Xbox Elite: Dangerous (Frontier Developments)

Status
Fechado a novas mensagens.
Como conseguistes 50ly?? a minha ta quase no maximo ( so deve faltar 2 clickes e com a exprimental mass optimizer e ta a dar 30ly

O FSD tá quase no máximo (G5 mas não perfeito) com deep charge.
O guardian fsb booster (Sao 10ly extra).
Um SRV classe 4, shield C3, no C6 tenho um scoop.

Não me recordo de tudo, mas quando for ao jogo posso por mais detalhado.

Optimizado deve chegar aos 55. Já vi 65 mas é stripped now.

A minha anny e que faz agora 80 :)
 
O FSD tá quase no máximo (G5 mas não perfeito) com deep charge.
O guardian fsb booster (Sao 10ly extra).
Um SRV classe 4, shield C3, no C6 tenho um scoop.

Não me recordo de tudo, mas quando for ao jogo posso por mais detalhado.

Optimizado deve chegar aos 55. Já vi 65 mas é stripped now.

A minha anny e que faz agora 80 :)

entao tas com o guardian fsd? Entao tenho que desbloquear isso, pena nao jogares na ps4 hehe. Tou com a normal G5 mas ainda nao ta no maximo deve bastar 2 ou 3 rolls pa ficar no maximo mas sendo assim ja nao mexo mais. Entao se meter 1 guardian fsd na minha corvette de 19 passa pa 29? q ja nao e mau, ontem tive na corvette a fazer umas bonties foram precisos 3 ai mesmo tempo atacaram-me para me tirarem o escudo looool 2 deles com tiros que parecem shotguns. lixei 1º uma anaconda depois ainda lixei o 2 antes de ter saido do combate mas acho q ainda destrui-a o 3º mas preferi nao arriscar pois antes de mandar abaixo o 2º tiraram-me o escudo. Se sobesse axo q se destruisse 1º os 2 pequenos antes da anaconda conseguia.
 
Existem 5 classes para o booster. c1 da 2ly extra, e sobe 2ly por cada tamanho, até os 10ly em tamanho 5. Tem algum peso, mas não perdes muito.
Obviamente só da para ter um em cada nave [emoji4]

Os guardian shield boosters também valem a pena em naves mais pequenas. 250 ou 260 extra shields, e da para ter vários!

Não tens um fighter NPC? Da jeito para fazer interferência.
 
Existem 5 classes para o booster. c1 da 2ly extra, e sobe 2ly por cada tamanho, até os 10ly em tamanho 5. Tem algum peso, mas não perdes muito.
Obviamente só da para ter um em cada nave [emoji4]

Os guardian shield boosters também valem a pena em naves mais pequenas. 250 ou 260 extra shields, e da para ter vários!

Não tens um fighter NPC? Da jeito para fazer interferência.

Nao tenho fighters.
 
Aconselho a usares entao. E o equivalente a um Huge hardpoint, e e sempre mais um alvo para os inimigos.
Normalmente uso o fighter que tem fixed plasma (os NPC sao bons com Fixed weapons).
 
Aconselho a usares entao. E o equivalente a um Huge hardpoint, e e sempre mais um alvo para os inimigos.
Normalmente uso o fighter que tem fixed plasma (os NPC sao bons com Fixed weapons).

Mas tens q tar a pagar aos npcs. A minha krait c o fsd booster 5 faz 41 ly
 
Última edição:
Depende do nível de piloto que tens. Recomendo contratar o de mais baixo nível e ir subindo ele (porque assim a percentagem que ele recebe e menor).
Demora um pouco a subir de nível, mas vale a pena. A partir de Dangerous já notas o valor do npc.
 
Depende do nível de piloto que tens. Recomendo contratar o de mais baixo nível e ir subindo ele (porque assim a percentagem que ele recebe e menor).
Demora um pouco a subir de nível, mas vale a pena. A partir de Dangerous já notas o valor do npc.

epa escolhi o de maior valor, expert acho. Qd tiver em casa logo vejo isso .
 
Greetings Commanders,

Elite Dangerous: Beyond - Chapter Three is launching on August 28, and is the second of our two smaller content updates before the larger update called Chapter Four at the end of the year. Here’s a breakdown of the key features that we talked about at Gamescom:


Guardian Beacons

New Guardian Beacons have been discovered in the galaxy. These will lead you to new discoveries and help you uncover new Guardian secrets. The puzzles you solve at these giant structures will lead you to unlock some incredible new technology.


