Fleet Carriers: Live Beta & Patch Notes

Updated: 7th April at 10:05pm

The Beta for Fleet Carriers is now live and will run until the 20th April 2020. The Beta patch notes can be found below, ir on the Frontier website. You can participate in the Fleet Carriers Beta feedback by visiting the Frontier forum, here.

For additional information, please check the following:


> New Features

Fleet Carriers

  • Fleet Carriers are massive ships used as a mobile base of operations, offering multiple landing pads and various services.
  • Fleet Carriers cost 5 billion credits.
  • Players can purchase a Fleet Carrier from starports with a Carrier Vendor contact.
  • Fleet Carriers come with 16 landing pads, 8 large, 4 medium and 4 small.
  • Fleet Carrier owners can manage docking permissions to determine who can land on their Fleet Carrier.
  • Fleet Carriers can jump up to 500ly.
  • Fleet Carriers use the new commodity, Tritium, to perform a jump.
  • Owners can install a variety of services on a Fleet Carrier to support their play style.
  • Fleet Carriers have a weekly upkeep cost which must be maintained to keep the carrier running.
  • Fleet Carriers have player controlled commodity markets which the owner can use to buy and sell goods.
  • Fleet Carrier owners can also set tariffs on some of the services they offer to help pay their running costs.
  • Fleet Carriers can be customised, similar to regular ships, with items bought with ARX.

> Bug Fixes

ARX

  • Players will now receive ARX for killing scavengers.

Audio

  • The Discovery Scanners full system scan SFX no longer triggers in the store.
  • Fixed the issue which would cause the damage alarm in Guardian Fighters to get stuck on a loop.
  • Fixed the missing sound on a Large AX Multicannon.
  • Fixed some missing voice over when requesting to dock.

Cosmetics

  • The Beluga Liner and Cobra Mk IV can no longer be selected in the Livery unless the player has the Horizons DLC.
  • Fixed the “Tail 4” part of the Federal Gunship Ship Kit so that it aligns with the ship.
  • Fixed the worn paint on the Diamondback Explorer Ship Kit pieces.
  • Fixed the Krait Phantom Thruster that was being obstructed by Ship Kit piece, Tail 1.

Crashes/Stability

  • Fixed a crash which could sometimes occur when entering Multicrew.
  • Fixed an occasional crash that would happen after the Multicrew report screen.
  • Fixed a disconnect issue that could occur when attempting to accept two Multicrew invites.
  • Fixed a crash triggered by accessing the Power Play interface while in Hyperspace.
  • Fixed a crash that happened when the Role Switch Panel was accessed in CQC.
  • Fixed a crash which could occur in the Livery after using a Fighter.
  • Visited stars cache data will no longer be lost if the game crashes.
  • Fixed an issue which could cause the game to stutter in areas of the galaxy with a high density of stars.
  • Improved network performance of NPC Fighters and ships to reduce network lag.
  • Fixed a disconnect issue that occurred when attempting to load back into an AX Conflict Zones in close proximity to an Asteroid Belt.

Background Simulation and Galaxy

  • Added the Gamescom Prize to rename “Wregoe WF-F d11-30” to “Cheltojo System GC19”.
  • Corrected data for HIP83701 to show its population in the Galaxy Map.
  • Fixed an issue that caused System Authority ships to be found in Supercruise in anarchy systems.

Conflict Zoness

  • Fixed an issue which could cause Conflict Zones to end abruptly.
  • Fixed the bug that occasionally wouldn’t register your choice when picking a side.
  • Fixed the issue where objectives were missing when dropping into Conflict Zones.

Crew

  • Fixed the issue where the NPC Crew could stop responding to orders in Anti-Xeno Conflict Zones.
  • Fixed a bug which sometimes stopped NPC Fighters being deployed.

Exploration

  • Locations discovered using the DSS will now be listed in the System Map correctly after returning to a system.
  • Fixed an issue which could cause discoveries in the Codex to show the wrong image.
  • Fixed a problem which could cause Surface Data to generate in the background at such a low priority that it would stop.

General

  • Fixed an issue that occurred when accessing the Codex while in the Shipyard, input would still be passed through causing players to accidentally sell ships.
  • Fixed a softlock where it was possible to select two contacts in your Contacts List when using a gamepad and keyboard.
  • Fixed an issue that stopped some Multicrew messages from being deleted from the inbox.
  • Fixed the issue where occasionally the player could lose access to the Main Menu Chat Panel.
  • Added the targeting schematics for Imperial Capital ships.
  • Combat Aftermath scenarios now have a variety of ships, not always an Anaconda.
  • Agronomic Treatment is now shown under the Chemicals section of the Galaxy Map.
  • Fixed an issue where the inbox would incorrectly display 1 unread message even if they had all been read.
  • Fixed a bug where players would drop out of Supercruise too close to starports.

