# Elite Dangerous changelog > Take control of your own starship and blaze your trail in an ever-changing galaxy. - Vendor: Frontier Developments - Category: Games - Official site: http://www.elitedangerous.com/ - Tracked by: What's New (https://whatsnew.fyi/product/elite-dangerous) - Harvested from: Steam (app 359320) - Entries below: 25 of 29 (newest first; the rest are on https://whatsnew.fyi/product/elite-dangerous) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### Elite Dangerous | Operations Update | Update 3 - Date: 2026-07-09 - Original notes: https://store.steampowered.com/news/app/359320/view/685257749622169299 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-685257749622169299 - **fixed** — Restored unsold exploration data from before the 2nd July Maintenance so players can sell it as normal - **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 - **fixed** — Restored on-foot inventories for players whose inventories wiped after completing an operation before 2330 UTC Wednesday 2nd - **changed** — Improved telegraphing for Merc Engineering and Merc Modules within Outfitting - **changed** — Improved telegraphing for Merc Engineering and Merc Modules within the Ships Internal Panel - **fixed** — Resolved an issue where the Operations Rewards screen could appear empty for some players despite successfully distributing rewards - **fixed** — Resolved an issue where the Mission Updated notification could minimise the Operations Rewards screen - **fixed** — Resolved an issue where the UI could highlight the starting Frontline Runner as a mission objective throughout an Operation - **fixed** — Resolved an issue where NPC crew may not respawn upon restart if a player dies with active NPC crew during an Operation - **fixed** — Resolved voice-over line and text discrepancies within the Reclamation Point Operation - **fixed** — Resolved an issue where the wheels of the Scarab SRV could display erratic visual behaviour - **fixed** — Resolved a crash that could occur when opening the Powerplay menu during a hyperspace jump - **fixed** — Resolved an issue where the fighter bay could clip through the Nomad when launching and docking - **fixed** — 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 - Date: 2026-07-01 - Original notes: https://store.steampowered.com/news/app/359320/view/685257749622163110 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-685257749622163110 - **added** — Operations feature introducing squad-focused gameplay with lobby and matchmaking system - **added** — Six initial Operations scenarios: Tactical Takedown, Firestorm Rescue, Reclamation Point, Biohazard Takedown, Rapid Response, and Terminal Prosecution - **added** — Operation Runner deployment vessel that transports teams to designated scenario systems - **added** — Nomad ship-launched utility vessel for planetary exploration with exceptional manoeuvrability and specialized MK II Biological Scanner - **added** — Merc Coin currency for purchasing MercGear equipment and modifications - **added** — Thermal Plasma Conversion blueprint converting portion of damage to plasma for beam/pulse/burst lasers - **added** — Scoop Rate Enhanced blueprint improving fuel scoop rate - **added** — Enduring Feedback Rail Gun with improved reload time, heat generation, range and ammo capacity - **added** — Far-Reaching Abrasion Blaster with increased shot speed and maximum range - **added** — Double Screaming Fragment Cannon with increased ammo capacity and clip size - **added** — Long Range Mining Laser with increased range and reduced power draw - **added** — Rapid Phase Multi-Cannon with increased shots per round and rate of fire - **added** — Drag Seeker Missile Rack with increased ammo capacity and rate of fire - **added** — Lightweight Thermal Seeker Missile Rack with reduced mass and power draw - **added** — Lockdown Seeker Missile Rack with increased ammo capacity and integrity - **added** — Support Focused Power Distributor increasing engine and systems capacity - **added** — Balanced Power Distributor with moderate distributor rate improvements - **added** — Extended Cargo Rack increasing cargo capacity - **added** — Long Range Detailed Surface Scanner with better probe radius - **added** — Heavy Duty Module Reinforcement Package increasing module protection - **added** — 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 re _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/359320/view/685257749622163110]_ ### Elite Dangerous | Lynx Highliner Update Notes - Date: 2026-04-28 - Original notes: https://store.steampowered.com/news/app/359320/view/519744754933564792 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-519744754933564792 - **added** — Add Lynx Highliner medium-class passenger ship with capacity for up to 225 passengers - **added** — Add Mk. II Business & Economy Passenger Cabins with 1.5x increase in passenger capacity - **added** — Add new bulk passenger evacuation missions - **added** — Add passenger mission variants to support medium sized landing pads - **added** — Add passenger type stats to player journal entries - **added** — Add Distant Worlds 3 Decal - **changed** — Increase range of suppressed weapons from 40 to 128 meters - **changed** — Adjust passenger cabins UI to allow for higher passenger cabin capacities - **changed** — Increase spawn rates of passenger missions in Colonised systems - **changed** — Adjust volume of on-foot self-breathing loop for better balance between combat and exploration - **changed** — Adjust Manticore Executioner suppressed & audio-masked sounds to be comparable with other suppressed weapons - **changed** — Increase audio fire rate of Karma AR-50 to match visuals more closely - **changed** — Reduce presence of Hit and Kill notify sounds in the audio mix - **changed** — Adjust volume of physics impacts on other ships - **fixed** — Fix Imperial Cutter landing gear and stairs to support paintjobs - **fixed** — Improve Imperial Cutter landing gear and stairs scaling and detailing - **fixed** — Fix Viper vanity camera angles pointing in the wrong direction - **fixed** — Fix routing issue with bass of NPC footsteps - **fixed** — Fix missing audio for