Frontier have confirmed that the September update will take place on the 18th September. You can find more details about that here.
On Wednesday the 7th August 2019 Frontier announced some changes to GalNet content:
“Our galaxy is filled with a plethora of stories, places, and people, which are all part off the rich canon of Elite Dangerous, explored through many of our GalNet articles.
“While GalNet provides an understanding of life in the 3300s, it hasn’t always had a direct impact on your gameplay. We have been reviewing the effect this has had on your in-game experience, along with your feedback, and as a result, we’re going to be reducing the number of GalNet stories that we produce and instead focus on covering in-game content.
“In the foreseeable future, GalNet articles will concentrate on in-game activity, such as Interstellar Initiatives, the release of new ships and modules, and significant narrative developments. With this change, we will be stopping the ‘off-camera’ narratives that we have previously published via GalNet.
“We hope you have enjoyed the many stories that we have told, and as always please share your thoughts and feedback with us.”
“As I alluded to on Frontier Xtra last week, we will be hosting a Frontier panel with a couple of the devs and we have lots of exciting news to share! However, it’s worth mentioning that we won’t be going into details about the 2020 release, and instead focus on some of what’s coming this year.
Any information we do share at Lavecon will make its way to our official channels as well.
That’s all I’ll say… for now!“
On the 27th June 2019 Frontier will be presenting a livestream showing the design and development of the Krait Mk II. Full details below.
You can see Pawel’s artwork here.
Next week, we’ll be bringing to you the next episode of our Discovery Scanner series!
3D artists Jordan Clarry and Pawel Ptaszynski will be showing the process of bringing ships from concept to construction. In this episode, we’ll explore how the Krait MkII was turned from a drawing into a ship that we now fly across the galaxy of Elite Dangerous.
- Topic – Discovery Scanner – Crafting the Krait MkII
- Date – 27 June 2019
- Time – 18:00 (UTC)
At 4:15pm on the 9th May 2019 Frontier announced how the phases involving the first of the new Interstellar Initiatives would roll out. Please note the below are spoilers! You can see a live stream of this below:
The results of the first phase of Bridging the Gap are now underway, Zende Partners have rolled out their new megaships ferry as well as new outposts in the various systems. Today, we wanted to give you a detailed overview of how the following phases of Bridging the Gap will unfold. Be warned, some of the details in this post will reveal to you what’s coming so if you want to avoid the spoilers and see how the story unfolds:
Phase 1 (passed)
- Zende Partners announced plans to establish a megaship ferry service between Zende and a system located in Guardian space; the organisation’s aim is to foster activity in Guardian space as part of a wider initiative to develop new Guardian-inspired technologies.
- As a result of this phase, today we’ve added:
- Zende Partners as a new faction
- Segnen Exchange as their corporate rivals
- Megaship ferries at Zende and Synuefe EN-H d11-96
- An Outpost at Synuefe EN-H d11-96
- You can sell Guardian Commodities at this outpost for greater-than-usual profits
- An Installation at Synuefe EN-H d11-96
- An Outpost at Wregoe XQ-L C21-29 (mid-way point between Zende and Synuefe EN-H d11-96)
- Convoy USS (pirate for Guardian Commodities) and a variant where the convoy is under attack
- Salvage USS (where Commanders can find the aftermath of these attacks and score themselves some Guardian Materials)
Phase 2 (16 May)
- With Zende Partners’ assets in place, they seek the assistance of the galactic community to help them gather Guardian Commodities and Materials.
- This will come in the form of a Trade Community Goal, starting on 16 May at the outpost: The Prospect.
- You will need a small or medium ship to participate in the Community Goal.
- If the Community Goal is successful, Commanders will unlock:
- The ability to purchase Guardian Modules at The Prospect (you will still need to have previously unlocked the modules via Tech Brokers)
- A Guardian Tech Broker at The Prospect.
- This will come in the form of a Trade Community Goal, starting on 16 May at the outpost: The Prospect.
Phase 3 (23 May)
- As alluded to in our first Interstellar Initiative video, activity in this area is going to attract the attention of Segnen Exchange, who seek to gain control of the operation.
- Conflict within Synuefe EN-H d11-96 is going to arise and there’ll be a call for Commanders to pick a side through a Conflict Zone Community Goal.
- Zende Partners and Segnen Exchange are going to try and get you on their side, each offering to unlock a unique new module as a reward.
- One module is a new multi-cannon, the other is a missile rack.
