Google is ready to ban binary option and cryptocurrency ads
Well, it’s about time, Google is next in line to pose a stiff challenge to the largely fraudulent online trading industry. The world’s largest search engine has just announced that it plans to ban all cryptocurrencies and binary options advertisements, and it is cracking down on ads for various other speculative financial products.
Say goodbye to binary options & cryptocurrency ads
The new rules, which are scheduled to take effect in June, will flat out ban adverts for binary options, cryptocurrencies and all related content (including initial coin offerings, cryptocurrency exchanges, cryptocurrency wallets, and cryptocurrency trading advice. Cryptocurrencies have surged in popularity over the last year thanks to a boom in the price of bitcoin towards the end of fiscal 2017. This coincided with a surge in initial coin offerings (ICOs), where numerous startups have issued their own cryptocurrency in exchange for money to construct their businesses.
Taking Facebook’s lead
Google’s hard-line approach follows a similar ban that Facebook enacted earlier in the year in banning cryptocurrency related advertising on its platform. Scott Spencer, Google’s Director of Sustainable Ads said in a recent blog post that the clampdown is part of Google’s efforts to shield consumers from online trading scams. However, much of the online trading world is unregulated, which in turn has attracted scammers looking to make quick money. Last year myriads of “pump and dump” filled the market, while this year bogus ICO projects have become routine.
Forex & CFD Crackdown
Google is additionally coming down on ads for contracts for difference (CFD), spread betting, and foreign exchange (forex) instruments on its platform. These products carry a high level of risk and the entire industry is under increasing regulatory scrutiny across Europe over the past year thanks to severe investment fraud sweeping through the continent. The UK’s Financial Conduct Authority (FCA) issued a warning in November that cryptocurrency CFDs are incredibly high-risk, speculative products that risk the investor suffering significant losses. Research conducted by the FCA showed 82% of people who use the products lose money, implying CFDs are more similar to gambling than investing.
Affiliate marketing for online trading takes a hit
Google additionally announced it is banning ads from affiliates and aggregators who traffic leads to online trading brokers. These websites earn a commission for referring new clients to these products that are lightly regulated. The search giant will require CFD, spread bet, and forex websites to register with it if they want to advertise on its platform and all brokers must be licensed in the country they are looking to advertise in.
Pressure getting to Google
Google’s financial marketing crackdown arises among continued pressure on the search giant, which additionally owns YouTube, regarding the way it runs its advertising procedure. Google has been heavily criticized by the media and politicians for permitting everything from radicalization to binary options trading on its advertising platform due to careless controlling of content and advertising. Spencer did state in his blog post that Google removed 3.2 billion “bad” ads last year and announced, “Improving the ads experience across the web, whether that’s removing harmful ads or intrusive ads, will continue to be a top priority for us.” We shall see. However, there is a pretty good chance that these fraudulent brokers will just simply change the name of their product in order to get around Google’s ban and deceive an unsuspecting user.
What you can do
If you are the victim of an HBC Broker scam be sure to send your complaint to [[email protected]](mailto:[email protected]), and we will do our very best to get into contact with you as soon as we can to initiate your funds recovery process.
Secured Trade Investment: The latest recovery scam
For those who were the victims of online trading scams it is as one scam victim said to me, “living in never-ending nightmare”. Many do not know where to turn. For those who seek help, there is another sinister scam that has reared its ugly head: Recovery scams. Preying on those who were victimized, they actively solicit their fraudulent services, often with a guarantee that they can recover the lost funds. One company, in particular, is Secured Trade Investment.
It never ends
This “recovery” firm is the latest scam to further add a black mark on the online trading industry. They convince individuals that have been scammed by binary options brokers in particular that they can recover their stolen funds. However, in reality, that is just a ruse. Almost always, they demand a heavy upfront fee and do nothing, which means a second loss for the victim. Made-up team members and fictitious testimonials are the most misleading elements found on the site. Supposedly Owen Beamont is the CEO and Mathew Macleod is the Assistant Manager of Secured Trade Investment but research has shown that both of these individuals do not exist. These two invented identities are nothing more than images generated from an online image bank. When viewing the contact information on the website we are given two separate addresses, the first being 7 Triton Square, Regent’s Place, London NW1 3HG UK. Unsurprisingly, when this address is entered into a Google search query the company that matches this address is not Secured Trade Investment. Additionally, the second address, 1270 E Broadway Rd, Tempe, AZ 85282 is associated with a different business What is most disturbing about Secured Trade Investment is that they seem to be directly conspiring with the very same fraudulent forex and binary options brokers. Numerous individuals have told us that Secured Trade Investment had their information before they submitted their claim.
Take action today
If you are the victim of an HBC Broker scam be sure to send your complaint to [[email protected]](mailto:[email protected]), and we will do our very best to get into contact with you as soon as we can to initiate your funds recovery process.
Binary Options Review; Best Binary Options Brokers
Binary Options Review; Best Binary Options Brokers We have compared the best regulated binary options brokers and platforms in May 2020 and created this top list. Every binary options company here has been personally reviewed by us to help you find the best binary options platform for both beginners and experts. The broker comparison list below shows which binary trading sites came out on top based on different criteria. You can put different trading signals into consideration such as using payout (maximum returns), minimum deposit, bonus offers, or if the operator is regulated or not. You can also read full reviews of each broker, helping you make the best choice. This review is to ensure traders don't lose money in their trading account. How to Compare Brokers and Platforms In order to trade binary options, you need to engage the services of a binary options broker that accepts clients from your country e.g. check US trade requirements if you are in the United States. Here at bitcoinbinaryoptionsreview.com, we have provided all the best comparison factors that will help you select which trading broker to open an account with. We have also looked at our most popular or frequently asked questions, and have noted that these are important factors when traders are comparing different brokers:
What is the Minimum Deposit? (These range from $5 or $10 up to $250)
Are they regulated or licensed, and with which regulator?
Can I open a Demo Account?
Is there a signals service, and is it free?
Can I trade on my mobile phone and is there a mobile app?
Is there a Bonus available for new trader accounts? What are the Terms and
conditions?
Who has the best binary trading platform? Do you need high detail charts with technical analysis indicators?
Which broker has the best asset lists? Do they offer forex, cryptocurrency, commodities, indices, and stocks – and how many of each?
Which broker has the largest range of expiry times (30 seconds, 60 seconds, end of the day, long term, etc?)
How much is the minimum trade size or amount?
What types of options are available? (Touch, Ladder, Boundary, Pairs, etc)
Additional Tools – Like Early closure or Metatrader 4 (Mt4) plugin or integration
Do they operate a Robot or offer automated trading software?
What is Customer Service like? Do they offer telephone, email and live chat customer support – and in which countries? Do they list direct contact details?
Who has the best payouts or maximum returns? Check the markets you will trade.
The Regulated Binary Brokers Regulation and licensing is a key factor when judging the best broker. Unregulated brokers are not always scams, or untrustworthy, but it does mean a trader must do more ‘due diligence’ before trading with them. A regulated broker is the safest option. Regulators - Leading regulatory bodies include:
CySec – The Cyprus Securities and Exchange Commission (Cyprus and the EU)
FCA – Financial Conduct Authority (UK)
CFTC – Commodity Futures Trading Commission (US)
FSB – Financial Services Board (South Africa)
ASIC – Australia Securities and Investment Commission
There are other regulators in addition to the above, and in some cases, brokers will be regulated by more than one organization. This is becoming more common in Europe where binary options are coming under increased scrutiny. Reputable, premier brands will have regulation of some sort. Regulation is there to protect traders, to ensure their money is correctly held and to give them a path to take in the event of a dispute. It should therefore be an important consideration when choosing a trading partner. Bonuses - Both sign up bonuses and demo accounts are used to attract new clients. Bonuses are often a deposit match, a one-off payment, or risk-free trade. Whatever the form of a bonus, there are terms and conditions that need to be read. It is worth taking the time to understand those terms before signing up or clicking accept on a bonus offer. If the terms are not to your liking then the bonus loses any attraction and that broker may not be the best choice. Some bonus terms tie in your initial deposit too. It is worth reading T&Cs before agreeing to any bonus, and worth noting that many brokers will give you the option to ‘opt-out’ of taking a bonus. Using a bonus effectively is harder than it sounds. If considering taking up one of these offers, think about whether, and how, it might affect your trading. One common issue is that turnover requirements within the terms, often cause traders to ‘over-trade’. If the bonus does not suit you, turn it down. How to Find the Right Broker But how do you find a good broker? Well, that’s where BitcoinBinaryOptionsReview.com comes in. We assess and evaluate binary options brokers so that traders know exactly what to expect when signing up with them. Our financial experts have more than 20 years of experience in the financial business and have reviewed dozens of brokers. Being former traders ourselves, we know precisely what you need. That’s why we’ll do our best to provide our readers with the most accurate information. We are one of the leading websites in this area of expertise, with very detailed and thorough analyses of every broker we encounter. You will notice that each aspect of any broker’s offer has a separate article about it, which just goes to show you how seriously we approach each company. This website is your best source of information about binary options brokers and one of your best tools in determining which one of them you want as your link to the binary options market. Why Use a Binary Options Trading Review? So, why is all this relevant? As you may already know, it is difficult to fully control things that take place online. There are people who only pose as binary options brokers in order to scam you and disappear with your money. True, most of the brokers we encounter turn out to be legit, but why take unnecessary risks? Just let us do our job and then check out the results before making any major decisions. All our investigations regarding brokers’ reliability can be seen if you click on our Scam Tab, so give it a go and see how we operate. More detailed scam reports than these are simply impossible to find. However, the most important part of this website can be found if you go to our Brokers Tab. There you can find extensive analyses of numerous binary options brokers irrespective of your trading strategy. Each company is represented with an all-encompassing review and several other articles dealing with various aspects of their offer. A list containing the very best choices will appear on your screen as you enter our website whose intuitive design will allow you to access all the most important information in real-time. We will explain minimum deposits, money withdrawals, bonuses, trading platforms, and many more topics down to the smallest detail. Rest assured, this amount of high-quality content dedicated exclusively to trading cannot be found anywhere else. Therefore, visiting us before making any important decisions regarding this type of trading is the best thing to do. CONCLUSION: Stay ahead of the market, and recover from all kinds of binary options trading loss, including market losses in bitcoin, cryptocurrency, and forex markets too. Send your request via email to - [email protected]
How People Are Making Money in 'Forex' These Days (Sadly)
