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Elite Dangerous: Caspian Explorer | Update 1

[p]Greetings Commanders,[/p][p]The Caspian Explorer Update 1 is now available. This update enables the Mk II Ablative Mirrored Surface Composite and introduces a cap for engineering resistance, alongside other changes.[/p][p][/p][p]Features of Note:[/p]
  • [p]Added a cap for engineering resistances to avoid values above 75% being achieved.[/p]
  • [p]Station weapons now deal plasma damage, improving effectiveness against target resistances.[/p]
  • [p]Enabled "Mk II Ablative Mirrored Surface Composite" armour at markets for the Caspian Explorer.[/p]
[p]Bug Fixes[/p]
  • [p]Resolved a crash occasionally occurring when more than 9 ships were stored in the Squadron Bank [/p]
  • [p]Replaced low res images of the Caspian Explorer in Galnet.[/p]

Elite Dangerous | Caspian Explorer Update

[p]Greetings Commanders,[/p][p][/p][p]The Caspian Explorer Update is now live. Embrace the depths of space with a large new exploration ship from Zorgon Peterson built to seek the stars. Available now via ARX early access, alongside a number of changes to on-foot weapons and NPC behaviours as well as bug fixes.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Features of Note: [/p]
  • [p]Added Zorgon Peterson Caspian Explorer:[/p]
    • [p]In world holo-screen adverts now present for Caspian Explorer.[/p]
    • [p]Mk II Ablative Armour - Armour that allows for faster and steeper planetary entries. These include lightweight alloy, reinforced alloy, military grade composite, reactive surface composite and mirrored surface composite variants.
    • [/p]
    • [p]Mk II Gravity Optimised Thrusters - Size 7 thrusters that reduce the most severe effects of gravity on High-G worlds.[/p]
    • [p]Mk II Supercharge Optimised Frame Shift Drive (SCO) - Size 8 FSD that enhances the effect of supercharging your FSD when using a fuel scoop at a neutron or white dwarf star.[/p]
[p]*We are aware of an issue with the Mk II Ablative mirrored surface composite and as a result it has been removed from the game temporarily. The team are working on a balancing fix has which shall be implemented next week. Once this fix is in place the module will be available for purchase and use.

