Q&A – ‘Missions’ Live Stream

The current situation is that missions are an on going development and have had a couple of overhauls since their inception. The team are currently working on the current 2.2.03 Beta with some reward passes (to get the right pay outs) as well as some fixing certain outstanding issues. The following is a best attempt to transcribe most questions brought up in the live stream.

Q. When will players be able to share winged missions and how will it be rewarded?

A Shareable wing missions are something they want to do, but are not in the immediate roadmap 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.

Q. What’s the reason for the low number of missions given by a faction?

A. Currently in live version it’s mostly a technical problem. They share an allocation with normal missions. So if there were 40 missions total, they will be shared unequally between passenger missions and normal missions. In the current Beta, they’ve fixed a bug and introduced another bug, which lowers missions numbers but this has been fixed and there should be around 20 missions generated.

Q. Will engineers ever give you missions for rewards you need?

A. For now, no – they will not be able to give you missions because they are not factions. Maybe in the future it will be possible, but 4 engineers do have factions (Quent – Sirius) Those factions who are attached to engineers, could give missions on their behalf.

Q. Have you considered ED community to provide missions outlines?

A. Missions seem very simple, but they are actually more complicated. So giving them to community via a GUI would be a lot of work. They only have so much time and it’s difficult.

Q. Any plans for same system missions rather than having to jump to another?

A. This is currently possible as there is a 0 and 500 light year limit for their generation. However this means that missions are often not generated in the same system. A variant could be made but it would be complicated and would have to work for all variations.

Q. Every missions offers ++ mission increase, not + or +++.

A. This is a known issue. Currently being fixed by designers on internal builds and will be going out in near future.

Q. Missions filters?

A Missions are not generated per player. They are created for everyone who goes to that system for the next 15-60 minutes of time. It could be possible in the future where in theory you could have a filter, but it requires GUI work and it’s not currently a high priority.

Q. I dont seem to be making any enemies, only friends and allies from missions?

A. Failing a mission leads to making enemies. A mission reward pass is currently underway and a recent pass was made to make sure that in an assassination mission killing a pirate lord will give the pirate faction a negative effect.

Q. Passengers missions requiring luxury cabins are hard to come across. Any chance they could be made more common?

A. Yes, they can be and the feedback will be looked at. Problem is that making them too popular will generate too many and will then be given to players who are unable to take them if they have no cabin. This can be frustrating for the player.

Q. Do you feel removing rank locks from missions removed the feeling of progression from the game?

A. No, dont feel it did. Removed some brick walls in terms of missions offered.

Q. For multi stop passenger missions can we be paid for each leg?

A. A big difference with VIP passengers is thatg they get disgruntled if they dont make the complete trip. This is an important part of carrying them and as per real life ‘you’d probably do anything President Obama asked of you if he was in your taxi.’ This make them different to regular missions.

Q. Procedurally chain missions were removed, will they return?

A. These were courier missions. Feedback made them feel that they didnt realise they were providing the kind of experience they wanted. But it was partly a test bed to find out how missions could progress into different areas of the game.

Q. What is limiting factor in introducing new mission types?

A. If you take the example of generating a mission aftger scanning an object – A design would have to be made, be looked at, signed off. Then they’d have to create mission progression elements and then variable generators, then look at creating a new template. Then there’s the side panel, inbox messages, what happens when you abandon the mission – plus there’s testing and GUI time, plus whether they think it actually adds to the game and how it affects other teams schedules and fits into the overall schedule.

Q. Can be accept missions we dont have cargo space for?

A. The main reaspn they dont allow this is because the missions needs to know you can complete it and it doesnt look at every other ship you own in the game before generating the mission. More complicated missions with more variables lead to more edge cases which would create more errors and abandoned missions. These were actually removed some time ago, for just this reason.

Q. Elite only missions?

A. Adam under impressions that there were some in the game and it looks like it’s a bug that will be looked at.

Q. More missions after encountering NPC’s through the inbox?

A. These dont appear hugely often but more of these would generate a higher server load. However, a greater chance of getting these missions is to stay in one place for 15 minutes or longer. At this point a server request is made to generate one. Maybe in the future more will be generated depending on what you scoop – a black box for instance. These only ever happen in populated systems.

Q. Military missions?

A. 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.

Q. Is it possible to have more variation for the ‘opposition to a mission’ in terms of the ships sent after you?

A Yes, technically possible but requires a lot of balancing. They could generate wing to come after you, or change the type of ship coming after you but no ETA and guarantees. The logic has to get more complicated based on rank and again more time is required to get it done.

Q. Will missions be added for 2.3 or 2.4?

A. Nothing to announce in terms of passenger missions for 2.3.

Q. Any chance of increasing variety of ways missions brances can change if items are scanned or salvaged?

A. This is always being looked at in terms of the missiosn template system. For example, Nav Beacon scanning.

Q. Missions to pick up crew once your ship is lost.

A. Possible, but a question that goes beyond the teams remit and into multicrew.

Q. Will there be missions that require top tier loadouts?

A That’s the challenge and it’s very difficult. A simple delivery mission has at least 6 variables which creates a lot of possibilities in terms of what can and can’t be generated for a player.

Q. For material missions rewards can you consider increasing their drop rates in missions?

A. This could be done and they will take on board the feedback, but those materials cost money in the form credits you’d get from the missions, which would then generate lower credit rewards.

Q. Can the timelimit for Colonia missions be increased?

A. This was a bug and missions will now only be generated in Colonia.

Q. On the fly missions are fun but rare.

A. Getting in space missions in the future could be coming in the future, but is likely to be a way off.

Q. More missions to give better reputation and influence?

A Yes, they will be looked at once the current credit pass has been looked at. Balancing passes take a long time due to the scale.

Q. Will Jaques station get missions soon?

A. Yes, it will be coming soon, but it needs testing first.

Q. Example of missions generation:

A. Two missions, go from one station, one to a close station one to Hutton Orbital creates a lot of differences due to the scale of the game.

