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Changelog

Elite Dangerous | Operations Update | Update 3

Added
  • Players can now restore their visited star data cache file via the Resync Local Data button in the Help and Info submenu
Changed
  • Operations Rewards including Merc Coins, Credits, Materials and Inventory will be retroactively granted to players for previously completed Operations that didn't grant rewards
  • Improved telegraphing for Merc Engineering and Merc Modules within Outfitting
  • Improved telegraphing for Merc Engineering and Merc Modules within the Ships Internal Panel
Fixed
  • Restored unsold exploration data from before the 2nd July Maintenance so players can sell it as normal
  • Restored on-foot inventories for players whose inventories wiped after completing an operation before 2330 UTC Wednesday 2nd
  • Resolved an issue where the Operations Rewards screen could appear empty for some players despite successfully distributing rewards
  • Resolved an issue where the Mission Updated notification could minimise the Operations Rewards screen
  • Resolved an issue where the UI could highlight the starting Frontline Runner as a mission objective throughout an Operation
  • Resolved an issue where NPC crew may not respawn upon restart if a player dies with active NPC crew during an Operation
  • Resolved voice-over line and text discrepancies within the Reclamation Point Operation
  • Resolved an issue where the wheels of the Scarab SRV could display erratic visual behaviour
  • Resolved a crash that could occur when opening the Powerplay menu during a hyperspace jump
  • Resolved an issue where the fighter bay could clip through the Nomad when launching and docking
  • Resolved an issue where fighter bay doors could clip through support pistons and the main ramp could appear misaligned

Greetings Commanders,

The Operations Update 2 is now live. This update addresses a number of issues, including Operations rewards and lost exploration data.

Please note that Missing Operations Rewards and on-Foot inventories will be returned at a later time.

Quality of Life:​
  • Players unsold exploration data from before the 2nd July Maintenance has now been restored and can be sold as normal.

  • Players can now restore their visited star data cache file via the "Resync Local Data" button located within the Help and Info submenu from the Main Menu.

  • Operations Rewards (Merc Coins, Credits, Materials and Inventory) will be retroactively granted to players at a later date for previously completed Operations which didn't grant rewards as expected

  • Players whose on-foot inventories may have wiped after completing an operation before 2330 UTC Wednesday 2nd will have their inventories restored.

  • Merc Engineering / Merc Modules telegraphing improvements:

  • Improved telegraphing within Outfitting.

  • Improved telegraphing within the Ships Internal Panel.

Bug Fixes:​
  • Resolved an issue where the Operations Rewards screen could appear empty for some players, despite successfully distributing rewards.

  • Resolved an issue where the "Mission Updated" notification could minimise the Operations Rewards screen.

  • Resolved an issue where the UI could highlight the starting Frontline Runner as a mission objective throughout an Operation.

  • Resolved an issue where if a player dies with an active NPC crew during an Operation, the NPC crew may not respawn upon restart.

  • Resolved instances of some voice-over line and text discrepancies, within the Reclamation Point Operation.

  • Resolved an issue where the wheels of the Scarab SRV could display erratic visual behaviour.

  • Resolved a crash that could occur when opening the Powerplay menu during a hyperspace jump.

  • Resolved an issue where the fighter bay could clip through the Nomad when launching and docking.

  • Resolved an issue where fighter bay doors could clip through support pistons and the main ramp could appear misaligned.

Elite Dangerous | Operations Update

Added
  • Operations feature introducing squad-focused gameplay with lobby and matchmaking system
  • Six initial Operations scenarios: Tactical Takedown, Firestorm Rescue, Reclamation Point, Biohazard Takedown, Rapid Response, and Terminal Prosecution
  • Operation Runner deployment vessel that transports teams to designated scenario systems
  • Nomad ship-launched utility vessel for planetary exploration with exceptional manoeuvrability and specialized MK II Biological Scanner
  • Merc Coin currency for purchasing MercGear equipment and modifications
  • Thermal Plasma Conversion blueprint converting portion of damage to plasma for beam/pulse/burst lasers
  • Scoop Rate Enhanced blueprint improving fuel scoop rate
  • Enduring Feedback Rail Gun with improved reload time, heat generation, range and ammo capacity
  • Far-Reaching Abrasion Blaster with increased shot speed and maximum range
  • Double Screaming Fragment Cannon with increased ammo capacity and clip size
  • Long Range Mining Laser with increased range and reduced power draw
  • Rapid Phase Multi-Cannon with increased shots per round and rate of fire
  • Drag Seeker Missile Rack with increased ammo capacity and rate of fire
  • Lightweight Thermal Seeker Missile Rack with reduced mass and power draw
  • Lockdown Seeker Missile Rack with increased ammo capacity and integrity
  • Support Focused Power Distributor increasing engine and systems capacity
  • Balanced Power Distributor with moderate distributor rate improvements
  • Extended Cargo Rack increasing cargo capacity
  • Long Range Detailed Surface Scanner with better probe radius
  • Heavy Duty Module Reinforcement Package increasing module protection
  • Networking & Balancing Beta stage for Operations to optimize server performance and allow regular adjustments

Greetings Commanders!

The moment has arrived! The Operations Update is here. Your Team. Your Tactics. Your Triumph. Operations brings a new layer of high-intensity, squad-focused gameplay to Elite Dangerous, centred around teamwork, coordination and tactical execution.

Operations can be initiated either by a lone Commander or a fully formed squad, with optional matchmaking available to fill any remaining positions. Once an Operation has been launched, all Commanders are transported aboard the new Operation Runner, a specialised deployment vessel that carries the team directly to the designated scenario system. There are six Operations currently to choose from, and we have more planned for future updates!

This update also brings with it the mighty Nomad! This compact, ship-launched utility vessel has been designed for exploring and navigating through planetary terrain with exceptional manoeuvrability. Its nimble thrusters, responsive handling, small landing footprint and rapid spool-up capability makes it quick to set down, even in the most challenging environments. It also comes equipped with a specialised MK II Biological Scanner for the detection of biological signals directly from the cockpit!

Designed with ease of use in mind, the Nomad features accessible entry points, supporting both rapid disembarking and swift re-entry, allowing commanders to move around the vessel with ease. The Nomad can be deployed from a compatible vessel bay, including MK I and MK II modules.

Check out the Update Notes below for the full details!

Update Notes
Features of Note:
  • New Operations Feature (Networking & Balancing Beta):

  • The Operations framework** **introduces many new features, including:

  • A brand new lobby and matchmaking system for engaging Operations

  • 6 Initial Operations:

  • Tactical Takedown:

  • The client's megaship has been compromised by a rival faction, you will need to board the ship and fight your way through the command deck to obtain intel and trace the origin of the attack. Then you'll want to bring your firepower to bear on the general responsible for the attack at their home base.

  • Firestorm Rescue:

  • There are hostages trapped in a burning station, break the siege and evacuate those that remain. You will need to manage the station's heat to buy enough time to complete the rescue while dealing with the hostile forces trying to stop you.

  • Reclamation Point:

  • The megaship has been hijacked, your job is to eliminate all hostile forces in and around the megaship so the client can recover it. You'll need your best gear and ship to accomplish your goal.

  • Biohazard Takedown:

  • A group of researchers is developing a dangerous weapon, you need to assault the ship, obtain the location and IDs of the researchers and take them out.

  • Rapid Response:

  • A planetary port has come under attack and some personnel are still trapped inside who need rescuing. You cannot delay, as a huge hostile fleet is on the way. If the evacuation is not completed in time, there will be no hope for those still inside.

  • Terminal Prosecution:

  • A criminal element is causing trouble in the system, they've been raiding for weeks now, it's your job to clear them out.

  • Merc Coin that can be used to purchase the following MercGear:

  • Blueprints:

  • Thermal Plasma Conversion - Increased power draw to convert a portion of damage to plasma for beam/pulse/burst lasers.

  • Scoop Rate Enhanced - Increased power draw to improve fuel scoop rate for fuel scoops.

  • Pre-Engineered Hardpoints:

  • Enduring Feedback Rail Gun - Increased mass, power draw and reduced damage to improve reload time, heat generation, range and ammo capacity. Includes Feedback Cascade effect.

  • Far-Reaching Abrasion Blaster - Reduced power draw, distributor draw and thermal load with increased shot speed and maximum range at the cost of integrity.

  • Double Screaming Fragment Cannon - Increased ammo capacity, clip size, burst size and reduced reload time at the cost of reduced maximum range, rate of fire and increased mass and power draw.

  • Long Range Mining Laser - Increased range with reduced power draw, distributor draw and thermal load at the cost of reduced integrity and damage.

  • Rapid Phase Multi-Cannon - Increased shots per round, ammo capacity, clips size and rate of fire at the cost of reduced range and increased jitter.

  • Drag Seeker Missile Rack - Increased ammo capacity, clip size and rate of fire at the cost of increased mass, power draw and distributor draw.

  • Lightweight Thermal Seeker Missile Rack - Increased ammo capacity, clip size, rate of fire and reduced mass, power draw and distributor draw at the the cost of reduced integrity.

  • Lockdown Seeker Missile Rack - Increased ammo capacity, clip size, integrity and reduced thermal load at the cost of increased power draw and mass and reduced rate of fire and damage.

  • Pre-Engineered Core Modules:

  • Support Focused Power Distributor - Increased engine and systems capacity and charge rate at the cost of reduced weapons capacity charge rate.

  • Balanced Power Distributor - Moderate distributor rate and charge increase and reduced power draw by increasing mass and reducing integrity.

  • Pre-Engineered Internal Modules:

  • Extended Cargo Rack - Increased cargo capacity.

  • Long Range Detailed Surface Scanner - Increased mass and power draw is traded for better probe radius.

  • Heavy Duty Module Reinforcement Package - Increased module protection at the cost of increased mass.

  • As with any major change we make to Elite Dangerous, we have to balance a variety of connectivity and server considerations, such as measuring the load on Elite's servers in a live service environment. As we introduce Operations, we'll be doing this with a Networking & Balancing Beta stage, essentially allowing us to make tweaks and adjustments more regularly behind the scenes to ensure optimal performance.

  • Nomad added to outfitting:

  • Added Mk II Biological Scanner - A pulse scanner that detects biological signatures.