[/p]
  • [p]Added Pre-Built Ships:[/p]
    • [p]Caspian Explorer Galactic (69,000 Arx).[/p]
    • [p]Caspian Explorer Stellar (38,000 Arx).[/p]
    • [p]Caspian Explorer Standard (19,020 Arx).[/p]
  • [p]Adjustments Made to On-Foot NPC Combat Behaviours:[/p]
    • [p]General Movement Speed:[/p]
      • [p]Introduced a haste system which controls NPCs movement speed. Maximum haste values make NPCs run faster than current speeds.[/p]
      • [p]NPCs will be more combat efficient, more decisive, and have better threat detection.[/p]
    • [p]Dodging Improvements:[/p]
      • [p]NPC will now prioritise dodging into cover if possible.[/p]
    • [p]Crouching Improvements:[/p]
      • [p]NPCs will crouch more often including behind cover, reloading, or to evade.[/p]
    • [p]Retreating/Cover Movement:[/p]
      • [p]Improved reaction time when an NPC needs to take cover.[/p]
      • [p]NPCs will make better use of cover and be less likely to stand in the open.[/p]
    • [p]Under Threat Behaviour Improvements:[/p]
      • [p]If the NPC is shot at or has low shield or health, they will attempt to take cover.[/p]
      • [p]Once their shield has returned, they will resume usual behaviours.[/p]
      • [p]This behaviour replaces the old "fleeing" behaviour entirely.[/p]
    • [p]Advance Towards Threat Behaviour:[/p]
      • [p]Strikers and Scouts may decide to advance under fire until they lose their shields entirely.[/p]
      • [p]Other NPCs are more likely to retreat under threat.[/p]
    • [p]Crime Scan Adjustments:[/p]
      • [p]Security will now crime scan from a longer range. This removes the short walk to the target.[/p]
      • [p]Security NPC will turn to face the target before starting.[/p]
    • [p]Grenade Behaviour Adjustments:[/p]
      • [p]Grenades are more often used against groups.[/p]
      • [p]Grenades are used to flush targets out from cover.[/p]
      • [p]NPCs will now use memorised and reported positions to better identify large groups of targets.[/p]
      • [p]Ensured that NPCs will no longer throw EMP grenades at targets with low shield proportion.[/p]
  • [p]Rebalanced suits & weapons[/p]
    • [p]Rebalanced NPCs suit and shield resistances to reduce the disparity between damage types vs shields and armour for suits/shields (this does not affect the player they are using the old resistances)[/p]
    • [p]Weapon changes:[/p]
      • [p]Improved stow and draw times for all weapons[/p]
      • [p]Adjusted weapon handling modification to account for new stow and draw times[/p]
      • [p]Decreased flight time on projectiles for:[/p]
        • [p]Manticore Executioner[/p]
        • [p]Manticore Tormentor[/p]
        • [p]Manticore Oppressor[/p]
      • [p]Increased ammo for:[/p]
        • [p]Karma AR-50[/p]
        • [p]TK Eclipse[/p]
      • [p]Decreased ammo for:[/p]
        • [p]Karma C-44[/p]
      • [p]Decreased reload speed for:[/p]
        • [p]Karma L-6[/p]
  • [p]Powerplay:[/p]
    • [p]Markers will now be placed on the galaxy map over rival systems, indicating targets for undermining and reinforcement efforts[/p]
[p][/p]
  • [p]A maximum of 3 markers will be placed per Power[/p]
    • [p]The system targets of these markers is determined entirely by player undermining efforts - the top 3 undermined system by players in a power will have an undermining marker placed over them.[/p]
    • [p]Similarly, the top 3 attacked systems by players in a power will have a reinforcement marker placed over them.[/p]
    • [p]A system may not be marked for undermining if it has already been undermined to 10% beyond the threshold to drop a state (e.g. from Fortified to Exploited).[/p]
      • [p]Note this may result in minimal markers being active whilst this system is active within the enclave only.[/p]
    • [p]Marker placement will update once per day.[/p]
    • [p]Within these marked systems, Power Conflict Zones will generate, fully enabling combat as a viable means of undermining.[/p]
    • [p]An additional +25% merit bonus will be awarded for all undermining actions taken within a marked system.[/p]
