3.0 Open Beta - Patch Notes
Greetings commanders!
Today we're excited to launch the Elite Dangerous 3.0 beta. We will let you know the approximate time it will go live as soon as possible.
If you have not had a chance to read our 3.0 Open Beta FAQ, please do so by clicking here.
We will be adding notes to the beta test forums soon, with specific instructions on what would help us testing. Your continued support, feedback and testing is absolutely invaluable - thanks for getting involved! We'll post the link in here, too.
Below are the patch notes for Elite Dangerous 3.0 Open Beta.
New features for 3.0
Crime
Crime & Counter Crime system overhaul, including Advance Tactical Response (ATR)
When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules
If players are destroyed when a fine/bounty has been detected they will respawn at a detention centre
Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
Players can store hot modules (modules applied to a ship at the time a crime is committed)
Players can clean ships (and any hot modules applied at the time) through an Interstellar Factor contact by paying the bounty/fine
Players can sell hot ships from the shipyard for a markdown
Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a 'wanted' ship (bounties and fines) applicable in that jurisdiction, and where transfer is possible, the cost is increased
Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions
Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens
New crime recognised: "reckless weapons discharge"
Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant
Interstellar bounties are created when the combined fines and bounties for factions aligned with the same superpower breach a threshold
Missions
Added new Wing Missions that can be shared across a Wing and completed as a group
Mission Depot added where players can accept an applicable mission and deliver the target commodity piece by piece to complete the mission
Mission reward choice
New USS scenarios added
Ships
Added new alien attack craft
Added the Chieftain. More maneuverable than ships of similar size and weight, the Alliance Chieftain from Lakon Spaceways has been designed not only to dish out punishment, but to avoid it. - Horizons only
Added second seat to the Keelback to support Multicrew
Trade Data & Galaxy Map
Galaxy map now indicates its mode when any tab is active
Galaxy Map: Filter by station services
Galaxy Map: Filters added for Thargoid & Guardian sites
More player factions have had a description added in their home system on the galaxy map
Filter for the new 'detention centre' government type (for new detention centre spawning areas)
Galaxy Map: Players can view trade data that they own, by commodity, represented on the galaxy map by colour coded icons
Galaxy Map: Players can view trending trade routes, and filter by AI or Human players
Galaxy Map: Players can view import and export prices, in a roll out screen, including the ability to select different markets and filter
Commodity Market: Players can search trade data they own, to compare it to the current market
Engineers
Material Trader contacts, which allow the player to convert materials - Horizons only
Engineering a module or weapon results in progressively better improvements within a range
Players can convert and modify their older modules/weapons engineered before this update
Players can modify modules/weapons at selected ports (ports with access to outfitting) outside Engineer ports
Players can select which experimental effect they want to apply to their module, at a material cost
Players are presented with a screen where they can choose the module/weapon to modify, the Blueprint to apply or pin, see the material cost, and preview the outcome
Weapons and modules
Added Technology Broker contacts, which allows the player to unlock new weapons and modules in return for specific materials and commodities - Horizons only
Medium Shock Cannon (Fixed, gimbal & turret)
Medium Remote Flechette Launcher (Fixed & Turret)
Medium Enzyme Missile (Fixed)
Size 4 Meta Alloy Hull Reinforcement Package
Recon Limpet Controller
Galnet Audio
Players can now listen to the news in their own language while they play!