New Ships – Hybrid Fighters

The Hybrid fighters combine the best of both standard and Guardian technology to make them hyper-effective combat machines. They come in three variants:

  • The Trident armed with a plasma charger
  • The Javelin with a shard launcher
  • The Lance with a gauss projector


These ships are light, fast and agile with strong shields to let them dart into the fray. The trade-off, as with other smaller fighters, is that they have weaker hulls.

To acquire a Hybrid fighter blueprint you will need to investigate new Guardian beacons which will point you in the direction of the sites to investigate.



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New Ship – The Alliance Crusader

A new member of the Alliance ship group, the Crusader acts as a midpoint between the Chieftain and the Challenger with one very important difference: A fighter bay!

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Engineers in Colonia!

The Engineers have arrived in Colonia! The engineers will be found at planet bases across the Colonia region and will only be available to players who have purchased the Horizons expansion and have done some engineering previously.

The new Engineers will only make contact with Commanders who have interacted with Felicity Farseer, Elvira Martuuk, The Dweller, Liz Ryder and Tod “The Blaster” Mcquinn. As with all existing Engineers, the new additions will all have to be unlocked before they make their services available.

Given that Colonia is a human colony on the fringe of space, not all technology will be available at first. Commanders out in fringe will need to work together with the Engineers to expand the available tech. That means the more a recipe is used the sooner will the improved version be made available.

Each Engineer will start as level 1 and as usual you will need to complete a request to unlock the engineer before you can upgrade any modules. The community can work together to raise the level of these engineers from 1 to 3! The current grade of the Engineers will be show on a local news article.

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Wing Missions

Commanders will have the opportunity to take on planetary Wing Missions, further increasing the mission types you can take on with your friends.


More Weapons!

The galaxy grows ever more dangerous, so we've increased the available firepower to help you defend yourselves. The following weapons have been added to outfitting:

  • Large Dumbfire Missile
  • Large Seeking Missile
  • Large Torpedo Launcher
  • Large Multi Cannon (turret)


The following weapons have been added to the human tech broker:

  • Small Shock Cannon (turret)
  • Small Shock Cannon (gimbal)
  • Small Shock Cannon (fixed)


The following weapons have been added to the Guardian tech Broker

  • Small Guardian plasma launcher (turret)
  • Small Guardian plasma launcher (fixed)
  • Small Guardian Shard Cannon (turret)
  • Small Guardian Shard Cannon (fixed)
  • Small Guardian Gauss Cannon (fixed)


Thanks again for your continued support Commanders. We can't wait to see what you think of these new additions! o7
 
Apanhado das alterações em relação a Exploração.


Exploration Features
Next up are probes.

DID SOMEONE SAY ORRERY?
  • Images

  • GifMore images

  • VR experience has not been forgotten, FSS, DSS, and Orrery view will all be supported

  • Multicrew CMDR's can use FSS and DSS probes. No probing with stars or black holes

  • New Galaxy Map
The Codex
DID SOMEONE SAY RAXXLA
Lighting

  • Color grades and adaptive lighting

  • Black Planets.

  • "Night Vision Mode"

  • Collage of new lighting around stars

  • Cockpit breaching will be really "cool" now with the new lighting.

  • New Ring fog. This fog is also a part of new phenomena.

  • New fog, new god rays, really pretty stuff imo.

  • Sneak peek at new functions tab. NIGHT VISION LOOKS DOPE
New UI

E melhor parte, ainda faltam mais 3 live streams com novidades.
o proximo é dia 25, com focus em novos senarios e Background Simulation


Deixo tambem o livestream original
 
Versao 3.3 disponivel hoje.

New Features

Exploration

  • Discovery Scanner upgraded to include access to the new Full Spectral System (FSS) scanner mode


  • Players use the FSS Mode to discover stellar bodies, stellar phenomenon, USSs, scenarios, distress calls, mission targets and more
  • There is now only one Discovery Scanner available in game, which is based on the basic variant. Commanders that have purchased either the intermediate or advanced scanners will receive a credit refund

  • Detailed Surface Scanner upgraded to include access to brand new planet probes


  • Players can fire probes at bodies to gather data that can be sold.
  • Players can also use these probes to pinpoint places of interest on landable planets as well as uncover lucrative places in planetary rings to mine
  • Each body has a "probe efficiency" target; if the player maps 100% of the body using either the same or less than the target, they are awarded a bonus

