Elite Dangerous - PhilW_Frontier
Greetings Commanders,

We have released a small update for Elite Dangerous to resolve a number of reported issues. No downtime is required but you will need to restart your games for the update and download to commence.

Update Notes

Issue Tracker Fixes:
  • Fixed Incorrec Manifest Checksum Error triggering from the launcher.
  • Fixed instances of Orange Sidewinder disconnects when attempting to drop into Fleet Carriers.
  • Fixed instances of Orange Sidewinder disconnects when attempting to log into the game and the Powerplay digest was timing out.
  • Changed the minimum tech level to 35 in colonised systems with only a single Tier 2 or 3 port.
    • This will enable the shipyard and outfitting services without the need to construct anything additional. Note that available stock will remain affected by tech level.
    • This will take effect for all existing systems over the next 24 hours, and will be the default for all newly colonised systems.
Bug Fixes:
  • Fixed multiple images in the Colonisation Market Links help screens.
Elite Dangerous - PhilW_Frontier
Greetings Commanders,

We will be releasing The Trailblazers Update 3 on Wednesday April 30. This update features a number of improvements to Colonisation economies and Powerplay merits, alongside a range of other fixes and improvements.

Release Schedule (All times in UTC)
  • 5AM - Servers offline for maintenance
  • 1PM - Servers back
Please be aware these are estimated times and are subject to change.

Features of Note:


Colonisation

  • The operation of economies and population growth within player colonised systems have been extensively reworked following player feedback. These changes are designed to allow significantly more flexibility in building out systems to create any desired economy, and to significantly boost the economic output of colonised systems.
Economic changes:

  • Links will now automatically be created between completed constructions within systems. Links enable supporting facilities to supply a proportion of their economy to ports across the entire system, increasing the supply, demand and types of commodities available and altering shipyard and outfitting stock.
    • All constructions are divided into two types for the purpose of creating links: Ports and Supporting Facilities
      • Ports includes Outposts, Coriolis/Orbis/Ocellus Stations, Asteroid bases, Planetary Ports and Planetary Port Outposts
      • Supporting Facilities includes Settlements, Installations and Hubs
    • Two types of link are available: Strong and Weak. A strong link provides a higher economic boost than a weak link
      • Strong links are created between a port and any facility located on or around the same local planetary body. They may also be created between ports if there are multiple of this type on or around the same body
      • In the event multiple ports are present, the highest tier port will be linked to. If both ports are of the same tier, the port which was built first will be selected
      • In the event both a planetary and space-based ports are present, planetary facilities will create strong links with the planetary port, which will pass these strong links on to the orbital port following the same prioritisation rules regarding tier and build order
    • Weak links are created between ports and supporting facilities located on different bodies within the same system
    • Both types of link can be present, enabling a supporting facility to supply the economies of multiple ports
    • Links can only be created between facilities and ports, or between ports. Facilities cannot link to each other
    • To aid understanding this new system, some examples of this in action are below:
      • System 1: Body 1 has several facilities on the surface, whilst body 2 and 3 have ports in orbit
      • Weak links will be created between each body 1 facility and both ports around body 2 and 3
      • System 2: Body 1 has several facilities and a port on the surface, with another port in orbit
      • Strong links will be created between each facility and the port on the surface. A further strong link will be created between the planetary and orbiting port
      • System 3: Body 3 has a port in orbit, with a mix of planetary and orbital facilities located at bodies 1, 2, 3 and 5
      • Strong links will be created between the body 3 port and all facilities located at body 3
      • Weak links will be created between the body 3 port and each facility located at bodies 1, 2 and 5
    • These links will be retrospectively created for all existing colonised systems during the patch downtime
    • Alternations have been made to the construction user interface flow to expose links that have already been created, and will be created on completing a construction
    • Additionally, strong links are subject to boosts or decreases in economic supply performance by the characteristics of the host system or body. Weak links are unaffected by this mechanic. Potential boosts/decreases are listed below:

    • Agriculture economy:
    • Boosted by:
      • Orbiting an Earth like world
      • On or orbiting a terraformable body
      • On or orbiting a body with organics
    • Decreased by:
      • On or orbiting an icy body
      • On or orbiting a planet that is tidally locked to its star
      • On or orbiting a moon that is tidally locked to its planet and its subsequent parent planet(s) are tidally locked to the star
    • Extraction Economy:
    • Boosted by:
      • In a system with major or pristine resources
      • On or orbiting a body with volcanism
    • Decreased by:
      • In a system with low or depleted resources
      • High Tech Economy:
    • Boosted by:
      • Orbiting an ammonia world
      • Orbiting an earth like world
      • On or orbiting a body with geologicals
      • On or orbiting a body with organics
    • Decreased by:
      • Nil
    • Industrial and Refinery Economies:
    • Boosted by:
      • In a system with major or pristine resources
    • Decreased by:
      • In a system with low or depleted resources
    • Tourism Economy:
    • Boosted by:
      • Orbiting an ammonia world
      • In a system with a black hole
      • Orbiting an earth like world
      • On or orbiting a body with geologicals
      • On or orbiting a body with organics
      • Orbiting a water world
      • In a system with a white dwarf
      • In a system with a neutron star
    • Decreased by:
      • Nil
    • As an example – Body 1 is a world with volcanism which has a port in orbit and an agricultural facility and extraction facility on the surface. The strong link from the extraction facility to the port will be strengthened while the strong link from the agricultural facility will not.
    • Constructions which have a Colony economy listed in the construction options will now have this overridden depending on the body the construction is on or orbiting.
    • These overrides are as follows:
    • Black holes, Neutron Stars, White Dwarves
      • HighTech
      • Tourism
    • Brown Dwarves and all other star types
      • Military
    • Earth like worlds
      • Agriculture
      • Hightech
      • Military
      • Tourism
      • Water world
      • Agriculture
      • Tourism
    • Ammonia world
      • HighTech
      • Tourism
    • Gas giant
      • HighTech
      • Industrial
    • High metal content and metal rich world
      • Extraction
      • Rocky ice
      • Industrial
      • Refinery
    • Rocky
      • Refinery
    • Icy
      • Industrial
    • Has rings (includes stars with asteroid belts)
      • Extraction
    • Has organics
      • Agriculture
      • Terraforming
    • Has geologicals
      • Extraction
      • Industrial
    • These overrides may stack. As an example – for a high metal content world with organics, its overrides will be Extraction, in addition to Agriculture and Terraforming.
Population Growth Changes:

  • The overall level of facility output is determined by the population associated with that facility - a higher population results in greater output of commodities. With the colonisation beta release, this population number was at a reduced level for balancing purposes.
  • With this update, populations will now be significantly increased, enabling commanders to build fully operational economies and supply chains for self-sustaining colonisation efforts.
  • Populations within colonised systems will now grow at a significantly faster rate with a significantly higher population limit. Overall population capacity remains determined by the port and facility types built within a system.
  • Populations will grow on each weekly maintenance tick. Populations growth is based on a curve and will grow quickly for the first month before slowing to a more gradual pace, enabling quick establishment of strong economies.
Additional Changes
  • Law and order around system colonisation ships and construction sites is now enforced by Brewer Corporation.
  • Brewer Corporation has elected to begin naming it's system colonisation ships.

Port Customisation
  • Added "Facility Customisation" button within Station Services for architects when docked at their orbital facilities. This allows architects to apply paintjobs to the following:
    • Coriolis Stations
    • Ocellus Stations
    • Orbis Stations
    • Asteroid Bases
    • Outposts

Powerplay
  • Offensive and Defensive multipliers to merit gains have been implemented across all Powerplay systems.
  • Offensive actions (taking unoccupied systems, undermining etc) will receive +5% bonus merits
  • Defensive actions (Reinforcing) will result in -35% merits gained.
    • This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly.
    • Updated powerplay galaxy map panel to include this multiplier
  • Re-enabled rare good merit rewards
  • Replaced Escape Pods as ethos activities for Powers that used them.
  • Arissa Lavingny-Duval
    • Acquisition: Collect Escape Pods → Sell commodities for large profit
  • Aisling Duval:
    • Acquisition: Collect Escape Pods → Transfer "Employee Data" & "Political Data"
    • Reinforcement: Collect Escape Pods → Reboot mission completion
    • Undermining: Collect Escape Pods → Hand in salvage
  • Edmund Mahon
    • Undermining: Collect Escape Pods → Hand in salvage
  • Felicia Winters
    • Acquisition: Collect Escape Pods → Sell mined resources
    • Undermining: Collect Escape Pods → Complete aid and humanitarian missions
  • Yuri Grom
    • Acquisition: Collect Escape Pods → Scan ships & wakes (contested systems)
  • Nakato Kaine
    • Reinforcement: Collect Escape Pods → Hand in salvage
    • Undermining: Collect Escape Pods → Hand in salvage
  • Pranav Antal
    • Acquisition: Collect Escape Pods → Sell rare goods
  • Rebalanced cartographic and exobiology merit rewards
  • Both have received an increase to merit reward rate
  • Added Undermining/Reinforcement multipliers to Merit notifications
  • Added reference to Undermining/Reinforcement multipliers in help screens
  • Improvements to PowerPlay 2 galaxy data transfer between servers and client
  • Powerplay system Local Ethos activities are now server driven, allowing for more dynamic changes

