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[[Elite Dangerous]] is the definitive massively multiplayer space epic, bringing gaming’s original open world adventure to the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions. Here is the '''Version history''' of how it has evolved over time.
[[Elite Dangerous]] is the definitive massively multiplayer space epic, bringing gaming’s original open world adventure to the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions. Here is the '''Version history''' of how it has evolved over time.


The current version is {{CurrentVersion}}, released on 26th April 2016. Since launch, there have been 3115 documented improvements to the live game.
The current version is {{CurrentVersion}}, released on 26th May 2016. Since launch, there have been 4562 documented improvements to the live game.


This page is a quick reference for the purpose of informing returning-CMDRs, after time away from the cockpit, of what has been added to Elite Dangerous and when. Provided are highlights of each release version - approximately 90% of the changelog information is omitted - therefore they are ordered as follows:
This page is a quick reference for the purpose of informing returning-CMDRs, after time away from the cockpit, of what has been added to Elite Dangerous and when. Provided are highlights of each release version - approximately 90% of the changelog information is omitted - therefore they are ordered as follows:
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=== v2.1 "The Engineers" & 1.6 - 26th May 2016 ===
=== v2.1 "The Engineers" & 1.6 - 26th May 2016 ===
* SURFACE
* Materials can be spawned/dropped inside signal sources, destroyed ships and skimmers, scanned from wreckage and ships, mining including icy rings
** Temporarily remove SRV mining
* Modules can be upgraded by Engineers, using materials, to create improved stats, visual & experimental effects
** Made it so that you can't interdict someone who is in orbital cruise
** Player's ship shields should recharge while player is in SRV
** Make all Skimmers and POI objects detectable by ground sensors only by default, we don't want ships picking them off from the skies without having to work for it. Note that anything firing at the player will still show up and be target-able back
** note that POIs can still be discovered from ships
** Collisions with skimmers are now also extremely disruptive to ships, hitting one will cause a temporarily loss of drives and shields
** Extend time ships can fly over settlements before they get fines and bounties
** Settlement point defence capability upgraded
** Skimmer disablers added
** Added point defence systems for settlements and bases
** Reduce the splash damage for dumbfire missiles so they're not overpowered against surface targets
Engineers
** Allow some Engineers to gain reputation by activities other than crafting
** Rebalance engineer reputation gain from crafting blueprints
** Updated rate of Engineer progression balancing numbers
** Prevent superpower reputation from affecting rep gained by Engineers crafting recipes
** Engineers invite mission does not take into account the size of your ship when it selects destination fixed
** Remove unused variables from engineer missions because they may have been blocking progress
** Increase default size of PopUp Engineer Dialogue s in order to accommodate larger strings
** Resource Grade icons have been updated to support grade 5 resources
** Updated buff icons to make them more readable
** Materials can be spawned inside signal sources
** Materials can be dropped from destroyed ships
** Materials can be dropped from destroyed skimmers
** Encoded data materials added
Mining
** Mining resources can now create materials
** Mining scenarios can now spawn in icy rings
** New mining commodities added
Missions
** If you scan a body that has a mission POI on it, the POI will be revealed. The scan can come from the discovery scanner, or from scanning a Nav beacon
** Make planetary missions use rank to determine base strength
** Mission givers have a welcome message that reflects the state of the minor faction, their tone and relationship with player
** Missions are now rated by rank, not gated by them
** Commodities can be awarded from missions
** Loot items can be awarded from missions
** Special treasure locations can be awarded by completing missions
** Added new planetary mission types
** Reduce mission limit to 20
** Make military rank progress a bit easier
Weapons & Modules
** added huge beam laser
** Added huge pulse laser
** Added huge multi-cannon
** Added large multi-cannon
** Added huge gimbal mount
** Shield cell banks now fire one at a time when triggered using the shield cell bank hotkey (similar to heatsinks)
** The Automated Field Maintenance Unit can no longer be repaired unless there are more than one active repair units
** Increased the heat damage of small beam laser slightly
** Explosive damage more effective against shield generators
** Increased torpedo damage
** Increased mine ammo capacity and hardness piercing
** Increased damage from missiles
** Increased ammo capacity for dumbfire missiles
** Reduce the splash damage for dumbfire missiles so they're not overpowered against surface targets
** Increase heat generated per shot on rail guns
** Reduce heat sink ammo by one Speed of Seeker missiles increased from 450 to 625.
** Speed of drunk (packhound) missiles increased from 400 to 600.
** Speed of Dumbfire missiles increase from 600 to 750.
** Blast radius of small seekers and dumbfires increased to be in line with mediums (50% boost).
** Hardness piercing of small seekers & dumbfires plus drunk missiles brought up to intended levels and consistent with medium (100% boost).
** Base damage and hull/module split of all missiles increased as intended, approximately a 40% increase to hull damage and 120% increase to module damage.
** Missiles now take an extra two point defence shots to bring down, but are still easily shot!
** Torpedos now have a 2.5 second arming time rather than their previous 0.5 second. When hitting a target before arming they will deal no damage and self destruct in a small puff
** Torpedos now inherit the speed of their launching ship for the first few seconds of flight, before dropping to a 250m/s cruising speed. These two changes give them an effective minimum range of about 700m+ depending on ship speeds, and also means that you won't be running into your own torpedoes
SHIPS
** Rebalanced heat efficiency of the Fer de Lance to offset the increased power plant change
Galaxy & System Map
** Bookmarks: adding bookmark feature to galaxy map and system map. Player is now able to save specific locations (systems, star, planet, stations, surface settlement)
** Added collapsing sections to options screen
** Community goal markers added to galaxy map
** Minor faction state filters added to galaxy map
** Improved system map load time
** Galaxy map: showing controlling faction state in the galaxy map popup, making sure "none" is displayed when primary minor faction is no particular state
** When searching for a system name, trim whitespace off the end of the search as some people use methods which automatically place whitespace on the end which is preventing the search from working
FACTIONS & BGS
** Unlinked minor faction reputation from their parent major faction reputation, now you will be neutral with an Empire minor faction even if you are allied with the Empire major faction
** Added a 'cordial' minor faction reputation level
** Added new player group minor faction descriptions
** Galaxy map: showing controlling faction state in the galaxy map popup, making sure "none" is displayed when primary minor faction is no particular state
** Remove factions from systems that cannot generate scenarios
** ie: systems without any bodies in them. Added investment faction state
** Rebalance how player actions and missions count towards the star system's influence caps for the day
** Rebalance how player actions and missions contribute towards faction state and influence buckets
** Additional factors now contribute towards outbreak and famine's buckets
** Added a new "Retreat" state for factions with low influence levels not in their home system
** Significantly changed the "Expanded" state. The Faction's search for another system is now triggered at the end of the expansion's active phase. If the surrounding systems are full, then an expansion might trigger an invasion war if an appropriate defender can be found.
** Added new "Investment" state for factions that have failed to expand, which significantly increases development level for a short time and lets the Faction search a bit further away when they next expand
** The "Lockdown" state now locks down many station services for affected Factions, allowing Commanders to concentrate on helping those Factions' crime control efforts
** Conflicts should now be easier to win, with rebalanced effects of combat actions during conflicts.
** War now only needs a 5% influence difference to win. Civil War and Elections remain at 3%
** Superpower reputation now affects the rate of change of affiliated Faction reputation
** Local news articles have been improved for many states, including which system a Faction has just expanded into!


