Odyssey: Update #11.1

On Tuesday the 24th March at 1:01pm Frontier released a hotfix for a few issues. You can find the changes below or here on the Elite Dangerous website (patch notes no longer on the forums!) Also note that the website refers to the update as 4.0.11.1, rather than the foum update post which is #11.1. For continuity it will be 11.x.


Fleet Carrier Bartenders

  • The Fleet Carrier Bartender material capacity has been increased to 1000, from 100.
  • Fixed a disconnection caused at the Fleet Carrier bartender when two players try to buy, sell or transfer the same items simultaneously.

Stability

  • Fixed a crash that triggered when jumping in a Fleet Carrier.
  • Fixed a crash that triggered when players were escorted to their chair for a Fleet Carrier jump.

Livery

  • Fixed Commanders being able to stand up before the jump completion notification.
  • Fixed Fleet Carrier owners being added to a new instance when updating livery options.
  • Fixed a bug preventing the default Drake Layout for the Fleet Carrier being re-selected.

Protect Missions

  • Fixed AI sometimes not prioritising disabling the Cargo Loader shield during Protect missions.
  • Fixed the Cargo Loader state sometimes not updating when hacked by AI during Protect Missions.

Other

  • Fixed players floating and losing access to menus when exiting seated position.
  • Fixed an issue causing crew avatars to be duplicated when Carrier facilities are installed in quick succession.
  • Fixed truncated mission text in some languages
  • Fixed Engineers not progressing when requirements are met.

Update #11 – Patch Notes

The patch notes for update 11 can be seen below, or here on the official forum. In due course they will appear in the patch notes section of this website.


Greetings Commanders,

Update 11 has arrived! Since Elite Dangerous’ inception, Commanders yearned to stand and walk on planets throughout the Milky Way which Odyssey has delivered. Now it’s time to sit down once again, put those feet up, and enjoy one of the most glorious views in the game from the inside: a Fleet Carrier jump.

This release also brings a range of fixes and features including the brand new Protect mission type. If you’re up for the challenge, these missions will demand more of Commanders than previous types. Read all about them and everything else in Update 11 below:

Fleet Carriers

Interiors have been added to Fleet Carriers to enjoy on-foot. These include:

Main Areas

  • A main concourse and hangar lobby.
  • A Command Deck with an additional area for the owner and their Wing.
  • A seating area for safe Fleet Carrier jumps.

Optional Areas & Services

  • Bar
  • Vista Genomics service desk
  • Pioneer Supplies store
  • Shipyard access point (included with the Shipyard service)

Other Fleet Carrier Changes

  • On-foot access to the shipyard is now available (added automatically if the Shipyard service is enabled).
  • Service tariffs can now be set individually, allowing control of each service’s costs (Universal Cartographics and Vista Genomics do not use the tariff system).
  • The Fleet Carrier Livery has been moved into the same environment as Outfitting.
  • The Fleet Carrier Livery now includes a number of concourse themes.
  • A small amount of random delay was added for landing pads retracting during jump prep for aesthetics.
  • The Fleet Carrier section of the Pilot’s Handbook now describes new features and how to use the new bartender functionality.
  • A lack of notifications for Fleet Carrier jumps until 10 seconds beforehand was fixed.

Sitting
It is now possible to sit in all chairs and barstools found on all concourses (albeit one at a time).


Missions

  • New “Protect” missions ask Commanders to defend against criminals attacking delivery routes. These missions pose a new challenge in both combat difficulty (teammates recommended) and time-response required. To account for these, factions will offer higher sums than usual.
  • Fixed an issue where missions could be repeatedly abandoned to produce a strong negative influence on the faction offering.
  • Fixed an issue with shared missions not displaying correctly when in a failed state.
  • Changed the settlement mission givers’ compass icon to match the concourse mission giver icon to distinguish between new missions givers and existing mission targets.
  • Fixed a legal Collection mission asking you to collect an illicit item. Naughty.
  • Fixed some incorrect text in a Sabotage mission.

Settlements

  • Added the new cargo loader used in the new Protect missions to various settlements.
  • Fixed a control point being inaccessible at a specific settlement type during Conflict Zones.
  • Fixed corpses clipping through the floor.
  • Added and adjusted ammo crate positions to improve distribution.
  • Floating consumable boxes were brought back down to Earth (or relevant body).

AI

  • The on-foot friendly-fire system has been extended to include turrets, skimmers, and ships.
  • Attacking an enemy dropship can no longer cause a friendly settlement to become hostile.

Combat

  • Fixed an issue in multiply whereby throwing a grenade consumed multiple grenades (that didn’t seem fair).
  • Slightly reduced how much power the Scorpion’s Surge Repeated consumes allowing for longer runs of sustained fire at full accuracy.

Codex: Pilot’s Handbook

  • The Fleet Carrier guide was updated to include the new concourse services and functions.
  • Missing images when accessing some articles via the Insight Hub were replaced.