- Both can use synthesised ammo, meaning they can take on human or AX targets.
- They don’t take up an experimental weapon slot, meaning that you’ll be able to stack them with your AX weapons for extra firing power!
- Depending on which faction wins the Community Goal will decide which module gets unlocked. Commanders will then be able to purchase this from Outfitting.
Phase 4 (30 May)
It’s not quite a phase, but it is the final stage of Bridging the Gap. The winning corporation will take control of the assets in the system, as well as unlocking the module to all players. If Segnen Exchange are successful in taking over the assets, the start destination of the megaship ferry will change location.
- We’ll also be providing all players who take part in this Interstellar Initiative with a decal. You’ll automatically receive it by either:
- Boarding one of the two new megaships.
- Docking at the new outposts.
On the 2nd May 2019 Frontier released the first patch for the April update fixing numerous bugs and issues. You can see the notes below on the official forum or via a link on this website’s patch notes section, here.
- Stopped allowing players to attempt to buy more goods from a market than it can actually supply
- Increased the acceleration when choosing the quantity of commodity when buying or selling
- The sell pop up now defaults to max amount of the chosen commodity you’re carrying
- If the player is currently docked at the station that is also set as the saved comparison market, the comparison column and its header will update and use the galactic average prices to calculate the profits
- If the player doesn’t have Horizons, planetary surface markets are not considered when looking for best prices in the ‘also consumed by’ / ‘produced by’ lists
- Fixed a crash that could occur when using the FSS mode
- Fixed a crash that could occur when exiting the game
- Fixed a crash that could occur when sat in a dock
- Fixed issue that caused more damage to be applied to SRVs when in multiplayer sessions
- Reverted changes made to the Drag Munitions special in the initial April Update release
- Fix new Codex discovery notifications not displaying in the cockpit UI when proximity scanning or using the discovery scanner’s system scan to discover all stars in a system
- Added a background to the control key along the bottom of the screen, to increase readability whilst in lighter areas of the map
- Added in a decrease button when removing cargo from your ship, even when at 1, so that players can quickly select the maximum amount they hold
- Fixed missing non-English VO for knowledge base articles
- Fixed inconsistencies in options order between main menu and pause menu
- Fixed the module tab not updating in real time when modules have been shut down due to power usage
- Stopped module priorities being reset to 1 during FSD transitions
- Stopped the Shield Generator module from turning back on (when deactivated) during FSD transitions
- Removed the synthesis recipe that was being mistakenly applied to the Enforcer Cannon
- Fixed an issue where Enforcer Cannons would erroneously report that they could carry more ammo than they could
- Increased the font size for the remaining number of jumps
- Fixed missing ‘clear filter’ option from the SRV
- Bookmarked locations will now have an icon to show it’s marked
- Selection UI will now stop at the top and bottom of the list of locations, whilst scrolling through them. A subsequent press of the button will then wrap around to the top/bottom.
- Added text to explain if a stellar body requires a permit
- Fixed the frame rate loss when the ‘FX’ graphical setting was set to anything other than ‘off’
Pilots’ Federation District
- Added system descriptions to the galaxy map
- Fixed various typos and formatting issues
- Added links from the mission detail screen to relevant handbook articles
- Added an ‘Exit’ button which will quit out of the Codex completely, rather than go back one page
- Include BodyName and radius in Status.json file, when in SRV
- Fixed a bug in the ship loadout info after swapping modules
- ‘Re-stock all’ option now works correctly
- Fixed the keybinding for toggling orbit lines on/off not working whilst Supercruise Assist is active
- Fixed an issue that caused the ‘target obscured’ message to not appear when a Nav Beacon was obscured by a star
- Stopped prompts appearing whilst in FSS mode
- Re-enabled Codex discoveries for terraformable and non-terraformable ammonia worlds
- Implemented an automatic disconnect when a player is removed from a private group they’re currently flying in
- Fixed ellipsis character on the main menu news in Russian
- Fixed faction reputation and career rank changes from completing objectives at installations, megaships and Conflict Zones
Server fixes released since April Update launched
- Fixed a number of causes for unable to load Commander data from the main menu
- Tiana Fortune’s medium and large landing pads should now be usable again
- Fixed the Galaxy Map’s planet port commodity filter
- Fixed a number of performance & stability issues
At 9:35am on the 22nd April 2019 Frontier released the patch notes for the update to be released on the 23rd April. You can see these below, or here on the official site. The patch notes will be added to the patch note section of this website in due course.