I see this allllll the time on Instagram now, these snake oil salesmen running some sort of scam. Let me know what you think about this kind of thing, I could be off the mark and they might actually be amazing. But to me, it looks like complete BS. Here is an example: instagram(dot)com/milllsy?utm_source=ig_profile_share&igshid=13jhe1gtnfcfe This started out as a jokey guide I wrote when bored, but it actually pisses me off how much I see this. Step One: Pick a Niche and Set Up An Insta Pick a niche first. Some examples are forex trading, dropshipping and binary options. Then create an Instagram account. Something like @dave_does_fx will do. Be sure to include cool emojis in the bio such as dollar bills or the globe to show you have money and travel the world! Step Two: Create That Lifestyle You need to create an image of yourself that will attract people who want to make money fast and never actually do any work in their lives. To do this: Step 2.1 - Rent stuff. First off, you need a car. A Lamborghini is an optimum choice, with a GTR and an R8 a close 2nd. Costs around $800 for the day, probably even less if you are a good boy on the road. Next, you need a crib. Airbnb will do the trick. https://www.airbnb.co.uk/rooms/15740766?location=Los%20Angeles%2C%20CA&adults=2&children=0&infants=0&check_in=2018-11-13&check_out=2018-11-14&s=SdtPtVkq - This one will do, £400 per night. Step 2.2 - Optional Step This isn't a must but definitely helps make you more money from home. Buy some fake money. Get a big fat stack of it, the best picture is to hold it in front of your Lamborghini steering wheel with the caption "withdrawing this week's profit". Again this is an optional step, but a good one. Rent some hot models. These babies cost about $20 per hour and really add that I'm the Wolf of Wall Street vibe to your page. Fill your car and your fancy apartment with them, I think you can get 2 or 3 in a Lambo. Step 3 - Photography This is my personal favorite step. You need to take as many pictures as possible, enough for a couple months of daily posts. Pose by the car, get different girls to pose by the car. Chill by the pool with a cocktail (post the caption "I Love Monday Mornings" for bonus points). Take pics of your fresh crib. Do whatever you need to do in order to look rich for the day, make people believe you are living the lifestyle, even though you aren't... yet. Step 4 - The Offer Now you have the content, you need the offer. I'll stick with the forex trading example for this as well because I like consistency. There are a few offers you can choose from. The first and most popular is creating a course. You need about 1-2 hours worth of content for this, and you just have to act like you know what you are on about and post some cough fake cough results to show you are 100% legit and 100% real. Watch a few youtube videos and just put that into a powerpoint, you might actually have to do some work here, it could take a few hours even; but once done you can sell it for $199.99 (reduced from $499.99) and they won't even realise it was stuff they can find online for free. Another offer is a sign-up bonus. You partner with a broker and offer your client an incentive for using your link (like they can copy your trades or something like that). The broker will either pay you a lump sum for every referral, or sometimes even pay commissions for every loss your client makes. When the client asks why they keep losing, you just ensure that you have to lose before you win, or something like that. I have also seen methods like hiring a trader to recommend you trades and then passing these on to the client and taking 25% (or however much you want to ask for) of their profits. Of course, you aren't putting on the trades yourself so it doesn't matter if they lose. Great leverage! Step Five This is probably the hardest step. You will actually have to get some clients results in the first few days. Why? So you can post them on your insta account and showoff your happy clients of course. Usually, the numbers I see are around £50 profit in a week (definitely enough to pay for your lavish lifestyle!). Never post the losers, and be sure to delete negative comments as soon as possible. Step Six - ADVERTISE Use FB ads to promote your instagram account. Use pics of your fancy crib and car with CTA's like "Make Money Online Fast Today" - target people with interests in entrepreneurship, or better yet, hire someone on Fiverr to do it for you! People will start following you because you seem to have such a rich lifestyle and they want to emulate that. You convince them it is easy if you follow their advice and voila, make that money.
New core improvements, expanding the narrative, and some of the new features. This update is a stepping stone for a larger update that will arrive in Q4 of 2018:
Crafting Upgrades - We removed any potential for the crafting process to result in an upgrade that is worse than what is currently fitted. All penalties in blueprints are fixed and only applied once per rank. You need to maximize benefits from an upgrade before we can start applying higher rank versions to a module.
If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer. (Beta 2)
Secondary Effects - Secondary hidden statistical variables have been removed. We'll try to ensure that each module has a set of experimental effects that allow you to tweak your module in a variety of ways.
Pinned Blueprints - You are now able to craft pinned blueprints at any starport that has outfitting. You can pin a blueprint per engineer.
When pinning a blueprint, it will now pin all grades rather than just one. (Beta 2)
Experimental Effects - These will no longer have a chance to occur during the upgrade process. Instead, each experimental effect will simply have a materials cost that you can pay to have it fitted to an appropriate module. This means that there is no way you can lose reputation ranks with an Engineer.
Material & Data Storage - There's a per material/data storage cap, with different caps for different tiers: Tier 1 - 300, Tier 2 - 250, Tier 3 - 200, Tier 4 - 150, Tier 5 - 100.
UI Improvement - There have been added quality and quantity indicators for materials in the game world, so you’ll be able to see at a glance how much you have of a material without having to check your inventory.
Collecting Materials - We've added an ignore function for materials (and commodities, incidentally), allowing you to mine and collect more efficiently by preventing collector limpets from picking up ignored items and auto-venting refineries.
Grandfathering - Existing engineered modules have been grandfathered. This means you can still use them, their statistics and effects won’t be changed. However, if you want to apply further upgrades to them, they will have to be converted. Conversion will place them at the top of the previous rank (so a rank 4 upgrade would become maxed rank 3 upgrade) and would change all statistics and effects to represent the new blueprint.
We will try to make sure that the new blueprints can max out slightly better than the old system (we want to encourage conversion).
Added a new contact called a Materials Trader to give players the ability to hand in materials in exchange for others at set exchange rates based on grade and material type.
This will allow players to trade for rarer items or items obtained by gameplay they do not want to take part in (E.G. killing trade ships) as well as converting stockpiles of unwanted materials to ones that the player needs.
This is not intended to replace material gathering completely, but be a useful tool to help shorten the gameplay loops around gathering materials, making engineering and unlocking items at the tech broker more accessible.
Allow players to trade one material of another in a single trade.
Only one trade at a time can be completed.
Material traders operate on a true barter system. There are no credits involved.
Traders are split into types – Raw, Manufactured and Encoded.
Each trader type only trades in their type of materials and can be found in different economy types. Locations material traders can be found are:
Raw Materials Trader - Found at extraction and refinery economies, only trades in raw material found on planet surfaces and planetary rings.
Manufactured Materials Trader - Found at industrial economies, only trades in manufactured materials.
Encoded Materials Trader - Found at High Tech and Military economies, only trades in encoded materials.
Systems also need to be mid to high security systems and have populations between 1,000,000 and 22,000,000.
Materials Traders will not show up in lawless and anarchy systems.
Materials Traders will not show up at stations that are currently controlled by a criminal faction.
Materials Traders will be unavailable when a station is damaged, under repair or put on lockdown.
Horizons is required to use Material traders.
Material traders can be found using the new By Service map view (Image) configuration option. This has a 40ly range and only shows traders that you have discovered.
Material traders will also be shown on the system map in the station services list.
Material traders will appear in the Human Bubble, Colonia and Pleiades regions at economies types listed above.
Bounties and fine are applied to the ship you're in.
Fines never mature into bounties.
Bounties never become dormant.
Bounties never expire.
Fines can be paid off at security contacts
Bounties can be cleared by Interstellar Factors when your Notoriety is 0
Claimed bounties for the jurisdiction you died in must be paid when you re-spawn at detention centres. (!)These changes aim to simplify crimes. You will now have more control over your criminal status risk and reward. You can store a ship with bounties on (a hot ship), hiding your criminality, but at the cost of not using the ship. Bounties are now more significant as you must use Interstellar Factors to clear them, which can be expensive.
Notoriety and Murder
Commanders gain a Notoriety rating, a value between zero and ten.
Notoriety increases by one whenever a Commander commits a murder crime.
Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.
In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
Notoriety is linked directly to the Commander, regardless of which ship they fly in.
Any Notoriety means the interstellar factors cannot clear your fines or bounties.
Around starports, any death that results from collisions will not apply to the notoriety penalties nor will it increase Notoriety. This is to prevent small ships being destroyed by excessive ramming. Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.
Notoriety exemption for murder by ramming now applies everywhere, not just near stations. (Update 3.0.2)
(!)These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.
Hot Ships and Modules
A ship with bounties on it is hot.
A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
Elsewhere - ship transfer costs are increased for the hot ship.
Modules taken from a hot ship are hot modules.
Hot ships can be cleaned using Interstellar Factors, at a cost.
Hot modules can be cleaned in storage for a price based on the module's value.
Hot modules cannot be placed in a clean ship.
Hot ships and modules can be sold at a mark down. (!)These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.
Friendly Fire and Reckless Weapons Discharge
The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine. (!)These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued.
Anonymous Access Protocols
When in a hot ship, port services are restricted in jurisdictions where the ship is wanted - your ship logs in anonymously.
Fines prevent access to all services except missions in progress, security contact, Interstellar Factors and black markets
Bounties prevent access to all services except missions in progress, Interstellar Factors and black markets. (!)This helps to make sure there are consequences for your crimes.
Power Bounties
Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties.
Power bounties can only be detected and claimed by Commanders pledged to the power that issued them.
Commanders destroyed for their Power bounty are not processed as criminals and do not pay any additional costs during respawning. (!)Authority ships will no longer get involved with Powerplay. For example, A Hudson Commander can still attack a Patreus Commander with impunity in a system controlled or exploited by Hudson. However when the Patreus player fights back they will get a Power bounty and no authority ships will be summoned.
Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
The security of the system determines the level of crime before they are summoned
ATR ships arrive with full knowledge of their target and are pre cleared to arrive "weapons hot".
Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system. (!)Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulation.
Crime and Ship Destruction
Attacking Wanted ships (player or NPC) is now legal even if the player does not know they are Wanted.
When a hot ship is destroyed where it is wanted the Commander will respawn at the nearest Detention Centre.
There are lots of Detention Centres in human space.
When respawning at a Detention Centre, a Commander must pay off their bounty or fine for the jurisdiction where they were destroyed and any bounties detected by a Kill Warrant scan, in addition to their rebuy cost - all other bounties and fines remain attached to the ship.
When a ship is destroyed where it is not wanted it will respawn at a starport owned by the jurisdiction’s controlling faction.