  • Added Pulse Lasers - A pulse laser weapon on a fixed mount.

  • Adjusted Mk I Vessel Bay which is available on the following ships:

  • Alliance Crusader (Class 5-6)

  • Anaconda (Class 5-7)

  • Beluga Liner (Class 5-6)

  • Caspian Explorer (Class 5-7)

  • Federal Corvette (Class 5-7)

  • Federal Gunship (Class 5-6)

  • Imperial Cutter (Class 5-7)

  • Keelback (Class 5)

  • Krait MkII (Class 5-6)

  • Panther Clipper Mk II (Class 5-7)

  • Type-9 Heavy (Class 5-7)

  • Type-10 Defender (Class 5-7)

  • Type-11 Prospector (Class 5-6)

  • Added Mk II Vessel Bay which is available on the following ships:

  • Caspian Explorer (Class 5-7)

  • Panther Clipper Mk II (Class 5-7)

  • Type-11 Prospector (Class 5-6)

  • Added Pre-built ships:

  • Nomad Standard Bundle (16,520 ARX)

  • Standard Ship

  • Mk II Biological Scanner

  • Owners Club Decal

  • Nomad Stellar Bundle (33,000 ARX)

  • Standard Ship

  • Mk II Biological Scanner

  • Cliffhanger Orange Paint Job

  • Strider Ship Kit

  • Owners Club Decal

  • Nomad Galactic Bundle (60,000 ARX)

  • Standard Ship

  • Mk II Biological Scanner

  • All Stellar Content

  • Signal Blue Holo-Kit Pack

  • Rambler Ship Kit Pack

  • Internal Science Kit Pack

  • Owners Club Decal

  • Made adjustments to Stellar Lighting (Issue ID: 45769)

  • Adjusted galactic background colouring. for better visuals

  • Using real world reference images we have rebalanced the Galactic background lighting.

  • Distant Worlds 3 Community Logo Decal added.

Issue Tracker Fixes:

  • Resolved an issue where on-foot Conflict Zones would fail, despite the player winning them and shuttles were not arriving to return players to stations. (Issue ID: 80753)

  • Resolved an issue where on-foot Conflict Zones would fail to be in the correct state when a player arrives via Dropship. (Issue ID: 78904)

  • Resolved an issue were Conflict Zones were not being resolved correctly, resulting in a large number persisting in some systems. (Issue ID: 78480)

  • Resolved an issue where non-squadron member could not use Services on an open Squadron Carrier. (Issue ID: 81727)

Bug Fixes:

  • Resolved an issue where Squadron Carrier cargo capacity could be exceeded.

  • Resolved a crash when entering a '$' sign followed by non-standard character for the Ship Name or ShipID.

  • Resolved instances of a softlock when purchasing a Squadron Carrier then defecting to another Squadron.

  • Resolved an issue where some station cosmetics were not applying correctly.

  • Resolved an issue where Squadron Carriers could not be managed by the Squadron leader, or anyone with sufficient permissions, in an Administration system.

  • Resolved an issue where the "Beyond Frontline" penalty was sometime displaying the incorrect level.

  • Resolved instances where constructions were not correctly converted to markets at the correct time.

  • Resolved instances of an issue where facility Demolitions were unable to be cancelled.

  • Resolved instances where the terrain stamp was not working correctly for some Planetary Ports.

  • Resolved instances of an issue where multiple Orbital Installations and Outposts were able to be constructed around Gas Giants despite it only have 1 construction slot.

  • Resolved instances of Scarlett Krait disconnects when remaining docked on a Colonisation Ship when it leaves the system.

  • Resolved instances where Construction Points were not being refunded correctly after a facility was demolished.

  • Resolved an issue where Frontline Solutions would not book a dropship upon enlisting for a conflict.

  • Resolved an issue where players were unable to purchase ships from a Squadron Carrier after shipyard stock was recently purchased for the Carrier.

  • Resolved an issue where Squadron Carriers were not being assigned over to the new leader when an existing leader of a Squadron leaves.

  • Minor adjustments made to the emissive lighting on the Guardian obelisks.

  • Resolved instances of incorrectly reporting available slots for System Colonisation, especially after demolishing facilities.

Elite Dangerous | Lynx Highliner Update Notes

Added
  • Add Lynx Highliner medium-class passenger ship with capacity for up to 225 passengers
  • Add Mk. II Business & Economy Passenger Cabins with 1.5x increase in passenger capacity
  • Add new bulk passenger evacuation missions
  • Add passenger mission variants to support medium sized landing pads
  • Add passenger type stats to player journal entries
  • Add Distant Worlds 3 Decal
Changed
  • Increase range of suppressed weapons from 40 to 128 meters
  • Adjust passenger cabins UI to allow for higher passenger cabin capacities
  • Increase spawn rates of passenger missions in Colonised systems
  • Adjust volume of on-foot self-breathing loop for better balance between combat and exploration
  • Adjust Manticore Executioner suppressed & audio-masked sounds to be comparable with other suppressed weapons
  • Increase audio fire rate of Karma AR-50 to match visuals more closely
  • Reduce presence of Hit and Kill notify sounds in the audio mix
  • Adjust volume of physics impacts on other ships
Fixed
  • Fix Imperial Cutter landing gear and stairs to support paintjobs
  • Improve Imperial Cutter landing gear and stairs scaling and detailing
  • Fix Viper vanity camera angles pointing in the wrong direction
  • Fix routing issue with bass of NPC footsteps
  • Fix missing audio for suppressed & audio masked Karma AR-50
  • Fix Manticore Executioner playing wrong suppressed fire sound in rare cases

Greetings Commanders,

The Lynx Highliner update is now available for Elite Dangerous!

Take your guests out to the farthest reaches of the galaxy with the new Lynx Highliner ship crafted by the experts at Zorgon Peterson! This impressive medium-class vessel sets a new benchmark for high-capacity travel, accommodating up to 225 passengers and is available now for credits at shipyards for all Elite Dangerous Odyssey owners!

Read the full Update Notes below

Features of Note:

  • Added Lynx Highliner to shipyards

  • Mk. II Business & Economy Passenger Cabins

  • With a 1.5x increase in passenger capacity.

  • Added pre-built ships:

  • Lynx Highliner Standard bundle (0 Arx)

  • Standard Ship

  • Owners Club Decal

  • Lynx Highliner Stellar Upgrade (discounted to 16,480 Arx)

  • High-spec ship loadout

  • Traversal Blue Paintjob

  • Stream Ship Kit

  • Owners Club Decal

  • Lynx Highliner Galactic Upgrade (discounted to 43,480 Arx)

  • All Stellar Content

  • Bulwark Ship Kit

  • Extract Red Paintjob

  • Beacon Yellow Holo-Kit

  • Passenger Missions:

  • Added new bulk passenger evacuation missions.

  • Added passenger mission variants to support medium sized landing pads.

  • Adjustments to increase passenger missions spawn rates in Colonised systems.

  • Added passenger type stats added to player journal entries.

  • Adjustments made to passenger cabins UI to allow for the higher passenger cabin capacities.

  • Distant Worlds 3 Decal added.

Bug Fixes

  • Adjustments made to Imperial Cutter landing gear and stairs to support paintjobs.

  • Adjustments made to Imperial Cutter landing gear and stairs for better scaling and detailing.

  • Resolved an issue where Viper vanity camera angles were pointing in the wrong direction.

  • Resolved a routing issue with the bass of NPC footsteps.

  • Resolved an issue with the game not loading sound for suppressed & audio masked Karma AR-50, resulting in missing audio.

  • Resolved a rare occasion in which the Manticore Executioner could play the wrong suppressed fire sound.

  • Resolved an issue with reload/clip empty sound constantly playing on Karma AR-50 suppressed fire sound.

  • Resolved an issue with the Panther Clipper not stopping audio layers when switching between camera modes, which could result in a build-up of audio layers over time and in extreme cases stop layers of audio altogether.

  • Adjusted volume of on-foot self-breathing loop to strike a better balance between combat and exploration scenarios.

  • Addressed issue that could result in a very loud Melee Scream.

  • Increased Range of suppressed weapons from 40 to 128 meters to bring them in line with other weapon ranges. This is still shorter than the non-suppressed weapons.

  • Adjusted Manticore Executioner suppressed & audio-masked sounds so they are comparable with suppressed modes on Karma AR-50 and P-15.

  • Slightly increased the audio fire rate of the Karma AR-50 to get it as close as possible to the visuals.

  • Reduced presence of Hit and Kill notify sounds in the mix.

  • Adjusted volume of physics impacts on other ships.

  • Addressed a click in an engine layer of the Kestrel.

  • Addressed a routing and trigger issue with the Main Menu Hangar announcements.

Elite Dangerous | Kestrel Mk. II Update

Greetings Commanders,

The Kestrel Mk II Update is now live.

Core Dynamics is changing the rules of engagement with their next generation combat vessel. Designed for pilots who value agility, precision, and relentless firepower this small-frame combat ship delivers performance above its weight class. Available now via ARX early access, alongside an significant number of audio changes and improvements as well as bug fixes.

Features of Note:

  • Added Core Dynamics Kestrel Mk II

  • Mk II Agile Boost Thrusters

  • Increased maneuverability while boosting including a significant increase to lateral and vertical thrust.

  • Mk II Plasma Shock Accelerator

  • Burst fire Shock Cannon with plasma damage type and built in plasma slug functionality.

  • In world holo-screen adverts now present for Kestrel Mk II

  • Added pre-built ships:

  • Kestrel Mk.II Standard (16,520 Arx)

  • Standard Ship.

  • Owners Club Decal.

  • Kestrel Mk.II Stellar (33,000 Arx)

  • High Spec Ship.

  • Primacy White Paint Job.

  • Aggro Ship Kit.

  • Owners Club Decal.

  • Kestrel Mk.II Galactic (60,000 Arx)

  • All Stellar Content.

  • Flare Animated Holo-Kit.

  • Swift Ship Kit Pack.

  • Owners Club Decal.

  • On-Foot Combat Audio Rebalance:

  • The Combat audio has been extensively reworked to improve situation awareness during combat.

