Elite Dangerous: Type-11 Prospector Update
[p]Greetings Commanders,[/p][p][/p][p]The Elite Dangerous: Type-11 Prospector Update is now live and you can find the update notes below. Featuring the brand-new Type-11 Prospector, a medium-sized mining ship from Lakon, now available via ARX Early Access from the Elite Dangerous Gamestore.[/p][p] [/p][previewyoutube][/previewyoutube][p][/p][p]Learn more about the Type-11 Prospector over on our website[/p][p][/p][p]Features of Note:[/p]
- [p]Added Lakon Type-11 Prospector[/p]
- [p]Mk II Mining Repeater - New laser mining tool that is capable of extracting more fragments from asteroids with a chance to extract higher density chunks[/p]
- [p]Mk II Mining Multi Limpet Controller - Size 5 mining multi limpet controller with increased limpet capacity and improved collector limpet speeds [/p]
- [p]In world holo-screen adverts now present for Lakon Type-11 Prospector [/p]
- [p]Added pre-built ships:[/p]
- [p]Lakon Type-11 Prospector Galactic (60,000 ARX)[/p]
- [p]Lakon Type-11 Prospector Stellar (33,000 ARX)[/p]
- [p]Lakon Type-11 Prospector Standard (16,520 ARX)[/p]
- [p]System Colonisation construction efforts and fully constructed facilities can now be demolished or cancelled.[/p]
- [p]Facilities and construction efforts marked for demolition will be removed on the following weekly maintenance[/p]
- [p]After marking a facility or construction effort for demolition, the system architect can cancel the demolition any time before the next weekly maintenance[/p]
- [p]The primary/initial port in a colonised system cannot be demolished[/p]
- [p]Slots and construction points are refunded on demolition during weekly maintenance[/p]
- [p]Tier 2 and 3 construction points can go negative in the event a commander demolishes facilities that earned those points whilst also keeping the tier 2 or 3 facility that used those points[/p]
- [p]Facilities that depend on another type to be constructed need to be demolished first before demolishing the parent facility[/p]
- [p]For example: A relay station is needed in the system in order to construct a security station, so the security station needs to be demolished on the weekly tick before the relay station can be marked for demolition the following week. If there are 2 relay stations however, one of them can be demolished since there is another to maintain the dependency[/p]
- [p]Any missions that were accepted at a facility that is later demolished will be deleted along the facility during weekly maintenance[/p]
- [p]Any commodities put into a construction effort that gets cancelled will be lost and not refunded[/p]
- [p]Custom renaming rights nor the ARX cost will not be refunded if a station they were bought for is demolished[/p]
- [p]System Colonisation commodities requirements for incomplete constructions are now listed when selecting the system on the Galaxy Map or selecting the facility on the System Map[/p]
- [p]Added marker to the Ship Vendor in the On-foot tutorial when arriving at Chamberlain’s Rest to guide players to the next step of the tutorials.[/p]
- [p]Commanders may now be renamed via a new service[/p]
- [p]This may be accessed from Game Extras on the main menu which will redirect you to the user portal. It may also be found by opening user portal with a browser, under 'Elite account services': https://user.frontierstore.net/[/p]
- [p]Renaming a Commander will cost 500 ARX[/p]
- [p]Commanders may not be renamed for seven days after a successful rename[/p]
- [p]Details on how Commander names displayed in game will be affected are set out on the rename service webpage.[/p]
- [p]Adjusted Organic Sampler scanning range from 75m → 750m[/p]
- [p]Made improvements to the new player onboarding flow[/p]
- [p]After completing the on-foot tutorial and arriving in Chamberlain's Rest, players now receive objectives guiding them to the flight tutorial at Inter Astra[/p]
- [p]Upon completing the flight tutorial, additional objectives are set for the player to complete the following:[/p]
- [p]Purchase a suit from Pioneer Supplies [/p]
- [p]Interact with a terminal and create/equip a loadout with your newly purchased suit [/p]
- [p]Visit the mission board and take on your first mission[/p]
- [p]Navigate to the lifts and board your ship [/p]
- [p]Added additional systems to the New Starter Zone for Odyssey players and made them Powerplay immune, these include:[/p]
- [p]HIP 97950 (original Odyssey starting system)[/p]
- [p]Kongoloca[/p]
- [p]Ngunabozho[/p]
- [p]Arapahoma[/p]
- [p]Fixed missing entranceway geometry detailing for Python & Python Mk II (Issue ID: 74630)[/p]
- [p]Fixed misaligned hitchecks at planetary construction sites, resulting in players hitting invisible objects (Issue ID: 75001)[/p]
- [p]Fixed instances of ships disappearing whilst being transferred (Issue ID: 77860)[/p]
- [p]Fixed instances of Squadron Leaders being unable to edit rank permissions (Issue ID: 77873)[/p]
- [p]Added additional docking restrictions on Squadron Fleet Carriers (Issue ID: 77970)[/p]
- [p]Fixed various minor art issues across System Colonisation facilities [/p]
- [p]Fixed incorrect terrain stamp being applied to some newly constructed planetary ports[/p]
- [p]Fixed various actions causing the player to lose focus when typing in the Squadron chat[/p]
- [p]Fixed instances of old Squadron iconography still being used[/p]
- [p]Fixed low on-foot field of view impacting directional shadows resulting in them fading out around the edges of view[/p]
- [p]Fixed navigation to Location Privacy drop down not being possible on controller[/p]
- [p]Adjusted colouration of the Squadron dynamic decal icon in livery to be more visually distinct[/p]
- [p]Fixed Squadron Feat not triggering when completing a System Colonisation construction effort[/p]
- [p]Added ability to restock Limpets on Squadron Carriers[/p]