If there are no appropriate starports, it will respawn at the last port it was last docked at.
When a ship is destroyed where it is not wanted but hostile to the jurisdiction’s controlling faction, it will be deported and respawn at the nearest Detention Centre. (!)This change makes the crime flow more consistent and plausible and ensure you will not be trapped by re-spawning in a station you are hostile.
Kill Warrant Scanner
The Kill Warrant Scanner detects all bounties issued by system factions in every system. The Kill Warrant Scanner grants a license to kill if at least one detected bounty is issued by a faction that is aligned to the same superpower as the current jurisdiction.
When used, the Kill Warrant Scanner prevents reputation loss for destroying ships, except criminally aligned vessels. (Coming Soon: Source)
NPC ships can have bounties for factions not present in the current system, favouring nearby systems where possible.
(!)Making this change involves a significant amount of under the hood changes to the way bounties are generated, which increases the robustness of the whole bounty system. This has meant that this Kill Warrant Scanner update will deploy a little after Chapter One’s launch.
Superpower Bounties
When you gain five or more bounties for factions aligned to the same superpower, a superpower bounty is issued against you.
Superpower bounties are valid for every jurisdiction aligned to the superpower.
Superpower bounties are detected by a basic scan.
When a superpower bounty is detected, all bounties issued by factions aligned with the superpower are also detected.
Superpower bounties grant credit rewards and reputation for the superpower.
We’ve looked at all of the feedback concerning bounties, background simulation and the Kill Warrant Scanner, and these rules are the result. Because they are changing from our original interpretation, they will be deployed along with the update to the Kill Warrant Scanner and ship destruction rules tweaks.
(!)Superpower bounties add consequence to those who commit crime sprees across multiple systems. They also help define clear boundaries between Empire, Federation and Allied space.
Commanders will be able to select the trade data column header to enter the trade data overlay. From there, you can select specific markets by typing in the system name or finding the system using the galaxy map.
Important note: only systems you have docked in or scanned the 'Nav Beacon' at will display a result when entered, so the more systems you visit in the greater the amount of trade data you will have to use when looking for a potential profit.
Once a system is selected, as long as you have the trade data, a tab will appear.
Using this you can select which market in the system you want to display the trade data for.
You can now select whether you want to show export profits (the money you would make when exporting to the system) or input profits (the money you would make from importing goods from the system to your current market).
Once the parameters have been chosen, you can hit the OK button to display the data for the selected market on the commodity market screen allowing you to see what profits you could make on any commodities.
Important note: profit given is accurate at the time of being displayed and can fluctuate when travelling to the chosen market.
The commodities market interface has also had a makeover with more information about potential markets displayed in the right hand panel. Supply and demand is now shown as pips instead of high (now 3 pips), medium (now 2 pips) and low (now 1 pip).
When you select a commodity, a confirmation overlay will open, allowing you to select how many of the item you want to buy or sell and then you'll be able to confirm the trade
Using the galaxy map for trade data:
You can use the same interface to access and use the galaxy map to select a target market. This is also available straight from the galaxy map tab in the left cockpit panel.
With the galaxy map open you can use some new configuration options to display trade data, find trades and select a market to compare with your current location.
New options are stored in the Map option under 'Map View Configuration.'
There is a new entry in this drop down called 'By Commodity'.
This will open up the new commodity search options
You will be able to select the commodity type and commodity that you are interested in.
If you already have a commodity in your ships inventory it will be highlighted with an icon, allowing you to see at a glance what you have onboard.
With a commodity chosen the galaxy map will display trade heat map icons within a 40 light year radius of your current position to indicate star systems that import or export that commodity.
Important note: you can search for and look at trade data for systems further than 40ly, it’s just that the heat map has a set range so the icons will only show up within that range of your current location.
A Blue Diamond is a system that imports the item and Green Triangle is a system that exports the item.
Under the commodity selection on the left hand panel are also three new filters allowing you to set the icons to show:
Best import and export prices
Import prices only
Export prices only
With the By Commodity map mode selected, you can move your cursor over a system and select it.
As mentioned before, if you have previously docked in the system or scanned the 'Nav Beacon' there then an expanded overlay will display trade data. But for systems that you have not visited, a message will be displayed telling you that the system's data is unavailable and how you can unlock it.
When you select a system, you will be able to scroll through each market in the system and see the per unit price of your chosen commodity on the system selection overlay. This will allow you to quickly work out the best locations to trade at (based on price).
Below 'import/export price' there is a new selection of filters. Using these filters you can find the best location with the best price to suit your ship and cargo. These filters are as are:
Landing pad size – This allows you to see what landing pad sizes are available at the Starport.
Planetary Market - This allows you to show or hide markets that are on a planets
Distance from star – This allows you to filter between market a short, medium or long range from the main system star.
We have also added another new button on the system selection overlay: mark market for comparison. This allows you to show the trade data from your selected commodity market to the commodity market at your current location (instead of displaying the galactic average.)
Trending trade route data
We have also updated the trade data routes in the galaxy map to now show trending trade routes used by commanders and commercial pilots. Using these filters can, alongside the various commodity filters, help commanders get a clear view of who is trading what and where in the systems near to you.
These are missions designed to be shared by up to four players.
In order to accept the mission, one member of the wing needs to access the mission board and select a wing mission, which are denoted by a special icon.
Once accepted, the player who took the mission can share it by clicking the share button on the mission’s entry, located in the 'Transactions' panel. Doing so sends the player's wingmates an inbox message and adds the mission to their own Transactions panel.
The wingmates can choose to then either accept or decline the mission invite in the Transactions panel.
Important to note: each player can only share one mission at a time, this means that with a maximum of four players in a wing, players can be part of up to a maximum of four active wing missions at any given time.
Mission Depots
In the case of a wing delivery mission, players will be charged with transporting large quantities of goods from point A to point B. previously, when taking a delivery mission, all the cargo would be placed into the player’s hold for them to deliver. However, as we are now dealing with larger quantities and missions involving multiple players, this added a new development challenge; we needed to add a way for players to collect and deliver part of the mission’s total required cargo. In order to facilitate this, we introduced the 'mission depot,' which allows members of a wing to collect and deliver any amount of cargo that they require for the mission.
The mission is completed when all the cargo has been delivered and each member of the wing is then able to collect their rewards.
All players who are members of the wing at the point that the mission is completed are eligible for the mission rewards.
Once all cargo has been collect and a set amount of cargo has been delivered to a mission depot the owner of the mission has the option to partially complete it. In this instance all wing members will receive a credit only reward proportional to the amount of cargo delivered. For example if 75% of the cargo is delivered all wing members will receive a credit reward equal to 75% of the mission’s promised reward.
If a player has collected cargo, which has not been delivered when a mission is completed, they will receive a fine based on the cargo’s value.
Mission Rewards
The new mission reward system, which provides players with three different, and roughly equivalent, reward packages allowing each player to choose which set of rewards they wish to claim. One of these reward packages will always be a credit based reward package.
Another change coming to this chapter of Beyond is the additional gameplay interactions that will be available at the various megaships found across the galaxy. As well as the simple data links and NPC ship scenarios we have added a new flow for scanning these and (in later Beyond updates) other large space objects.
Initiating Interactions:
Megaships will now need to be scanned with the data scanner before any of the interaction objects become interactive. - Video
Doing so will release a scan pulse which highlights all interaction objects attached to the ship.
Interaction objects are added to the ships contacts panel and can now be targeted and interrogated to discover how to interact with them.
Some of interactions will utilise limpets of various types to allow you to activate, deactivate, damage, hack or simply operate an item. While others can be shot or scanned to interact.
One thing to note is that all current interactions are considered illegal, tying in with the changes to Crime and Punishment. These interactions provide criminal pilots new gameplay options as well as giving lawful players new locations to find wanted pilots.
In addition to the aforementioned interactions, we have tweaked the scenarios around the megaships to include a greater variety of criminal and lawful pilots, as well as crime responders such as police ships which we feel will add a bit more spice to these locations.
We have plans to add other interaction types and locations in later updates, so there will be more to come in this area.
Technology Brokers are dealers in new and rare technologies and items. These contacts appear in various stations across known human space and can generally be found in highly populated systems with a high security level. Visit tech brokers to see what items they currently have available and complete set requests to unlock these items by handing in the required commodities and materials. The addition of Technology Brokers allows pilots to acquire new items based on their personal narrative giving even more ways to play elite your way.
We have overhauled the surface material system for the rocky, high metal content and metal rich planets. We have pushed the system to get a lot more out of it, but this is just the first step towards further major planetary system improvements. The contrast and variation across and between bodies is much improved. We also hope that these planetary visual improvements (with more surface level improvements coming later in the year) will also bring a new vibrancy to the Elite Dangerous galaxy, encouraging wanderlust explorers to discover far systems and planets. The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds. In addition, binary rocky/metallic planets more accurately simulate having similar colourations from shared formation materials where appropriate.
At the simple click of a button, you’ll now be able to listen to GalNet audio whilst flying your ship.
All you have to do is select the play button at the bottom of the right-hand system panel in your cockpit to play through the headline news stories.
If you’re looking for a specific story, or you want to curate your own playlist of handpicked news, you can do so by opening up GalNet news from the same panel and select the stories individually.
GalNet news will fade in and out depending on the situation, and stop altogether in some key situations. In some cases, such as counting down to hyperspace jumps, the news will pause and then resume once the countdown is complete. The story, or playlist, will continue from where you left off. - YouTube
Changing your COVAS (Cockpit Voice Assistant) is a new addition to Elite Dangerous and the first of these will be Victor, ready at the launch of Chapter One of Beyond. Commanders will be able to change their COVAS at the Starport Services livery customisation section.
It'll be possible to also change the COVAS for your SRV too, you'll need to head over to the SRV customisation bay to change your preference.
And... if you miss Verity, you'll be able to change the COVAS back.
Frontier is working in partnership with HCS to bring you new COVAS packs in the future.
These voices are intended to bring a new flavour to commanders out in the black, however, it's important to note at the current time we do not intend to introduce celebrity voice packs.
The Alliance Chieftain is a medium-sized ship that has been designed not only to dish out punishment, but to avoid it. Manufactured by Lakon Spaceways, the Chieftain is more manoeuvrable than ships of similar size and weight, and its combat profile means it can more than hold its own in a fight. The ship also boasts three internal military compartments, allowing the pilot to equip a shield cell bank, hull reinforcements and module reinforcements.
Specifications: Medium pad. Hardpoints: 2 Large - 1 Medium - 3 Small. Not locked behind a rank requirement.