Localisation/Text

  • Added the missing text at the Technology Broker unlock screen for the Thargoid Interceptor Bobblehead.
  • Fixed an overlapping text issue on the Mission board in Russian.
  • System State names now wrap onto a second line to avoid localised text being cut off.
  • Fixed localisation of Tourist Beacon text in Portuguese.
  • Fixed a grammar issue in Reputation Change inbox message.
  • Updated titles for NPCs.
  • Fixed an unlocalised “Signals Detected” message that was displayed when scanning bodies.
  • Fixed a cut off string in the Kick Player pop-up.
  • Added missing text for damaged Megaships in the Navigation Panel.
  • Crime Victim Data is now localised in the Player Journal

Mining

  • Added a fix for Crystalline Clusters falling through the floor.
  • Implemented a fix that will stop Core Mining Fragments from penetrating into Asteroids.

Missions

  • The ‘Total Units Needed’ will now update in the Commodity Market as Collect Missions progress.
  • Delivery Mission Cargo is now marked as ‘Mission Specific’ to prevent the Commodity Market showing the commodity as mission required.
  • Added a MissionAccepted event in the Player Journal for missions obtained outside of the Mission Board (eg Palin’s mission).
  • Corrected some misleading mission text which implied that Retreat Missions would help a Faction leave a system, which was the exact opposite of what was happening. These now indicate that Retreat Missions might prevent a retreat.
  • Added depot support to Solo mining missions.

Multicrew

  • Fixed the issue which caused the Gunner Role to lose control of Weapon Turrets after entering or exiting a location.
  • Fixed an issue which meant subsequent Mulitcrew invites would not work, and would incorrectly show if a player did not have the Horizons DLC.
  • Fixed a bug which prevented Conflict Zones spawning ships if a Multicrew player was present.
  • Added in a fix for Multicrew players being disconnected after dropping out of Supercruise.

Networking

  • Increased the chance of players meeting previously encountered players when revisiting systems in a session.
  • Players can now block any player, not just friends or pending friends.

New Player Experience

  • Players won’t be asked to target an enemy ship if they already have it targeted.
  • Fixed the issue which incorrectly told players they were leaving the test area when they weren’t.
  • Fixed an issue where System Authority Ships could jump into the combat tutorial.
  • Fixed the Intro Tutorial’s Sidewinder sometimes displaying 119/120 cargo capacity.
  • Fixed a graphical issue on the tunnel section in the intro tutorial.
  • Fixed a bug in the SRV tutorial which could cause the player to get stuck if they land too quickly.
  • Fixed a bug where the game didn’t always register when players flew through the first check point.

Outfitting

  • Reduced mass of the size 1 Meta Alloy Hull Reinforcement Package.
  • Fixed an issue where after applying synthesis on the Advanced Multicannon, the synthesis would be removed when you used the Advanced Maintenance to restock any other Modules (Mines/AFMU etc.).

Rendering

  • Added a fix to stop starport interiors from picking up light from stars.
  • Fixed the visible line in the Millky Way.

Ships

  • Fixed a small graphical error on exterior of the Beluga Liner.
  • Fixed an issue on the Viper MK IV which meant the paint work could never be fully repaired.
  • Fixed a small graphical error on the exterior of the Orca.

Squadrons

  • Added a fix for Squadron applications that were still showing after being accepted/declined.

Terrain

  • Fixed a broken terrain issue at some Thargoid Ruins sites.

Thargoids

  • Fixed Thargoid Interceptors not using their special weapons when near a Planet’s Surface.
  • Fixed an issue that would sometimes stop players being credited correctly for participating in a Thargoid Interceptor kill.

Please note that these Patch Notes are for the Fleet Carriers Update Beta 1, and not reflective of the final Fleet Carriers Update Patch Notes.

January Update: Patch Notes

On Thursday 9th January 2020 Frontier released the patch notes for the upcoming January release (14th January). This features mainly bug fixes, but also some interesting changes to the way the game handles networking and new states for the Background Simulation. The full patch notes can be seen below, on the official site here or via a link on this websites Patch Notes section.


“Greetings Commanders,

“Please find the Patch Notes for the January Update which launches on the 14 January. The Elite Dangerous servers will be offline for all platforms on 14 January at 09:30 AM (UTC) for approximately 3 hours as we apply the January Update. This time may run over, so we would appreciate your patience as we are implementing these changes.

“We wanted to thank you all once again for your feedback during the January Update Beta, as well as your ongoing support for Elite Dangerous. We will continue to use this process for the the future updates throughout this year, and if you would like a recap from our previous post about this year’s plans, you can read it here.

“As always, we’ll keep you updated across all of our channels.”

ARX

  • Balance improvements for the generation of ARX, particularly for exploration-related gameplay.