News headlines can be accessed via the status menu
Galnet can now be accessed via the status menu and articles with audio can be played or queued into a playlist
Galnet Audio playback options added to controller bindings
Galnet Audio section added to audio options
Installation and Megaship Interactions
Data link scanner upgraded to allow scanning megaships and installations to reveal targets the player can interact with
Players can scan certain revealed targets to uncover sub-targets. These can be interacted with in different ways depending on the type
Players can damage generators to disable turrets
Players can use recon limpets to activate data terminals and comms arrays
Players can use hatchbreaker limpets to open a cargo bay
Surface material system
Overhauled the surface material system for the rocky, high metal content and metal rich planets
Improved contrast and colour variation across and between bodies
The colouration of the surfaces now more clearly telegraphs the chemical make up and volcanic activity of the worlds
Quality of Life
Added synthesis for new Technology Broker modules and weapons
Added synthesis for AX weapons
New cockpit voice assistant - Victor added as an alternative to Verity
Increased manoeuvrability benefits when boosting based on the ENG pips
Option added so players can choose how flight controllers address them (Commander Name, Ship Name or Ship ID) when approaching a station
’Target Ignore’ feature added for material and commodity collectables and refining
Ability to see at a glance the quality and inventory quantity of materials targeted
Per material storage caps
Increased rewards at Search and Rescue contact
New High Value supercruise targets for pirates to raid
Misc Features
Large number of Commander Journal updates
Consoles
Portuguese language support added for consoles
11 new Achievements for XB1 worth 200G
Bug fixes and Improvements
This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process.
For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other important changes.
Audio
Fixed some audio issues with the Federal Gunship
Fixed some audio distortion that could occur when passing through a Starport's airlock
Fixed issue where Elite NPC crew members would use voice responses meant for Elite targets with targets of all ranks
Camera Suite
Removed a dark background that would appear when opening the main menu while in the Camera Suite
Controls
Fixed issue of more recent PS4 controllers not being recognised as such when used on PC
Fixed some instances of changes to keybindings not being saved after restarting the game
Fixed a throttle issue that occurred when using the Camera Suite
Engineers
Fixed an issue where engineer bases would not always occupy the top position of your Contacts Panel by default
Fighters/Crew
Fixed an issue where hired crew could crash their ships when recalled at crater settlement
Galaxy Map/System Map
Fixed some inconsistent system data for Pekoe
Fixed the missing 'State' field for systems with damaged stations
Fixed the argument of periapsis appearing incorrectly on the System Map
Fixed two systems with duplicate names
Fixed visual issue with planets that could occur after selling restored exploration data
The Galaxy Map can now be freely spun with the mouse in both directions, instead of just to the right
Fixed some texture pop for the stars on the System Map
Fixed inconsistencies between the jump range calculated by the hyperdrive and what's used in outfitting/galaxy map. Should no longer be cases where the route plotter avoids jumps just on the edge of your range that you could technically make
General Fixes & Tweaks
Various text tweaks
Fixed a texture issue in the Teqia QI-T E3-3167 nebula
Fixed a tiling issue with high resolution screenshots
Fixed Onionhead decals that were appearing white
Fixed an issue where incoming calls still came through when voice channels were set to 'off'
Fixed cases where hyperspacing to a system where the most massive star is part of a close binary would result in incorrect arrival positions
Commander stats: Highest Single Reward now updates based upon the greatest total bounty per ship destroyed after this release
Holo-Me Creator
Fixed Holo-Me creator always saying 'Mixed Eyes' even when they match
Adjusted the height of the wraparound visor eyewear
Fixed an issue where 'Asymmetry 01' was set by default even when 'None Selected' was set
Hyperspace/Supercruise
Addressed issue of jumping to a binary star system and dropping too far away from the main star
Installations/POIs/USSs
Patched a hole in the geometry of the Shrogea MH-V e2-1763 Tourist Installation
Moved some shipping containers at the Torno 3 Maclaurin Reach surface base to prevent SRVs from becoming stuck
Fixed players sometimes not receiving Engineering data from scanning data points
Fixed instances of capital ships being aligned to the wrong side of Conflict Zones