    • [p]An additional +35% merit bonus will be awarded for all reinforcement actions taken within a reinforcement marked system.[/p]
    • [p]A system must be undermined to unoccupied and then acquired within 1 cycle for the bonus to be issued.[/p]
    • [p]Only the agents within power that acquires the system will be issued bonuses, and that power must have actively taken part in undermining the system to the unoccupied state.[/p]
    • [p]Merit bonuses will be issued on a tier system, so agents with a higher undermining contribution will receive a higher bonus:[/p]
      • [p]25th Percentile - 20,000 Merits[/p]
      • [p]50th Percentile - 10,000 Merits[/p]
      • [p]75th Percentile - 5,000 Merits[/p]
    • [p]Bonuses will be issued on a weekly basis over the maintenance period.[/p]
    • [p]Markers will now be placed on the galaxy map over rival systems, indicating targets for undermining efforts.[/p]
    • [p]Merit Bonuses will now be awarded for undermining and subsequently occupying another power's system.[/p]
    • [p]Initially, both new mechanics will only be active for the Powerplay systems surrounding HIP 87621.[/p]
    • [p]The 4 Opening Campaign Community Goals will now count reinforcement actions as contribution. Note that this will not function if you are acting as a traitor (e.g. signed up to the federal CG whilst pledged to an independent power).[/p]
    • [p]Power Conflict Zones will now be visible across the entire system - previously they could only been seen on the navigation panel if within 1000ls.[/p]
[p]
[/p]
  • [p]Bug Fixes[/p]
    • [p]Resolved trade powerplay activities rewarding significantly less merits than intended.[/p]
    • [p]Resolved further instances of fleet carrier cargo transfers failing and erroneous stock errors.[/p]
    • [p]Resolved Dodec interiors not changing with economy type.[/p]
    • [p]Resolved settlements within the enclave being of Horizons type instead of Odyssey types.[/p]
    • [p]Resolved instances of a crash that could occur when a player dies in an active on-foot Conflict Zone whilst another player is doing through the respawn flow.[/p]
    • [p]Resolved an issue when selecting a facility in the System Map, then selecting another facility it would incorrectly display the demolish options of the first selected facility.[/p]
    • [p]Resolved the loading spinner on the "Cancel Construction" panel taking longer than the timer states to become interactable with.[/p]
    • [p]Improved player feedback when a request to rename a System Colonisation facility fails.[/p]
    • [p]Resolved an issue where the System Colonisation Ship will display a Cancel Construction option after completing the primary construction.[/p]
    • [p]Resolved instances where the Brewer Corp. fanfare audio could repeat after closing the construction effort screen.[/p]
    • [p]Resolved the Powerplay Care Package expiry timer not displaying on the Care Package UI.[/p]
    • [p]Resolved instances where the Powerplay Care Package UI screen would state that on-foot materials space was full when the player has adequate space.[/p]
    • [p]Resolved broken strings being displayed in the Info panel when converting Powerplay Care Packages.[/p]
    • [p]Resolved a couple of issues with text being truncated or cut off in Community Goal UI.[/p]
    • [p]Resolved the warning text being missing for armour modules when storing multiple modules, this now highlights that the module will be replaced by factory default.[/p]
    • [p]Resolved the weapon detailing cosmetic only applying to the projectile and not its trail when firing the Mining Volley Repeater module on the Type-11 Prospector.[/p]
    • [p]Resolved various minor clipping issues with the Type-11 Prospector geo[/p]
    • [p]Resolved instances where some buildings in the High Tech & Factory star port interior barrel were not correctly being avoided by auto-dock.[/p]
    • [p]Resolved instances of being able to skip the glide phase of planetary landing.[/p]
    • [p]Resolved instances of backfaced culling on doors at Tourism settlements.[/p]

