Please also see this subsequent post for information on an issue with certain Codex discoveries.
Also see this post for information on other known issues.
Please also see this subsequent post for information on an issue with certain Codex discoveries.
Also see this post for information on other known 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:
Pilots’ Federation District
Training Simulation Access
Commodity Market Interface
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.
Player Journal Updates
On the 18th April Frontier released a short video explaining what was coming in the April update, as well as hosting a live stream where they went into details a little more. You can see these below, with details being added to the relevant pages in due course.
On the 10th April at 2:28pm Frontier announced the first update following the end of the Beyond Series. This will arrive on the 23rd April 2019. You can read the details below or on the official site, here. A live stream will take place on the 18th April at 17:00 (UTC) to showcase the new features. Relevant sections on this website will be updated in due course.
We’re very pleased to announce that the next update for Elite Dangerous, the April Update, will release on… Tuesday 23 April 2019!
As mentioned in the beginning of March, this year’s initial updates will focus on introducing quality of life improvements and improving the welcoming experience for beginners. This update brings with it two new modules to help get you out there, engaging in and exploring all that there is to discover – as well as ensure that you’re able to access in-game information and training from the seat of your cockpit!
Read below for all of the details:
A new collection of systems has been added for newly-created Commanders, and can only be accessed by pilots until they earn their first Combat, Trade or Exploration rank. In addition, the authorities here will provide simpler missions that even the smallest of Sidewinders can complete.
Across the galaxy, new Commanders will also have a reduced rebuy until they gain their first Combat, Trade or Exploration rank, a step in the path towards greatness!
Advanced Docking Computer
We’re adding an upgraded version of the original Docking Computer, a module designed to allow Commanders to relax, let go of their flight sticks and automatically dock in stations to the serene strings of Johann Strauss II.
The Advanced Docking Computer will not only allow you to dock, but also allow you to automatically undock from a station without anxiously worrying about getting stuck inside the mail slot. Let’s face it, it will also help with those embarrassing Type-10 spoiler moments!
This module will also come as standard in all newly-purchased small ships. If you’re starting up a new account, you will find the Advanced Docking Computer in your ship from the get-go – making it easier for you to embark and disembark from your favourite stations without colliding with the walls, landing pads or your fellow Commanders.
Available at your nearest starship department store (i.e. Outfitting) comes the new Supercruise Assist module. While in Supercruise, you’ll be able to target a destination and activate Supercruise Assist, putting your safety in the reassuring hands of a machine. In this mode, your ship will automatically maintain the correct speed and approach to your target destination, and break out of Supercruise at the optimum time. You’ll still have to align with the correct location, but you will no longer have to worry about doing a loop of shame!
With the the Supercruise Assist, you will also be able to enter into orbit around a body – allowing you to launch discovery probes and take screenshots without the fear of face-planting the dusty, rocky ground.
This module will also come as standard in all newly-purchased ships.
Free module slots for everyone!
With the introduction of these new modules, small ships will be outfitted with two additional size one Optional Internal slots, while medium and large ships will also receive one additional Optional Internal slot. This will automatically and retroactively apply to all relevant ships.
In Beyond – Chapter Four, the cockpit was completely revamped, and with the April Update, come even more improvements! The latest area to feel the love is the Navigation Panel where, in places, we have added icons for a tighter, more visually appealing layout.
A new column has been added to this panel, denoting activities in an area, mission targets, plotted routes, Wanted status and if the threat level of some areas is too high. The Navigation popup expands on this information, providing more details about the location, such as faction details, star class, information of resources and more!
Two of these may sound new to you – so allow us to explain!
Activities – Every location in the Elite galaxy, offers different activities, be it collecting Combat Bonds in a Combat Zone, or mining asteroids at a Resource Extraction Site. Icons and links to the Pilots’ Handbook (see below) have been added to help you easily identify what activities are available at a given location.
Threat Level – Threat Level is something that already exists in the game (previously only seen at Unidentified Signal Sources), but this new marker will now appear in all systems. If a location has a threat level too high for your current combat rank, a ‘danger’ icon will be displayed, warning you that the location might be too dangerous.
Like the Codex, the Pilot’s Handbook is a treasure trove of information, providing details on the many activities available to you in Elite Dangerous. Whether you’re a veteran, or you’ve only just graduated from flight school, these articles will help you discover what opportunities are out there – and what is required to get involved in them. With links from the cockpit straight to the Pilot’s Handbook, sourcing information is easier than ever before!