The Elite Dangerous servers will be offline for all platforms from tomorrow morning (23 April) for approximately 6 hours as we apply the April Update. There is a chance that this could run over, so we really appreciate your patience. As usual with these updates we’ll keep you as up to date as possible.
Thank you for your patience and we’ll see you in the black!
Please find the full patch notes for the April Update below:
- Main menu layout updated to make screens and options clearer and to allow room for descriptions
- Added Commander details to the top right corner
- Added a news carousel that can display GalNet headlines, store releases and/or community announcements
- Hints/tips are displayed during the loading screen
- Players current main ship is displayed as the background on the main menu
- Note: this will always be your current ‘main’ ship; fighters/SRVs will not be shown
- Updated the new commander flow to make the process more informative and engaging
- Ship selection screens now display more information on the ship, and also includes an image of the ship itself
- Players can now choose to start in the Dromi system (in a permit-controlled area administered by the Pilots’ Federation) or in the standard package location
Pilots’ Federation District
- The Pilots’ Federation District is a collection of systems designed to offer a regulated area for new Commanders
- Outfitting in these systems offers a basic level of equipment, and Shipyards offer a range of entry level ships
- Missions offered in the district are aimed at early stage players
- These systems are also marked with a special icon in the navigation panel and galaxy map
- Once players have gained a rank in Combat, Trade or Exploration, they are offered a ‘graduation’ mission, which directs them out of the district. If they choose to complete this mission, they cannot re-enter any of the district systems.
- This also means current, experienced players cannot enter any of these systems
- Advanced Docking Computer – The Advanced Docking Computer provides cutting edge guidance control to the ship’s computer, offering a further launch option alongside the assisted docking function.
- Supercruise Assist – The Supercruise Assist module allows the ship’s computer to regulate the approach towards a set location within the current system and to disengage the drive at the appropriate time . This module can also be used to enter orbit around a planetary body.
- Planet side targets are excluded – instead they will engage the planetary orbit function of the computer, and Commanders will need to manually guide the ship to the ground destination
- Added a new ‘Flight Assistance’ section to the Ship tab on the right hand panel. Here players can toggle various options on or off (if fitted with the correct modules):
- Flight Assist
- Auto Dock
- Auto Launch (requires Advanced Docking Computer)
- Rotational Correction
- Hyperspace Dethrottle (requires the Supercruise assist module. If switched on, throttle will automatically set to zero on entry to a new system)
- Plotted route information is now displayed along the top of the Navigation tab
- The popup box for each entry in the Navigation tab now includes extra information (where applicable) and various quick links to other features/areas of the game:
- Lists any activities available at the selected location, with links to the relevant pilots handbook article(s)
- Links to system or galaxy map where appropriate
- Highlights threat levels when the threat is higher than your combat rank (and lists if it is human or xeno)
- Displays various data on ports or nearby systems, such as allegiance, economy, has appropriate landing pad for your ship, relationship, state, security level galactic region
- Maintains all previous actions such as lock target, and bookmark location
- New section added to the Codex that contains articles detailing activities and features of the game:
- Trade and Smuggling
- Mercenary Work
- Bounty Hunting
- Xeno Hunting
- Salvage and Rescure
- Crime and Punishment
Training Simulation Access
- Training simulations are now accessible from within any ship cockpit, from anywhere
- Note: if you attempt to start a simulation whilst in danger, you will be subject to the standard 15 second delay before proceeding
Commodity Market Interface
- Separated ‘Buy’ and ‘Sell’ screens, to make it clearer to the player what data they are looking at
- Added filters
- Added ‘Suggested’ markets to the comparisons popup, and populated it with nearby data that the player owns
- Also added the mission icon to systems that the player has active missions in
- The ‘Help’ button takes the player to the relevant Pilots Handbook article
- Updated the supply and demand icons and added a description of it to the right hand side of the screen, to make it clearer to the player when to buy or sell
- Highlight mission related and rare goods on the buy screen, with a key to icons along the bottom
- Clarified what the comparison column is telling the player:
- On the buy screen – the profit if selected commodity is sold at selected market/galactic average
- On the sell screen – the profit if selected commodity is bought at selected market/galactic average, and sold at current market
- By default the column shows the ‘Galactic Average’ until the player selects a market to compare with
- Added local market data to the right hand side for quick comparison
- Buy screen shows Galactic average and price per unit on right hand side and Sell screen also includes profit if sold
- Buy/Sell popup includes more information and quick links
- Local market data for quick comparison
- Selecting a market takes the player to the system on the galaxy map
- View commodity on galaxy – takes players to a filtered version of the map
- Local market data for quick comparison
- Added more detail to the popup box when selecting any commodities in the players inventory, as well as a quick link to the galaxy map with the correct filter applied
Bug Fixes and Improvements
This update includes over 800 fixes for various issues that have been discovered and investigated during the development process. For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other significant changes.