Squadrons - New organizational structure for player groups. We'll be able to create our own squadrons. We'll have tools to manage the membership and hierarchy in them. Squadrons will feature enhanced communication options. - Image
Fleet Carriers - Squadrons will be able to purchase their own fleet carriers. These are large, mobile, dockable vessels that will act as a base of operations for squadrons. We'll be able to refuel, rearm and respawn at them.
Exploration - More activities and tools focused on how we find stuff in the galaxy. This affects missions, commodities, other resources. New phenomenons, new anomalies for us to find in the galaxy.
The Codex - An archive that logs our exploration achievements and acts as a repository for game lore. It will log our discoveries and will also act as an encyclopedia, giving more depth and context to the things we find. And also possibly hinting at other things that we might be able to find out there.
Mining - Improvements to the way we detect and extract resources. A miner's toolkit of modules and capabilities, for more options, variety and choice when we're in deep space. Trying to invoke the feeling of Wild West prospecting through jeopardy (crises, unforseen challenges to get the rewards) or through the concept of hitting the motherlode (deep core blasting, an entire special asteroid for big rewards). Trying to make mining a fully fledged career - Image
Planetary Tech - Improvements to the scatter rocks system, by adding a bigger variety of sizes and scales to them. Improving ambient effects, planetary phenomena, volumetric effects and vapour.
Hi everyone, Soon you'll be able to strap yourself into the cockpit of the Chieftain and explore a host of new gameplay features - Chapter One is almost here! The galaxy servers will be down today from 9.30 AM (GMT) for approximately 9 hours. There is a chance that this could run over, so we really appreciate your patience. As usual with these updates we'll keep you as up to date as possible. While you wait, join us for a pre-launch livestream at 2:00 PM (GMT) for a Beyond - Chapter One recap with members of the development team on YouTube here. We'll post the changelog soon, and add update information to the thread as it comes in. Keep an eye on our social media channels too for regular updates on the server status. We will try to respond to as many queries as possible, but we will give everyone advanced notice for when the servers come back online, and social media is your best bet for knowing when the servers are back up and running! Thanks!
(Includes improvements Coming Soon for Crime and Ship Destruction, Kill Warrant Scanner, Superpower Bounties) Edward Lewis:
Here's an overview of all the features coming to Elite Dangerous: Beyond - Chapter One. With one or two exceptions (outlined within the section) the information below is how the feature will work at launch of Elite Dangerous 3.0.
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 of any bounties and fines through an Interstellar Factor contact
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 the cost is increased where transfer is possible
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
Kill Warrant Scanner changes and Interstellar Bounties will be coming soon
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 manoeuvrable 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
Prison ships have been added to one of the routes to Colonia
Ship yards added to Caravanserai in Gandharvi and Eudaemon Anchorage in Rohini
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
For new articles, players can now listen to the news in English, French, German, Russian, Spanish and Brazilian Portuguese
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 makeup 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
Fixes and Improvements
This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process since the release of 2.4. 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.
Art
Fixed a texture issue in the Teqia QI-T E3-3167 nebula
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 incorrect voice responses regarding targets
Fixed an audio issue with Small Fixed Mining Lasers
Fixed some clicking that could occur when starting and stopping in the Lakon Type 10
Fixed hardpoint scanners being silent after swapping from mothership to fighter and back
Fixed some missing UI sounds when contributing resources towards a Wing Mission when using a mouse
Fixed flight controllers saying a third character if a player switches to a call sign with less than 3 characters
Fixed the ‘Bounty Incurred’ audio line playing whenever a fine is received
Fixed some missing audio from holographic billboards
Fixed audio issues with the vessel voice after returning to your ship from an SRV when landing at some sites
Fixed cockpit freezing and cracking SFX persisting after returning to the game from the menu
Camera Suite
Removed a dark background that would appear when opening the main menu while in the Camera Suite
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 [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]
Controls & Control Devices
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
Added the correct radial menus for the T.Flight Hotas One and T.Flight Hotas 4
Reverted a change that renamed ThrustMasterHOTAS4 to TFlightHotas4 to keep backwards compatibility with existing player presets that referenced the old name
Fixed throttle automatically setting to zero when exiting a hyperspace jump
For consoles, added support for a separate custom bindings profile per input device (Gamepad or HOTAS)
For consoles, added support for switching automatically to the correct bindings profile (Gamepad or HOTAS, standard or custom) depending on the device used to start the game and the profile type that was used with the previous device
On Windows, added support for the T.Flight Hotas One and T.Flight Hotas 4
Fixed a controller issue where using the Galaxy Map Back button would re-open the Galaxy Map
Engineers
Fixed an issue where engineer bases would not always occupy the top position of your Contacts Panel by default
Engineer workshop now displays ‘None’ instead of the currently applied experimental effect if you have a Blueprint selected that is different from the one currently applied to the module
Pinning a blueprint will now pin all grades, not just one
Higher reputation with an Engineer will increase the speed you'll progress through the lower grades
Fixed sorting for pinned Blueprints in the Engineer workshop and cockpit Engineer menu
Some Railgun Experimental Effects under the new system now all have a 40% heat reduction applied (applies to Feedback Cascade, Super Penetrator, Plasma slug)
Fixed an issue with the level preview when selecting a module to modify at an Engineer
Fixed an issue in the Engineer Workshop that can cause the UI to become unresponsive if all stats have reached their maximum values, but the recipe progress has not
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
Fixed the System Map displaying the current view mode of the Galaxy Map in the top right corner
Fixed some incorrect player faction descriptions on the Galaxy Map
Fixed the map configuration view ‘by services’ not persisting on subsequent reopening of the Galaxy Map
The inhabitants of Lave 2 have moved on after being isolated by their planet's permit and their settlements have been dismantled, so missions should no longer target this planet
General Fixes & Tweaks
Various text tweaks
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'
Commander stats: Highest Single Reward now updates based upon the greatest total bounty per ship destroyed after this release
Increased yield of materials from asteroids
Fix for bounty values not always being received correctly
Added two new materials - Boron and Lead which can most commonly be found in metal-rich asteroid rings
Anarchy factions treat smuggling goods at a black market as if they were traded on the open commodities market for the purposes of the Background Sim
Fixed the notoriety discount not being applied correctly on the insurance screen
Minor commodity adjustments with the aim to make it more profitable to smuggle goods to a black market
AI traders have been discouraged from travelling to markets farther away from the system entry point or that have a low security, leaving more supply and demand available for players. Anarchy factions lower the security of their markets.
Fix material traders and technology brokers being incorrectly activated at markets when their owner changes
Rebalancing pass over station repair targets has reduced them to about 10% of their 2.4 values
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
Corrected the position of the player’s avatar when using the Holo-Me creator when in an Anaconda
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
Fixed an issue that was preventing Data Uplinks from being targeted on Installations
Fixed Capital Ship in Distress USS being surrounded by ‘Clean’ Pirate NPCs
Fixed ships not showing as Wanted or having pre-existing bounties in Resource Extraction Sites
Fixed an issue whereby ships could be recalled while at unsafe locations
Increased the spawn rate of High Grade Emissions USSs in shipping lanes and by planets
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
Adjusted the spawn rate of Skimmers at settlements to better facilitate 'Kill Skimmer' missions
Increased the variety of Courier missions that can be generated
Factions will no longer send you to scan their own Data Points for a Planetary Scan mission
Fixed an issue that was preventing mission targets from counting towards an Assassination mission after following a target using a Wake Scanner
Fixed mission rewards not filtering correctly
Fixed planetary welcome missions sometimes directing players to difficult, high security outposts
Fix to prevent notoriety increases from crimes committed against a mission target
Added new Massacre Mission Scenarios
Fixed an inconsistency in reputation/influence indicators between the mission list and mission details
Fixed some instances of missions incorrectly granting negative rewards
Multi-Crew
Fixed a disconnect that could occur when attempting to deploy a fighter in Multi-Crew
Fixed heat vents not appearing correctly when using the Camera Suite in Multi-Crew
Fixed an issue where the Role Switch panel would not update correctly when a crew member switched from the Idle to the Gunner role
Fixed an issue where the avatar of a Multi-Crew member would flicker in the role panel when that player enters the Camera Suite
NPCs
Fixed an issue where hired crew could crash their ships when recalled at crater settlement
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
Fixed an issue where planetary defences would still attack you while docked after re-spawning
Fixed an issue where System Authority ships could appear in anarchy systems
Fixed an issue where NPC ships could be occupying an allocated landing pad
Fixed an issue where players could be penalised for attacking the Ship Launched Fighter of a Wanted mothership
Outfitting
Fixed an issue that could allow Frame Shift Drive modules to be equipped into Utility slots
Fixed a rare case where the selected livery would highlight the wrong slot after selecting one
Player Journal
Added an event to Player Journal when SRV is destroyed
Added info in journal if wanted when docked
Added a property in the Journal's "Location" or "FSDJump" event indicating if the player is wanted locally
Fixed the "Loadout" entry written to the Journal at startup (It was sometimes missing)
Ensured all ShipType strings written to journal get localisation
Added a new "Powerplay" event in the journal to log a player's powerplay allegiance, rank, merits etc
When writing character stats to the journal, strings are properly surrounded in quotes in the json output
Altitude is always written to status.json if we have lat & long
Fixed the ExternalToolsDataStore writing flags=0 into the status.json file on every FSD jump, it was intended to only do this at shutdown
Added crew name in events that only had ID, added ID in events that only had Name
The name of the "Experimental Effect" (if any) is now included when writing engineered module info to the Journal
Module values etc are now omitted when writing the ship loadout to the Journal if the info is not available
Whether the player has Horizons access is now indicated in LoadGame, Shipyard and Outfitting files
More information is included about the results of a mission in the Journal MissionCompleted event
Changed the TimePledged property in the Journal Powerplay event to be elapsed time in seconds, not timestamp of when pledged, also writing duplicate events on each jump is avoided
Improved the data written to the journal info when applying an experimental effect to a module in engineering
Commodity price lists to Market.json now includes unlocalised and localised item name, also including category name when writing
ModuleStore, ModuleRetrieve, MassModuleStore, StoredModules: add Level and Quality to EngineerModifications; add "Hot" flag; add "BuyPrice" in list of stored items
'Hot' ships are now indicated in the Journal list of stored ships
Fixed missing "PilotRank" property in "ShipTargeted" journal event - when target is Elite
Included some extra information in the Journal's Scan event, to show each body's parent body info
Included Latitude and Longitude in Status.json at a higher altitude, at the point where GUI starts to show the data
