Update #14.01

On the 7th December 2022 at 15:00 UTC Frontier released the 14.01 update for Elite Dangerous. You can see the notes below, on the Patch Notes section of this website or on the Elite Dangerous website.


  • Fixed a crash that could occur when being interdicted by a Thargoid vessel.
  • Fixed a crash that could occur when trying to hyperspace jump whilst in multicrew.
  • Fixed a crash caused by opening the galaxy map when no commodity information was available.
  • Fixed a crash that could be caused by looking at the navigation panel when in the tutorial.
  • Advanced AX Missiles and Multicannons are no longer missing from Rescue Megaships.
  • Fixed ports not requiring docking permission when unaffected by the Thargoid invasion.
  • Fixed the “signal lost” effect occurring when using the external camera at maximum range.
  • Ram Tah and Professor Palin will no longer send an inbox message when detecting that Commanders are holding items they aren’t interested in – Needy or greedy? You decide.
  • Exobiology rank requirements have been adjusted to correctly account for their adjusted balance. Developer note: Your Exobiologist rank progress may appear to be greatly slowed until your next rank is achieved in order to adjust to the new tiers.
  • Commanders will now correctly receive data when being interdicted by Thargoid Scouts.
  • The Orthrus’ shield has been rebalanced.
  • The Orthrus’ payout has been rebalanced to 30m credits.
  • Fixed corrupted text appearing on Thargoid Invasion panels in the galaxy map when viewed in Russian.
  • Fixed missing text string in a convoy scenario.
  • New Thargoid discoveries will now be stored correctly within the Codex.
  • The large Federation capital ship dock is no longer missing a building.
  • Capital Ship Docks are no longer immune to the effects of the Thargoid Invasion.
  • Mission Boards are not loading as intended (Ticket reference: issues.frontierstore.net/issue-detail/55782)
  • AX Conflict Zones around bases fail to progress (Ticket reference: issues.frontierstore.net/issue-detail/55922)
  • Attempting to use carrier management to jump to any location within a system map will be met with “Not a Valid Carrier Destination” until player re-enters this menu (Ticket reference: issues.frontierstore.net/issue-detail/55756)
  • Fleeing or distant Interceptors at surface settlements/Invisible Thargoids at surface settlements (Ticket reference: issues.frontierstore.net/issue-detail/55935)
  • Thargoid War: Phase time countdown counts down weeks instead of days (Ticket reference: issues.frontierstore.net/issue-detail/55924)

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.”

Odyssey Hotfix: #10.01 – Patch Notes

At 12:02pm on the 1st February 2021 Frontier released the #10.01 hotfix. The patch notes can be seen below or on the offical site here.


Greetings Commanders.

Elite Dangerous: Odyssey Commanders will today recieve a Hotfix to address a number of key mechanic and stability issues, arisen since Update 10. Odyssey only servers will be offline from 12:00pm UTC with minimal downtime required.

Updates of note:

  • A fix has been implemented for the HUD failing to update when the SRV would collect cargo.
    • This is where you would need to relog to continue to make further collections.
  • A fix has been implemented for the SRV only being able to pick up one item at a time when transporting cargo.
  • A fix has been implemented for deceased NPC bodies blocking reactor consoles at some settlements.
  • A stability fix has been implemented.
    • This one will be of interest to Commanders who are currently struggling to progress through the main menu before encountering a crash.

Update #10: Patch Notes

At 10:01am on the 25th January 2022 Frontier released the patch notes for Update #10 of Odyssey. These can be seen below, on the official forum here, or in due course linked via the Patch Notes section of this website.


Greetings Commanders,

Post-Odyssey updates have reached double digits! In this round, we see a series of optimisation improvements and a large batch of fixes. At the time of this post (10:00 BST/UTC), servers will go offline for approximately two hours while the update deploys.

Changes will come to both Odyssey and Horizons each listed in their own sections below. These will see some overlap in cases where certain changes are happening in both versions.

> ODYSSEY

Optimisation

The following features have received optimisation improvements:

  • Looking at/through glass
  • Cockpit glass
  • Galaxy and System Map functionality
  • Avatar decals
  • Forward lit VFX
  • Planet fine textures
  • Shadows
  • Emissive rescaling

Rendering

  • An issue causing artifacting on the local view in the System Map was fixed fixed

Stability

  • An instancing crash was fixed.
  • A crashing when entering Supercruise following a low wake was fixed
  • A crash caused by jumping to the permit-locked HIP 54530 system was fixed

Server

  • On-foot actions will now update the Codex as expected
  • On-foot ranks will now display their animation within inbox messages
  • Rank animations will no longer display as a tier lower than intended

From the Issue Tracker

  • Stars will no longer flash brightly in VR
  • The Asterope system will resume featuring signal sources
  • Polyporous growths on brain trees can be splattered once again
  • An issue with teammate Navlock was fixed
  • Deposit fragments will no longer get stuck inside asteroids
  • Damage values on thermal conduits have been corrected to scale with ship heat between 90-150%, capped at 160%

AI

  • AI will spawn at POIs in multicrew as expected
  • Omnipol corruption was addressed: their mission-givers will no longer assign illegal missions
  • Deceased NPCs can be scanned once again at offline settlements.
  • Hostile ships will once again appear as such on the radar

Settlements

  • Terminals are no longer obstructed in Shinrarta Dezhra
  • Planetary port landing pads have an added force field effect
  • Mining extractors no longer display flashing black squares
  • NPC crew members will now retaliate when in the Defend state.
  • Deceased NPCs will no longer cover the reactor console, preventing interaction

Character Animation

  • An issue when running with the cutting tools was fixed. Although, our mothers still advise against it

Ships & SRVs

  • SRV helm audio will no longer be replicated across crew members
  • Deployed vessels will retain their ship owner ID as intended
  • Camera angles for the livery screen on the Scorpion SRV were adjusted
  • A detailing issues on the Azure paint job on the Asp Explorer’s was fixed
  • Gold and black paint job colours were adjusted
  • Ember paint jobs were adjusted
  • Midnight Black paint jobs were adjusted

Interactions

  • Gravity will be re-enabled at Guardian Sites so that caskets no longer float
  • A quantum-physics issue allowing multiple players collecting the same item was fixed

Factions

The Pirate Attack faction state will now:

  • No longer trigger when only criminal factions are present in a starsystem
  • Temporarily make weapon commodities legal in most jurisdictions
  • Cause factions to lose influence to criminal factions present in that starsystem
  • Criminal factions will no longer experience active security states and their Security Points will lock at 0
  • Odyssey settlements controlled by criminal factions will now prefer to export commodities (at the usual favourable pricing) that are illegal in other jurisdictions. Their exports will return to normal if control changes to other faction types
  • Odyssey settlements that were incorrectly exporting Meta Alloys will no longer do so
  • Incorrectly negative faction consequences when selling salvaged commodities for a relatively low value were fixed
  • The Black Market station service will now activate when the controlling faction has an active Civil Unrest state
  • Faction consequences from selling commodities are now based on satisfying available demand at the Commodity Market
  • You can now support a faction by buying commodities from it, based upon satisfying available supply at its Commodity Market
  • When buying and selling, it’s generally more positive to a faction to satisfy a higher supply and demand (green 3-bar icon) than a lower (red 1-bar icon), and it’s generally more positive to trade more expensive commodities than cheaper ones

> Horizons

  • A crash when selecting the engineering panel from a ship was fixed
  • A crash caused by entering the permit locked-HIP 54530 system was fixed
  • Deposit fragments will no longer get stuck inside asteroids
  • VFX for projectiles from the Remote Flak Launcher will no longer be too bright
  • A crash during the tutorial was fixed
  • Damage values on thermal conduits have been corrected to scale with ship heat between 90-150%, capping at 160%
  • An issue causing the session log to be inaccessible was fixed

We hope you enjoy all of the fixes and improvements listed above. As always, please let us know if any of the issues persist and report any new ones on our Issue Tracker. Fly Dangerous and we’ll see you for Update 11!

