Odyssey: Release Day

Last Updated: 2:01pm (GMT)

  • At 8.01am GMT (7am UTC) on the 19th May 2021 Frontier announced that the game servers had been taken down for the Odyssey update. This is expected to take 11 hours.
  • If you’re looking at buying Odyssey and want the full breakdown, you can find it here. You can find the schedule of events below and also watch the release trailer.
  • Frontier have also put together a quick guide to Odyssey which might prove useful to some. Frontier have also said that there would be an in game tutorial to guide players through completing a mission on foot. Other FAQs might be found in the Odyssey: Full Breakdown section here.

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Chapter 4: Dedicated Mission Server

On the 7th September 2018 Frontier announced that Chapter 4 would see the implementation of a dedicated mission server. You can see the details below.


“Greetings Commanders,

“In the next chapter of Beyond (3.3), we will be implementing and migrating mission data to a new separate server. While this mainly affects the back-end of the game, you will see some changes to missions in-game.

“As it currently stands, missions are on a shared server with other elements of the game. This has the risk of problems with missions causing outages and stability issues for the rest of the game if there are technical hiccups.

“So, what benefits will we see by moving missions to their own separate server?

  • Any issue (generated by missions) which can cause a server outage or stability problems will no longer result in players disconnecting. Instead the missions will be unavailable for a period of time.
  • If such issues do occur, the previous servers will be able to act as a back-up, offering better opportunities to recover game content as quickly as possible.
  • We may see a slight decrease in mission board loading times.
  • Missions will now be consistent across game modes (Solo/Open/Private Group).

“It’s also worth noting that, as a result of a dedicated ‘mission server’, there will be a removal/significant reduction of the method of refreshing mission boards by logging in and out of the game (“board flipping”). While we understand that this is a practice utilised by some* players, this was never the intended use of the mission system.

“Even though there is a small number of players doing this, we will increase the credit payout of missions (by 10%) across the board so all players using the mission boards as intended will see a net profit. As a result of this, some mission reward choices will see boosted influence, reputation and rank gains. As always when it comes to missions, we will continually review and balance them where needed.

“Ultimately, this is a healthy step for our overall servers and game experience.

“If you have any questions or would like to share your feedback with us, please post below!”

Beyond: Chapter 3 – Release Day

Last Updated: 28th August @ 5:47pm (GMT)

Today, Tuesday the 28th August will see Frontier release the Chapter 3 update in the free Beyond series of updates. The game servers are expected to go down around 9am (BST) for around 7 hours. Once the patch notes and an official trailer are released they will appear in this post. You can also read about Chapter 3 content, here.

Chapter 3 – Content

Chapter 3 – Live Stream

Frontier have released the patch notes for Chapter 3. You can see them below, on the official forum here or in the Patch Notes section (re-named from ‘Current Features’) of this website, here.


Chapter 3 – Patch Notes

Weapons

The following weapons have been added to outfitting (where applicable):

  • Large Dumbfire Missile
  • Large Seeking Missile
  • Large Torpedo Launcher
  • Large Multi Cannon (turret)

The following weapons have been added to the Human Tech Broker:

  • Small Shock Cannon (turret)
  • Small Shock Cannon (gimbal)
  • Small Shock Cannon (fixed)

The following weapons have been added to the Guardian Tech Broker

  • Small Guardian plasma launcher (turret)
  • Small Guardian plasma launcher (fixed)
  • Small Guardian Shard Cannon (turret)
  • Small Guardian Shard Cannon (fixed)
  • Small Guardian Gauss Cannon (fixed)

Ships

Crusader : Latest member of the Alliance ship group. A medium sized ship based on the Alliance Chieftain, with the additional space to carry a fighter bay.

Guardians

New Guardian sites added to space and planet surfaces for players to investigate.

Three Guardian fighters added (via Guardian tech brokers):

  • Trident (XG7) armed with a Plasma Auto Cannon
  • Javelin (XG8) armed with a Shard Launcher
  • Lance (XG9) armed with a Gauss Focus Cannon

Engineers

Players will now be able to work with a variety of Engineers across the Colonia region.

Wing Missions

Added two new wing mission types:

  • Planetary settlement hack
  • Planetary settlement disable

Fixes and Improvements

Art

Fixed some misaligned geometry at Pavlov Beacon

Audio
Increased the volume of the Archer COVAS pack

Galaxy Map/System Map
Renamed some systems that had duplicated names

General Fixes & Tweaks

  • Fixed some German localisation issues
  • Fixed some localisation issues with the unlock messages for Guardian technologies
  • Fixed issue where ships hitcheck is missing when player is in an SRV

Installations/POIs/USSs

  • Fixed a rare issue causing a resource extraction site to be incorrectly positioned outside an asteroid belt
  • Added missing interaction objects to Agricultural Installation
  • Fixed some improperly placed Guardian pylons
  • Fixed Skimmers not spawning correctly at Bova Point+

Missions

  • Fixed some instances of mission targets not appearing in mission specific signal sources
  • Fixed an issue with completing Source and Return missions
  • Fixed mission objectives not spawning for Dark Wheel Wetwork mission
  • Fixed some instances of Assassination missions not updating correctly when scanning a Nav Beacon
  • Fixed missing text in some mission messages
  • Fixed wing depot text incorrectly appearing in a non-wing variant

Powerplay
Fixed the 20% discount on Corrosion Resistant Cargo Racks not applying at an Edmund Mahon controlled station

Ships & SRV

Anaconda
Fixed the Pulse paintjob displaying incorrectly when your ship is damaged

Imperial Clipper
Improved some areas of the Military paintjob

Krait Mk. II

  • Fixed antenna that could only be seen from inside the cockpit
  • Fixed the order of the dashboard bobblehead slots
  • Fixed missing boost and thruster audio when in vanity camera
  • Fixed description inconsistencies
  • Fixed outfitting camera issues whilst in VR
  • Fixed missing UI audio for multi-crew members

Federal Drop Ship
Fixed incorrect name plate outfitting cameras

Stability Fixes 

  • Fixed a memory related crash for Xbox One
  • Fixed a rare crash that could occur when in an Remote Engineer Workshop
  • Fixed a rare Galaxy Map crash
  • Fixed Xbox One crash that could occur when disconnecting a controller
  • Fixed a crash that could occur when activating data points at Penal Colony BV-2259
  • Fixed a crash that could occur when swapping modules

User Interface
Fixed the landing pad number being truncated when playing the game in Brazilian Portuguese

Weapons & Modules

  • Fixed Guardian Modules being listed incorrectly when playing the game in Russian
  • Fixed an issue whereby the turreted version of the Flechette Launcher would not show in outfitting if unlocked before the fixed version

Server Fixes and Tweaks

  • Demand for mined commodities during mining community goals should now be displayed in the commodity market’s demand column
  • Fix Commander module storage limits occasionally breaking when swapping multiple modules between storage & ship
  • Premium guardian synthesis recipes now use guardian materials, like the basic & standard guardian recipes
  • Markets at risk of being affected by Thargoid Sensor interference should more clearly advertise their increased demand for meta alloys

 

Patch Update: 2.4.03

At 10:32am on the 11th October 2017 Frontier announced an update to the 2.4 release. You can see them below or on the official site, here. The details have also been added to the Elite: Dangerous Current Features page.


Companion API

  • Fixed ship prices sometimes not being returned from /shipyard

Factions

  • Implemented a fix to stop factions trying to invade during an expansion when they already had a conflict pending

Fighters/Crew

  • Fixed the “Switch” button on the fighter orders menu not disabling when the cockpit canopy is breached

General Fixes & Tweaks

  • Updated some translations

Holo-Me Creator

  • Removed the ability to Undo / Redo while a player is not on the top level of a tab in the Holo-Me creator to prevent a store exploit

Installations/POIs/USSs

  • Fixed an issue whereby all Barnacles in a system would appear in the Navigation Panel after scanning just one

Mining

  • Fixed the Vent button for the refinery failing to do anything with the hopper

Missions

  • Fixed Engineer invite missions not spawning in certain systems
  • Fixed some incorrect text strings that appeared in certain Assassination mission inbox messages
  • Fixed an issue where only massacre missions were spawning instead of rank missions
  • Ensured that Salvage missions contribute to the Exploration career

NPCs

  • Fixed an issue that led to Thargoids flagging up as allied in certain cases

Outfitting

  • Fixed an issue where previewed decals could remain on the ship after exiting the livery section

Player Journal

  • Fixed an issue with control characters remaining in the ReceiveText of a journal message

Render

  • Fixed the motion effects appearing fainter than they should be when flying through space

Server

  • Fixed Thargoid encounter UI statistics
  • Fixed some stored ships being unavailable through shipyard

Ships
Imperial Clipper

  • Fixed an issue with the Docking Computer being unable to dock


Stability Fixes 

  • Fixed a rare crash that could occur when at Resource Extraction Sites
  • Fixed a rare crash that could occur if the player disconnected while loading in to a Multi-Crew session

UI

  • We now update a Commander’s subscribed to community goal data in the Transactions tab every ten minutes, allowing players to keep track of the results on the fly

Weapons

  • Fixed the missing lens flares on plasma accelerator shots

Frontier Q&A – Dav Stott

Frontier’s Q&A with Dav Stott on the 17th January covered a whole host of topics around the background simulation, servers and other technical areas of the game. You can view it below or read a brief rundown here, as kindly provided by forum user Golgot.

As far as new information went there wasn’t much to report aside from the brief mention that somewhere along the line Frontier might be looking to alter the appearance of stations and settlements to reflect the current system state.

Q: Will there be an effort to make the background simulation more visible and audible from out of your spaceship’s cockpit? Having the look and audio of stations and settlements change depending on system states, for example.

A: Nothing to announce today, but planet bases already change decals if faction changes. (since Horizons launch). Nothing more to announce at the moment.

