Elite: Dangerous har en egen tråd nå, og den er kun online

Terje

mostly harmless
Det kan fint spilles alene, det er en solo-mode hvor du ikke ser noe til andre spillere i det hele tatt. Men selv om du spiller i open så kan det gå langt mellom hver spiller du ser, om du ikke er midt oppi et sted der folk samles.

Det sagt så kan det lønne seg å starte i solo ihvertfall til du er kommet deg litt vekk fra systemet du starta i. Open er dessverre infisert av gankers og troll som særlig liker å gjøre livet surt for nye spillere i starter-systemene. Jeg tror det var noe sånt som mellom 70 og 80 prosent av spillerne som holder seg i solo eller i lukka grupper nå. Den mest populære gruppa er en PvE gruppe som heter Mobius. Den er åpen for hvemsomhelst og har nok medlemmer til at man treffer folk her og der på PC ihvertfall. Stort sett den jeg spiller i, men jeg foretrekker å spille for meg selv og har likevel hatt lite med andre å gjøre all den tida jeg har flydd. Man kan melde seg inn i Mobius på hjemmesida deres. Det er ingen mekanikk i spillet som forhindrer PvP i en gruppe og det hender en kødd melder seg inn for å lage helvete, men du skal ha bra utur om noe sånt skjer deg.

Man kan veksle mellom solo og open og gruppe som man vil med samme figur, det er ingen begrensninger sånn sett.

Hvor casual det er kan diskuteres. Dette er noe man må regne med å sette av mye tid til om man vil bli noe. En enkelt session trenger ikke være så lang, men progresjon går tregt i dette.
 
Sist redigert:

Terje

mostly harmless
Så i dag er dagen for v2.4. Ikke så mye nytt denne gangen, ihvertfall ikke som de vil fortelle oss om:

New Content & Features (Horizons)

  • Added mysterious and exciting things...
  • Holo-Me Save Slots - We have added save slots for different Commander appearances in the Holo-Me system
  • Holo-Me: Added 12 new hairstyles
  • Holo-Me: Added slots for Eyewear and Outfits
  • Synthesis can now create heat sinks, chaff, limpets and top up life support
  • Additional planetary bases added to the Colonia region for migration winners
  • Added mysterious locations we're not going to tell you about...




New Content & Features (Non-Horizons)


  • Added more mysterious and exciting things...
  • Ship Rebuy Penalty – When a player commits the crime of murder (PvP only), an additional cost is added if they swap to a less expensive ship before paying legal costs during the rebuy flow
    • Exemption for valid Powerplay PvP

  • Pilot’s Federation Bounty – When a player commits the crime of murder (PvP only), they receive an additional Pilot's Federation Bounty. This bounty is valid in every jurisdiction except anarchies
    • Exemption for valid Powerplay PvP

  • Inbox Revamp - Various quality of life improvements and a new look
  • New Chained Missions - Which can be longer than two steps
  • Hull/Canopy Repair Limpet controllers are now available
  • Preview game extras in outfitting - You will now be able to preview paint jobs and other game extras available for purchase
  • Stored ships can now be sold from the rebuy screen to cover the rebuy cost
  • Updated route plotting system:
    • maximum route plotting range is now 20Kly
    • route plotting is much faster
    • there is now an option to make use of neutron star boost when plotting routes
    • an icon is displayed on the route to show the last scoopable star before running out of fuel

  • Additional NPC stations added to support infrastructure and trade routes in Colonia region
  • Star systems renamed based on Colonia migration winners
  • Additional space stations added to Pleiades region to support civilian expansion narrative
  • Added search and rescue contacts to stations across the galaxy
  • New and improved salvage scenarios added to support search and rescue gameplay
  • Made salvage commodities legal to pick up from wreck sites (will still appear illegal if dropped by ships as that is not salvage)
  • Added more mysterious locations we're not going to tell you about...
Pluss en haug med utbedringer forstås, masse å gå igjennom i changelogen:

Fixes and Improvements

Audio Fixes and Improvements
  • Fixed some missing landing pad audio
  • Fixed other player's ships being nearly silent when close to planet's surface
  • Fixed ship engines sounding strange when loading into another player's ship in Supercruise in Multi-crew
  • Fixed System and Planetary Map surface ambiance audio not working
  • Ensured that exploration music does not play when near a Planetary Port
  • Fixed an issue where the "Shields offline" audio played after every jump when shields were turned off
  • Fixed the vessel voice temperature warnings not working in Supercruise
  • Mysterious audio for mysterious things.....



Controls

  • Fixed a responsiveness issue that could occur when using the D-Pad of a controller on the galaxy map
  • Fixed an issue where the driving mode switches were not bound in the Classic Context controls preset
  • Added default bindings for the vanity camera switch views for keyboard and mouse control scheme


Companion API

  • /market now uses the correct commodity names and will include prices for legal commodities in the current ship's cargobay that are neither produced nor consumed at the current station
  • Calling /market with rare commodities in the cargobay will now produce the correct sale price for them in game
  • /profile now uses the correct galaxy state for controlling Factions and Superpowers, and uses the correct names for some modules, recipes and customisations
  • /profile now includes Fighters, SRVs, Name and ID of ships
  • /profile now includes most modifications of the current ship's modules, with a few exceptions:
    • Ship armour, hull reinforcements, shield generators and shield boosters return their absolute values for the resistance modifiers, not just the engineer modifiers
    • Modifications to weapon burst size do not automatically affect clip size
    • Burst size and burst rate overrides do not report their consequences for attributes like damage per second
    • Special modifiers are listed, but are not broken down into their effects


Controls

  • Added default bindings for useful Multi-crew functions for the Thrustmaster T-Flight HOTAS range


CQC

  • Fixed the 'Waiting for Players' and 'Starting Game' text that was obscured on the Elevate map
  • Fixed a UI issue whereby many weapons were incorrectly displaying the 'gimballed' icon on the HUD


Engineers

  • Engineers should no longer distort influence % displayed for the other factions in that starsystem