Fixed a missing Uplink at Dav's Hope
Fixed some floating buildings at Conflux Settlements
Added docked capital ship to the Carthage system
Made some adjustments to the drop out distance to prevent players from dropping out of Supercruise inside the structure of a Megaship
Grounded a floating communications antenna at Dixon Dock
Launcher - PC Only
Fixed an issue where the launcher would not minimise when clicking the taskbar icon
Missions
Passengers will no longer request to visit damaged stations
Fixed an issue that could lead to single planetary scan missions not completing correctly
Fixed some massacre mission distribution issues
Fixed some systems only spawning VIP passenger missions
Fixed issue where only one ship in a wing would count towards pirate kill missions
Fixed an issue whereby duplicate named mission targets could spawn during missions
NPCs
Addressed reports of reckless flying by NPCs around Stations
Addressed an issue where Pirate NPCs would attack the player when in the same instance as a Thargoid
Dropping mines inside stations no longer confuses the station's turrets
Fixed issue where Pirate NPCs could demand more cargo than you are able to drop
Fixed Black Flight ships being incorrectly flagged as allied with Aegis Research
Fixed the Beckett Class Science Vessel being incorrectly named when targeted
Addressed mission target NPCs sometimes dropping out of Supercruise too close to stars
Fixed issue where a Search and Rescue ship would continue to repair a distress call victim even after they are fully repaired
Addressed NPC crew members responding with an affirmative to an order when their thrusters have been destroyed
Render
Fixed an issue whereby a station's interior could appear at a low LOD when in a Wing
Improved shadows on planet surfaces for some setting configurations
Fixed a LOD popping issue on Asteroid Base landing pads
Thargoid Probe shutdown now correctly removes the HUD, rather than turning it black after entering the Camera Suite during a shutdown
Reduced texture generation time for non-landable planets on consoles Consoles only
Fixed an issue where the ship's hull could render over weapons (Type 7 and Type 9)
Prevent crashes when unable to immediately create planet ring texture
Video memory savings in the handling of the background
CPU optimisations in the Galaxy Map
Reduce cases of texture mip level drops on PS4 PS4
Fix cases of nebulae missing from background
Adjusted the starlight colour effect on planetary bodies
Fix for some settlements not being correctly aligned to terrain
Fix for fog not picking up the star light colour in some cases
Supercruise motion lines are now frame-rate independent
Prevent the fluorescent blue line appearing when in headlook mode and exiting the camera suite
Tweak dust, tyre track and rock colour calculations to better match the surface
Fix galaxy map icons flickering into and out of existence
Non-volumetric light cones now fade in instead of clipping
Prevent some gas giants from blooming out due to dividing their colour by 0
Consoles
Scale the loading squares for 4K so that they're not tiny - XB1X
Fixed an issue where the game would revert back to 4K mode instead of 1080p after a few days (XB1) - XB1X only
Fixed an issue where the pre-order gold Sidewinder paintjob would go missing (PS4)
Earth now has better defined land masses as on other platforms (PS4)
Menu audio no longer continues to play when viewing Training Videos (PS4)
Fixed an issue where you’re unable to reply to messages from friends due to them appearing offline erroneously (PS4)
Fixed descriptions for various Trophies in languages other than English (PS4)
Various audio fixes to help reduce “pops & crackles” (PS4)
Ships
General Ship Fixes and Improvements
Fixed an issue where the Festive String Lights could disappear when swapping vehicles until your next jump
Fixed ship paint work always showing as scratched even when at 100%
Thargoid EMPs no longer scrub your ship's Nameplate and ID from your hull
Fixed some laser aim jittering that was occurring when switching between a Ship Launched Fighter and your Mothership
Fixed utility mounts disappearing while in Hyperspace
Corrected spelling of DeLacy in several ship cockpit textures
Anaconda
Fixed some clipping on the Raider Ship Kit
Fixed the ship not rolling correctly on its centre of mass axis
Fixed the engine trails rendering incorrectly
Asp Explorer
Fixed the bumper Ship Kit covering the Ship ID
Fixed an alignment issue with the Ship ID
Fixed an issue with the front decal disappearing and reappearing when dropping from Orbital Cruise
Cobra MkIII
Fixed an animation issue with the landing gear
Diamondback Explorer
Patched a hole in the geometry
Fixed a texture LOD popping issue
Federal Gunship
Fixed an issue with the heat coils being inverted
Imperial Courier
Fixed the facing of a decal
Imperial Clipper