 

Elite: Dangerous – Patch Notes

Updated: 26th September 2023

Below you can find patch notes containing a list of the main features and changes available in Elite: Dangerous along with links to the much more detailed release notes, which also include details of bug fixes (at the bottom of each section). Beta patch notes are not listed here but can be found in the relevant thread.  

Use the table and links below to jump to the section you want to read. The Patch Notes for each major release are at the bottom of each section.


Table of Contents

1.0 – Elite Dangerous 1.1 – Community Goals 1.2 – Wings
1.3 – Powerplay 1.4 – CQC 2.0 – Horizons
2.1 – The Engineers 2.2 – The Guardians 2.3 – The Commanders
2.4 – The Return 3.0 – Beyond: Chapter 1 3.1 – Beyond: Chapter 2
3.2 – Beyond: Chapter 3 3.3 – Beyond: Chapter 4 3.4 – April Update: 2019
3.5 – September Update: 2019 3.6 – January Update: 2020 3.7 – Fleet Carriers
4.0 – Odyssey    

> 1.0 – ELITE: DANGEROUS

> Released 16th December 2014


MAIN FEATURES

  • 400 billion star galaxy inc. planets (not landable in 1.0) multiple star types stars & black holes
  • Scientifically accurate 1:1 creation of Milky Way galaxy
  • Combat
  • Missions
  • Mining (asteroids & planetary rings)
  • Trading
  • Exploring
  • Pirating
  • Factions
  • Bounty Hunting
  •  Ships
    • Adder
    • Anaconda
    • Asp Explorer
    • Cobra Mk III
    • Eagle Mk III
    • Federal Dropship
    • Hauler
    • Imperial Clipper
    • Type-6
    • Type-7
    • Type-9
    • Orca
    • Python
    • Sidewinder
    • Viper Mk III

Patch Notes: 1.0 | 1.01 | 1.02 | 1.03 | 1.04 | 1.05 | 1.06 | 1.07 |


> 1.1 – COMMUNITY GOALS

> Released: 10th February 2015


MAIN FEATURES

  • Allowing the whole Elite Dangerous community to work together, towards goals which affect the galaxy.”
  • Route planning extended to 1000 light years
  • Added discovery tags to system map (requires scan)
  • Added city lights to planets
  • Add explored system details to the cartographics shop

Patch Notes: 1.1 | 1.1.02 | 1.1.03 | 1.1.04 | 1.1.05 | 1.1.06


> 1.2 – WINGS 

> Released: 10th March 2015


MAIN FEATURE

  • Wings allows groups of up to four pilots to fly together and share the rewards of their joint efforts.

CONTENT

  • New Ships
    • Fer-de-Lance
    • Vulture
  • Ability to re-boot damaged systems
  • Flyable de-bug camera

Patch Notes: 1.2 | 1.2.01/02 | 1.2.03 | 1.2.04 | 1.2.05 | 1.2.06 | 1.2.07 


> 1.3 – POWERPLAY

> Released: 5th June 2015


MAIN FEATURES

  • ‘Pledge allegiance to one of a number of galactic Power characters, gain rewards and influence that character’s battle for interstellar conquest, power and control.’

GENERAL CHANGES & NEW CONTENT

  • New Ships
    • Imperial Courier
    • Diamondback
  • Cargo/Mining collection drones
  • Fuel Transfer drones
  • Prospector drones
  • Mission system overhaul
    • Inbox integration for branching missions
    • Missions scaling up based on rank
    • Missions scaling up based on reputation with mission giver
    • Mission targets can be generated in supercruise rather than USSs
    • Spawned AI difficulty determined by mission (if spawned by mission)
    • Missions requiring only mineable materials added
    • Revamped military progression missions
    • Added Founders and Elite ranked missions
    • More mission variants added
    • Chatter tables updated
  • Updated bounty system
    • Bounties cannot be paid off but expire after 7 days.
    • Major factions don’t record crimes anymore, only minor factions
    • Fines now take 7 days to expire
  • Mining Changes
    • Osmium mineral added
    • Painite mineral added
    • Added low and high intensity resource extraction site scenarios
    • Added crimes for reckless flying (collisions) within starport no fire zones

Patch Notes: 1.3 | 1.3.01 | 1.3.021.3.03 | 1.3.04 | 1.3.05 | 1.3.06 | XBox Preview Update 1.0.0.71.3.07


> 1.4 – CQC 

> Released: 6th October 2015 [Xbox One Release Date]


MAIN FEATURE

  • ‘The ultimate 34th century gladiatorial contest between Elite Dangerous pilots, with intense PVP action in custom-built arenas set within the Elite Dangerous galaxy.’

NEW CONTENT & QUALITY OF LIFE ADDITIONS

  • New Ships
    • Imperial Eagle
    • Federal Gunship
    • Federal Assault Ship
  • Hazardous resource extraction sites added
  • Compromised nav beacons added
  • Legal salvage missions added

Patch Notes: Xbox GPP Update1.4 | 1.4.01 | 1.5 | 1.5 – Beta 2 | 1.5.3 


> 1.5 – SHIPS & 2.0 – HORIZONS +  

> Released: 15th December 2015


1.5 SHIPS

MAIN FEATURES

  • Increases the number of playable ships to 30 (31 if you own Horizons).
    • Asp Scout
    • Viper MkIV
    • Federal Corvette
    • Imperial Cutter
    • Keel back
    • Imperial Fighter (CQC)
  • Added various new mission types and scenarios:
    • Crashed ships
    • Don’t die missions
    • Don’t get scanned missions
    • Multi-stage missions
    • Missions can be received in space
    • Assassination variants
    • Contact missions
    • Unique cargo missions
    • Timed window missions
  • Added new open space scenarios:
    • Search and rescue scenarios
    • Wrecked ships scenarios
    • New deep space salvage scenarios
    • Distress call scenarios
  • Bobbleheads (PC & Mac)

Patch Notes: 1.5


2.0 – HORIZONS +

MAIN FEATURES

  • Ability to land freely on 4 types of airless moon, making up 61% of all planets in the game:
    • Rocky
    • Metal
    • Ice
    • Rock & Ice
  • Various types of ground bases:
    • Military bases
    • Research Establishments
    • Hideouts
    • Major starports
    • Mining complexes
  • Drive your SRV on the planetary surface whilst:
    • Exploring planetary surfaces
    • Fighting skimmer defence vehicles (x 4 variations)
    • Scanning the surface for materials
    • ‘Hacking terminals’ to download data
    • Find crashed ships
    • Discover points of interest, debris and lost cargo
  • Synthesise the various materials found on the planetary surface in order to:
    • Refuel your SRV
    • Repair your SRV
    • Reproduce ammunition
    • Increase Ship Jump Range

CHANGES & OTHER ADDITIONS

  • Change to 64 bit client.
  • Black Friday paint job packs.

Patch Notes: 2.0 | 2.01 | 2.0.02 | 2.0.03 | 2.0.04 | 2.0.05 | 2.0.06 | 2.0.07 | 2.0.08 | Xbox One 1.5.02 |


> 1.6 & 2.1 – THE ENGINEERS

> Released: 26th May 2016


MAIN FEATURES

  • The Engineers – Gain access to the Engineers in order to upgrade various ship components to upgrade numerous parts of your ship +
    • Engineer bases (Handcrafted)
    • Weapons
    • Engines
    • Frameshift
    • Thrusters
    • Armour
    • Power Systems
    • Shields
  • New Weapons
    • Huge Beam Laser
    • Huge Pulse-Laser
    • Huge Multi-Cannon
    • Large Multi-Cannon
    • Missiles improved to work better over a distance
    • Missiles damage effect increased to lower all external modules
  • Mission System – Update
    • NPC portraits now act as ‘missions givers’
    • Clearer information when building reputation with factions
    • New branching missions
    • Some new mission templates (e.g. tip-off missions)
    • Increased use of Navigation beacons to give mission information

NEW CONTENT & QUALITY OF LIFE ADDITIONS

  • Traffic Control – Voicing
    • On approach to star ports and planetary ports players will hear chatter from the flight controllers
    • Flight controllers automatically give a call sign to all pilots – this is formed from the ship manufacturer and the first three characters of the Commander’s name.
  • New Ship Drives
    • For smaller ships, eg. Sidewinder, Faulcon de Lacey have introduced performance enhanced size 2 and 3 drives.
  • Ice Mining
    • Commanders are able to mine new commodities such as methanol monohydrate crystals and low temperature diamonds.
  • General User Interface Additions
    • Bookmarks added to galaxy map
    • Increased filter options on galaxy map (ie system states)
    • Community Goals added to galaxy map
    • Outfitting Screens re-worked to give more information
    • Game control page re-worked to make changing and finding key bindings easier.
  • Graphical Improvements
    • Planetary surface quality has been increased whilst also increasing the performance
    • SRV will now leave tyre tracks
    • Star light has been changed so they retain their colour over distance
  • NPC – Artificial Intelligence
    • NPC’s will fly low over planetary surfaces and engage in dogfighting
    • Elite NPC pilots are now of a higher quality
    • Make better use of missiles & torpedoes when opponents shields are down
    • Are more skilled in avoiding damage
    • Better use of PIP management when fleeing or pursuing an opponent
    • Will flee battles to allow their shields to recharge before returning
    • NPC’s will counter attempts of human pilots to use reverse thrust
    • Skimmers are more resistant to splash damage
    • System security ships will respond better to crimes committed in their vicinity
  • System State Enhancement
    • Changed to give greater visibility to their current situation. For example, when a system is in famine the price of food will increase.

