In this update3
Full notes
Full Elite Dangerous update
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Repeated intro
Greetings Commanders!
What changed
- Gameplay
- Maps
- Balance
- Compatibility
- Store
- Fixes
Elite Dangerous changes
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 frameworkintroduces many new features, including:
A brand new lobby and matchmaking system for engaging Operations
6 Initial Operations:
Tactical Takedown:
The client's megaship has been compromised by a rival faction, you will need to board the ship and fight your way through the command deck to obtain intel and trace the origin of the attack. Then you'll want to bring your firepower to bear on the general responsible for the attack at their home base.
Firestorm Rescue:
There are hostages trapped in a burning station, break the siege and evacuate those that remain. You will need to manage the station's heat to buy enough time to complete the rescue while dealing with the hostile forces trying to stop you.
Reclamation Point:
The megaship has been hijacked, your job is to eliminate all hostile forces in and around the megaship so the client can recover it. You'll need your best gear and ship to accomplish your goal.
Biohazard Takedown:
A group of researchers is developing a dangerous weapon, you need to assault the ship, obtain the location and IDs of the researchers and take them out.
Rapid Response:
A planetary port has come under attack and some personnel are still trapped inside who need rescuing. You cannot delay, as a huge hostile fleet is on the way. If the evacuation is not completed in time, there will be no hope for those still inside.
Terminal Prosecution:
A criminal element is causing trouble in the system, they've been raiding for weeks now, it's your job to clear them out.
Merc Coin that can be used to purchase the following MercGear:
Blueprints:
Thermal Plasma Conversion - Increased power draw to convert a portion of damage to plasma for beam/pulse/burst lasers.
Scoop Rate Enhanced - Increased power draw to improve fuel scoop rate for fuel scoops.
Pre-Engineered Hardpoints:
Enduring Feedback Rail Gun - Increased mass, power draw and reduced damage to improve reload time, heat generation, range and ammo capacity. Includes Feedback Cascade effect.
Far-Reaching Abrasion Blaster - Reduced power draw, distributor draw and thermal load with increased shot speed and maximum range at the cost of integrity.
Double Screaming Fragment Cannon - Increased ammo capacity, clip size, burst size and reduced reload time at the cost of reduced maximum range, rate of fire and increased mass and power draw.
Long Range Mining Laser - Increased range with reduced power draw, distributor draw and thermal load at the cost of reduced integrity and damage.
Rapid Phase Multi-Cannon - Increased shots per round, ammo capacity, clips size and rate of fire at the cost of reduced range and increased jitter.
Drag Seeker Missile Rack - Increased ammo capacity, clip size and rate of fire at the cost of increased mass, power draw and distributor draw.
Lightweight Thermal Seeker Missile Rack - Increased ammo capacity, clip size, rate of fire and reduced mass, power draw and distributor draw at the the cost of reduced integrity.
Lockdown Seeker Missile Rack - Increased ammo capacity, clip size, integrity and reduced thermal load at the cost of increased power draw and mass and reduced rate of fire and damage.
Pre-Engineered Core Modules:
Support Focused Power Distributor - Increased engine and systems capacity and charge rate at the cost of reduced weapons capacity charge rate.
Balanced Power Distributor - Moderate distributor rate and charge increase and reduced power draw by increasing mass and reducing integrity.
Pre-Engineered Internal Modules:
Extended Cargo Rack - Increased cargo capacity.
Long Range Detailed Surface Scanner - Increased mass and power draw is traded for better probe radius.
Heavy Duty Module Reinforcement Package - Increased module protection at the cost of increased mass.
As with any major change we make to Elite Dangerous, we have to balance a variety of connectivity and server considerations, such as measuring the load on Elite's servers in a live service environment. As we introduce Operations, we'll be doing this with a Networking & Balancing Beta stage, essentially allowing us to make tweaks and adjustments more regularly behind the scenes to ensure optimal performance.
