On the 10th September 2019 Frontier announced that on the 12th September (Thursday) they would be revealing details of the September update. You can read what is currently known about this here, over get an overview of all the post Beyond updates here.
On the 22nd August 2019 Frontier gave more details reveal of what would be coming during the December release which would contain the previously delayed Fleet Carriers. You can find out more details here or watch the trailer below.
Over the past couple of months I’ve been re-designing very large parts of this page. Today the new version has been uploaded to replace the old one. There’s a whole host of new information, images and links pertaining to all the different areas of the game. The subject areas have been re-designed in the table of contents to hopefully make things easier to find and make more sense. It’s been a bit of a battle as WordPress’s WYSIWYG editor is pretty horrendous and adding a table of contents (easily) means upgrading to a paid for account, which at the moment I can’t justify doing. If there’s anything I’ve missed please comment on the page itself or drop me a message via the Frontier official forum here, or on Reddit: /u/Barking_Madness.
Frontier have announced details of forthcoming content as shown at Lavecon 2019. You can find this below or on the official site, here. The Post Beyond: An Overview section has been updated with the below details along with a new page for both of the September and December releases.
Elite Dangerous commanders from across the galaxy have come to celebrate all things Elite Dangerous at this year’s Lavecon.
The event is very much in full swing and moments ago, the team had the pleasure to take to the stage and unveil a few details about what’s coming next to Elite Dangerous in the September update. In addition to all of that, we also revealed what commanders can expect at the end of the year!
If you weren’t able to attend Lavecon this year, rest assured that we have you covered! Here’s a breakdown of everything that was revealed:
Discovery Scanner Special with Dav Stott – Lavecon Special!
Dav, Lead Server Developer, started the presentation by hosting his very own episode of Discovery Scanner, detailing some of the work made when we introduced Background Simulation faction changes in Beyond – Chapter Four. Rest assured, if you weren’t able to attend, we’ll be bringing back the episode in a future livestream!
> September Update
New “In Ship” Starter Experience
Following on from what we set out to achieve with this year’s initial updates, we will be introducing a whole new starting experience right from the cockpit of a commander’s first ship, a loaned Sidewinder. With clearer instructions and guidance during the beginning of Elite Dangerous, we believe this will lead to a more engaging way to learn the basics and help commanders understand the tools they have at their disposal to become fully-fledged pilots. We can’t wait to see how these new commanders will involve themselves in the galaxy in the same way many of you have!
At the start of the experience, commanders will be guided through essential pilot training by a flight instructor from the Pilots Federation. During this training, a number of lessons will be taught to commanders, from space flight to combat.
- Basic flight controls and scanning.
- Supercruise and navigation.
- A combat exercise around a megaship.
- Culminating with the final lesson: completing one’s first Hyperspace Jump and docking at a starport.
All of the training will include VO across our supported languages, so whether you’re a commander, un commandant or ein kommandant, you’ll be able to follow each exercise without issue!
Veteran commanders out there who wish to experience the training will also be able to access it in the ‘Training Section’ via the right-hand panel.
Those on consoles will already be familiar with the concept of Frontier Points and, as part of the September Update, we’re reworking and rebranding them as Arx, across all platforms (including PC), ensuring the experience to acquire cosmetics is shared equally for commanders on any platform. This new currency can be purchased, as well as earned by simply playing the game, to acquire Game Extras such as Paint Jobs, Ship Kits, Bobbleheads and more!
As always with our optional additional purchases, Arx can only be used to buy cosmetic Game Extras and will not be used to introduce and acquire pay-to-win purchases. Ultimately, Arx will enable us to…
- Bring parity across all of our platforms
At the current time, PC commanders purchase cosmetics directly from the Frontier Store with real world currency, while those on consoles must first purchase Frontier Points before acquiring that new and shiny Paint Job. With the introduction of Arx, the method of purchasing and spending Arx will be the same experience regardless of what platform you’re on.
- Allow commanders to earn customisation items through gameplay
As part of the update to the livery system and the introduction of Arx, commanders will be able to acquire cosmetic items by simply playing the game! We won’t ask commanders to change how they play, simply being an active player and engaging with the game is all that’s required. A number of Arx can be earned each week and will be instantly added to a player’s Arx balance and can be spent there and then, or saved for later. We’ll have more details on how these can be earned in-game and the amount you can earn, closer to the release of the September Update.