Factions

  • Encourage factions to not expand into starsystems that require permits
  • Factions that fail to expand from a starsystem after an Investment state has boosted their expansion range will no longer try to expand from that starsystem in the future
  • Factions that retreat from a starsystem will subsequently treat that starsystem as a low priority when choosing an expansion target


Fighters/Crew

  • Restored the missing descriptions for the GU-97 and Taipan Fighter when viewing their details via the Roles panel


Galaxy Map/System Map

  • Updated some textures in the System Map to reduce memory usage (without reducing the quality)
  • Fixed an issue whereby you would not get a failed message when plotting an economical route
  • Fixed an issue with how the Gemini Constellation was being drawn on the Galaxy Map
  • Corrected an issue whereby the completed mission indicators were not updating correctly on the System Map
  • Fixed an issue where ships that have been transferred were not displayed at the correct location on the Galaxy Map after logging out
  • Corrected the colour of the Metals trade routes shown on the map to match the colour shown in the legend bar
  • Fixed an issue whereby the System Map popup auto minimised when using a control pad
  • Tweaked the route progress bar to show when updating route options
  • Fixed an issue that caused route plotting to plot a route twice if you have neutron star boost turned upon starting a new game session
  • Fixed an issue whereby long range route plotting failed to update route target after 1000 ly jumped


General Fixes & Tweaks

  • Brazilian Portuguese language translation is now available (A special thanks to our volunteer localisation testers has also been added to the credits)
  • Fixed datestamps on inbox messages
  • Various text fixes
  • Various localisation fixes
  • Added some mysterious things which get unveiled over time...


Holo-Me Creator


  • The Escape key will no longer exit the Holo-Me system
  • Fixed a rendering issue that could occur when a Commander's hair overlaid certain environmental fog effects
  • Fixed the 'Grime' facepaint not being very visible when applied in the white colour option
  • Corrected the order for some of the female skin tones for the smooth complexion head type
  • Fixed an issue whereby the 'Full 02' mouth shape was also incorrectly adjusting the jaw size
  • Fixed issue whereby players could apply rank decals to their flight suits for ranks they have not yet obtained
  • Fixed an issue where the Holo-Me screen was not focusing on the face when editing the "Complexion" tab
  • Fixed the save prompt appearing when no changes had been made to your Commander
  • Fixed an issue whereby the 'Loading Commanders' notification would display indefinitely after changing you Commander's gender
  • When changing the Commander's gender after previewing or equipping a suit, the suit will now transition properly rather than resetting


Missions

  • Add distance from starsystem entry to mission destinations
  • Ship kills, and actions to complete planetary hack and disable missions will now only contribute to a single mission, this will be the earliest mission accepted
  • Refactored mission selection to promote a wider selection of missions on a single board.
  • Refactored mission selection to promote a better spread of missions across factions
  • Refactored mission selection to heavily promote selection of conflict missions for both sides involved
  • Refactored mission selection to more reliably generate permit, engineer, and rank missions at eligible stations.
  • Slightly rebalanced micro resource reward selection probabilities
  • Added an inbox message when passengers alight from the ship
  • Follow-on missions can include more data about previous missions in the chain
  • Added support for missions allocating additional rewards based on station distance from the jump-in point
  • Optimisations to how system data caching for secondary sites is stored and requested
  • Significantly improve mission board loading, especially for those on high-latency networks
  • Fixed message text when trying to accept missions past the mission limit (No longer says "... of this type" when it means total missions)
  • Fixed passengers on tourism missions not realising the player hadn't gone to the right beacon when on multiple-site trips
  • Fixed localisation text for certain parts of Ram Tah's ruins mission in languages other than english
  • Fixed an issue whereby missions could still be locked even if you met the minimum reputation requirements
  • Fixed some over-inflated mission rewards
  • Increased the chance of in-space chain missions spawning
  • For ship kill missions, the mission giver is considered when deciding if a kill should count. This allows for some mission stacking, but only when missions are from different factions
  • Fixed issue whereby courier missions were only spawning at Elite rank
  • Fixed an issue where legal massacre missions were not displaying the mission title in the inbox message after completion
  • Increased the time limit for long distance missions
  • Chain mission inbox messages now better indicate the name and known station of the mission giver
  • Fixed an issue where the same assassination target could appear in a later chain mission or other mission board missions
  • Fixed an issue whereby location information was not displaying correctly for assassination Chain missions that occurred after an altruism mission
  • Fixed some string text that appeared in a chain mission's historical data
  • Fixed an issue whereby Chain missions could persist after deleting your save
  • Reduced the amount of Long Distance missions that will generate
  • Multiple Planetary Scan missions will no longer complete after a single scan
  • We now include the faction and station name in chain mission inbox messages


Multi-Crew

  • Fixed an issue where if a crew member joined a helm docked in the hangar, the crew would appear docked on the surface while the helm stayed in the hangar
  • Fixed the Multi-crew power distribution pips being reset during Hyperspace and Supercruise transitions
  • Fixed holograms on a Fighter's HUD disappearing during Multi-crew
  • Fixed missile lock audio not working correctly in Multi-crew
  • Fixed an issue where the gunner role has less range when using scanners than the helm role has
  • Fixed an issue where the menu could become locked when quickly attempting to access the Mult-Crew Options (top left panel) during MultiCrew as non-helm role
  • Added a default binding for the multicrew mode switch when using the mouse and keyboard control scheme, the key is Tab
  • Fixed an issue where the holograms on a Fighter's HUD disappear during a Multi-Crew session
  • Made some tweaks so Mutli-crew gunners in the third-person view can no longer automatically target their own launched projectiles
  • Implemented a fix for crew members not always collecting exploration data when scanning a nav beacon


Network

  • Re-enabled UPnP by default in the AppConfig
  • Improvements made to prevent network disconnections in poor network traffic conditions