O7

Update 10 – Release Date Confirmed

At 4:21pm on the 24th January 2022 Frontier announced that Update 10 would appear at approximately 12pm (UTC) on Tuesday, 25th January 2022.


Elite Dangerous: Odyssey Update 10, along with a selection of quality fixes for Horizons players on PC and Console, will be available to all at approximately 12:00 UTC tomorrow, January 25 2022

Approximate Deployment Schedule:

  • In game broadcasting for pending server downtime shall begin at 9:00am UTC.
  • All Elite Dangerous servers will be offline from approximately 10:00am UTC to accommodate Update 10 for Odyssey and an update housing a selection of fixes for Horizons players (PC & Console).
  • Servers will return online at approximately 12:00pm with updates available to download.

Note: We’re aiming for update notes to be released as you like them, along with the tick of server downtime, but there could be a potential for them to shift ever so slightly (hopefully not though, we’ll keep you informed). They’ll come from either myself of one of the guys.

Odyssey: Update 9 – Patch Notes

On Thursday the 9th December 2021 Frontier release Update 9 for Odyssey. The patch notes can be seen below, or on the Frontier website here. A link to these can also be found at the bottom of the main Odyssey notes in the Patch Notes section of this website, here.


MAIN CONTENT

> The Scorpion

The Scorpion, a new SRV designed specifically for supporting infantry on ground-based combat has rolled into action.

  • The Scorpion is fitted with 2 seats for a driver and a gunner, allowing two Commanders to operate as a team in this formidable fighting machine.
  • All Scorpions come fitted with two weapons:
  • Surge Repeater – A rapid-fire weapon that increases its fire rate and accuracy the longer it’s fired for.
  • Aculeus Launcher (I’m not saying that on stream) – A combination dumbfire and lock-on missile launcher.
  • The Scorpion is only stocked at military economies.
  • Scorpion Cargo Bay = 2

> Multi Limpet Controller Modules

Multi-Limpet Controllers are now available from Outfitting enabling players to program a limpet to perform one of a given set of tasks and will be available in multiple types which will dictate what functions it is able to program.

  • Mining Multi Limpet Controller module (Available in Size 3)
  • Operations Multi Limpet Controller module (Available in Size 3)
  • Rescue Multi Limpet Controller module (Available in Size 3)
  • Xeno Multi Limpet Controller module (Available in Size 3)
  • Universal Multi Limpet Controller module (Available in Size 7)
  • Make your tea for you module?


> Mission Providers at Settlements

Some NPCs at settlements might now occasionally have missions they can offer to passing Commanders!
If these mission providers become critically injured while a mission is active and the mission owning Commander is present at the location where the mission was provided, the mission will be considered failed.

  • Mission providers will fight back if provoked.
  • Mission providers will reappear at the settlement once the mission is marked as complete.


> Planets

Major improvements have been made to light tinting from atmospheres. You will have seen some lovely examples of this in our latest update from Arthur here.


> Module Management

A fix has been implemented for pre-engineered modules from community goals not being marked informatively, as such.

  • Pre-engineered module rewards will now have their description display the fact that they are pre-engineered, as well as have it display in the outfitting screen.
  • Also trying to apply modifications to pre-engineered modules which specifically cannot be modified further (very niche circumstances) will now be disallowed with a message stating why.

> Optimisation

“Update 9 will see us go further, with optimisation already well underway for motion graph animation, mid-far distance planet rendering, lighting, scatter rocks, object physics, AI and character models – all of these, and many more, contributing to a better Odyssey experience for our players.”

  • Optimisations to textmesh system
  • Optimisations to tubelights
  • Optimisations to scatter rocks and scatter rock physics
  • Minor optimisation to vehicle debris rendering
  • Optimisations to the UI rendering
  • Depth prepass optimisations have been implemented
  • Optimisations to Environment Map rendering
  • Optimisations to the avatar rendering system
  • Optimisation to planets, particularly at mid-distance view
  • Optimisations to energy management
  • Optimisations to humanoid interactions
  • Optimisations to compass and sensor data aggregation
  • Performance improvements for NavMesh tile building


Stability

We’re actively continuing to help with tracking down as many continuing stability issues as possible, with your continued support in providing logs and reports where possible.

  • A crash to desktop has been prevented which would occur when viewing a mission invitation inbox message, such as those offered by Professor Palin, that was generated on a different version of Elite Dangerous (For example if it was generated in Horizons then you’d get the crash in Odyssey and vice versa).
  • A crash that could occur if a bit of dialogue is queued (in order to not play over another line) and then cancelled before it had a chance to play. (eg. in a conflict zone, the coordinator might be talking, so a suit voice gets queued, and then the player is killed before it plays.) has been addressed.
  • A fix has been implemented for a crash that could occur when talking with a mission giving NPC again after completing a mission for them.
  • Improvements made to the general stability of the tutorial scenario.

> General Improvements and Fixes

AI

  • AI in dropships will take explosive damage if the dropship is destroyed before deployment.
  • The player that destroyed the ship will be given credit for the damage caused to the AI.
  • A fix has been implemented for Supercruise assist not disengaging correctly when approaching stations inside ring systems.
  • AI will no longer become suspicious of you if you run out of suit energy near them (I kind of love the idea of this…”why you tired?”. I mean at least they care! I guess they don’t need to get mad about it though…).

Audio
SRV related improvements

  • Improved responsiveness and mix of the Scarab tire surface noises, including skids.
  • Improved the Scarab mix at different distances and perspectives.
    • Scarab will now sound clearer further out, for example.
  • Fix implemented to address the odd echo quality on Scarab sounds at distance, which basically, I’m straight up told, sounded ‘weird’.
  • Improvements made to audio Level of Definition optimisations on the Scarab that were incorrectly set up.
  • Fixed annoying high pitched tone in the SRV tire on rock sounds.
  • Fix implemented for audio not being affected sufficiently when obstructed by objects.
  • Fix implemented for SRV turret movement sounds not always being audible.
  • Rebalanced the Scarab Wavescanner sounds.
    • Some were quite loud (eg. the crystal one). They should be more consistent compared to each other now.

Rebalanced SRV audio perspectives

  • SRV Cockpit should have less sharp “crunch” of the surface/tires compared to before (as you are in a canopy).
  • Turret/Gunner should have clearer surface crunch and less bassy engines (made me think of Shirley Bassey for some reason).
  • The Camera Suite, when activated, will have less ‘fizzy surface noise’ come through at distance compared to before, but more surface detail does come in if you get the camera close to the wheels.
  • Optimisations have been made to the Scarab wheel audio emitters.
  • Reduced volume of overly loud planetary exploration music (I can’t get enough of it, personally).
  • Fixes for Emote body movement sounds sometimes being silent have been implemented.
  • Fix added for settlement terminal boot-up-ident sounds being too loud.
  • Fixed the firegroup toggle sound sometimes being silent if you rapidly change it.
  • Fix implemented for TK Aphelion gunshots dropping out when manually triggering individual shots rapidly.
  • Fix implemented for missing Engineer voice lines in the non-English languages when discussing the quiet footsteps modification (they’re talking about quiet footsteps, c’mon! Maybe they don’t wanna broadcast it, right?).
  • Added small delay to various Engineer voice lines to stop missing words happening at the start of a phrase, when transitioning between menus.
  • Fix implemented for drive assist off and on COVAS lines occurring on disembarking and boarding your SRV when drive assist is on.
  • A 30 second cooldown has been added to the drive assist on and off COVAS lines to reduce the “spammy quality” for players who switch drive assist on and off frequently.