  • Gunfire carries further and gives better feedback to the player about ongoing conflicts.

  • Enemy fire is easier to pinpoint, through clearer directionality and reduced reverb clutter.

  • Explosions and grenades stand out more, with sharper transients and better indoor/outdoor differentiation.

  • When you're hit or grazed, surrounding gunfire briefly adjusts to improve threat identification.

  • Hit markers, shield breaks and kill confirmations are more legible in the mix.

  • Weapon Audio Refresh (Per Weapon):

  • Manticore Executioner:

  • More powerful, heavier sound profile.

  • New layers improve threat, distance readability, and presence.

  • Manticore Intimidator:

  • Updated existing audio to match weapons threat profile

  • Clearer, chunkier close‑range impact.

  • Karma AR-50 & Karma P-15:

  • Redesigned with new assets, sharper impacts and improved presence.

  • Cleaner transient detail and consistent first‑/third‑person presentation.

  • Better indoor audio behaviour and more convincing bullet impacts.

  • Grenades (Shield Disruptor & Frag):

  • Shield Disruptor grenades now have a distinct audio signature.

  • Explosions feel more impactful and are more readable during combat.

  • Explosions (General):

  • More impactful, less muddy at distance, and better filtered inside buildings.

  • Movement Audio Improvements:

  • We’ve improved clarity and positioning for a wide range of movement sounds:

  • Footsteps are clearer, better placed in 3D space, and vary more distinctly between walking, running and crouching.

  • Surfaces (metal, concrete, sand, gravel) sound more natural and less harsh.

  • Breathing, jumping and sliding have richer character and better mix presence.

  • Suit voice cues are slightly softer and less resonant.

  • These changes help you better locate other players and NPCs—and feel more grounded in the environment.

  • Environmental & Spatial Enhancement:

  • Settlements, buildings and outdoor areas mixing adjustments:

  • Indoor spaces now have more natural reverb and echo behaviour.

  • Settlement ambience has been reduced to eliminate consitent metal like droning.

  • Distant ships, dropships and engines are quieter while on foot, revealing space in the mix to hear enemy fire and footsteps.

  • Explosions now shake rooms more believably through improved detection.

  • Mixing, Clarity & Quality Passes:

  • A major behind‑the‑scenes mix and routing cleanup improves overall readability and combat awareness.

  • Unified hit‑feedback EQ across weapons and impacts.

  • More consitent filtering on occlusion between in door and outdoor areas.

  • Improved weapon dry and tail mixing balance for situational awareness.

  • New compression settings for hardpoints for sharper weapon detail.

  • These upgrades strengthen performance, clarity, and consistency across all audio systems.

**Issue Tracker Fixes **

  • Resolved instances of the Caspian Explorer being unable to scoop cargo. (Issue ID: 81867)

  • Resolved an issue where gaining CQC rank would re-award the starter zone permit. (Issue ID: 82528)

  • Resolved an issue with NPC Crew rank getting "stuck". (Issue ID: 51702)

Bug Fixes

  • Adjustments made to 2025 Festive Jumper textures to make them less "shiny".

  • Adjustments made to Caspian Explorer shipkit textures when metallic paintjobs are applied.

  • Adjustments made to improve scooping floating cargo with the Caspian Explorer.

  • Resolved an issue where Powerplay Commodities could be stored in a Squadron Bank.

  • Resolved instances of Powerplay Reinforcement score not being applied when killing criminal Commanders.

  • Resolved instances of Powerplay PvP kills not rewarding any score or merits.

  • Resolved an issue preventing side decals displaying correctly on the Zorgon Peterson Adder.

  • Resolved a telegraphing issues with the "Autoloader" mod on weapons:

  • When ammo is fully depleted with a weapon using the "Autoloader" mod, the UI will now display "Reloading" rather than continuing to tick up without actually allowing the player to fire.

  • Resolved long‑range explosion audibility issues.

  • Resolved a rare audio hang when exiting the ship during menu interactions.

Elite Dangerous: Caspian Explorer | Update 1

Greetings Commanders,

The Caspian Explorer Update 1 is now available. This update enables the Mk II Ablative Mirrored Surface Composite and introduces a cap for engineering resistance, alongside other changes.

Features of Note:

  • Added a cap for engineering resistances to avoid values above 75% being achieved.

  • Station weapons now deal plasma damage, improving effectiveness against target resistances.

  • Enabled "Mk II Ablative Mirrored Surface Composite" armour at markets for the Caspian Explorer.

Bug Fixes

  • Resolved a crash occasionally occurring when more than 9 ships were stored in the Squadron Bank

  • Replaced low res images of the Caspian Explorer in Galnet.

Elite Dangerous | Caspian Explorer Update

Greetings Commanders,

The Caspian Explorer Update is now live. Embrace the depths of space with a large new exploration ship from Zorgon Peterson built to seek the stars. Available now via ARX early access, alongside a number of changes to on-foot weapons and NPC behaviours as well as bug fixes.

Features of Note:

  • Added Zorgon Peterson Caspian Explorer:

  • In world holo-screen adverts now present for Caspian Explorer.

  • Mk II Ablative Armour - Armour that allows for faster and steeper planetary entries. These include lightweight alloy, reinforced alloy, military grade composite, reactive surface composite and mirrored surface composite variants. *

  • Mk II Gravity Optimised Thrusters - Size 7 thrusters that reduce the most severe effects of gravity on High-G worlds.

  • Mk II Supercharge Optimised Frame Shift Drive (SCO) - Size 8 FSD that enhances the effect of supercharging your FSD when using a fuel scoop at a neutron or white dwarf star.

*We are aware of an issue with the Mk II Ablative mirrored surface composite and as a result it has been removed from the game temporarily. The team are working on a balancing fix has which shall be implemented next week. Once this fix is in place the module will be available for purchase and use.

  • Added Pre-Built Ships:

  • Caspian Explorer Galactic (69,000 Arx).

  • Caspian Explorer Stellar (38,000 Arx).

  • Caspian Explorer Standard (19,020 Arx).

  • Adjustments Made to On-Foot NPC Combat Behaviours:

  • General Movement Speed:

  • Introduced a haste system which controls NPCs movement speed. Maximum haste values make NPCs run faster than current speeds.

  • NPCs will be more combat efficient, more decisive, and have better threat detection.

  • Dodging Improvements:

  • NPC will now prioritise dodging into cover if possible.

  • Crouching Improvements:

  • NPCs will crouch more often including behind cover, reloading, or to evade.

  • Retreating/Cover Movement:

  • Improved reaction time when an NPC needs to take cover.

  • NPCs will make better use of cover and be less likely to stand in the open.

  • Under Threat Behaviour Improvements:

  • If the NPC is shot at or has low shield or health, they will attempt to take cover.

  • Once their shield has returned, they will resume usual behaviours.

  • This behaviour replaces the old "fleeing" behaviour entirely.

  • Advance Towards Threat Behaviour:

  • Strikers and Scouts may decide to advance under fire until they lose their shields entirely.

  • Other NPCs are more likely to retreat under threat.

  • Crime Scan Adjustments:

  • Security will now crime scan from a longer range. This removes the short walk to the target.

  • Security NPC will turn to face the target before starting.

  • Grenade Behaviour Adjustments:

  • Grenades are more often used against groups.

  • Grenades are used to flush targets out from cover.

  • NPCs will now use memorised and reported positions to better identify large groups of targets.

  • Ensured that NPCs will no longer throw EMP grenades at targets with low shield proportion.

  • Rebalanced suits & weapons

  • Rebalanced NPCs suit and shield resistances to reduce the disparity between damage types vs shields and armour for suits/shields (this does not affect the player they are using the old resistances)

  • Weapon changes:

  • Improved stow and draw times for all weapons

  • Adjusted weapon handling modification to account for new stow and draw times

  • Decreased flight time on projectiles for:

  • Manticore Executioner

  • Manticore Tormentor

  • Manticore Oppressor

  • Increased ammo for:

  • Karma AR-50

  • TK Eclipse

  • Decreased ammo for:

  • Karma C-44

  • Decreased reload speed for:

  • Karma L-6

  • Powerplay:

  • Markers will now be placed on the galaxy map over rival systems, indicating targets for undermining and reinforcement efforts

  • A maximum of 3 markers will be placed per Power

  • The system targets of these markers is determined entirely by player undermining efforts - the top 3 undermined system by players in a power will have an undermining marker placed over them.

  • Similarly, the top 3 attacked systems by players in a power will have a reinforcement marker placed over them.

  • A system may not be marked for undermining if it has already been undermined to 10% beyond the threshold to drop a state (e.g. from Fortified to Exploited).

  • Note this may result in minimal markers being active whilst this system is active within the enclave only.

  • Marker placement will update once per day.

  • Within these marked systems, Power Conflict Zones will generate, fully enabling combat as a viable means of undermining.

  • An additional +25% merit bonus will be awarded for all undermining actions taken within a marked system.

  • An additional +35% merit bonus will be awarded for all reinforcement actions taken within a reinforcement marked system.

  • A system must be undermined to unoccupied and then acquired within 1 cycle for the bonus to be issued.

  • Only the agents within power that acquires the system will be issued bonuses, and that power must have actively taken part in undermining the system to the unoccupied state.

  • Merit bonuses will be issued on a tier system, so agents with a higher undermining contribution will receive a higher bonus:

  • 25th Percentile - 20,000 Merits

  • 50th Percentile - 10,000 Merits

  • 75th Percentile - 5,000 Merits

  • Bonuses will be issued on a weekly basis over the maintenance period.

  • Markers will now be placed on the galaxy map over rival systems, indicating targets for undermining efforts.

  • Merit Bonuses will now be awarded for undermining and subsequently occupying another power's system.

  • Initially, both new mechanics will only be active for the Powerplay systems surrounding HIP 87621.

  • The 4 Opening Campaign Community Goals will now count reinforcement actions as contribution. Note that this will not function if you are acting as a traitor (e.g. signed up to the federal CG whilst pledged to an independent power).

  • Power Conflict Zones will now be visible across the entire system - previously they could only been seen on the navigation panel if within 1000ls.

  • Bug Fixes

  • Resolved trade powerplay activities rewarding significantly less merits than intended.

