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Update 18.06 and Titan War Changes

Greetings Commanders!

Following player feedback and internal reviews of the Thargoid War and Titan progression, we are making a number of significant changes.

These changes are designed to make the war more accessible, and ensure that every contribution at any time feels valuable.

These changes will take effect with todays release of 18.06.

[h2]War Contribution & Bounty Changes[/h2]

Whilst numerous gameplay options are available to contribute to the war effort, certain gameplay loops have proven more efficient than others - with scout sampling a clear outlier.

To ensure that all types of gameplay are impactful on the war, every gameplay action has been reviewed; Combat in particular should now be a much more viable way to beat back the Thargoid threat.

  • War contribution values have been rebalanced for all actions and the following actions have received significant boosts:
    • All combat actions (e.g. destroying interceptors and Anti Xeno Combat Zones)
    • Hunting Orthrus in alert systems
    • Spire sabotage actions
    • All mission types
    • All rescue operations
  • Combat bonds have been adjusted for the following Thargoid ships:
    • Cyclops 6,500,000 → 8,000,000
    • Basilisk 20,000,000 → 24,000,000
    • Medusa 34,000,000 → 40,000,000
    • Hydra 50,000,000 → 60,000,000
    • Orthrus 40,000,000 → 15,000,000

[h2]System Difficulty Changes[/h2]

Previously, system difficulty became exponentially higher the closer a system is to a Titan, so systems very close to Titans could be extremely challenging to take.

This often made it very difficult to weaken the Titan to a highly vulnerable state by taking those last controlled systems.

This change aims to ensure that system difficulty remains consistent, and additionally, that all systems can be contested without Spire assistance or stockpiling samples.
  • System difficulty is now linear with respect to distance from a Titan
  • All system scores have been re-balanced using the new war contribution values

[h2]Spire Changes[/h2]

Spires are highly valuable tools to be used against the Thargoids, as each war effort action within a spire system also has an effect on the 10 systems furthest away from the associated Titan - this is called "spread pushback".

Significant changes have been made to enable new strategies via more dynamic spread pushback mechanics.
  • Spread pushback targeting is now dynamic
    • For example, if any of the furthest 10 systems hit 100%, the titan will now start to affect the 11th system, then the 12th, and so on - without waiting for the Thursday turn
  • Spread pushback capping has been reworked
    • Previously, spread pushback would only apply to a system under 85% progress
    • Spread pushback is now treated as an 85% pushback allocation per system
    • The hard cap at 85% progress no longer applies
    • For example: A system could already be at 15% progress via in-system activity; the remaining 85% could be completed by spread pushback.
  • All contributions within a spire system have been retuned
    • Fully taking a spire system will always result in spread pushback to the equivalent of 85% of 10 systems
  • Activity after a spire system has hit 100% will not result in additional spread pushback
  • Spread pushback no longer applies to the spire system itself
  • Spire systems no longer regenerate on each weekly tick

[h2]Counterstrike/AXCZ Changes[/h2]

Counterstrike systems offer a variety of gameplay options to fight the Thargoids. To better synergise with Spire mechanics, improvements to the Counterstrike marking rules have been made.
  • Counterstrike system marking has been partially reworked
    • The 10 furthest controlled systems from a Titan are now marked as counterstrike, regardless of direction
    • The furthest spire system from a Titan is now marked as counterstrike
    • The above changes are in addition to the existing counterstrike marking system, which remains in place
  • Additionally, Anti Xeno Combat Zones now spawn in all Thargoid controlled systems
  • These changes only apply to the Titan with the fewest controlled systems
    • In the event 2 Titans have the same number of controlled systems, both will follow this new ruleset. Choose wisely, Commanders.

The new counterstrike rules will come into effect from Thursday 30th May.
[h2]Titan Vulnerability Changes[/h2]

Previously, Titan vulnerability operated on a curve - the less systems a Titan controlled, the more damage it would take from players hitting the core.

Titan vulnerability has been reworked to two phase system. It will now always be clear when a Titan has been made vulnerable, and therefore ready for a final assault.
  • Titan vulnerability is now a two tier system:
    • At 3 controlled systems or below, the Titan will be vulnerable to attack
    • At 4 or above controlled systems, the Titan will take almost no damage from attacks
  • Inbox messages and the galaxy map have been adjusted to this new system
  • Rules for obtaining Titan rewards are unchanged

These changes will enable you to develop new stratagems in defeating the Thargoid threat, and be assured that every action is contributing to the war effort.