Patch Notes: 1.6 & 2.1 | 2.01.02 | XBox Update2.01.03 | 2.01.04 | 2.01.05


> 1.7 & 2.2 – THE GUARDIANS

> Released: 27th October 2016


MAIN FEATURES

  • Ship Launched Fighters +
    • Launch the F-63 Condor, Imperial Fighter or the Taipan from specific in-game ships
    • Fly them yourself via neural net or hire a crew member (see below) to do the same
    • Ability to alter their loadouts and modules
    • Issue orders to your ship launched fighter
    • Manufacture ship launched fighters in-flight
  • Hire NPC Crew +
    • Hire up to 3 NPC crew and have one of them fly with you at any one time.
    • NPC crew come with wage demands and a back story.
    • Crew can increase their rank as they gain more experience and die, should your ship be destroyed
    • NPC Crew can fly your ship or your Ship Launched Fighters
    • Issue orders to NPC crew
  • New Ship +
    • Beluga Liner
  • Passenger Missions
    • Take a variety of passengers (18 types) to various destinations in the galaxy
    • Scan tourist beacons to learn about in-game lore and earn exploration awards
  • Engineers & PowerPlay +
    • Five new Engineers added – Bill Turner, Lori Jameson, Ram Tah, The Sarge, Tianah Fortune
    • Yori Grom has been added as a new power in Power Play

NEW CONTENT & QUALITY OF LIFE ADDITIONS

  • Ships
    • Ship Transfer
    • Module storage & transfer
    • Remote sale of ships
  • In-game Graphics & Audio
    • Four new types of Station Interiors – Tech, Agriculture, Tourism & Refinery
    • Added advertising holograms outside stations
    • New Geological features added to planets – Fumaroles, Geysers
    • New Biological entities added to planets
    • ‘Mysterious things’ added
    • CQC Stations now in game
    • Changes to graphical representation of Neutron & White Dwarf stars
    • Ability to use new star ejection to gain increased one-off jump range
    • Improved planetary surfaces
    • Capital Ship dock now in game
    • Various other locations including – Comms arrays, prisons, hideouts
    • Visual improvements to hyperspace
    • Visual dimming of the universe via galactic dust
    • Various new air traffic controller voicing
    • Improved lighting & geometry in all Engineer bases
  • Graphical User Interface Changes
    • Changes to layout of Starport services menu
    • Added UI ‘spooling engines’ graphic when taking off from a planetary surface
    • System security information added to HUD before entering hyperspace
    • Graphical improvements to avatars
    • Planetary maps now visible in system map view
    • Multiple destination feature added to route plotter
    • Pay off bounties and fines from low security systems
    • Filter to show ‘visited systems’ in Galaxy Map (only 2.2 systems onwards will show)
    • Security Filter added to Galaxy Map
    • Sort missions by – Legal, Illegal, Combat, Aid
  • Mission Based Changes
    • ‘Seeking Goods’ scenarios now issue missions  
    • Points of Interest can now be fixed (see geological and biological entities)
    • Points of Interest can now contain landed ships
  • Other
    • Training Tutorial Scenarios added – Basic Flight, Advanced Combat, Mining, SRV Training, Ship Launched Fighter Training, Mining tutorial added
    • Commanders Journal – enables 3rd party developers to access in-game Commander data and create websites and applications
    • Paint Jobs – Anaconda, Asp Explorer, Vulture, Fed-de-Lance, Python, Corvette, Cutter
    • Paint Jobs – Ship-Launched Fighters
    • Paint Jobs – SRV
    • Ship Kits – Python & Vulture

Patch Notes: 2.2 | 2.2.01 | 2.2.02 | 2.2.03


> 2.3 – THE COMMANDERS

> Released: 11th April 2017


+
indicates Horizons features only.

MAIN FEATURES

  • Holo-Me (Commander Creator) +
    • Holo-Me UI gives players the ability to create male and female avatars by tuning and morphing their eyes, nose, mouth, ears, jawline, neck, hair, freckles, scars, beards, suits and decals. Alternatively players can use any of the 50 commander presets.
    • Commander creator are also now visible within the player’s cockpit or are holographically represented when they are not physically present.
    • Player avatars are also displayed in the comms panel.
  • Multi-Crew +
    • Multi-Crew allows a team of up to 3 players players to play together and assume roles aboard the same ship or just tag along as a passenger.
    • Gunner – Allows a crew member to take control of all turreted weapons on the ship using a third person interface.
    • Fighter Con – This allows a crew member launch and control a fighter, even if the helm has already launched a fighter using NPC crew. This allows multi-crew ships to have two fighters active at a time. In addition, if the ship has enough fighters, both crew members can take on the fighter con role, meaning three human controlled ships can be flying at the same time.
  • Camera Suite
    • Added vanity cameras to all ships enabling players to view their commander and ship from a variety of interior and exterior camera angles.
    • Free-view camera also available to enable players to select non-fixed views.

NEW CONTENT & QUALITY OF LIFE ADDITIONS

  • Ships & Stations
    • Dolphin playable ship +
    • Ship Naming and ID plates can now be added via Outfitting
    • Increase in number of the maximum stored ship limit to 35
    • Asteroid base stations, with air traffic controllers
    • 32 asteroid bases in various deep space locations
    • Stations can now be placed within rings
    • Stations can now be placed within asteroid clusters
    • CPU optimisations around stations and capital ships
    • Stations that are within a planetary ring are now displayed on the system map
    • When targeting a station’s location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation.
    • Added Megaships
      • Tanker
      • Cargo
      • Asteroid Miner
      • Flight Operations
      • Prison Ship
      • Science Vessel
      • Passenger
      • Plus two more unknown variants.
  • Passengers & Missions
    • Added prisoner cells as alternatives to passenger cabins +
    • Updated mission and variant templates for passenger bulk, VIP and VIP Conflict types +
    • Multi-stage mission support added (different to wrinkles)
    • Delivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional.
    • The following missions should now spawn more frequently: Piracy Heat, Piracy Contract, Clearing the Path, Safe Travelling
    • Updated the military career progression numbers to speed up progression
    • Increased super power reputation gains by 25% when gaining faction reputation
  • New challenge scenarios
    • 4 new Incursion scenarios
    • Speed docking
    • Driver challenge
    • Ship launched fighter challenge
  • Weapons
    • Added two turreted mining lasers
  • POI / USSS
    • Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
    • Added additional installation scenarios
      • Medical
      • Space Bar 
      • Space Farm
      • Government 
      • Security Station
      • Plus Colour variations
    • Added new Passenger USS scenarios
    • Added a new Data Link scanner for ships
    • Proximity effects support added
    • Added more wreckage types
    • Space scenarios can now have localised fog
  • Exploration
    • New mysterious things added
    • New organics added to planetary surfaces
    • Re-balanced the amount of exploration career rank awarded when completing Passenger missions
    • Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.
  • Engineers
    • Manifest/Killwarrant/Wake scanner:
      • Long Range
      • Wide Angle
      • Fast Scan
    • Ship primary sensor:
      • Light weight
      • Long Range
      • Wide angle
    • Detailed Surface scanner 
      • Long Range
      • Wide Angle
      • Fast Scan
    • Bill Turner:
      • DSS to grade 5
      • Sensor/scanner to grade 5
    • Felicity Farseer:
      • DSS to grade 3
      • Sensor/Scanner to grade 3
    • Heri Tani:
      • DSS to grade 5
      • Sensor/Scanner to grade 3
    • Juri Ishmaak:
      • Sensor/scanner to grade 5
      • DSS to grade 5
    • Lei Chung:
      • DSS to grade 5
      • Sensor/scanner to grade 5
    • Lori Jameson:
      • Sensor/scanner to grade 5
      • DSS to grade 5
    • Tiana Fortune:
      • Sensor/scanner to grade 5
      • DSS to grade 5
  • Pirates
    • NPC pirates will now ask the player for a cargo amount from a player. Complying will result in the NPC pirate not opening fire.
  • Interdiction 
    • Players in supercruise can now visually see other interdictions taking place. You can see this taking place in this video.
  • Ship Art
    • All ship explosive effects improved
    • Large number  of changes to ship interiors
  • Audio Changes
    • New additions include audio for the FSD supercharge including voice alerts,
    • Added ambient audio details to the starport inner-dock variant,
    • Three New flight controllers types for the Empire, Anarchy, Independent powers,
    • Additional wave scanner improvements
    • ‘Secret stuff. Shhh’.
  • Added 100 new tourist beacons
  • CQC
    • Rebalanced capacitor and charge rates to be the same across the different ships
  • Added Bucky Ball Beer Mats rare good
  • Celestial
    • Ice terrain surface improvements
    • Performance improvements for terrain on 4/500 series nVidia cards
    • Surface rock system optimisations
    • Updated schematics for white dwarfs and neutron stars
    • Made star lens flares check the actual depth instead of comparing against a constant value
  • Player Journal
    • Added journal events for Multi-Crew
    • Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
  • VR
    • Made the schematics render in stereo
    • Added dithering support to tackle banding in VR
    • Fixes to some of the cockpit VR cameras
    • Fixed some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160×1200 to 1280×768
    • Added Python ship kit VR hangar cameras

Patch Notes: 2.3 | 2.3.01 | 2.3.01 (Xbox)2.3.02 | 2.3.02 (Xbox) | 2.3.101.01 & 1.02 (PS4)2.3.11 | PS4 Hotfix |


> 2.4 – THE RETURN

> Released: 26th September 2017

+ indicates Horizons features only.