NPCs

  • Fixed an issue whereby forgetful Military NPCs could sometimes have left their weapons at home
  • Shooting a capital ship in a scenario where they are the bad guys no longer lands you with a bounty on your head
  • Trigger-happy NPCs will now only shoot missiles once the target's shields have dropped
  • Fixed the falling skimmer issue that could occur on planet surfaces
  • Fix for capital ship movement issues


Outfitting

  • Fixed an issue that sometimes prevented players from selecting stored modules in Outfitting
  • Fixed an issue where livery items would not appear the first time they are clicked upon
  • Various outfitting items have had their descriptions fixed
  • Fixed an issue where Bobbleheads were not appearing in the Livery section
  • Fixed an issue where clicking "remove" on a decal slot when no decal was fitted caused the menu to stop responding
  • Vehicle/Fighter sub slots are no longer displayed when transferring an optional internal module from stored modules
  • Fixed an issue whereby ship kits would not preview correctly after quickly switching module slots
  • Fixed an issue whereby when purchasing one or more class 6 planetary vehicle hangers, the class was not correctly detailed for the vehicle slots contained within it
  • Fixed an issue where some ship nameplates were incorrectly displaying the ship ID


Player Journal

  • Added "Luminosity" property to "Scan" event for a Star
  • Added "MissionRedirected" event
  • Added "SearchAndRescue" event
  • Added "SellShipOnRebuy" event
  • Include Latitude and Longitude info in Screenshot event if appropriate
  • Include transfer time to FetchRemoteModule
  • Include info about online friends at startup
  • The 'Scan" event is generated for all bodies in a system, when scanning a navigation Beacon
  • Added "RepairDrone" event
  • Added "Music" event
  • Population statistic now included in the system info on 'FSDJump'
  • included info about StationServices available when docking at a station
  • Info about all bodies in the system added when scanning a Nav Beacon. If you have a Detailed Surface Scanner installed, this will include detailed info (such as materials available on landable bodies)
  • Included 'TransferTime' property in 'ShipyardTransfer' event
  • Added mission name to player journal for mission redirect message journal entries
  • Fixed an issue whereby Nav Beacons needed to be scanned twice for correct journal entries


PlayStation 4

  • Added a toggle to switch between tilt and rotate for headlook with motion controls
  • Fixed an issue where the amount of time played would become stuck at 0
  • Fixed numerous crashes
  • Fix for an issue where the “Refined Taste” Trophy was not triggering correctly
  • Adjusted link on Passengers Training Video to direct you to the correct video
  • Fixed an issue where you would be prevented from selecting control presets when booting the game with the T-Flight HOTAS 4 connected
  • Fix for becoming stuck on the Engineers screen after viewing pinned blueprints
  • Pressing Triangle on the Galaxy Map will now jump to your current location
  • Swapped the left and right stick icons around so they’re no longer confused about their directions
  • Added a default binding for deploying your Cargo Scoop with the T-Flight HOTAS 4.
  • Added a default binding for targeting while in the SRV with the T-Flight HOTAS 4
  • Fixed an issue with the heat sinks on the Imperial Cutter disappearing when viewed from close by
  • Fix for numerous audio issues including distortion during dog-fights


Render

  • Fixed a macOS specific issue with asteroid decals having bright textures when mining
  • Fixed a macOS specific issue that saw station lights rendering through your ship's geometry
  • Made some tweaks to prevent certain landing pads from being visible when using the vanity camera when docked in a hangar on a planet
  • Fixed an issue that could lead to other Commanders floating around the screen when inspecting a fighter or SRV
  • Fixed an issue with planet surface textures jittering
  • Improvements made to station LOD (level of detail) when in a Wing
  • macOS: Fixed an issue with gas giants not rendering correctly
  • Fixed an issue whereby ship shadows were missing when first arriving at a planet's surface
  • Fixed hologram scaling issue when targeting a torpedo


Server

  • Fix a cause of stored ships shown on the galaxy map, but were inaccessible from the shipyard
  • Fix a transaction server error when transferring stolen cargo between SRVs and Ships
  • Fix displaying the wrong language labels for Community Goal reward tiers
  • Fix displaying the wrong language in multi-crew session reports
  • Fix some incorrect faction superpower allegiance and government types used for the galaxy map, system map, commodities and outfitting services
  • Stop displaying 'main menu' as a last location in top bounty local news reports
  • Fix a transaction server error when passengers leave ship cabins
  • Fix a transaction server error in outfitting
  • Various reliability and performance improvements
  • Fixed the selling of stolen salvage commodities at blackmarkets
  • Stopped mission cargo from being sellable at the market it was given at
  • Fixed some friends incorrectly appearing offline
  • Fixed certain synthesis boosts lasting too long


Ships
General Ship Fixes and Improvements

  • Fixed an issue where players could not switch ships if they had drones in their ship's hold
  • Adjustments made to the Corrosive 1 Paint Job so it works better with non-Raider Ship Kits
  • Fix for Shield Cell Banks having no audio or visual effects when deployed
  • Fixed an issue with accented characters in ship names not displaying correctly


Anaconda

  • Fixed error that could occur when attempting to change the Anaconda's livery when an Engineer's modified shield generator is equipped
  • Fixed a LOD issue with Anaconda Paintjobs
  • Tidied up some textures


Asp Explorer


  • Fixed a naming inconsistency with the Corroded Livery


Diamondback

  • Fixed some LOD issues


Diamondback Explorer

  • Fixed some lighting issues


Dolphin

  • Fixed some texture issues with the Excursion Paint Job
  • Flipped some text on the cockpit fire extinguisher
  • The Dolphin now casts a shadow correctly when in the hanger
  • Fixed a texture error that occured when the Dolphin's shields were hit when viewed from another ship


Eagle

  • Fixed some texture issues


F63 Condor

  • Adjusted lighting in the livery screen


Federal Corvette

  • Made adjustments so that the bumper Ship Kit works better with Paintjobs
  • Fixed some clipping that could occur with a Class 1 Cannon in the small size 1 hardpoint
  • The 3rd chair in the Federal Corvette is no longer manufactured by DeLacy and has been replaced with the appropriate Core Dynamics model