Fixed localisation of some items (eg commodity in MissionAccepted)
Fixed the Player Journal showing the incorrect rebuy price
Powerplay
Fixed Powerplay power effects on faction influence in their territory as described in their Exploitation Impact text
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
On PS4, reduce cases of texture mip level drops - PS4
Fix cases of nebulae missing from background
Adjusted the starlight colour saturation levels
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 extremely bright lighting for some gas giants
Ships & SRV
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
Fixed the positioning of the String Lights
Corrected some of the side window textures
Fixed an issue with the shield animation not encompassing the entire ship
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 Mk. III
Fixed an animation issue with the landing gear
Diamondback Explorer
Patched a hole in the geometry
Fixed a texture LOD popping issue
F63 Condor
Fixed some LODs
Federal Gunship
Fixed an issue with the heat coils being inverted
Imperial Clipper
Fixed the XB1 controller vibration not working [XB1]
Imperial Courier
Fixed the facing of a decal
Imperial Cutter
Adjusted some of the outfitting cameras
Fixed a missing texture under the landing ramp
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
Fixed an issue where the SRV’s seat was not animating in sync with the pilot impact animations
Fixed an issue where the SRV could get stuck in the ground when moved due to logging out in a dangerous location
Type 7
Fixed some inverted decals
Fixed the incorrect orientation of the Camera Suite external angles
Buffed to improve its jump range
Type 9 Heavy
Fixed a cockpit texture issue
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
Fixes to the landing gear animations and positioning
Fixed an issue where the ship would often not land despite alignment being correct
Fixed a Camera Suite position when used in Multi-Crew
Viper Mk4
Fixed a Camera Suite camera angle
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
Fixed one of the most common connection errors that could occur
Prevent crash at planetary bases that could occur from rapidly loading in and exiting to main menu repeatedly
Fixed a crash that could occur when looking at the Navigation Panel when in CQC
Fixed a crash that could occur when opening the Galaxy Map
Fixed a crash that could occur when switching to another ship
Fixed a crash that could occur on the Insurance Screen
Fixed a crash that would occur when shooting an SRV with a Railgun
Fixed a crash that could occur if you waited for more than 5 minutes in the Docking and Travel training mission before doing a Hyperspace or Supercruise jump
Fixed a crash that could occur when exiting game while in Outfitting
Fixed a crash that could occur when loading in to a CQC Arena Deathmatch
Fixed a crash that could occur when fighting a Thargoid
Fixed a disconnect that could occur when scanning a Private Data Beacon at an Unidentified Signal Source
Starports/Outposts/Surface Ports
Various fixes and optimisations for stations and outposts
Synthesis
Synthesizing from the modules panel will no longer cause the UI to get stuck
Corrected the calculation for the FSD boost distance multiplier
User Interface
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
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
Fixed the icon for Inbox messages that contain audio
Fixed an issue that prevented players from scrolling down the module info panel
Changed the inbox filter and header from ‘Audio Logs’ to ‘Discovered Logs’
Fixed some debug text that could appear when targeting Black Box Canisters
Fixed the ‘engineered’ icon incorrectly displaying when selling stored non-engineered modules
Fixed an issue whereby an NPC’s avatar could appear in the Comms panel instead of a player’s avatar
Fixed inbox message not always appearing when gaining an exploration rank after discovering a new micro resource
Fixed a crash that could occur when accessing The Dweller’s Starport UI
Fixed some text overlap that could occur in the Commodities Market for most languages
Fixed the stats UI showing incorrect numbers on weapons with the Double Shot modification applied
Fixed the rank progression being difficult to make out in the Status Panel
Widened the friends list in the main menu, to allow more room for long commander names
Fixed the ‘Encounters’ field being blank in the Statistics panel
Fixed a focus loss issue when using a controller to access the Status Panel
Ensured that mission inbox messages are not grouped into the Discovered Logs category
Fixed some overlapping text in the Message Inbox
Material grade icons in the Target Panel now show the correct grade
Fixed an issue where the Systems Panel would not update to display a new Engineered FSD range, neutron boost range and FSD synthesis range
Fixed the Import/Export profit sometimes displaying as a negative number in the Commodities Market
Rank type in crew lounge is no longer cut off when playing the game in French
VR
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%
Rebalanced some module prices
Rebalanced some synthesis recipes
Significantly reduced the damage and radius within which the High Yield Shell applies damage to internal modules
Fixed player-controlled beam weapons with jitter (Cyto-scrambler especially) having their jitter removed upon exiting to the menu and back
Reduced the jitter on Cyto-scrambler burst lasers by about half
Wings
Implemented some performance improvements when fighting Thargoids in a Wing
New core improvements, expanding the narrative, and some of the new features. This update is a stepping stone for a larger update that will arrive in Q4 of 2018:
Crafting Upgrades - We removed any potential for the crafting process to result in an upgrade that is worse than what is currently fitted. All penalties in blueprints are fixed and only applied once per rank. You need to maximize benefits from an upgrade before we can start applying higher rank versions to a module.
If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer. (Beta 2)
Secondary Effects - Secondary hidden statistical variables have been removed. We'll try to ensure that each module has a set of experimental effects that allow you to tweak your module in a variety of ways.
Pinned Blueprints - You are now able to craft pinned blueprints at any starport that has outfitting. You can pin a blueprint per engineer.
When pinning a blueprint, it will now pin all grades rather than just one. (Beta 2)
Experimental Effects - These will no longer have a chance to occur during the upgrade process. Instead, each experimental effect will simply have a materials cost that you can pay to have it fitted to an appropriate module. This means that there is no way you can lose reputation ranks with an Engineer.
Material & Data Storage - There's a per material/data storage cap, with different caps for different tiers: Tier 1 - 300, Tier 2 - 250, Tier 3 - 200, Tier 4 - 150, Tier 5 - 100.
UI Improvement - There have been added quality and quantity indicators for materials in the game world, so you’ll be able to see at a glance how much you have of a material without having to check your inventory.
Collecting Materials - We've added an ignore function for materials (and commodities, incidentally), allowing you to mine and collect more efficiently by preventing collector limpets from picking up ignored items and auto-venting refineries.
Grandfathering - Existing engineered modules have been grandfathered. This means you can still use them, their statistics and effects won’t be changed. However, if you want to apply further upgrades to them, they will have to be converted. Conversion will place them at the top of the previous rank (so a rank 4 upgrade would become maxed rank 3 upgrade) and would change all statistics and effects to represent the new blueprint.
We will try to make sure that the new blueprints can max out slightly better than the old system (we want to encourage conversion).
Added a new contact called a Materials Trader to give players the ability to hand in materials in exchange for others at set exchange rates based on grade and material type.
This will allow players to trade for rarer items or items obtained by gameplay they do not want to take part in (E.G. killing trade ships) as well as converting stockpiles of unwanted materials to ones that the player needs.
This is not intended to replace material gathering completely, but be a useful tool to help shorten the gameplay loops around gathering materials, making engineering and unlocking items at the tech broker more accessible.
Allow players to trade one material of another in a single trade.
Only one trade at a time can be completed.
Material traders operate on a true barter system. There are no credits involved.
Traders are split into types – Raw, Manufactured and Encoded.
Each trader type only trades in their type of materials and can be found in different economy types. Locations material traders can be found are:
Raw Materials Trader - Found at extraction and refinery economies, only trades in raw material found on planet surfaces and planetary rings.
Manufactured Materials Trader - Found at industrial economies, only trades in manufactured materials.
Encoded Materials Trader - Found at High Tech and Military economies, only trades in encoded materials.
Systems also need to be mid to high security systems and have populations between 1,000,000 and 22,000,000.
Materials Traders will not show up in lawless and anarchy systems.
Materials Traders will not show up at stations that are currently controlled by a criminal faction.
Materials Traders will be unavailable when a station is damaged, under repair or put on lockdown.
Horizons is required to use Material traders.
Material traders can be found using the new By Service map view (Image) configuration option. This has a 40ly range and only shows traders that you have discovered.
Material traders will also be shown on the system map in the station services list.
Material traders will appear in the Human Bubble, Colonia and Pleiades regions at economies types listed above.
Bounties and fine are applied to the ship you're in.
Fines never mature into bounties.
Bounties never become dormant.
Bounties never expire.
Fines can be paid off at security contacts
Bounties can be cleared by Interstellar Factors when your Notoriety is 0
Claimed bounties for the jurisdiction you died in must be paid when you re-spawn at detention centres. (!)These changes aim to simplify crimes. You will now have more control over your criminal status risk and reward. You can store a ship with bounties on (a hot ship), hiding your criminality, but at the cost of not using the ship. Bounties are now more significant as you must use Interstellar Factors to clear them, which can be expensive.
Notoriety and Murder
Commanders gain a Notoriety rating, a value between zero and ten.
Notoriety increases by one whenever a Commander commits a murder crime.
Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.
In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
Notoriety is linked directly to the Commander, regardless of which ship they fly in.
Any Notoriety means the interstellar factors cannot clear your fines or bounties.
Around starports, any death that results from collisions will not apply to the notoriety penalties nor will it increase Notoriety. This is to prevent small ships being destroyed by excessive ramming. Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.
Notoriety exemption for murder by ramming now applies everywhere, not just near stations. (Update 3.0.2)
(!)These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.
Hot Ships and Modules
A ship with bounties on it is hot.
A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
Elsewhere - ship transfer costs are increased for the hot ship.
Modules taken from a hot ship are hot modules.
Hot ships can be cleaned using Interstellar Factors, at a cost.
Hot modules can be cleaned in storage for a price based on the module's value.
Hot modules cannot be placed in a clean ship.
Hot ships and modules can be sold at a mark down. (!)These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.
Friendly Fire and Reckless Weapons Discharge
The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine. (!)These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued.
Anonymous Access Protocols
When in a hot ship, port services are restricted in jurisdictions where the ship is wanted - your ship logs in anonymously.
Fines prevent access to all services except missions in progress, security contact, Interstellar Factors and black markets
Bounties prevent access to all services except missions in progress, Interstellar Factors and black markets. (!)This helps to make sure there are consequences for your crimes.
Power Bounties
Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties.
Power bounties can only be detected and claimed by Commanders pledged to the power that issued them.
Commanders destroyed for their Power bounty are not processed as criminals and do not pay any additional costs during respawning. (!)Authority ships will no longer get involved with Powerplay. For example, A Hudson Commander can still attack a Patreus Commander with impunity in a system controlled or exploited by Hudson. However when the Patreus player fights back they will get a Power bounty and no authority ships will be summoned.
Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
The security of the system determines the level of crime before they are summoned
ATR ships arrive with full knowledge of their target and are pre cleared to arrive "weapons hot".
Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system. (!)Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulation.
Crime and Ship Destruction
Attacking Wanted ships (player or NPC) is now legal even if the player does not know they are Wanted.
When a hot ship is destroyed where it is wanted the Commander will respawn at the nearest Detention Centre.
There are lots of Detention Centres in human space.
When respawning at a Detention Centre, a Commander must pay off their bounty or fine for the jurisdiction where they were destroyed and any bounties detected by a Kill Warrant scan, in addition to their rebuy cost - all other bounties and fines remain attached to the ship.
When a ship is destroyed where it is not wanted it will respawn at a starport owned by the jurisdiction’s controlling faction.
If there are no appropriate starports, it will respawn at the last port it was last docked at.
When a ship is destroyed where it is not wanted but hostile to the jurisdiction’s controlling faction, it will be deported and respawn at the nearest Detention Centre. (!)This change makes the crime flow more consistent and plausible and ensure you will not be trapped by re-spawning in a station you are hostile.
Kill Warrant Scanner
The Kill Warrant Scanner detects all bounties issued by system factions in every system. The Kill Warrant Scanner grants a license to kill if at least one detected bounty is issued by a faction that is aligned to the same superpower as the current jurisdiction.
When used, the Kill Warrant Scanner prevents reputation loss for destroying ships, except criminally aligned vessels. (Coming Soon: Source)
NPC ships can have bounties for factions not present in the current system, favouring nearby systems where possible.
(!)Making this change involves a significant amount of under the hood changes to the way bounties are generated, which increases the robustness of the whole bounty system. This has meant that this Kill Warrant Scanner update will deploy a little after Chapter One’s launch.
Superpower Bounties
When you gain five or more bounties for factions aligned to the same superpower, a superpower bounty is issued against you.
Superpower bounties are valid for every jurisdiction aligned to the superpower.
Superpower bounties are detected by a basic scan.
When a superpower bounty is detected, all bounties issued by factions aligned with the superpower are also detected.
Superpower bounties grant credit rewards and reputation for the superpower.
We’ve looked at all of the feedback concerning bounties, background simulation and the Kill Warrant Scanner, and these rules are the result. Because they are changing from our original interpretation, they will be deployed along with the update to the Kill Warrant Scanner and ship destruction rules tweaks.
(!)Superpower bounties add consequence to those who commit crime sprees across multiple systems. They also help define clear boundaries between Empire, Federation and Allied space.
Commanders will be able to select the trade data column header to enter the trade data overlay. From there, you can select specific markets by typing in the system name or finding the system using the galaxy map.
Important note: only systems you have docked in or scanned the 'Nav Beacon' at will display a result when entered, so the more systems you visit in the greater the amount of trade data you will have to use when looking for a potential profit.
Once a system is selected, as long as you have the trade data, a tab will appear.
Using this you can select which market in the system you want to display the trade data for.
You can now select whether you want to show export profits (the money you would make when exporting to the system) or input profits (the money you would make from importing goods from the system to your current market).
Once the parameters have been chosen, you can hit the OK button to display the data for the selected market on the commodity market screen allowing you to see what profits you could make on any commodities.
Important note: profit given is accurate at the time of being displayed and can fluctuate when travelling to the chosen market.
The commodities market interface has also had a makeover with more information about potential markets displayed in the right hand panel. Supply and demand is now shown as pips instead of high (now 3 pips), medium (now 2 pips) and low (now 1 pip).
When you select a commodity, a confirmation overlay will open, allowing you to select how many of the item you want to buy or sell and then you'll be able to confirm the trade
Using the galaxy map for trade data:
You can use the same interface to access and use the galaxy map to select a target market. This is also available straight from the galaxy map tab in the left cockpit panel.
With the galaxy map open you can use some new configuration options to display trade data, find trades and select a market to compare with your current location.
New options are stored in the Map option under 'Map View Configuration.'
There is a new entry in this drop down called 'By Commodity'.
This will open up the new commodity search options
You will be able to select the commodity type and commodity that you are interested in.
If you already have a commodity in your ships inventory it will be highlighted with an icon, allowing you to see at a glance what you have onboard.
With a commodity chosen the galaxy map will display trade heat map icons within a 40 light year radius of your current position to indicate star systems that import or export that commodity.
Important note: you can search for and look at trade data for systems further than 40ly, it’s just that the heat map has a set range so the icons will only show up within that range of your current location.
A Blue Diamond is a system that imports the item and Green Triangle is a system that exports the item.
Under the commodity selection on the left hand panel are also three new filters allowing you to set the icons to show:
Best import and export prices
Import prices only
Export prices only
With the By Commodity map mode selected, you can move your cursor over a system and select it.
As mentioned before, if you have previously docked in the system or scanned the 'Nav Beacon' there then an expanded overlay will display trade data. But for systems that you have not visited, a message will be displayed telling you that the system's data is unavailable and how you can unlock it.
When you select a system, you will be able to scroll through each market in the system and see the per unit price of your chosen commodity on the system selection overlay. This will allow you to quickly work out the best locations to trade at (based on price).
Below 'import/export price' there is a new selection of filters. Using these filters you can find the best location with the best price to suit your ship and cargo. These filters are as are:
Landing pad size – This allows you to see what landing pad sizes are available at the Starport.
Planetary Market - This allows you to show or hide markets that are on a planets
Distance from star – This allows you to filter between market a short, medium or long range from the main system star.
We have also added another new button on the system selection overlay: mark market for comparison. This allows you to show the trade data from your selected commodity market to the commodity market at your current location (instead of displaying the galactic average.)
Trending trade route data
We have also updated the trade data routes in the galaxy map to now show trending trade routes used by commanders and commercial pilots. Using these filters can, alongside the various commodity filters, help commanders get a clear view of who is trading what and where in the systems near to you.
These are missions designed to be shared by up to four players.
In order to accept the mission, one member of the wing needs to access the mission board and select a wing mission, which are denoted by a special icon.
Once accepted, the player who took the mission can share it by clicking the share button on the mission’s entry, located in the 'Transactions' panel. Doing so sends the player's wingmates an inbox message and adds the mission to their own Transactions panel.
The wingmates can choose to then either accept or decline the mission invite in the Transactions panel.
Important to note: each player can only share one mission at a time, this means that with a maximum of four players in a wing, players can be part of up to a maximum of four active wing missions at any given time.
Mission Depots
In the case of a wing delivery mission, players will be charged with transporting large quantities of goods from point A to point B. previously, when taking a delivery mission, all the cargo would be placed into the player’s hold for them to deliver. However, as we are now dealing with larger quantities and missions involving multiple players, this added a new development challenge; we needed to add a way for players to collect and deliver part of the mission’s total required cargo. In order to facilitate this, we introduced the 'mission depot,' which allows members of a wing to collect and deliver any amount of cargo that they require for the mission.
The mission is completed when all the cargo has been delivered and each member of the wing is then able to collect their rewards.
All players who are members of the wing at the point that the mission is completed are eligible for the mission rewards.
Once all cargo has been collect and a set amount of cargo has been delivered to a mission depot the owner of the mission has the option to partially complete it. In this instance all wing members will receive a credit only reward proportional to the amount of cargo delivered. For example if 75% of the cargo is delivered all wing members will receive a credit reward equal to 75% of the mission’s promised reward.
If a player has collected cargo, which has not been delivered when a mission is completed, they will receive a fine based on the cargo’s value.
Mission Rewards
The new mission reward system, which provides players with three different, and roughly equivalent, reward packages allowing each player to choose which set of rewards they wish to claim. One of these reward packages will always be a credit based reward package.
Another change coming to this chapter of Beyond is the additional gameplay interactions that will be available at the various megaships found across the galaxy. As well as the simple data links and NPC ship scenarios we have added a new flow for scanning these and (in later Beyond updates) other large space objects.
Initiating Interactions:
Megaships will now need to be scanned with the data scanner before any of the interaction objects become interactive. - Video
Doing so will release a scan pulse which highlights all interaction objects attached to the ship.
Interaction objects are added to the ships contacts panel and can now be targeted and interrogated to discover how to interact with them.
Some of interactions will utilise limpets of various types to allow you to activate, deactivate, damage, hack or simply operate an item. While others can be shot or scanned to interact.
One thing to note is that all current interactions are considered illegal, tying in with the changes to Crime and Punishment. These interactions provide criminal pilots new gameplay options as well as giving lawful players new locations to find wanted pilots.
In addition to the aforementioned interactions, we have tweaked the scenarios around the megaships to include a greater variety of criminal and lawful pilots, as well as crime responders such as police ships which we feel will add a bit more spice to these locations.
We have plans to add other interaction types and locations in later updates, so there will be more to come in this area.
Technology Brokers are dealers in new and rare technologies and items. These contacts appear in various stations across known human space and can generally be found in highly populated systems with a high security level. Visit tech brokers to see what items they currently have available and complete set requests to unlock these items by handing in the required commodities and materials. The addition of Technology Brokers allows pilots to acquire new items based on their personal narrative giving even more ways to play elite your way.
We have overhauled the surface material system for the rocky, high metal content and metal rich planets. We have pushed the system to get a lot more out of it, but this is just the first step towards further major planetary system improvements. The contrast and variation across and between bodies is much improved. We also hope that these planetary visual improvements (with more surface level improvements coming later in the year) will also bring a new vibrancy to the Elite Dangerous galaxy, encouraging wanderlust explorers to discover far systems and planets. The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds. In addition, binary rocky/metallic planets more accurately simulate having similar colourations from shared formation materials where appropriate.
At the simple click of a button, you’ll now be able to listen to GalNet audio whilst flying your ship.
All you have to do is select the play button at the bottom of the right-hand system panel in your cockpit to play through the headline news stories.
If you’re looking for a specific story, or you want to curate your own playlist of handpicked news, you can do so by opening up GalNet news from the same panel and select the stories individually.
GalNet news will fade in and out depending on the situation, and stop altogether in some key situations. In some cases, such as counting down to hyperspace jumps, the news will pause and then resume once the countdown is complete. The story, or playlist, will continue from where you left off. - YouTube
Changing your COVAS (Cockpit Voice Assistant) is a new addition to Elite Dangerous and the first of these will be Victor, ready at the launch of Chapter One of Beyond. Commanders will be able to change their COVAS at the Starport Services livery customisation section.