Camera Suite

  • An issue has been fixed whereby certain parts of the ship UI became visible when using the Camera Suite, particularly in the Type 10.
    • You were able to see the comms panel, team status and info panel from your external cam view, for example.
  • Custom ship paintjobs were not showing up in the 3rd person camera when in virtual multicrew. This has now been resolved.

Conflict Zones

  • A fix has been implemented for the Commander’s current reputation with a faction being highlighted in a Combat Zone showing red, despite being friendly or neutral.
  • An update has been made to Combat Zone control points to allow them to be visible in Ships and SRVs.
  • Improved player messaging has been implemented for when you can’t recall your ship from an SRV, due to being in a Conflict Zone.
  • An issue has been resolved whereby the Combat Zone objectives UI persisted on the SRV info panel following the end of a CZ.
  • A fix has been implemented for a Combat Zone sometimes no longer progressing if a Ship Launched Fighter is destroyed.

Commodity Trading

  • Black markets now offer the full market value for Illegal goods (swindlers…)

Characters

  • Fix implemented for broken lip sync on Dylan, at the end of the tutorial (big fan of Dylan).

Fleet Carriers

  • When accessing information about a Fleet Carrier via the system map, certain vital information was missing – e.g: Access Type and Owner. This has now been addressed.

Interactions

  • Fix implemented for destroyed limpets not having collision.
  • Fix implemented for missing turret schematics.
  • Fixed implemented for the Thargoid shutdown field not affecting ships.
    • Thargoid Interceptors EMP blast did not disable Commander ships in Combat/AX Zones.
  • An issue has been fixed which prevented the galaxy map button on the Vista Genomics vendor from functioning.

Lighting & VFX

  • VFX for the engineered Multicannon weapon have been re-balanced.
  • VFX for the seeker missiles have been rebalanced.
  • Fix implemented for water geyser VFX being visible through rock.
  • Fix implemented for missing ripple effect on shields.

Megaships

  • Megaship Cargo and Escape Pod canisters would often become stuck inside Megaships, rendering them irretrievable.
  • Issues around this included:
    • “After hatchbreaking a cargo bay or escape hatch, some or all of the cargo/escape pods stay inside the ship rather than venting into space where they can be scooped or picked up by limpets. Cargo bays don’t seem to vent any canisters at all, they just stay stacked inside. Escape hatch vents some pods but others seem trapped under the skin of the megaship and can’t be reached.”
    • “Use a hatchbreaker limpet on any cargo bay. Cargo canisters will appear on the contacts list but there’s no way to collect them”
    • This issue…has now been (man, I hope so. It seems really good…it does!!) fixed.

Mining

  • An issue has been fixed whereby raw materials and even some refinable fragments became “stuck” inside the mineable rock instead of being released, even though they show up in contacts they cannot be collected.

Missions

  • Fix implemented for some Delivery Missions failing to progress upon interacting with the mission contact.
  • Fix implemented for Recovery and Scavenge Missions sometimes being unable to fail if the mission is abandoned or the mission owning commander is critically injured.
  • Fix implemented for Combat Aftermath USS:
    • When Commanders are given the option of taking the “Scan” objective, they could scan the onboard data link before accepting the objective which would cause the USS to break and would prevent progression. This has now been fixed.
  • Fix implemented for unlocalised objective text in Delivery and Collect Missions.
  • Fix implemented for unlocalised “Talk” prompt attached to mission contacts.
  • Additional mission rationales to Smuggling missions have been added.

Outfitting

Ship/SRV/Fighter Outfitting

  • Updates made to the visual effect of the Thermal Conduit experimental effect.
    • The colour will now reflect how much of an impact on the module’s damage the ship’s heat level is applying.
    • Damage will also be correct.

Commander Outfitting

  • Fix implemented for an issue experienced with backpack capacity miscalculations, for suits fitted with the Extra Backpack Space modification.

Rendering

  • A fix has been implemented to ensure the correct directional shadow profile is selected for interior environments.
  • The shadow will be cast accurate to the light source.
  • Fix implemented for in-game ship HUD occasionally appearing on player avatar beards (I laughed. Why beards?!)
  • Fix implemented for vehicle debris culling when still in view.
  • Fix implemented for artefacts (visual…blips…pixilation…that kind of thing) that could appear on vehicle schematics.
  • Fix implemented for shield VFX rendering when there is no shield active.
  • Rebalance made to the “Bloom” setting on low and medium graphics settings.
  • Fix implemented for avatar skin not utilizing ambient occlusion correctly.
    • “In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting”
    • Basically your Commander’s skin is gunna be LIT!
  • Fix implemented for incorrect proportion of dark nebulae rendering in the galaxy.
  • Fix implemented for cracked glass effects and condensation effects not displaying on the Python.
  • City lights effects on non-landable planets have been re-balanced – they’re visible again now!
    • Trivia: Which country performed the song ‘City Lights’ in the 2017 Eurovision Song Contest?
  • Fix implemented for some weapon scopes not displaying paintjob textures correctly.
  • Improvements and fixes have been made to impact decals (again, any kind of visual effect on a surface that’s caused by impact, like from a weapon).
  • Fix implemented for ship schematic displaying in the FSS Scanner view.
  • Fix implemented for planetary rings not displaying as exoected in the FSS Scanner view.
  • Fix implemented for the exclusion zone of White Dwarfs not being drawn.
    • Nasty AS! Especially with how big White Dwarves wear their skirts!

Server

  • A server error has been fixed which some players were experiencing when editing a bookmark of a Fleet Carrier that has since been decommissioned.
  • Selling cargo will no longer result in a Yellow Adder server error.

Settlements (Odyssey)

  • Fix implemented for Restricted Area inconsistencies.
    • Commanders were experiencing the following kind of situation:
      • “Warned for trespassing when on the 1st floor but only when walking over the power room below.”
      • “The power building has a level 2 security access but does not warn you for trespassing unless you enter the power room that has a level 3 restricted security access or go upstairs and walk over the power room.”
  • Fix implemented for floating objects found in a variety of settlement types.
  • Fix implemented to an offset hitcheck on a particular radar dish – which made its debut in these update notes BUT sadly I can’t tell you which one it is in the entire galaxy, but shout out anyway, Mr Dish!
  • Fix implemented to a gap in the roof of an Agricultural building – shoutout to THAT gap!
  • Fix implemented for z-fighting/mad flickering of wall or floor textures seen in some station social spaces
  • Around 150(!!!) fixes and improvements have been made to the look and feel of props and buildings at settlement locations.

Settlements (Horizons)

  • Fix implemented to hologram that would display incorrectly in ship HUD for some planet ports when targeted.

Ships/SRV

  • Cockpit dirt & scratches have been re-balanced to look more in line with real aesthetic.
  • Fix implemented for emissive scaling on Crypsis paintjobs – these should match Horizons versions of this paint type more closely now.
  • Fix implemented for missing hitcheck (solid…ness) on the Corvette landing gear.
  • Improvements made to the hitchek (solidness) of the Beluga Liner and Orca to prevent players from being able to get stuck when underneath them.
  • Fix implemented for the Krait MKII having misaligned canopy ice effects.
  • Fix implemented for the Type 10, which could hover above the ground until the SRV was deployed.
  • Fixed ships jerking to the side when released from the pad while undocking with flight assist off in a rotating station:
    • As Commanders would potentially undock from one of the large spinning stations in FA off, the station would shift away from underneath them causing quite the disturbance and occasionally resulting in them crashing into things.
  • Malfunctioning cargo hatches no longer prevent hyperspace jumps.
    • Issue of this type included:
      • “Can’t use FSD after deploying SLF and enemy hatch breaking your cargo hatch”.
  • Ship engine smoke trails no longer appear ahead of the ship after exiting Supercruise.
  • Condensation and ice effects have been fixed to be more pleasing (I chose that word and I’m sticking to it…’ACCURATE’ would be a better one but…) for the Python.
  • Scarab Cargo Bay changed from 2 to 4.