Finally, Passenger missions additional destinations will be made optional for the player.

Beta 2.2.03 – Mission Updates

On the 9th December Adam Waite of Frontier announced the following changes to missions, which should now be live in the Beta patch. You can follow the thread here.

Below are a list of changes that should be live in the beta:

  • Mission rewards should be better balanced with increases to smuggle and delivery in particular
  • Mission spawning should be better with a fairer split between the mission board and passenger lounge
  • Reduced mission generation failure (where you see error messages when trying to load the board)
  • Passenger missions should correctly award exploration elite rank points

Finally I would like to start a discussion about the topic of the skimmer massacre missions. For those who don’t know the issue here is that if you can get missions that go to the same location killing a single skimmer will iterate the counters for all active missions related to that location. Unfortunately this issue is not easily solved and leaves us with only three practical options to balance these missions.

  1. Remove the mission entirely
  2. Reduce the rewards for this mission
  3. Prevent players from being able to have more than a few of this mission type active at any one time
  4. A combination of 2 and 3
  5. 3 but with slightly increased payouts

Elite: Dangerous – Current Features

Updated: 6th December 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

> Released 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 & planetary 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

> Released: 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 

> Released: 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

> Released: 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 

> Released: 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 +  

> Released: 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

> Released: 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

> Released: 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

> Released: 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) | 2.3.101.01 & 1.02 (PS4)2.3.11 | PS4 Hotfix |


> 2.4 – THE RETURN

> Released: 26th September 2017

+ indicates Horizons features only. These are the full patch notes.

New Content & Features (+)

  • Added mysterious and exciting things
  • Holo-Me Save Slots – We have added save slots for different Commander appearances in the Holo-Me system
  • Holo-Me: Added 12 new hairstyles
  • Holo-Me: Added slots for Eyewear and Outfits
  • Synthesis can now create heat sinks, chaff, limpets and top up life support
  • Additional planetary bases added to the Colonia region for migration winners
  • Added mysterious locations we’re not going to tell you about…

New Content & Features

  • Added more mysterious and exciting things
  • Ship Rebuy Penalty – When a player commits the crime of murder (PvP only), an additional cost is added if they swap to a less expensive ship before paying legal costs during the rebuy flow
    • Exemption for valid Powerplay PvP
  • Pilot’s Federation Bounty – When a player commits the crime of murder (PvP only), they receive an additional Pilot’s Federation Bounty. This bounty is valid in every jurisdiction except anarchies
    • Exemption for valid Powerplay PvP
  • Inbox Revamp – Various quality of life improvements and a new look
  • New Chained Missions – Which can be longer than two steps
  • Hull/Canopy Repair Limpet controllers are now available
  • Preview game extras in outfitting – You will now be able to preview paint jobs and other game extras available for purchase
  • Stored ships can now be sold from the rebuy screen to cover the rebuy cost
  • Updated route plotting system:
    • maximum route plotting range is now 20Kly
    • route plotting is much faster
    • there is now an option to make use of neutron star boost when plotting routes
    • an icon is displayed on the route to show the last scoopable star before running out of fuel
  • Additional NPC stations added to support infrastructure and trade routes in Colonia region
  • Star systems renamed based on Colonia migration winners
  • Additional space stations added to Pleiades region to support civilian expansion narrative
  • Added search and rescue contacts to stations across the galaxy
  • New and improved salvage scenarios added to support search and rescue gameplay
  • Made salvage commodities legal to pick up from wreck sites (will still appear illegal if dropped by ships as that is not salvage)
  • Added more mysterious locations we’re not going to tell you about…

Companion API

  • /market now uses the correct commodity names and will include prices for legal commodities in the current ship’s cargobay that are neither produced nor consumed at the current station
  • Calling /market with rare commodities in the cargobay will now produce the correct sale price for them in game
  • /profile now uses the correct galaxy state for controlling Factions and Superpowers, and uses the correct names for some modules, recipes and customisations
  • /profile now includes Fighters, SRVs, Name and ID of ships
  • /profile now includes most modifications of the current ship’s modules, with a few exceptions:
    • Ship armour, hull reinforcements, shield generators and shield boosters return their absolute values for the resistance modifiers, not just the engineer modifiers
    • Modifications to weapon burst size do not automatically affect clip size
    • Burst size and burst rate overrides do not report their consequences for attributes like damage per second
    • Special modifiers are listed, but are not broken down into their effects


Controls

  • Added default bindings for useful Multi-crew functions for the Thrustmaster T-Flight HOTAS range


CQC

Fixed the ‘Waiting for Players’ and ‘Starting Game’ text that was obscured on the Elevate map

  • Fixed a UI issue whereby many weapons were incorrectly displaying the ‘gimballed’ icon on the HUD


Engineers

  • Engineers should no longer distort influence % displayed for the other factions in that starsystem


Factions

Encourage factions to not expand into starsystems that require permits

  • Factions that fail to expand from a starsystem after an Investment state has boosted their expansion range will no longer try to expand from that starsystem in the future
  • Factions that retreat from a starsystem will subsequently treat that starsystem as a low priority when choosing an expansion target


Fighters/Crew

  • Restored the missing descriptions for the GU-97 and Taipan Fighter when viewing their details via the Roles panel


Galaxy Map/System Map

  • Updated some textures in the System Map to reduce memory usage (without reducing the quality)
  • Fixed an issue whereby you would not get a failed message when plotting an economical route
  • Fixed an issue with how the Gemini Constellation was being drawn on the Galaxy Map
  • Corrected an issue whereby the completed mission indicators were not updating correctly on the System Map
  • Fixed an issue where ships that have been transferred were not displayed at the correct location on the Galaxy Map after logging out
  • Corrected the colour of the Metals trade routes shown on the map to match the colour shown in the legend bar
  • Fixed an issue whereby the System Map popup auto minimised when using a control pad
  • Tweaked the route progress bar to show when updating route options
  • Fixed an issue that caused route plotting to plot a route twice if you have neutron star boost turned upon starting a new game session
  • Fixed an issue whereby long range route plotting failed to update route target after 1000 ly jumped