Codex: Knowledge Base

  • The following articles have been added:
  • Aegis
  • The Consortium
  • Generation Ships
  • Pilot’s Federation
  • Several entries under “Corporations”
  • Ishmael Palin’s entry was updated.
  • The Guardians section saw a terminology correction.

Audio

  • Fixed some broken UI sounds in outfitting weapon and suit cosmetics.
  • Fixed broken main menu button sounds under Controls and Extras.
  • Fixed broken UI sounds in the player character creation screen.
  • Fixed mix issues on the Scorpion SRV deploy and stow sounds.
  • Fixed various Fleet Carrier management screen audibility and mix issues.
  • Fixed an issue where the Apex radio comms voice, heard when taxi drivers request landing clearance, gets stuck.
  • Fixed the fridge sounds behind the bar areas sometimes being loud.
  • Fixed mix issues on the turbo lifts in social spaces.
  • Fixed inaudible UI sounds in the on-foot Shipyard menus
  • Fixed the continuous tinkling Supercruise flyby sound when on another player’s ship.
  • Fixed a transition on the Galaxy Map music.
  • Fixed issues when disembarking on foot from either SRV type.
  • Fixed the sound of flying through the rings in the ship tutorial.
  • Fixed the rotating loading screen animation on some menus being silent.
  • Fixed the cinematic when purchasing a Fleet Carrier being silent.
  • Fixed the “back” action in Carrier Livery to no longer be silent.

Art

  • The Cargo Loader and cargo canisters were added for Protect missions.
  • Small settlement landing pads schematics were enlarged to aid navigation and landing.
  • LOD issues on various doors and screens were fixed.
  • The offset Livery camera for the Python was fixed.
  • Non-tinted colours of beverage materials were fixed.
  • A hitcheck issue on the Krait Mk II Raider ship kit, preventing some weapons from firing was fixed.
  • Hitcheck issues on the Fer-de-Lance underside were fixed.
  • A missing hitcheck on the underside of the dome seen in Agricultural settlements was added.
  • Multiple hitcheck issues on legacy planet settlement objects were fixed.
  • Ship landing gear was adjusted to render more pleasingly.
  • The door glass shader in Agricultural settlements was adjusted to tint glass correctly.
  • Electricae scatter assets now have been subtly colour-adjusted, using LUT data from the planet surface to recolour them.
  • The warning light in the Beluga cockpit now emits from an apparent source.
  • A material issue on a laboratory workbench was fixed.
  • Z-lighting on decals at a Thargoid Imprint was fixed.
  • Adjusted high tech doors to slide open without intersecting.
  • Fixed floating rocks at a Thargoid ship crash site.
  • Improved the alignment of thrusters on the nose of the Cobra Mk IV
  • Fixed the glow on collectables at Guardian sites when approached in an SRV.
  • Fixed an occlusion issue seen from the hangar lobby of some Industrial stations.
  • The glow of activated Guardian pylons was made more visible.
  • Fixed the incorrect appearance of some AI feet and torsos.

Rendering

  • Fixed suits and visors rendering in-front of particle VFX.
  • Fixed misaligned text on Fleet Carrier nameplates and decals.
  • Fixed scatter rock appearing black on planet surfaces from a distance.
  • Fixed the cockpit view rendering over the Galaxy Map.
  • Checkerboard rendering is now automatically applied to low, medium, and high quality graphics settings. This option will reduce the cost of the planet terrain shader when in close proximity to a landable planet.

UI

  • Truncation issues on the Ship panel of the right-hand internal panel were fixed.
  • Text colouring on the ship boarding panel was fixed.
  • The layout of the search results in the Galaxy Map when missions exist in bookmarked systems was fixed.
  • Text resizing to the item/emote wheel so letter wrap correctly was added.
  • Focusing behaviour for the staff list on terminals was fixed.
  • Filters at the Pioneer Supplies vendor when buying/selling a weapon on suit were fixed, preventing new items which don’t match the filters being shown.
  • An issue on the multicrew report popup that would cause multiple crew members to be selected at once was fixed.
  • Rank animations were adjusted to display the correct ranks.
  • An icon was added to the radar to display powered-down recharge stations.

Performance and Optimisation

  • Unnecessary operations were reduced in the humanoid HUD markers system.
  • Fixed cases of shadows flickering from directional lights.
  • All visual effects at settlements will now adjust to graphics settings.
  • Selecting graphic pre-sets now correctly applies super resolution values with FSR.
  • Other rendering optimisations:
    • Reduced the workload for maintaining avatars while they are not visible.
    • Ensured planet-related systems do not perform unnecessary work when in space.
    • Miscellaneous optimisations to lighting and colour grading.
  • Fixed some incorrect text in a Theft mission.
  • Fixed an issue where a faction would sometimes target themselves for a Hacking mission.
  • Fixed an issue where some missions expire but not correctly fail.
  • Fixed Salvage missions failing to have the relevant item for the mission.
  • Fixed the spawning of mission givers for the hand-in of missions taken from a settlement.