Trading Screen Improvements
When you’re an interstellar trader, every minute is a potential sale… so to help you avoid being badgered by a strange man trying to sell you the ‘deal of a lifetime’ (500 tonnes of bio-waste is not always a good deal, by the way!), a number of improvements have been made to the user interface of the Commodities Market.
You will find two panels in the Commodities Market, Buy and Sell. Each new panel will provide you with important information:
All these improvements have been introduced to make the Commodities Market easier to understand at a glance, ensuring every Commander can become a wolf of the interstellar Wall Street.
Our name for the previously announced ‘Community Events’. These are series of in-game events that play out over the course of around a month. Each one features several phases that will alter as the narrative progresses, and may end with lasting effects on the galaxy. We’ll be delving deeper into these in just a couple of weeks.
…and there’s more!
So there you have it, a brief take on some of the features coming in the next update.
Join us on Thursday 18 April (at 19:00 UTC) for a content reveal live stream, where Executive Producer Adam Woods will be showcasing how all of this looks in-game!
Until then, please feel free to share your thoughts and feedback with us below.
See you in the black, Commander!
On the 13th March 2019 at 2:54pm Frontier made an announcement regarding the future of Community Goals:
We wanted to inform you that, starting from tomorrow, in preparation for the development-supported events, there will not be any Community Goals for the next few weeks. This is because we are adjusting the way current Community Goals will be utilised, tying them to more engaging events and narratives as previously mentioned in our post below and here:
Development supported events
One of the biggest changes will be the way that we create and support in-game events and activities. Starting in the coming months, we will be looking to change the way that in-game events happen. The aim here is to create ongoing, engaging, and varied sets of content that are supported by the development team which players will be able to actively engage in.
We have listened to community feedback regarding Community Goals and while they are an incredible tool, they have become somewhat routine for many Commanders. We felt that we needed to adjust them to be more event-related while taking our in game events a big step further. We will gradually be changing our community goals and their frequency, using them within a larger schedule of development-led events to help us create more improved, meaningful and engaging experiences.
As well as Community Goals, we will also be using things like new scenarios, reputation and reward boosts (such as Superpower reputation increases), BGS and global galactic changes, in-game interactions, new game assets and much more to make game-wide events that tie into the game world. The aim is to constantly create new and exciting events and campaigns for you to get involved in and shape, which will focus on and benefit different types of players.
Outside of the game, we’ll communicate with you about these events, how they work and what goes into developing Elite Dangerous.
Rest assured, that while we are making changes to the way Community Goals work, we are still going to be supporting Player Community Goals in our plans. You can find out how to submit a Community Goal here.
In the coming month, we will be releasing specific details as to how the new development-supported events will work, so stay tuned for that!
Thank you for your understanding.
Following on from the first update about the future of Elite, Community Manager Will Flanagan has posted a few more details which you can read below or on the official forum, here.
What does ‘The Next Era’ contain?
The Next Era update will be in-game content and, as we’ve said previously, as development progresses, we will share more news and announcements on features, as well as timelines regarding this upcoming content for Elite.
Future updates – what’s the plan? No major update until the latter end of 2020?
As we said in the OP, we will still be making updates to Elite Dangerous on a 3-4 month cycle. These updates will initially focus on new player and welcoming experiences, as well as a number of QoL improvements for all players – and we’ll be announcing what the first update will include in the coming weeks. We’ll also be detailing more information about the upcoming development-supported events in the near future.
Our commitment to squashing bugs hasn’t ended, and we’re going to be implementing a new bug report system. As we have mentioned previously, the new bug tracking website will make the bug reporting process easier, better, and more manageable! You will be able to log issues as you’re used to, and the community will be able to vote on your issue. This will consider it confirmed and in that way we can put more focus into accurately examining the highest ranked issues.
We hear your concerns and feedback on Powerplay in and outside of this thread. We’ll be evaluating and looking into some of the proposed solutions Sandro detailed in his post here. This is an on-going investigation and nothing is confirmed at the moment, but rest assured that we will let you know when we have updates regarding this.
Ice Planets and Fleet Carriers
Both Ice Planets and Fleet Carriers are still planned for the development road-map, and we’ll be able to share more information with you in the future.
The Next Era content will be paid for content and LEP owners will receive it as part of their pass. We don’t have anything to announce regarding any additional LEP content at the moment.