Audio

  • Fixed audio issues with the Generation Ship, ‘The Golconda’.
  • Audio logs obtained from the Golconda can now be played in the Codex.
  • Fixed missing audio and text for female crew members.
  • Fixed a bug where none of the Guardian articles in the Knowledge Base would play their associated audio.
  • Fixed a bug which meant that an audio effect on firing Pulse Lasers would loop indefinitely.
  • Fixed a looping audio issue with the Shutdown Field Neutraliser.

Crashes/Stability

  • Fixed a crash that could occur when attempting to enter the ‘Network Options’ screen.
  • Fixed a crash that could occur when mining in Ice Rings.
  • Updated the way we check a player’s entitlements to fix an issue where the Horizons update is not being recognised as installed.
  • Fixed a crash which could occur when an Imperial Fighter is destroyed.
  • Fixed a softlock when entering Supercruise with “The Lucent Embrace” Megaship targeted, after launching from Forester’s Choice.

Background Simulation

  • Fixed the issue that meant some deliveries made to repair Thargoid-attacked stations were not being counted.
  • Added new Faction States:
    • Factions having trouble with water supplies can now sometimes suffer a Drought, causing an economic downturn. This can be countered by importing water and other emergency supplies.
    • Infrastructure Failure disrupts a faction’s operations and reduces both security and economic standards. The increased demands on infrastructure elsewhere in the star system may lead to similar failures for other factions. Food and machinery deliveries can speed up repairs.
    • Terrorism. Terrorists can target prosperous factions, resulting in a significant security and influence cost. This can be countered by legally selling weapons to the authorities and assisting with bounty hunting efforts, or by the faction entering a Lockdown state.
    • Natural Disasters have a significant economic and security cost for a faction. A natural disaster puts extra strain on the star system’s infrastructure, increasing the chance of drought or infrastructure failure for other factions in that system.
    • Public Holidays increase a Faction’s influence and standard of living for their duration, however that comes at small economic and security cost.
  • Fixed the icon for the Blight state.
  • Added newer Faction States to the Galaxy Map’s list of State filters: BlightNatural DisasterInfrastructure FailureDroughtTerrorist Attack, and Public Holiday.
  • Fixed an issue where the factions selected for ‘Installation Scenarios’ were the installation’s owner instead of the system controller.
  • Added names for a selection of systems in the Witch Head Sector.

Conflict Zones

  • Implemented a number of improvements to Conflict Zones which should improve stability.
    • Fixed a bug when entering a Conflict Zone, it appeared as empty.
    • Fixed issues caused when Capital Ships arrived.
  • Fixed an issue that caused allied Capital Ships to open fire at friendly ships.

Exploration

  • Implemented an alternative solution to help mitigate the long delay when scanning planets with geological sites.:
    • As it currently stands, in order for the geological/biological sites to be placed on the surface, the entire stellar body must be fully generated (we then know the topography and can place sites where they will be accessible), which can take tens of seconds.
    • As part of the January Update, we aim to address this with an alternative process. We have run tests on thousands of in-game planetary bodies and by using this data, we’re able to extrapolate the likelihood of geological/biologic sites being present on similar stellar bodies. We then use this data, and indicate if the planet is ‘Unlikely’, ‘Likely’, or ‘Very Likely’ to have a geological/biological sites.
    • It is not 100% guaranteed that there will be a geological/biological site on the planetary body, but does give commanders a much faster indication of probability. This will enable commanders to quickly ascertain if the planet’s worth a visit.
    • If the commander wants to have a definitive answer without travelling to the body they can still wait for the scan to complete in FSS. This data is also now shown in the body details on the system map.
    • Thargoid, Guardian or Human sites will show up instantaneously. These results have moved to the stellar body details shown on the right in the zoomed in FSS view.
  • Fixed an issue that prevented the search function on the Galaxy Map from working correctly.
  • Fixed an issue with the Navigation Panel that incorrectly displayed if a planet had been mapped or not.
  • Instead of showing a notification for each individual asteroid belt cluster discovered, we now condense as many as we can into one message.
  • Fixed an issue where is was not sometimes possible to select asteroid ring hot-spots from the cockpit.

General

  • Added a ‘Help’ section to the main menu and pause menu with links to Issue Tracker and Customer Service sites (both will go through an external web browser).
  • Moved ‘EULA’ to the new Help section.
  • Expanded the faction alignment page in Squadron menu to display influence to 1 decimal point, to match how it is displayed in other areas of the game.
  • Fixed an issue that meant players couldn’t search for commander names that included an underscore character.
  • Fixed an issue that meant the ‘Data Point’ reset timer didn’t appear on the player’s screen that initiated the scan, but did appear on others’ who were in the same wing.
  • Updated the livery icon for ‘The Scourge’ decal to correctly match the decal that’s actually applied to the ship.
  • Fixed an issue occasionally causing some wing invites to not be sent to players in other instances.
  • Fixed an issue where some Navigation Panel entries could be blank.
  • Dropping out of Supercruise on a wingmate using nav-lock will no longer drop the player a significant distance away.