  • Added "First Mapped By" tag - the first commander to 100% map a stellar body and sell the data at a port will be named for everyone to see


  • Players will be unable to map Sol, Achenar or Alioth as these systems are already fully mapped

  • Revamped look of the bonus popup when selling data
  • A credit bonus will be awarded for players that get either 100% first discovered or 100% first mapped in a system
  • Added new things to find!
  • Orrery view added - players can access the schematic orrery view of systems from the system map


Codex

  • Codex added to the ship's internal (right hand) panel. The Codex contains:


  • Commander Stats

- Logs important player statistics
- Session Log records important game events for players review
- Archive holds all text and audio logs taken from the numerous narratives from across the galaxy
- Audio logs can be added to the improved Playlist feature

  • Discoveries

- Contains either rumored, reported or discovered entries from across the 42 different galactic regions
- Discoveries are broken down in to 3 categories (Stellar Bodies, Biological and Geological, and Civilisations)

  • Knowledge base

- Various articles from the rich history and lore of the Elite universe, from the history of the Super Powers, to important characters and corporations
- Each article is narrated and can be added to the improved Playlist feature

Background Simulation

  • Factions can now be in multiple states within each system that they are present
  • Economic and Security status added
  • War, Civil War and Election states are now a 7 day conflict, where players engage in activities (such as winning conflict zones in War and Civil War states) and attempt to beat their opponents
  • Added a new 'Happiness' level for each faction, that is a combination of various states and influence. Happiness also plays into the Expansion state
  • Civil Liberty state added (part of the Security Status)
  • Added more information to the status tab in the right hand cockpit panel to help players manage/support factions


Megaships and Installations

  • Added new megaships and installations
  • Applicable megaships will move location, on a weekly tick


Scenarios

  • Added new scenarios with voice over direction and feedback, and on screen choices and objectives
  • Scenarios come in the form of USSs, Megaship, Installations and Conflict Zones
  • Conflict zones are now round based; players battle to win a round which then feeds into the war state
    • Side objectives can appear, and if the player completes them, they are awarded a points boost
    • Once a round has finished, a new one will begin after a short pause


  • Combat specific ambient chatter added.
  • Ambient chatter now is now in place throughout the entire game and not just around stations.
  • 3000 + lines of NPC dialogue added to support scenario driven gameplay.


Lighting

  • Added new lighting model, using dynamic exposure
  • Colour grading applied to various situations in the game, improving the look and feel of the game world
  • Added a new 'Night Vision' mode to Ships, Fighters and SRVs, to allow players to navigate dark sides of planets, rings and other areas of the game


Cockpit UI

  • External Ship panel (left hand side)


  • Combined 'clear filters' option with the 'set filters' option on the Navigation panel
  • Added filters to the Transaction tab
  • Added context sensitive, quick action button to contacts (such as 'Request Docking' when targeting a port)
  • Combined sub-targets and inventory into a new 'Target' tab, with filters

  • Comms Panel (top left)


  • Reordered the tabs
  • Added support for combining channels in to one main chat channel, or set them as separate tabs
  • Options added to give the player the ability to combine chat channels in to a tab, or split them out
  • Added the ability to select any Commander in a chat channel to interact with them (incl. invite to wing, invite to crew, voice comms, invite to squadron, block, report, direct comms, and view gamercard where applicable)
  • Added a binding to select a different chat channel in the input field
  • Combined invitations and multicrew tabs together in to a 'Social' tab which includes:

- Multicrew (find crew, join a ship)
- Friends invites
- Wing invites
- Online friends

  • Squadron feed tab added

  • Internal Panel (right hand side)


  • Added a new 'Home' tab that replaces the previous status tab

- Includes new buttons to launch various features (holo-me, squadrons, codex, powers, Galnet etc)
- Also include better Playlist feedback

  • Replaced fire groups "1, 2, 3..." with "A, B, C..." to avoid confusion between group and fire buttons
  • Added new contextual 'Ship' tab that replaces the 'Functions' tab and includes sections for 'Ship Preferences', 'Pilot Preferences' and 'Ship Stats'
  • Inventory tab now has icon filters instead of text filters, increasing usable screen space
  • Improved refinery layout that includes the ships cargo capacity
  • Updated 'Status' tab to now include local faction information, Super Power and Powerplay status, a Session Log digest, info on Finances and acquired Permits all in a more legible way
  • New Playlist feature that replaces the GalNet player, allowing players to queue and manage several types of media (GalNet news articles, codex articles, inbox audio logs etc.)