General Fixes & Tweaks

  • Brazilian Portuguese language translation is now available (A special thanks to our volunteer localisation testers has also been added to the credits)
  • Fixed datestamps on inbox messages
  • Various text fixes
  • Various localisation fixes
  • Added some mysterious things which get unveiled over time…


Holo-Me Creator

  • The Escape key will no longer exit the Holo-Me system
  • Fixed a rendering issue that could occur when a Commander’s hair overlaid certain environmental fog effects
  • Fixed the ‘Grime’ facepaint not being very visible when applied in the white colour option
  • Corrected the order for some of the female skin tones for the smooth complexion head type
  • Fixed an issue whereby the ‘Full 02’ mouth shape was also incorrectly adjusting the jaw size
  • Fixed issue whereby players could apply rank decals to their flight suits for ranks they have not yet obtained
  • Fixed an issue where the Holo-Me screen was not focusing on the face when editing the “Complexion” tab
  • Fixed the save prompt appearing when no changes had been made to your Commander
  • Fixed an issue whereby the ‘Loading Commanders’ notification would display indefinitely after changing you Commander’s gender
  • When changing the Commander’s gender after previewing or equipping a suit, the suit will now transition properly rather than resetting


Missions

  • Add distance from starsystem entry to mission destinations
  • Ship kills, and actions to complete planetary hack and disable missions will now only contribute to a single mission, this will be the earliest mission accepted
  • Refactored mission selection to promote a wider selection of missions on a single board.
  • Refactored mission selection to promote a better spread of missions across factions
  • Refactored mission selection to heavily promote selection of conflict missions for both sides involved
  • Refactored mission selection to more reliably generate permit, engineer, and rank missions at eligible stations.
  • Slightly rebalanced micro resource reward selection probabilities
  • Added an inbox message when passengers alight from the ship
  • Follow-on missions can include more data about previous missions in the chain
  • Added support for missions allocating additional rewards based on station distance from the jump-in point
  • Optimisations to how system data caching for secondary sites is stored and requested
  • Significantly improve mission board loading, especially for those on high-latency networks
  • Fixed message text when trying to accept missions past the mission limit (No longer says “… of this type” when it means total missions)
  • Fixed passengers on tourism missions not realising the player hadn’t gone to the right beacon when on multiple-site trips
  • Fixed localisation text for certain parts of Ram Tah’s ruins mission in languages other than english
  • Fixed an issue whereby missions could still be locked even if you met the minimum reputation requirements
  • Fixed some over-inflated mission rewards
  • Increased the chance of in-space chain missions spawning
  • For ship kill missions, the mission giver is considered when deciding if a kill should count. This allows for some mission stacking, but only when missions are from different factions
  • Fixed issue whereby courier missions were only spawning at Elite rank
  • Fixed an issue where legal massacre missions were not displaying the mission title in the inbox message after completion
  • Increased the time limit for long distance missions
  • Chain mission inbox messages now better indicate the name and known station of the mission giver
  • Fixed an issue where the same assassination target could appear in a later chain mission or other mission board missions
  • Fixed an issue whereby location information was not displaying correctly for assassination Chain missions that occurred after an altruism mission
  • Fixed some string text that appeared in a chain mission’s historical data
  • Fixed an issue whereby Chain missions could persist after deleting your save
  • Reduced the amount of Long Distance missions that will generate
  • Multiple Planetary Scan missions will no longer complete after a single scan
  • We now include the faction and station name in chain mission inbox messages


Multi-Crew

  • Fixed an issue where if a crew member joined a helm docked in the hangar, the crew would appear docked on the surface while the helm stayed in the hangar
  • Fixed the Multi-crew power distribution pips being reset during Hyperspace and Supercruise transitions
  • Fixed holograms on a Fighter’s HUD disappearing during Multi-crew
  • Fixed missile lock audio not working correctly in Multi-crew
  • Fixed an issue where the gunner role has less range when using scanners than the helm role has
  • Fixed an issue where the menu could become locked when quickly attempting to access the Mult-Crew Options (top left panel) during MultiCrew as non-helm role
  • Added a default binding for the multicrew mode switch when using the mouse and keyboard control scheme, the key is Tab
  • Fixed an issue where the holograms on a Fighter’s HUD disappear during a Multi-Crew session
  • Made some tweaks so Mutli-crew gunners in the third-person view can no longer automatically target their own launched projectiles
  • Implemented a fix for crew members not always collecting exploration data when scanning a navbeacon


Network

  • Re-enabled UPnP by default in the AppConfig
  • Improvements made to prevent network disconnections in poor network traffic conditions


NPCs

  • Fixed an issue whereby forgetful Military NPCs could sometimes have left their weapons at home
  • Shooting a capital ship in a scenario where they are the bad guys no longer lands you with a bounty on your head
  • Trigger-happy NPCs will now only shoot missiles once the target’s shields have dropped
  • Fixed the falling skimmer issue that could occur on planet surfaces
  • Fix for capital ship movement issues


Outfitting

  • Fixed an issue that sometimes prevented players from selecting stored modules in Outfitting
  • Fixed an issue where livery items would not appear the first time they are clicked upon
  • Various outfitting items have had their descriptions fixed
  • Fixed an issue where Bobbleheads were not appearing in the Livery section
  • Fixed an issue where clicking “remove” on a decal slot when no decal was fitted caused the menu to stop responding
  • Vehicle/Fighter sub slots are no longer displayed when transferring an optional internal module from stored modules
  • Fixed an issue whereby ship kits would not preview correctly after quickly switching module slots
  • Fixed an issue whereby when purchasing one or more class 6 planetary vehicle hangers, the class was not correctly detailed for the vehicle slots contained within it
  • Fixed an issue where some ship nameplates were incorrectly displaying the ship ID