Tutorial

  • Ship-focused tutorials no longer allow on-foot actions such as disembarking.
  • An issue has been addressed whereby players reported being unable to enter the hangar at the end of the flight tutorial in Odyssey, resulting in them becoming “stuck”.

UI

  • Conflict Zone capture point icons are now be visible when in SRVs and Ships.
  • SRV Radar signatures will now no longer float in the air when at, for example, Barnacle Site.
  • An icon has been added to the Conflict Zone browser to show if players are wanted in the target system.
  • An issue has been fixed whereby the transfer popup would softlock/freeze up in some kind of way when attempting to make an item transfer from storage to backpack whilst in Ship.
  • Fix implemented for orbit lines being visible during loadout management UI when in Supercruise.
  • Several issues have been fixed with scrolling of comms panel social tab.
    • Notably, this one would
      • “On the Social tab of the on foot Comms Panel, the page does not scroll down accordingly when the arrow/WASD keys or mouse scroll wheel are used to select UI elements on the page – you can select and move down the menu via these keys just fine, but upon reaching the displayed bottom of the page the UI selection will then continue off-screen as the page does not automatically scroll down to keep these elements in view. As such, the only way to currently scroll down the page is to manually drag the scroll bar on the right which will then keep selected UI elements in view.”
  • Fixes have been made to incorrect text being shown in vehicle rolepanel displays.
  • Bookmarks can now be successfully made via the system map.

Codex

  • Fix implemented for the “distance travelled on foot” stat sometimes recording twice the actual distance travelled (a ‘feel less good about yourself’, fix).

Controls

  • Key binds preset will no longer reset when you open Horizons after Odyssey.

VR

  • Fixed Holo-Me character disappearing in VR when in close-up views.

Weapons

  • Fix implemented for railguns not firing in slots on the Beluga, Type 9, Krait, Type 10 & Fer De Lance.

Stations

  • Fix implemented for Stations (and Fleet Carriers in several instances) not spawning immediately when dropping out of Supercruise manually (no more pop-smash-bang!, hooray!).

Development Update #3

On the 31st August 2021 Frontier released details of the upcoming changes to Odyssey. These can be seen below or on the offical site here. The release date for this update has not been confirmed, but is expected in September.


Greetings Commanders,

As we reach the end of the month, we are delighted to share our latest development update with you.

Issue Tracker

To kick things off we would like to update you on the key issues as voted for by our community on the Issue Tracker. Remember you can visit the Issue Tracker any time to vote for your top issues or make a report.

1. Lighting and Illumination in Odyssey

Since Odyssey’s launch we’ve made a large number of updates to in-game lighting to bring the experience more in line with Commander expectations. These changes included relighting ship cockpits, improving all materials and overhauling star light and station exteriors, to call out just a few.

Following the major changes in Update 6 we’ve now, based on your feedback, made additional changes to areas such as Fleet Carriers and exterior station lighting which will be deployed in Update 7.

Whilst we recognise that some Commanders may continue to have feedback around how the game is lit we feel that for the purposes of aiding further development this issue tracker entry, whilst still holding a number of votes, is no longer providing us actionable feedback to improve the game, with recent contributions unrelated to the specifics of the original report.

We will therefore mark this issue as fixed following the update, freeing up those votes to contribute to other issues in issue tracker. Of course if you observe any specific instances of poor lighting, please open a new issue tracker entry giving specific feedback.

2. Degraded terrain textures compared to Horizons

We’ve been monitoring your feedback following Update 6 and we are now satisfied that this issue has been largely resolved. This item will be marked as fixed with the final changes set to arrive in Update 7 – if you see specific instances please contribute to the issue tracker giving specific feedback.

3. FPS performance in Odyssey

Further improvements have been made in this area including optimisations to the Navmesh, lighting system, terrain, NPCs, glass shaders and scatter rock LODs. Our core code team is making good progress on more substantial optimisations, a number of which we expect to be included in Update 8.

4. Nothing to do on long shuttle rides

Update 7 will provide the opportunity for players to redirect Apex shuttles in transit, avoiding instances of players feeling trapped into long journeys. We will look to mark this issue as fixed in line with Update 7, freeing up your votes to contribute to other issues.

5. Invincible Thargoid Heart

We have identified a cause and are deploying a fix for this issue in Update 7, to ensure the fix has worked as intended, we will leave this issue open for a time. We would like to thank you for your patience with this issue and for your support in helping us to resolve it.

6. Frame Rate Drops post update 5

Update 7 will include changes to the games Navmesh which we believe resolves any potential performance impact from update 5. We will therefore be marking this issue as fixed following the release of Update 7 whilst retaining our wider focus on improving Odyssey’s performance.

The following issues will also be resolved in Update 7:

  • NHSS signals in Odyssey are Empty
  • Fleet Carrier and Module costs not included in overall wealth
  • Support missions are not widely available
  • Missions and Rewards are not shared with the team
  • A previously present codex entry is now missing
  • Stolen tritium cannot be donated into a fleet carrier’s fuel depot
  • Too much CC returned when systems revolt.
  • Mission Reward Material Missing
  • Deposit fragments stuck inside the rock
  • Unable to interact with Comms Panel in head look
  • Some rock scatter only visual in right eye in VR
  • Seeker and Packhound Missiles do double damage against shields
  • Choosing +Influence reward from missions gives no influence
  • CZ captain defence incorrectly rewards credit bonds for the enemy faction

In addition to Odyssey Update 7 we’re pleased to confirm that a number of these fixes and QoL improvements will be deployed to Horizons players on both PC and console in September – we will of course share full patch notes for both around release.

Upcoming Updates and Content

Please note: These are at varying stages of progress. This is not an exhaustive list of everything that is being considered. They are not final, so they are subject to change. We will keep you updated with news and details as they progress, and we expect the content to release over the coming few updates. With that said, here’s a look at just some of the features and content in consideration, to go alongside the other development work required for future updates.

The following items are planned to be included in Update 7 which is scheduled for mid-September:

Conflict Zone Anti-Air Defence and Dogfighting


Since the launch of Odyssey, many brave Commanders have dropped into Odyssey’s Conflict Zones to support their chosen faction in ongoing conflicts throughout the bubble. With Update 7 we’re taking Conflict Zones to the next level by rebalancing the sphere of combat, increasing the risk for airborne Commanders and introducing new gameplay for those on the ground.

Each active Conflict Zone will have new anti-air turrets to defend against airborne attack. Commanders in the air will need to work with those on the ground to disable them. In addition, AI ships will also be deployed to Conflict Zones for the first time, allowing Commanders to experience exhilarating in-atmosphere dogfights as the battle rages below.

You can see both of these in action in the video below:

Enforcer units coming to Conflict Zones

Following the deployment of Enforcer units to Odyssey’s military installations, we’ll be introducing rocket launcher equipped infantry to active Conflict Zones, increasing the risk for any Commanders hoping to pick off easy prey from the comfort of their SRV.

New Social Hub styles

These screenshots show some of the variation added for Update 7, making station interiors more clearly linked to their installation type. Changes include elements such as swapping out railings with alternatives, replacing crates and planters with other props to better suit the theme, using different partitions and wall pieces, swapping beams and roof sections, and adding pipes or more industrial looking geometry.