- Introduce a new, flexible and informed choice when purchasing Game Extras
We’ve made improvements to the entire in-game ship livery system, providing commanders with previews of all the different customisation options for their ships and multiple angles!Commanders will be able to purchase individual Game Extras that were previously only available in entire packs. For example, if you wanted the Anaconda White Pharaoh Paint Job, you would no longer need to purchase the entire Anaconda Horus Paint Pack to obtain it. We’re still going to be putting together bundles and packages, but this new system will allow commanders to buy the majority of Game Extras individually.
- Offering commanders the ability to change their ship’s appearance from the main menu
One of the biggest improvements we are introducing is the ability to access the ship livery from the main menu, so even explorers out in the black will be able to change up their ship’s appearance without needing to head all the way back to civilization!
Please read our FAQ for all the information and post any of your questions about Arx here.
Please note, Arx values in these images are not final and subject to change.
> December Update
We couldn’t end the presentation without a glimpse of what’s coming at the end of the year: FLEET CARRIERS.
We’ll let the video below do the talking —MASSIVE FRAMESHIFT SURGE DETECTED–
We’ll have more details about the September Update and Fleet Carriers in the near future, so keep an eye on all of our future announcements and social channels!
We’d also like to extend a big thank you to all of the organisers of Lavecon and the commanders who are attending today to share their passion for all things Elite Dangerous. It’s time for us to get back to the action, so see you soon… and fly safe, commanders!
Updated: 14th May @ 11:49am (UTC)
Today, the 14th May 2019, Frontier have released a second patch for the April update. Details can be found below, on the official site here and in the patch notes section of this website once confirmed. This post will be amended to reflect any further changes.
We’re aiming to roll-out a patch for all platforms on Tuesday 14 May at 10:00 AM (UTC) to implement a couple of bug fixes and address issues with the FSS (crashing when using the FSS, as well as graphical display and camera re-positioning issues).
We will update this thread with final times/dates as well as patch notes at the start of next week.
Thank you for your understanding. Please find the full patch notes below:
- 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
On the 20th April 2019, the first of Frontier’s new ‘ Interstellar Initiatives’ started. You can read about it below and in the video below.
WHAT ARE INTERSTELLAR INITIATIVES?
Interstellar Initiatives are a series of in-game events and narratives that play out over the course of approximately a month. Each one features several phases that will alter as the story progresses and may end with lasting effects on the galaxy!
GALNET: ZENDE PARTNERS ANNOUNCES TRANSPORT SERVICE
Zende Partners has revealed plans to establish a ferry service between the core systems and Guardian space.
Freya Taine, the company’s CEO, made this statement:
“In response to increasing demand for Guardian commodities, my company aims to facilitate access to the area once occupied by the Guardians. This will involve the construction of a mega-ship to transport pilots to and from this comparatively inaccessible region.”
“Five systems have been highlighted as potential destinations, and we’d like to invite the galactic community to decide which of these should serve as the termination point for the mega-ship. We will then build an outpost in the chosen system, and the mega-ship will enter service.”
“We hope that this initiative will stimulate new innovations in the field of Guardian-human technology.”
Note: The mega-ship ferry itself is actually composed of two mega-ships, one that will jump to the chosen system, and one that will jump back to the system of Zende. These megaships will jump on the server tick each week.
HOW DO YOU GET INVOLVED?
Zende Partners have identified five locations in Guardian space where they will not only set up an outpost, but fund the creation of a Megaship ferry that will take Commanders from the system of Zende to a location voted for by the community.
It’s an ambitious plan, but with easier access to Guardian technology, Zende Partners hope to build and develop new technology to benefit the human race… and, perhaps, their economic standings.
To get involved with this first phase of Bridging the Gap, all you need to do is cast your vote in this thread.
JOIN US ABOARD THE STARGAZER!
To assist you in making an informed decision, the flight team of the “Stargazer” will take you on a visit to one of the Guardian Sites and talk about what your options are during the next episode of the live stream series: “Stargazing Tours”. Tune in at 18:00 (UTC) on 2 May on either YouTube, Twitch or Mixer.
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