suppressed & audio masked Karma AR-50 - **fixed** — 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 - Date: 2026-02-24 - Original notes: https://store.steampowered.com/news/app/359320/view/518613150889675376 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-518613150889675376 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 f _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/359320/view/518613150889675376]_ ### Elite Dangerous: Caspian Explorer | Update 1 - Date: 2025-12-11 - Original notes: https://store.steampowered.com/news/app/359320/view/613182487250599966 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-613182487250599966 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 - Date: 2025-12-02 - Original notes: https://store.steampowered.com/news/app/359320/view/506220641733575509 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-506220641733575509 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/359320/view/506220641733575509]_ ### Dodec Update | Patch 1 - Date: 2025-11-13 - Original notes: https://store.steampowered.com/news/app/359320/view/609802264253563025 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-609802264253563025 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](https://issues.frontierstore.net/issue-detail/80761)) - Resolved fleet carriers overfilling cargo transfers resulting in error messages. (Issue ID: [80701](https://issues.frontierstore.net/issue-detail/80701)) **Bug Fixes:** - Resolved instances where System Colonisation facilities are failing to finish construction. ### Elite Dangerous | Dodec Update - Date: 2025-11-11 - Original notes: https://store.steampowered.com/news/app/359320/view/600794331209532195 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-600794331209532195 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/359320/view/600794331209532195]_ ### Type-11 Prospector Update 2 - Date: 2025-10-16 - Original notes: https://store.steampowered.com/news/app/359320/view/571519113812246723 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-571519113812246723 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](https://issues.frontierstore.net/issue-detail/73217), [78523](https://issues.frontierstore.net/issue-detail/78523), [69655](https://issues.frontierstore.net/issue-detail/69655), [73348](https://issues.frontierstore.net/issue-detail/73348), [78112](https://issues.frontierstore.net/issue-detail/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](https://issues.frontierstore.net/issue-detail/78801)) - Fixed instances of transferring all cargo at once from ship to fleet carrier inventory to fail ### Elite Dangerous: Type-11 Prospector Update - Date: 2025-09-29 - Original notes: https://store.steampowered.com/news/app/359320/view/500585431504519814 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-500585431504519814 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/](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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/359320/view/500585431504519814]_ ### Elite Dangerous: Vanguards Patch 3 - Date: 2025-09-11 - Original notes: https://store.steampowered.com/news/app/359320/view/520850360628150586 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-520850360628150586 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 - Date: 2025-09-01 - Original notes: https://store.steampowered.com/news/app/359320/view/508464193954907205 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-508464193954907205 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](https://issues.frontierstore.net/issue-detail/78026)) - Fixed the Squadron Carrier Livery UI being blank for Russian, Spanish, Portuguese and French localisations (Issue ID: [77868](https://issues.frontierstore.net/issue-detail/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](https://issues.frontierstore.net/issue-detail/77823)) - Fixed instances of the On Foot Mission Board not filtering correctly (Issue ID: [77283](https://issues.frontierstore.net/issue-detail/77283)) - Fixed being unable to hand in and gain rewards for Team-based missions (Issue ID: [77996](https://issues.frontierstore.net/issue-detail/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 - Date: 2025-08-22 - Original notes: https://store.steampowered.com/news/app/359320/view/508463559463666136 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-508463559463666136 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**](https://issues.frontierstore.net/issue-detail/77833)) - Improved instances of Fleet Carrier hangar bay lighting not working correctly (Issue ID: [**77199**](https://issues.frontierstore.net/issue-detail/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 - Date: 2025-08-19 - Original notes: https://store.steampowered.com/news/app/359320/view/552373116697838363 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-552373116697838363 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](https://issues.frontierstore.net/issue-detail/63484)) **Issue Tracker Fixes ** - Fixed target info distance being obscured by cockpit lights (Issue ID: [77196](https://issues.frontierstore.net/issue-detail/77196)) - Fixed some gaps in the cockpit model for the Panther Clipper Mk II (Issue ID: [77212](https://issues.frontierstore.net/issue-detail/77212)) - Fixed instances of harsh shadow flickering in the Panther Clipper Mk II cockpit when facing a planetary location (Issue ID: [77218](https://issues.frontierstore.net/issue-detail/77218)) - Fixed thrust vectoring for the Panther Clipper Mk II engines whilst rolling (Issue ID: [77215](https://issues.frontierstore.net/issue-detail/77215)) - Fixed Gutamaya Corsair thrust vectoring when pitching (Issue ID: [77231](https://issues.frontierstore.net/issue-detail/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 - Date: 2025-07-22 - Original notes: https://store.steampowered.com/news/app/359320/view/508460644573381656 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-508460644573381656 Greetings Commanders, The highly anticipated Panther Clipper MK II from Zorgon Peterson is now available in Elite Dangerous via [ARX Early Access](https://www.elitedangerous.com/store/ships/panther_clipper_mk_ii)! 