Federal Dropship

  • Patched a hole in the geometry
  • Adjusted the nameplate camera for the Federal Dropship when using VR


Imperial Courier

  • Made adjustments to the decals to prevent clipping
  • Adjusted decal 1's camera angle to prevent clipping when using VR


Imperial Eagle

  • Removed some stray geometry that was in the cargobay area
  • Fixed some stretched textures that could be seen when your canopy ices up
  • Minor texture and geometry fixes


Keelback

  • Rescaled the front decal so it does not cover recessed geometry


Lakon Type 6

  • Added new hanger cameras for the Lakon Type 6 for the rear Ship Kits and the wings


Lakon Type 7

  • Fixed a LOD shadowing issue on the top of the Lakon Type 7
  • Fixed some missing cockpit textures when viewed using the Vanity Camera


Lakon Type 9

  • Added lights to the wings of the Lakon Type 9 so that nameplates can be seen


Python

  • Corrected several vanity camera orientations


Sidewinder

  • Fixed the smoothing groups on the sidewinder cockpit glass to improve LOD visuals when panning at close range


Viper MkIII

  • Fixed some clipping that could occur when equipping a spoiler Ship Kit
  • Fixed a text decal on the rear of the Viper which was cutting through the hull geometry


Viper MkIV

  • Changed the hanger cameras with rear facing cameras for the spoiler and tail Ship Kits


Vulture

  • Patched up a small hole in the Vulture cockpit
  • Fixed an issue with the Vulture's co-pilot console


SRV

  • Fixed a text overlay issue with the Surface and System map buttons in the Navigation Panel when driving an SRV
  • Fixed an issue that caused the mouse direction cursor to not appear when driving an SRV


Stability Fixes

  • Fixed a crash that could occur when a nearby NPC ship was docking in a station
  • Fixed a crash that could occur when saving and exiting back to the main menu
  • Fixed a crash that could occur when reviewing Multicannon hardpoints in Outfitting
  • Fixed a memory crash that could occur in various situations while playing
  • Fixed a crash that could occur when entering an Unidentified Signal Source
  • Fixed a crash that could occur when dropping in to a Civilian Installation
  • Added a cool mystery thing...
  • Fixed a crash that could occur when entering Supercruise
  • Fixed a crash that could occur when attempting to delete an inbox message
  • Fixed a crash that could occur when loading in to an SRV
  • Fixed a crash that could occur when visiting Jaques Station in Colonia
  • Fixed a crash that could occur when entering the Planetary Map view
  • Fixed a crash that could occur when scanning another Commander's ship while in your SRV
  • Fixed a crash that could occur when firing weapons that apply the camera shake effect at targets that cannot be shaken
  • Fixed an issue where swapping to an newly docked fighter would disconnect you from the server
  • Fixed a crash that could occur when destroying a Goliath Skimmer
  • Fixed a crash that could occur when following a wake scan
  • Fixed a disconnect issue that could occur when deploying a Fighter when in Multi-crew
  • Fixed a disconnection that could occur when loading into the game for the first time
  • Fixed a rare crash that could occur when using the mouse to move the camera when in the cockpit
  • Implemented measures to help prevent crashes that could occur when quickly deleting inbox messages
  • Fixed a crash that could occur when joining or leaving a Multi-crew session
  • Fixed a crash that could occur when using the System Map
  • Fixed a crash that could occur when using Synthesis
  • Added another cool mystery thing.....


Station Services

  • It is no longer possible to sell stolen items that you received as part of a mission on that station's black market


Stations and Outposts

  • Outpost weapons platform has been completely updated with new art
  • All Outposts have had an art pass to fix minor issues and improve visuals
  • Outpost schematic rendering is now fixed to show all the extra modules, not just the core outpost
  • Modular Stations have had an art pass to fix minor issues and improve visuals in some areas
  • Various station schematic models have been updated to improve quality and fix orientation issues
  • Physics mesh optimisation in the newer station interiors to improve framerate
  • Various updates to station interiors to fix minor art issues and improve LODs


StellarForge

  • Renamed Eol Procul Centauri 1 to Hutton Moon


UI

  • Fixed an issue where the fuel scooping UI element would overlap with the jump charging element
  • Fixed an issue that could cause your inbox to become garbled when deleting messages
  • Fixed an issue where gunsights were not rendering correctly
  • Fixed some icons that were missing in the Multi-crew role switch panel
  • Fixed an issue where the Multi-crew session report could overlay incorrectly and not be closed when opened in the Gunner Cam mode
  • The Insurance screen will now show the last ship you were flying by default
  • Livery items you own will now be indicated with a tick
  • Removed an invisible button to nowhere from the Station Services menu
  • Corrected the Commander portraits appearing at a lower resolution in the Station menu
  • We have made some cosmetic improvements to the layout of the Insurance screen
  • Fixed an issue where a Wingman's target marker could disappear when they target a subsystem
  • Fixed an issue whereby the 'Buy Game Extras' button would not work correctly when using a mouse
  • Made some changes to better accommodate text and prevent it from being cut off when playing the game in Russian
  • Fixed an issue where faction text was overlapping Engineer details while docked at an Engineer base
  • Scanning indicator now appears correctly in the Contacts panel when scanning a Commander
  • Powerplay inbox messages will now show the name of the power that you are aligned with as the sender
  • Fixed an i$$ue where Commander name$ that contained '$' were not di$playing correctly
  • Fixed an issue whereby other players were not displayed as hollow squares on the scanner
  • Players that have you on their sensors are now informed when you enable or disable "Report Crimes Against Me". Additionally, enabling crime reports now has a 15 second delay before actually becoming active (there is currently no delay when disabling crime reports)
  • Made some changed to ensure the Navigation Panel UI stays in sync with the backend code
  • Fixed some ship names that were incorrect on the 'Sell Ships on Rebuy' screen
  • Fixed an issue that caused various elements of the UI displaying the currently selected destination to be out of sync, and allow surface destinations to be selected from the SRV
  • Fixed a small dot that appeared next to the throttle pin on several ships
  • Re-aligned the cargo scoop UI
  • Fixed an issue whereby selecting to transfer a module from the list of stored modules displayed an incorrect list of viable slots
  • Fixed an issue where the title of an inbox message would not fade out when the message had been read
  • Improvements made to the Outfitting Livery UI, so it no longer resets to the top of the list when moving between slots
  • Fixed some cut-off text on the 'Your Stored Ships' button within the Insurance Screen
  • Fixed some cut-off text on the Taipan Fighter's role information screen
  • Fixed an issue whereby the voice comms request icon temporarily appeared on the incorrect user in a player's friends list
  • Fixed some text that was cut-off in the Holo-Me UI when playing the game in some languages
  • Made some adjustments to prevent issues that could occur after Alt-Tabbing when in the Holo-Me UI
  • Fixed some overlapping that could occur in the inbox message titles
  • Fixed an issue where the no indication that a jet cone boost is due when using this option to plot a route appeared on the HUD