We will be closely monitoring the results of these changes, and will make further adjustments as required.

4 Titans still remain active and a threat to the galaxy. If you have yet to engage the Thargoids then now is the time to join the fight! Jump in now with the AX Combat Jumpstart Alliance Chieftain!

[h2]Issue Tracker:[/h2]
  • Fixed an issue where context menus were not working with HOTAS (Issue ID 64078)

[h2]Bugs/Adjustments[/h2]
  • Fixed a soft lock that could occur when being teleported to carrier seats from a teammate's hangar, but not aboard their ship

Elite Dangerous gets its own kick in the Steam ratings shin over real money ship sales




Just yesterday, Morgan observed that tanking a game's Steam rating has become a reflexive response to PC gaming grievances big and small. Now, as Helldivers 2's user review average recovers from its weekend PSN account linking fiasco, another game is being hit with a smaller, but still conspicuous, influx of negative Steam user reviews...
Read more.

Elite Dangerous launches new ship but only on real money store

Years after starting playing, I've still never been able to afford an Anaconda. Despite making the pilgrimage to Hutton Orbital, the colossal ship continues to elude me. No matter how much Elite Dangerous I play, I never seem to come closer to my goal but I have to remember that it's alright, there are plenty of other ships for me to pick from on my journey to the top. That selection just became a little larger, but there's a catch.


Read the rest of the story...


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Update 18.04 | Python MK II

Greetings Commanders!

Update 18.04 is now available for Elite Dangerous, bringing with it our newest Elite Dangerous spacecraft, the Python Mk II! This sleek medium class ship, brought to you by the experienced engineers at Faulcon DeLacy, is a primarily focused on being a powerful combat vessel but also with advanced Supercruise Overcharge capabilities for a smoother ride! The Python Mk II is available in shipyards for all Odyssey owners on PC from 7 August or you can unlock early access today via the ARX store! Early access options come in two versions, the 'Standard' which will gives you a great framework to build upon or you can purchase the Python Mk II Stellar Pre-Built pack, an A-rated combat build to head straight into the action!

[previewyoutube][/previewyoutube]

Python Mk II Stellar - 33000 ARX
Strike fear into your enemies with the Stellar edition of the Python Mk II – built ready for immediate combat encounters with a killer look.

Features:
  • Python Mk II Ship
  • High-Spec A-rated combat build
  • Venom Claret Paint Job
  • Strike Ship Kit
  • Python Mk II Shipyard Unlock
Python Mk II Standard - 16250 ARX Features:
  • Python Mk II Ship
  • Python Mk II Shipyard Unlock

Purchasing a Python Mk II will provide access to the model at any appropriate vendor for credits.

In addition to the Python Mk II this update also introduces new Pre-Built Ships that will give Commanders a helping hand in a variety of new fields! These Pre-Built Ships come with everything you need to get started in a variety of objectives, from mining resources through to taking on Thargoids! These ships will help you enjoy new aspects of Elite Dangerous and can be upgraded further with new components and modules once you've learned the ropes!

Laser Mining Jumpstart Type-6 - 25500 ARX
Begin your road to riches with this pre-built Type-6.

Features:
  • Type-6 Transporter Ship
  • Specialised laser-mining loadout
  • 2 Pre-Engineered Mining Lasers for increased efficiency
  • Salvage White Paint Job
  • 12-Piece Ship Kit
Exploration Jumpstart Diamondback Explorer - 25500 ARX
Venture further into the vastness of space with this pre-built Diamondback Explorer.

Features:
  • Diamondback Explorer Ship
  • Specialised long-range space exploration loadout
  • Guardian Frame Shift Drive Booster
  • Polarity Yellow Paint Job
  • 12-Piece Ship Kit
AX Combat Jumpstart Alliance Chieftain - 25500 ARX
Bring the pain to the Thargoids with this pre-built Alliance Chieftain - ideal for engaging with Titans and other Anti-Xeno activities.

Features:
  • Alliance Chieftain Ship
  • Specialised AX Combat Loadout
  • 2 Guardian Gauss Cannons with full resistance to the Anti-Guardian field
  • Stygian Green Paint Job
  • 12-Piece Ship Kit

To use your new Pre-Built Ship simply deploy it at any shipyard. If the ship is destroyed you can rebuy at no cost, though should you add any upgrades those will require a credit rebuy.