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](https://issues.frontierstore.net/issue-detail/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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/359320/view/508460644573381656]_ ### Trailblazers | Update 3.4 - Date: 2025-07-03 - Original notes: https://store.steampowered.com/news/app/359320/view/508458485971684752 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-508458485971684752 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 - Date: 2025-05-07 - Original notes: https://store.steampowered.com/news/app/359320/view/508453412573022100 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-508453412573022100 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 - Date: 2025-04-25 - Original notes: https://store.steampowered.com/news/app/359320/view/508452792038326757 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-508452792038326757 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 Eart _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/359320/view/508452792038326757]_ ### Elite Dangerous | Corsair Release Trailer - Date: 2025-04-08 - Original notes: https://store.steampowered.com/news/app/359320/view/508450875985888899 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-508450875985888899 Embrace a new age with the latest in Gutamaya design The multi-role capable Corsair is now available via ARX early access from the [Elite Dangerous Gamestore](https://www.elitedangerous.com/store/ships/corsair). Learn more: https://www.elitedangerous.com/corsair ### Elite Dangerous | Corsair Update - Date: 2025-04-08 - Original notes: https://store.steampowered.com/news/app/359320/view/508450875985888746 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-508450875985888746 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 ](https://issues.frontierstore.net/issue-detail/67198) - Fixed construction sites created in languages besides English not being visible in other languages beside English - Issue ID: [72916 ](https://issues.frontierstore.net/issue-detail/72918) - Fixed core asteroid mining not allowing extraction with Abrasion Blaster & Subsurface Displacement Missiles - Issue ID: [72134 ](https://issues.frontierstore.net/issue-detail/72134) - Fixed the mining tutorial lasers not working - Issue ID: [72203 ](https://issues.frontierstore.net/issue-detail/72203) - Fixed a LOD issue with the Krait Mk II Polarity paintjob when a shipkit is applied - Issue ID: [71544 ](https://issues.frontierstore.net/issue-detail/71544) - Fixed the colour strip on Rattler Blue paintjob for Cobra Mk III - Issue ID: [71617 ](https://issues.frontierstore.net/issue-detail/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 ](https://issues.frontierstore.net/issue-detail/70634) - Adjustments made to Squadron Paintjobs - Issue ID: [70887 ](https://issues.frontierstore.net/issue-detail/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 cod _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/359320/view/508450875985888746]_ ### Elite Dangerous | Trailblazers Update 2 - Wednesday March 19 - Date: 2025-03-18 - Original notes: https://store.steampowered.com/news/app/359320/view/802308936293157009 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-802308936293157009 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](https://issues.frontierstore.net/). ### Elite Dangerous | System Colonisation Claim unpaused - Date: 2025-03-14 - Original notes: https://store.steampowered.com/news/app/359320/view/802308936293155780 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-802308936293155780 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 - Date: 2025-03-05 - Original notes: https://store.steampowered.com/news/app/359320/view/532092240505340204 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-532092240505340204 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](https://www.elitedangerous.com/news/system-colonisation-claim-pause) 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! - Date: 2025-02-26 - Original notes: https://store.steampowered.com/news/app/359320/view/508447709615620258 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-508447709615620258 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! ](https://fron.dev/ST-ED-Trailblazers) System Colonisation will initially be available in a [Beta format](https://www.elitedangerous.com/news/system-colonisation-beta-details). 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 ](https://issues.frontierstore.net/issue-detail/67130) - Adjustments made to the behaviour for limpets. - [Issue ID: 67049 ](https://issues.frontierstore.net/issue-detail/67049) - Fixed Powerplay Assignments sending players to hack holoscreens that were not in the specified system. - [Issue ID: 68199](https://issues.frontierstore.net/issue-detail/68199) - Fixed nameplates of Fleet Carriers not correctly displaying in the hangar. - [Issue ID: 67340](https://issues.frontierstore.net/issue-detail/67340) - Fixed a crash when viewing Powerplay Strategic view on the Galaxy Map in VR. - [Issue ID: 67146](https://issues.frontierstore.net/issue-detail/67146) - Fixed orbit lines displaying in only one eye in VR. - [Issue ID: 66591](https://issues.frontierstore.net/issue-detail/66591) - Fixed instances of UI clicking sound persisting. - [Issue ID: 70714 ](https://issues.frontierstore.net/issue-detail/70714) - Fixed instances of the Cobra Mk V being attacked when docked at settlements. [Issue ID: 70727](https://issues.frontierstore.net/issue-detail/70727) - Fixed incorrect colouring of Mandalay Quest tanks. - [Issue ID: 71382](https://issues.frontierstore.net/issue-detail/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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/359320/view/508447709615620258]_ ### Elite Dangerous | Cobra MK V Update - 12 December 2024 - Date: 2024-12-11 - Original notes: https://store.steampowered.com/news/app/359320/view/539965930024730693 - Permalink: https://whatsnew.fyi/product/elite-dangerous/releases/steam-539965930024730693 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](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.