Increased stored modules and bookmarks

Stored module and Bookmark limits will be increased from their previous limits to 200. We are pleased to be able to deliver this community request.

AMD Fidelity FX CAS

By popular demand, AMD Fidelity FX CAS will be reintroduced as an option in Update 7. This is mutually exclusive to FSR which has its own integrated RCAS system.

Here is a selection of the other features currently in development. As mentioned above, this is not an exhaustive list of everything that is being considered. They are not final, so they are subject to change. As we get closer to their release we will announce which of these will be included in each Update:

Horizons Cosmetics in Odyssey

Our character team have been hard at work overhauling Horizon’s flight suit cosmetics to make them compatible with Odyssey’s EVA suits. While we still have a little way still to go, you can see some of the results which we plan to bring to the game soon, below.

Four Player Multicrew

We’re pleased to share that we are making great progress on this feature, with a number of ships now in test with four Commanders on the bridge. More details will be released closer to release.

New Odyssey Engineers in Colonia

We’d like to introduce Rosa Dayette, one of Odyssey’s upcoming new Engineers based out in Colonia.

Born and raised in a starport within a feudalist system, Rosa had few obvious skills in her youth. She was an average student, suffered from stage fright and found athletic competition dull. But she did have a passion for mechanical things, fascinated by the constant stream of ships outside her apartment window. With a combination of donated, swapped and refurbished tools, she began to tinker on the gadgets in her home, looking to reverse engineer them to learn how the various components work.

Her natural talent blossomed, and over time she started working on her neighbour’s technology, patching up suits or manual equipment. This became helping out friends of friends, then distant acquaintances; as Rosa approached adulthood people from across the station would turn up at her door with things to fix. Her family apartment eventually resembled a workshop.

And yet she would rarely charge people credits for her time. Her enjoyment of the work and tendency to trade skills led her to accept favours instead of credits. A fixed datapad in exchange for homecooked meals. An upgraded power coupling for free apartment cleaning. Word of Rosa’s talents reached a local businessman who operated a suit supply store. An experienced mechanic himself, he offered Rosa an opportunity to help out at his shop in return for some second-hand suits, weapons and other equipment. Rosa accepted, drawn by the chance to examine far more interesting gear than the home appliances and commercial technology she was used to.

After many happy years of this arrangement, her mentor passed away. What little he had to bequeath was given to Rosa, along with a hand-written note asking Rosa to leave the starport and pursue her dream of a full workshop. Rosa did so, announcing to her friends that she would seek employment with an engineer. As word spread throughout the community, a collection was held to fund this new venture; the many Rosa had helped so selflessly, for so long, gladly contributed. To Rosa’s astonishment, it was just enough to establish her own workshop in Colonia.

Rosa found her local celebrity discomforting, having felt that helping the community was a responsibility rather than something notable. Yet deep down she recognises that she could have made a comfortable living from her talents, but chose to remain true to her principles. Now she enjoys total autonomy in a new community, excited by the opportunity while missing her friends dearly.

Mission feature extensions

Work is still ongoing to expand mission features for Odyssey with the aim to increase mission diversity and create stronger links between the in-cockpit and on foot gameplay. We hope to share more on this soon.

Megaship Social Spaces

Last but not least, we’re excited to share that work is now underway to bring social spaces to Megaships. This will allow us to position a base for on-foot services, such as Vista Genomics and Pioneer Supplies, anywhere in the galaxy.

As with previous development updates, what we’ve shared today is just a snapshot of what we’re working on. We will be sharing more details on the content mentioned above, further bug fixes, performance improvements and of course more as-yet-unannounced content in further monthly development updates and across our other channels.

Thank you as always for your continued feedback and support.

Odyssey: Issue Report (10/08/21)

On the 10th August at 4:53pm Frontier released the latest news regarding the updates to Odyssey via their issues tracker. Perhaps the biggest news is that anti-aliasing will see a new system by the end of 2021 which should make a significant difference to the appearance of the game. Additionally there will be some as yet unnamed gameplay revolving around the Apex shuttle rides. The Issue Report will be updated roughly every two weeks.

Frontier have also confirmed via Supercruise News #44 that Update 7 (due in September) will see the introduction of the ability for players to re-direct the Apex taxi service.


Greetings Commanders!

I’d like to introduce you to something new. Below is our first Top 20 Issues table, summarising the highest voted issues on the Issue Tracker. As part of being open and honest about the game’s development, we’ll be regularly posting updated versions of this table and discussing it on our Supercruise News streams.

Note: the status and planned release of each issue is subject to change as various factors affect the ongoing development schedule.

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Odyssey: Update #6.0.1

On the 3rd August 2021 at 2:43pm Frontier released news of the latest Odyssey update. Details can be seen below, via the official forum or via the patch notes section of this website.


At approximately 14:30UTC/15:30 BST we will be bringing the Elite Dangerous: Odyssey servers offline in order to accomodate a small patch to address some current issues. Once again, this is Odyssey servers only. Downtime should be no longer than 15 minutes.



Updates of note:

  • The bartender has had a stern talking to. They now promise to no longer crash your game when you try and sell your goods to them.
    • There is a small chance that the bartender could be a little stubborn…If you encounter this issue again, give one of us a nudge.
  • An issue has been fixed whereby NPC’s would no longer use flashlights in the dark making it very hard to see…well…anything.
    • This fix also applies for Scavengers.
  • An issue has been fixed whereby Commanders were unable to aim down the sight of the Intimidator weapon.
  • Some players experienced a ‘Black Adder’ disconnect when purchasing and equipping a livery item. Instances of this should now be resolved.
  • An issue has been fixed whereby point defense turrets were failing to destroy hatch breaker limpets.
  • Fixed POI (retrieval) mission progression.
    • Some Commanders were experiencing an issue whereby they couldn’t hand in item retrieval missions. These instances are now fixed.
  • ‘Hold E to Loot’ was proving an absolute nightmare for many. We’ve listened and understood, thereby reverting the action back to being a single button press.
  • An issue has been fixed whereby auto launch would eject ships to outside of mass lock range.
  • An issue has been fixed whereby torches would not be visible in the camera suite, nor on other players in an instance.
  • An issue has been fixed whereby Ship Launched Fighter crew would get a little overconfident with their acknowledgements
    • Things were a little hairy for a second!
  • An issue has been fixed whereby the Ship AI could disengage super cruise too close to stars.
  • An issue has been fixed whereby ambient occlusion would not render correctly at certain resolutions – including when using FSR.
  • “Balanced” can be selected in the FSR graphics options!
    • Courtesy of AMD: “Balanced mode produces a super resolution image approximating native rendering quality, with a major performance gain compared to native.”
    • Ultra Quality (1.3x Dimension Scaling, 1.69x Area Scaling, Resolution 77%)
    • Quality (1.5x Dimension Scaling, 2.25x Area Scaling, Resolution 67%)
    • Balanced (1.7x Dimension Scaling, 2.89x Area Scaling, Resolution 59%)
    • Performance (2.0x Dimension Scaling, 4.00x Area Scaling, Resolution 50%)
  • Fix for FSR not working with VR HMD virtual flatscreen.
  • Made some improvements to stability.
    • These are usually fixes to “random crashes” encountered by Commanders who send through crash logs. The issues lie often deep within code with non specific triggers of great detail.

Odysey: Update #6

On Thursday 29th July Frontier released update #6 for Odyssey. The patch notes can be seen below, here on the official site or in the full patch notes section of this website.