Text Chat Channels

  • New star system wide text chat now available
  • Profanity filter added, with a toggle to turn it off


Friends and Group Management

  • Improved layout and pagination to display large numbers of friends or groups
  • Display last online activity
  • Improved Search functionality : search results are now players only, allowing you to add to friends or to join private group
  • Improved popup to interact with friends / Commanders / private groups
  • Improved visibility of friends statuses (online + mode / offline / blocked)


Localised COVAS

  • Added 5 free localised COVAS packs:


  • Luciana : Spanish
  • Maksim: Russian
  • Vitoria: Brazillian Portuguese
  • Gerhard: German
  • Amelie: French

Squadrons

  • Players can now create a Squadron (for a credit fee), or browse existing ones to join from the right hand cockpit panel
  • Play style tags can be used when creating a Squadron, and as a filter when browsing existing ones
  • Squadrons can be aligned to a Superpower, Power and a Faction


  • Squadron allegiance page allows in depth data on chosen Faction

  • Squadrons can take part in the various leaderboards, and compete for the top spot
  • Squadron feed tab in the Comms panel lists certain events, as well as Public and Internal posts
  • Squadron management tools (applicable to certain ranks):


  • Invite Commanders to join
  • Kick lower ranked members
  • Promote/demote lower ranked members
  • Change lower ranked privilages
  • Create posts
  • Accept applications
  • Set if the Squadron is accepting new members
  • Join in the Leader text chat channel

Mining

  • 3 new mining processes added (in addition to the standard mining laser process)


  • Surface Deposits - material deposits that can be found on the surface of asteroids
  • Sub-surface Deposits - material deposits that can be found below the surface of an asteroid
  • Fissures - setting the correct 'Seismic charge' into fissures will split the asteroid apart, allowing the deep core materials to be mined
  • Added new high value materials

  • 4 new mining tools added to outfitting


  • Pulse wave Analyser - a scanner used to pinpoint asteroids that support the new extraction processes
  • Abrasion Blaster - used to break off surface material deposits from asteroids
  • Sub-surface Displacement Missile - Allows recovery of sub-surface material deposits from asteroids
  • Seismic Charge Launcher - Allows recovery of deep core materials by splitting the asteroid apart

New Ships

Krait Phantom (Faulcon DeLacy)

With a spacious cargo hold and a relatively generous quantity of hardpoints, the Krait Phantom is a versatile ship suited to a range of roles. It has enough firepower to hold its own against larger targets, and enough straight-line speed to outpace smaller targets. The ship also offers eight internal compartments, allowing the pilot to tailor the ship to their requirements. And while it lacks the firepower and fighter bay of its sister ship, the Krait Mk II, it is both faster and lighter.

  • 2 large and 2 medium hardpoints
  • 8 Internal optional slots
  • Top speed of 256m/s and a boost speed of 358m/s
  • 8.23LY laden FSD range


Mamba (Zorgon Peterson)

Based on an unreleased racing prototype, the Mamba is one of the fastest ships in production. It can also deliver a lot of punishment, boasting one huge and two large hardpoints. This emphasis on firepower and speed means the ship can hit hard and fast, vanishing before the target has a chance to react. Comparisons to the Fer-de-Lance, also produced by Zorgon Peterson, will be inevitable, but the Mamba is in fact faster in a straight line, while being slightly less maneuverable.

  • 1 huge, 2 large and 2 small hardpoints
  • 5 internal optional slots
  • Top speed of 316m/s and a boost speed of 387m/s
  • 6.37LY laden FSD range


Quality of Life

  • Display a notification icon to indicate new bindings are available to the player
  • Starport contacts now displayed as a grid, rather than a flat list
  • Added icon to info panel to show players if their ship or SRV lights are on
  • Audio Options screen:


  • Added “Wavescanner Autodocking” option. Disable this to hear the SRV wavescanner more clearly at high speeds
  • Audio Options screen is reorganised for more clarity and ease of use
  • Restore defaults button added
  • The default position on the Audio volume sliders is now indicated.
  • The child volume sliders can now be boosted above the default value.
  • Important note: your volume sliders will be reset to default position when you first run 3.3.

Bug fixes and Improvements

This update includes well over 2000 fixes for various issues that have been discovered and investigated during the development process. For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other significant changes.