  • Resolved further instances of fleet carrier cargo transfers failing and erroneous stock errors.

  • Resolved Dodec interiors not changing with economy type.

  • Resolved settlements within the enclave being of Horizons type instead of Odyssey types.

  • Resolved instances of a crash that could occur when a player dies in an active on-foot Conflict Zone whilst another player is doing through the respawn flow.

  • Resolved an issue when selecting a facility in the System Map, then selecting another facility it would incorrectly display the demolish options of the first selected facility.

  • Resolved the loading spinner on the "Cancel Construction" panel taking longer than the timer states to become interactable with.

  • Improved player feedback when a request to rename a System Colonisation facility fails.

  • Resolved an issue where the System Colonisation Ship will display a Cancel Construction option after completing the primary construction.

  • Resolved instances where the Brewer Corp. fanfare audio could repeat after closing the construction effort screen.

  • Resolved the Powerplay Care Package expiry timer not displaying on the Care Package UI.

  • Resolved instances where the Powerplay Care Package UI screen would state that on-foot materials space was full when the player has adequate space.

  • Resolved broken strings being displayed in the Info panel when converting Powerplay Care Packages.

  • Resolved a couple of issues with text being truncated or cut off in Community Goal UI.

  • Resolved the warning text being missing for armour modules when storing multiple modules, this now highlights that the module will be replaced by factory default.

  • Resolved the weapon detailing cosmetic only applying to the projectile and not its trail when firing the Mining Volley Repeater module on the Type-11 Prospector.

  • Resolved various minor clipping issues with the Type-11 Prospector geo

  • Resolved instances where some buildings in the High Tech & Factory star port interior barrel were not correctly being avoided by auto-dock.

  • Resolved instances of being able to skip the glide phase of planetary landing.

  • Resolved instances of backfaced culling on doors at Tourism settlements.

Dodec Update | Patch 1

Greetings Commanders,

An update is now available to resolve a disconnection issue. Please restart the game and launcher to download the update.

Issue Tracker Fixes:

  • Resolved increased Scarlet Krait disconnects being encountered. (Issue ID: 80761)

  • Resolved fleet carriers overfilling cargo transfers resulting in error messages. (Issue ID: 80701)

Bug Fixes:

  • Resolved instances where System Colonisation facilities are failing to finish construction.

Elite Dangerous | Dodec Update

Greetings Commanders,

The Dodec Update is now live. This update introduces the re-envisioned Dodec station via ARX early access, alongside a number of fixes and updates which signify the end of the System Colonisation Beta.

Thank you for all of your feedback during the Beta process, we will continue to monitor System Colonisation player data and feedback moving forward.


Features of note:

  • Dodec Station variant has now been added to the game.

  • 3 variants are available for construction:

  • No truss

  • Quint Truss

  • Dec Truss

  • Purchasable for 50,000 ARX

  • Grants an instant build credit which can be used to complete its construction effort once.

  • This can only be done once and cannot be undone.

  • If you demolish the facility, you will not be refunded your free deployment.

  • Any materials donated to the facilities construction effort before using the instant complete option will not be refunded.

  • Unlocks construction rights for additional Dodec construction efforts (System Economy Point Cost still required)

  • Once constructed, the Dodec will provide the Human Tech Broker service.

  • Station paintjobs can be applied to the Dodec the same way as other stations.

  • Powerplay Care Packages - Alongside significant fixes to the claim interface, a number of adjustments have been made:

  • Odyssey specific materials will not be rewarded to players who are not running Elite: Dangerous Odyssey (this will also be applied retroactively).

  • When a specific material capacity has been maxed out, or when a player's on-foot locker is too full to receive materials, the excess materials are converted into credits with the following conversion rate:

[table equalcells="1" colwidth=","]

Grade

Credits per Material

1

2,000

2

4,000

3

8,000

4

16,000

5

32,000

  • This conversion also happens for players not running Elite: Dangerous Odyssey - the value in credits according to this table of any Odyssey-specific materials will be added to their account

  • Care packages will now expire after 30 days; If a care package has been unclaimed for 30 days or more, on the following maintenance, it will be automatically opened and any excess materials converted to Credits.

  • An inbox message will be sent if you have unclaimed claim packages which will be opened on the next maintenance.

  • Note that any care packages earned before this patch release will begin automatically opening on the 20th November.

  • Powerplay

  • Measures have been put in place to prevent unfair amounts of merits to be obtained or to impact system control scores.

  • System score and merit gain from the on-foot transfer power data activity has been re-enabled.

  • It is no longer possible to gain excess merits or control score by selling commodities 1 unit a time, or by undermining with 'laundered' low value commodities.

  • Colonisation

  • Brewer corporation has a new governing body, which will no longer consider certain goods illegal (e.g. Battle Weapons) that are also required to complete certain constructions.

  • Balanced how building certain facilities affects system development level, security, standard of living, tech level, and wealth

  • The initial Starport will have more weight in affecting these values, as below:

  • Development level: +20%

  • Security: +40%

  • Standard of living +40%

  • Tech Level: +20%

  • Wealth: +40%

  • Subsequent facilities built now have less weight in affecting these values, as below:

  • Development level: -60%

  • Security: -20%

  • Standard of living: -52%

  • Tech level: -66%

  • Wealth: -70%

  • This change will apply retrospectively to all existing colonised systems.

  • Refinery Contacts are now only present at markets with pure refinery economy.

  • Refinery contacts have been re-enabled.

  • Emergency Power Cells will now be produced by and therefore available from planet based industrial economies.

  • Squadrons

  • The cargo insurance perk has been re-enabled and reworked. It will now instead restore 50% of lost cargo to your ship when re-bought, instead of returning 50% of the value in credits.

Issue Tracker Fixes:

  • Resolved Powerplay Care Package panel becoming corrupt when the player has a large number to claim. (Issue ID: 73928)

  • Added UI acceleration on transfer amount when moving commodities to fleet carriers. (Issue ID: 73535)

  • Resolved apostrophes being blocked when renaming a System Colonisation facility. (Issue ID: 74767)

  • Resolved issues with cargo not transferring correctly to Fleet Carriers. (Issue ID: 79568)

  • Resolved instances where the amount of required commodities was more than on the pre-purchase screen when selecting a facility for System Colonisation. (Issue ID: 72180)

  • Resolved instances where squadron aligned factions were not present in System Colonisation claimed systems. (Issue ID: 72330)

  • Resolved instances where the Cobra Mk V was triggering hostile reactions at settlements when landing. (Issue ID: 73325)

  • Resolved certain commodities being flagged as illegal in Aisling Duval systems. (Issue ID: 73224)

  • Resolved an exploit undermining with low value commodities. (Issue ID: 78128)

  • Resolved instances of missions incorrectly impacting the BGS during Elections in Powerplay systems. (Issue ID: 71049)

  • Resolved instances where some of the players ships were not accessible after upgrading to Odyssey. (Issue ID: 79094)

  • Adjustments made to Type-11 Prospector underside rear hardpoints. (Issue ID: 79095)

  • Adjustments made to Merit rewards for selling individual commodities rather than in bulk. (Issue ID: 77553)

  • Resolved newly colonized systems not triggering conflicts at settlements. (Issue ID: 75738)

  • Adjustments made to the cockpit camera movement in the Panther Clipper MkII when rolling. (Issue ID: 77211)

Bug Fixes

  • Improvements made to Powerplay digest data resulting in quicker load times.

  • Resolved instances of a crash that could occur when receiving a Power Merits notification.

  • Resolved incorrect merit reward being displayed when handing in Powerplay Data or Powerplay Commodities to a Power Contact.

  • Made adjustments to player assignments where the Rescue Escape Pods were active.

  • Removed all variants of the collect escape pods assignments.

  • Rank 0 Commanders who had been assigned with collect escape pods are now assigned hand in salvage instead.

  • Anyone currently with collect escape pods for undermining has been given hand in salvage for undermining.

  • Anyone with collect escape pods for reinforcement has been given hand in salvage for reinforcement.

  • Collect escape pods for acquisition doesn't have an equivalent in hand in salvage, therefore it has been deleted from anyone who had it as an active assignment.

  • Resolved Powerplay Care Packages being reordered after claiming a package.

  • Resolved instances where the primary port of a System Colonisation system was not displaying as a completed facility in the My Colonies panel.

  • Resolved instances where using the Demolish option on a System Colonisation facility will treat it as Cancellation rather than demolishing the facility.

  • Resolved instances where the System Map shows incorrect Construction Progress.

  • Changed construction sites to have a dedicated government type to prevent required construction cargo from being deemed illegal there.

  • Resolved the Cancel Construction panel incorrectly referencing "Economy Points" instead of "Construction Points".

  • Resolved the Cancel Construction panel incorrectly stating "Demolition" instead of "Cancellation" when referencing how many Construction Points will be refunded.

  • Resolved the System Map incorrectly showing a demolished construction as still being present.

  • Resolved the Demolish Facility panel not listing the facility's full name.

  • Ensured players who are part of a Squadron, which has an active Squadron restriction on new claims from a System Colonisation facility, can not bypass this by leaving the Squadron.

  • Resolved the System Colonisation cooldown restriction panel incorrectly stating 24hr cooldown when a 30min restriction is in effect.

  • Resolved the Construction Effort UI for primary ports not listing the Faction that is expanding.

  • Resolved completed Construction Site using incorrect icon and not being removed from the system map.

  • Changed the "Cancel" button on the "Cancel Demolition" panel to "Back" to avoid confusion.

  • Changed the Squadron Cargo Insurance perk to now reward the player with half of their lost cargo during the respawn flow.

  • Resolved inbox message not triggering when a Squadron accepts your request to join.

  • Resolved instances of "Yellow Adder" disconnects during the respawn flow when the Squadron Cargo Insurance perk was active.

  • Resolved instances of "Black Adder" disconnects when attempting to purchase a Squadron Fleet Carrier.

  • Resolved instances where selecting a Squadron activity leaderboard could result in the "All Contributors" bracket being blank.

  • Resolved the Squadron Log entry displaying incorrectly for changing the Squadron Carrier Notorious Commander Access level.

  • Resolved the Squadron Log entry displaying incorrectly when changing the permissions of a Squadron Rank.

