beta or are waiting to download it, there are some YouTube streamers listed on the Frontier website who will be playing during the evening. You can find the list, here. Or check out the Twitch channel list, here.

 

3.0 – Beyond: Beta Patch Notes

At 10.54am on the 25th January 2018 Frontier released the patch notes to Beyond: Chapter 1. You can find them below, or here on the official website. The headline features and changes can be found in the Elite: Dangerous – Current Features section of this blog along with all other patch notes from the game.

If you’re looking for more information on what Beyond: Chapter 1 includes, you can find the details here.


New Features

Crime

  • Crime & Counter Crime system overhaul, including Advance Tactical Response (ATR)
  • When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules
  • If players are destroyed when a fine/bounty has been detected they will 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 (and any hot modules applied at the time) through an Interstellar Factor contact by paying the bounty/fine
  • Players can sell hot ships from the shipyard for a markdown
  • Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a ‘wanted’ ship (bounties and fines) applicable in that jurisdiction, and where transfer is possible, the cost is increased
  • Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions
  • Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens
  • New crime recognised: “reckless weapons discharge”
  • Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant
  • Interstellar bounties are created when the combined fines and bounties for factions aligned with the same superpower breach a threshold

Missions

  • Added new Wing Missions that can be shared across a Wing and completed as a group
  • Mission Depot added where players can accept an applicable mission and deliver the target commodity piece by piece to complete the mission
  • Mission reward choice
  • New USS scenarios added

Ships

  • Added new alien attack craft
  • Added the Chieftain. More maneuverable than ships of similar size and weight, the Alliance Chieftain from Lakon Spaceways has been designed not only to dish out punishment, but to avoid it. – Horizons only
  • Added second seat to the Keelback to support Multicrew

Trade Data & Galaxy Map

  • Galaxy map now indicates its mode when any tab is active
  • Galaxy Map: Filter by station services
  • Galaxy Map: Filters added for Thargoid & Guardian sites
  • More player factions have had a description added in their home system on the galaxy map
  • Filter for the new ‘detention centre’ government type (for new detention centre spawning areas)
  • Galaxy Map: Players can view trade data that they own, by commodity, represented on the galaxy map by colour coded icons
  • Galaxy Map: Players can view trending trade routes, and filter by AI or Human players
  • Galaxy Map: Players can view import and export prices, in a roll out screen, including the ability to select different markets and filter
  • Commodity Market: Players can search trade data they own, to compare it to the current market

Engineers

  • Material Trader contacts, which allow the player to convert materials – Horizons only
  • Engineering a module or weapon results in progressively better improvements within a range
  • Players can convert and modify their older modules/weapons engineered before this update
  • Players can modify modules/weapons at selected ports (ports with access to outfitting) outside Engineer ports
  • Players can select which experimental effect they want to apply to their module, at a material cost
  • Players are presented with a screen where they can choose the module/weapon to modify, the Blueprint to apply or pin, see the material cost, and preview the outcome

Weapons and modules

  • Added Technology Broker contacts, which allows the player to unlock new weapons and modules in return for specific materials and commodities – Horizons only
  • Medium Shock Cannon (Fixed, gimbal & turret)
  • Medium Remote Flechette Launcher (Fixed & Turret)
  • Medium Enzyme Missile (Fixed)
  • Size 4 Meta Alloy Hull Reinforcement Package
  • Recon Limpet Controller

Galnet Audio

  • Players can now listen to the news in their own language while they play!
  • News headlines can be accessed via the status menu
  • Galnet can now be accessed via the status menu and articles with audio can be played or queued into a playlist
  • Galnet Audio playback options added to controller bindings
  • Galnet Audio section added to audio options

Installation and Megaship Interactions

  • Data link scanner upgraded to allow scanning megaships 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 hatchbreaker limpets to open a cargo bay

Surface material system

  • Overhauled the surface material system for the rocky, high metal content and metal rich planets
  • Improved contrast and colour variation across and between bodies
  • The colouration of the surfaces now more clearly telegraphs the chemical make up and volcanic activity of the worlds

Quality of Life

  • Added synthesis for new Technology Broker modules and weapons
  • Added synthesis for AX weapons
  • New cockpit voice assistant – Victor added as an alternative to Verity
  • Increased manoeuvrability benefits when boosting based on the ENG pips
  • Option added so players can choose how flight controllers address them (Commander Name, Ship Name or Ship ID) when approaching a station
  • ’Target Ignore’ feature added for material and commodity collectables and refining
  • Ability to see at a glance the quality and inventory quantity of materials targeted
  • Per material storage caps
  • Increased rewards at Search and Rescue contact
  • New High Value supercruise targets for pirates to raid

Misc Features

  • Large number of Commander Journal updates

Consoles

  • Portuguese language support added for consoles
  • 11 new Achievements for XB1 worth 200G

Bug fixes and Improvements

This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process.

