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Elite Dangerous | Trailblazers | Update 3.1

Greetings Commanders,

We have released a small update for Elite Dangerous to resolve a number of reported issues. No downtime is required but you will need to restart your games for the update and download to commence.

[h3]Update Notes[/h3]

Issue Tracker Fixes:
  • Fixed Incorrec Manifest Checksum Error triggering from the launcher.
  • Fixed instances of Orange Sidewinder disconnects when attempting to drop into Fleet Carriers.
  • Fixed instances of Orange Sidewinder disconnects when attempting to log into the game and the Powerplay digest was timing out.
  • Changed the minimum tech level to 35 in colonised systems with only a single Tier 2 or 3 port.
    • This will enable the shipyard and outfitting services without the need to construct anything additional. Note that available stock will remain affected by tech level.
    • This will take effect for all existing systems over the next 24 hours, and will be the default for all newly colonised systems.
Bug Fixes:
  • Fixed multiple images in the Colonisation Market Links help screens.

Elite Dangerous | Trailblazers | Update 3

Greetings Commanders,

We will be releasing The Trailblazers Update 3 on Wednesday April 30. This update features a number of improvements to Colonisation economies and Powerplay merits, alongside a range of other fixes and improvements.

Release Schedule (All times in UTC)
  • 5AM - Servers offline for maintenance
  • 1PM - Servers back

Please be aware these are estimated times and are subject to change.

[h2]Features of Note: [/h2]​

[h3]Colonisation[/h3]

  • The operation of economies and population growth within player colonised systems have been extensively reworked following player feedback. These changes are designed to allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems.

[h3]Economic changes:[/h3]

  • Links will now automatically be created between completed constructions within systems. Links enable supporting facilities to supply a proportion of their economy to ports across the entire system, increasing the supply, demand and types of commodities available and altering shipyard and outfitting stock.
    • All constructions are divided into two types for the purpose of creating links: Ports and Supporting Facilities
      • Ports includes Outposts, Coriolis/Orbis/Ocellus Stations, Asteroid bases, Planetary Ports and Planetary Port Outposts
      • Supporting Facilities includes Settlements, Installations and Hubs
    • Two types of link are available: Strong and Weak. A strong link provides a higher economic boost than a weak link
      • Strong links are created between a port and any facility located on or around the same local planetary body. They may also be created between ports if there are multiple of this type on or around the same body
      • In the event multiple ports are present, the highest tier port will be linked to. If both ports are of the same tier, the port which was built first will be selected
      • In the event both a planetary and space-based ports are present, planetary facilities will create strong links with the planetary port, which will pass these strong links on to the orbital port following the same prioritisation rules regarding tier and build order
    • Weak links are created between ports and supporting facilities located on different bodies within the same system
    • Both types of link can be present, enabling a supporting facility to supply the economies of multiple ports
    • Links can only be created between facilities and ports, or between ports. Facilities cannot link to each other
    • To aid understanding this new system, some examples of this in action are below:
      • System 1: Body 1 has several facilities on the surface, whilst body 2 and 3 have ports in orbit
      • Weak links will be created between each body 1 facility and both ports around body 2 and 3
      • System 2: Body 1 has several facilities and a port on the surface, with another port in orbit
      • Strong links will be created between each facility and the port on the surface. A further strong link will be created between the planetary and orbiting port
      • System 3: Body 3 has a port in orbit, with a mix of planetary and orbital facilities located at bodies 1, 2, 3 and 5
      • Strong links will be created between the body 3 port and all facilities located at body 3
      • Weak links will be created between the body 3 port and each facility located at bodies 1, 2 and 5
    • These links will be retrospectively created for all existing colonised systems during the patch downtime
    • Alternations have been made to the construction user interface flow to expose links that have already been created, and will be created on completing a construction
    • Additionally, strong links are subject to boosts or decreases in economic supply performance by the characteristics of the host system or body. Weak links are unaffected by this mechanic. Potential boosts/decreases are listed below:

    • Agriculture economy:
    • Boosted by:
      • Orbiting an Earth like world
      • On or orbiting a terraformable body
      • On or orbiting a body with organics
    • Decreased by:
      • On or orbiting an icy body
      • On or orbiting a planet that is tidally locked to its star
      • On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
    • Extraction Economy:
    • Boosted by:
      • In a system with major or pristine resources
      • On or orbiting a body with volcanism
    • Decreased by:
      • In a system with low or depleted resources
      • High Tech Economy:
    • Boosted by:
      • Orbiting an ammonia world
      • Orbiting an earth like world
      • On or orbiting a body with geologicals
      • On or orbiting a body with organics
    • Decreased by:
      • Nil
    • Industrial and Refinery Economies:
    • Boosted by:
      • In a system with major or pristine resources
    • Decreased by:
      • In a system with low or depleted resources
    • Tourism Economy:
    • Boosted by:
      • Orbiting an ammonia world
      • In a system with a black hole
      • Orbiting an earth like world
      • On or orbiting a body with geologicals
      • On or orbiting a body with organics
      • Orbiting a water world
      • In a system with a white dwarf
      • In a system with a neutron star
    • Decreased by:
      • Nil
    • As an example – Body 1 is a world with volcanism which has a port in orbit and an agricultural facility and extraction facility on the surface. The strong link from the extraction facility to the port will be strengthened while the strong link from the agricultural facility will not.
    • Constructions which have a Colony economy listed in the construction options will now have this overridden depending on the body the construction is on or orbiting.
    • These overrides are as follows:
    • Black holes, Neutron Stars, White Dwarves
      • HighTech
      • Tourism
    • Brown Dwarves and all other star types
      • Military
    • Earth like worlds
      • Agriculture
      • Hightech
      • Military
      • Tourism
      • Water world
      • Agriculture
      • Tourism
    • Ammonia world
      • HighTech
      • Tourism
    • Gas giant
      • HighTech
      • Industrial
    • High metal content and metal rich world
      • Extraction
      • Rocky ice
      • Industrial
      • Refinery
    • Rocky
      • Refinery
    • Icy
      • Industrial
    • Has rings (includes stars with asteroid belts)
      • Extraction
    • Has organics
      • Agriculture
      • Terraforming
    • Has geologicals
      • Extraction
      • Industrial
    • These overrides may stack. As an example – for a high metal content world with organics, its overrides will be Extraction, in addition to Agriculture and Terraforming.

[h3]Population Growth Changes:[/h3]

  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
  • Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
  • Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.

[h3]Additional Changes[/h3]
  • Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
  • Brewer Corporation has elected to begin naming it's system colonisation ships.


[h3]Port Customisation[/h3]
  • Added "Facility Customisation" button within Station Services for architects when docked at their orbital facilities. This allows architects to apply paintjobs to the following:
    • Coriolis Stations
    • Ocellus Stations
    • Orbis Stations
    • Asteroid Bases
    • Outposts


[h3]Powerplay[/h3]
  • Offensive and Defensive multipliers to merit gains have been implemented across all Powerplay systems.
  • Offensive actions (taking unoccupied systems, undermining etc) will receive +5% bonus merits
  • Defensive actions (Reinforcing) will result in -35% merits gained.
    • This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly.
    • Updated powerplay galaxy map panel to include this multiplier
  • Re-enabled rare good merit rewards
  • Replaced Escape Pods as ethos activities for Powers that used them.
  • Arissa Lavingny-Duval
    • Acquisition: Collect Escape Pods → Sell commodities for large profit
  • Aisling Duval:
    • Acquisition: Collect Escape Pods → Transfer "Employee Data" & "Political Data"
    • Reinforcement: Collect Escape Pods → Reboot mission completion
    • Undermining: Collect Escape Pods → Hand in salvage
  • Edmund Mahon
    • Undermining: Collect Escape Pods → Hand in salvage
  • Felicia Winters
    • Acquisition: Collect Escape Pods → Sell mined resources
    • Undermining: Collect Escape Pods → Complete aid and humanitarian missions
  • Yuri Grom
    • Acquisition: Collect Escape Pods → Scan ships & wakes (contested systems)
  • Nakato Kaine
    • Reinforcement: Collect Escape Pods → Hand in salvage
    • Undermining: Collect Escape Pods → Hand in salvage
  • Pranav Antal
    • Acquisition: Collect Escape Pods → Sell rare goods
  • Rebalanced cartographic and exobiology merit rewards
Both have received an increase to merit reward rate
Added Undermining/Reinforcement multipliers to Merit notifications
Added reference to Undermining/Reinforcement multipliers in help screens
Improvements to PowerPlay 2 galaxy data transfer between servers and client
Powerplay system Local Ethos activities are now server driven, allowing for more dynamic changes