Deployment and Downtime schedule:

  • Servers for both Elite Dangerous Odyssey and Horizons will be offline across all platforms from approximately 13:45 UTC / 14:45 BST today, July 29.
    • Reasons for Horizons server downtime [general admin]:
      • A text update for a present galnet article.
      • A tweak to stop issuing blank mission tip offs (Also included in Odyssey).
  • Deployment should take no longer than around 15 minutes, give or take a moment or so.



Updates Of Note

  • Planets! Visual improvements to planet surfaces, colour and texture have been implemented.
  • Outfitting option added to purchase module and immediately store, instead of installing on ship (if you watched this week’s Supercruise News, this is the one Bruce wanted to shout about, but we needed a double check on status).
  • Camera Suite rework – Rather than allowing movement thorugh geometry and fading out the camera when occluded (“the blackout“), the camera now tests for collisions and prevents movement into collidable geometry (more info and discussion on these update 6 improvements can be found here).
  • AMD Super-resolution has now been integrated.
    • You should now experience an increase in game performance, as rendering is enabled at a lower resolution and then upscaled, rather than rendering at a constant full resolution.
    • There’s also the additional bonus of this integration making the game look even more beautiful.
    • Can be used to upscale the resolution when supersampling is set to less than 1x output resolution.
  • Enforcer Troops armed with rockets have been added into the game (they use the KA-L6).
  • A fix has been implemented for previously invisible scatter rocks and organics.
  • Ship ammo and heatsink stock will no longer replenish automatically when entering supercruise (sorry).
  • Science contact – Fixed material donations for the science contact (CG contribution), whereby the donation event would be fired as soon an input was received, resulting in the impression that donations were only possible one material at a time.
  • Updated the crashed Type9 at Hyford’s Cache in Colonia to have a scannable data point
  • (Try not to cheer too loudly, you might wake someone) Elite Dangerous should now exit “cleanly” without the ‘black screen hang’.

AI

  • AI now predominantly face in the direction they are patrolling, whilst also smoothing out their turning.
  • Fixed some issues with AI door authorisations.
  • Skimmers now have a lower detection range for humanoids than they do for ships.
  • Female Omnipol art assets are now correctly selected.
  • Improved the head turning behaviour of patrolling AI in social spaces, to make it look more natural.
  • Stopped AI attempting to scan players who are in unreachable positions.
  • Added Enforcer archetype.
  • Reduced occurrences of AI talking over each other in social spaces.
  • Fixed an issue that could cause AI to get stuck in an animation state.
  • Fixed an issue that could cause AI to get stuck in conversations.
  • Smoothed out occasional animation jitters when AI face suspicious activities.
  • Fixed naming of Scientist to allow a certain Massacre mission to be completed as intended.
  • Reduced performance spike caused when spawning AIs in a dropship, by staggering them over several frames.
  • Stopped docking crimes being flagged in conflict zones.
  • AI vision ranges now scaled based on the size of an observed object.
  • Fixed an issue that could case taxis to get stuck when navigating to locations with small ring systems.
  • Allowed dropships to avoid deploy points that are obstructed by SRVs.
  • Enabled supercruise assist to steer away from planets if their incoming speed is too high.
  • Fixed an issue where military ships could interdict the player and then not scan them.
  • Fixed an issue where scavengers could clip through the ground at thargoid imprint sites.

Audio

  • Improved replication for tools’ audio and VFX states to other players.
  • Mix change to make ships and landing pads more audible when inside social spaces and buildings.
  • Audio no longer remains audible when downloading from a data port, despite audio set to Muted.
  • Added some variation to menu data “blips” in the tutorial intro screen, so they aren’t as similar to the main menu.
  • Fix implemented for tutorial music stopping abruptly when you open the airlock.
  • Fix implemented for some audio, like breathing, remaining audible during the fade to black in the tutorial load screen.
  • Mix changes to voice comms have been made to soften occasional harshness e.g. Tutorial and conflict zone coordinator.
  • Tweaks to humanoid weapons so the volume doesn’t drop as quick from close-medium distance.
  • Tweak to NPC voices so panning isn’t so hard at a distance.
  • Mix change applied on footsteps to even out volumes when moving between different surfaces.
  • A fix for voice comms has been implemented to become quieter than expected at low suit power.
  • Improvements for on-foot combat music and its transitions have been made.
  • A fix has been implemented for bullet impacts not being consistently audible for rapid fire weapons.
  • FA fix has been implemented for ship to ship transitions, to ensure audio remains smooth throughout.
  • Mix improvements have been made to turbo lift doors.
  • Audio logs have been reinstated for The Chromosome Incident.
  • A mix change has been implemented to crouch in/out sounds for flight suits so the…squeaking noise…it isn’t quite as loud.
  • Mix changes have been applied for shield grenades – transition between inside and outside should be smoother.
  • NPC crewmates will be less shy and have more consistently triggered dialogue.
  • Taxi pilot dialogue now remains audible while in vanity cam.
  • A fix has been implemented for brief sounds not receiving the correct reverb value.
  • A fix has been implemented for the listener getting stuck at the origin if exiting the game while interacting with the ship vendor.
  • A fix has been implemented for player location states not being updated correctly, which could result in missing audio after boarding a ship.
  • A fix has been implemented for suit feedback lines being interrupted if your ship is destroyed while on-foot.
  • A fix has been implemented for some Foley sounds using first person sounds in third person and vice versa.

Character

  • A fix has been implemented for missing thruster effects on female backpacks.

Codex

  • A fix has been implemented for Electricae being shown as a ‘space’ discovery in the codex instead of a ‘planet-side’ discovery.

Crashes/Stability

  • Fixes have been implemented for crashes caused by selecting certain authored planets (e.g. Pluto).
  • Improved render culling of rooms to improve stability.
  • A fix has been implemented for a crash that could occur when Players approached legacy settlements.

Crime

  • Cargo ejected by SRVs in garages will now be deleted rather than ejected, matching the behaviour of docked ships and preventing fines for littering.

Engineers

  • A fix has been implemented where legacy engineered modules were not being flagged correctly and so could not be converted to current engineering.
  • A decrease to invite requirements has been set for weapons and suits engineer Kit Fowler – now you have to sell 10 opinion polls to the bartender instead of 20.
  • Commodity market and black market first time trade should be tracking properly again, allowing to progress with engineer invite requirements as expected.
  • Corrected costs of weapon accuracy, range and headshot damage modifications.

Mega ships

  • A fix has been implemented for megaships where the cargo wouldn’t get correctly ejected from cargo bays.

Interactions

  • Fix implemented for the Manticore Oppressor no longer being able to ADS after applying a paintjob.
  • Interfaces that automatically stow weapons (e.g. the humanoid access panel) will no longer draw the weapon again when exited.
  • Various fixes have been implemented for livery and customisation interactions.
  • A fix has been implemented for where the bartender not allowing trades if your backpack is full. They will now take into account the items you are trading out of the backpack, assigning space.
  • Motherload asteroid mineral chunks have been stopped from spawning inside the asteroid when cracked open.
  • Notification added to inform you as to why the overload mode of the powerlink tool does nothing when you try to use it without enough energy.
  • An issue has been fixed whereby tools (eg. the scanner) would generate fines when used inside no fire zones at planetary ports.
  • Illegal interactions (Hacking, taking stolen/illegal items, pressing illegal consoles) now require a press and hold for 1 second to avoid accidental criminal activity.
  • Added /team and /t as a synonym for /wing in comms input.
  • Changed “Voice” setting in comms panels to “Auto Decline Incoming Voice Requests”, which better reflects what it actually does.
  • Fix implemented for the cutting tool reticule not appearing green at the edge of the airlock cuttable panels.
  • Ship Display in Inter-Astra locations has been made interactable.