Dodec Update | Patch 1

[p]Greetings Commanders,[/p][p][/p][p]An update is now available to resolve a disconnection issue. Please restart the game and launcher to download the update.[/p][p][/p][p]Issue Tracker Fixes:[/p]
  • [p]Resolved increased Scarlet Krait disconnects being encountered. (Issue ID: 80761)[/p]
  • [p]Resolved fleet carriers overfilling cargo transfers resulting in error messages. (Issue ID: 80701)[/p]
[p]Bug Fixes:[/p]
  • [p]Resolved instances where System Colonisation facilities are failing to finish construction.[/p]

Elite Dangerous | Dodec Update

[p]Greetings Commanders,[/p][p]The Dodec Update is now live. This update introduces the re-envisioned Dodec station via ARX early access, alongside a number of fixes and updates which signify the end of the System Colonisation Beta.

Thank you for all of your feedback during the Beta process, we will continue to monitor System Colonisation player data and feedback moving forward.[/p][p] [/p][p]Features of note:[/p]
  • [p]Dodec Station variant has now been added to the game.[/p]
    • [p]3 variants are available for construction:[/p]
      • [p]No truss [/p]
      • [p]Quint Truss [/p]
      • [p]Dec Truss  [/p]
    • [p]Purchasable for 50,000 ARX[/p]
      • [p]Grants an instant build credit which can be used to complete its construction effort once.[/p]
        • [p]This can only be done once and cannot be undone.[/p]
        • [p]If you demolish the facility, you will not be refunded your free deployment. [/p]
        • [p]Any materials donated to the facilities construction effort before using the instant complete option will not be refunded. [/p]
      • [p]Unlocks construction rights for additional Dodec construction efforts (System Economy Point Cost still required) [/p]
      • [p]Once constructed, the Dodec will provide the Human Tech Broker service.[/p]
    • [p]Station paintjobs can be applied to the Dodec the same way as other stations. [/p]
  • [p]Powerplay Care Packages - Alongside significant fixes to the claim interface, a number of adjustments have been made:[/p]
    • [p]Odyssey specific materials will not be rewarded to players who are not running Elite: Dangerous Odyssey (this will also be applied retroactively). [/p]
    • [p]When a specific material capacity has been maxed out, or when a player's on-foot locker is too full to receive materials, the excess materials are converted into credits with the following conversion rate:[/p]
[p]Grade[/p]
[p]Credits per Material[/p]
[p]1[/p]
[p]2,000[/p]
[p]2[/p]
[p]4,000[/p]
[p]3[/p]
[p]8,000[/p]
[p]4[/p]
[p]16,000[/p]
[p]5[/p]
[p]32,000[/p]
  • [p]This conversion also happens for players not running Elite: Dangerous Odyssey - the value in credits according to this table of any Odyssey-specific materials will be added to their account[/p]
  • [p]Care packages will now expire after 30 days; If a care package has been unclaimed for 30 days or more, on the following maintenance, it will be automatically opened and any excess materials converted to Credits.[/p]
    • [p]An inbox message will be sent if you have unclaimed claim packages which will be opened on the next maintenance.[/p]
    • [p]Note that any care packages earned before this patch release will begin automatically opening on the 20th November.[/p]
  • [p]Powerplay[/p]
    • [p]Measures have been put in place to prevent unfair amounts of merits to be obtained or to impact system control scores.[/p]
    • [p]System score and merit gain from the on-foot transfer power data activity has been re-enabled.[/p]
    • [p]It is no longer possible to gain excess merits or control score by selling commodities 1 unit a time, or by undermining with 'laundered' low value commodities.[/p]
  • [p]Colonisation[/p]
    • [p]Brewer corporation has a new governing body, which will no longer consider certain goods illegal (e.g. Battle Weapons) that are also required to complete certain constructions.[/p]
    • [p]Balanced how building certain facilities affects system development level, security, standard of living, tech level, and wealth[/p]
      • [p]The initial Starport will have more weight in affecting these values, as below:[/p]
        • [p]Development level: +20%[/p]
        • [p]Security: +40%[/p]
        • [p]Standard of living +40%[/p]
        • [p]Tech Level: +20%[/p]
        • [p]Wealth: +40%[/p]
      • [p]Subsequent facilities built now have less weight in affecting these values, as below:[/p]