VR

  • We have made some adjustments to mouse behaviour when viewing the Holo-Me menu in VR so that it matches other UI screens
  • We have disabled the bloom effect when using the VR graphical presets by default, as it could be a bit hard on the eyes
  • Fixed a tiling issue that occurred when taking high resolution screenshots when using VR
  • Adjusted a variety of outfitting cameras across a range of ships to work better when using VR
  • Fixed an issue whereby the HUD target reticle was displayed inside your cockpit in one eye when using VR


Weapons

  • We have made some improvements to the animations on railguns
  • If you're still reading this we're definitely not telling you about the mysterious things, you'll have to wait and find out......


Xbox One

  • Added 25 new Achievements
  • T.Flight Hotas One support
  • Fix for an issue where Ship IDs would only show 5 characters despite 6 being entered

Har kjent kløa etter å fly litt igjen i det siste, så skal ikke se bort fra at jeg begynner å fyre opp spillet igjen snart nå.
 

Terje

mostly harmless

Så etter at Horizons sesongen har vart i to år så er det duket for neste, og den blir å hete Beyond. Det er altså neste utvidelsen man må betale for, som vil få flere større oppdateringer underveis uten det må betales noe mer. Det er ikke gitt noen lanseringsdato, men betaen for Beyond - Chapter One starter 25. januar. Det er ikke rare detaljene som er avslørt, men noe vet man:

New Ship: Chieftain
Elite Dangerous Horizons Commanders will also be able to take to the stars in the new Alliance Chieftain, designed not only to dish out punishment, but to avoid it. Manufactured by Lakon Spaceways, the Chieftain is more maneuverable than ships of similar size and weight, and its combat profile means it can more than hold its own in a fight.

Improved Core Mechanics
Chapter 1 of Beyond will bring improvements to some of Elite Dangerous' core mechanics, including accessibility enhancements to the engineering mechanics, an overhaul of mission rewards and big changes to Crime and Punishment. We’ll be sharing more information on the changes to Crime and Punishment, and the Engineers in a future post here on the forums and in the livestreams mentioned above.

Wing Missions
Chapter 1 of Beyond will give you the chance to take on wing missions with your fellow Commanders, sharing both the efforts and rewards.

Revised Trade Data
Commanders will now be able to access trade data from systems they have previously visited, in order to make more informed decisions when shipping goods across the Milky Way.

Planetary Visual Improvements
Chapter 1 also includes the first of the planetary visual improvements coming as part of the Beyond series of updates (with more surface level improvements coming later in the year) bringing a new vibrancy to the Elite Dangerous galaxy.

GalNet Audio
With the introduction of GalNet Audio, you will be able to catch up on the latest news from across the galaxy without ever leaving the action.
Og det var alt. Betaen er åpen for alle som allerede har Horizons.
 

Terje

mostly harmless
Dagen er kommet og v3.0 er ute. Og den koster den nette sum av ikkeno, hvis du har Horizons alt. Det viser seg at disse Beyond oppdateringene, som det vil bli fire av, fortsatt hører inn under Horizons sesongen. Men Beyond er fortsatt versjon 3.0. Forstå det den som kan.

Det vil derimot også dukke opp noe såkalt premium content som de vil ta seg betalt for. Nøyaktig hva det betyr er TBA. Som sagt av en utvikler i dette foruminnlegget: In addition to all the content talked about at Frontier Expo, we also have some pretty cool things in the works which will be available to purchase. We're not ready to talk about them just yet so we can't give you any details.

Det er såklart en haug med nye ting og forbedringer:

Greetings Commanders,

Here's an overview of all the features coming to Elite Dangerous: Beyond - Chapter One. With one or two exceptions (outlined within the section) the information below is how the feature will work at launch of Elite Dangerous 3.0.

Enjoy!

---------------------------

Engineering Improvements

Engineering has been significantly updated in Beyond Chapter One, focused on a single principle: the process should always result in an improvement on your existing module.

You now progress a module’s capabilities through a series of modification grades, with every upgrade you craft improving the module you apply it to. Any penalties are static and visible upfront.

Experimental effects are no longer randomly applied but can be purchased by spending materials, putting the choice fully in your hands.
Increasing your reputation with an Engineer, reduces the number of rolls you need to progress through lower grades. This means you will be able to reach higher grades much more quickly if you have a higher reputation with an Engineer.

You can now remotely engineer your modules. You can pin all grades of a blueprint and upgrade at any starport (or planet port) that has outfitting.
Material Bucketing
Rather than a single large storage of materials that would become filed with un-wanted resources, we have split this into per materials buckets vastly simplifying its management. The tier of the material affects how many can be stored. The storage works in the following manner:

Tier 1: 300
Tier 2: 250
Tier 3: 200
Tier 4: 150
Tier 5: 100

Materials Trader

We’ve also added a new contact called a Materials Trade, providing players the ability to hand in materials in exchange for others at set exchange rates based on grade and material type.

This will allow players to trade for rarer items or items obtained by gameplay they do not want to take part in (E.G. killing trade ships) as well as converting stockpiles of unwanted materials to ones that the player needs.