  • Resolved CQC & Pilots Federation perks not granting increased XP after completing a match when the Squadron Perk is active.

  • Resolved adding or sharing a Squadron Bookmark causing a Black Adder error.

  • Resolved instances of weapon upgrades failing to complete.

  • Resolved instances of transaction errors when using "Add Max" at Bartenders while you have mission items in your inventory.

  • Resolved instances where cargo transfers to Fleet Carriers could fail in busy systems.

  • Resolved discrepancy between bartender buy order price & carrier balance in the UI.

  • Resolved missing localisation for the Commander Renaming option & description in Game Extras.

  • Resolved on-foot tutorial objectives displaying in ship for Horizon players.

  • Resolved strobing effect when opening the pause menu after opening the Galaxy Map through the factions screen.

  • Resolved the Sub-surface Displacement Missile not being equippable in the Type-11 Prospector's mining hardpoint slots.

  • The 2b Sub-Surface _Extraction _Missile is not included in this as it's not for mining gameplay, it was a dedicated module for Titan gameplay.

  • Fixed the "Lakon Manufacturer" decal taking on colours from paintjobs, resulting in reduced visibility due to colour clashing.

  • Resolved size 2 turreted multicannons visual issue where the barrel moves forwards and disconnects, creating a gap in the model.

  • Reduced max cargo required for starter missions to prevent auto routing taking new players through non-starter zone systems with the stock Sidewinder.

  • Resolved instances of backface culling on Asteroid Station mail slot.

  • Minor fixes to the Type-11 Prospector Hazard Spoiler

  • Various fixes for the Spectrix paintjobs.

  • Various localisation fixes for cosmetics.

Type-11 Prospector Update 2

Greetings Commanders,

The Type-11 Prospector Update 2 is now live and addresses the following issues.

Features of note:

  • Introduced new functionality to prevent 'claim sniping'. When the primary port is completed in a newly colonised system, an exclusive lock on making claims FROM that system's colonisation contact will be enforced for a short period

  • The System Architect may exclusively make claims from the system for 30 minutes

  • After this 30 minutes expires, anyone within the System Architect's Squadron may make a claim for the next 23.5 hours

  • This will function even if the System Architect is in their own solo Squadron

  • After a total of 24 hours, the exclusive claim rights lift and any player may make a claim from the newly constructed system

  • Note that if the System Architect is not in a squadron, then only the 30 minute lockout applies

  • The claim panel via the colonisation contact has been updated to display when a lockout is in effect, and details the remaining duration

Companion API

  • Facility construction effort requirements info has been included in the /market endpoint

Bug Fixes

  • Fixed the main cause of the faction simulation (BGS) becoming stuck in some situations. This should resolve most instances of conflicts/expansion/influence etc. not functioning as intended. (Issue IDs: 73217, 78523, 69655, 73348, 78112)

  • Fixed instances of a physics issue that could cause ships to explode

  • Fixed multiple issues with transferring cargo from your ship to fleet carrier inventory

  • Fixed instances when transferring cargo to fleet carrier inventory, the transfer can sometimes silently fail with items "lost" on both the carrier and ship until a relog (Issue ID: 78801)

  • Fixed instances of transferring all cargo at once from ship to fleet carrier inventory to fail

Elite Dangerous: Type-11 Prospector Update

Greetings Commanders,

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.


Learn more about the Type-11 Prospector over on our (https://fron.dev/ab2e)

Features of Note:

  • Added Lakon Type-11 Prospector

  • 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

  • Mk II Mining Multi Limpet Controller - Size 5 mining multi limpet controller with increased limpet capacity and improved collector limpet speeds

  • In world holo-screen adverts now present for Lakon Type-11 Prospector

  • Added pre-built ships:

  • Lakon Type-11 Prospector Galactic (60,000 ARX)

  • Lakon Type-11 Prospector Stellar (33,000 ARX)

  • Lakon Type-11 Prospector Standard (16,520 ARX)

  • System Colonisation construction efforts and fully constructed facilities can now be demolished or cancelled.

  • Facilities and construction efforts marked for demolition will be removed on the following weekly maintenance

  • After marking a facility or construction effort for demolition, the system architect can cancel the demolition any time before the next weekly maintenance

  • The primary/initial port in a colonised system cannot be demolished

  • Slots and construction points are refunded on demolition during weekly maintenance

  • 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

  • Facilities that depend on another type to be constructed need to be demolished first before demolishing the parent facility

  • 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

  • Any missions that were accepted at a facility that is later demolished will be deleted along the facility during weekly maintenance

  • Any commodities put into a construction effort that gets cancelled will be lost and not refunded

  • Custom renaming rights nor the ARX cost will not be refunded if a station they were bought for is demolished

  • 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

  • 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.

  • Commanders may now be renamed via a new service

  • 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/

  • Renaming a Commander will cost 500 ARX

  • Commanders may not be renamed for seven days after a successful rename

  • Details on how Commander names displayed in game will be affected are set out on the rename service webpage.

  • Adjusted Organic Sampler scanning range from 75m → 750m

  • Made improvements to the new player onboarding flow

  • 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

  • Upon completing the flight tutorial, additional objectives are set for the player to complete the following:

  • Purchase a suit from Pioneer Supplies

  • Interact with a terminal and create/equip a loadout with your newly purchased suit

  • Visit the mission board and take on your first mission

  • Navigate to the lifts and board your ship

  • Added additional systems to the New Starter Zone for Odyssey players and made them Powerplay immune, these include:

  • HIP 97950 (original Odyssey starting system)

  • Kongoloca

  • Ngunabozho

  • Arapahoma

**Issue Tracker Fixes **

  • Fixed missing entranceway geometry detailing for Python & Python Mk II (Issue ID: 74630)

  • Fixed misaligned hitchecks at planetary construction sites, resulting in players hitting invisible objects (Issue ID: 75001)

  • Fixed instances of ships disappearing whilst being transferred (Issue ID: 77860)

  • Fixed instances of Squadron Leaders being unable to edit rank permissions (Issue ID: 77873)

  • Added additional docking restrictions on Squadron Fleet Carriers (Issue ID: 77970)

Bug Fixes

  • Fixed various minor art issues across System Colonisation facilities

  • Fixed incorrect terrain stamp being applied to some newly constructed planetary ports

  • Fixed various actions causing the player to lose focus when typing in the Squadron chat

  • Fixed instances of old Squadron iconography still being used

  • Fixed low on-foot field of view impacting directional shadows resulting in them fading out around the edges of view

  • Fixed navigation to Location Privacy drop down not being possible on controller

  • Adjusted colouration of the Squadron dynamic decal icon in livery to be more visually distinct

  • Fixed Squadron Feat not triggering when completing a System Colonisation construction effort

  • Added ability to restock Limpets on Squadron Carriers

Elite Dangerous: Vanguards Patch 3

Greetings Commanders,

Elite Dangerous: Vanguards Patch 3 is now live and you can find the update notes below.

Features of Note:

  • A new process has been introduced to automatically assign a new Squadron Leader in the event the current leader has become inactive for an extended period of time:

On each weekly maintenance, Squadron Leaders will be checked for if they have not logged in during the previous 90-day window. If this is the case, an in-game message will be delivered to all active (defined as having logged in within the past one week) members within the next rank below the leader, informing those players that the leader has until the next weekly maintenance to log in.

  • If the Squadron Leader logs in during this window, the process will be cancelled.

  • If no active members are found within the next rank below the leader, the next rank below that will be checked. This process will repeated until active members are found within a rank. If no active members are found in any rank, the squadron will be marked as 'Inactive'.

  • The only change to 'Inactive' squadrons is that they are hidden from the public Squadron Browser. They will be unmarked and therefore unhidden when any member of that squadron logs in.

  • The lowest rank within a squadron will not be eligible for leadership transfer.

  • If the Squadron Leader does not log in to the game during this time, on the weekly maintenance, a new Squadron Leader will be appointed. The leader will be selected randomly between those members who received the inbox message.

  • This new leader can then transfer leadership freely if they do not wish to be Squadron Leader via the Roster interface.

Please note that for Squadrons with leaders who have already been inactive for more than 90 days, this process will begin immediately.

Bug Fixes

  • Fixes potential causes of a crash after jumping a Fleet Carrier

  • Fixed errors occurring when filtering the Squadron Browser by certain Powerplay characters

  • Fixed squadron not being created if motto, mission statement, and application requirements are blank

Elite Dangerous: Vanguards | Patch 2

Greetings Commanders,

Servers will be offline on 2nd September for Elite Dangerous: Vanguards Patch 2 to be deployed. You can find the schedule and update notes below.

Downtime starts - 7am UTC Downtime ends - 10:30am UTC

*Please note that these are estimated times, we will update our forums and social media with any changes.

Features of Note:

  • You are now able to install the Bar/Bartender on your Squadron Carriers

  • Only the Squadron Leader can manage purchase orders

  • You are now able to set your visibility as Private or your Squadron only, hiding your location and other details

  • Carrier balance is now accessible via the Squadron Bank, with members able to contribute directly to the account

Issue Tracker Fixes

  • Fixed instances of crashing when loading into the game while in an Apex Shuttle (Issue ID: 78026)

  • Fixed the Squadron Carrier Livery UI being blank for Russian, Spanish, Portuguese and French localisations (Issue ID: 77868)

  • Fixed Senior Officers of Squadrons incorrectly having the ability to purchase Squadron Carriers, resulting in an error and disconnect. Only Squadron Leaders should have this ability. (Issue ID: 77823)

  • Fixed instances of the On Foot Mission Board not filtering correctly (Issue ID: 77283)

  • Fixed being unable to hand in and gain rewards for Team-based missions (Issue ID: 77996)

Bug Fixes

  • Fixed instances of crashing when on the loading screen for the game

  • Fixed instances of crashing when navigating Squadrons UI

  • Fixed instances of crashing related to Decals and Nameplates

  • Fixed instances of crashing when editing permission groups for a Squadron

  • Fixed commander given ship name not showing up when ship is added to Squadron Bank

Elite Dangerous: Vanguards Patch 1

Greetings Commanders,

Elite Dangerous: Vanguards Patch 1 is now live and you can find the update notes below.