NEW CONTENT & FEATURES (+)

  • Added mysterious and exciting things
  • Holo-Me Save Slots – We have added save slots for different Commander appearances in the Holo-Me system
  • Holo-Me: Added 12 new hairstyles
  • Holo-Me: Added slots for Eyewear and Outfits
  • Synthesis can now create heat sinks, chaff, limpets and top up life support
  • Additional planetary bases added to the Colonia region for migration winners
  • Added mysterious locations we’re not going to tell you about…
  • Added more mysterious and exciting things
  • Ship Rebuy Penalty – When a player commits the crime of murder (PvP only), an additional cost is added if they swap to a less expensive ship before paying legal costs during the rebuy flow
    • Exemption for valid Powerplay PvP
  • Pilot’s Federation Bounty – When a player commits the crime of murder (PvP only), they receive an additional Pilot’s Federation Bounty. This bounty is valid in every jurisdiction except anarchies
    • Exemption for valid Powerplay PvP
  • Inbox Revamp – Various quality of life improvements and a new look
  • New Chained Missions – Which can be longer than two steps
  • Hull/Canopy Repair Limpet controllers are now available
  • Preview game extras in outfitting – You will now be able to preview paint jobs and other game extras available for purchase
  • Stored ships can now be sold from the rebuy screen to cover the rebuy cost
  • Updated route plotting system:
    • maximum route plotting range is now 20Kly
    • route plotting is much faster
    • there is now an option to make use of neutron star boost when plotting routes
    • an icon is displayed on the route to show the last scoopable star before running out of fuel
  • Additional NPC stations added to support infrastructure and trade routes in Colonia region
  • Star systems renamed based on Colonia migration winners
  • Additional space stations added to Pleiades region to support civilian expansion narrative
  • Added search and rescue contacts to stations across the galaxy
  • New and improved salvage scenarios added to support search and rescue gameplay
  • Made salvage commodities legal to pick up from wreck sites (will still appear illegal if dropped by ships as that is not salvage)
  • Added more mysterious locations we’re not going to tell you about…
  • Controls
    • Added default bindings for useful Multi-crew functions for the Thrust master T-Flight HOTAS range
  • Factions 
    • Encourage factions to not expand into star systems that require permits
    • Factions that fail to expand from a star system after an Investment state has boosted their expansion range will no longer try to expand from that star system in the future
    • Factions that retreat from a star system will subsequently treat that star system as a low priority when choosing an expansion target
  • General Fixes & Tweaks
    • Brazilian Portuguese language translation is now available (A special thanks to our volunteer localisation testers has also been added to the credits)
    • Fixed date stamps on inbox messages
    • Various text fixes
    • Various localisation fixes
    • Added some mysterious things which get unveiled over time…
  • Missions 
    • Add distance from star system entry to mission destinations
    • Ship kills, and actions to complete planetary hack and disable missions will now only contribute to a single mission, this will be the earliest mission accepted
    • Refactored mission selection to promote a wider selection of missions on a single board.
    • Refactored mission selection to promote a better spread of missions across factions
    • Refactored mission selection to heavily promote selection of conflict missions for both sides involved
    • Refactored mission selection to more reliably generate permit, engineer, and rank missions at eligible stations.
    • Slightly re balanced micro resource reward selection probabilities
    • Added an inbox message when passengers alight from the ship
    • Follow-on missions can include more data about previous missions in the chain
    • Added support for missions allocating additional rewards based on station distance from the jump-in point
    • Optimisations to how system data caching for secondary sites is stored and requested
    • Significantly improve mission board loading, especially for those on high-latency networks
    • Increased the time limit for long distance missions
    • Chain mission inbox messages now better indicate the name and known station of the mission giver
    • Reduced the amount of Long Distance missions that will generate
    • Multiple Planetary Scan missions will no longer complete after a single scan
    • We now include the faction and station name in chain mission inbox messages
  • Network 
    • Re-enabled UPnP by default in the AppConfig
    • Improvements made to prevent network disconnections in poor network traffic conditions
  • Player Journal 
    • Added “Luminosity” property to “Scan” event for a Star
    • Added “MissionRedirected” event
    • Added “SearchAndRescue” event
    • Added “SellShipOnRebuy” event
    • Include Latitude and Longitude info in Screenshot event if appropriate
    • Include transfer time to FetchRemoteModule
    • Include info about online friends at startup
    • The ‘Scan” event is generated for all bodies in a system, when scanning a navigation Beacon
    • Added “RepairDrone” event
    • Added “Music” event
    • Population statistic now included in the system info on ‘FSDJump’
    • Included info about StationServices available when docking at a station
    • Info about all bodies in the system added when scanning a Nav Beacon. If you have a Detailed Surface Scanner installed, this will include detailed info (such as materials available on landable bodies)
    • Included ‘TransferTime’ property in ‘ShipyardTransfer’ event
    • Added mission name to player journal for mission redirect message journal entries
    • Fixed an issue whereby Nav Beacons needed to be scanned twice for correct journal entries
  • Station Services 
    • It is no longer possible to sell stolen items that you received as part of a mission on that station’s black market
  • Stations and Outposts 
    • Outpost weapons platform has been completely updated with new art
    • All Outposts have had an art pass to fix minor issues and improve visuals
    • Outpost schematic rendering is now fixed to show all the extra modules, not just the core outpost
    • Modular Stations have had an art pass to fix minor issues and improve visuals in some areas
    • Various station schematic models have been updated to improve quality and fix orientation issues
    • Physics mesh optimisation in the newer station interiors to improve framerate
    • Various updates to station interiors to fix minor art issues and improve LODs
  • StellarForge 
    • Renamed Eol Procul Centauri 1 to Hutton Moon
  • VR 
    • We have made some adjustments to mouse behaviour when viewing the Holo-Me menu in VR so that it matches other UI screens
    • We have disabled the bloom effect when using the VR graphical presets by default, as it could be a bit hard on the eyes
    • Fixed a tiling issue that occurred when taking high resolution screenshots when using VR
    • Adjusted a variety of outfitting cameras across a range of ships to work better when using VR
    • Fixed an issue whereby the HUD target reticle was displayed inside your cockpit in one eye when using VR
  • Weapons 
    • We have made some improvements to the animations on rail guns
    • If you’re still reading this we’re definitely not telling you about the mysterious things, you’ll have to wait and find out……
  • PS4 
    • Added a toggle to switch between tilt and rotate for head look with motion controls
    • Fixed an issue where the amount of time played would become stuck at 0
    • Fixed numerous crashes
    • Fix for an issue where the “Refined Taste” Trophy was not triggering correctly
    • Adjusted link on Passengers Training Video to direct you to the correct video
    • Fixed an issue where you would be prevented from selecting control presets when booting the game with the T-Flight HOTAS 4 connected
    • Fix for becoming stuck on the Engineers screen after viewing pinned blueprints
    • Pressing Triangle on the Galaxy Map will now jump to your current location
    • Swapped the left and right stick icons around so they’re no longer confused about their directions
    • Added a default binding for deploying your Cargo Scoop with the T-Flight HOTAS 4.
    • Added a default binding for targeting while in the SRV with the T-Flight HOTAS
    • Fixed an issue with the heat sinks on the Imperial Cutter disappearing when viewed from close by
    • Fix for numerous audio issues including distortion during dog-fights”Please note that there are also a lot of fixes that covered multiple platforms that included the PS4; these have not been called out in this list.”
  • Xbox One 
    • Added 25 new Achievements
    • T.Flight Hotas One support
    • Fix for an issue where Ship IDs would only show 5 characters despite 6 being entered

Patch Notes: 2.4 | 2.4.01 | 2.4.02  | 2.4.03 | 2.4.04 – PS4 only | 2.4.06 – Xbox One X | 2.4.07 – Xbox One & PS4 | 2.4.08 | 2.4.09 & 1.13 (PS4)


> 3.0 – BEYOND: CHAPTER 1

> Released 27th February 2018


NEW FEATURES

+ Horizons only

  • Crime
    • Crime & Counter Crime system overhaul, including Advance Tactical Response (ATR)
    • When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules
    • If players are destroyed when a fine/bounty has been detected they will re-spawn at a detention centre
    • Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
    • Players can store hot modules (modules applied to a ship at the time a crime is committed)
    • Players can clean ships of any bounties and fines through an Interstellar Factor contact
    • Players can sell hot ships from the shipyard for a markdown
    • Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a ‘wanted’ ship (bounties and fines) applicable in that jurisdiction, and the cost is increased where transfer is possible
    • Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions
    • Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens
    • New crime recognised: “reckless weapons discharge”
    • Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant
    • Kill Warrant Scanner changes and Interstellar Bounties will be coming soon
  • Missions
    • Added new Wing Missions that can be shared across a Wing and completed as a group
    • Mission Depot added where players can accept an applicable mission and deliver the target commodity piece by piece to complete the mission
    • Mission reward choice
    • New USS scenarios added
  • Ships
    • Added new alien attack craft
    • Added the Chieftain. More manoeuvrable than ships of similar size and weight, the Alliance Chieftain from Lakon Spaceways has been designed not only to dish out punishment, but to avoid it. +
    • Added second seat to the Keelback to support Multicrew
  • Trade Data & Galaxy Map
    • Galaxy map now indicates its mode when any tab is active
    • Galaxy Map: Filter by station services
    • Galaxy Map: Filters added for Thargoid & Guardian sites
    • More player factions have had a description added in their home system on the galaxy map
    • Filter for the new ‘detention centre’ government type (for new detention centre spawning areas)
    • Galaxy Map: Players can view trade data that they own, by commodity, represented on the galaxy map by colour coded icons
    • Galaxy Map: Players can view trending trade routes, and filter by AI or Human players
    • Galaxy Map: Players can view import and export prices, in a roll out screen, including the ability to select different markets and filter
    • Commodity Market: Players can search trade data they own, to compare it to the current market
    • Prison ships have been added to one of the routes to Colonia
    • Ship yards added to Caravanserai in Gandharvi and Eudaemon Anchorage in Rohini
  • Engineers
    • Material Trader contacts, which allow the player to convert materials. +
    • Engineering a module or weapon results in progressively better improvements within a range
    • Players can convert and modify their older modules/weapons engineered before this update
    • Players can modify modules/weapons at selected ports (ports with access to outfitting) outside Engineer ports
    • Players can select which experimental effect they want to apply to their module, at a material cost
    • Players are presented with a screen where they can choose the module/weapon to modify, the Blueprint to apply or pin, see the material cost, and preview the outcome
  • Weapons and modules
    • Added Technology Broker contacts, which allows the player to unlock new weapons and modules in return for specific materials and commodities. +
    • Medium Shock Cannon (Fixed, gimbal & turret)
    • Medium Remote Flechette Launcher (Fixed & Turret)
    • Medium Enzyme Missile (Fixed)
    • Size 4 Meta Alloy Hull Reinforcement Package
    • Recon Limpet Controller
  • Galnet Audio
    • For new articles, players can now listen to the news in English, French, German, Russian, Spanish and Brazilian Portuguese
    • News headlines can be accessed via the status menu
    • Galnet can now be accessed via the status menu and articles with audio can be played or queued into a playlist
    • Galnet Audio playback options added to controller bindings
    • Galnet Audio section added to audio options
  • Installation and Mega ship Interactions
    • Data link scanner upgraded to allow scanning mega ships and installations to reveal targets the player can interact with
    • Players can scan certain revealed targets to uncover sub-targets. These can be interacted with in different ways depending on the type
    • Players can damage generators to disable turrets
    • Players can use recon limpets to activate data terminals and comms arrays
    • Players can use hatch breaker limpets to open a cargo bay
  • Surface material system
    • Overhauled the surface material system for the rocky, high metal content and metal rich planets
    • Improved contrast and colour variation across and between bodies
    • The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds
  • Quality of Life
    • Added synthesis for new Technology Broker modules and weapons
    • Added synthesis for AX weapons
    • New cockpit voice assistant – Victor added as an alternative to Verity
    • Increased manoeuvrability benefits when boosting based on the ENG pips
    • Option added so players can choose how flight controllers address them (Commander Name, Ship Name or Ship ID) when approaching a station
    • ’Target Ignore’ feature added for material and commodity collectables and refining
    • Ability to see at a glance the quality and inventory quantity of materials targeted
    • Per material storage caps
    • Increased rewards at Search and Rescue contact
    • New High Value supercruise targets for pirates to raid
  • Misc Features
    • Large number of Commander Journal updates
  • Consoles
    • Portuguese language support added for consoles
    • 11 new Achievements for XB1 worth 200G
  • Bug fixes and Improvements
    • This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process. Note: The list provided by Frontier to fixes can be seen in the patch notes linked below.