- Fixed some odd AI behaviour, found in assassination missions
- Pirate AI will now act accordingly once the player responds after they demand cargo
- Fixed an issue that prevented discovered Ammonia worlds from being confirmed
- Fixed not being able to open the codex whilst in planetary glide
- Fixed the session log not displaying a DSS scan event as ‘efficient’ if the efficiency target was met
- Fixed issue where allied ships could suddenly become hostile to the player
- Fixed a crash that could occur when disarming a seismic charge
- Fixed crash that could occur when launching or switching to a fighter
- Fixed crash that could occur whilst driving an SRV
- Fixed a crash that could occur when mining in a wing
- Fixed a crash that could occur when restocking limpets
- Fixed an issue that was causing damage dealt by Thargons to increase in multiplayer sessions
- Fixed issue that caused more heat damage to be applied to vessels when in a multiplayer session
- “Drag Munitions” engineering modification now disables the victims boost function whilst it is active
- Fixed an issue with the yellow computer screen in the cockpit incorrectly showing as blue
- Fixed edge case that could cause the docking computer to not be able to successfully dock the ship
- Fixed issue that caused COVAS line ‘System Scan Completed’ to trigger multiple times incorrectly
- Added option to invert the FSS tuning axis
- Fixed an issue when trying to custom bind Front or Rear View toggle in DSS mode
- Added an index number to Thargoid Barnacle sites to make easier for players to differentiate them
- Fixed some cases where planets can appear to be fully scanned when they haven’t been
- Fixed a star class in Lyaisae IC-U e3-253 that was displaying incorrectly on the Galaxy Map
- Players PIP settings are retained once they return back to their ship after switching to an SRV or fighter
- Players can now use the keybinding to turn off ship headlights whilst using the docking computer
- Corrected the cockpit health disparity displayed between module tab and advanced maintenance
- Fixed an issue where a dismissed ship could end up not being able to be recalled
- Fixed an issue where broken shields would recharge faster when dropping in and out of Supercruise
- Fixed limpets showing in front of your ship suddenly when launching them
Player Journal Updates
- SDJump event – now includes “Body” info about the arrival star
- Don’t write a spurious “FighterRebuilt” event after docking SLF back in the ship
- ApproachSettlement” now includes body info
- The “Loadout” event:
- no longer includes spurious ammo stats for energy weapons
- now includes UnladenMass and FuelCapacity info
- now written when docking SRV back in mothership
- now includes CargoCapacity, and MaxJumpRange
- Module item names are now consistently lowercase
- include LegalState
- includes info on nearby planet, and ‘AltFromAvgRad” flag
- Scan: include a star’s subclass
- Location: include DistFromStarLS
- Add Conflicts data in FSDJump and Location
- Include Vehicle ID for SLF/SRV (LaunchFighter, LaunchSRV, FighterRebuilt, FighterDestroyed, DockSRV, DockFighter, SRVDestroyed, CrewLaunchFighter)
- Add info in Scan event to show if the body was previously discovered or mapped
- Fixed reversed thruster animations when viewed from the vanity camera
- Fixed various typos
- Fixed ‘Optimum yield range exceeded’ warning displaying when the yield hasn’t been exceeded
- Ensure we eject deposit chunks from asteroids perpendicular to attempt to stop chunks getting stuck inside
- Fixed missing ‘Detonation Successful’ message
- Tightened hitcheck around asteroid models to lessen the amount of surface deposits that don’t break off when correctly hit
- Fixed lighting issue when returning to the cockpit from FSS mode
- Fixed tiling effect when capturing high-res screens shots in various situations
- Fixed incorrect message ‘AFM refill’ being displayed when using the SRV Repair recipe
- Increased High Grade Emissions USS spawn rate
- Fixed visual issues when the camera signal is lost
- Ensure the mist at Thargoid sites displays correctly in both eyes
- Fixed light flares from stars flickering in the right eye display
- Fixed an issue that caused the remote flak launcher to continue malfunctioning even after being repaired by an Auto Field-Maintenance Unit