** Ability to scan a Nav beacon to get that system's exploration data added
* Mission & scenario improvements: new layout, new types, faces for NPCs, contextualised USS' & POIs, difficulty determined by rank, welcome messages, commodity/loot/treasure rewards
** Default number of items per page in Exploration selling increased from 20 to 50
* Mission limit reduced to 20, and military rank progress rebalanced to be easier
** The Automated Field Maintenance Unit can no longer be repaired unless there are more than one active repair units


** Community Goal rewards now automatically redeem after 2 weeks
* Huge lasers and muticannons added, and weapon, missile and mine damage rebalancing
* Fe De Lance heat efficiency rebalancing to offset the increased power plant change
* Customisable Bookmarks, Community goal markers, and Minor Faction state filters added to galaxy map
* Background Simulation balance changes, and improvements to mission and information feedback
* Ability to scan a Nav beacon to get that system's exploration data added
* Default number of items per page in Exploration selling increased from 20 to 50
* Community Goal rewards now automatically redeem after 2 weeks
* Clock added to cockpit's info panel
* Add distances to wakes targeted by the player
* Ships cannot enter super cruise if their thrusters are disabled, and hardpoint deployment in supercruise disabled
* Large AI improvement, making combat more dangerous especially at higher NPC ranks
* Spawning ambient & Powerplay AI in normal space updated, and Powerplay ships at stations, nav beacons and RES locations added
* Point defence systems for settlements and bases, and skimmer disablers added
* Collisions with skimmers are now also extremely disruptive to ships, hitting one will cause a temporarily loss of drives and shields
* Silent Running blocking AI scans improvements
* Credit reward for routing a cap ship in war zones increased to 150000


** Clock added to cockpit's info panel
* Changelog, 1337 notes: [https://forums.frontier.co.uk/showthread.php?t=253924 v2.1/v1.6]
 
** Add distances to wakes targeted by the player
** Hardpoints can no longer be deployed while in supercruise
** Ships can no longer enter super cruise if their thrusters are disabled
 
** Update spawning ambient & Powerplay AI in normal space, and add powerplay ships when at stations, nav beacons and RES locations
 
** Stop AI (often police) from scanning ships (particularly players) when docked at a station/outpost
** Fixes to AI scanning players with silent running enabled
 
** Credit reward for routing a cap ship in war zones increased to 150000
* Changelog, notes: [https://forums.frontier.co.uk/showthread.php?t=253924 v2.1/v1.6]


=== v2.0 "Planetary Landings" & 1.5 "Ships" - 15th Dec 2015 ===
=== v2.0 "Planetary Landings" & 1.5 "Ships" - 15th Dec 2015 ===
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* (Horizons) New flight modes: Orbital cruise, Sub-orbital, Glide path planetary approach, and FA-off support
* (Horizons) New flight modes: Orbital cruise, Sub-orbital, Glide path planetary approach, and FA-off support
* (Horizons) Planetary Approach Suite module slot added
* (Horizons) Planetary Approach Suite module slot added
* (Horizons) Added the ability to dismiss and recall your ship
* (Horizons) Ability to dismiss and recall your ship added
* (Horizons) Deployable SRV when landed and at planetary ports
* (Horizons) Deployable SRV when landed and at planetary ports
* (Horizons) New GUI indicators added: Landing radar, Gravity strength, Wave scanner, Terrain scanner
* (Horizons) New GUI indicators added: Landing radar, Gravity strength, Wave scanner, Terrain scanner