        • [p]Development level: -60%[/p]
        • [p]Security: -20%[/p]
        • [p]Standard of living: -52%[/p]
        • [p]Tech level: -66%[/p]
        • [p]Wealth: -70%[/p]
      • [p]This change will apply retrospectively to all existing colonised systems. [/p]
    • [p]Refinery Contacts are now only present at markets with pure refinery economy. [/p]
      • [p]Refinery contacts have been re-enabled.[/p]
    • [p]Emergency Power Cells will now be produced by and therefore available from planet based industrial economies.[/p]
  • [p]Squadrons[/p]
    • [p]The cargo insurance perk has been re-enabled and reworked. It will now instead restore 50% of lost cargo to your ship when re-bought, instead of returning 50% of the value in credits.[/p]
[p]Issue Tracker Fixes:[/p]
  • [p]Resolved Powerplay Care Package panel becoming corrupt when the player has a large number to claim. (Issue ID: 73928)[/p]
  • [p]Added UI acceleration on transfer amount when moving commodities to fleet carriers. (Issue ID: 73535)[/p]
  • [p]Resolved apostrophes being blocked when renaming a System Colonisation facility. (Issue ID: 74767)[/p]
  • [p]Resolved issues with cargo not transferring correctly to Fleet Carriers. (Issue ID: 79568)[/p]
  • [p]Resolved instances where the amount of required commodities was more than on the pre-purchase screen when selecting a facility for System Colonisation. (Issue ID: 72180)[/p]
  • [p]Resolved instances where squadron aligned factions were not present in System Colonisation claimed systems. (Issue ID: 72330)[/p]
  • [p]Resolved instances where the Cobra Mk V was triggering hostile reactions at settlements when landing. (Issue ID: 73325)[/p]
  • [p]Resolved certain commodities being flagged as illegal in Aisling Duval systems. (Issue ID: 73224)[/p]
  • [p]Resolved an exploit undermining with low value commodities. (Issue ID: 78128)[/p]
  • [p]Resolved instances of missions incorrectly impacting the BGS during Elections in Powerplay systems. (Issue ID: 71049)[/p]
  • [p]Resolved instances where some of the players ships were not accessible after upgrading to Odyssey. (Issue ID: 79094)[/p]
  • [p]Adjustments made to Type-11 Prospector underside rear hardpoints. (Issue ID: 79095)[/p]
  • [p]Adjustments made to Merit rewards for selling individual commodities rather than in bulk. (Issue ID: 77553)[/p]
  • [p]Resolved newly colonized systems not triggering conflicts at settlements. (Issue ID: 75738)[/p]
  • [p]Adjustments made to the cockpit camera movement in the Panther Clipper MkII when rolling. (Issue ID: 77211)[/p]
[p]Bug Fixes[/p]
  • [p]Improvements made to Powerplay digest data resulting in quicker load times.[/p]
  • [p]Resolved instances of a crash that could occur when receiving a Power Merits notification.[/p]
  • [p]Resolved incorrect merit reward being displayed when handing in Powerplay Data or Powerplay Commodities to a Power Contact.[/p]
  • [p]Made adjustments to player assignments where the Rescue Escape Pods were active.[/p]
    • [p]Removed all variants of the collect escape pods assignments.[/p]
    • [p]Rank 0 Commanders who had been assigned with collect escape pods are now assigned hand in salvage instead.[/p]
    • [p]Anyone currently with collect escape pods for undermining has been given hand in salvage for undermining.[/p]
    • [p]Anyone with collect escape pods for reinforcement has been given hand in salvage for reinforcement.[/p]
    • [p]Collect escape pods for acquisition doesn't have an equivalent in hand in salvage, therefore it has been deleted from anyone who had it as an active assignment.[/p]
  • [p]Resolved Powerplay Care Packages being reordered after claiming a package.[/p]
  • [p]Resolved instances where the primary port of a System Colonisation system was not displaying as a completed facility in the My Colonies panel.[/p]
  • [p]Resolved instances where using the Demolish option on a System Colonisation facility will treat it as Cancellation rather than demolishing the facility.[/p]
  • [p]Resolved instances where the System Map shows incorrect Construction Progress.[/p]
  • [p]Changed construction sites to have a dedicated government type to prevent required construction cargo from being deemed illegal there.[/p]
  • [p]Resolved the Cancel Construction panel incorrectly referencing "Economy Points" instead of "Construction Points".[/p]
  • [p]Resolved the Cancel Construction panel incorrectly stating "Demolition" instead of "Cancellation" when referencing how many Construction Points will be refunded.[/p]