This is not intended to replace material gathering completely, but be a useful tool to help shorten the gameplay loops around gathering materials, making engineering more accessible.

• Allow players to trade one material of another in a single trade.
• Only one trade at a time can be completed.
• Material traders operate on a true barter system. There are no credits involved.
• Traders are split into types – Raw, Manufactured and Encoded.
• Each trader type only trades in their type of materials and can be found in different economy types. Locations material traders can be found are:
- Raw Materials Trader: found at extraction and refinery economies, only trades in raw material found on planet surfaces and planetary rings.
- Manufactured Materials Trader: Found at industrial economies, only trades in manufactured materials.
- Encoded Materials Trader: Found at High Tech and Military economies, only trades in encoded materials.
- Systems also need to be mid to high security systems and have populations between 1,000,000 and 22,000,000.
• Materials Traders will not show up in anarchy systems.
• Materials Traders will not show up at stations that are currently controlled by a criminal faction.
• Materials Traders will be unavailable when a station is damaged, under repair or put on lockdown.
• Horizons is required to use Material traders.
• Material traders can be found using the new map view configuration ‘By Service’ option. This has a 40ly range and only shows traders that you have discovered.
• Material traders will also be shown on the system map in the station services list.
• Material traders will appear in the Human Bubble, Colonia and Pleiades regions at economies types listed above.


Galnet Audio

At the simple click of a button, you’ll now be able to listen to GalNet audio whilst flying your ship.

All you have to do is select the play button at the bottom of the right-hand system panel in your cockpit to play through the headline news stories.
If you’re looking for a specific story, or you want to curate your own playlist of handpicked news, you can do so by opening up GalNet news from the same panel and select the stories individually.

GalNet news will fade in and out depending on the situation, and stop altogether in some key situations. In some cases, such as counting down to hyperspace jumps, the news will pause and then resume once the countdown is complete. The story, or playlist, will continue from where you left off.


COVAS Customisation

COVAS (Cockpit Voice Assistant) is a new addition to Elite Dangerous and the first of these will be Victor, ready at the launch of Chapter One of Beyond. Commanders will be able to change their COVAS at the Starport Services livery customisation section.

It is also possible to choose a different COVAS for your SRV to your ship, you'll need to head over to the SRV customisation bay to change your preference.

And... if you miss Verity, you'll be able to change the COVAS back.

Frontier is working in partnership with HCS to bring you new COVAS packs in the future. These voices are intended to bring a new flavour to commanders out in the black, however, it's important to note at the current time we do not intend to introduce celebrity voice packs.

Crime and Punishment

Note: a small number of crime related features are listed as “Coming Soon”. We hope to deploy these updates within a few weeks of Chapter One’s launch.

Bounties and Fines

• Bounties and fine are applied to the ship you're in.
• Fines never mature into bounties.
• Bounties never become dormant.
• Bounties never expire.
• Fines can be paid off at security contacts.
• Bounties can be cleared by Interstellar Factors (when your Notoriety is 0).

These changes aim to simplify crimes. You will now have more control over your criminal status risk and reward. You can store a ship with bounties on (a hot ship), hiding your criminality, but at the cost of not using the ship. Bounties are now more significant as only Interstellar Factors can clear them.

Notoriety and Murder

• Commanders gain a ’notoriety’ rating, a value between zero and ten.
• Notoriety increases by one whenever a Commander commits a murder crime.
• Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
• For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
• If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.
• In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
• Notoriety is linked directly to the Commander, regardless of which ship they fly in.
• Any Notoriety means the interstellar factors cannot clear your fines or bounties.
• Notoriety is not increased for killing mission targets.

These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.

Currently, any death that results from collisions will not apply to the notoriety penalties nor will it increase notoriety. This is to prevent griefing by cheap ships against expensive vessels.
Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.

Hot Ships and Modules

• A ship with bounties on it is hot.
• A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
o Elsewhere - ship transfer costs are increased for the hot ship.
• Modules taken from a hot ship are hot modules.
• Hot ships can be cleaned of bounties and fines using Interstellar Factors.
• Hot modules can be cleaned in storage for a price based on the module's value.
• Hot modules cannot be placed in a clean ship.
• Hot ships and modules can be sold at a mark down.

These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.

Friendly Fire and Reckless Weapons Discharge

• The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
• A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine.

These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued.

Anonymous Access Protocols

• When in a hot ship, port services are restricted in jurisdictions where the ship is wanted (your ship logs in anonymously).
• Fines prevent access to all services except missions in progress, security contacts, Interstellar Factors and black markets.
• Bounties prevent access to all services except missions in progress, Interstellar Factors and black markets.

This helps to make sure there are consequences for your crimes without your vessel being destroyed.

Power Bounties

• Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties.
• Power bounties can only be detected and claimed by Commanders pledged to the power that issued them.
• Commanders destroyed for their Power bounty are not processed as criminals and do not pay any additional costs during respawning.
• Authority ships will no longer get involved with Powerplay. For example, A Hudson Commander can still attack a Patreus Commander with impunity in a system controlled or exploited by Hudson. However when the Patreus player fights back they will get a Power bounty and no authority ships will be summoned.
• Powerplay NPC ships have an increased chance to travel in packs for increased defence.

Power bounties remove Powerplay from the standard crime response, allowing consensual PvP without interference.

Advanced Tactical Response

• Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
• ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
• ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
• The security of the system determines the level of crime before they are summoned
• ATR ships arrive with full knowledge of their target and are cleared to arrive "weapons hot".
• Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system.

Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulation as well as challenge heavily engineered ships.

Crime and Ship Destruction (Coming Soon)

At 3.0 launch, you will respawn at a starport of the faction that controls the system when you are clean rather than the faction who controlled the jurisdiction you were destroyed in, and will pay bounties and fines for this jurisdiction, along with bounties detected.

Whilst 3.0 rules work, the changes proposed below will make the system clearer and work better with the revised Kill Warrant Scanner, which will be updated at the same time.