    Issue Tracker Fixes:
    • Fixed instances of stutter during general gameplay
    • Fixed instances of disconnects when jumping to supercruise or hyperspace
      • We will continue to monitor data and reports following these fixes to ensure both issues are now
        fully resolved. Please continue to report any further instances where this occurs.
    • Fixed the Corsair Mass Lock Factor, changed it from 7 to 17
    • Fixed Crash to Desktop when plotting route near permit locked systems
    • Fixed issue where the concord cannon could not be reloaded
    • Fixed the Gamma settings window getting stuck on screen
    • Adjusted the Corsair heat dissipation
    Bug Fixes:
    • Fixed the hitcheck on the Corsair's side engines
    • Fixed Corsair multiplayer audio. UI Panels in second chair now go beep as expected
    • Fixed Corsair engine sounds being too loud when rolling at maximum speed
    • Fixed instances of colonisation contact missing from list of contacts
    • Fixed instances of missing construction points
    • Fixed Alastor Military not counting towards the facility requirement of Military Hubs
    • Fixed Planet ports not selling more than 3 commodity types
    • Fixed on foot settlements not having correct max commodities supplied. They will now have approximately 3 for small, 5 for medium and 7 for large
    • Fixed instances where constructions could not be renamed
    • Fixed incorrect images being shown in facility construction selector
    • Reduced the orbital speed of ports constructed around Neutron Stars, White Dwarfs and Blackholes
    • Fixed many construction depot and beacon launch locations around stars to more closely respect their heat output, their stellar rings and any binary partners they might share an orbit with.
      • This is the cause of most failures to claim starsystems. This may still occur in some instances, and the team are working to resolve these.
    • Fixed a bug that caused constructions to be placed near the final asteroid cluster of a stellar ring instead of around the requested star. We have relocated most of those constructions to their own spaces in the system.
    • Known issue: In some instances, space positions for construction depots and constructed assets are in the incorrect frame of reference, causing them to be impossible to dock a ship at as they fly away. Thank you to everybody who has reported instances of those to help with our investigation.



Elite Dangerous - pcrowther
Embrace a new age with the latest in Gutamaya design



The multi-role capable Corsair is now available via ARX early access from the Elite Dangerous Gamestore.

Learn more: https://www.elitedangerous.com/corsair
Elite Dangerous - pcrowther
Greetings Commanders,



We will be releasing the Corsair Update on Tuesday April 8. This update introduces the brand new ship the Gutamaya Corsair, alongside a range of fixes and improvements.

Release Schedule:
  • 11AM BST- Servers offline
  • 3PM BST - Servers expected back online
Please note these are estimated times and are subject to change.


Update Notes
Features of Note:
  • Added Gutamaya Corsair
  • In world holo-screen adverts now present for Gutamaya Corsair
  • Added pre-built ships:
    • Gutamaya Corsair Stellar (33,000 Arx)
    • Gutamaya Corsair Standard (16,520 Arx)