Player Journal

  • Added “Luminosity” property to “Scan” event for a Star
  • Added “MissionRedirected” event
  • Added “SearchAndRescue” event
  • Added “SellShipOnRebuy” event
  • Include Latitude and Longitude info in Screenshot event if appropriate
  • Include transfer time to FetchRemoteModule
  • Include info about online friends at startup
  • The ‘Scan” event is generated for all bodies in a system, when scanning a navigation Beacon
  • Added “RepairDrone” event
  • Added “Music” event
  • Population statistic now included in the system info on ‘FSDJump’
  • included info about StationServices available when docking at a station
  • Info about all bodies in the system added when scanning a Nav Beacon. If you have a Detailed Surface Scanner installed, this will include detailed info (such as materials available on landable bodies)
  • Included ‘TransferTime’ property in ‘ShipyardTransfer’ event
  • Added mission name to player journal for mission redirect message journal entries
  • Fixed an issue whereby Nav Beacons needed to be scanned twice for correct journal entries


Render

  • Fixed a macOS specific issue with asteroid decals having bright textures when mining
  • Fixed a macOS specific issue that saw station lights rendering through your ship’s geometry
  • Made some tweaks to prevent certain landing pads from being visible when using the vanity camera when docked in a hangar on a planet
  • Fixed an issue that could lead to other Commanders floating around the screen when inspecting a fighter or SRV
  • Fixed an issue with planet surface textures jittering
  • Improvements made to station LOD (level of detail) when in a Wing
  • macOS: Fixed an issue with gas giants not rendering correctly
  • Fixed an issue whereby ship shadows were missing when first arriving at a planet’s surface
  • Fixed hologram scaling issue when targeting a torpedo


Server

  • Fix a cause of stored ships shown on the galaxy map, but were inaccessible from the shipyard
  • Fix a transaction server error when transferring stolen cargo between SRVs and Ships
  • Fix displaying the wrong language labels for Community Goal reward tiers
  • Fix displaying the wrong language in multi-crew session reports
  • Fix some incorrect faction superpower allegiance and government types used for the galaxy map, system map, commodities and outfitting services
  • Stop displaying ‘main menu’ as a last location in top bounty local news reports
  • Fix a transaction server error when passengers leave ship cabins
  • Fix a transaction server error in outfitting
  • Various reliability and performance improvements
  • Fixed the selling of stolen salvage commodities at blackmarkets
  • Stopped mission cargo from being sellable at the market it was given at
  • Fixed some friends incorrectly appearing offline
  • Fixed certain synthesis boosts lasting too long


Ships

General Ship Fixes and Improvements

  • Fixed an issue where players could not switch ships if they had drones in their ship’s hold
  • Adjustments made to the Corrosive 1 Paint Job so it works better with non-Raider Ship Kits
  • Fix for Shield Cell Banks having no audio or visual effects when deployed
  • Fixed an issue with accented characters in ship names not displaying correctly

Anaconda

  • Fixed error that could occur when attempting to change the Anaconda’s livery when an Engineer’s modified shield generator is equipped
  • Fixed a LOD issue with Anaconda Paintjobs
  • Tidied up some textures


Asp Explorer

  • Fixed a naming inconsistency with the Corroded Livery

Diamondback

  • Fixed some LOD issues

Diamondback Explorer

  • Fixed some lighting issues

Dolphin

  • Fixed some texture issues with the Excursion Paint Job
  • Flipped some text on the cockpit fire extinguisher
  • The Dolphin now casts a shadow correctly when in the hanger
  • Fixed a texture error that occured when the Dolphin’s shields were hit when viewed from another ship

Eagle

  • Fixed some texture issues

F63 Condor

  • Adjusted lighting in the livery screen

Federal Corvette

  • Made adjustments so that the bumper Ship Kit works better with Paintjobs
  • Fixed some clipping that could occur with a Class 1 Cannon in the small size 1 hardpoint
  • The 3rd chair in the Federal Corvette is no longer manufactured by DeLacy and has been replaced with the appropriate Core Dynamics model

Federal Dropship

  • Patched a hole in the geometry
  • Adjusted the nameplate camera for the Federal Dropship when using VR

Imperial Courier

  • Made adjustments to the decals to prevent clipping
  • Adjusted decal 1’s camera angle to prevent clipping when using VR

Imperial Eagle

  • Removed some stray geometry that was in the cargobay area
  • Fixed some stretched textures that could be seen when your canopy ices up
  • Minor texture and geometry fixes

Keelback

  • Rescaled the front decal so it does not cover recessed geometry

Lakon Type 6

  • Added new hanger cameras for the Lakon Type 6 for the rear Ship Kits and the wings

Lakon Type 7

  • Fixed a LOD shadowing issue on the top of the Lakon Type 7
  • Fixed some missing cockpit textures when viewed using the Vanity Camera

Lakon Type 9

  • Added lights to the wings of the Lakon Type 9 so that nameplates can be seen

Python

  • Corrected several vanity camera orientations

Sidewinder

  • Fixed the smoothing groups on the sidewinder cockpit glass to improve LOD visuals when panning at close range

Viper MkIII

  • Fixed some clipping that could occur when equipping a spoiler Ship Kit
  • Fixed a text decal on the rear of the Viper which was cutting through the hull geometry

Viper MkIV

  • Changed the hanger cameras with rear facing cameras for the spoiler and tail Ship Kits

Vulture

  • Patched up a small hole in the Vulture cockpit
  • Fixed an issue with the Vulture’s co-pilot console

SRV 

  • Fixed a text overlay issue with the Surface and System map buttons in the Navigation Panel when driving an SRV
  • Fixed an issue that caused the mouse direction cursor to not appear when driving an SRV