Adder

  • Fixed clipping issues when deploying weapons


Alliance Challenger

  • Fixed misplaced caustic damage decals
  • Fixed missing engine trails
  • Fixed Ship ID cameras being swapped


Alliance Chieftain

  • Fixed very quiet multicannons


Anaconda

  • Fixed size 3 hardpoint doors getting in the way of the size4 hardpoint
  • Corrected mirrored text on external panel


Asp Scout

  • Added correct material to the reverse thrusters


Diamondback Explorer

  • Fixed LOD issues with hardpoint covers
  • Fixed gap in cockpit


Eagle

  • Fixed paintwork showing wear even when at 100%


F63 Condor

  • Corrected mirrored external decals


Federal Dropship

  • Fixed thermal vent placement


Federal Gunship

  • Fixed engine flaps animating incorrectly


Guardian Fighters

  • Fixed Small Guardian Gauss Cannon clipping through hardpoint when deployed
  • Corrected the left and right cockpit panel positions


Imperial Clipper

  • Fixed floating cockpit geometry


Imperial Cutter

  • Fixed some mirrored text on external panels


Imperial Eagle

  • Fixed incorrect shadow being used
  • Fixed gaps in cockpit when using EDTracker or VR


Imperial Fighter

  • Fixed clipping when docking with mothership


Krait Mk.II

  • Fixed Z-fighting in cockpit
  • Landing gear now lines up with ship door
  • Fixed the engine boost SFX sounding like 'Hello'
  • Decreased brightness of the red proximity warning lights
  • Fixed overly 'scratched' cockpit glass
  • Corrected the order of its bobble head slots


Type-10

  • Fixed cockpit seat being incorrectly placed
  • Fixed various model issues
  • Fixed winglets not animating correctly


Type-6

  • Fixed gap in between ship body and thrusters


Type-7

  • Fixed hole in the side of the ship
  • Can now put a Size 2 passenger cabin in the size 2 slot


Type-9

  • Fixed the schematic having incorrect drives
  • Fixed engine VFX being too far behind the actual thruster


Viper Mk.III

  • Fixed paintwork showing wear even when at 100%


AI

  • Fixed situations where security ships and Thargoids could incorrectly start attacking each other
  • Fixed NPC ships charging FSD with weapons still active
  • Ensure the 'Terrorist' archetype always comes with a bounty
  • Fixed authority ships occasionally firing Plasma rounds when scanning ships
  • Fixed NPC having no FSD cooldown after being interdicted
  • Destroying an NPC power plant now takes the ship down to 40% power (inline with player ship behaviour)
  • NPC ships should use the reboot/repair option when drives are at 0%


Avatar Animations

  • Correctly invert the joystick animations if the controls are inverted


Cockpit UI

  • Correctly display if a targeted ship is in a wing or multcrew
  • When firing weapons while looking at the module panel, the ammo count will now properly update
  • Widened the target panel to fit in longer ship names
  • Ensure ammo count is correct on the module tab after reloading weapons
  • Ensure Commander names are always displayed in the comms panel
  • Ensure module priority is retained after ship destruction
  • Comms panel will no longer expand without focusing on it, if players leave the ships Multicrew session
  • Fixed the navigation panel not displaying the correct destination system when in hyperspace in some cases
  • Ensure completed and finished community goals are cleared from the transaction tab
  • Make chat messages time display the same time as the galaxy time when using a machine in a different time zone
  • Fixed an issue that caused inbox messages to show incorrect, and sometimes invalid, times and dates. PS4 only
  • Fixed some inbox messages not clearing the notification icon once read
  • Fixed overlapping text between inbox message subject and date
  • Fixed cases where the fuel bar incorrectly indicates that the player has enough fuel to make a jump that it actually can't


Commodities Market

  • Fixed UI spacing issues with the commodities screen


Controllers/Inputs

  • Fixed the Thrust Master HOTAS S4 not appearing in the control screen
    Ensure default mappings appear for the Thrustmaster HOTAS4


Console Achievements

  • Added 3 new Trophies on PlayStation 4
  • Added 10 new Achievements on Xbox One


CQC

  • Fixed a potential server disconnect when using beam lasers in CQC
  • Fixed CQC structures disappearing when authority machine leaves the match