[h3]Issue Tracker Fixes:[/h3]
  • Fixed instances of stutter during general gameplay
  • Fixed instances of disconnects when jumping to supercruise or hyperspace
    • We will continue to monitor data and reports following these fixes to ensure both issues are now
      fully resolved. Please continue to report any further instances where this occurs.
  • Fixed the Corsair Mass Lock Factor, changed it from 7 to 17
  • Fixed Crash to Desktop when plotting route near permit locked systems
  • Fixed issue where the concord cannon could not be reloaded
  • Fixed the Gamma settings window getting stuck on screen
  • Adjusted the Corsair heat dissipation

[h3]Bug Fixes:[/h3]
  • Fixed the hitcheck on the Corsair's side engines
  • Fixed Corsair multiplayer audio. UI Panels in second chair now go beep as expected
  • Fixed Corsair engine sounds being too loud when rolling at maximum speed
  • Fixed instances of colonisation contact missing from list of contacts
  • Fixed instances of missing construction points
  • Fixed Alastor Military not counting towards the facility requirement of Military Hubs
  • Fixed Planet ports not selling more than 3 commodity types
  • Fixed on foot settlements not having correct max commodities supplied. They will now have approximately 3 for small, 5 for medium and 7 for large
  • Fixed instances where constructions could not be renamed
  • Fixed incorrect images being shown in facility construction selector
  • Reduced the orbital speed of ports constructed around Neutron Stars, White Dwarfs and Blackholes
  • Fixed many construction depot and beacon launch locations around stars to more closely respect their heat output, their stellar rings and any binary partners they might share an orbit with.
    • This is the cause of most failures to claim starsystems. This may still occur in some instances, and the team are working to resolve these.
  • Fixed a bug that caused constructions to be placed near the final asteroid cluster of a stellar ring instead of around the requested star. We have relocated most of those constructions to their own spaces in the system.
  • Known issue: In some instances, space positions for construction depots and constructed assets are in the incorrect frame of reference, causing them to be impossible to dock a ship at as they fly away. Thank you to everybody who has reported instances of those to help with our investigation.




Elite Dangerous | Corsair Release Trailer

Embrace a new age with the latest in Gutamaya design

[previewyoutube][/previewyoutube]

The multi-role capable Corsair is now available via ARX early access from the Elite Dangerous Gamestore.

Learn more: https://www.elitedangerous.com/corsair

Elite Dangerous | Corsair Update

Greetings Commanders,



We will be releasing the Corsair Update on Tuesday April 8. This update introduces the brand new ship the Gutamaya Corsair, alongside a range of fixes and improvements.

Release Schedule:
  • 11AM BST- Servers offline
  • 3PM BST - Servers expected back online

Please note these are estimated times and are subject to change.


Update Notes

[h2]Features of Note:[/h2]
  • Added Gutamaya Corsair
  • In world holo-screen adverts now present for Gutamaya Corsair
  • Added pre-built ships:
    • Gutamaya Corsair Stellar (33,000 Arx)
    • Gutamaya Corsair Standard (16,520 Arx)


[h2]Issue Tracker Fixes:[/h2]
  • Mandalay and Type-8 max boost speed is no longer tied to engine pip level - Issue ID: 67198
  • Fixed construction sites created in languages besides English not being visible in other languages beside English - Issue ID: 72916
  • Fixed core asteroid mining not allowing extraction with Abrasion Blaster & Subsurface Displacement Missiles - Issue ID: 72134
  • Fixed the mining tutorial lasers not working - Issue ID: 72203
  • Fixed a LOD issue with the Krait Mk II Polarity paintjob when a shipkit is applied - Issue ID: 71544
  • Fixed the colour strip on Rattler Blue paintjob for Cobra Mk III - Issue ID: 71617
  • Powerplay decal now displays temporary decal on the main menu until in game and Power Rank has been confirmed, then the Powerplay rank decal will display as normal - Issue ID: 70634
  • Adjustments made to Squadron Paintjobs - Issue ID: 70887