Stability Fixes 

  • Fixed a crash that could occur when a nearby NPC ship was docking in a station
  • Fixed a crash that could occur when saving and exiting back to the main menu
  • Fixed a crash that could occur when reviewing Multicannon hardpoints in Outfitting
  • Fixed a memory crash that could occur in various situations while playing
  • Fixed a crash that could occur when entering an Unidentified Signal Source
  • Fixed a crash that could occur when dropping in to a Civilian Installation
  • Added a cool mystery thing…
  • Fixed a crash that could occur when entering Supercruise
  • Fixed a crash that could occur when attempting to delete an inbox message
  • Fixed a crash that could occur when loading in to an SRV
  • Fixed a crash that could occur when visiting Jaques Station in Colonia
  • Fixed a crash that could occur when entering the Planetary Map view
  • Fixed a crash that could occur when scanning another Commander’s ship while in your SRV
  • Fixed a crash that could occur when firing weapons that apply the camera shake effect at targets that cannot be shaken
  • Fixed an issue where swapping to an newly docked fighter would disconnect you from the server
  • Fixed a crash that could occur when destroying a Goliath Skimmer
  • Fixed a crash that could occur when following a wake scan
  • Fixed a disconnect issue that could occur when deploying a Fighter when in Multi-crew
  • Fixed a disconnection that could occur when loading into the game for the first time
  • Fixed a rare crash that could occur when using the mouse to move the camera when in the cockpit
  • Implemented measures to help prevent crashes that could occur when quickly deleting inbox messages
  • Fixed a crash that could occur when joining or leaving a Multi-crew session
  • Fixed a crash that could occur when using the System Map
  • Fixed a crash that could occur when using Synthesis
  • Added another cool mystery thing…..

Station Services

  • It is no longer possible to sell stolen items that you received as part of a mission on that station’s black market

Stations and Outposts

  • Outpost weapons platform has been completely updated with new art
  • All Outposts have had an art pass to fix minor issues and improve visuals
  • Outpost schematic rendering is now fixed to show all the extra modules, not just the core outpost
  • Modular Stations have had an art pass to fix minor issues and improve visuals in some areas
  • Various station schematic models have been updated to improve quality and fix orientation issues
  • Physics mesh optimisation in the newer station interiors to improve framerate
  • Various updates to station interiors to fix minor art issues and improve LODs

StellarForge

  • Renamed Eol Procul Centauri 1 to Hutton Moon

UI

  • Fixed an issue where the fuel scooping UI element would overlap with the jump charging element
  • Fixed an issue that could cause your inbox to become garbled when deleting messages
  • Fixed an issue where gunsights were not rendering correctly
  • Fixed some icons that were missing in the Multi-crew role switch panel
  • Fixed an issue where the Multi-crew session report could overlay incorrectly and not be closed when opened in the Gunner Cam mode
  • The Insurance screen will now show the last ship you were flying by default
  • Livery items you own will now be indicated with a tick
  • Removed an invisible button to nowhere from the Station Services menu
  • Corrected the Commander portraits appearing at a lower resolution in the Station menu
  • We have made some cosmetic improvements to the layout of the Insurance screen
  • Fixed an issue where a Wingman’s target marker could disappear when they target a subsystem
  • Fixed an issue whereby the ‘Buy Game Extras’ button would not work correctly when using a mouse
  • Made some changes to better accommodate text and prevent it from being cut off when playing the game in Russian
  • Fixed an issue where faction text was overlapping Engineer details while docked at an Engineer base
  • Scanning indicator now appears correctly in the Contacts panel when scanning a Commander
  • Powerplay inbox messages will now show the name of the power that you are aligned with as the sender
  • Fixed an i$$ue where Commander name$ that contained ‘$’ were not di$playing correctly
  • Fixed an issue whereby other players were not displayed as hollow squares on the scanner
  • Players that have you on their sensors are now informed when you enable or disable “Report Crimes Against Me”. Additionally, enabling crime reports now has a 15 second delay before actually becoming active (there is currently no delay when disabling crime reports)
  • Made some changed to ensure the Navigation Panel UI stays in sync with the backend code
  • Fixed some ship names that were incorrect on the ‘Sell Ships on Rebuy’ screen
  • Fixed an issue that caused various elements of the UI displaying the currently selected destination to be out of sync, and allow surface destinations to be selected from the SRV
  • Fixed a small dot that appeared next to the throttle pin on several ships
  • Re-aligned the cargo scoop UI
  • Fixed an issue whereby selecting to transfer a module from the list of stored modules displayed an incorrect list of viable slots
  • Fixed an issue where the title of an inbox message would not fade out when the message had been read
  • Improvements made to the Outfitting Livery UI, so it no longer resets to the top of the list when moving between slots
  • Fixed some cut-off text on the ‘Your Stored Ships’ button within the Insurance Screen
  • Fixed some cut-off text on the Taipan Fighter’s role information screen
  • Fixed an issue whereby the voice comms request icon temporarily appeared on the incorrect user in a player’s friends list
  • Fixed some text that was cut-off in the Holo-Me UI when playing the game in some languages
  • Made some adjustments to prevent issues that could occur after Alt-Tabbing when in the Holo-Me UI
  • Fixed some overlapping that could occur in the inbox message titles
  • Fixed an issue where the no indication that a jet cone boost is due when using this option to plot a route appeared on the HUD

VR

  • We have made some adjustments to mouse behaviour when viewing the Holo-Me menu in VR so that it matches other UI screens
  • We have disabled the bloom effect when using the VR graphical presets by default, as it could be a bit hard on the eyes
  • Fixed a tiling issue that occurred when taking high resolution screenshots when using VR
  • Adjusted a variety of outfitting cameras across a range of ships to work better when using VR
  • Fixed an issue whereby the HUD target reticle was displayed inside your cockpit in one eye when using VR

Weapons

  • We have made some improvements to the animations on railguns
  • If you’re still reading this we’re definitely not telling you about the mysterious things, you’ll have to wait and find out……