Features of Note
  • You are now able to install the Vista Genomics and Pioneer Supplies Vendors on your Squadron Carriers.

  • Improvements have been made to how colonisation built constructions produce and consume goods - the goods produced by the top two economies will no longer be consumed by ports or settlements linked to that economy

  • This is intended to resolve instances where economies would 'cannibalize' each other via market links, which previously resulted in limited or zero goods being available at a commodity market.

  • The maximum number of members in a squadron has been raised to 600 (up from 500)

  • The maximum number of possible applications to a squadron has been raised to 25 (up from 10)

  • Further improvements have been made to the profanity filtering within squadron mottos, descriptions and recruitment messages. Additionally, commas and accented characters will now be allowed.

Issue Tracker Fixes

  • Fixed Fuel Transfer Limpets being destroyed instantly on launch (Issue ID: 77833)

  • Improved instances of Fleet Carrier hangar bay lighting not working correctly (Issue ID: 77199)

Bug Fixes

  • Squadron owners may no longer remove their own management permissions

  • Fixed inbox messages not triggering on colonisation construction completion

  • Fixed instances of populations not growing correctly on colonisation planet ports

  • Fixed instances of crashing that occurred while using Advanced Maintenance

  • Fixed instances of crashing occurring when scanning planetary bodies

  • Fixed several issues with approving and rejecting squadron member applications

  • Fixed shipyard service being able to be switched off on squadron carriers

  • Fixed personal carrier access settings not persisting.

  • Fixed errors occurring during squadron carrier decommissioning and cancellation

  • Fixed a cause of a crash at the ship bank screen

Known Issues

The Squadrons cargo Insurance perk has been temporarily disabled whilst an issue is resolved. The perk will still be selectable at squadron creation, and will still be present in squadrons which have selected it as a perk, however, it will provide no bonus. Please note that perks can be changed under the 'edit squadron details' button on the squadrons page.

Elite Dangerous | Vanguards

Greetings Commanders! The much anticipated Elite Dangerous: Vanguards update has arrived, bringing with it a full rework of Squadrons to give you more options and customisation in managing your groups!** **You can read more about this update (https://www.elitedangerous.com/update-notes/4-2-0-0).

Update Notes

Features of Note:

  • Squadrons feature has had a complete overhaul

  • Squadrons system introduces many new features, including:

  • Create a unique identity with your own custom logo and banner and the logo to your ships!

  • Create your Squadron motto to declare your purpose!!

  • Use the reworked Squadron Browser to find out more about available Squadrons and their members!

  • Climb to the top of our extended Squadron Leaderboards and earn new rewards

  • Use the new Squadron Bank to share resources with your fellow members

  • Manage your fleet with a dedicated Squadron Carrier with an extended Squadron Bank to host commodities, items and ships!

  • Apply new Squadron perks to benefit your members

  • Review Squadron influence reports to see how your grip on the galaxy has changed,

  • …And Much More!

  • Improvements to shadows across various locations in game (Issue ID: 63484)

**Issue Tracker Fixes **

  • Fixed target info distance being obscured by cockpit lights (Issue ID: 77196)

  • Fixed some gaps in the cockpit model for the Panther Clipper Mk II (Issue ID: 77212)

  • Fixed instances of harsh shadow flickering in the Panther Clipper Mk II cockpit when facing a planetary location (Issue ID: 77218)

  • Fixed thrust vectoring for the Panther Clipper Mk II engines whilst rolling (Issue ID: 77215)

  • Fixed Gutamaya Corsair thrust vectoring when pitching (Issue ID: 77231)

Bug Fixes

  • Fixed instances of a crash that could occur when swapping ships whilst docked on a fleet carrier as it was starting the hyperspace lockdown process

  • Fixed instances of a crash that could occur when using Advanced Maintenance to repair modules

  • Fixed mirrored decal in the Panther Clipper Mk II cockpit

  • Fixed missing HUD audio for telepresence & physical multicrew members in the Panther Clipper Mk II

  • Fixed community decals not displaying correctly on the Panther Clipper Mk II

  • Fixed the ramp shutter clipping into the ship mesh upon deploying the landing gear on the Panther Clipper Mk II

  • Fixed a gap in the mesh of the fighter bay on the Panther Clipper Mk II resulting in light bleeding into the cockpit

  • Adjusted Colonisation Facility Rename to clarify it includes unlimited random renames of the facility as well

  • Fixed descriptions of Hologram & Alphabet bobbleheads

Localisation Fixes

  • Fixed unlocalised text strings for Panther Clipper Mk II shipkit items

Panther Clipper MK II | Available Now

Greetings Commanders,

The highly anticipated Panther Clipper MK II from Zorgon Peterson is now available in Elite Dangerous via ARX Early Access!

The Panther Clipper MK II is available in the following bundles:

Panther Clipper MK II Standard

Bring the galaxy to their doorstep with the latest version of the legendary freighter from Zorgon Peterson, the Panther Clipper Mk II.

Bundle includes:

  • Panther Clipper MK II Ship

  • Panther Clipper MK II Shipyard Unlock

  • Panther Clipper MK II Owners Club Decal (only available during ARX early access)

Panther Clipper MK II Stellar

Empty countless warehouses and dominate the market with the Stellar Edition of the Panther Clipper Mk II.

Bundle includes:

  • Panther Clipper MK II Ship

  • High-Capacity Cargo Transport Loadout

  • Class 7 FSD (SCO) and MK II Cargo Racks

  • Panther Clipper MK II Freighter Gold Paint Job

  • Panther Clipper Mk II Merchant Ship Kit

  • Panther Clipper MK II Shipyard Unlock

  • Panther Clipper MK II Owners Club Decal (only available during ARX early access)

Update Notes.

Features of Note:

  • Added Zorgon Peterson Panther Clipper Mk II via ARX Early Access

  • In world holo-screen adverts now present for Panther Clipper Mk II

  • Adjustments made to several of the top-side hardpoint placements since Partner Program Early Access

  • Following Partner Program Early Access - The ship no longer raises when deploying SRV's

  • Added pre-built ships:

  • Panther Clipper MkII Stellar (38,000 Arx)

  • Panther Clipper MkII Standard (19,020 Arx)

Issue Tracker Fixes:

  • Fixed thrust vectoring for the Corsair (Issue ID: 74690)

Bug Fixes:

  • Fixed a crash when switching map modes at the same time as the map closing

  • Fixed a crash when a player recalls their mothership whilst in an SRV, and being targeted by another player

  • Fixed a crash in the gamma setting screen

  • Fixed instances of being unable to deploy from Conflict Zone dropships

  • Fixed instances of connection error messages when attempting to apply Livery via Game Extras menu

  • Fixed additional instances of placement issues with System Colonisation construction efforts

  • Fixed instances of strong market links not working correctly in certain circumstances

  • Fixed Planetary Facilities help screen in colonisation incorrectly stating required distance from existing settlements being 100km rather than 200km

  • Fixed minor typos in the Market Links/Economy help screens for System Colonisation

  • Fixed Economy Overrides Codex page incorrectly stating what planetary body with organics provides

  • Fixed misleading text in Economy Overrides Codex page referencing markets without a specific economy type, when it should be the Colony economy type

  • Fixed a couple of graphical issues with the Prometheus Scientific Outpost

  • Fixed instances where Asteroid Stations do not convert from Under Deployment to fully operational

  • Fixed broken text string for Kinago Violins rare commodity when viewed in ships cargo hold

  • Fixed the description of the Tier 4 Dominator suit

Localisation Fixes:

  • Fixed "Maximum landing pad size" being truncated in the System Colonisation facility picker screen in various languages

  • Fixed unlocalised "Beacon Deployment Site" string in various languages

  • Fixed unlocalised port type when selecting what primary port to build in various languages

  • Fixed incorrect line break in Russian when viewing System Colonisation construction commodity list

  • Fixed instances of unlocalised commodities for System Colonisation construction efforts in various languages when viewed in Architect mode

  • Fixed "Commodities" being unlocalised when viewing the System Colonisation Ship market in various languages

  • Fixed unlocalised and broken text string for "Contacting System Colonisation Ship" in various languages

  • Fixed unlocalised and broken text string for the warning prompt when not facing the Beacon Deployment Site in various languages

  • Fixed a typo in the System Colonisation claim inbox message in Russian

  • Improved translations of System Colonisation Codex page headers in Russian

  • Fixed truncated string when viewing My Colonies in Russian

  • Fixed mistranslation of Port in the "Construct Primary Port" mission in Brazilian Portuguese

  • Fixed minor mistranslation of mission steps for Deploy Claim Beacon in Brazilian Portuguese

  • Fixed inconsistent translations for the term "Links" in the Colonisation system map help screens in Brazilian Portuguese

  • Fixed unlocalised references to "Commodities" in the Colonisation system map help screens in Brazilian Portuguese

  • Fixed unlocalised reference to "Commodities" in the System Colonisation Codex pages in Brazilian Portuguese

  • Fixed grammatical issues with description of Market Links in the System Colonisation Codex pages in Brazilian Portuguese

  • Fixed grammatical mistranslation in German in the System Colonisation Codex pages

  • Fixed instances of incorrectly unlocalised "Orbit" references in the System Colonisation Codex pages in German

  • Fixed incorrect line break in System Colonisation Codex pages in French

  • Fixed unlocalised references to "High Tech" & "Terraforming" in the System Colonisation Codex pages in French

  • Fixed various bobblehead names being unlocalised in various languages when viewed via Game Extras

  • Fixed various decal names being unlocalised in various languages when viewed via Game Extras

  • Fixed minor translation typo for Corsair bundles in Portuguese-Brazil

Trailblazers | Update 3.4

Greetings Commanders,

A new update has been released for Elite Dangerous featuring Powerplay improvements.

Features of Note

  • New Community Goal type. Future Community goals may require Commanders to destroy specific power-aligned ships within Power Conflict Zones, these will take place across multiple systems and may help to shape the galaxy.

  • Further changes have been made to Powerplay, in order to encourage more aggressive play and create more vulnerability and therefore fluidity in Power territory.

  • Control Scores will now decay on each weekly turn.