  • [p]Resolved the System Map incorrectly showing a demolished construction as still being present.[/p]
  • [p]Resolved the Demolish Facility panel not listing the facility's full name.[/p]
  • [p]Ensured players who are part of a Squadron, which has an active Squadron restriction on new claims from a System Colonisation facility, can not bypass this by leaving the Squadron.[/p]
  • [p]Resolved the System Colonisation cooldown restriction panel incorrectly stating 24hr cooldown when a 30min restriction is in effect.[/p]
  • [p]Resolved the Construction Effort UI for primary ports not listing the Faction that is expanding.[/p]
  • [p]Resolved completed Construction Site using incorrect icon and not being removed from the system map.[/p]
  • [p]Changed the "Cancel" button on the "Cancel Demolition" panel to "Back" to avoid confusion.[/p]
  • [p]Changed the Squadron Cargo Insurance perk to now reward the player with half of their lost cargo during the respawn flow.[/p]
  • [p]Resolved inbox message not triggering when a Squadron accepts your request to join.[/p]
  • [p]Resolved instances of "Yellow Adder" disconnects during the respawn flow when the Squadron Cargo Insurance perk was active.[/p]
  • [p]Resolved instances of "Black Adder" disconnects when attempting to purchase a Squadron Fleet Carrier.[/p]
  • [p]Resolved instances where selecting a Squadron activity leaderboard could result in the "All Contributors" bracket being blank.[/p]
  • [p]Resolved the Squadron Log entry displaying incorrectly for changing the Squadron Carrier Notorious Commander Access level.[/p]
  • [p]Resolved the Squadron Log entry displaying incorrectly when changing the permissions of a Squadron Rank.[/p]
  • [p]Resolved CQC & Pilots Federation perks not granting increased XP after completing a match when the Squadron Perk is active.[/p]
  • [p]Resolved adding or sharing a Squadron Bookmark causing a Black Adder error.[/p]
  • [p]Resolved instances of weapon upgrades failing to complete.[/p]
  • [p]Resolved instances of transaction errors when using "Add Max" at Bartenders while you have mission items in your inventory.[/p]
  • [p]Resolved instances where cargo transfers to Fleet Carriers could fail in busy systems.[/p]
  • [p]Resolved discrepancy between bartender buy order price & carrier balance in the UI.[/p]
  • [p]Resolved missing localisation for the Commander Renaming option & description in Game Extras.[/p]
  • [p]Resolved on-foot tutorial objectives displaying in ship for Horizon players.[/p]
  • [p]Resolved strobing effect when opening the pause menu after opening the Galaxy Map through the factions screen.[/p]
  • [p]Resolved the Sub-surface Displacement Missile not being equippable in the Type-11 Prospector's mining hardpoint slots.[/p]
    • [p]The 2b Sub-Surface Extraction Missile is not included in this as it's not for mining gameplay, it was a dedicated module for Titan gameplay.[/p]
  • [p]Fixed the "Lakon Manufacturer" decal taking on colours from paintjobs, resulting in reduced visibility due to colour clashing.[/p]
  • [p]Resolved size 2 turreted multicannons visual issue where the barrel moves forwards and disconnects, creating a gap in the model.[/p]
  • [p]Reduced max cargo required for starter missions to prevent auto routing taking new players through non-starter zone systems with the stock Sidewinder.[/p]
  • [p]Resolved instances of backface culling on Asteroid Station mail slot.[/p]
  • [p]Minor fixes to the Type-11 Prospector Hazard Spoiler[/p]
  • [p]Various fixes for the Spectrix paintjobs.[/p]
  • [p]Various localisation fixes for cosmetics.[/p]

Dodec Update

[p]Greetings Commanders,[/p][p] [/p][p]We've been listening to all your feedback since we revealed the new Dodec station type and understand that many of you weren't happy with the idea of the station being only available via the Game Store permanently.[/p][p] [/p][p]A lot of thought goes into the decisions we make and our intention at all times is to make the game better for everyone, however this time we don't think we got it right![/p][p] [/p][p]Therefore, we have taken this feedback on board, and we will now be releasing the Dodec initially via ARX Early Access for a period of time similar to what you would expect from a ship release. After that period, the Dodec will be constructable via in-game means without the need for any ARX purchase.[/p][p] [/p][p]o7[/p][p][/p][p][/p]