PS4

  • Added a toggle to switch between tilt and rotate for headlook with motion controls
  • Fixed an issue where the amount of time played would become stuck at 0
  • Fixed numerous crashes
  • Fix for an issue where the “Refined Taste” Trophy was not triggering correctly
  • Adjusted link on Passengers Training Video to direct you to the correct video
  • Fixed an issue where you would be prevented from selecting control presets when booting the game with the T-Flight HOTAS 4 connected
  • Fix for becoming stuck on the Engineers screen after viewing pinned blueprints
  • Pressing Triangle on the Galaxy Map will now jump to your current location
  • Swapped the left and right stick icons around so they’re no longer confused about their directions
  • Added a default binding for deploying your Cargo Scoop with the T-Flight HOTAS 4.
  • Added a default binding for targeting while in the SRV with the T-Flight HOTAS
  • Fixed an issue with the heat sinks on the Imperial Cutter disappearing when viewed from close by
  • Fix for numerous audio issues including distortion during dog-fights”Please note that there are also a lot of fixes that covered multiple platforms that included the PS4; these have not been called out in this list.”


Xbox One

  • Added 25 new Achievements
  • T.Flight Hotas One support
  • Fix for an issue where Ship IDs would only show 5 characters despite 6 being entered

Patch Notes: 2.4 | 2.4.01 | 2.4.02  | 2.4.03 | 2.4.04 – PS4 only | 2.4.06 – Xbox One X | 2.4.07 – Xbox One & PS4 | 2.4.08 | 2.4.09 & 1.13 (PS4)


 

Horizons : An Overview

Updated: 18th October 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 +.

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 

> 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 

> 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 – The Return

> Release date: 26th September 2017

Frontier released 2.4 – ‘The Return’ on the 26th September 2017.

You can see the preview, here.


> Additional Horizons Content

>
Frontier announced that ‘Beyond’ would feature some free core upgrades to the game during 2018. You can read about them here.

The Future? “It’s on the list….”

UPDATED: 1st December 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 but may still be expanded upon..


> INTRODUCTION

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. 

With the scope and potential of Elite: Dangerous 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. 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.


> BACKGROUND

>
Frontier have various teams working on different 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:


> BEYOND: CORE GAME PLAY IMPROVEMENTS

>
Frontier confirmed that content following 2.4 would concentrate on improving the core gameplay experience. Some of the content was revealed at Frontier Expo 2017 on the 7th October 2017. It will be free to all owners of Horizons.

The Roadmap

roadmap
Note: That 2.1 and 2.2 appeared in 2016, not 2017 as the graphic suggests.

Between January and March 2018, Frontier will release the first of two major updates to the game. Following that there will follow two smaller content updates, followed by the Quarter 4 update between October and December 2018. You can read about these on this page in the appropriate sections, or go to the Beyond: Core Gameplay Improvements page to see them as revealed at Expo 2017.

In terms of future expansions or DLC, it’s likely that there will be a change to the way content is released, with David Braben previously 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.”

Frontier’s Head of Communicaitons, Zac Antonaci, commented after Expo 2017,

“In addition to all the content talked about at Frontier Expo, we also have some pretty cool things in the works which will be available to purchase. We’re not ready to talk about them just yet so we can’t give you any details but rest assured that the lifetime expansion pass owners will be looked after and will be getting their hands on premium content as part of their lifetime expansion pass before the end of 2018 and the Beyond series of updates.”

There is no further information about what this might be at present.


> ‘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 initially 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

>
As confirmed at Expo 2017, exploration will be one of the parts of the game expanded upon in the series of updates following the release of 2.4 – The Return.

Frontier will be making some sizeable changes to both the colours and details of the planets in the game by ‘revisiting the shaders and graphs’ that produce the procedurally created planets. This will bring out some of the ‘contrast and details that already exist within the system’. This should give the planets a more ‘rich detailed look’ as well as a ‘wider variety of colour variations’. These changes will appear between January and March 2018. You can see the video footage from Frontier Expo below.

Between October and December 2018 will see the introduction of some new technology namely a new global lighting model affecting both planetary surfaces and how lighting is seen in space. Additionally Frontier will re-work their ‘scatter-rock’ technology. This is the way the system displays both rocks and boulders on the planetary surfaces. This will hopefully give a greater variety in the size, shape, scale and forms of rocks on the planetary surfaces. This will make the ‘environments more compelling to navigate’. They will also look at localised ambient affects for both fog and vapour which will bring ‘an increased depth to the visuals’ in the game.

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Artists impression of how future planetary surfaces could look after improvements.

Additional planet types to land on will be expanded as the game progresses, but most likely not during the post 2.4 core updates. David Braben has previously spoken about gas giants in the game which you can hear by listening to the video below.

Sandro had commented on the 13th October 2016 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”

This was then later confirmed by Dale on the Frontier forum commenting on the 15th June 2017,

“Having spoken to our team at E3, atmospheric landings remains something we are still working towards and the whole studio, including David, is very keen to implement. We’d like to be able to give you an idea of the rough time frame for it, but unfortunately that’s not possible at the moment – we don’t want to make potentially empty promises to you.”

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.

Frontier announced at Expo 2017 that they will re-visit exploration and that they would,

‘Build on the systems and processes by which exploration takes place with the aim of making exploration more engaging’.

It was said this would also touch upon missions, commodities and resources. One new feature would be the Codex. This would not only log exploration discoveries but also act as an encyclopedia to give more depth and context to what you find as well as possibly hinting at other things that could be found in the galaxy. Additionally there will be new content, phenomenon and anomalies in the galaxy.


> CORE GAMEPLAY


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. Missions are one of the core game components that would be expanded upon in ‘Beyond’. 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 & 2.4 and are expected to be expanded upon further still.

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 don’t have anything to announce soon, but it is being looked at as a possibility.