Lighting & VFX

  • Flashlights will no longer change colour based on relationship with player (enemy flashlights will not be red).
  • Fix implemented for search lights bleeding into social spaces in High Tech stations, causing lighting changes.
  • Fix implemented to reflections not appearing correctly in cells on Detention Ships
  • Fix implemented for ship cockpit warning lights being overly obtrusive and occasionally pulsing excessively.
  • Lighting has been added for airlock forcefields.
  • Fix implemented for a water effect protruding into a room ceiling – water effect also improved.
  • Players can no longer block visual clarity of key UI interfaces with bullet decals.
  • Improvements to star visuals have been made, including lensflares, solar flares, lighting values for particular rare stars and star corona textures. This also includes additional improvements to the Neutron Star and White Dwarves.

Missions

  • Fixed Point Of Interest missions failing to spawn their POIs correctly. This impacts:
    • Larceny
    • Retrieval
    • Recovery
    • Salvage
    • Scavenge
    • Assassination / Takedown Target Fleeing wrinkle.
  • Fixed POI missions not registering when secondary commanders had picked up a mission item.
  • Visual improvements have been made to mission titles by splitting mission type and subtitle into separate lines.
  • Fixed Ram Tah missions not displaying a timer.
  • Updated Onslaught Tipped Off wrinkle flow to make settlement hostile upon arrival, including settlement defences.
  • Fixed an issue where multiple commanders could load into the same instance with any item-related mission type and have their missions pick the same container, causing one to be overridden.
  • Fixed shared mission objectives sometimes breaking in Digital Espionage missions.
  • Fixed shared mission objectives not disappearing for secondary Commanders if the mission owning Commander disconnects or leaves the instance.
  • Fixed Non-violent missions triggering the failure state when any Commander takes down an NPC. They should now only trigger for the mission owning Commander and any secondary Commanders.
  • Fixed some broken objective lines in on foot missions.
  • Updated Professional Assassination mission targets to make them more difficult to take down.
  • Fixed mission items spawning alone in containers. Mission items should now spawn with other items when appropriate.
  • The staff list on settlement terminals will now mark targets with the mission icon.

Organics

  • A fix has been implemented for some organics bio-luminescence being excessively bright.

Optimisation

  • Glass shader optimisations have been made, along with fixes and scalability based on quality settings.
  • The addition of occlusion meshes for assets within station docks has been made.

Planets

  • Detail in planetary textures in the distance have been improved.
  • A fix has been implemented for when planetary fine textures sometimes wouldn’t load in correctly.
  • Multiple improvements, re-balances and increased variety for colouration of all planet types have been implemented.
  • Made the organics heat map still visible while in glide after dropping out of supercruise. It will then fade out when the glide completes.
  • New Ultra+ terrain quality setting added – recommended for top-end GPUs.
  • Alignment of terrain type and details to planet geometry have been improved.
  • Fixes for hard edges and colour changes have been implemented, as seen in ground textures.
  • A fix has been implemented for fine textures occasionally appearing to “flash” in some locations.
  • A fix has been implemented for textures sometimes appearing black.
  • Improvements to planet ambient occlusion have been made.
  • Colours of planets in the system map now more accurately reflect the colouration of the planets within the system.
  • A fix has been implemented for planet colours becoming desaturated on approach.
  • Planet LODs have been re-balanced and improved.
  • Visual improvements have been made to the glow on icy planet terrain.
  • Icy materials now have a greater shine.
  • Rocky materials have been improved to look more rough.

POIs

  • Ammo containers are more connected to the ground, so they are not floating anymore at Smugglers Caches.
  • A fix has been implemented for the half submerged landed Sidewinder POI.
  • Added mission POIs to the onfoot compass.

Rendering

  • Lens flare and light colours in the hyperspace tunnel match star colours more closely.
  • Improvement to the starlight brightness fall off rate.
  • AMD Super-resolution has been integrated – this can work alongside the FidelityFX sharpening (see “Updates of Note” at the top of this post for more detail).
  • A fix has been implemented for previously invisible scatter rocks and organics (The cheers! Thank you once again for your help with supporting this fix).
  • A fix has been implemented for emissive textures sometimes appearing blocky near lava spouts.
  • A fix has been implemented for incorrectly positioned avatar portraits (shame. Just kidding!).
  • Improved visuals for the engine colour preview in outfitting have been made.
  • Improvements to the star lensflares have been made.
  • Visual improvements and re-balance of terminal screen have been made.

Server

  • A fix has been implemented for crimes not being properly cleared on death and requiring relog of the game.
  • During Peak Times UK/EU Commanders were struggling to Instance with NA Commanders in a stable manner. We hope now that this has been addressed, but please do get in touch if you’re still finding issues.

Settlements (new for Odyssey)

  • Added Rocket AI (ENFORCERS) to Military Settlements (watch out!).
  • A fix has been implemented for the once overlapping containers at Small Tourism Settlement.
  • Fixed settlement mining lasers switching off when alarms are activated.
  • Moved air processing unit so it does not intersect with building exterior on Large Agricultural Building.
  • Added missing Settlement alarm and authorization consoles at Industrial Settlement.
  • A habitat needed to be adjusted and set to Authority 0.
    • A particular Habitat building had an Authority level assigned, however there was trespass zone inside it, so we’ve removed the authority level to access the building as players will likely have to go into the tresspass zone for missions.
  • Removed Collect Mission tag for a tiny Agricultural Settlement.
    • This particular settlement type will no longer viable for collect missions.
  • A fix has been implemented where corpses could have their authorisation levels removed if the player approached the settlement from too far away.
  • A fix has been implemented for a scatter rock appearing within a specified Settlement.
  • A fix has been implemented for floating fence and lamp-posts that could occasionally be seen at some Agricultural Settlements.

Settlements (Horizons)

  • A fix has been implemented for a crash which would occur when scanning some Obelisks at Guardian Settlements.
  • Moved exit volumes so they don’t overlap Thargoid imprint doors at Thargoid Imprints.
  • Improvements made to multiple decals at Guardian Sites.
  • Improvements made to lighting at Thargoid Imprint sites.

Outfitting

  • Added outfitting option to purchase module and immediately store, instead of installing on ship.