At 12:39pm on the 1st March Frontier announced an update regarding fixes and changes to the BGS.
We wanted to give you an update on the current state of the Background Simulation and detail some changes we are going to be implementing in an attempt to combat some of the issues that have been flagged up.
Before that, we would like to thank all of your who shared your feedback on the forums, across social media and on Discord since the release of Beyond – Chapter Four. With these reports, we were able to identify issues with the simulation and while we could not reply to each of you individually, please rest assured that we have read your feedback and investigated details in the galaxy’s databases and server logs where possible.
As we’ve mentioned previously, this is an on-going process, so some tweaks and changes are still likely to come as we release more updates of the BGS.
We’ve been taking a really in-depth look at how all of the galaxy’s factions have reacted to having multiple states active at once and to how the galaxy reacts to each and every player action in the core of the background simulation, and are ready to release some more changes to the live game servers today from 1:30 PM (UTC).
While we don’t usually put changes like these out on a Friday, we’ve heard your feedback and believe it is better to give you the weekend to try out them out and provide any feedback you might have. Next week, we’ll be able to take a look at your comments and assess the impact these revisions have had.
Please find the details below:
- Most cases reported – where you had performed a lot of positive influence actions to a given faction, but saw minimal increases or even a decrease: this is due to the way the system distributes influence and has to keep everything at 100% maximum (this can be lower when some factions in the system are in a conflict).
- At the current time, if you are trying to support a faction in a system, we would recommend that you try not add too many positive influence inputs to other factions that system, especially if they have relatively low influence.
- After extensively analysing the live galaxy’s data and logs, we have re-balanced equations which convert player actions into influence.
- We have also looked at the amount of movement that occurs per tick and you may find movement is slightly slower. This is done for two reasons:
- Firstly, we believe it will help with the first point above.
- Secondly, that it provides us more wiggle room whilst we balance and tweak the BGS further.
- The Outbreak state no longer breaks War and Civil War scoring (a fix we introduced two weeks ago).
- From Beyond – Chapter Four, Faction Conflicts were changed to run for a fixed duration, keeping a daily ‘score’ for each faction, and then the overall Conflict result was determined by the number of days that a given faction ‘won’. The days won are announced in the faction status local news articles in that star system.
- To reduce the number of Conflicts in the galaxy and to make them more meaningful, Conflicts will now only be triggered during invasions or when one or both factions control an asset that’s at risk by that Conflict.
Player actions affecting a daily Conflict score
- Previously, the day’s score was determined by diverting faction influence inputs (subject to the usual rules of combat actions affecting War and Civil War and non-combat actions affecting Elections). However, we’ve now changed faction Conflict scores to be driven by their own set of equations.
- We’ve kept the relative balance of how each action is weighted against others, but it should now be much harder to lose a day in a Conflict by accidentally putting positive inputs into your opposing faction.
- Fixed Conflict Zone objective causing incorrect influence changes when they occurred during the tick and whilst a Conflict state was in the process of ending.
- To be clear, influence changes after any Conflict should be the ±4% change. This is designed to separate the winners and losers of a Conflict, so that it doesn’t immediately restart.
- We’ve stopped awarding bonus days won if one side beat the other by a huge margin (designed to allow a faction to force a draw by heroic efforts if it was losing 4-0),
- Conflicts will now end earlier if there aren’t enough days of the Conflict remaining for the losing faction to at least achieve a draw.
This should make Conflict results less confusing and further reduce the number of Conflicts going on around the galaxy at any point in time.
Balancing player actions for War/Civil War
- Winning Conflict Zone objectives is the most obvious way to help win a war.
- Most combat missions, combat bonds, bounty hunting and violent crimes will all contribute towards a War or Civil War.
Balancing player actions for Elections
- Players need to concentrate on non-combat actions that positively affect their chosen faction, while avoiding positive actions for the opposing faction. You can also provide negative economic actions onto the opposing faction.
- Non-combat missions, commodity trading (and smuggling), search and rescue work, selling exploration data and helping out with scenarios at installations and megaships are all good ways to contribute towards an Election.
Economic and Security states
- Many of you have commented that the investment and Civil Liberty states are easy to achieve and sustain across the galaxy, and that Lockdown and Famine are very rare.
- We’ve already made a several changes for how negative actions apply negative economic and security effects, and also how quickly the EP & SP bars drain back towards the centre. We expect to make further tweaks once we’ve analysed the results of this set of changes.