Patch Notes: 3.0| 3.0.2 | 3.0.3 | 3.0.4 | 3.0.5


> 3.1 – BEYOND: CHAPTER 2

> Released 28th June 2018

CONTENT

  • Missions and Scenarios
    • Added new wing mining missions
    • Added new high threat USS’s, and missions that can direct players to them
  • Megaship and Installation Interactions
    • Added existing megaship interactions to installations
    • Added Escape Hatch interaction points to damaged megaships
  • Crime and Punishment
    • Players can now hand themselves in to security contacts, if they have outstanding bounties, and a zero notoriety rating. Players that hand themselves in will pay off the bounty and be deported to the nearest detention center
    • Relaxed the friendly fire thresholds against NPC ships, to lower the amount of erroneous crimes being handed out
    • Notoriety now decays whilst the player is docked
    • Players current notoriety level displayed in cockpit will no longer be potentially out of date
    • Relaxed the rules for Multicrew gunners so that they are less prone to accidental assault/reckless weapon discharge crimes

Horizons-only Content

  • Weapons
    • New weapons now available at applicable Tech Brokers:
    • Large Plasma Shock Cannon (Fixed, Gimbal, Turret)
    • Large Guardian Shard Cannon (Fixed, Turret)
    • Large Guardian Plasma Launcher (Fixed, Turret)
  • Modules
    • The Guardian FSD booster is once again available at the Guardian Tech Broker, now with improved fuel efficiency
  • Ships
    • Alliance Challenger – a medium sized ship, based on the Alliance Chieftain, that boasts a generous compliment of hard-points, whilst retaining the Chieftains characteristic agility. It also has stronger armour.
    • Krait Mk.II – a medium sized, multi-role ship, that trades defensive capability for speed, fire-power and maneuverability. The Krait Mk.II has space for two crew members and is capable of carrying a fighter bay
  • Narrative
    • New planetary sites added, with audio logs

Fixes and Improvements

  • Art
    • Fixed some missing effects on Guardian Artifacts
  • Audio
    • Fixed audio cutting out in supercruise near neutron stars
  • Background Simulation
    • Fixed war missions incorrectly offering influence rewards (influence during a war state has no actual effect)
    • Ensure that faction effects are the same from selling exploration data for pages as well as individual star systems, and balance those faction effects to have roughly the same galactic impact as before this release
  • Controls & Control Devices
    • Prevented Flight Assist from automatically re-enabling after exiting Supercruise
  • Engineers
    • Fixed an issue with fading text in the Engineers Cost help window
  • General Fixes & Tweaks
    • Numerous performance optimisations for hangers
    • Resolved some minor typos
    • Fixed some cut off text in material descriptions
    • Local news top 5 bounty list should ignore breaking characters from ship names
    • Fixed situations where ‘Last main sequence star’ info message can appear incorrectly
    • General stability fix for incorrectly replicated data between players
  • Holo-Me Creator
    • Fixed an issue that prevented players from saving their avatar with the Frontier Expo suit equipped
  • Installations/POIs/USSs
    • Implemented a maximum scan time multiplier to prevent excessively long scans on large Mega Ships and Installations
    • Fixed an underground destructible panel at a Guardian Structure
  • Missions
    • Removed the timed element from assassination missions, so that targets are no longer limited to spawning within a time window. Players can scan the systems local nav beacon to find the targets location.
    • Fixed Mentor missions showing incorrect reward choice upon completion
    • Raised pay-out rate for Elite Rank Mining Missions
    • Updated Salvage missions so that factions cannot be duplicated as both giver and target
    • Updated the mission timer for Massacre Thargoid Wing Missions so it matches the non-Wing variant of this mission
    • Fix wing mission rewards from trade missions to award trade rank to multicrew crew members as well as the helm
    • Colonia factions have started issuing mission tip offs for the region
  • NPCs
    • Ramming a guardian sentinel will no longer give you a bounty
  • Outfitting
    • Fixed long description texts for experimental modules not appearing properly under the “Read More” section in Outfitting
  • PlayStation 4
    • Fixed an issue that could occur when playing the combat tutorial while background installation is in progress
    • Fix for an issue where the “Put Your Fighters Up” Trophy was not being awarded when fighter ships were launched from your ship by an AI pilot
  • Powerplay
    • Fixed Powerplay crimes incorrectly affecting notoriety
  • Ships & SRV (General Ship Fixes and Improvements)
    • Fixed cases of Collector Limpets clipping through the top of several ships when returning cargo
    • Fixed some visual problems with short Ship IDs
  • Alliance Chieftain
    • Addressed a specular highlight in the canopy that could flicker in certain lighting conditions
    • Fixed a small gap in geometry
    • Fixed some clipping on hardpoints 1 and 2
    • Shrank the Shipyard schematic icon slightly to prevent clipping
    • Realigned nameplates
    • Fixed some clipping on the Ship Kit
  • Anaconda
    • Fixed scratches being present on Ship Kit parts when there is no ship wear and tear
    • The number of internal windows now correctly matches the number of external ones
    • Fixed an instance of Paint Jobs not rendering over a heat vent door
    • Smoothed out some overhead cables in the cockpit
    • Adjusted some internal module target locations
    • Fixed emissive decals on the Anaconda losing detail if the Fusion Paint Job is applied
  • Asp Explorer
    • Fixed a 2D Cannon alignment issue
  • Diamondback Explorer
    • Added Ship Kit cameras for outfitting
  • Dolphin
    • Fixed a texture issue with the Prestige paintjob
  • Federal Corvette
    • Fixed some reflective areas on the Icarus and Prestige paintjobs
    • Lowered glossiness on Precision Paint Jobs
    • Fixed some missing textures on Paint Jobs
  • SRV
    • Fixed a visual issue that could occur with your commander when colliding in an SRV
  • Type 9 Heavy
    • Fixed a missing thruster texture
    • Fixed some texture and model position issues
  • Type 10 Defender
    • Fixed some clipping on certain Ship Kit parts
    • Fixed some texture and model position issues
  • Vulture
    • Fixed misaligned small lights
  • Stability Fixes
    • Fixed a crash to desktop that would occur when opening the galaxy map immediately after the game had loaded in a station
    • Fixed a server error that could occur when trying to apply an experimental effect to a module that was originally modified by another Engineer
    • Fixed a crash that could occur when using Collector Limpets
  • User Interface
    • Fixed an issue in the Systems panel that prevented the module health from updating correctly when repairing a module using a AFMU
    • Fixed legal salvage incorrectly showing as a loss when sold
  • Weapons & Modules
    • The heatsink launcher no longer has an incomprehensible DPS statistic
    • Human and Guardian Tech Broker blueprint requirements have been reduced
  • Multicrew
    • Decreased the discrepancy in jump times between Helm and crew members

Patch Notes: 3.1 | 3.1.1 | 3.1.2 | 3.1.3


> 3.2 – BEYOND: CHAPTER 3

> Released 28th August 2018

Content & Features

  • Weapons
    • Large Dumbfire Missile
    • Large Seeking Missile
    • Large Torpedo Launcher
    • Large Multi Cannon (turret)
  • Human Tech Broker
    • Small Shock Cannon (turret)
    • Small Shock Cannon (gimbal)
    • Small Shock Cannon (fixed)
  • Guardian Tech Broker
    • Small Guardian plasma launcher (turret)
    • Small Guardian plasma launcher (fixed)
    • Small Guardian Shard Cannon (turret)
    • Small Guardian Shard Cannon (fixed)
    • Small Guardian Gauss Cannon (fixed)
  • Ships
    • Crusader : Latest member of the Alliance ship group. A medium sized ship based on the Alliance Chieftain, with the additional space to carry a fighter bay.
  • Guardians
    • New Guardian sites added to space and planet surfaces for players to investigate).
  •  Guardian fighters (added via Guardian tech brokers):
    • Trident (XG7) armed with a Plasma Auto Cannon
    • Javelin (XG8) armed with a Shard Launcher
    • Lance (XG9) armed with a Gauss Focus Cannon
  • Engineers
    • Players will now be able to work with a variety of Engineers across the Colonia region following the addition of 4 new Engineers.
  • Wing Missions (added two new types)
    • Planetary settlement hack
    • Planetary settlement disable