Issue Tracker Fixes:
  • Mandalay and Type-8 max boost speed is no longer tied to engine pip level - Issue ID: 67198
  • Fixed construction sites created in languages besides English not being visible in other languages beside English - Issue ID: 72916
  • Fixed core asteroid mining not allowing extraction with Abrasion Blaster & Subsurface Displacement Missiles - Issue ID: 72134
  • Fixed the mining tutorial lasers not working - Issue ID: 72203
  • Fixed a LOD issue with the Krait Mk II Polarity paintjob when a shipkit is applied - Issue ID: 71544
  • Fixed the colour strip on Rattler Blue paintjob for Cobra Mk III - Issue ID: 71617
  • Powerplay decal now displays temporary decal on the main menu until in game and Power Rank has been confirmed, then the Powerplay rank decal will display as normal - Issue ID: 70634
  • Adjustments made to Squadron Paintjobs - Issue ID: 70887
Bug Fixes:
  • Fixed a crash that could occur when a player abandons a system claim and attempts to start a new one
  • Fixed instances of a crash that could occur when opening the System Map after placing a planetary settlement hologram
  • Fixed issues with cargo instancing
  • Disabled exhaustion when in social spaces & hangars
  • Adjustments made to auto dock at asteroid bases
  • Fixed On foot mission givers not correctly becoming active in fully constructed Starports
  • Fixed instances of two beacons deploying at the Beacon Deployment Site
  • Fixed instances of Planetary Ports suddenly loading in after construction without a re-instance, resulting in the Port being placed over the top of the construction site
  • Fixed none of the buttons having a default focus in the System Colonisation panels when using a controller
  • Fixed UI not correctly highlighting controller focus on View Claim/Abandoning buttons
  • Added controller functionality to the Colonisation Help Screens
  • Fixed the Colonisation Ship being deselected in the Nav Panel when entering supercruise
  • Fixed Construction Sites still being listed in SRV & On foot after being completed
  • Fixed the Beacon Deployment Site not correctly converting to System Colonisation Beacon after deployment
  • Fixed instances of using the "Copy Name" button on the System Map on construction slots copying broken text strings
  • Fixed some minor instances of missing collision and backface culling on under deployment stations
  • Fixed instances of ambient traffic always being Power aligned at Orbital Construction Facilities
  • Adjustments made to Construction Sites icons to be more consistent across them all
  • Adjusted text on Tenuous atmosphere planet construction suitability to highlight Odyssey requirements
  • Fixed instances of floating settlement defense turrets at planetary facilities
  • Fixed instances of incorrect images being shown for Outposts in the facility picker
  • Fixed the search bar in the "My Colonies" panel not working
  • Added codex entry for Refinery Contacts
  • Added bespoke text for System Colonisation Ships
  • Fixed Orbital Construction sites not correctly rendering landing pad schematic outlines
  • Fixed Primary Port Development Level values not matching in-game facility picker UI
  • Fixed broken text string for Help button in Architect view on the system map in all languages
  • Fixed broken text string for when viewing the Construction Effort screen at a construction site
  • Adjusted text from Colonisation Effect to Construction Effort to better reflect construction service UI
  • Adjusted Planetary Construction icon colours in the System Colonisation section on the right hand side of the system map to better reflect the construction suitability
  • Fixed incorrect icon in the Construction Effort screen
  • Fixed the Random Rename panel showing an number of Renames Remaining that doesnt change, after purchasing Custom Rename
  • Fixed the planetary facility picker UI displaying 0 Construction Points until a category has been selected
  • Fixed Installations stating "Maximum Landing Pad Size: Medium" in the facility picker UI
  • Fixed Ra-name Facility showing incorrect messaging for non-architect players
  • Fixed the Summary & Display Options panels being empty after switching between view modes on the System Map
  • Fixed the System Information panel being empty after switching between view modes on the System Map
  • Fixed Architect View's check mark persisting when switching between Powerplay & Architect View on the Galaxy Map
  • Fixed the System Colonisation Ship incorrectly showing greyed out Carrier Management View button when jumping out of the system
  • Fixed various entries of Placeholder text in Colonisation Screens
  • Fixed some typos in the Colonisation Help Screens & Codex
  • Fixed missing images in Colonisation Help Screens
  • Fixed the Colonisation Help Screens incorrectly rendering in the Pause menu
  • Fixed minor typo with High Tech economies in the facility picker UI
  • Fixed various minor text issues in the System Claim Mode
  • Fixed minor typo with the Anti-Guardian Zone Resistance engineering effect on modules
  • Adjusted camera angle for the left cockpit seat in the Cobra Mk V
  • Audio During Docking - The Blue Danube - will be muted when streaming mode has been enabled.
  • On some ships the engine attenuated twice, resulting in lowered bass content
  • Added audio when you change quantities of commodities to transfer at a System Colonisation Ship as interaction sounds were missing
  • Fixed minor gap in the Type-8 model
  • Fixed ships not being correctly hostile in Training & Challenge scenarios
  • Fixed Betelgeuse LODing incorrectly
Language Fixes:
  • Fixed a mistranslation in Spanish for Power
  • Fixed a mistranslation in Spanish for System Colonisation Suite
  • Fixed missing strings for materials in the Refinery Contact when viewed in Russian
  • Fixed broken translations in Russian when viewing the Colonisation Contact
  • Fixed broken translations in Russian for Subsurface Displacement UI whilst mining
  • Fixed broken translations in Russian for onfoot settlement information in the onfoot Navigation panel
  • Fixed broken translations in Russian for the onfoot System Summary panel
  • Fixed broken translations in Russian for the Local Authority screen
  • Fixed minor text issue in Brazilian Portuguese in the Galaxy Map when viewing an already claimed system
  • Fixed missing translation for Beacon Deployment Site
  • Fixed truncated translated text strings when looking at primary port stats in facility picker
  • Fixed truncated translated text strings in facility picker headers
  • Fixed translations for required commodities in the System Map view
  • Fixed planetary port type translations across multiple languages in facility picker
  • Fixed exposed text string in multiple languages when receiving the toast notification for a successful system claim confirmation
  • Fixed missing translations and broken strings in Station Renaming screen across multiple languages
  • Fixed broken text strings in the construction fanfare screen across multiple languages
  • Fixed multiple broken text strings across the "My Colonies" panel in multiple languages
  • Fixed exposed string for the colonisation countdown timer in multiple languages
  • Fixed broken string in the Galaxy Map for non-claimable systems icon in multiple languages
Cosmetics:
  • Fixed LOD issue with Type-9 Hazard Construct paintjob on the ships underside
  • Adjust wing decal sizing to avoid overlaying vents on the Cobra Mk V wings
  • Fixed broken mirroring of Onionhead 2 decal
  • Fixed issues with Thargoid Bleached ship kit pieces causing vanity camera "Signal Lost" to trigger to frequently
  • Fixed missing onfoot collision on the Mandalay Ace shipkit bumper
  • Minor adjustment to Vulture's Powerplay banner positioning to avoid clipping with other shipkit pieces
  • Minor adjustment to Dolphin's Powerplay banner positioning to avoid clipping with other shipkit pieces
  • Adjustments made to the Mandalay shipkit wing camera positions in Livery & Vehicle Extras to show the shipkit pieces clearer
If you continue to experience and issues please be sure to report them on our Issue Tracker.