Crashes/Stability/Performance

  • Fixed a hang that could occur whilst fighting a Thargoid Interceptor
  • Fixed crash that could occur when a fighter is docking
  • Fixed crash that could occur on PS4 when in Multicrew
  • Fixed crash that could occur whilst docking at "Chelomey Orbital" in Cubeo
  • Fixed crash that could occur with Powerplay data
  • Fixed crash that could occur when selecting the galaxy map from the transactions tab
  • Fixed crash that could occur when exiting multicrew
  • Fixed crash that could occur whilst reading an inbox message during a hyperspace jump
  • Fixed crash that could occur whilst deploying a fighter when in a multicrew session
  • Fixed a crash that could occur when handing in a mission
  • Fixed a crash that could occur when dropping out of Supercruise at a port
  • Fixed frame rate issues after driving on a planet surface for an amount of time
  • Fixed crash that could occur during ship reboot/repair
  • Fixed a crash that could occur when exiting the Galaxy Map
  • Fixed a softlock that could occur whilst loading in to the game
  • Fixed crash that could occur when opening the system map
  • Fixed crash that could when dropping into planetary rings
  • Fixed crash that occur when loading in to the game
  • Fixed crash that could occur when switching screen resolutions
  • Fixed crash that could occur when plugging in a controller
  • Fixed a crash that could occur as a player joins a Multicrew ship that is near a volcanic POI
  • Fixed crashed that could occur when fighting a Hydra
  • Fixed crash that could occur when switching between a mothership and fighter
  • Fixed crash that could occur if multiple Commanders playing on either PS4 or Xbox One were on a planet surface in their SRVs


Crime and Punishment

  • Ensure a Powerplay bounty does not cause a premium for transporting the ship it was incurred on


Engineering

  • Corrected some inconsistencies in Engineer descriptions
  • Added a line to explain that pinned blueprints may differ if applied to a different module
  • Ensure there is room to display the modified icon even with long module names
  • Balance pass on the High Yield Shells engineering special
  • Reduced the grade thresholds of the Colonia engineers


Fighter Crew

  • Fixed instance where fighter crew in control of the mothership were trying to use FSD when the ship was nav locked to another ship, causing ship to become unresponsive to player input
  • Fixed typo in crew lounge
  • Fixed fighter crew sometimes struggling to dock a fighter with its mothership


Galaxy Map

  • Fixed systems controlled by Pilots Federation not appearing under the civilisation filter
  • Selected filter settings remain selected when changing map configurations


General

  • Packhound missiles no longer clip through planet landscapes
  • Fixed odd VFX artifacts on ships drives when at low throttle
  • Ensure player set PIPS are retained when the ship is dismissed and recalled
  • Tweaked the position of the interdiction UI element in the three Alliance ships
  • Search and Rescue +/- buttons now increase/decrease if held down
  • Fixed incorrect ship schematics displaying inside some ships cockpits
  • Unified the GalNet logos to be the one with 7 points in all screens
  • Fixed unreachable listening post In the "HIP 16753" system
  • Fixed missing text in the Rhenium material description
  • Fixed incorrect details title for Chemical processors material description
  • Added missing "Independent" icon where applicable


Generation Ships

  • Removed the unnecessary warnings when firing weapons near a Generation Ship


Guardian Beacons

  • Corrected some text errors
  • Fix for VFX disappearing when scanned
  • Fixed LOD issues on beacon
  • Fixed pylons animating before fully powered
  • Fixed over sized physics
  • Fixed pylon light clipping through ships
  • Fixed ships being able to clip through the 'orb'


Guardian Sites

  • Fixed floating geometry
  • Corrected some obelisk symbols to match what the object actually requires
  • Tweaked Guardian material drop rate, in an effort to make it more balanced across the different rarities


Installations

  • Added a new space bar, "The Orange Sidewinder"


Listening Posts

  • Fixed typos in Alpha Centauri B 1 listening post


Livery Items

  • Fixed LOD issue with onion head decal


Localisation/Text

  • Fixed truncated Search and Rescue Agent text in Russian
  • Corrected typo in Synthetic Meat commodity description
  • Fixed typo in Carbon class star description


Materials

  • Fixed description errors with Delta, Epsilon and Gamma obelisk data
  • Fixed Piceous Cobble being hard to collect
  • Increased the drop rate of more common guardian materials
  • Fixed the crystalline cluster model
  • Fixed Strange Wake Solutions description typo
  • Reduce the chance the of mineral deposits spawning inside surface rocks


Megaships

  • Ensure that rescue ships offer the limpet restock service
  • Ensure players don't get stuck in the Alcatraz Class Prison in HIP 17962 system, when dropping out at it's location