• When a hot ship is destroyed where it is wanted the Commander will respawn at the nearest Detention Centre.
• There are lots of Detention Centres in human space.
• When respawning at a Detention Centre, a Commander *must* pay off their bounty or fine for the jurisdiction where they were destroyed and any bounties detected by a Kill Warrant scan, in addition to their rebuy cost - all other bounties and fines remain attached to the ship.
• When a ship is destroyed where it is not wanted it will respawn at a starport owned by the jurisdiction’s controlling faction.
o If there are no appropriate starports, it will respawn at the last port it was last docked at.
• When a ship is destroyed where it is not wanted but hostile to the jurisdiction’s controlling faction, it will be deported and respawn at the nearest Detention Centre.

This change makes the crime flow more consistent and plausible and ensure you will not be trapped by re-spawning in a station you are hostile.

Kill Warrant Scanner (Coming Soon)

The Kill Warrant Scanner in its current form will detect the single largest bounty on the scanned ship. However, based on in-depth feedback and dialogue on the forums we are looking to release an updated version.

We’ve listened to and incorporated all of the feedback regarding the Kill Warrant Scanner and we’re pleased to reveal the following solution. It addresses all of the concerns, from collecting bounties in different systems, to safeguarding reputation, to tactically supporting factions, to actually allowing the scanner to grant a kill warrant!

• The Kill Warrant Scanner detects all bounties issued by system factions in every system.
• The Kill Warrant Scanner grants a license to kill if at least one detected bounty is issued by a faction that is aligned to the same superpower as the current jurisdiction.
• When used, the Kill Warrant Scanner prevents reputation loss for destroying ships, except criminally aligned vessels.
• NPC ships can have bounties for factions not present in the current system, favouring nearby systems where possible.

Making this change involves a significant amount of under the hood changes to the way bounties are generated, which increases the robustness of the whole bounty system. This has meant that this Kill Warrant Scanner update will deploy a little after Chapter One’s launch.

Superpower Bounties (Coming Soon)

These are not currently in the game but are an important compliment to our core fixes that will be rolled out with the Kill Warrant Scanner update.

• When you gain five or more bounties for factions aligned to the same superpower, a superpower bounty is issued against you.
• Superpower bounties are valid for every jurisdiction aligned to the superpower.
• Superpower bounties are detected by a basic scan.
• When a superpower bounty is detected, all bounties issued by factions aligned with the superpower are also detected.
• Superpower bounties grant credit rewards and reputation for the superpower.

We’ve looked at all of the feedback concerning bounties, background simulation and the Kill Warrant Scanner, and these rules are the result. Because they are changing from our original interpretation, they will be deployed along with the update to the Kill Warrant Scanner and ship destruction rules tweaks.

Superpower bounties add consequence to those who commit crime sprees across multiple systems. They also help define clear boundaries between Empire, Federation and Allied space.

Planetary Improvements

We have overhauled the surface material system for the rocky, high metal content and metal rich planets. We have pushed the system to get a lot more out of it, but this is just the first step towards further major planetary system improvements. The contrast and variation across and between bodies is much improved.

We also hope that these planetary visual improvements (with more surface level improvements coming later in the year) will also bring a new vibrancy to the Elite Dangerous galaxy, encouraging wanderlust explorers to discover far systems and planets.

The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds. In addition, binary rocky/metallic planets more accurately simulate having similar colourations from shared formation materials where appropriate.

We have a range of colourations for:

Rocky High Metal Metal Rich
No Volcanism No Volcanism No Volcanism
Low Volcanism Low Volcanism Low Volcanism
Mid to High Volcanism Mid to High Volcanism Mid to High Volcanism

See the visual improvements for yourself here:

The Chieftain

The Alliance Chieftain is a medium-sized ship that has been designed not only to dish out punishment, but to avoid it. Manufactured by Lakon Spaceways, the Chieftain is more manoeuvrable than ships of similar size and weight, and its combat profile means it can more than hold its own in a fight. The ship also boasts three internal military compartments, allowing the pilot to equip a shield cell bank, hull reinforcements and module reinforcements.

Important note: as there are no Alliance ranks, you will not need a specific rank to unlock this ship.

Get a closer look at the Chieftain and see it in action on the stream here:
Brief Chieftain outfitting can be seen here:

Tech Broker

Technology Brokers are dealers in new and rare technologies and items. These contacts appear in various stations across known human space and can generally be found in highly populated systems with a high security level. Visit tech brokers to see what items they currently have available and complete set requests to unlock these items by handing in the required commodities and materials. The addition of Technology Brokers allows pilots to acquire new items based on their personal narrative giving even more ways to play elite your way.

For more details about the new Tech Broker, check here:
Trade Data Changes

We are making changes to the commodities markets and the galaxy map to allow players to find profitable trades more easily in-game.

In the game at the moment, by default the galactic average column shows the average price of the commodity or rough profits from various stations where you have purchased the trade data from.

How trade data works in Beyond Chapter One:

• Commanders will be able to select the trade data column header to enter the trade data overlay.
• From there, you can select specific markets by typing in the system name or finding the system using the galaxy map.

Important note: only systems you have docked in or scanned the 'Nav Beacon' at will display a result when entered, so the more systems you visit in the greater the amount of trade data you will have to use when looking for a potential profit.
• Once a system is selected, as long as you have the trade data, a tab will appear.
• Using this you can select which market in the system you want to display the trade data for.
• You can now select whether you want to show export profits (the money you would make when exporting to the system) or import profits (the money you would make from importing goods from the system to your current market).
• Once the parameters have been chosen, you can hit the OK button to display the data for the selected market on the commodity market screen allowing you to see what profits you could make on any commodities.

Important note: profit given is accurate at the time of being displayed and can fluctuate when travelling to the chosen market.