Wing Missions – Frontier confirmed at their Expo 2017 that Wing Missions will appear in the game during the first quarter of 2018. At this moment no further details are available other than that they would be,

“Challenging missions that you can take on with your friends as a team.”

Passenger Missions – These 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.”

Mining
This original core feature will receive an update by improving the way players detect and extract resources via a ‘toolkit of modules and capabilities. This will give players more option and variety in how they set up their mining ships. Sandro said the idea was to ‘try and evoke a feeling of wild west prospecting’ by giving players crisis and challenges or through the concept of striking it rich by ‘deep core blasting a special asteroids’ to give better rewards.

‘In future any crafted upgrade at an Engineer will always be better than what you currently have.’

Engineers

Engineering will undergo some changes in the Beyond series. The current proposed changes to this part of the game are outlined below, can be found on the official forum, here and can be seen in Frontier’s live stream, here.

  • Guaranteed improvement – We want to make sure that when you upgrade a module the end result is always better. There’s a significant time/resource investment in engineering so we want to make sure that you feel it’s worthwhile before you even begin, so you can make informed decisions on whether to take part or not.
  • Increase efficiency – There’s always going to be a significant time cost to upgrading your ship, but we want to look at ways of sometimes mitigating where we think it’s appropriate.

These are the changes that we’re currently investigating.

  • We are removing all hidden statistical variables from the upgrade process. Whilst there is still a range of success when you craft, you will be able to see the range before you commit
  • One cool thing that secondary hidden statistical pros and cons did was ensure variety. Because we are losing this, we will try to ensure that each module has a set of experimental effects that allow you to tweak your module in a variety of ways, hopefully ensuring that there are a number of different options to aim for
  • We are removing any potential for the crafting process to result in an upgrade that is worse than what is currently fitted. Every time you pay for an upgrade, an upgrade is what you will get
  • All penalties in blueprints are fixed and only applied once per rank
  • You will need to maximize benefits from an upgrade before you can start applying higher rank versions to a module. We still want to reward the process of upgrading modules
  • You will be able to craft pinned blueprints at any starport that has outfitting. You won’t be able to gain reputation with the Engineer for doing this, and you won’t be able to fit experimental effects at this point, but it can considerably reduce the upgrading crafting loop
  • Experimental effects will no longer have a chance to occur during the upgrade process. Instead, each experimental effect will simply have a materials cost that you can pay to have it fitted to an appropriate module
  • This means that there is no way you can lose reputation ranks with an Engineer
  • We will institute a materials trader at specific starports. These contacts will allow you to trade (at loss) materials within the same class, allowing you to convert unwanted materials into useful ones
  • We will introduce a per material storage cap, probably around the 100 mark, to remove inventory shuffling
  • We’ll add quality and quantity indicators for materials in the game world, so you’ll be able to see at a glance how much you have of a material without having to check your inventory
  • We’ll add an ignore function for materials (and commodities, incidentally), allowing you to mine and collect more efficiently by preventing collector limpets from picking up ignored items and auto-venting refineries.

Grandfathering

A lot of you will already have engineered items. We will “grandfather” these. This means you can still use them, their statistics and effects won’t be changed.
However, if you want to apply further upgrades to them, they will have to be converted. Conversion will place them at the top of the previous rank (so a rank 4 upgrade would become maxed rank 3 upgrade) and would change all statistics and effects to represent the new blueprint.

In general, we will try to make sure that the new blueprints can max out slightly better than the old system (we want to encourage conversion).

Additional Engineers – Unofficially there are another 10 Engineers set to appear in the game. Their names, affiliations and locations can be seen below. Note: These are all subject to change.

  • Captain Banner (Independent) – HIP 61061
    Dorn Etienne (Empire) – Jupang
    Elui Shera (Independent) – Conven
    Kit Lange (Independent) – Torno
    Lex Avermann (Independent) – Thrudihe
    Marshall (Independent) – Na Zha
    Matt ‘The Gunner’ Sorbis (Independent) – Lelabo
    Mel Brandon (Alliance) – 70 Virginis
    Plasma Piotr (Federation) – NLTT 9949
    Trin Falcour (Independent) – Yavas

Trade
At Expo 2017 Frontier said that they would be making changes to this long standing part of the game giving access to better trade data to allow players to make better decisions when buying and selling commodities.

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.”

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 will get a make-over during the Beyond series of updates. Sandro Sammarco has spoken widely about the changes to the Crime and Punishment system. The main points can be seen below, on the official forum here, or by watching the live stream here. Sandro Sammarco also did an interview with Radio Lave on the subject, covering some areas not mentioned in the live stream. You can find that here with the interview beginning at 40 mins 15 seconds.

“A little while back, we saw a relatively innocuous post in the forums. It suggested that crimes should be applied to vessels rather than Commanders. The more we thought about this idea, the better it seemed to get.

“Which has lead us to the following suggestion. We’ve worked through it reasonable thoroughly and really like the result. But we want to put it out for examination to you folk, to see what you make of it. The first part of the overall is the basic concept of how bounties and fines are applied:

New Rules For Bounties and Fines

  • Bounties and fines are applied to ships, making the ship “hot”
  • Bounties and fines never expire or mature
  • Hot ships have restricted services at starports
  • Hot ships have limitations to ship transfer, module transfer and sale
  • Fines can be paid off at the security office, bounties can be cleared using Interstellar Factors at an exorbitant mark up

“The second part of the overhaul deals with another big philosophical change. Currently, when your ship is destroyed you always go back to the last star port you docked at.

“The change we are looking at here is pretty big:

New Rules For Re-spawning

  • You re-spawn at a location dependent on the circumstances of your ship’s destruction, in a hierarchy:
  • If you were detected as wanted or hostile you respawn at the nearest appropriate detention facility
  • If you were not hostile or not detected as wanted you respawn at the nearest non-hostile starport in the system
  • If there are no suitable star ports in the system you re-spawn where you last docked.