We are continuing to review the facilities and economic process of System Colonisation, as well the amount of information and documentation provided. We are considering potential improvements for future updates.
Elite Dangerous - Frontier Developments
Greetings Commanders,

We will be releasing a new update for Elite Dangerous on Wednesday March 19.

Release Schedule (All times in UTC)
  • 9AM - Servers offline for maintenance
  • 11AM - Servers back
Please be aware these are estimated times and are subject to change.
Update Notes

Features of Note/Journal Additions
A temporary system has been introduced relating to "System Claim Unsuccessful" errors - after one such unsuccessful claim, the system will be marked as invalid and no further claim attempts will be permitted.
  • This is a known issue which is caused by the game being unable to locate a suitable position for the initial starport, which can occur for many different reasons. Repeated claim attempts by any player on an affected system will never result in success.
  • As these positional issues are resolved, affected systems will be removed from the invalid list and will once again be claimable.
The following Journal entries are now actually logged:
  • The powerplay data in the event "Location" and "FSDJump" supplied regardless of if the players is pledged to a power or not.
  • "PowerplayCollect"
  • "PowerplayDeliver"
  • "PowerplayMerits"
  • "PowerplayRank"
  • "CarrierLocation"
  • Added a new status flag for the npc crew to indicate if they're active or not.
  • Added a new status flag SupercruiseOvercharge for overcharge status.
  • Added a new status flag SupercruiseAssist for whether assist is active.
  • Ensured that the lightsOn status flag is active when the flashlight is active.
Bug Fixes:
  • Fixed a crash when switching views in the System Map
  • Fixed an instance of a mission interaction crash
  • Fixed instances of crashes when scanning a megaship or installation
Server side improvements:
  • Renaming of facilities should be now be consistently permitted for the system architect
  • Planetary ports can now be renamed by the system architect
  • Inactive system colonisation ships will now be marked as they jump back to the registration origin system
  • Star system information will now be updated correctly when completing facilities with differing game language settings
  • Improved stability of game client during system colonisation ship jumps
  • Significantly improved capacity for server-client information transfer relating to player colonised systems
    • This is intended to prevent any further instances of temporarily deactivating the colonisation contact. The team will continue to monitor the situation closely as humanity expands.
If you encounter any further issues please be sure to report them on our Issue Tracker.
Elite Dangerous - Frontier Developments
Greetings Commanders,

Thank you for your patience following our pause of the Colonisation Contact to allow us time to investigate the issues being reported. We have made some adjustments and are preparing to turn this Colonisation Contact back on.

Please be advised this is part of a load test of the live Beta, and we intend to monitor how the system behaves. We will keep you informed if the situation changes again.

Thank you for your continued feedback, reports and support.
Elite Dangerous - Frontier Developments
Greetings Commanders,

We are releasing Trailblazers Update 1 on Thursday March 6th. This update will address a number of reported issues.