Store Changes

Following on from our previous newspost, the Elite Dangerous Gamestore has now been updated with new prices and with more access to the popular paint jobs that matter most to you, including the Midnight Black paint jobs! Check out the store today and customise your ships and Commanders to be truly out of this world!

[h2]Update 18.04 Notes[/h2]
Features of Note:
  • Added the Python Mk II.
  • Added pre-built ships:
    • Python Mk II Stellar
    • Python Mk II Standard
    • Exploration Jumpstart Diamondback Explorer
    • AX Combat Jumpstart Alliance Chieftain
    • Laser Mining Jumpstart Type-6
  • Achilles Aerospace completes additional research on Supercruise Overcharge:
    • A full selection of SCO Frame Shift Drives, ratings E-A and Sizes 2-7 with varying specialisations are now available at many markets across the galaxy.
    • Engineers can now apply the Faster Boot Sequence, Shielded, and Increased Range modifications to SCO Frame Shift Drives.
    • All existing Frame Shift Drive experimental effects can now be engineered on SCO Frame Shift Drives.
    • The safety limits on SCO Frame Shift Drive jump range have been lifted. Please enjoy the best Frame Shift Drives humanity has ever produced.
  • Supercruise Overcharge balance:
    • Heat generation has been reduced on most ships (notably making ships with low heat capacities more manageable).
    • Heat generation has been fixed on the Dolphin and Diamondback Scout so they no longer run exceptionally cold when using Supercruise Overcharge.
    • Adjusted the module prices of the C-class modules in line with the new suite of available SCO Frame Shift Drives.
  • Added full black and full white variants of the Titan Destroyed decals - these are automatically available for anyone who has earned an existing variant already.
Bugs/Adjustments
  • Fixed SCO heat generation being tied to frame rate.
  • Teammate navlock can no longer be used with SCO to teleport unintentionally long distances (but by pure power of friendship, you can still come to a quick halt without taking damage).
  • Fixed a crash when running out of fuel with the SCO active on an Anaconda.
  • Fixed instances of a crash whilst engaging Titans in solo instances.
  • Fixed the "Supercruise Overcharge Unavailable" statistic not being listed for FSD modules in some UI.
  • Fixed non-localised text appearing for ship names in the session logs when selling a stored ship.
  • Fixed "Not enough fuel to maintain overcharge - emergency dropping" appearing overly frequently on the info panel.
Art
  • Fixed the Python's heat vents not glowing correctly
  • Fixed some ship thrusters sometimes glowing when not in flight.
  • Adjusted the Titan Destroyed decals to stop it getting cut off by the geometry on certain ships.
  • The Wireframe Gold paintjobs have been adjusted to improve their metallic appearance.
  • The icon for the Mamba Gold paintjob has been fixed to more accurately represent the paint job.

Titan Oya Rewards & Update 18.03 | 18 April 2024

Greetings Commanders!

The time has come to take out another Titan target! The Thargoid Titan Oya in Cephei Sector BV-Y b4 looks set to be vulnerable on Thursday 18th April! With your combined efforts you can unleash the military might of humanity and reduce the xenos invaders to space dust!

[h2]Oya Rewards[/h2]
For every Titan you work to defeat you will earn incrementally different rewards. Titan Oya is the 3rd Titan brought down which means if you have previously been involved in fighting the last two Titans you will receive the following rewards:

The next Titan conquest decal. We are working to release black and white versions of these decals following your feedback!



A new ship kit for the Krait



Pilots also receive arx and credits for taking down Titan hearts and damaging the core.

[h2]Update 18.03[/h2]
On Thursday 18 April we are releasing Update 18.03 which specifically focuses on improvements to some of the stability issues encountered with the Titans. Please be aware that we are still investigating these issues but this patch should offer significant improvement.

If you experience vents or the core becoming stuck or unresponsive please switch to playing in private group or playing solo.

[h3]Release Schedule (Times in UTC)[/h3]
  • 5am UTC - In game maintenance messages begin
  • 7am UTC - Servers offline for maintenance and deployment of Update 18.03
  • 11am UTC* - Servers online and update 18.03 available

*This is an approximated time and subject to change should additional maintenance be required

Should you experience any issues after this update please be sure to report them on this Issue Tracker page to help our developers investigate further.