It'll be possible to also change the COVAS for your SRV too, you'll need to head over to the SRV customisation bay to change your preference.
And... if you miss Verity, you'll be able to change the COVAS back.
Frontier is working in partnership with HCS to bring you new COVAS packs in the future.
These voices are intended to bring a new flavour to commanders out in the black, however, it's important to note at the current time we do not intend to introduce celebrity voice packs.
The Alliance Chieftain is a medium-sized ship that has been designed not only to dish out punishment, but to avoid it. Manufactured by Lakon Spaceways, the Chieftain is more manoeuvrable than ships of similar size and weight, and its combat profile means it can more than hold its own in a fight. The ship also boasts three internal military compartments, allowing the pilot to equip a shield cell bank, hull reinforcements and module reinforcements.
Specifications: Medium pad. Hardpoints: 2 Large - 1 Medium - 3 Small. Not locked behind a rank requirement.
Squadrons - New organizational structure for player groups. We'll be able to create our own squadrons. We'll have tools to manage the membership and hierarchy in them. Squadrons will feature enhanced communication options. - Image
Fleet Carriers - Squadrons will be able to purchase their own fleet carriers. These are large, mobile, dockable vessels that will act as a base of operations for squadrons. We'll be able to refuel, rearm and respawn at them.
Exploration - More activities and tools focused on how we find stuff in the galaxy. This affects missions, commodities, other resources. New phenomenons, new anomalies for us to find in the galaxy.
The Codex - An archive that logs our exploration achievements and acts as a repository for game lore. It will log our discoveries and will also act as an encyclopedia, giving more depth and context to the things we find. And also possibly hinting at other things that we might be able to find out there.
Mining - Improvements to the way we detect and extract resources. A miner's toolkit of modules and capabilities, for more options, variety and choice when we're in deep space. Trying to invoke the feeling of Wild West prospecting through jeopardy (crises, unforseen challenges to get the rewards) or through the concept of hitting the motherlode (deep core blasting, an entire special asteroid for big rewards). Trying to make mining a fully fledged career - Image
Planetary Tech - Improvements to the scatter rocks system, by adding a bigger variety of sizes and scales to them. Improving ambient effects, planetary phenomena, volumetric effects and vapour.
New core improvements, expanding the narrative, and some of the new features. This update is a stepping stone for a larger update that will arrive in Q4 of 2018:
Crafting Upgrades - We removed any potential for the crafting process to result in an upgrade that is worse than what is currently fitted. All penalties in blueprints are fixed and only applied once per rank. You need to maximize benefits from an upgrade before we can start applying higher rank versions to a module.
If you have a higher reputation with an Engineer, the number of rolls you need to progress through lower grades will be lower. This means you will be able to roll the highest grade much more quickly if you have a higher reputation with an Engineer. (Beta 2)
Secondary Effects - Secondary hidden statistical variables have been removed. We'll try to ensure that each module has a set of experimental effects that allow you to tweak your module in a variety of ways.
Pinned Blueprints - You are now able to craft pinned blueprints at any starport that has outfitting. You can pin a blueprint per engineer.
When pinning a blueprint, it will now pin all grades rather than just one. (Beta 2)
Experimental Effects - These will no longer have a chance to occur during the upgrade process. Instead, each experimental effect will simply have a materials cost that you can pay to have it fitted to an appropriate module. This means that there is no way you can lose reputation ranks with an Engineer.
Material & Data Storage - There's a per material/data storage cap, with different caps for different tiers: Tier 1 - 300, Tier 2 - 250, Tier 3 - 200, Tier 4 - 150, Tier 5 - 100.
UI Improvement - There have been added quality and quantity indicators for materials in the game world, so you’ll be able to see at a glance how much you have of a material without having to check your inventory.
Collecting Materials - We've added an ignore function for materials (and commodities, incidentally), allowing you to mine and collect more efficiently by preventing collector limpets from picking up ignored items and auto-venting refineries.
Grandfathering - Existing engineered modules have been grandfathered. This means you can still use them, their statistics and effects won’t be changed. However, if you want to apply further upgrades to them, they will have to be converted. Conversion will place them at the top of the previous rank (so a rank 4 upgrade would become maxed rank 3 upgrade) and would change all statistics and effects to represent the new blueprint.
We will try to make sure that the new blueprints can max out slightly better than the old system (we want to encourage conversion).
Added a new contact called a Materials Trader to give players the ability to hand in materials in exchange for others at set exchange rates based on grade and material type.
This will allow players to trade for rarer items or items obtained by gameplay they do not want to take part in (E.G. killing trade ships) as well as converting stockpiles of unwanted materials to ones that the player needs.
This is not intended to replace material gathering completely, but be a useful tool to help shorten the gameplay loops around gathering materials, making engineering and unlocking items at the tech broker more accessible.
Allow players to trade one material of another in a single trade.
Only one trade at a time can be completed.
Material traders operate on a true barter system. There are no credits involved.
Traders are split into types – Raw, Manufactured and Encoded.
Each trader type only trades in their type of materials and can be found in different economy types. Locations material traders can be found are:
Raw Materials Trader - Found at extraction and refinery economies, only trades in raw material found on planet surfaces and planetary rings.
Manufactured Materials Trader - Found at industrial economies, only trades in manufactured materials.
Encoded Materials Trader - Found at High Tech and Military economies, only trades in encoded materials.
Systems also need to be mid to high security systems and have populations between 1,000,000 and 22,000,000.
Materials Traders will not show up in lawless and anarchy systems.
Materials Traders will not show up at stations that are currently controlled by a criminal faction.
Materials Traders will be unavailable when a station is damaged, under repair or put on lockdown.
Horizons is required to use Material traders.
Material traders can be found using the new By Service map view (Image) configuration option. This has a 40ly range and only shows traders that you have discovered.
Material traders will also be shown on the system map in the station services list.
Material traders will appear in the Human Bubble, Colonia and Pleiades regions at economies types listed above.
Bounties and fine are applied to the ship you're in.
Fines never mature into bounties.
Bounties never become dormant.
Bounties never expire.
Fines can be paid off at security contacts
Bounties can be cleared by Interstellar Factors when your Notoriety is 0
Claimed bounties for the jurisdiction you died in must be paid when you re-spawn at detention centres. (!)These changes aim to simplify crimes. You will now have more control over your criminal status risk and reward. You can store a ship with bounties on (a hot ship), hiding your criminality, but at the cost of not using the ship. Bounties are now more significant as you must use Interstellar Factors to clear them, which can be expensive.
Notoriety and Murder
Commanders gain a Notoriety rating, a value between zero and ten.
Notoriety increases by one whenever a Commander commits a murder crime.
Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.
In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
Notoriety is linked directly to the Commander, regardless of which ship they fly in.
Any Notoriety means the interstellar factors cannot clear your fines or bounties.
Around starports, any death that results from collisions will not apply to the notoriety penalties nor will it increase Notoriety. This is to prevent small ships being destroyed by excessive ramming. Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.
Notoriety exemption for murder by ramming now applies everywhere, not just near stations. (Update 3.0.2)
(!)These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.
Hot Ships and Modules
A ship with bounties on it is hot.
A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
Elsewhere - ship transfer costs are increased for the hot ship.
Modules taken from a hot ship are hot modules.
Hot ships can be cleaned using Interstellar Factors, at a cost.
Hot modules can be cleaned in storage for a price based on the module's value.
Hot modules cannot be placed in a clean ship.
Hot ships and modules can be sold at a mark down. (!)These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.
Friendly Fire and Reckless Weapons Discharge
The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine. (!)These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued.
Anonymous Access Protocols
When in a hot ship, port services are restricted in jurisdictions where the ship is wanted - your ship logs in anonymously.
Fines prevent access to all services except missions in progress, security contact, Interstellar Factors and black markets
Bounties prevent access to all services except missions in progress, Interstellar Factors and black markets. (!)This helps to make sure there are consequences for your crimes.
Power Bounties
Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties.
Power bounties can only be detected and claimed by Commanders pledged to the power that issued them.
Commanders destroyed for their Power bounty are not processed as criminals and do not pay any additional costs during respawning. (!)Authority ships will no longer get involved with Powerplay. For example, A Hudson Commander can still attack a Patreus Commander with impunity in a system controlled or exploited by Hudson. However when the Patreus player fights back they will get a Power bounty and no authority ships will be summoned.
Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
The security of the system determines the level of crime before they are summoned
ATR ships arrive with full knowledge of their target and are pre cleared to arrive "weapons hot".
Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system. (!)Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulation.
Crime and Ship Destruction
Attacking Wanted ships (player or NPC) is now legal even if the player does not know they are Wanted.
When a hot ship is destroyed where it is wanted the Commander will respawn at the nearest Detention Centre.
There are lots of Detention Centres in human space.
When respawning at a Detention Centre, a Commander must pay off their bounty or fine for the jurisdiction where they were destroyed and any bounties detected by a Kill Warrant scan, in addition to their rebuy cost - all other bounties and fines remain attached to the ship.
When a ship is destroyed where it is not wanted it will respawn at a starport owned by the jurisdiction’s controlling faction.
If there are no appropriate starports, it will respawn at the last port it was last docked at.
When a ship is destroyed where it is not wanted but hostile to the jurisdiction’s controlling faction, it will be deported and respawn at the nearest Detention Centre. (!)This change makes the crime flow more consistent and plausible and ensure you will not be trapped by re-spawning in a station you are hostile.
Kill Warrant Scanner
The Kill Warrant Scanner detects all bounties issued by system factions in every system. The Kill Warrant Scanner grants a license to kill if at least one detected bounty is issued by a faction that is aligned to the same superpower as the current jurisdiction.
When used, the Kill Warrant Scanner prevents reputation loss for destroying ships, except criminally aligned vessels. (Coming Soon: Source)
NPC ships can have bounties for factions not present in the current system, favouring nearby systems where possible.
(!)Making this change involves a significant amount of under the hood changes to the way bounties are generated, which increases the robustness of the whole bounty system. This has meant that this Kill Warrant Scanner update will deploy a little after Chapter One’s launch.
Superpower Bounties
When you gain five or more bounties for factions aligned to the same superpower, a superpower bounty is issued against you.
Superpower bounties are valid for every jurisdiction aligned to the superpower.
Superpower bounties are detected by a basic scan.
When a superpower bounty is detected, all bounties issued by factions aligned with the superpower are also detected.
Superpower bounties grant credit rewards and reputation for the superpower.
