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SURFACE
Temporarily remove SRV mining
Made it so that you can't interdict someone who is in orbital cruise
Player's ship shields should recharge while player is in SRV
Make all Skimmers and POI objects detectable by ground sensors only by default, we don't want ships picking them off from the skies without having to work for it. Note that anything firing at the player will still show up and be target-able back
note that POIs can still be discovered from ships
Collisions with skimmers are now also extremely disruptive to ships, hitting one will cause a temporarily loss of drives and shields
don't do it
Extend time ships can fly over settlements before they get fines and bounties
Settlement point defence capability upgraded
Skimmer disablers added
Added point defence systems for settlements and bases
Reduce the splash damage for dumbfire missiles so they're not overpowered against surface targets
Allow some Engineers to gain reputation by activities other than crafting
Rebalance engineer reputation gain from crafting blueprints
Updated rate of Engineer progression balancing numbers
Prevent superpower reputation from affecting rep gained by Engineers crafting recipes
Engineers invite mission does not take into account the size of your ship when it selects destination fixed
Remove unused variables from engineer missions because they may have been blocking progress
Increase default size of PopUp Engineer Dialogue s in order to accommodate larger strings
Resource Grade icons have been updated to support grade 5 resources
Updated buff icons to make them more readable
Materials can be spawned inside signal sources
Materials can be dropped from destroyed ships
Materials can be dropped from destroyed skimmers
Encoded data materials added
Mining resources can now create materials
Mining scenarios can now spawn in icy rings
New mining commodities added
If you scan a body that has a mission POI on it, the POI will be revealed. The scan can come from the discovery scanner, or from scanning a Nav beacon
Make planetary missions use rank to determine base strength
Mission givers have a welcome message that reflects the state of the minor faction, their tone and relationship with player
Missions are now rated by rank, not gated by them
Commodities can be awarded from missions
Loot items can be awarded from missions
Special treasure locations can be awarded by completing missions
Added new planetary mission types
Reduce mission limit to 20
Make military rank progress a bit easier
added huge beam laser
Added huge pulse laser
Added huge multi-cannon
Added large multi-cannon
Added huge gimbal mount
Shield cell banks now fire one at a time when triggered using the shield cell bank hotkey (similar to heatsinks)
The Automated Field Maintenance Unit can no longer be repaired unless there are more than one active repair units
Increased the heat damage of small beam laser slightly
Explosive damage more effective against shield generators
Increased torpedo damage
Increased mine ammo capacity and hardness piercing
Increased damage from missiles
Increased ammo capacity for dumbfire missiles
Reduce the splash damage for dumbfire missiles so they're not overpowered against surface targets
Increase heat generated per shot on rail guns
Reduce heat sink ammo by one Speed of Seeker missiles increased from 450 to 625.
Speed of drunk (packhound) missiles increased from 400 to 600.
Speed of Dumbfire missiles increase from 600 to 750.
Blast radius of small seekers and dumbfires increased to be in line with mediums (50% boost).
Hardness piercing of small seekers & dumbfires plus drunk missiles brought up to intended levels and consistent with medium (100% boost).
Base damage and hull/module split of all missiles increased as intended, approximately a 40% increase to hull damage and 120% increase to module damage.
Missiles now take an extra two point defence shots to bring down, but are still easily shot!
Torpedos now have a 2.5 second arming time rather than their previous 0.5 second. When hitting a target before arming they will deal no damage and self destruct in a small puff
Torpedos now inherit the speed of their launching ship for the first few seconds of flight, before dropping to a 250m/s cruising speed. These two changes give them an effective minimum range of about 700m+ depending on ship speeds, and also means that you won't be running into your own torpedoes
Comments
Galaxy & System Map
Bookmarks: adding bookmark feature to galaxy map and system map. Player is now able to save specific locations (systems, star, planet, stations, surface settlement)
Added collapsing sections to options screen
Community goal markers added to galaxy map
Minor faction state filters added to galaxy map
Improved system map load time
Galaxy map: showing controlling faction state in the galaxy map popup, making sure "none" is displayed when primary minor faction is no particular state
When searching for a system name, trim whitespace off the end of the search as some people use methods which automatically place whitespace on the end which is preventing the search from working
FACTIONS & BGS
Unlinked minor faction reputation from their parent major faction reputation, now you will be neutral with an Empire minor faction even if you are allied with the Empire major faction
Added a 'cordial' minor faction reputation level
Added new player group minor faction descriptions
Galaxy map: showing controlling faction state in the galaxy map popup, making sure "none" is displayed when primary minor faction is no particular state
Remove factions from systems that cannot generate scenarios
ie: systems without any bodies in them. Added investment faction state
Rebalance how player actions and missions count towards the star system's influence caps for the day
Rebalance how player actions and missions contribute towards faction state and influence buckets
Additional factors now contribute towards outbreak and famine's buckets
Added a new "Retreat" state for factions with low influence levels not in their home system
Significantly changed the "Expanded" state. The Faction's search for another system is now triggered at the end of the expansion's active phase. If the surrounding systems are full, then an expansion might trigger an invasion war if an appropriate defender can be found.