For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other important changes.

Audio

  • Fixed some audio issues with the Federal Gunship
  • Fixed some audio distortion that could occur when passing through a Starport’s airlock
  • Fixed issue where Elite NPC crew members would use voice responses meant for Elite targets with targets of all ranks

Camera Suite

  • Removed a dark background that would appear when opening the main menu while in the Camera Suite

Controls

  • Fixed issue of more recent PS4 controllers not being recognised as such when used on PC
  • Fixed some instances of changes to keybindings not being saved after restarting the game
  • Fixed a throttle issue that occurred when using the Camera Suite

Engineers

  • Fixed an issue where engineer bases would not always occupy the top position of your Contacts Panel by default

Fighters/Crew

  • Fixed an issue where hired crew could crash their ships when recalled at crater settlement

Galaxy Map/System Map

  • Fixed some inconsistent system data for Pekoe
  • Fixed the missing ‘State’ field for systems with damaged stations
  • Fixed the argument of periapsis appearing incorrectly on the System Map
  • Fixed two systems with duplicate names
  • Fixed visual issue with planets that could occur after selling restored exploration data
  • The Galaxy Map can now be freely spun with the mouse in both directions, instead of just to the right
  • Fixed some texture pop for the stars on the System Map
  • Fixed inconsistencies between the jump range calculated by the hyperdrive and what’s used in outfitting/galaxy map. Should no longer be cases where the route plotter avoids jumps just on the edge of your range that you could technically make

General Fixes & Tweaks

  • Various text tweaks
  • Fixed a texture issue in the Teqia QI-T E3-3167 nebula
  • Fixed a tiling issue with high resolution screenshots
  • Fixed Onionhead decals that were appearing white
  • Fixed an issue where incoming calls still came through when voice channels were set to ‘off’
  • Fixed cases where hyperspacing to a system where the most massive star is part of a close binary would result in incorrect arrival positions
  • Commander stats: Highest Single Reward now updates based upon the greatest total bounty per ship destroyed after this release

Holo-Me Creator

  • Fixed Holo-Me creator always saying ‘Mixed Eyes’ even when they match
  • Adjusted the height of the wraparound visor eyewear
  • Fixed an issue where ‘Asymmetry 01’ was set by default even when ‘None Selected’ was set

Hyperspace/Super cruise

  • Addressed issue of jumping to a binary star system and dropping too far away from the main star

Installations/POIs/USSs

  • Patched a hole in the geometry of the Shrogea MH-V e2-1763 Tourist Installation
  • Moved some shipping containers at the Torno 3 Maclaurin Reach surface base to prevent SRVs from becoming stuck
  • Fixed players sometimes not receiving Engineering data from scanning data points
  • Fixed instances of capital ships being aligned to the wrong side of Conflict Zones
  • Fixed a missing Uplink at Dav’s Hope
  • Fixed some floating buildings at Conflux Settlements
  • Added docked capital ship to the Carthage system
  • Made some adjustments to the drop out distance to prevent players from dropping out of Supercruise inside the structure of a Megaship
  • Grounded a floating communications antenna at Dixon Dock

Launcher – PC Only

  • Fixed an issue where the launcher would not minimise when clicking the taskbar icon

Missions

  • Passengers will no longer request to visit damaged stations
  • Fixed an issue that could lead to single planetary scan missions not completing correctly
  • Fixed some massacre mission distribution issues
  • Fixed some systems only spawning VIP passenger missions
  • Fixed issue where only one ship in a wing would count towards pirate kill missions
  • Fixed an issue whereby duplicate named mission targets could spawn during missions

NPCs

  • Addressed reports of reckless flying by NPCs around Stations
  • Addressed an issue where Pirate NPCs would attack the player when in the same instance as a Thargoid
  • Dropping mines inside stations no longer confuses the station’s turrets
  • Fixed issue where Pirate NPCs could demand more cargo than you are able to drop
  • Fixed Black Flight ships being incorrectly flagged as allied with Aegis Research
  • Fixed the Beckett Class Science Vessel being incorrectly named when targeted
  • Addressed mission target NPCs sometimes dropping out of Supercruise too close to stars
  • Fixed issue where a Search and Rescue ship would continue to repair a distress call victim even after they are fully repaired
  • Addressed NPC crew members responding with an affirmative to an order when their thrusters have been destroyed