We’ve looked at all of the feedback concerning bounties, background simulation and the Kill Warrant Scanner, and these rules are the result. Because they are changing from our original interpretation, they will be deployed along with the update to the Kill Warrant Scanner and ship destruction rules tweaks.
(!)Superpower bounties add consequence to those who commit crime sprees across multiple systems. They also help define clear boundaries between Empire, Federation and Allied space.
Commanders will be able to select the trade data column header to enter the trade data overlay. From there, you can select specific markets by typing in the system name or finding the system using the galaxy map.
Important note: only systems you have docked in or scanned the 'Nav Beacon' at will display a result when entered, so the more systems you visit in the greater the amount of trade data you will have to use when looking for a potential profit.
Once a system is selected, as long as you have the trade data, a tab will appear.
Using this you can select which market in the system you want to display the trade data for.
You can now select whether you want to show export profits (the money you would make when exporting to the system) or input profits (the money you would make from importing goods from the system to your current market).
Once the parameters have been chosen, you can hit the OK button to display the data for the selected market on the commodity market screen allowing you to see what profits you could make on any commodities.
Important note: profit given is accurate at the time of being displayed and can fluctuate when travelling to the chosen market.
The commodities market interface has also had a makeover with more information about potential markets displayed in the right hand panel. Supply and demand is now shown as pips instead of high (now 3 pips), medium (now 2 pips) and low (now 1 pip).
When you select a commodity, a confirmation overlay will open, allowing you to select how many of the item you want to buy or sell and then you'll be able to confirm the trade
Using the galaxy map for trade data:
You can use the same interface to access and use the galaxy map to select a target market. This is also available straight from the galaxy map tab in the left cockpit panel.
With the galaxy map open you can use some new configuration options to display trade data, find trades and select a market to compare with your current location.
New options are stored in the Map option under 'Map View Configuration.'
There is a new entry in this drop down called 'By Commodity'.
This will open up the new commodity search options
You will be able to select the commodity type and commodity that you are interested in.
If you already have a commodity in your ships inventory it will be highlighted with an icon, allowing you to see at a glance what you have onboard.
With a commodity chosen the galaxy map will display trade heat map icons within a 40 light year radius of your current position to indicate star systems that import or export that commodity.
Important note: you can search for and look at trade data for systems further than 40ly, it’s just that the heat map has a set range so the icons will only show up within that range of your current location.
A Blue Diamond is a system that imports the item and Green Triangle is a system that exports the item.
Under the commodity selection on the left hand panel are also three new filters allowing you to set the icons to show:
Best import and export prices
Import prices only
Export prices only
With the By Commodity map mode selected, you can move your cursor over a system and select it.
As mentioned before, if you have previously docked in the system or scanned the 'Nav Beacon' there then an expanded overlay will display trade data. But for systems that you have not visited, a message will be displayed telling you that the system's data is unavailable and how you can unlock it.
When you select a system, you will be able to scroll through each market in the system and see the per unit price of your chosen commodity on the system selection overlay. This will allow you to quickly work out the best locations to trade at (based on price).
Below 'import/export price' there is a new selection of filters. Using these filters you can find the best location with the best price to suit your ship and cargo. These filters are as are:
Landing pad size – This allows you to see what landing pad sizes are available at the Starport.
Planetary Market - This allows you to show or hide markets that are on a planets
Distance from star – This allows you to filter between market a short, medium or long range from the main system star.
We have also added another new button on the system selection overlay: mark market for comparison. This allows you to show the trade data from your selected commodity market to the commodity market at your current location (instead of displaying the galactic average.)
Trending trade route data
We have also updated the trade data routes in the galaxy map to now show trending trade routes used by commanders and commercial pilots. Using these filters can, alongside the various commodity filters, help commanders get a clear view of who is trading what and where in the systems near to you.
These are missions designed to be shared by up to four players.
In order to accept the mission, one member of the wing needs to access the mission board and select a wing mission, which are denoted by a special icon.
Once accepted, the player who took the mission can share it by clicking the share button on the mission’s entry, located in the 'Transactions' panel. Doing so sends the player's wingmates an inbox message and adds the mission to their own Transactions panel.
The wingmates can choose to then either accept or decline the mission invite in the Transactions panel.
Important to note: each player can only share one mission at a time, this means that with a maximum of four players in a wing, players can be part of up to a maximum of four active wing missions at any given time.
Mission Depots
In the case of a wing delivery mission, players will be charged with transporting large quantities of goods from point A to point B. previously, when taking a delivery mission, all the cargo would be placed into the player’s hold for them to deliver. However, as we are now dealing with larger quantities and missions involving multiple players, this added a new development challenge; we needed to add a way for players to collect and deliver part of the mission’s total required cargo. In order to facilitate this, we introduced the 'mission depot,' which allows members of a wing to collect and deliver any amount of cargo that they require for the mission.
The mission is completed when all the cargo has been delivered and each member of the wing is then able to collect their rewards.
All players who are members of the wing at the point that the mission is completed are eligible for the mission rewards.
Once all cargo has been collect and a set amount of cargo has been delivered to a mission depot the owner of the mission has the option to partially complete it. In this instance all wing members will receive a credit only reward proportional to the amount of cargo delivered. For example if 75% of the cargo is delivered all wing members will receive a credit reward equal to 75% of the mission’s promised reward.
If a player has collected cargo, which has not been delivered when a mission is completed, they will receive a fine based on the cargo’s value.
Mission Rewards
The new mission reward system, which provides players with three different, and roughly equivalent, reward packages allowing each player to choose which set of rewards they wish to claim. One of these reward packages will always be a credit based reward package.
Another change coming to this chapter of Beyond is the additional gameplay interactions that will be available at the various megaships found across the galaxy. As well as the simple data links and NPC ship scenarios we have added a new flow for scanning these and (in later Beyond updates) other large space objects.
Initiating Interactions:
Megaships will now need to be scanned with the data scanner before any of the interaction objects become interactive. - Video
Doing so will release a scan pulse which highlights all interaction objects attached to the ship.
Interaction objects are added to the ships contacts panel and can now be targeted and interrogated to discover how to interact with them.
Some of interactions will utilise limpets of various types to allow you to activate, deactivate, damage, hack or simply operate an item. While others can be shot or scanned to interact.
One thing to note is that all current interactions are considered illegal, tying in with the changes to Crime and Punishment. These interactions provide criminal pilots new gameplay options as well as giving lawful players new locations to find wanted pilots.
In addition to the aforementioned interactions, we have tweaked the scenarios around the megaships to include a greater variety of criminal and lawful pilots, as well as crime responders such as police ships which we feel will add a bit more spice to these locations.
We have plans to add other interaction types and locations in later updates, so there will be more to come in this area.
Technology Brokers are dealers in new and rare technologies and items. These contacts appear in various stations across known human space and can generally be found in highly populated systems with a high security level. Visit tech brokers to see what items they currently have available and complete set requests to unlock these items by handing in the required commodities and materials. The addition of Technology Brokers allows pilots to acquire new items based on their personal narrative giving even more ways to play elite your way.
We have overhauled the surface material system for the rocky, high metal content and metal rich planets. We have pushed the system to get a lot more out of it, but this is just the first step towards further major planetary system improvements. The contrast and variation across and between bodies is much improved. We also hope that these planetary visual improvements (with more surface level improvements coming later in the year) will also bring a new vibrancy to the Elite Dangerous galaxy, encouraging wanderlust explorers to discover far systems and planets. The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds. In addition, binary rocky/metallic planets more accurately simulate having similar colourations from shared formation materials where appropriate.
At the simple click of a button, you’ll now be able to listen to GalNet audio whilst flying your ship.
All you have to do is select the play button at the bottom of the right-hand system panel in your cockpit to play through the headline news stories.
If you’re looking for a specific story, or you want to curate your own playlist of handpicked news, you can do so by opening up GalNet news from the same panel and select the stories individually.
GalNet news will fade in and out depending on the situation, and stop altogether in some key situations. In some cases, such as counting down to hyperspace jumps, the news will pause and then resume once the countdown is complete. The story, or playlist, will continue from where you left off. - YouTube
Changing your COVAS (Cockpit Voice Assistant) is a new addition to Elite Dangerous and the first of these will be Victor, ready at the launch of Chapter One of Beyond. Commanders will be able to change their COVAS at the Starport Services livery customisation section.
It'll be possible to also change the COVAS for your SRV too, you'll need to head over to the SRV customisation bay to change your preference.
And... if you miss Verity, you'll be able to change the COVAS back.
Frontier is working in partnership with HCS to bring you new COVAS packs in the future.
These voices are intended to bring a new flavour to commanders out in the black, however, it's important to note at the current time we do not intend to introduce celebrity voice packs.
The Alliance Chieftain is a medium-sized ship that has been designed not only to dish out punishment, but to avoid it. Manufactured by Lakon Spaceways, the Chieftain is more manoeuvrable than ships of similar size and weight, and its combat profile means it can more than hold its own in a fight. The ship also boasts three internal military compartments, allowing the pilot to equip a shield cell bank, hull reinforcements and module reinforcements.
Specifications: Medium pad. Hardpoints: 2 Large - 1 Medium - 3 Small. Not locked behind a rank requirement.
Squadrons - New organizational structure for player groups. We'll be able to create our own squadrons. We'll have tools to manage the membership and hierarchy in them. Squadrons will feature enhanced communication options. - Image
Fleet Carriers - Squadrons will be able to purchase their own fleet carriers. These are large, mobile, dockable vessels that will act as a base of operations for squadrons. We'll be able to refuel, rearm and respawn at them.
Exploration - More activities and tools focused on how we find stuff in the galaxy. This affects missions, commodities, other resources. New phenomenons, new anomalies for us to find in the galaxy.
The Codex - An archive that logs our exploration achievements and acts as a repository for game lore. It will log our discoveries and will also act as an encyclopedia, giving more depth and context to the things we find. And also possibly hinting at other things that we might be able to find out there.
Mining - Improvements to the way we detect and extract resources. A miner's toolkit of modules and capabilities, for more options, variety and choice when we're in deep space. Trying to invoke the feeling of Wild West prospecting through jeopardy (crises, unforseen challenges to get the rewards) or through the concept of hitting the motherlode (deep core blasting, an entire special asteroid for big rewards). Trying to make mining a fully fledged career - Image
Planetary Tech - Improvements to the scatter rocks system, by adding a bigger variety of sizes and scales to them. Improving ambient effects, planetary phenomena, volumetric effects and vapour.
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