Missions

  • Increased wing delivery mission payouts
  • Fixed Federal rank not increasing when successfully completing applicable mission
  • Fix for valid massacre targets not counting towards mission progress
  • Fixed USS not spawning for 'Wet Work' missions
  • Corrected some Massacre missions that had inconsistent rewards for number of targets
  • Stop missions requesting cargo that it views as illegal (Federal mission asking for imperial slaves, for example)
  • Balance pass on Super Power reputation gain
  • Added destination faction to passenger VIP missions
  • Updated mission wording to reflect that ports in lock down do not have access to their commodities market
  • Stop planetary scan missions sending players to scan mission giving faction
  • Allow kills outside target system to count in assassination missions (fixes ships appearing to not be mission targets when they leave the target system)
  • Ensure follow on missions spawn at the players current reputation level
  • Added extra info to time bonus mission objectives
  • Altered Massacre faction selection to prevent the target faction generator from picking the same target that is giving the mission.
  • Delivery and Smuggle missions now warn players about being cargo laden and reduced jump range
  • Reduce chance planetary Scan chooses POI owned by mission giver
  • Added missing hand in faction information to delivery missions
  • Fixed race mission wrinkles appearing with very little time to complete them


Multicrew

  • Fixed the saved plotted route being cleared when entering multicrew
  • Fixed geyser particle effects not appearing for a multicrew crew member


Network

  • Fixed situations where NPC ships could disappear from Supercruise when a player drops out of SC
  • Fixed Planet SYNUEFE VM-D C15-10 2 A causing players to get stuck in log in loop
  • Fixed possible disconnect when trying to escape a Thargoid


Outfitting

  • Fixed softlock that could occur when attempting to purchase or retrieve 5D Guardian Module Reinforcement
  • Fixed missing "?" in livery section
  • Fix for point defense module not restocking correctly
  • Timers for modules in transit should now reflect time remaining more accurately
  • Ensure modules are listed under correct categories in stored modules tab
  • Players can only fit one FSD interdictor, as there is no benefit to fitting more and causes confusion
  • Fixed outfitting stats becoming out of sync and applying incorrect values (a distance value for damage type, for example)
  • Ensure all applicable multicrew enabled weapons/modules are clearly marked in outfitting
  • Fixed dark lighting and outfitting cameras for the SRV
  • Fixed livery filters not working
  • Fixed incorrect schematic used for 8A thrusters
  • Added 1 more ship and 2 more utility stock slots to all markets


Passenger Missions

  • Added the faction to deliver to in transaction panel
  • Ensure VIP passenger missions display their expiration time on the transaction tab
  • Fix some passenger missions incorrectly reducing the timer by ~20mins when accepting them
  • Ensure passengers that claim to be unfazed by hull damage, are actually unfazed


Player Factions

  • Add faction descriptions


Player Journal

  • Multiple faction activestates – in Location and FSDJump events
  • The first “Cargo” event written to the journal contains full inventory
  • Added “AsteroidCracked” event
  • Added “SAAScanComplete” (Surface Area Analysis) event
  • Added “CodexDiscovery” event
  • Added “FSSDiscoveryScan” and “FSSSignalScan” events
  • Added several events for Squadrons
  • Simplify the “Category” in MaterialTrade
  • Clarify meaning of bit 14 in status file: was called “under ship” but actually indicates when turret is retracted
  • ApproachSettlement now includes Latitude and Longitude
  • Note Bounty event is different for Skimmer bounty
  • Update description of StoredShips event with InTransit flag
  • Add ActiveFine info to Docked event
  • EngineerProgress event at startup with summary for all engineers currently known
  • Note a new ShipTargetted event is generated after using KillWarrantScanner, with updated bounty for target
  • Note the MissionRedirected mission name now has any trailing “_name” removed
  • Added MyReputation in faction list in FsdJump and Location events
  • Added “FSDTarget” event when selecting a starsystem to jump to
  • Added MissionID to cargo to indicate if it is mission-related: in Cargo, CollectCargo, EjectCargo events
  • In ship loadout, indicate if it is ‘hot’
  • Cargo summary is now written to a separate file, and updated when data changes
  • Add “HullHealth” stat in the “Loadout” event
  • MissionCompleted now indicates correct destination after redirection