  • Decay will not affect, or take a system to, below 25% of the current system state.

  • For example, a system at 100% Stronghold would decay over time, until settling at 25% of the purple Stronghold status bar.

  • Therefore, Systems cannot change their state via decay alone.

  • The actual amount systems decay is non linear and is dependent on the current control score of the system.

  • Systems closer to the maximum score threshold of their current state will decay more each week than those closer to the 25% decay limit.

  • Merits gained for reinforcing a system will now operate on a sliding scale, in addition to the recently introduced flat defensive multiplier.

  • Depending on how much undermining effort a system has been subjected to in the past 24 hours, merits gained for reinforcement actions will adjust in a range between -20% and +30%.

  • For example, reinforcing a system which has not been undermined at all in the past 24 hours would result in -20% merits gained.

  • Merit gain bonuses have been adjusted as follows:

  • Offensive activity - undermining another power's system: +15% (up from +5%)

  • Offensive activity - acquiring an unoccupied system: 0% (down from +5%)

  • Defensive activity - unchanged

Fixes

  • Fix for Power Conflict Zones not starting due to missing faction information.

  • Colonisation - Fixed additional causes of systems not displaying flags for initial port locations and not being claimable via System Colonisation.

  • Fixed additional causes of console accounts failing to transfer from Legacy to Live.

Please note that system score and merit gain from the on-foot transfer power data activity remains disabled at this time. The team is actively working on a general solution to prevent future exploitation of mechanics such as this to the state of Powerplay. Once implemented, the intent remains to re-enable this activity.

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.

Update Notes

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.

Features of Note:

Colonisation
  • 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.
Economic changes:
  • 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.

Population Growth Changes:
  • 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.

Additional Changes
  • 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.

Port Customisation
  • 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

Powerplay
  • 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

Issue Tracker Fixes:
  • 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

Bug Fixes:
  • 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 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
Features of Note:
  • 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)

Issue Tracker Fixes:
  • 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

Bug Fixes:
  • 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

Language Fixes:
  • 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

Cosmetics:
  • 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.

Release Schedule (All times in UTC)
  • 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.

Elite Dangerous | System Colonisation Claim unpaused

Greetings Commanders,

Thank you for your patience following our pause of the Colonisation Contact to allow us time to investigate the issues being reported. We have made some adjustments and are preparing to turn this Colonisation Contact back on.

Please be advised this is part of a load test of the live Beta, and we intend to monitor how the system behaves. We will keep you informed if the situation changes again.

Thank you for your continued feedback, reports and support.

Elite Dangerous | Trailblazers Update 1

Greetings Commanders,

We are releasing Trailblazers Update 1 on Thursday March 6th. This update will address a number of reported issues.

Release Schedule (All times in UTC)

  • 07:00 - Servers offline for maintenance

  • 11:00 - Servers back online and update available

These times are estimates and are subject to change.

Please note that the pause for System Colonisation will be resolved separately to this update when we are confident the issues have been resolved.

Update Notes
Features of Note
Journal Additions: The following Journal entries are now logged:
  • The powerplay data in the event "Location" and "FSDJump" supplied regardlesss of if the Commander 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 claimed systems showing as unclaimed for players

  • Fixed instances of colonisation ships not arriving in claimed systems

  • Fixed a crash when viewing system maps with fleet carrier stacks

  • Fixed a crash related to Powerplay ranks

  • Fixed instances of crashes when completing another Commanders construction effort in a multiplayer instance

  • Fixed hardlock when navigating through the "Financial Support" screen during the death flow when having a large number of ships

  • Fixed softlock when navigating facility selection screens

  • Fixed instances Colonisation ships transfer UI becoming unresponsive with keyboard & mouse

  • Fixed instances of exposed text strings in purchase flows

  • Fixed Architect view persisting when switching between Powerplay mode & Architect mode on the Galaxy Map

  • Fixed Galaxy Map filters resetting

  • Fixed System Information from going blank when switching between map modes when viewing on the System Map

  • Fixed instance of Facility Details being blank when navigating the facility selection screens

  • Fixed issues with backing out of My Colonies screen on controller

  • Fixed lack of controller functionality on Colonisation tutorial screens

  • Improved autodock in asteroid bases

  • Fixed Powerplay helpscreen images being missing

  • Fixed various typos in Colonisation text

  • Adjusted flickering landing pad light on newly constructed outposts

  • Fixed Thargoid Titan debris being misplaced/clumped together

Server side fixes:
  • Improving colonisation information digest for client refresh rate and stability;

  • Allowing players to login if they can't be moved to finished markets by our code;

  • Ensuring systems can't be claimed by two commanders at once;

  • Improving failed claim cleanup flow to ensure faster unblocking of colonisable systems;

Elite Dangerous | Trailblazers out now!

Greetings Commanders!

The time has come to become the galactic pioneers you were born to be! The epic Trailblazers update is now here, bringing with it the chance for you to truly make your mark on the milky way with System Colonisation! The Trailblazers update includes many awesome features which you can learn about on our Trailblazers page!

System Colonisation will initially be available in a Beta format. Whilst features and progress will remain permanent we will be reviewing and adjust balancing and numbers for resources and distances as the Beta progresses. We're proud and excited for you to start making the Milky Way your own with Trailblazers and we can't wait to see you place your flags in the history of Elite Dangerous' world!

Update Notes
Features of Note:
  • New System Colonisation feature

  • The Mandalay ship is now purchasable for Odyssey players via the shipyard for Credits

Issue Tracker Fixes:
  • Fixed no loot spawning in settlements outside of Powerplay systems. - Issue ID: 67130

  • Adjustments made to the behaviour for limpets. - Issue ID: 67049

  • Fixed Powerplay Assignments sending players to hack holoscreens that were not in the specified system. - Issue ID: 68199

  • Fixed nameplates of Fleet Carriers not correctly displaying in the hangar. - Issue ID: 67340

  • Fixed a crash when viewing Powerplay Strategic view on the Galaxy Map in VR. - Issue ID: 67146

  • Fixed orbit lines displaying in only one eye in VR. - Issue ID: 66591

  • Fixed instances of UI clicking sound persisting. - Issue ID: 70714

  • Fixed instances of the Cobra Mk V being attacked when docked at settlements. Issue ID: 70727

  • Fixed incorrect colouring of Mandalay Quest tanks. - Issue ID: 71382

Bug Fixes:
  • Fixed an exploit for illegitimately getting Codex entries

  • Fixed an exploit where its possible to refresh core asteroids and subsurface deposits

  • Removed AX Combat chatter from AI pilots from the Titan Aftermath scenario in Sol

  • Adjusted Cobra Mk V landing gear when deploying an SRV

  • Fixed an instance of triangular shadowing artifacts on planetary landing pad

  • Fixed exposed text string in OnFoot Conflict Zone post-conflict overview screen

  • Fixed Power Contact displaying lower Merits payout for data/commodity activities than what is actually being received

  • Fixed the Powerplay help screen depth in VR

  • Odyssey Settlements should now have a schematic when targeted

  • Adjusted multicrew seats for Cobra Mk V to stop cockpit panel clipping through crew members external panel

  • Fixed exposed text strings when targeting certain subtargets of the Cobra Mk V

  • Fixed activity filter for Arissa Lavigny-Duval not working in the Powerplay Activity Filter sub menu within the Galaxy Map.

  • Various text fixes for Powerplay scenarios

  • Fix for galaxy map elements rendering over panels in various instances

  • Fix for being able to trigger supercruise assist message when in SCO

  • Fix for being unable to complete "Transport Powerplay Commodities" activity due to UI not listing them for hand-in

  • Fixed minor holes in cockpit of the Cobra Mk V

  • Adjustments to some texture resolutions on the Cobra Mk V

  • Fixed visual issues with heat vents on Cobra Mk V

  • Adjustments made to glass textures on the cockpit of the Cobra Mk V

Cosmetics:
  • Fixed some inconsistencies with the Void paintjobs and shipkit assets

  • Adjustments to reflections on metallic paintjobs for the Federal Gunship

  • Made naming of Cobra Mk V shipkits more consistent across localised languages

  • Made naming of Mandalay shipkits more consistent across localised languages

  • Fixed HUD elements rending over the top of Powerplay banner bobbleheads

  • Fixed some inconsistent ship wear values between the main hull of the Mandalay and some of its shipkit pieces

  • Adjusted brightness of the Ruby Anniversary paintjob icons in livery to be visually clearer

  • Adjusted Powerplay banner position for the Mandalay

  • Fixed instances of decals being mirrored in the Mandalay's left decal slot

  • Fixed visual issues on the Powerplay banner for the Alliance Crusader

  • Fixed livery camera for the "Spoiler" slot on the Asp Scout showing the front of the ship

  • Fixed livery camera clipping into the ceiling for the Asp Explorer "Spoiler" slot preview

  • Fixed instances of livery cameras for the Alliance Crusader being blocked by hangar cables

  • Fixed some localisation issues with the Ruby Anniversary Gold decal

  • Improved readability of some Fleet Carrier nameplates

  • Fixed texture issues with Beluga Liner shipkit pieces

If you encounter any further issues please be sure to report them on our Issue Tracker and reach out to our Support Team if you need assistance.

Elite Dangerous | Cobra MK V Update - 12 December 2024

Greetings Commanders!

As the fires of Sol continue to flicker in the night's sky, we're here this Thursday with a brand new update for Elite Dangerous!

This update introduces a brand new ship for early access, the Cobra MK V!

Release Schedule (Times in UTC)
  • 7AM - Servers offline for maintenance

  • Cobra Mk V will be available on the store in advance of servers being online

  • 12.30PM - Servers back online and update 19.03 available

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

Update Notes
Cobra Mk V
  • Added pre-built ships:

  • Cobra Mk V Stellar (33,000 Arx)

  • Cobra Mk V Standard (16,520 Arx)

Ships
  • Module storage increased from 200 → 600

  • In world holo-screen adverts now present for Cobra Mk V

  • All shipyards will now stock one additional ship

Bug Fixes:
  • Fixed decals and ship IDs displaying with a border/background on some Mandalay paintjobs

  • Fixed missing hitcheck on Python Mk II Spacehawk spoiler

  • A fix has been implemented to resolve a number of issues related to carrier bartender transactions. However, transaction errors may still be encountered in some specific cases, please report any instances via the issue tracker and we will continue to investigate. https://issues.frontierstore.net/issue-detail/67143

Known Issue: Due to a technical issue the Mandalay Midnight Black paint jobs are currently unavailable on the store. Current owners may see an extra version in their library - this will be removed shortly.