Release Schedule (All times in UTC)
  • 07:00 - Servers offline for maintenance
  • 11:00 - Servers back online and update available
These times are estimates and are subject to change.

Please note that the pause for System Colonisation will be resolved separately to this update when we are confident the issues have been resolved.

Update Notes

Features of Note
Journal Additions: The following Journal entries are now logged:
  • The powerplay data in the event "Location" and "FSDJump" supplied regardlesss of if the Commander is pledged to a power or not.
  • "PowerplayCollect"
  • "PowerplayDeliver"
  • "PowerplayMerits"
  • "PowerplayRank"
  • "CarrierLocation"
  • Added a new status flag for the npc crew to indicate if they're active or not.
  • Added a new status flag SupercruiseOvercharge for overcharge status.
  • Added a new status flag SupercruiseAssist for whether assist is active.
  • Ensured that the lightsOn status flag is active when the flashlight is active.
Bug Fixes:
  • Fixed claimed systems showing as unclaimed for players
  • Fixed instances of colonisation ships not arriving in claimed systems
  • Fixed a crash when viewing system maps with fleet carrier stacks
  • Fixed a crash related to Powerplay ranks
  • Fixed instances of crashes when completing another Commanders construction effort in a multiplayer instance
  • Fixed hardlock when navigating through the "Financial Support" screen during the death flow when having a large number of ships
  • Fixed softlock when navigating facility selection screens
  • Fixed instances Colonisation ships transfer UI becoming unresponsive with keyboard & mouse
  • Fixed instances of exposed text strings in purchase flows
  • Fixed Architect view persisting when switching between Powerplay mode & Architect mode on the Galaxy Map
  • Fixed Galaxy Map filters resetting
  • Fixed System Information from going blank when switching between map modes when viewing on the System Map
  • Fixed instance of Facility Details being blank when navigating the facility selection screens
  • Fixed issues with backing out of My Colonies screen on controller
  • Fixed lack of controller functionality on Colonisation tutorial screens
  • Improved autodock in asteroid bases
  • Fixed Powerplay helpscreen images being missing
  • Fixed various typos in Colonisation text
  • Adjusted flickering landing pad light on newly constructed outposts
  • Fixed Thargoid Titan debris being misplaced/clumped together
Server side fixes:
  • Improving colonisation information digest for client refresh rate and stability;
  • Allowing players to login if they can't be moved to finished markets by our code;
  • Ensuring systems can't be claimed by two commanders at once;
  • Improving failed claim cleanup flow to ensure faster unblocking of colonisable systems;
Elite Dangerous - Frontier Developments
Greetings Commanders,

Thank you so much for your feedback and participation in the live Beta for System Colonisation. The response and engagement we have had has been phenomenal and you have progressed in colonising the galaxy at an incredible rate.

So far you have colonised over 8000 systems and completed over 13,000 facilities! In just a few days that is an astounding achievement!

One of the reasons we launched System Colonisation as a live beta was to test this at scale, which is something very hard to do for us internally. Thanks to your astounding efforts we have received lots of incredibly helpful data and feedback and it has also identified an important issue that needs to be addressed. This issue greatly impacts the ability to claim systems and needs more thorough investigation.

To that end we have made the decision to temporarily disable the Colonisation contact and pause the ability to claim new systems. This will prevent further expansion for the time being but does not impact any of the progress already made. Players that have already claimed systems will still be able to colonise within them.

The development team are working on this as a matter of urgency. As soon as we have more to share we will let you know.

FAQ
Will there be any more changes following this investigation?
During this live Beta we will be continuing to review data and feedback and make changes where necessary. The live Beta is designed to gather data on scale to ensure we can offer the best outcome.

Will my progress be lost?
No! Any efforts made to colonise the galaxy so far will continue to remain in place and you can continue to focus on building and upgrading your systems. This only affects the ability to claim new areas.

I made a claim but it reset when I logged in, what happens now?
Any progress which was made before the pause will have taken effect but may not have been shown on the UI. This is a visual issue and progress will be correctly displayed once our investigations are complete. No progress has been lost.

Will you be rolling back?
There are no current plans for a roll back.

What about the CG Megaships coming to support System Colonisation?
We have temporarily delayed these until next week.

Will my progress be lost?
No! Any efforts made to colonise the galaxy so far, including any System Architect status', will continue to remain in place and you can continue to focus on building and upgrading your systems. This only affects the ability to claim new areas.