Ships/SRV

  • Ship ammo and heatsink stock will no longer replenish automatically when entering supercruise (sorry).
  • Added outfitting option to purchase module and immediately store, instead of installing on ship.
  • A fix has been implemented for an issue where nameplates could be initialised with incorrect/debug names in the shipyard interaction.
  • A fix has been implemented for a issue where engine system could incorrectly cache values and so continue to apply rotational correction when flight assist is switched from enabled to disabled near starports.
  • A fix has been implemented for an issue where the advanced maintenance screen would not behave correctly when in a ship that requires limpets and the commodities market is unavailable.
  • Added proper messaging when attempting to board the ship from an SRV with cargo that will not fit in the ships hold, to direct players to the transfer panel.
  • A fix has been implemented for incorrect hitchecks on multiple Ships.
  • A fix has been implemented for incorrect hitcheck on the Corvette Shield.
  • A fix has been implemented for LOD issues on the Sidewinder drive unit.
  • Additional tweaks to hitcheck materials within stations have been made, to work with the newly updated Camera Suite.
  • A fix has been implemented for some visual issues encountered on the Keelback.
  • A fix has been implemented for a number of small holes that were present in the front lights of Alliance ships.
  • Visual improvements have been made to glass reflections.
  • A fix has been implemented for missing hitchecks on Orca wing.
  • A fix has been implemented for incorrect geometry on the outside of the Viper.
  • Removed reference to the FDL Python in Vulture cockpit.
  • A fix has been implemented for a section of hull which would intersect through the floor of the Imperial Eagle cockpit.
  • Improved variety on station landing pad materials.
  • Addition of dirt and scratches to some ship materials.
  • A fix has been implemented for Adder wing tips not animating when the landing gear is deployed.
  • A fix has been implemented for Crusader engine pods not animating when the landing gear is deployed.
  • A fix has been implemented for Challenger engine pods not animating when the landing gear is deployed.
  • A fix has been implemented for the camera appearing in the Diamond Explorer cockpit incorrectly in the store screen.
  • A fix has been implemented for Diamondback engine pods and wing tips not animating when landing gear is deployed.
  • A fix has been implemented for landing pad markings at some Agricultural Settlements appearing under the landscape.
  • A fix has been implemented for Diamondback Explorer engine pods and wing flaps not animating when the landing gear is deployed – also fixes additional hitcheck issues.
  • A fix has been implemented for misplaced engine geometry on the Type-6.
  • Visual improvements to Eagle sensor booms have been made.
  • Visual improvements to plasma accelerator materials have been made.
  • Fixes have been made for a number of floating or misplaced decals on the Diamondback Explorer.
  • Several ship paintjobs have been re-balanced to closer resemble appearance in Horizons:
    • Stygian
    • SRV base colouration
    • Osiris
    • Acceleration White/Gold
    • SRV Pulse
    • Asp Vibrant
    • Crypsis
  • Multiple fixes have been made for the Federation Corvette. These include fixes for holes on topside, fixes for the alignment and fit of lower hardpoints doors, as well as added sliding covers to the huge rear hardpoints.
  • A fix has been implemented for ship geometry that would clip into the fighter hangar of Federation Corvette.
  • A fix has been implemented for a once inverted Core logo on Federation Corvette.
  • Improvements have been made to the rear camera angle of the Camera Suite for the Federation Corvette.
  • Improvements have been made to large hardpoint camera on DiamondBack Explorer.
  • A fix has been implemented for some stretched textures on the Anaconda.

Social Spaces

  • A mission giver has been moved to other end of bar so conversations don’t overlap with the bar tender.
  • NPC’s have been moved away from the uplight.
  • Improved messaging about anonymous access in starport terminals has been implemented.
  • Fixes have been implemented for some issues that were had with contact names not matching between station services and mission board.


UI

  • A fix has been implemented for a mismatch between the number of organics displayed in the system map and the number of DSS scan filter options.
  • All vendor conversations can now be exited via the back button.
  • A fix has been implemented for a crash which occurred when rapidly selecting/deselecting items in the station services UI.
  • Arc Cutter – Added check to prevent the Arc Cutter reticule flickering between states (As it vibrates when in use, which changes the firing angle, it could rapidly change between being too close and not)
  • Arc Cutter – When the Arc Cutter tool is too close to geometry to fire, the weapon AR has been changed to show this – the tool reticule changes to red (invalid target).
  • Arc Cutter – Added UI string for cutting tool when too close to object to cut.
  • Outfitting – Vehicle group button is prevented from being briefly visible when exiting Stored Modules in outfitting
  • Outfitting – Added warnings to equipped item / shop item pop-ups in the outfitting UI when the sell option is focused, if the module is modified or a guardian module.
  • Outfitting – Change made to the way the popup warning component is updated to avoid flickering.
  • Cockpit – Restored the dock button label for burning stations.
  • Cockpit – Changed analysis mode versions of the data link and megaship scanner gunsights to have less glow, and to be more in line with standard versions.
  • Cockpit – Changed the colour of the megaship scanner gunsight to blue when in analysis mode (except when disabled).
  • Cockpit – Restored the red disabled state of the data link scanner gunsight when in analysis mode.
  • Cockpit – The data link gunsight now changes colour in the analysis HUD mode to avoid a clash with the composition scanner gunsight.
  • Cockpit – The Shield UI is now fixed in place and will not rotate.
  • Cockpit – Fixed an issue where a string was not being translated correctly in the Cockpit info panel.
  • Cockpit – Changed shields percentage font to numeral font for consistency.
  • HUD – Added additional compass icons for wing member vessels.
  • HUD – The Suit Energy recharge bar now displays (central HUD) when charging the suit inside the ship boarding volume.
  • HUD – Additional visual fixes have been made for the new objective system.
  • HUD – Added some padding for the objective hud boxes to ensure the secondary objective tick box doesn’t clip and fixed some animation issues when updating the data.
  • MapUI – An issue has been fixed whereby the Features Section is sometimes cut off at bottom of the Planetary Information tab.
  • MapUI – Route Notifications will no longer appear when attempting to plot a route to the system you are currently in.
  • MapUI – Fixed an error when opening the Surface Map while in an SRV.
  • MapUI – Increased stability in the System Map.
  • MapUI – Added a ‘remove favourite’ icon.
  • MapUI – Edited labels in the Manage Bookmarks popup for ‘favourites’ to be more consistent.
  • MapUI – Fixed an issue that could cause flickering in the Quick Plot buttons.
  • Transaction Panel – An issue has been fixed whereby focus would occasionally switch to the mission categories when in the ship transaction panel.
  • Transaction Panels – Updated and polished various aspects of the Claims/Bounties/Fines panel.
  • Transaction Panels – Fixed an issue where the Mission Owner would be listed twice in some circumstances.
  • Transaction Panels – Added new popup for Bounties, Claims and Fines.
  • Mission Board – Updated the major faction label in the aftermath panel to be localised.
  • Mission Board – The Galaxy Map button in the Passenger Missions panels should now correctly open the maps to the mission location, and the help button in the cabin selection panel should now correctly work.
  • Terminals – Fixed long settlement names being truncated.
  • Terminals – Fixed an issue whereby Anonymous protocol seemed to be used on a terminal despite no fines or bounties.
  • Terminals – Fixed an issue whereby the terminal is immediately unlocked and accessed without a loading animation when using e-breach.
  • Tech Broker – Added image substitution support to Tech Broker to display icons.
  • Tech Broker – Text formatting issues have been addressed.
  • Engineers – Updated input handling code for Engineer Workshops, fixing an issue where the material list wouldn’t disappear automatically.
  • Engineers – Updated the Engineers Workshop to change the title text based on if the player is ranked or invited.
  • Docking menu – Fixed an instance of an “unintentional mini-game” whereby you wouldn’t know what button would be focused after using a quick action. Apologies for all accidental launches…
  • Codex – Fixed localisation & text overflow issues in codex > CMDR stats section.
  • Livery – Fixed controller input handling in Livery.
  • Advanced Maintenance – Made the limpet stepper buttons disable when they reach 0/max to fix a bug where the audio would play indefinitely.
  • Bartender – Fixed an issue whereby data was not being displayed on the bartender screen.
  • Bartender – Updated capacity text for the bartender to be more accurate.
  • Options menu – Made the controls icon and name in the options screen match the category of controls that has been selected.
  • Shipyard – Added padding support to UI scroll panes so that they don’t truncate text/icons off.
  • Shipyard – Fixed an issue where text was not getting the correct formatting to be translated and could be truncated if the name was too long.
  • Shipyard – Fixed a few focusing issues in shipyard.
  • Shipyard – Updated the manufacturer names in some ship data to fix an issue whereby said ships would not appear in their correct manufacturer filter.
  • Vista Genomics – Fixed an issue whereby focus would disappear on the biology contact vendor after selecting a system’s data to sell.
  • Loadout – Fixed visualisation errors when creating a new loadout from your ship.
  • Science contact – Fixed material donations for the science contact (CG contribution), whereby the donation event would be fired as soon an input was received, resulting in the impression that donations were only possible one material at a time.
  • Vanity Cam – Hide mouse flight control GUI while using vanity camera.