Fixes and Improvements

  • Art
    • Fixed some misaligned geometry at Pavlov Beacon
  •  Audio
    • Increased the volume of the Archer COVAS pack
  • Galaxy Map/System Map
    • Renamed some systems that had duplicated names
  • General Fixes & Tweaks
    • Fixed some German localisation issues
    • Fixed some localisation issues with the unlock messages for Guardian technologies
    • Fixed issue where ships hitcheck is missing when player is in an SRV
  • Installations/POIs/USSs
    • Fixed a rare issue causing a resource extraction site to be incorrectly positioned outside an asteroid belt
    • Added missing interaction objects to Agricultural Installation
    • Fixed some improperly placed Guardian pylons
    • Fixed Skimmers not spawning correctly at Bova Point+
  • Missions
    • Fixed some instances of mission targets not appearing in mission specific signal sources
    • Fixed an issue with completing Source and Return missions
    • Fixed mission objectives not spawning for Dark Wheel Wetwork mission
    • Fixed some instances of Assassination missions not updating correctly when scanning a Nav Beacon
    • Fixed missing text in some mission messages
    • Fixed wing depot text incorrectly appearing in a non-wing variant
  • Powerplay
    • Fixed the 20% discount on Corrosion Resistant Cargo Racks not applying at an Edmund Mahon controlled station
  • Ships & SRV
    • Anaconda
      • Fixed the Pulse paintjob displaying incorrectly when your ship is damaged
    • Imperial Clipper
      • Improved some areas of the Military paintjob
    • Krait Mk. II
      • Fixed antenna that could only be seen from inside the cockpit
      • Fixed the order of the dashboard bobblehead slots
      • Fixed missing boost and thruster audio when in vanity camera
      • Fixed description inconsistencies
      • Fixed outfitting camera issues whilst in VR
      • Fixed missing UI audio for multi-crew members
    • Federal Drop Ship
      • Fixed incorrect name plate outfitting cameras
  • Stability Fixes 
    • Fixed a memory related crash for Xbox One
    • Fixed a rare crash that could occur when in an Remote Engineer Workshop
    • Fixed a rare Galaxy Map crash
    • Fixed Xbox One crash that could occur when disconnecting a controller
    • Fixed a crash that could occur when activating data points at Penal Colony BV-2259
    • Fixed a crash that could occur when swapping modules
  • User Interface
    • Fixed the landing pad number being truncated when playing the game in Brazilian Portuguese
  • Weapons & Modules
    • Fixed Guardian Modules being listed incorrectly when playing the game in Russian
    • Fixed an issue whereby the turreted version of the Flechette Launcher would not show in outfitting if unlocked before the fixed version
  • Server Fixes and Tweaks
    • Demand for mined commodities during mining community goals should now be displayed in the commodity market’s demand column
    • Fix Commander module storage limits occasionally breaking when swapping multiple modules between storage & ship
    • Premium guardian synthesis recipes now use guardian materials, like the basic & standard guardian recipes
    • Markets at risk of being affected by Thargoid Sensor interference should more clearly advertise their increased demand for meta alloys

Patch Notes: 3.2 | 3.2.1


> 3.3 – BEYOND: CHAPTER 4

> Released: 11th December 2018

New Features

Exploration

  • Discovery Scanner upgraded to include access to the new Full Spectral System (FSS) scanner mode
  • Players use the FSS Mode to discover stellar bodies, stellar phenomenon, USSs, scenarios, distress calls, mission targets and more
  • There is now only one Discovery Scanner available in game, which is based on the basic variant. Commanders that have purchased either the intermediate or advanced scanners will receive a credit refund
  • Detailed Surface Scanner upgraded to include access to brand new planet probes
  • Players can fire probes at bodies to gather data that can be sold.
  • Players can also use these probes to pinpoint places of interest on landable planets as well as uncover lucrative places in planetary rings to mine
  • Each body has a “probe efficiency” target; if the player maps 100% of the body using either the same or less than the target, they are awarded a bonus
  • Added “First Mapped By” tag – the first commander to 100% map a stellar body and sell the data at a port will be named for everyone to see
  • Players will be unable to map Sol, Achenar or Alioth as these systems are already fully mapped
  • Revamped look of the bonus popup when selling data
  • A credit bonus will be awarded for players that get either 100% first discovered or 100% first mapped in a system
  • Added new things to find!
  • Orrery view added – players can access the schematic orrery view of systems from the system map

Codex

  • Codex added to the ship’s internal (right hand) panel. The Codex contains:
  • Commander Stats
    • Logs important player statistics
    • Session Log records important game events for players review
    • Archive holds all text and audio logs taken from the numerous narratives from across the galaxy
    • Audio logs can be added to the improved Playlist feature
  • Discoveries
    • Contains either rumoured, reported or discovered entries from across the 42 different galactic regions
    • Discoveries are broken down in to 3 categories (Stellar Bodies, Biological and Geological, and Civilisations)
  • Knowledge base
    • Various articles from the rich history and lore of the Elite universe, from the history of the Super Powers, to important characters and corporations
    • Each article is narrated and can be added to the improved Playlist feature

Background Simulation

  • Factions can now be in multiple states within each system that they are present
  • Economic and Security status added
  • War, Civil War and Election states are now a 7 day conflict, where players engage in activities (such as winning conflict zones in War and Civil War states) and attempt to beat their opponents
  • Added a new ‘Happiness’ level for each faction, that is a combination of various states and influence. Happiness also plays into the Expansion state
  • Civil Liberty state added (part of the Security Status)
  • Added more information to the status tab in the right hand cockpit panel to help players manage/support factions

Megaships and Installations

  • Added new mega-ships and installations
  • Applicable mega-ships will move location, on a weekly tick

Scenarios

  • Added new scenarios with voice over direction and feedback, and on screen choices and objectives
  • Scenarios come in the form of USSs, Mega-ship, Installations and Conflict Zones
  • Conflict zones are now round based; players battle to win a round which then feeds into the war state
    • Side objectives can appear, and if the player completes them, they are awarded a points boost
    • Once a round has finished, a new one will begin after a short pause
  • Combat specific ambient chatter added.
  • Ambient chatter now is now in place throughout the entire game and not just around stations.
  • 3000 + lines of NPC dialogue added to support scenario driven gameplay.

Lighting

  • Added new lighting model, using dynamic exposure
  • Colour grading applied to various situations in the game, improving the look and feel of the game world
  • Added a new ‘Night Vision’ mode to Ships, Fighters and SRVs, to allow players to navigate dark sides of planets, rings and other areas of the game

Cockpit UI

  • External Ship panel (left hand side)
  • Combined ‘clear filters’ option with the ‘set filters’ option on the Navigation panel
  • Added filters to the Transaction tab
  • Added context sensitive, quick action button to contacts (such as ‘Request Docking’ when targeting a port)
  • Combined sub-targets and inventory into a new ‘Target’ tab, with filters
  • Comms Panel (top left)
    • Reordered the tabs
    • Added support for combining channels in to one main chat channel, or set them as separate tabs
    • Options added to give the player the ability to combine chat channels in to a tab, or split them out
    • Added the ability to select any Commander in a chat channel to interact with them (incl. invite to wing, invite to crew, voice comms, invite to squadron, block, report, direct comms, and view gamercard where applicable)
    • Added a binding to select a different chat channel in the input field
    • Combined invitations and multi-crew tabs together in to a ‘Social’ tab which includes:
      • Multicrew (find crew, join a ship)
      • Friends invites
      • Wing invites
      • Online friends
  • Squadron feed tab added
  • Internal Panel (right hand side)
    • Added a new ‘Home’ tab that replaces the previous status tab
    • Includes new buttons to launch various features (holo-me, squadrons, codex, powers, Galnet etc)
    • Also include better Playlist feedback
    • Replaced fire groups “1, 2, 3…” with “A, B, C…” to avoid confusion between group and fire button
    • Added new contextual ‘Ship’ tab that replaces the ‘Functions’ tab and includes sections for ‘Ship Preferences’, ‘Pilot Preferences’ and ‘Ship Stats
    • Inventory tab now has icon filters instead of text filters, increasing usable screen space
    • Improved refinery layout that includes the ships cargo capacity
    • Updated ‘Status’ tab to now include local faction information, Super Power and Powerplay status, a Session Log digest, info on Finances and acquired Permits all in a more legible way
    • New Playlist feature that replaces the GalNet player, allowing players to queue and manage several types of media (GalNet news articles, codex articles, inbox audio logs etc.)