My system architect status is missing/I can't continue to work on my systems
This issue is currently being investigated and a solution will be available very soon. Once this solution is in place your system architect status and progress will be displayed correctly.
Elite Dangerous - PhilW_Frontier
Elite Dangerous’ new Trailblazers update offers Commanders a whole new way to leave their footprints across one of the 400 billion stars in the galaxy, as System Colonisation puts you at the helm of universal expansion for the very first time.

In this guide we’ll cover everything you need to know about how to build your own new colony and establish your place in Elite Dangerous’ galactic legacy.

Did You Know?

You can also learn about System Colonisation by speaking to the new System Colonisation Contact, who can be found in the contact section of station services.

How to Create a New Colony

Select a Star System

To start your journey to expand the bubble of human civilisation, begin by accessing the new System Colonisation Contact starport service. You will then be presented with a version of the Galaxy Map to select a nearby unpopulated star system (within a max distance of 16ly) and register your desire to claim it.

After selecting the star system you wish to claim, you must then select the type of initial starport or orbital outpost you would like to build in the system. Available types include:
  • Outposts
  • Coriolis Stations
  • Ocellus Stations
  • Orbis Stations
The choice of starport and outpost can be further refined with specialisations, such as a Commercial focus which will result in a Colony economy and increased wealth or an Industrial focus which will result in an Industrial economy and an increased tech level.

The cost to successfully register a star system for colonisation requires spending credits, with the specific cost varying depending on the type of station or outpost you have selected. Once you have successfully registered for a System Colonisation attempt, your claim will last for 24 hours, preventing other players from submitting claims.

Create a System Colony

After traveling to your selected star system, you will then deploy a System Colonisation Beacon at a pre-determined location. Once launched via the System Colonisation Suite (a new module which all ships will now contain, similar to the Discovery Scanner), the System Colonisation process initiates and establishes you as the System Architect.

The beacon now transmits a star-system-wide countdown, signalling the arrival of a colossal System Colonisation Ship, which provides a temporary hub for the overview and contribution of construction efforts.

As System Architect you will then have a fixed period of time to supply a combination of mined and purchased commodities in order to ensure completion of the colony.

Did You Know?

If you don’t have the required mined or purchased commodities to complete your colony, a prompt will provide information on how to source them.

When the System Colonisation Effort is successfully completed, the System Colonisation Ship will leave and the completed primary starport will appear nearby.

The newly established colony is now an Uncontrolled Populated star system and is eligible to be expanded into and controlled via Powerplay.

Build up the System Colony

Once a primary starport has been established, it can be improved and upgraded via the continued supply of resources.

As System Architect you can place build instructions for a variety of facilities, located either in orbit of a planet via the system map or on the planet itself by travelling to the surface and identifying the perfect deployment site.

Available facilities include:
  • Satellites
  • Communication Stations
  • Pirate Bases
  • Mining Outposts
  • Planet Ports
  • Horizon or Odyssey Settlements
Once a new facility has been selected a Construction Effort will begin for that facility. Any Commander can now fly to this location, dock with the temporary structure, and use System Colonisation services.

The dashboard will allow any visiting player to see what facility is going to be built at this Construction Effort and the current progress, with larger constructions requiring larger amounts of resources (commodities) to complete.

Once a facility is constructed, you will see the economy of the star system change, with different facilities influencing the population, standard of living, tech level and more. As more construction efforts are completed in the system, you will gain access to larger and more complex structures to construct.

Rewards of System Colonisation

System Architects will receive a tax payment from each system under their direction, which is derived by the number and scale of facilities constructed. Taxes will be issued each week and can be redeemed by vising an administration contact.

As you grow your network of accumulated system colonies and the weekly tax values increase, a galactic tax will be placed upon any credits earned over 5,000,000 in order to support mass infrastructure maintenance throughout the galaxy.

In addition to tax rewards, System Architects will also receive a small discount to ships and outfitting when purchased in one of your systems with 10 or more facilities.

Trailblazers Update Available Now

With System Colonisation, the Trailblazers update for Elite Dangerous introduces a brand-new way to play, interact with other players and leave your mark on the galaxy. For the first time in the game’s history the Bubble is set to grow and it’s you, Commander, that’s in control of the path the galaxy takes.

Trailblazers is just the first step of a packed year for Elite Dangerous, with more new gameplay experiences, ships and refinements to come. We’ll see you on the frontier.
Elite Dangerous - Frontier Developments


Greetings Commanders!