Fixed the XB1 controller vibration not working - XB1 only
Imperial Cutter
Adjusted some of the outfitting cameras
Fixed a missing texture under the landing ramp
Lakon Type 7
Fixed some inverted decals
Fixed the incorrect orientation of the Camera Suite external angles
Lakon Type 9
Fixed a cockpit texture issue
Lakon Type 10 Defender
Fixed an issue where certain hardpoints were not firing correctly
Fixed a cockpit texture issue
Adjusted the camera angle for the 6th utility mount when in Outfitting
Increased the power distributor slot to size 7
Orca
Fixed some LOD issues with the Pathfinder Paintjob
Python
Fixed a section of the Tail Kit 4 that could not be recoloured
Raised the position of the fuel scoop message as it was appearing too low
SRV
Fixed an issue whereby your ship could take off while deploying your SRV, causing it to possibly take damage
Fixed an issue where SRV cargo was retained when the SRV was destroyed
Fixed issue whereby your ship could be dismissed while deploying the SRV, causing the turret not to deploy correctly
Fixed SRV handling inconsistencies while airborne at some framerates
Fixed issue whereby a player driving an SRV would receive a bounty for returning fire on a hostile NPC ship
Fixed an issue with the fuel gauge displaying an incorrect value
Stability Fixes
Fixed an issue that prevented players who logged out near 'Downed Civilian Ships' in the California Nebula from logging back in
Fixed a crash that could occur when switching back to your ship from a Ship Launched Fighter
Various crash fixes for all platforms
Fixed a common connection error that could occur
Prevent crash at planetary bases that could occur from rapidly loading in and exiting to main menu repeatedly
Station Services
Fixed an issue where the Restock All menu could get stuck loading
Fixed an issue whereby modules were not being correctly categorised in the Stored Ships panel of the Shipyard
Stations/Ports
Various fixes and optimised for stations and outposts
UI
Engineering effects on Modules can now been seen in the modules tab
Fixed an issue with bracketed Commander names not displaying as intended
Insurance screen 'Rebuy All' toggle has been changed to 'Select All' for clarity
Fixed incorrect 'Killed By' message that appeared when a player destroyed your Ship Launched Fighter in PvP
Fixed an incorrect thumbnail displaying in the Role panel
'Total Hyperspace Distance' and 'Maximum Distance from Start' stats on the Stats Panel now display as whole numbers
Corrected some display errors on the Insurance Screen
Fixed issue where some Blueprints mod descriptions were not matching the results
Fixed some text layout issues for Inbox, mission text and Info tab of the Multi-Crew sub menu
Fixed issue with the System Map scroll bar resetting when a map pop-up is closed
Fixed the switch tabs buttons appearing incorrectly in the French client in the Holo-me creator
Read messages in your inbox will now display an open envelope icon
VR - PC only
Adjusted the pilot illumination so it proves less distracting when using VR
Fixed a rendering issue with some Sidewinder cockpit panels rendering as transparent when using VR
Weapons & Modules
Fixed an issue where engineered Pack Hound Missiles could not always be restocked correctly
Fixed an issue where some engineered torpedoes were not damaging internal modules correctly
Fixed an issue where guided missiles could remain stationary in space after a conflict
Small adjustments to the position of the penetration sphere (and making it smaller) to better balance High Yield Shell, Deep Cut Payload and Penetrator Munitions specials - these should all be slightly less effective at their best, better on average, and overall show much more consistent results.
Fixed an issue where heat sinks could not be activated when in Supercruise
Fixed an issue where jumping to Supercruise reset the charge provided by a Shield Cell Bank if the charge had not completed before the jump
Updated the description text for the Turreted Flak Launcher for clarity
Fixed an issue where Collector Limpets could explode on the cargo hatch when the vessel was moving
Adjusted the Hatch Breaker Limpet Controller's in-game description
Adjustments made to the Docking Computer to prevent damage during landings
Fixed issue of power priorities in the module tab not listing all priorities
Modifications to existing specials
Autoloader rate increased 25%
Force Shell no longer scatters
Plasma Slug damage penalty reduced from 20% to 10%
Radiant Canister no longer reduces ammo capacity (was 25% penalty)
Shiftlock Canister no longer reduces damage (was 20% Penalty)
Thermal Conduit no longer includes a base damage penalty, but the damage bonuses from the firing ship's heat have been reduced to offset this
Thermal Vent effectiveness doubled, and no longer increases weapon's baseline heat (was 25% penalty)
Thermal Shock damage penalty reduced from 20% to 10%