“First, a word on detention facilities. These would likely be megaships, hand placed, few in number. They would be aligned with one of the super powers, with one set being effectively a private correctional facility used by all independent factions.

“Re-spawning at such a location would ensure that any legal costs would have to be paid, with no way to avoid them.

“Hopefully, you can see how this structure makes avoiding paying your dues much more difficult to do. When you factor in a pumped up authority response (internally we are calling them ATR, advanced tactical responders, and oh my, they are serious guys), we think the system is more robust, whilst retaining the principles of the current crime system.

“However, there’s no denying this is a big change! Fundamentally:

  • Your ship accumulates crimes, not you as a Commander
  • When your ship is boiled with detected crimes you are forced to re-spawn at a location where you will have to pay the legal costs
  • You will have limited access to services in jurisdictions where your ship is wanted.

“It’s worth adding a little bit of detail at this point. The proposed system is both potentially harsher and softer: it’s harder to avoid paying for crimes in a hot ship, but easier to avoid consequences if you’re prepared to shelve the wanted ship.

“In addition, we’d change the rules a little when it comes to issued bounties, probably by increasing the damage that it takes to suffer one, and adding a lower, fine-based penalty for smaller amounts of friendly fire.”

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.”


> GRAPHICS & ASSETS


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

On the 29th August 2017 following a discussion on the Frontier forum Community Manager Dale Emasiri said,

“Having spoken at length with some of the designers, this is the general consensus with regards to the challenges that they’d face. Of course, those aren’t really the problem since our devs love a good challenge. The issue is that it isn’t a high priority as far as needed features or things that require refinement. It would be fantastic to have and I know for sure it’s on the wishlist of things that our artists and designers really would love to see, but that wishlist may not always be practical or realistic. I don’t think it’s a 3.x sort of feature we’ll see, but who knows? As is always the case, we’d love to; however, we have to be realistic about it.”

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 Shadows
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.


> SHIPS, CREW & VEHICLES, PLAYER STATIONS

>
Squadrons (Player stations)

Announced at Expo 2017, this new feature will give player groups a new way of working and organising by allowing players to create their own membership and hierarchy. It’s said to bring enhanced communication options and better co-ordination for players using it. Squadrons will also be able to purchase their own fleet carriers. These large dock able vessels will act as mobile base of operations allowing members to re-fuel, re-arm and re-spawn.

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Squadrons Promo image

History – 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.”

In 2015 Frontier commented,

“Maybe, although it’s a long way out if it happens. Before this we need to change the background sim so that it is capable of creating new outposts or settlements.”

Then 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.”

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
At Frontier Expo 2017 is was announced that there would be ‘a lot more ships’ coming to the game. Many of these will be Alliance based ships and are new designs and names in the Elite universe, with one exception.

  • The Chieftain – Frontier said that this is a unique ship in that it is an answer to the return of the Thargoids and is a partnership between The Alliance and Lakon. It brings the previous aesthetics of previous Lakon ship along with a more ‘aggressive military feel’.
  • The Krait – This classic Elite ship has been given a new look with a rough work in progress version shown below.
  • Type-10 – The much hyped Type-10 has also been seen via this screen grab on Reddit.
type10
Screen grab of the Type-10
  • Underwater Ships – David Braben spoke 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 – These are now in game following the release of 2.3 – The Commanders update, complete with voice logs. There is however no current associated gameplay or continuing storyline. 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”. Since then it has become possible to take a ride with one of the ships during server downtime. 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 / Docking
    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.”

    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 seems likely that they will not now appear until at least 2019 given the schedule outlined for ‘Beyond’.

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 Wing men
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 Q&A Live Stream and again on the forums 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.””This is something we still haven’t reached a decision on. The idea of NPC wing men is totally cool, but there are some interesting issues, mainly revolving around balance. What we’d prefer to avoid is a wing man being a “no-brainer” in terms of effectiveness.”

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 & 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.”

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.”


> AUDIO DESIGN

>
Frontier’s audio design is recognised as being one of the highlights of Elite: Dangerous and they have proven keen to expand it wherever possible. This looks as though it will continue as the game progresses.

Galnet Audio
In a change to the way Galnet delivers its news it will now have the ability to deliver them via audio to the players.

Following the release of the 2.4 Beta, the patch notes revealed that,

“The radio chatter system works differently under the hood now, enabling us to do cool magic chatter based things in the future.”

This follows on from previous comments back in 2015 where Frontier said they would like to make changes to NPC Communications,

“NPC comms is still on the cards {…} The tier 2 NPCs is likely to change, but we need to see how other factors like NPC comms fit in and what we can take from there.”

[…]

“We also want to look at chatter providing hints and clues to hidden or secretive events like treasure hunts.”

During a Reddit AMA when asked about the use of voices for NPC ships, Jim Croft head of audio commented,

“It’s a huge undertaking to avoid repetition. I would like to use speech synthesis and do it procedurally.”

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

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


> ALIENS & THE GUARDIANS

>
The release of 2.4: The Return will see the Thargoids return to Elite. You can read the current preview here. During their Expo 2017 Frontier released a teaser video for The Return.

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.

At Expo 2017 Frontier confirmed that ‘The Guardians’ story line would return in the first quarter release of 2018 as well as releasing a recap video of the story.


> 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 commodities.

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

>
Frontier have confirmed that Elite: Dangerous will appear on the Xbox One X and have full 4k support. Other details are not yet known but will follow.

Elite for Linux has been the most longstanding platform request. Frontier commented back during the Kickstarter,

“Yes. It would be great. The PC version comes first though, and then we will look at the demand for other platforms. If the game exceeds its target, then there will be scope to increase the number of platforms. We will discuss with the backers in the design discussion forum, and how to address the issues that will arise, but I have every hope that we will cover some or all of these platforms.”

There’s a longstanding thread on the Frontier forums discussing the possibility, here.

Previously Frontier released Elite: Dangerous for the PC, Mac (base game only), Xbox and PS4.


> 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.”