Added new "Investment" state for factions that have failed to expand, which significantly increases development level for a short time and lets the Faction search a bit further away when they next expand
The "Lockdown" state now locks down many station services for affected Factions, allowing Commanders to concentrate on helping those Factions' crime control efforts
Conflicts should now be easier to win, with rebalanced effects of combat actions during conflicts.
War now only needs a 5% influence difference to win. Civil War and Elections remain at 3%
Superpower reputation now affects the rate of change of affiliated Faction reputation
Fix background sim consequences for crimes other than piracy or murder and to consider both the victim faction and the faction that controls the jurisdiction of any crime
Local news articles have been improved for many states, including which system a Faction has just expanded into!
Fixed localisation for Commodity and Ship descriptions in local news reports
EXPLORATION
Added the ability to scan a Nav beacon to get the system exploration data for that system
Change the default number of items per page in Exploration selling from 20 to 50 following from server-side optimisations that make this plausible
The Automated Field Maintenance Unit can no longer be repaired unless there are more than one active repair units Renamed CEECKIA ZQ-L C24-0 to Beagle Point
The authored Naraka system has been renamed to Arbuda
Renamed EACTAINDS GN-W C1-6 to Rendezvous Point
Renamed duplicate HR 6946 to Mammon Hyperspace
Hyperspace is now much bigger to accommodate large ships
COMMUNITY GOALS
Community Goal rewards now automatically redeem after 2 weeks
Everybody docked at Jaques Station has retreated to a safer distance
NEW PLANETS, STATIONS, SYSTEMS
Added Bluford Orbital to LHS 3447
Cannon Research space science outpost added to COL 285 SECTOR IX-T D3-
Add Chopper's Orbital to Phiince system
Added Alliance listening post (Cooper Research Centre) to HIP 19072
UI
Clock added to cockpit's info panel
Added an unpowered state for weapons in Cockpit UI
The classified camera no longer resets the player's throttle
CRASH
SUPERCRUISE
Add distances to wakes targeted by the player
Hardpoints can no longer be deployed while in supercruise.
Ships can no longer enter super cruise if their thrusters are disabled
POWERPLAY
Powerplay ships can now be encountered in normal space
Update spawning ambient AI in normal space, and add powerplay ships when at stations, nav beacons and RES locations
SMUGGLING
Stop AI (often police) from scanning ships (particularly players) when docked at a station/outpost
Fixes to AI scanning players with silent running enabled
COMBAT
Full Patch Notes
Link to google docs file
I may not want to grind up rep for 30 engineers, but doing it for selected ones (and getting the rewards) is fun.
Have fun
"If I offended you, you needed it" -Corey Taylor
Still lacking overall STORY, but Braben has dropped enough hints about a big alien related reveal around X-Mas-ish to get my hopes up for an improvement in that aspect too. Thargoid Invasion anyone ?!
Have fun
If you plan to get a VR headset sometime later, i personally would say wait until then to get your E:D update and THEN enjoy flying in Elite in VR. Its stunning. And grab EVE Valkyrie too while you are at it ;-)
Have fun
I will return once E:D adds atmospheric planets and their associated content. By then the game should have matured considerably, but I don't expect them to get to that point before about 2018, lol
Probably not a bad idea but you won't be saving that much. Horizons is now £20 and the next expansion is only £30. £50 for 2 expansions is pretty sweet.
Will be interesting to see what the next expansion consists of.