News Liste Elite: Dangerous

Elite Dangerous | Dodec Update
Elite: Dangerous
Heute 15:09 Community Announcements
[p]Greetings Commanders,[/p][p]The Dodec Update is now live. This update introduces the re-envisioned Dodec station via ARX early access, alongside a number of fixes and updates which signify the end of the System Colonisation Beta.

Thank you for all of your feedback during the Beta process, we will continue to monitor System Colonisation player data and feedback moving forward.[/p][p] [img src="https://clan.akamai.steamstatic.com/images/8337594/345f7809ef25b6ae39c970b71748e75af04a7c45.png"][/img][/p][p]Features of note:[/p]
  • [p]Dodec Station variant has now been added to the game.[/p][list]
  • [p]3 variants are available for construction:[/p][list]
  • [p]No truss [/p][/*]
  • [p]Quint Truss [/p][/*]
  • [p]Dec Truss  [/p][/*]
[/*][*][p]Purchasable for 50,000 ARX[/p]
  • [p]Grants an instant build credit which can be used to complete its construction effort once.[/p][list]
  • [p]This can only be done once and cannot be undone.[/p][/*]
  • [p]If you demolish the facility, you will not be refunded your free deployment. [/p][/*]
  • [p]Any materials donated to the facilities construction effort before using the instant complete option will not be refunded. [/p][/*]
[/*][*][p]Unlocks construction rights for additional Dodec construction efforts (System Economy Point Cost still required) [/p][/*][*][p]Once constructed, the Dodec will provide the Human Tech Broker service.[/p][/*][/list][/*][*][p]Station paintjobs can be applied to the Dodec the same way as other stations. [/p][/*][/list][/*][*][p]Powerplay Care Packages - Alongside significant fixes to the claim interface, a number of adjustments have been made:[/p]
  • [p]Odyssey specific materials will not be rewarded to players who are not running Elite: Dangerous Odyssey (this will also be applied retroactively). [/p][/*]
  • [p]When a specific material capacity has been maxed out, or when a player's on-foot locker is too full to receive materials, the excess materials are converted into credits with the following conversion rate:[/p][/*]
[/*][/list][/tr][/tr][/tr][/tr][/tr][/tr]
[p align="center"]Grade[/p][p align="center"]Credits per Material[/p]
[p]1[/p][p]2,000[/p]
[p]2[/p][p]4,000[/p]
[p]3[/p][p]8,000[/p]
[p]4[/p][p]16,000[/p]
[p]5[/p][p]32,000[/p]
  • [p]This conversion also happens for players not running Elite: Dangerous Odyssey - the value in credits according to this table of any Odyssey-specific materials will be added to their account[/p][/*]
  • [p]Care packages will now expire after 30 days; If a care package has been unclaimed for 30 days or more, on the following maintenance, it will be automatically opened and any excess materials converted to Credits.[/p][list]
  • [p]An inbox message will be sent if you have unclaimed claim packages which will be opened on the next maintenance.[/p][/*]
  • [p]Note that any care packages earned before this patch release will begin automatically opening on the 20th November.[/p][/*]
[/*][*][p]Powerplay[/p]
  • [p]Measures have been put in place to prevent unfair amounts of merits to be obtained or to impact system control scores.[/p][/*]
  • [p]System score and merit gain from the on-foot transfer power data activity has been re-enabled.[/p][/*]
  • [p]It is no longer possible to gain excess merits or control score by selling commodities 1 unit a time, or by undermining with 'laundered' low value commodities.[/p][/*]
[/*][*][p]Colonisation[/p]
  • [p]Brewer corporation has a new governing body, which will no longer consider certain goods illegal (e.g. Battle Weapons) that are also required to complete certain constructions.[/p][/*]
  • [p]Balanced how building certain facilities affects system development level, security, standard of living, tech level, and wealth[/p][list]
  • [p]The initial Starport will have more weight in affecting these values, as below:[/p][list]
  • [p]Development level: +20%[/p][/*]
  • [p]Security: +40%[/p][/*]
  • [p]Standard of living +40%[/p][/*]
  • [p]Tech Level: +20%[/p][/*]
  • [p]Wealth: +40%[/p][/*]
[/*][*][p]Subsequent facilities built now have less weight in affecting these values, as below:[/p]