Render

  • Fixed an issue whereby a station’s interior could appear at a low LOD when in a Wing
  • Improved shadows on planet surfaces for some setting configurations
  • Fixed a LOD popping issue on Asteroid Base landing pads
  • Thargoid Probe shutdown now correctly removes the HUD, rather than turning it black after entering the Camera Suite during a shutdown
  • Reduced texture generation time for non-landable planets on consoles Consoles only
  • Fixed an issue where the ship’s hull could render over weapons (Type 7 and Type 9)
  • Prevent crashes when unable to immediately create planet ring texture
  • Video memory savings in the handling of the background
  • CPU optimisations in the Galaxy Map
  • Reduce cases of texture mip level drops on PS4 PS4
  • Fix cases of nebulae missing from background
  • Adjusted the starlight colour effect on planetary bodies
  • Fix for some settlements not being correctly aligned to terrain
  • Fix for fog not picking up the star light colour in some cases
  • Supercruise motion lines are now frame-rate independent
  • Prevent the fluorescent blue line appearing when in headlook mode and exiting the camera suite
  • Tweak dust, tyre track and rock colour calculations to better match the surface
  • Fix galaxy map icons flickering into and out of existence
  • Non-volumetric light cones now fade in instead of clipping
  • Prevent some gas giants from blooming out due to dividing their colour by 0

Consoles

  • Scale the loading squares for 4K so that they’re not tiny – XB1X
  • Fixed an issue where the game would revert back to 4K mode instead of 1080p after a few days (XB1) – XB1X only
  • Fixed an issue where the pre-order gold Sidewinder paintjob would go missing (PS4)
  • Earth now has better defined land masses as on other platforms (PS4)
  • Menu audio no longer continues to play when viewing Training Videos (PS4)
  • Fixed an issue where you’re unable to reply to messages from friends due to them appearing offline erroneously (PS4)
  • Fixed descriptions for various Trophies in languages other than English (PS4)
  • Various audio fixes to help reduce “pops & crackles” (PS4)

Ships

General Ship Fixes and Improvements

  • Fixed an issue where the Festive String Lights could disappear when swapping vehicles until your next jump
  • Fixed ship paint work always showing as scratched even when at 100%
  • Thargoid EMPs no longer scrub your ship’s Nameplate and ID from your hull
  • Fixed some laser aim jittering that was occurring when switching between a Ship Launched Fighter and your Mothership
  • Fixed utility mounts disappearing while in Hyperspace
  • Corrected spelling of DeLacy in several ship cockpit textures

Anaconda

  • Fixed some clipping on the Raider Ship Kit
  • Fixed the ship not rolling correctly on its centre of mass axis
  • Fixed the engine trails rendering incorrectly

Asp Explorer

  • Fixed the bumper Ship Kit covering the Ship ID
  • Fixed an alignment issue with the Ship ID
  • Fixed an issue with the front decal disappearing and reappearing when dropping from Orbital Cruise

Cobra MkIII

  • Fixed an animation issue with the landing gear

Diamondback Explorer

  • Patched a hole in the geometry
  • Fixed a texture LOD popping issue

Federal Gunship

  • Fixed an issue with the heat coils being inverted

Imperial Courier

  • Fixed the facing of a decal

Imperial Clipper

  • Fixed the XB1 controller vibration not working – XB1 only

Imperial Cutter

  • Adjusted some of the outfitting cameras
  • Fixed a missing texture under the landing ramp

Lakon Type 7

  • Fixed some inverted decals
  • Fixed the incorrect orientation of the Camera Suite external angles

Lakon Type 9

  • Fixed a cockpit texture issue

Lakon Type 10 Defender

  • Fixed an issue where certain hardpoints were not firing correctly
  • Fixed a cockpit texture issue
  • Adjusted the camera angle for the 6th utility mount when in Outfitting
  • Increased the power distributor slot to size 7

Orca

  • Fixed some LOD issues with the Pathfinder Paintjob

Python

  • Fixed a section of the Tail Kit 4 that could not be recoloured
  • Raised the position of the fuel scoop message as it was appearing too low

SRV

  • Fixed an issue whereby your ship could take off while deploying your SRV, causing it to possibly take damage
  • Fixed an issue where SRV cargo was retained when the SRV was destroyed
  • Fixed issue whereby your ship could be dismissed while deploying the SRV, causing the turret not to deploy correctly
  • Fixed SRV handling inconsistencies while airborne at some framerates
  • Fixed issue whereby a player driving an SRV would receive a bounty for returning fire on a hostile NPC ship
  • Fixed an issue with the fuel gauge displaying an incorrect value