[h2]Bug Fixes:[/h2]
  • Fixed a crash that could occur when a player abandons a system claim and attempts to start a new one
  • Fixed instances of a crash that could occur when opening the System Map after placing a planetary settlement hologram
  • Fixed issues with cargo instancing
  • Disabled exhaustion when in social spaces & hangars
  • Adjustments made to auto dock at asteroid bases
  • Fixed On foot mission givers not correctly becoming active in fully constructed Starports
  • Fixed instances of two beacons deploying at the Beacon Deployment Site
  • Fixed instances of Planetary Ports suddenly loading in after construction without a re-instance, resulting in the Port being placed over the top of the construction site
  • Fixed none of the buttons having a default focus in the System Colonisation panels when using a controller
  • Fixed UI not correctly highlighting controller focus on View Claim/Abandoning buttons
  • Added controller functionality to the Colonisation Help Screens
  • Fixed the Colonisation Ship being deselected in the Nav Panel when entering supercruise
  • Fixed Construction Sites still being listed in SRV & On foot after being completed
  • Fixed the Beacon Deployment Site not correctly converting to System Colonisation Beacon after deployment
  • Fixed instances of using the "Copy Name" button on the System Map on construction slots copying broken text strings
  • Fixed some minor instances of missing collision and backface culling on under deployment stations
  • Fixed instances of ambient traffic always being Power aligned at Orbital Construction Facilities
  • Adjustments made to Construction Sites icons to be more consistent across them all
  • Adjusted text on Tenuous atmosphere planet construction suitability to highlight Odyssey requirements
  • Fixed instances of floating settlement defense turrets at planetary facilities
  • Fixed instances of incorrect images being shown for Outposts in the facility picker
  • Fixed the search bar in the "My Colonies" panel not working
  • Added codex entry for Refinery Contacts
  • Added bespoke text for System Colonisation Ships
  • Fixed Orbital Construction sites not correctly rendering landing pad schematic outlines
  • Fixed Primary Port Development Level values not matching in-game facility picker UI
  • Fixed broken text string for Help button in Architect view on the system map in all languages
  • Fixed broken text string for when viewing the Construction Effort screen at a construction site
  • Adjusted text from Colonisation Effect to Construction Effort to better reflect construction service UI
  • Adjusted Planetary Construction icon colours in the System Colonisation section on the right hand side of the system map to better reflect the construction suitability
  • Fixed incorrect icon in the Construction Effort screen
  • Fixed the Random Rename panel showing an number of Renames Remaining that doesnt change, after purchasing Custom Rename
  • Fixed the planetary facility picker UI displaying 0 Construction Points until a category has been selected
  • Fixed Installations stating "Maximum Landing Pad Size: Medium" in the facility picker UI
  • Fixed Ra-name Facility showing incorrect messaging for non-architect players
  • Fixed the Summary & Display Options panels being empty after switching between view modes on the System Map
  • Fixed the System Information panel being empty after switching between view modes on the System Map
  • Fixed Architect View's check mark persisting when switching between Powerplay & Architect View on the Galaxy Map
  • Fixed the System Colonisation Ship incorrectly showing greyed out Carrier Management View button when jumping out of the system
  • Fixed various entries of Placeholder text in Colonisation Screens
  • Fixed some typos in the Colonisation Help Screens & Codex
  • Fixed missing images in Colonisation Help Screens
  • Fixed the Colonisation Help Screens incorrectly rendering in the Pause menu
  • Fixed minor typo with High Tech economies in the facility picker UI
  • Fixed various minor text issues in the System Claim Mode
  • Fixed minor typo with the Anti-Guardian Zone Resistance engineering effect on modules
  • Adjusted camera angle for the left cockpit seat in the Cobra Mk V
  • Audio During Docking - The Blue Danube - will be muted when streaming mode has been enabled.
  • On some ships the engine attenuated twice, resulting in lowered bass content
  • Added audio when you change quantities of commodities to transfer at a System Colonisation Ship as interaction sounds were missing
  • Fixed minor gap in the Type-8 model
  • Fixed ships not being correctly hostile in Training & Challenge scenarios
  • Fixed Betelgeuse LODing incorrectly