• The commodities market interface has also had a makeover with more information about potential markets displayed in the right hand panel. Supply and demand is shown as pips instead of high (3 pips), medium (2 pips) and low (1 pip).
• When you select a commodity, a confirmation overlay will open, allowing you to select how many of the item you want to buy or sell and then you'll be able to confirm the trade


Using the galaxy map for trade data:


• You can use the same interface to access and use the galaxy map to select a target market. This is also available straight from the galaxy map tab in the left cockpit panel.
• With the galaxy map open you can use some new configuration options to display trade data, find trades and select a market to compare with your current location.
• New options are stored in the Map option under 'Map View Configuration.'
• There is a new entry in this drop down called 'By Commodity'.
• This will open up the new commodity search options
• You will be able to select the commodity category and type that you are interested in.
• If you already have a commodity in your ships inventory it will be highlighted with an icon, allowing you to see at a glance what you have onboard.
• With a commodity chosen the galaxy map will display trade heat map icons within a 40 light year radius of your current position to indicate star systems that import or export that commodity.

Important note: you can search for and look at trade data for systems further than 40ly, it’s just that the heat map has a set range so the icons will only show up within that range of your current location.

• A Blue Diamond is a system that imports the item and Green Triangle is a system that exports the item. In addition, a White Diamond represents that the player has trade data for the system, but the system doesn’t deal in the selected commodity.
• Under the commodity selection on the left hand panel are also three new filters allowing you to set the icons to show:
- Best import and export prices
- Import prices only
- Export prices only
• With the By Commodity map mode selected, you can move your cursor over a system and select it.

As mentioned before, if you have previously docked in the system or scanned the 'Nav Beacon' there then an expanded overlay will display trade data. But for systems that you have not visited, a message will be displayed telling you that the system's data is unavailable and how you can unlock it.
• When you select a system, you will be able to scroll through each market in the system and see the per unit price of your chosen commodity on the system selection overlay. This will allow you to quickly work out the best locations to trade at (based on price).
• Below 'import/export price' there is a new selection of filters. Using these filters you can find the best location with the best price to suit your ship and cargo.

These filters are:
- Landing pad size – This allows you to see what landing pad sizes are available at the Starport.
- Planetary Market - This allows you to show or hide markets that are on a planets
- Distance from star – This allows you to filter between market a short, medium or long range from the main system star.

• We have also added another new button on the system selection overlay: mark market for comparison. This automatically sets the market for comparison when you select the station services Market view (instead of displaying the galactic average.)

Trending Trade Route Data

We have also updated the trade data routes in the galaxy map to now show trending trade routes used by commanders and commercial pilots. Using these filters can, alongside the various commodity filters, help commanders get a clear view of who is trading what and where in the systems near to you.

Ultimately, we hope these new tools will make it easier for players to find the best trades, while also encourage them to explore and visit multiple systems to unlock new markets and potential profits.

For a full recap on trade data changes, watch the stream here:

Megaship Interactions

Another change coming to this chapter of Beyond is the additional gameplay interactions that will be available at the various megaships found across the galaxy. As well as the simple data links and NPC ship scenarios we have added a new flow for scanning these and (in later Beyond updates) other large space objects.

Initiating Interactions:

1. Megaships will now need to be scanned with the data scanner before any of the interaction objects become interactive.
2. Doing so will release a scan pulse which highlights all interaction objects attached to the vessel.
3. Interaction objects are added to your ships contacts panel and can now be targeted and interrogated to discover how to interact with them.
4. Some of interactions utilise limpets of various types to allow you to activate, deactivate, damage, hack or simply operate an item. While others can be shot or scanned to interact.

Discover all of the new ways to interact with megaships in the beta, details here: https://forums.frontier.co.uk/showth...a-Announcement

One thing to note is that all current interactions are considered illegal, tying in with the changes to Crime and Punishment. These interactions provide criminal pilots new gameplay options as well as giving lawful players new locations to find wanted pilots.

In addition to the aforementioned interactions, we have tweaked the scenarios around the megaships to include a greater variety of criminal and lawful pilots, as well as crime responders such as police ships, to add a bit more depth to these locations.


Wing Missions

Chapter One introduces wing missions. These are missions designed to be shared by up to four players. It’s one of the most requested mission features and we are excited to take out first steps into multiplayer missions.

There are four wing mission types at this time: delivery, collect, massacre and assassination.

• In order to accept the missions, one member of the wing needs to access the mission board and select a wing mission, which are denoted by a special blue icon.
• Once accepted, the player who took the mission can share it by clicking the share button on the mission’s entry, located in the 'Transactions' panel. Doing so sends the player's wingmates an inbox message and adds the mission to their own Transactions panel.
• The wingmates can choose to then either accept or decline the mission invite in the Transactions panel.
Important to note: each player can only share one mission at a time, this means that with a maximum of four players in a wing, players can be part of up to a maximum of four active wing missions at any given time.

Mission Depots

In the case of a wing delivery mission, players will be charged with transporting large quantities of goods from point A to point B. previously, when taking a delivery mission, all the cargo would be placed into the player’s hold for them to deliver. However, as we are now dealing with larger quantities and missions involving multiple players, this added a new development challenge; we needed to add a way for players to collect and deliver part of the mission’s total required cargo. In order to facilitate this, we introduced the 'mission depot,' which allows members of a wing to collect and deliver any amount of cargo that they require for the mission.

• The mission is completed when all the cargo has been delivered and each member of the wing is then able to collect their rewards.
• All players who are members of the wing at the point that the mission is completed are eligible for the mission rewards.
• Once all cargo has been collect and a set amount of cargo has been delivered to a mission depot the owner of the mission has the option to partially complete it. In this instance all wing members will receive a credit only reward proportional to the amount of cargo delivered. For example if 75% of the cargo is delivered all wing members will receive a credit reward equal to 75% of the mission’s promised reward.
• If a player has collected cargo, which has not been delivered when a mission is completed, they will receive a fine based on the cargo’s value.

For more details about Wing Missions, check here:
Mission Reward Choices

In 3.0 we have added reward choices to the majority of missions. This system provides player with up to three different reward packages to choose from upon completion of the mission. One of these reward packages will always be credits.

• Every member of the wing receives the same reward choices for completing the mission.
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