Update Notes
Elite Dangerous: Caspian Explorer Update
Greetings Commanders,
The Caspian Explorer Update is now live. Embrace the depths of space with a large new exploration ship from Zorgon Peterson built to seek the stars. Available now via ARX early access, alongside a number of changes to on-foot weapons and NPC behaviours as well as bug fixes.
Features of Note:
- Added Zorgon Peterson Caspian Explorer:
- In world holo-screen adverts now present for Caspian Explorer.
- Mk II Ablative Armours - Armours that allows for faster and steeper planetary entries. These include lightweight alloy, reinforced alloy, military grade composite, reactive surface composite and mirrored surface composite variants.
- We are aware of an issue with the mirrored surface composite and as a result it has been removed from the game temporarily. The team are working on a balancing fix has which shall be implemented next week. Once this fix is in place the module will be available for purchase and use.
- Mk II Gravity Optimised Thrusters - Size 7 thrusters that reduce the most severe effects of gravity on High-G worlds.
- Mk II Supercharge Optimised Frame Shift Drive (SCO) - Size 8 FSD that enhances the effect of supercharging your FSD when using a fuel scoop at a neutron or white dwarf star.
* We are aware of an issue with the Mk II Ablative mirrored surface composite and as a result it has been removed from the game temporarily. The team are working on a balancing fix has which shall be implemented next week. Once this fix is in place the module will be available for purchase and use.
- Added Pre-Built Ships:
- Caspian Explorer Galactic (69,000 Arx).
- Caspian Explorer Stellar (38,000 Arx).
- Caspian Explorer Standard (19,020 Arx).
- Adjustments Made to On-Foot NPC Combat Behaviours:
- General Movement Speed:
- Introduced a haste system which adjusts NPCs movement speed. Maximum haste values make NPCs run faster than current speeds.
- NPCs will be more combat efficient, more decisive, and have better threat detection.
- Dodging Improvements:
- NPC will now prioritise dodging into cover if possible.
- Crouching Improvements:
- NPCs will crouch more often including behind cover, reloading, or to evade.
- Retreating/Cover Movement:
- Improved reaction time when an NPC needs to take cover.
- NPCs will make better use of cover and be less likely to stand in the open.
- Under Threat Behaviour Improvements:
- If the NPC is shot at or has low shield or health, they will attempt to take cover.
- Once their shield has returned, they will resume usual behaviours.
- This behaviour replaces the old "fleeing" behaviour entirely.
- Advance Towards Threat Behaviour:
- Strikers and Scouts may decide to advance under fire until they lose their shields entirely.
- Other NPCs are more likely to retreat under threat.
- Crime Scan Adjustments:
- Security will now crime scan from a longer range. This removes the short walk to the target.
- Security NPC will turn to face the target before starting.
- Grenade Behaviour Adjustments:
- Grenades are more often used against groups.
- Grenades are used to flush targets out from cover.
- NPCs will now use memorised and reported positions to better identify large groups of targets.
- Ensured that NPCs will no longer throw EMP grenades at targets with low shield proportion.
- Rebalanced suits & weapons
- Rebalanced NPCs suit and shield resistances to reduce the disparity between damage types vs shields and armour for suits/shields (this does not affect the player they are using the old resistances)
- Weapon changes:
- Improved stow and draw times for all weapons
- Adjusted weapon handling modification to account for new stow and draw times
- Decreased flight time on projectiles for:
- Manticore Executioner
- Manticore Tormentor
- Manticore Oppressor
- Increased ammo for:
- Karma AR-50
- TK Eclipse
- Decreased ammo for:
- Karma C-44
- Decreased reload speed for:
- Karma L-6
- General Movement Speed:
- Powerplay:
- Markers will now be placed on the galaxy map over rival systems, indicating targets for undermining and reinforcement efforts.
- A maximum of 3 markers will be placed per Power.
- The system targets of these markers is determined entirely by player undermining efforts - the top 5 undermined system by players in a power will have a marker placed over them.
- Similarly, the top 3 attacked systems by players in a power will have a reinforcement marker placed over them.
- A system may not be marked for undermining if it has already been undermined to 10% beyond the threshold to drop a state (e.g. from Fortified to Exploited).
- Note this may result in minimal markers being active whilst this system is active within the enclave only.
- Marker placement will update once per day.
- Within these marked systems, Power Conflict Zones will generate, fully enabling combat as a viable means of undermining.
- An additional +25% merit bonus will be awarded for all undermining actions taken within a marked system.
- An additional +35% merit bonus will be awarded for all reinforcement actions taken within a reinforcement marked system.
- A system must be undermined to unoccupied and then acquired within 1 cycle for the bonus to be issued.
- Only the agents within power that acquires the system will be issued bonuses, and that power must have actively taken part in undermining the system to the unoccupied state.
- Merit bonuses will be issued on a tier system, so agents with a higher undermining contribution will receive a higher bonus:
- 25th Percentile - 20,000 Merits
- 50th Percentile - 10,000 Merits
- 75th Percentile - 5,000 Merits
- Bonuses will be issued on a weekly basis over the maintenance period.
- Markers will now be placed on the galaxy map over rival systems, indicating targets for undermining efforts.
- Merit Bonuses will now be awarded for undermining and subsequently occupying another power's system.
- Initially, both new mechanics will only be active for the Powerplay systems surrounding HIP 87621.
- The 4 Opening Campaign Community Goals will now count reinforcement actions as contribution.
- Note that this will not function if you are acting as a traitor (e.g. signed up to the federal CG whilst pledged to an independent power).
- Power Conflict Zones will now be visible across the entire system - previously they could only been seen on the navigation panel if within 1000ls.
- A maximum of 3 markers will be placed per Power.
- Markers will now be placed on the galaxy map over rival systems, indicating targets for undermining and reinforcement efforts.
Bug Fixes
- Resolved trade powerplay activities rewarding significantly less merits than intended.
- Resolved further instances of fleet carrier cargo transfers failing and erroneous stock errors.
- Resolved Dodec interiors not changing with economy type.
- Resolved settlements within the enclave being of Horizons type instead of Odyssey types.
- Resolved instances of a crash that could occur when a player dies in an active on-foot Conflict Zone whilst another player is doing through the respawn flow.
- Resolved an issue when selecting a facility in the System Map, then selecting another facility it would incorrectly display the demolish options of the first selected facility.
- Resolved the loading spinner on the "Cancel Construction" panel taking longer than the timer states to become interactable with.
- Improved player feedback when a request to rename a System Colonisation facility fails.
- Resolved an issue where the System Colonisation Ship will display a Cancel Construction option after completing the primary construction.
- Resolved instances where the Brewer Corp. fanfare audio could repeat after closing the construction effort screen.
- Resolved the Powerplay Care Package expiry timer not displaying on the Care Package UI.
- Resolved instances where the Powerplay Care Package UI screen would state that on-foot materials space was full when the player has adequate space.
- Resolved broken strings being displayed in the Info panel when converting Powerplay Care Packages.
- Resolved a couple of issues with text being truncated or cut off in Community Goal UI.
- Resolved the warning text being missing for armour modules when storing multiple modules, this now highlights that the module will be replaced by factory default.
- Resolved the weapon detailing cosmetic only applying to the projectile and not its trail when firing the Mining Volley Repeater module on the Type-11 Prospector.
- Resolved various minor clipping issues with the Type-11 Prospector geo
- Resolved instances where some buildings in the High Tech & Factory star port interior barrel were not correctly being avoided by auto-dock.
- Resolved instances of being able to skip the glide phase of planetary landing.
- Resolved instances of backfaced culling on doors at Tourism settlements.