[h2]Language Fixes:[/h2]
  • Fixed a mistranslation in Spanish for Power
  • Fixed a mistranslation in Spanish for System Colonisation Suite
  • Fixed missing strings for materials in the Refinery Contact when viewed in Russian
  • Fixed broken translations in Russian when viewing the Colonisation Contact
  • Fixed broken translations in Russian for Subsurface Displacement UI whilst mining
  • Fixed broken translations in Russian for onfoot settlement information in the onfoot Navigation panel
  • Fixed broken translations in Russian for the onfoot System Summary panel
  • Fixed broken translations in Russian for the Local Authority screen
  • Fixed minor text issue in Brazilian Portuguese in the Galaxy Map when viewing an already claimed system
  • Fixed missing translation for Beacon Deployment Site
  • Fixed truncated translated text strings when looking at primary port stats in facility picker
  • Fixed truncated translated text strings in facility picker headers
  • Fixed translations for required commodities in the System Map view
  • Fixed planetary port type translations across multiple languages in facility picker
  • Fixed exposed text string in multiple languages when receiving the toast notification for a successful system claim confirmation
  • Fixed missing translations and broken strings in Station Renaming screen across multiple languages
  • Fixed broken text strings in the construction fanfare screen across multiple languages
  • Fixed multiple broken text strings across the "My Colonies" panel in multiple languages
  • Fixed exposed string for the colonisation countdown timer in multiple languages
  • Fixed broken string in the Galaxy Map for non-claimable systems icon in multiple languages

[h2]Cosmetics:[/h2]
  • Fixed LOD issue with Type-9 Hazard Construct paintjob on the ships underside
  • Adjust wing decal sizing to avoid overlaying vents on the Cobra Mk V wings
  • Fixed broken mirroring of Onionhead 2 decal
  • Fixed issues with Thargoid Bleached ship kit pieces causing vanity camera "Signal Lost" to trigger to frequently
  • Fixed missing onfoot collision on the Mandalay Ace shipkit bumper
  • Minor adjustment to Vulture's Powerplay banner positioning to avoid clipping with other shipkit pieces
  • Minor adjustment to Dolphin's Powerplay banner positioning to avoid clipping with other shipkit pieces
  • Adjustments made to the Mandalay shipkit wing camera positions in Livery & Vehicle Extras to show the shipkit pieces clearer

If you continue to experience and issues please be sure to report them on our Issue Tracker.

We are continuing to review the facilities and economic process of System Colonisation, as well the amount of information and documentation provided. We are considering potential improvements for future updates.

Elite Dangerous | Trailblazers Update 2 - Wednesday March 19

Greetings Commanders,

We will be releasing a new update for Elite Dangerous on Wednesday March 19.

[h2]Release Schedule (All times in UTC)[/h2]
  • 9AM - Servers offline for maintenance
  • 11AM - Servers back
Please be aware these are estimated times and are subject to change.

Update Notes


Features of Note/Journal Additions
A temporary system has been introduced relating to "System Claim Unsuccessful" errors - after one such unsuccessful claim, the system will be marked as invalid and no further claim attempts will be permitted.
  • This is a known issue which is caused by the game being unable to locate a suitable position for the initial starport, which can occur for many different reasons. Repeated claim attempts by any player on an affected system will never result in success.
  • As these positional issues are resolved, affected systems will be removed from the invalid list and will once again be claimable.

The following Journal entries are now actually logged:
  • The powerplay data in the event "Location" and "FSDJump" supplied regardless of if the players is pledged to a power or not.
  • "PowerplayCollect"
  • "PowerplayDeliver"
  • "PowerplayMerits"
  • "PowerplayRank"
  • "CarrierLocation"
  • Added a new status flag for the npc crew to indicate if they're active or not.
  • Added a new status flag SupercruiseOvercharge for overcharge status.
  • Added a new status flag SupercruiseAssist for whether assist is active.
  • Ensured that the lightsOn status flag is active when the flashlight is active.
Bug Fixes:
  • Fixed a crash when switching views in the System Map
  • Fixed an instance of a mission interaction crash
  • Fixed instances of crashes when scanning a megaship or installation
Server side improvements:
  • Renaming of facilities should be now be consistently permitted for the system architect
  • Planetary ports can now be renamed by the system architect
  • Inactive system colonisation ships will now be marked as they jump back to the registration origin system
  • Star system information will now be updated correctly when completing facilities with differing game language settings
  • Improved stability of game client during system colonisation ship jumps
  • Significantly improved capacity for server-client information transfer relating to player colonised systems
    • This is intended to prevent any further instances of temporarily deactivating the colonisation contact. The team will continue to monitor the situation closely as humanity expands.

If you encounter any further issues please be sure to report them on our Issue Tracker.