Text Chat Channels

  • New star system wide text chat now available
  • Profanity filter added, with a toggle to turn it off

Friends and Group Management

  • Improved layout and pagination to display large numbers of friends or groups
  • Display last online activity
  • Improved Search functionality : search results are now players only, allowing you to add to friends or to join private group
  • Improved popup to interact with friends / Commanders / private groups
  • Improved visibility of friends statuses (online + mode / offline / blocked)

Localised COVAS

  • Added 5 free localised COVAS packs:
    • Luciana : Spainish
    • Maksim: Russian
    • Vitoria: Brazillian Portuguese
    • Gerhard: German
    • Amelie: French

Squadrons

  • Players can now create a Squadron (for a credit fee), or browse existing ones to join from the right hand cockpit panel
  • Play style tags can be used when creating a Squadron, and as a filter when browsing existing ones
  • Squadrons can be aligned to a Superpower, Power and a Faction
  • Squadron allegiance page allows in depth data on chosen Faction
  • Squadrons can take part in the various leader boards, and compete for the top spot
  • Squadron feed tab in the Comms panel lists certain events, as well as Public and Internal posts
  • Squadron management tools (applicable to certain ranks):
    • Invite Commanders to join
    • Kick lower ranked members
    • Promote/demote lower ranked members
    • Change lower ranked privileges
    • Create posts
    • Accept applications
    • Set if the Squadron is accepting new members
    • Join in the Leader text chat channel

Mining

  • 3 new mining processes added (in addition to the standard mining laser process)
    • Surface Deposits – material deposits that can be found on the surface of asteroids
    • Sub-surface Deposits – material deposits that can be found below the surface of an asteroid
    • Fissures – setting the correct ‘Seismic charge’ into fissures will split the asteroid apart, allowing the deep core materials to be mined
    • Added new high value materials
  • 4 new mining tools added to outfitting
    • Pulse wave Analyser – a scanner used to pinpoint asteroids that support the new extraction processes
    • Abrasion Blaster – used to break off surface material deposits from asteroids
    • Sub-surface Displacement Missile – Allows recovery of sub-surface material deposits from asteroids
    • Seismic Charge Launcher – Allows recovery of deep core materials by splitting the asteroid apart

New Ships

Krait Phantom (Faulcon DeLacy)

With a spacious cargo hold and a relatively generous quantity of hard points, the Krait Phantom is a versatile ship suited to a range of roles. It has enough firepower to hold its own against larger targets, and enough straight-line speed to outpace smaller targets. The ship also offers eight internal compartments, allowing the pilot to tailor the ship to their requirements. And while it lacks the firepower and fighter bay of its sister ship, the Krait Mk II, it is both faster and lighter.

  • 2 large and 2 medium hardpoints
  • 8 Internal optional slots
  • Top speed of 256m/s and a boost speed of 358m/s
  • 23LY laden FSD range

Mamba (Zorgon Peterson)

Based on an unreleased racing prototype, the Mamba is one of the fastest ships in production. It can also deliver a lot of punishment, boasting one huge and two large hard points. This emphasis on firepower and speed means the ship can hit hard and fast, vanishing before the target has a chance to react. Comparisons to the Fer-de-Lance, also produced by Zorgon Peterson, will be inevitable, but the Mamba is in fact faster in a straight line, while being slightly less manoeuvrable.

  • 1 huge, 2 large and 2 small hard points
  • 5 internal optional slots
  • Top speed of 316m/s and a boost speed of 387m/s
  • 37LY laden FSD range

Quality of Life

  • Display a notification icon to indicate new bindings are available to the player
  • Starport contacts now displayed as a grid, rather than a flat list
  • Added icon to info panel to show players if their ship or SRV lights are on
  • Audio Options screen:
    • Added “Wavescanner Autoducking” option. Disable this to hear the SRV wavescanner more clearly at high speeds
    • Audio Options screen is reorganised for more clarity and ease of use
    • Restore defaults button added
    • The default position on the Audio volume sliders is now indicated.
    • The child volume sliders can now be boosted above the default value.
    • Important note: your volume sliders will be reset to default position when you first run 3.3.

Bug fixes and Improvements

This update includes well over 2000 fixes for various issues that have been discovered and investigated during the development process. For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other significant changes.

Adder

  • Fixed clipping issues when deploying weapons

Alliance Challenger

  • Fixed misplaced caustic damage decals
  • Fixed missing engine trails
  • Fixed Ship ID cameras being swapped

Alliance Chieftain 

  • Fixed very quiet multi-cannons

Anaconda

  • Fixed size 3 hardpoint doors getting in the way of the size4 hardpoint
  • Corrected mirrored text on external panel

Asp Scout

  • Added correct material to the reverse thrusters

Diamondback Explorer

  • Fixed LOD issues with hardpoint covers
  • Fixed gap in cockpit

Eagle

  • Fixed paintwork showing wear even when at 100%

F63 Condor

  • Corrected mirrored external decals

Federal Dropship

  • Fixed thermal vent placement

Federal Gunship

  • Fixed engine flaps animating incorrectly

Guardian Fighters

  • Fixed Small Guardian Gauss Cannon clipping through hardpoint when deployed
  • Corrected the left and right cockpit panel positions

Imperial Clipper

  • Fixed floating cockpit geometry

Imperial Cutter

  • Fixed some mirrored text on external panels

Imperial Eagle

  • Fixed incorrect shadow being used
  • Fixed gaps in cockpit when using EDTracker or VR

Imperial Fighter

  • Fixed clipping when docking with mothership

Krait Mk.II

  • Fixed Z-fighting in cockpit
  • Landing gear now lines up with ship door
  • Fixed the engine boost SFX sounding like ‘Hello’
  • Decreased brightness of the red proximity warning lights
  • Fixed overly ‘scratched’ cockpit glass
  • Corrected the order of its bobble head slots

Type-10

  • Fixed cockpit seat being incorrectly placed
  • Fixed various model issues
  • Fixed winglets not animating correctly

Type-6

  • Fixed gap in between ship body and thrusters

Type-7

  • Fixed hole in the side of the ship
  • Can now put a Size 2 passenger cabin in the size 2 slot

Type-9

  • Fixed the schematic having incorrect drives
  • Fixed engine VFX being too far behind the actual thruster

Viper Mk.III

  • Fixed paintwork showing wear even when at 100%

AI

  • Fixed situations where security ships and Thargoids could incorrectly start attacking each other
  • Fixed NPC ships charging FSD with weapons still active
  • Ensure the ‘Terrorist’ archetype always comes with a bounty
  • Fixed authority ships occasionally firing Plasma rounds when scanning ships
  • Fixed NPC having no FSD cooldown after being interdicted
  • Destroying an NPC power plant now takes the ship down to 40% power (inline with player ship behaviour)
  • NPC ships should use the reboot/repair option when drives are at 0%

Avatar Animations

  • Correctly invert the joystick animations if the controls are inverted

Cockpit UI

  • Correctly display if a targeted ship is in a wing or multcrew
  • When firing weapons while looking at the module panel, the ammo count will now properly update
  • Widened the target panel to fit in longer ship names
  • Ensure ammo count is correct on the module tab after reloading weapons
  • Ensure Commander names are always displayed in the comms panel
  • Ensure module priority is retained after ship destruction
  • Comms panel will no longer expand without focusing on it, if players leave the ships Multicrew session
  • Fixed the navigation panel not displaying the correct destination system when in hyperspace in some cases
  • Ensure completed and finished community goals are cleared from the transaction tab
  • Make chat messages time display the same time as the galaxy time when using a machine in a different time zone
  • Fixed an issue that caused inbox messages to show incorrect, and sometimes invalid, times and dates. PS4 only
  • Fixed some inbox messages not clearing the notification icon once read
  • Fixed overlapping text between inbox message subject and date
  • Fixed cases where the fuel bar incorrectly indicates that the player has enough fuel to make a jump that it actually can’t

Commodities Market

  • Fixed UI spacing issues with the commodities screen

Controllers/Inputs

  • Fixed the Thrust Master HOTAS S4 not appearing in the control screen
    Ensure default mappings appear for the Thrustmaster HOTAS4

Console Achievements 

  • Added 3 new Trophies on PlayStation 4
  • Added 10 new Achievements on Xbox One

CQC

  • Fixed a potential server disconnect when using beam lasers in CQC
  • Fixed CQC structures disappearing when authority machine leaves the match

Crashes/Stability/Performance

  • Fixed a hang that could occur whilst fighting a Thargoid Interceptor
  • Fixed crash that could occur when a fighter is docking
  • Fixed crash that could occur on PS4 when in Multicrew
  • Fixed crash that could occur whilst docking at “Chelomey Orbital” in Cubeo
  • Fixed crash that could occur with Powerplay data
  • Fixed crash that could occur when selecting the galaxy map from the transactions tab
  • Fixed crash that could occur when exiting multicrew
  • Fixed crash that could occur whilst reading an inbox message during a hyperspace jump
  • Fixed crash that could occur whilst deploying a fighter when in a multicrew session
  • Fixed a crash that could occur when handing in a mission
  • Fixed a crash that could occur when dropping out of Supercruise at a port
  • Fixed frame rate issues after driving on a planet surface for an amount of time
  • Fixed crash that could occur during ship reboot/repair
  • Fixed a crash that could occur when exiting the Galaxy Map
  • Fixed a softlock that could occur whilst loading in to the game
  • Fixed crash that could occur when opening the system map
  • Fixed crash that could when dropping into planetary rings
  • Fixed crash that occur when loading in to the game
  • Fixed crash that could occur when switching screen resolutions
  • Fixed crash that could occur when plugging in a controller
  • Fixed a crash that could occur as a player joins a Multicrew ship that is near a volcanic POI
  • Fixed crashed that could occur when fighting a Hydra
  • Fixed crash that could occur when switching between a mothership and fighter
  • Fixed crash that could occur if multiple Commanders playing on either PS4 or Xbox One were on a planet surface in their SRVs

Crime and Punishment

  • Ensure a Powerplay bounty does not cause a premium for transporting the ship it was incurred on

Engineering

  • Corrected some inconsistencies in Engineer descriptions
  • Added a line to explain that pinned blueprints may differ if applied to a different module
  • Ensure there is room to display the modified icon even with long module names
  • Balance pass on the High Yield Shells engineering special
  • Reduced the grade thresholds of the Colonia engineers

Fighter Crew

  • Fixed instance where fighter crew in control of the mothership were trying to use FSD when the ship was nav locked to another ship, causing ship to become unresponsive to player input
  • Fixed typo in crew lounge
  • Fixed fighter crew sometimes struggling to dock a fighter with its mothership

Galaxy Map

  • Fixed systems controlled by Pilots Federation not appearing under the civilisation filter
  • Selected filter settings remain selected when changing map configurations