Server & Stability

  • Fixed Stygian paint jobs appearing as the wrong colour on the Cobra Mk IV.
  • Fixed a Black Adder server error when deploying a second fighter from the ship.
  • Fixed some black markets not being activated during Civil Unrest.
  • Fixed a crash while embarking/disembarking at settlements.
  • Fixed a crash when dying during the tutorial.
  • Fixed a crash that could occur while jumping to hyperspace/Supercruise while trespassing.

Issue Tracker Fixes

  • Fixed issues with ships not inheriting the spin of stations when undocking with Flight Assist off and Auto-Launch on, resulting in rapid spinning and collisions.
  • Fixed issues with not being able to collect resources from Crystalline Structures.
  • The brightness and flickering when mining icy asteroids was reduced.

Horizons

  • Fleet Carrier tariffs (as described in the Odyssey Fleet Carrier section) were made backwards compatible.
  • Some stability fixes were added.
  • An incorrect string when selecting the Multi-Limpet Controller in Outfitting was fixed.
  • Hairstyles displaying incorrectly in Holo-Me were fixed.
  • Crew voices changing upon re-launch of the game or switching modes was fixed.
  • Fleet Carrier nameplates and decals appearing off-centre was fixed.
  • A lack of notifications for Fleet Carrier jumps until 10 seconds beforehand was fixed.

That’s a wrap for Update 11! We hope you enjoy all of the above and get to experience a Fleet Carrier jump from your owner’s chair or the viewing deck in the near future.

Odyssey: Update #11 – Live Today

Odyssey’s latest update will go live today with the servers coming down at 10am UTC time. It’s expected the servers will be offline for 2 hours. Frontier have also announced some news regarding their live streams


Greetings Commanders!

It feels like it’s been a while since I wrote one of these weekly updates for you, and it’s good to be back. We’ve got multiple things for you to look forward to this week. You may also see that we’re trying out a new name for these posts, as they’ve evolved to be more than just a schedule post.

So without further ado, let’s dive in.

Odyssey Update 11
After we detected some issues in the final round of checks, we moved Update 11 into this week. We’re currently on schedule to roll out the update early this week as we’re just undertaking those final, final, checks again!

Living under a space rock and not sure what Update 11 brings? The major attraction is definitely the Fleet Carrier Interiors. The dev team have pulled out all the stops with these beautiful interiors for your very own megaships. I’m as excited as you are to take a seat, relax, and enjoy that Frame Shift jump. Talking about sitting… don’t own a fleet carrier? No problem! The galaxy is full of chairs ready for you to…err… sit down on.

Apart from Fleet Carrier interiors, you’ll also be getting a new mission type, alongside another wave of fixes – so make sure to jump into game this week and try it out!

Streams Return!
We’re excited to return to the world of Twitch & YouTube this week with a brand new Elite stream from the community team! The stream is going to take place at a new time of 16:00 UTC every Thursday. We’re reducing our streams down to once a week, but doubling the amount of time we stream for on those days. So you’re not losing any content, it just gives us more time to plan each show and bring you higher quality content straight from our studio (COVID permitting).

Elite: Console development cancelled

David Braben today announced that all console development is cancelled. Additionally it has been confirmed that there are no plans for the game to appear on next gen consoles either.

Greetings Commanders,

Elite Dangerous is a game close to my heart.

It’s no secret that Odyssey’s launch was less than ideal, including the need to split the PC/console player base to focus on a PC-only launch. Since Odyssey’s release in May 2021, we have worked tirelessly to improve the Odyssey experience on PC, and whilst we have made great progress there is still more to be done. We have been supporting the pre-Odyssey and post-Odyssey codebases since.

Over the last several months, we have been wrestling with the best way to move forward, and it is with a heavy heart we have decided to cancel all console development. We need to be able to move forward with the story of the game, and in order for us to do this we need to focus on a single codebase. Elite Dangerous will continue on console as it is now together with critical updates, but we will focus on new content updates on PC on the post-Odyssey codebase.

We appreciate this news is not what our console community were hoping for. This was not an easy decision to make, but it was made with the long-term future of Elite Dangerous in mind.

Odyssey: Update #11 – Moved to w/c 14th March 2022

On the 9th March at 12:37pm Frontier made another post in relation to the delayed release for Update #11, featuring the ability to walk around the interior of Fleet Carriers. A subsequent post from the Senior Community Manager suggested that this might be before the end of the working day on Tuesday, but no promises. There will also be some Horizons fixes coming with the update.


“Greetings Commanders,

“Some issues have been detected in our final round of checks before the launch of Update 11. Therefore we’re taking extra time to apply fixes and moving the release to next week. Apologies for the further delay, but we trust what’s coming will have you on the edge of your seat.”

Update #11: Release Date Confirmed

On the 28th February 2022 Frontier confirmed that Update #11 would be released on the 8th March 2022. Although the post below suggests a date was previously given, I don’t believe that to be the case.


Greetings Commanders

This is a brief post to let you know that the release of Update 11 has been moved to the 8th of March. This will allow the development team more time to properly prepare content such as Fleet Carrier interiors and include other fixes.

The new release date is subject to change, however if it does we will let you know in advance.