  • [p]Development level: -60%[/p][/*]
  • [p]Security: -20%[/p][/*]
  • [p]Standard of living: -52%[/p][/*]
  • [p]Tech level: -66%[/p][/*]
  • [p]Wealth: -70%[/p][/*]
[/*][*][p]This change will apply retrospectively to all existing colonised systems. [/p][/*][/list][/*][*][p]Refinery Contacts are now only present at markets with pure refinery economy. [/p]
  • [p]Refinery contacts have been re-enabled.[/p][/*]
[/*][*][p]Emergency Power Cells will now be produced by and therefore available from planet based industrial economies.[/p][/*][/list][/*][*][p]Squadrons[/p]
  • [p]The cargo insurance perk has been re-enabled and reworked. It will now instead restore 50% of lost cargo to your ship when re-bought, instead of returning 50% of the value in credits.[/p][/*]
[/*][/list][p]Issue Tracker Fixes:[/p]
  • [p]Resolved Powerplay Care Package panel becoming corrupt when the player has a large number to claim. (Issue ID: 73928)[/p][/*]
  • [p]Added UI acceleration on transfer amount when moving commodities to fleet carriers. (Issue ID: 73535)[/p][/*]
  • [p]Resolved apostrophes being blocked when renaming a System Colonisation facility. (Issue ID: 74767)[/p][/*]
  • [p]Resolved issues with cargo not transferring correctly to Fleet Carriers. (Issue ID: 79568)[/p][/*]
  • [p]Resolved instances where the amount of required commodities was more than on the pre-purchase screen when selecting a facility for System Colonisation. (Issue ID: 72180)[/p][/*]
  • [p]Resolved instances where squadron aligned factions were not present in System Colonisation claimed systems. (Issue ID: 72330)[/p][/*]
  • [p]Resolved instances where the Cobra Mk V was triggering hostile reactions at settlements when landing. (Issue ID: 73325)[/p][/*]
  • [p]Resolved certain commodities being flagged as illegal in Aisling Duval systems. (Issue ID: 73224)[/p][/*]
  • [p]Resolved an exploit undermining with low value commodities. (Issue ID: 78128)[/p][/*]
  • [p]Resolved instances of missions incorrectly impacting the BGS during Elections in Powerplay systems. (Issue ID: 71049)[/p][/*]
  • [p]Resolved instances where some of the players ships were not accessible after upgrading to Odyssey. (Issue ID: 79094)[/p][/*]
  • [p]Adjustments made to Type-11 Prospector underside rear hardpoints. (Issue ID: 79095)[/p][/*]
  • [p]Adjustments made to Merit rewards for selling individual commodities rather than in bulk. (Issue ID: 77553)[/p][/*]
  • [p]Resolved newly colonized systems not triggering conflicts at settlements. (Issue ID: 75738)[/p][/*]
  • [p]Adjustments made to the cockpit camera movement in the Panther Clipper MkII when rolling. (Issue ID: 77211)[/p][/*]
[p]Bug Fixes[/p]
  • [p]Improvements made to Powerplay digest data resulting in quicker load times.[/p][/*]
  • [p]Resolved instances of a crash that could occur when receiving a Power Merits notification.[/p][/*]
  • [p]Resolved incorrect merit reward being displayed when handing in Powerplay Data or Powerplay Commodities to a Power Contact.[/p][/*]
  • [p]Made adjustments to player assignments where the Rescue Escape Pods were active.[/p][list]
  • [p]Removed all variants of the collect escape pods assignments.[/p][/*]
  • [p]Rank 0 Commanders who had been assigned with collect escape pods are now assigned hand in salvage instead.[/p][/*]
  • [p]Anyone currently with collect escape pods for undermining has been given hand in salvage for undermining.[/p][/*]
  • [p]Anyone with collect escape pods for reinforcement has been given hand in salvage for reinforcement.[/p][/*]
  • [p]Collect escape pods for acquisition doesn't have an equivalent in hand in salvage, therefore it has been deleted from anyone who had it as an active assignment.[/p][/*]