Nomad added to outfitting:
Added Mk II Biological Scanner - A pulse scanner that detects biological signatures.
Added Pulse Lasers - A pulse laser weapon on a fixed mount.
Adjusted Mk I Vessel Bay which is available on the following ships:
Alliance Crusader (Class 5-6)
Anaconda (Class 5-7)
Beluga Liner (Class 5-6)
Caspian Explorer (Class 5-7)
Federal Corvette (Class 5-7)
Federal Gunship (Class 5-6)
Imperial Cutter (Class 5-7)
Keelback (Class 5)
Krait MkII (Class 5-6)
Panther Clipper Mk II (Class 5-7)
Type-9 Heavy (Class 5-7)
Type-10 Defender (Class 5-7)
Type-11 Prospector (Class 5-6)
Added Mk II Vessel Bay which is available on the following ships:
Caspian Explorer (Class 5-7)
Panther Clipper Mk II (Class 5-7)
Type-11 Prospector (Class 5-6)
Added Pre-built ships:
Nomad Standard Bundle (16,520 ARX)
Standard Ship
Mk II Biological Scanner
Owners Club Decal
Nomad Stellar Bundle (33,000 ARX)
Standard Ship
Mk II Biological Scanner
Cliffhanger Orange Paint Job
Strider Ship Kit
Owners Club Decal
Nomad Galactic Bundle (60,000 ARX)
Standard Ship
Mk II Biological Scanner
All Stellar Content
Signal Blue Holo-Kit Pack
Rambler Ship Kit Pack
Internal Science Kit Pack
Owners Club Decal
Made adjustments to Stellar Lighting (Issue ID: 45769)
Adjusted galactic background colouring. for better visuals
Using real world reference images we have rebalanced the Galactic background lighting.
Distant Worlds 3 Community Logo Decal added.
Issue Tracker Fixes:
Resolved an issue where on-foot Conflict Zones would fail, despite the player winning them and shuttles were not arriving to return players to stations. (Issue ID: 80753)
Resolved an issue where on-foot Conflict Zones would fail to be in the correct state when a player arrives via Dropship. (Issue ID: 78904)
Resolved an issue were Conflict Zones were not being resolved correctly, resulting in a large number persisting in some systems. (Issue ID: 78480)
Resolved an issue where non-squadron member could not use Services on an open Squadron Carrier. (Issue ID: 81727)
Bug Fixes:
Resolved an issue where Squadron Carrier cargo capacity could be exceeded.
Resolved a crash when entering a '$' sign followed by non-standard character for the Ship Name or ShipID.
Resolved instances of a softlock when purchasing a Squadron Carrier then defecting to another Squadron.
Resolved an issue where some station cosmetics were not applying correctly.
Resolved an issue where Squadron Carriers could not be managed by the Squadron leader, or anyone with sufficient permissions, in an Administration system.
Resolved an issue where the "Beyond Frontline" penalty was sometime displaying the incorrect level.
Resolved instances where constructions were not correctly converted to markets at the correct time.
Resolved instances of an issue where facility Demolitions were unable to be cancelled.
Resolved instances where the terrain stamp was not working correctly for some Planetary Ports.
Resolved instances of an issue where multiple Orbital Installations and Outposts were able to be constructed around Gas Giants despite it only have 1 construction slot.
Resolved instances of Scarlett Krait disconnects when remaining docked on a Colonisation Ship when it leaves the system.
Resolved instances where Construction Points were not being refunded correctly after a facility was demolished.
Resolved an issue where Frontline Solutions would not book a dropship upon enlisting for a conflict.
Resolved an issue where players were unable to purchase ships from a Squadron Carrier after shipyard stock was recently purchased for the Carrier.
Resolved an issue where Squadron Carriers were not being assigned over to the new leader when an existing leader of a Squadron leaves.
Minor adjustments made to the emissive lighting on the Guardian obelisks.
Resolved instances of incorrectly reporting available slots for System Colonisation, especially after demolishing facilities.
Source
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