Player Stats

  • Ensure 'Time Played' updates correctly


Ports

  • Added missing habitation ring to "Greeboski's Outpost"
  • Ensured all new adverts are being displayed correctly
  • Fixed docking computer causing hull damage in a ship with no shields, when docking at surface ports
  • Fixed situation where loading into the game whilst docked on a pad can cause shields to go offline


Powerplay

  • Fixed broken 'Exploitation impact' column on Edmund Mahon's screen
  • Corrected Aisling expansion instructions


Rendering

  • Fixed low quality shadows appearing when entering Orbital Cruise on PS4
  • Corrected the rendering order of nebula
  • Fix for the FSD charge up visual becoming mis-aligned after using vanity camera
  • Fixed galaxy background vanishing after a Thargoid hyperdiction
  • Fixed missing particles in some hi-res screenshots


Ship Launched Fighters

  • Fixed inability to deploy fighter weapons if the motherships weapons weren't deployed before switching


Skimmers

  • Ensure scanned skimmers return appropriate details on the target panel


SRV

  • Fixed the targeting reticule displaying when the weapon is deactivated


Stellar Forge

  • Renamed "Pleiades Sector Ir-W D1-55" to "Delphi"
  • Fixed connection issues around "COL 285 SECTOR CV-Y D41 7 E"
  • Fixed typo in the LHS 3006 system description
  • Moved 2 moons in Kyloasly DA-A f69 slightly apart so that they no longer intersect
  • Fixed "Lucifers" orbital period
  • Fixed the star in the system "HD 168352" having a too small radius
  • Ensure I Bootis B and C are a contact binary again
  • Renamed some duplicate systems
  • Persistent POIs now consistent for different graphics card vendors
  • Corrected Sednas position on it's orbit
  • Corrected the positions of the three ports around Earth
  • Fixed Moon GD 319 1 A intersecting ring of planet GD 319
  • Fixed some Class V gas giants being overly bright pink


Synthesis

  • Required grade 5 materials now display their correct grade icon (and not grade 4)


System Map

  • Corrected overly bright/shiny planets
  • Ensure players can set navigation targets from the system map


Thargoids

  • Thargoid Interceptors can now still engage players, even if they are close to them
  • Interceptors now launch Thargon kamikaze attacks if they detect a port
  • Corrected some lore inconsistencies found in megaship logs to do with the Thargoid Link


Vanity Camera

  • Fixed inverted joystick animations when using the vanity camera


Vanity Items

  • Improved some of the visual artifacts on the Corvette Razor pack
  • Increased space between the text and icon on the Trader Name Plate
  • Ensure all engine colours are correct when customised engine trail colours are turned off
  • Ship names can now have blank spaces at the beginning and end
  • Fixed clipping on Vulture ship kit


VR

  • Fixed Neutron star cones only appearing in the left eye of the HMD
  • Capped the frame rate whilst on the main menu to 90fps, to stop HMD's overheating


Weapons/Modules

  • Ensure the 'Restock All' option actually restocks the 1F Guardian Shard Cannon (Turret)
  • Corrected inconsistency in AX outfitting descriptions
  • Fixed Guardian Shard Cannon clipping through Type 7
  • Fixed missing VFX on small Guardian Shard Cannon
  • Fixed LOD issue with small Guardian Shard Cannon
  • Fix LOD issue on Guardian Plasma Charger
  • Fixed Guardian Shield Reinforcement Packages preventing shields restoring after reboot/repair
  • Reduce the brightness of the enforcer cannon when it has a white weapon colouring applied to it
  • Fixed module reinforcement packages being disabled under certain circumstances
  • Corrected the cargo hatch closing when deploying a limpet and causing ship speed to change
  • Corrected the retract animation on the Guardian Plasma Charger
  • Limpets will now collect cargo that has been forcibly ejected from the players ship
  • Corrected the Advanced Plasma Accelerator recoil animation
  • Corrected typo in Remote Release Flechette Launcher
  • Fixed SFX for the Kill Warrant Scanner sometimes going missing when switching between ship and fighter
  • Fixed turrets firing at ships which are at 0% hull


Wing Missions

  • Fixed case where mission progress wasn't shared between players in Multicrew
  • Fixed trade wing missions not sharing Trade rank progression with wing


Wings

  • Ensure the 'target my wing mans target' key works in all applicable situations
  • Fix for dropping out at a wake that is close to a planet, which should mean you drop out much closer to your intended target
 
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:


Beginners' 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 Combat, Trade or Exploration 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 Tab

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 Pilot'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.
 
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