[/*][*][p]Resolved Powerplay Care Packages being reordered after claiming a package.[/p][/*][*][p]Resolved instances where the primary port of a System Colonisation system was not displaying as a completed facility in the My Colonies panel.[/p][/*][*][p]Resolved instances where using the Demolish option on a System Colonisation facility will treat it as Cancellation rather than demolishing the facility.[/p][/*][*][p]Resolved instances where the System Map shows incorrect Construction Progress.[/p][/*][*][p]Changed construction sites to have a dedicated government type to prevent required construction cargo from being deemed illegal there.[/p][/*][*][p]Resolved the Cancel Construction panel incorrectly referencing "Economy Points" instead of "Construction Points".[/p][/*][*][p]Resolved the Cancel Construction panel incorrectly stating "Demolition" instead of "Cancellation" when referencing how many Construction Points will be refunded.[/p][/*][*][p]Resolved the System Map incorrectly showing a demolished construction as still being present.[/p][/*][*][p]Resolved the Demolish Facility panel not listing the facility's full name.[/p][/*][*][p]Ensured players who are part of a Squadron, which has an active Squadron restriction on new claims from a System Colonisation facility, can not bypass this by leaving the Squadron.[/p][/*][*][p]Resolved the System Colonisation cooldown restriction panel incorrectly stating 24hr cooldown when a 30min restriction is in effect.[/p][/*][*][p]Resolved the Construction Effort UI for primary ports not listing the Faction that is expanding.[/p][/*][*][p]Resolved completed Construction Site using incorrect icon and not being removed from the system map.[/p][/*][*][p]Changed the "Cancel" button on the "Cancel Demolition" panel to "Back" to avoid confusion.[/p][/*][*][p]Changed the Squadron Cargo Insurance perk to now reward the player with half of their lost cargo during the respawn flow.[/p][/*][*][p]Resolved inbox message not triggering when a Squadron accepts your request to join.[/p][/*][*][p]Resolved instances of "Yellow Adder" disconnects during the respawn flow when the Squadron Cargo Insurance perk was active.[/p][/*][*][p]Resolved instances of "Black Adder" disconnects when attempting to purchase a Squadron Fleet Carrier.[/p][/*][*][p]Resolved instances where selecting a Squadron activity leaderboard could result in the "All Contributors" bracket being blank.[/p][/*][*][p]Resolved the Squadron Log entry displaying incorrectly for changing the Squadron Carrier Notorious Commander Access level.[/p][/*][*][p]Resolved the Squadron Log entry displaying incorrectly when changing the permissions of a Squadron Rank.[/p][/*][*][p]Resolved CQC & Pilots Federation perks not granting increased XP after completing a match when the Squadron Perk is active.[/p][/*][*][p]Resolved adding or sharing a Squadron Bookmark causing a Black Adder error.[/p][/*][*][p]Resolved instances of weapon upgrades failing to complete.[/p][/*][*][p]Resolved instances of transaction errors when using "Add Max" at Bartenders while you have mission items in your inventory.[/p][/*][*][p]Resolved instances where cargo transfers to Fleet Carriers could fail in busy systems.[/p][/*][*][p]Resolved discrepancy between bartender buy order price & carrier balance in the UI.[/p][/*][*][p]Resolved missing localisation for the Commander Renaming option & description in Game Extras.[/p][/*][*][p]Resolved on-foot tutorial objectives displaying in ship for Horizon players.[/p][/*][*][p]Resolved strobing effect when opening the pause menu after opening the Galaxy Map through the factions screen.[/p][/*][*][p]Resolved the Sub-surface Displacement Missile not being equippable in the Type-11 Prospector's mining hardpoint slots.[/p]
  • [p]The 2b Sub-Surface Extraction Missile is not included in this as it's not for mining gameplay, it was a dedicated module for Titan gameplay.[/p][/*]
[/*][*][p]Fixed the "Lakon Manufacturer" decal taking on colours from paintjobs, resulting in reduced visibility due to colour clashing.[/p][/*][*][p]Resolved size 2 turreted multicannons visual issue where the barrel moves forwards and disconnects, creating a gap in the model.[/p][/*][*][p]Reduced max cargo required for starter missions to prevent auto routing taking new players through non-starter zone systems with the stock Sidewinder.[/p][/*][*][p]Resolved instances of backface culling on Asteroid Station mail slot.[/p][/*][*][p]Minor fixes to the Type-11 Prospector Hazard Spoiler[/p][/*][*][p]Various fixes for the Spectrix paintjobs.[/p][/*][*][p]Various localisation fixes for cosmetics.[/p][/*][/list]
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