Localisation/Text

  • Fixed incorrect system description for ‘Alioth‘.
  • Fixed a small typo in the description of “HR 7221 Wheat“.
  • Fixed various typos in the Pilot’s Handbook.
  • Fixed various typos in some of the Challenge Scenarios.
  • Fixed a pluralisation issue when discovering clusters.
  • Updated text descriptions for high-end minerals to show correct economies with a demand.

Material Trader

  • Introduced a speculative fix for a softlock that could occur when completing trades at a Material Trader.

Mining

  • Fixed the issue that could lead to the detonation graph not appearing if deep core mining with a wing.
  • Fixed a disconnection (“Magenta Krait”) that could occur whilst mining.
  • Fixed a deep core mining issue in multicrew where different crew members would see different detonation levels in the HUD.
  • Fixed Subsurface Displacement Missiles in multicrew.
  • Fix for a bug which made Seismic Charges instantly detonate in multicrew/wings.

Missions

  • Updated misleading retreat mission text – it was suggesting that the mission was helping the withdrawal of the faction, when in fact it should aid the faction in staying within the system.
  • Fixed a softlock that could occur when browsing lists of missions.
  • Fixed an issue which caused cargo canisters to continually respawn in Planetary Salvage Missions.
  • Fixed an issue which meant that the mission target could be missing from Eliminate Enemy Captain missions.
  • Fixed a bug which meant that a ‘Disable the Megaship turrets’ mission would not show a time limit in the mission board.

New Player Experience

  • Fixed an issue that meant the player could get ‘stuck’ waiting for zero throttle (when the throttle input is just above zero) in the New Player Experience Tutorial.

Networking

  • Fixed issues with ship rubber banding.
  • Integrated Oodle network compression library to reduce network bandwidth.

Player Journal

  • Fixed missing/blank entries in journal when selling exploration data.

Powerplay

  • Fixed an issue where the mouse input didn’t work on the Power Contact screen.
  • Control systems’ ethos calculations now limit their search for controlling minor factions to star systems within 15 LY, that are exploited by the same power as the control system. Previously, the calculations considered all nearby star systems.
  • Fixed reallocating Exploit systems, and recalculating the income for a Control system when a revolt system within 15 LY loses control.
  • Recalculated many Exploit systems value that did not match their current population.
  • Recalculated many Control systems income that was not the sum of their Exploit systems, plus their own value.
  • Removed obsolete Confirm button from Power Contact screen (it was superseded by the consolidation mechanic a long time ago).
  • Fixed an issue which meant that some systems were not being locked when a system moved from ‘Preparing to Taking Control’.

Rendering

  • Fixed an issue that was causing visual artifacts when capturing high-res screenshots.
  • Fixed a visual issue rendering neutron star jet cones.

Ships

  • Increased the Dolphin’s heat dissipation rate and maximum heat capacity before it begins to take damage. Also increased the rate that it takes damage, to account for the ship now being harder to heat up.
  • Implemented a speculative fix for Collector Limpets damaging ships when retrieving mining fragments.
  • Added the ability to rescue any crew, that were on board the player’s ship when it was destroyed, from the insurance screen.
    • Rebuy cost in the right hand cockpit panel now includes cost to rescue crew.
    • Crew rebuy costs rebalanced based on Beta feedback.
  • Fixed directional decals being reversed.
  • Fixed the Holo-Me view being obstructed.

SRV

  • Fixed control input being lost after interacting with an inbox message.

Thargoid

  • Implemented speculative fixes that should reduce instance splitting when fighting Thargoid Interceptors.
  • Updated the Thargoid combat state to ensure it’s correctly replicated over the network to reduce the occurrence of the heart cycles resetting.
  • Fixed an issue that caused Thargoid Combat bonds to not be correctly given out to all applicable players in a wing.
  • Fixed an issue with Thargoid Hearts becoming immune to damage when in a wing.

Trading

  • Fixed the issue that meant players couldn’t sell anything to a market if the buy list was empty.
  • Added supply and demand volumes for certain, high-end minerals. Now, trading goods such as Void Opals is more realistic; markets can still offer a high buy price, but they will offer less as the demand is met. As part of this change, these high-end minerals will now be demanded more by specific economy types. This change will affect the following commodities:
    • Alexandrite
    • Benitoite
    • Grandidierite
    • Low Temperature Diamond
    • Monazite
    • Musgravite
    • Painite
    • Rhodplumsite
    • Serendibite
    • Void Opal