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Elite Dangerous News

April Update - Patch 1

Greetings Commanders,

We have released an update for Elite Dangerous. April Update, Patch 1 is a minor update containing fixes and improvements.

Commodities Market
  • 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
Crashes/Stability
  • 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
Damage Balancing
  • Fixed issue that caused more damage to be applied to SRVs when in multiplayer sessions
Engineering
  • Reverted changes made to the Drag Munitions special in the initial April Update release
Exploration
  • 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
Galaxy Map
  • Added a background to the control key along the bottom of the screen, to increase readability whilst in lighter areas of the map
Inventory
  • 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
Knowledge Base
  • Fixed missing non-English VO for knowledge base articles
Main Menu
  • Fixed inconsistencies in options order between main menu and pause menu
Modules
  • 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
Navigation Panel
  • 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
Performance
  • 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
Pilot's Handbook
  • 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
Player Journal
  • Include BodyName and radius in Status.json file, when in SRV
  • Fixed a bug in the ship loadout info after swapping modules


Starport Services
  • 'Re-stock all' option now works correctly
Supercruise Assist
  • 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
Server Fixes
  • 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

Elite Dangerous April Update: Coming 23 April 2019



Greetings Commanders,

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:


Beginner's Zone


A new collection of systems has been added for newly-created Commanders, and can only be accessed by pilots until they earn their first Elite 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!


New Modules


    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.

    Supercruise Assist


    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.


Navigation Panel


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.
Pilot's Handbook


Like the Codex, the Player'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:
  • Commodities relevant to any active missions you're currently undertaking
  • Icons that provide feedback of profits and supplies.
  • Trade data on nearby local systems per commodity
  • Buy and sell commodities pop-up with much more info than before - helpful even to the seasoned trader!
  • Select markets or goods and view their trade data in the Galaxy Map.

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.


Interstellar Initiatives


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!
  • Revamped main menu layout, including featuring GalNet news and other important information.
  • Training Missions and Challenge Scenarios will now be accessible via the cockpit, allowing you to brush up your skills right from the seat of your ship.
  • Loading screen tips.
  • Bug fixes.

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 livestream, 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!

Issue Tracker now live!

Hello all,

We are now excited to launch our new Issue Tracker! The Issue Tracker replaces our Bug Reporting forums and can be accessed here:

https://issues.frontierstore.net/

To report a bug, simply log in with your regular Frontier account and click 'Submit Report'. You'll then be given all the steps you need to let us know about any issues you have experienced.

On this site you can:
  • Submit issues
  • Follow the status of your reports
  • See which issues have been reported by others
  • Vote on which issues matter most to you
  • Search for specific reports
  • Help contribute towards existing issues


With the launch of our new Issue Tracker the Bug Reporting forums will now be archived and all reports will now use the Issue Tracker.

Thank you for all your support so far and for helping raise awareness of the issues that are affecting your gameplay!

Elite Dangerous Important Community Update (01/03)

Greetings Commanders,

We’ve had a number of questions from our community eagerly awaiting news on the future development for Elite Dangerous. We wanted to share a development update with you which talks a little more about our upcoming development plans. It’s a long read but we wanted to be as open as we can at this stage with where progress is and what information we are able to share. There will be more news and updates over the coming months.


Beyond

It’s been a little over two months since Beyond – Chapter Four, our final instalment in the Beyond season, arrived and we’ve been overwhelmed by the response from the community. Beyond allowed us to deliver a year of free updates to Elite Dangerous in order to build, enhance, compliment and connect the content that has been added since launch. This step in the ongoing evolution of Elite was vital. The long-term vision for the game, even from the early days, has always been ambitious and we are committed to supporting the game with that vision in mind. All of this is made possible by the support of our amazing community. We were truly delighted that from Beyond - Chapter Four, we’ve seen one of our highest ever player counts with many hundreds of thousands of Commanders jumping in and taking to their cockpits together. Thank you!


The Next Era

Back in August, we mentioned that the team had begun work on the next major era of Elite. We believe this will be a defining moment in the history of the game and it will be our biggest update yet.

In that post, we explained that the content was still very early in development, so we won’t be ready to announce it for a while. To give this more context, in order to realise the ambition for this update, and the size and scope of the content we wish to bring to the Elite Dangerous galaxy, we estimate this major milestone will be ready by the latter half of 2020.

As development progresses, we will share more news and announcements on features, as well as timelines regarding this upcoming content for Elite. We can understand that having a long wait for news can be frustrating, but we truly believe that this will be the single most impactful update for our community. Having a development team dedicated to this milestone is our continued and unwavering commitment to making Elite Dangerous the most authentic, ambitious, and expansive evolving space game in the world.

As mentioned in our previous post, this new era will be paid for content and all lifetime expansion pass owners will have this included in their pass.


What now?

We know that waiting for a mammoth update like this one is going to feel like your 3rd run to Hutton Orbital. But don’t fret, we’ve got plenty of updates, content, and plans happening as we progress through to this monumental milestone.

As well as the team of developers working on our next big milestone, we also have a smaller development team focused on adding to and improving the existing game between now and that time. This will take the form of regular game updates and development supported events.


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.


Regular updates

In addition to the weekly and monthly activity happening in Elite, we will also be releasing a series of updates roughly every 3-4 months. The first two of these updates will primarily focus on new player and welcoming experiences, and we will also be introducing a number of quality of life improvements for the entire player base, of which we will have more news on in the coming weeks. This will help ensure that new players are able to better progress through the game, and therefore help bring more players through to our very awesome, very welcoming community. We will also have additional game tweaks, benefits and bug fixes for all players. In the subsequent updates we will be focusing on bringing in new features, perks and content, including a range of exciting new additions to the game that will build up to this new era.

It is important to note that these updates will not take the same level of content or size that we have seen from our previous updates in Beyond or Horizons, as the majority of the development team will be focusing on the new era.

Elite Dangerous has an incredibly passionate, enthusiastic and talented community, and we’re committed to supporting Elite now and for the future. We would like to take this opportunity to say, once again, that none of this would be possible without the continued support and dedication from our community – so, thank you. Keep sharing your feedback with us, and if you have any questions feel free to share them with us by posting in this thread. We’ll try and answer as many of them as we can.


The Elite Dangerous Team

Background Simulation - Update (01/03)

Hello Commanders,

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:

Faction Influence


  • 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.


Faction Conflicts


  • 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 starsystem.


Starting Conflict
  • 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.


Winning Conflicts

  • 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.