Stability Fixes

  • Fixed an issue that prevented players who logged out near ‘Downed Civilian Ships’ in the California Nebula from logging back in
  • Fixed a crash that could occur when switching back to your ship from a Ship Launched Fighter
  • Various crash fixes for all platforms
  • Fixed a common connection error that could occur
  • Prevent crash at planetary bases that could occur from rapidly loading in and exiting to main menu repeatedly

Station Services

  • Fixed an issue where the Restock All menu could get stuck loading
  • Fixed an issue whereby modules were not being correctly categorised in the Stored Ships panel of the Shipyard

Stations/Ports

  • Various fixes and optimised for stations and outposts

UI

  • Engineering effects on Modules can now been seen in the modules tab
  • Fixed an issue with bracketed Commander names not displaying as intended
  • Insurance screen ‘Rebuy All’ toggle has been changed to ‘Select All’ for clarity
  • Fixed incorrect ‘Killed By’ message that appeared when a player destroyed your Ship Launched Fighter in PvP
  • Fixed an incorrect thumbnail displaying in the Role panel
  • ‘Total Hyperspace Distance’ and ‘Maximum Distance from Start’ stats on the Stats Panel now display as whole numbers
  • Corrected some display errors on the Insurance Screen
  • Fixed issue where some Blueprints mod descriptions were not matching the results
  • Fixed some text layout issues for Inbox, mission text and Info tab of the Multi-Crew sub menu
  • Fixed issue with the System Map scroll bar resetting when a map pop-up is closed
  • Fixed the switch tabs buttons appearing incorrectly in the French client in the Holo-me creator
  • Read messages in your inbox will now display an open envelope icon

VR – PC only

  • Adjusted the pilot illumination so it proves less distracting when using VR
  • Fixed a rendering issue with some Sidewinder cockpit panels rendering as transparent when using VR

Weapons & Modules

  • Fixed an issue where engineered Pack Hound Missiles could not always be restocked correctly
  • Fixed an issue where some engineered torpedoes were not damaging internal modules correctly
  • Fixed an issue where guided missiles could remain stationary in space after a conflict
  • Small adjustments to the position of the penetration sphere (and making it smaller) to better balance High Yield Shell, Deep Cut Payload and Penetrator Munitions specials – these should all be slightly less effective at their best, better on average, and overall show much more consistent results.
  • Fixed an issue where heat sinks could not be activated when in Supercruise
  • Fixed an issue where jumping to Supercruise reset the charge provided by a Shield Cell Bank if the charge had not completed before the jump
  • Updated the description text for the Turreted Flak Launcher for clarity
  • Fixed an issue where Collector Limpets could explode on the cargo hatch when the vessel was moving
  • Adjusted the Hatch Breaker Limpet Controller’s in-game description
  • Adjustments made to the Docking Computer to prevent damage during landings
  • Fixed issue of power priorities in the module tab not listing all priorities

Modifications to existing specials

  • Autoloader rate increased 25%
  • Force Shell no longer scatters
  • Plasma Slug damage penalty reduced from 20% to 10%
  • Radiant Canister no longer reduces ammo capacity (was 25% penalty)
  • Shiftlock Canister no longer reduces damage (was 20% Penalty)
  • Thermal Conduit no longer includes a base damage penalty, but the damage bonuses from the firing ship’s heat have been reduced to offset this
  • Thermal Vent effectiveness doubled, and no longer increases weapon’s baseline heat (was 25% penalty)
  • Thermal Shock damage penalty reduced from 20% to 10%

 

Beyond: Live stream #3

Note: Updates of this stream can be seen here.

On Tuesday the 23rd January 2018 Frontier will complete the trio of live streams for Chapter 1 of the Beyond series of free updates:

Live Stream – Tuesday, 23rd January 2018
– Engineers
– Material Trader
– GalNet Audio
– Even more….!

If you want an overview of the Beyond season of updates you can see it here. If you want the full rundown on Beyond: Chapter 1, then you can see that here.

If you wish to read some of the Q&A Frontier have given to the previous two streams you can find them here and here.

Finally, don’t forget that the Beta for Beyond: Chapter 1 will begin at some point on Thursday, 25th January 2018.

Beyond: Chapter 1 – Blog Updates

Following the first two live streams the Beyond: Chapter 1 page has been updated to reflect the information released so far. If you’re a returning visitor and want just the latest news, then check out the Latest: Blog Updates. The page has a brief summary of sections that have been updated and will save you time reading through the entire main page to look for new information.