Elite Dangerous | Update 19.02 - 28 November 2024

Greetings Commanders,

We will be releasing a small update for Elite Dangerous on Thursday 28th November.

Release Schedule (All times in UTC)
  • 07:00AM - Servers Offline for maintenance

  • 10:30AM - Servers Back Online Please note these are approximate times and are subject to change.

Update Notes

Cosmetics

  • Mandalay cosmetics for Midnight Black are going in alongside other metallic colourations Misc

  • Ram Tah has made further technical advances and the Tactical Core Chip is no longer required as part of the recipe for Anti-Guardian Zone Resistance

  • inbox message reminders to complete the Powerplay 2.0 Initial assignments in order to enable ranking will no longer be sent if one of these messages is already in the inbox

Elite Dangerous | Ascendancy Update 1 - 21st November

Greetings Commanders,

Powerplay 2.0 has been out for a few weeks now and we are really grateful for all the feedback and reported issues you have shared.

Our intent with our balancing is to ensure a diversity of gameplay activities are viable within Powerplay 2.0, and that no activity feels significantly weaker than any other. We are continually closely monitoring for any activities which could be disproportionally more advantageous to undertake than any other, potentially creating a meta that players feel forced to play in order to rank up or participate in the conflict.

Following prevention of several exploits we will now be in a position to improve balance on the overall experience of Powerplay 2.0. We will be closely looking into:

  • Significantly reducing the amount of time/effort required to earn early modules

  • Significantly reducing the amount of time/effort required to increase ranks

In the meantime we are releasing Ascendancy Update 1 (19.01) on Thursday 21 November.

Release Schedule (All times in UTC)
  • 07:00 - Servers offline for maintenance

  • 11:00 Servers back online and Update available

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

Update Notes
Powerplay 2.0
  • Fixed an exploit where Powerplay Data could be downloaded multiple times from the same Data Port

  • Aisling Duval's Powerplay systems now correctly flag Imperial Slaves & Narcotics as illegal. Crime does not pay.

  • Archon Delain Powerplay systems now correctly open Black Markets if they are not already present. OK...here crime might pay.

  • Pranav Antal now closes Black Markets in Fortified/Stronghold systems.

  • Merit awards for destroying Ship Launched Fighters have been reduced.

Ships
  • Adjustments made to Flight Tutorial combat drones reducing their damage output.

  • Type-8's collision has been adjusted so that the "arms" now have correct collision.

Galaxy Map
  • Resolved a crash when using VR Power Play strategic view on Galaxy map

  • Filters on the Galaxy Map are no longer auto selected when you hover your mouse over them

Thank you for all your continued feedback and reports!

Elite Dangerous: Ascendancy | Available Now!

Greetings Commanders!

The battle for galactic control evolves in the Elite Dangerous: Ascendancy update. Featuring the all-new Powerplay 2.0 rework that lets you contribute to your chosen Power in brand-new ways, see the effects of your actions like never before and be rewarded for displaying loyalty as you seek to further their influence.

Elite Dangerous: Ascendancy also includes the ARX early access launch of the Mandalay exploration ship from Zorgon Peterson*. Head to the Elite Dangerous gamestore now to get yours and discover the wonders of the galaxy in style.

*The Mandalay will be available for in-game Credits for Odyssey owners at a later date.

Find out more about Ascendancy (https://www.elitedangerous.com/update/ascendancy).

Update Notes
Features of Note:
Powerplay 2
  • Pledge to your Power! - all Commanders will be unpledged when Powerplay 2 goes live, this wont incur any penalties for affected Commanders and you will be able to pledge anew straight away.

  • Show your loyalty - each Power has it's own rewards that it bestows upon it's agents as they rank up and prove their loyalty.

  • Perk up! - each Power has it's set of perks that players can unlock via the loyalty system these can affect things like bounty payouts or faction rep gain to name a few.

  • Modules for everyone! - each Power will now reward their agents with access to all Powerplay modules, unlock order will differ between Powers however.

  • Have a care - Powers reward care packages through the loyalty system that give players a boost to their credit and engineering materials supply

  • Competitive spirit - compete with your fellow agents to see who can earn the most merits for their power in a given week, participants will be rewarded with credits and the top 10 will be shown off next week

  • A galactic view - new Powerplay galaxy map modes and filters let you access the information you need quicker, and in greater detail.

  • A new challenger approaches - Nakato Kaine and Jerome Archer are stepping into Powerplay, Kaine as the newest Alliance power and Archer taking over from Zachary Hudson for the Federation

  • Actions have consequences - gain control or reinforce your Power’s systems and undermine your opponents by engaging in Powerplay-related activities, including the new ability to hack and repair holoscreens on Stations and Outposts.

  • Assign me up - take on weekly assignments given to you by your Power, based on your rank and current location. These include a variety of tasks, including gaining an amount of Bounty Vouchers or uploading Powerplay malware to Settlements.

  • Every contribution matters - engaging in regular activities throughout the galaxy now contributes to your Power, across various aspects of the game including Bounty Hunting, Trading and more. For example, handing in exploration data to one of your Power’s systems will count as a contribution.

  • Appearance is everything - Powers are now much more apparent when visiting stations. Depending on the Power, and their level of control, you will now see varying levels of support for them as you move around the area. From station exteriors to the concourse and even hangars, controlling Powers are being represented more than ever before.

  • A display of strength - when systems are pushed into a Stronghold state, you may now find Stronghold Carriers present. These Stronghold Carriers act as a superior market, on the same level as Jameson Memorial, however you can only dock if you are pledged to the Power in the system.

  • Or a perfect opportunity? - if you’re a veteran Commander pledged to a hostile Power, Stronghold Carriers can be a great target. From disabling turrets to scanning data links, there are multiple ways to engage in undermining activity. Be careful though, these Carriers will be hostile towards you!

  • It’s who you know - Powerplay Contacts are found in ports and act as a central hub for all other contacts related to Powerplay. They’re also the place to collect your care packages, as well as Power related commodities and data, used for undermining and reinforcing.

  • Powers on patrol - new Powerplay security vessels are present in any system controlled by a Power and guard against incursion from other Powers.

  • Staunch supporters - you will now find Power aligned vessels as part of the ambient traffic in appropriate locations throughout the galaxy.

  • Streamlined success - The following elements have been removed from Powerplay, providing a more streamlined and rewarding experience: Merit degradation, Voting system for expansions, Defection effects (leaving a Power now only resets your progression), Connections to government types

Mandalay
  • Dreams of flying - the Mandalay, a brand-new ship from Zorgon Peterson, is here. Venture forth into the unknown in style with the next generation of exploration ship, available on the Elite Dangerous Gamestore now.

  • Helm the Mandalay - with the most fuel-efficient SCO drive of any new ship to date, coupled with room for a large Fuel Scoop, travelling to those far-away systems and distant Earth-like planets is easier than ever before.

  • Cutting through the milky way - with six hardpoints and fantastic maneuverability, the Mandalay is no easy target.

  • To the stars that none yet dare - as well as an expansive view from the front canopy, the Mandalay boasts an additional viewport at the bottom of the cockpit, giving you great visibility when landing or taking in a beautiful vista.

Powerplay Banner Cosmetics
  • Rrepresent your Power with these new Powerplay Banner ship kit pieces, available for every Power and every ship on the Elite Dangerous Gamestore.
To Note:
  • Powerplay ranks will be reset when Ascendancy is available. You will need to pledge to a power if you wish to get involved with Powerplay on release.
Issue Tracker Fixes:
  • Adjusted background and skybox lighting to increase visible detailing

  • Fixed weapon scope modifications not working

  • Fixed some ships not having correct SCO audio

  • Fixed issues when plotting route with FSD Boost enabled

  • Fixed instances of Assimilated Relics getting teleported/pushed up with a change of getting stuck in the ceiling

  • Fixed Noble Victory paintjob on the Krait Mk II so it now displays the correct colours

Bug Fixes:
  • Fixed instances of crashes relating to fighter bays

  • Fixed instances of crashes during text mesh creation

  • Fixed instance of player character being misplaced when pressing specific keyboard commands during sit-down animation

  • Fixed instances of physical multicrew members being invisible after hyperspace jumping following a combination of loadout switching

  • Physical Multicrew & Teleprensece members now receive correct rewards when aboard a ship that damages a Titan's core

  • Fixed mission givers in social spaces not always giving out material awards, they also now give out more materials (up to 24 depending on mission type, material and mission difficulty)

  • Fixed instances where passenger missions could not be selected unless you meet the required number of minimum-class seats, even if you meet that number with higher-class seats.

  • Fixed incorrect animations of Type-8's small hardpoint doors

  • Fixed power usage issues with the Type-6 Mining Jumpstart Pre-Built's default loadout

  • Fixed instances when trying to select a Concourse Theme in the Livery manager for a Fleet Carrier, causing the screen to go black until the Livery management screen is closed.

  • Adjusted hitcheck and landing gear extension on the Asp Scout to fix instances where an SRV can get stuck under the ship

  • Fixed various language translations when running out of fuel with the SCO

Elite Dangerous - Update 18.09 | 19 September

Greetings Commanders,

This Thursday (19 September) we will be releasing Update 18.09 for Elite Dangerous Live/4.0 players on PC.

Release Schedule (All times in UTC)
  • 07:00 - Elite Dangerous Live/4.0 servers offline

  • 10:00 - Elite Dangerous Live/4.0 servers online and Update 18.09 available

Update Notes

**Bugs/Adjustments **

  • Increased clearance for SRV's when deployed from the Type-8

  • Improved planetary landing checks for Type-8 allowing easier landing in both manual and auto-landing

  • Fixed Mirrored Armour not showing in outfitting for Type-8

  • Fixed outfitting and livery camera orientation for Type-8 in VR

  • Fixed issues with orbit lines when toggling them off