The time has come to become the galactic pioneers you were born to be! The epic Trailblazers update is now here, bringing with it the chance for you to truly make your mark on the milky way with System Colonisation! The Trailblazers update includes many awesome features which you can learn about on our Trailblazers page!

System Colonisation will initially be available in a Beta format. Whilst features and progress will remain permanent we will be reviewing and adjust balancing and numbers for resources and distances as the Beta progresses. We're proud and excited for you to start making the Milky Way your own with Trailblazers and we can't wait to see you place your flags in the history of Elite Dangerous' world!

Update Notes


Features of Note:
  • New System Colonisation feature
  • The Mandalay ship is now purchasable for Odyssey players via the shipyard for Credits
Issue Tracker Fixes:
  • Fixed no loot spawning in settlements outside of Powerplay systems. - Issue ID: 67130
  • Adjustments made to the behaviour for limpets. - Issue ID: 67049
  • Fixed Powerplay Assignments sending players to hack holoscreens that were not in the specified system. - Issue ID: 68199
  • Fixed nameplates of Fleet Carriers not correctly displaying in the hangar. - Issue ID: 67340
  • Fixed a crash when viewing Powerplay Strategic view on the Galaxy Map in VR. - Issue ID: 67146
  • Fixed orbit lines displaying in only one eye in VR. - Issue ID: 66591
  • Fixed instances of UI clicking sound persisting. - Issue ID: 70714
  • Fixed instances of the Cobra Mk V being attacked when docked at settlements. Issue ID: 70727
  • Fixed incorrect colouring of Mandalay Quest tanks. - Issue ID: 71382
Bug Fixes:
  • Fixed an exploit for illegitimately getting Codex entries
  • Fixed an exploit where its possible to refresh core asteroids and subsurface deposits
  • Removed AX Combat chatter from AI pilots from the Titan Aftermath scenario in Sol
  • Adjusted Cobra Mk V landing gear when deploying an SRV
  • Fixed an instance of triangular shadowing artifacts on planetary landing pad
  • Fixed exposed text string in OnFoot Conflict Zone post-conflict overview screen
  • Fixed Power Contact displaying lower Merits payout for data/commodity activities than what is actually being received
  • Fixed the Powerplay help screen depth in VR
  • Odyssey Settlements should now have a schematic when targeted
  • Adjusted multicrew seats for Cobra Mk V to stop cockpit panel clipping through crew members external panel
  • Fixed exposed text strings when targeting certain subtargets of the Cobra Mk V
  • Fixed activity filter for Arissa Lavigny-Duval not working in the Powerplay Activity Filter sub menu within the Galaxy Map.
  • Various text fixes for Powerplay scenarios
  • Fix for galaxy map elements rendering over panels in various instances
  • Fix for being able to trigger supercruise assist message when in SCO
  • Fix for being unable to complete "Transport Powerplay Commodities" activity due to UI not listing them for hand-in
  • Fixed minor holes in cockpit of the Cobra Mk V
  • Adjustments to some texture resolutions on the Cobra Mk V
  • Fixed visual issues with heat vents on Cobra Mk V
  • Adjustments made to glass textures on the cockpit of the Cobra Mk V
Cosmetics:
  • Fixed some inconsistencies with the Void paintjobs and shipkit assets
  • Adjustments to reflections on metallic paintjobs for the Federal Gunship
  • Made naming of Cobra Mk V shipkits more consistent across localised languages
  • Made naming of Mandalay shipkits more consistent across localised languages
  • Fixed HUD elements rending over the top of Powerplay banner bobbleheads
  • Fixed some inconsistent ship wear values between the main hull of the Mandalay and some of its shipkit pieces
  • Adjusted brightness of the Ruby Anniversary paintjob icons in livery to be visually clearer
  • Adjusted Powerplay banner position for the Mandalay
  • Fixed instances of decals being mirrored in the Mandalay's left decal slot
  • Fixed visual issues on the Powerplay banner for the Alliance Crusader
  • Fixed livery camera for the "Spoiler" slot on the Asp Scout showing the front of the ship
  • Fixed livery camera clipping into the ceiling for the Asp Explorer "Spoiler" slot preview
  • Fixed instances of livery cameras for the Alliance Crusader being blocked by hangar cables
  • Fixed some localisation issues with the Ruby Anniversary Gold decal
  • Improved readability of some Fleet Carrier nameplates
  • Fixed texture issues with Beluga Liner shipkit pieces
If you encounter any further issues please be sure to report them on our Issue Tracker and reach out to our Support Team if you need assistance.
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