General

  • Packhound missiles no longer clip through planet landscapes
  • Fixed odd VFX artifacts on ships drives when at low throttle
  • Ensure player set PIPS are retained when the ship is dismissed and recalled
  • Tweaked the position of the interdiction UI element in the three Alliance ships
  • Search and Rescue +/- buttons now increase/decrease if held down
  • Fixed incorrect ship schematics displaying inside some ships cockpits
  • Unified the GalNet logos to be the one with 7 points in all screens
  • Fixed unreachable listening post In the “HIP 16753” system
  • Fixed missing text in the Rhenium material description
  • Fixed incorrect details title for Chemical processors material description
  • Added missing “Independent” icon where applicable

Generation Ships

  • Removed the unnecessary warnings when firing weapons near a Generation Ship

Guardian Beacons

  • Corrected some text errors
  • Fix for VFX disappearing when scanned
  • Fixed LOD issues on beacon
  • Fixed pylons animating before fully powered
  • Fixed over sized physics
  • Fixed pylon light clipping through ships
  • Fixed ships being able to clip through the ‘orb’

Guardian Sites

  • Fixed floating geometry
  • Corrected some obelisk symbols to match what the object actually requires
  • Tweaked Guardian material drop rate, in an effort to make it more balanced across the different rarities

Installations

  • Added a new space bar, “The Orange Sidewinder”

Listening Posts

  • Fixed typos in Alpha Centauri B 1 listening post

Livery Items

  • Fixed LOD issue with onion head decal

Localisation/Text

  • Fixed truncated Search and Rescue Agent text in Russian
  • Corrected typo in Synthetic Meat commodity description
  • Fixed typo in Carbon class star description

Materials

  • Fixed description errors with Delta, Epsilon and Gamma obelisk data
  • Fixed Piceous Cobble being hard to collect
  • Increased the drop rate of more common guardian materials
  • Fixed the crystalline cluster model
  • Fixed Strange Wake Solutions description typo
  • Reduce the chance the of mineral deposits spawning inside surface rocks

Megaships

  • Ensure that rescue ships offer the limpet restock service
  • Ensure players don’t get stuck in the Alcatraz Class Prison in HIP 17962 system, when dropping out at it’s location

Missions

  • Increased wing delivery mission payouts
  • Fixed Federal rank not increasing when successfully completing applicable mission
  • Fix for valid massacre targets not counting towards mission progress
  • Fixed USS not spawning for ‘Wet Work’ missions
  • Corrected some Massacre missions that had inconsistent rewards for number of targets
  • Stop missions requesting cargo that it views as illegal (Federal mission asking for imperial slaves, for example)
  • Balance pass on Super Power reputation gain
  • Added destination faction to passenger VIP missions
  • Updated mission wording to reflect that ports in lock down do not have access to their commodities market
  • Stop planetary scan missions sending players to scan mission giving faction
  • Allow kills outside target system to count in assassination missions (fixes ships appearing to not be mission targets when they leave the target system)
  • Ensure follow on missions spawn at the players current reputation level
  • Added extra info to time bonus mission objectives
  • Altered Massacre faction selection to prevent the target faction generator from picking the same target that is giving the mission.
  • Delivery and Smuggle missions now warn players about being cargo laden and reduced jump range
  • Reduce chance planetary Scan chooses POI owned by mission giver
  • Added missing hand in faction information to delivery missions
  • Fixed race mission wrinkles appearing with very little time to complete them

Multicrew

  • Fixed the saved plotted route being cleared when entering multicrew
  • Fixed geyser particle effects not appearing for a multicrew crew member

Network

  • Fixed situations where NPC ships could disappear from Supercruise when a player drops out of SC
  • Fixed Planet SYNUEFE VM-D C15-10 2 A causing players to get stuck in log in loop
  • Fixed possible disconnect when trying to escape a Thargoid

Outfitting

  • Fixed softlock that could occur when attempting to purchase or retrieve 5D Guardian Module Reinforcement
  • Fixed missing “?” in livery section
  • Fix for point defense module not restocking correctly
  • Timers for modules in transit should now reflect time remaining more accurately
  • Ensure modules are listed under correct categories in stored modules tab
  • Players can only fit one FSD interdictor, as there is no benefit to fitting more and causes confusion
  • Fixed outfitting stats becoming out of sync and applying incorrect values (a distance value for damage type, for example)
  • Ensure all applicable multicrew enabled weapons/modules are clearly marked in outfitting
  • Fixed dark lighting and outfitting cameras for the SRV
  • Fixed livery filters not working
  • Fixed incorrect schematic used for 8A thrusters
  • Added 1 more ship and 2 more utility stock slots to all markets

Passenger Missions

  • Added the faction to deliver to in transaction panel
  • Ensure VIP passenger missions display their expiration time on the transaction tab
  • Fix some passenger missions incorrectly reducing the timer by ~20mins when accepting them
  • Ensure passengers that claim to be unfazed by hull damage, are actually unfazed

Player Factions

  • Add faction descriptions

Player Journal

  • Multiple faction activestates – in Location and FSDJump events
  • The first “Cargo” event written to the journal contains full inventory
  • Added “AsteroidCracked” event
  • Added “SAAScanComplete” (Surface Area Analysis) event
  • Added “CodexDiscovery” event
  • Added “FSSDiscoveryScan” and “FSSSignalScan” events
  • Added several events for Squadrons
  • Simplify the “Category” in MaterialTrade
  • Clarify meaning of bit 14 in status file: was called “under ship” but actually indicates when turret is retracted
  • ApproachSettlement now includes Latitude and Longitude
  • Note Bounty event is different for Skimmer bounty
  • Update description of StoredShips event with InTransit flag
  • Add ActiveFine info to Docked event
  • EngineerProgress event at startup with summary for all engineers currently known
  • Note a new ShipTargetted event is generated after using KillWarrantScanner, with updated bounty for target
  • Note the MissionRedirected mission name now has any trailing “_name” removed
  • Added MyReputation in faction list in FsdJump and Location events
  • Added “FSDTarget” event when selecting a starsystem to jump to
  • Added MissionID to cargo to indicate if it is mission-related: in Cargo, CollectCargo, EjectCargo events
  • In ship loadout, indicate if it is ‘hot’
  • Cargo summary is now written to a separate file, and updated when data changes
  • Add “HullHealth” stat in the “Loadout” event
  • MissionCompleted now indicates correct destination after redirection

Player Stats

  • Ensure ‘Time Played’ updates correctly

Ports

  • Added missing habitation ring to “Greeboski’s Outpost”
  • Ensured all new adverts are being displayed correctly
  • Fixed docking computer causing hull damage in a ship with no shields, when docking at surface ports
  • Fixed situation where loading into the game whilst docked on a pad can cause shields to go offline

Powerplay

  • Fixed broken ‘Exploitation impact’ column on Edmund Mahon’s screen
  • Corrected Aisling expansion instructions

Rendering

  • Fixed low quality shadows appearing when entering Orbital Cruise on PS4
  • Corrected the rendering order of nebula
  • Fix for the FSD charge up visual becoming mis-aligned after using vanity camera
  • Fixed galaxy background vanishing after a Thargoid hyperdiction
  • Fixed missing particles in some hi-res screenshots

Ship Launched Fighters

  • Fixed inability to deploy fighter weapons if the motherships weapons weren’t deployed before switching

Skimmers

  • Ensure scanned skimmers return appropriate details on the target panel

SRV

  • Fixed the targeting reticule displaying when the weapon is deactivated

Stellar Forge

  • Renamed “Pleiades Sector Ir-W D1-55” to “Delphi”
  • Fixed connection issues around “COL 285 SECTOR CV-Y D41 7 E”
  • Fixed typo in the LHS 3006 system description
  • Moved 2 moons in Kyloasly DA-A f69 slightly apart so that they no longer intersect
  • Fixed “Lucifers” orbital period
  • Fixed the star in the system “HD 168352” having a too small radius
  • Ensure I Bootis B and C are a contact binary again
  • Renamed some duplicate systems
  • Persistent POIs now consistent for different graphics card vendors
  • Corrected Sednas position on it’s orbit
  • Corrected the positions of the three ports around Earth
  • Fixed Moon GD 319 1 A intersecting ring of planet GD 319
  • Fixed some Class V gas giants being overly bright pink

Synthesis

  • Required grade 5 materials now display their correct grade icon (and not grade 4)

System Map

  • Corrected overly bright/shiny planets
  • Ensure players can set navigation targets from the system map

Thargoids

  • Thargoid Interceptors can now still engage players, even if they are close to them
  • Interceptors now launch Thargon kamikaze attacks if they detect a port
  • Corrected some lore inconsistencies found in megaship logs to do with the Thargoid Link

Vanity Camera

  • Fixed inverted joystick animations when using the vanity camera

Vanity Items

  • Improved some of the visual artifacts on the Corvette Razor pack
  • Increased space between the text and icon on the Trader Name Plate
  • Ensure all engine colours are correct when customised engine trail colours are turned off
  • Ship names can now have blank spaces at the beginning and end
  • Fixed clipping on Vulture ship kit

VR

  • Fixed Neutron star cones only appearing in the left eye of the HMD
  • Capped the frame rate whilst on the main menu to 90fps, to stop HMD’s overheating

Weapons/Modules

  • Ensure the ‘Restock All’ option actually restocks the 1F Guardian Shard Cannon (Turret)
  • Corrected inconsistency in AX outfitting descriptions
  • Fixed Guardian Shard Cannon clipping through Type 7
  • Fixed missing VFX on small Guardian Shard Cannon
  • Fixed LOD issue with small Guardian Shard Cannon
  • Fix LOD issue on Guardian Plasma Charger
  • Fixed Guardian Shield Reinforcement Packages preventing shields restoring after reboot/repair
  • Reduce the brightness of the enforcer cannon when it has a white weapon colouring applied to it
  • Fixed module reinforcement packages being disabled under certain circumstances
  • Corrected the cargo hatch closing when deploying a limpet and causing ship speed to change
  • Corrected the retract animation on the Guardian Plasma Charger
  • Limpets will now collect cargo that has been forcibly ejected from the players ship
  • Corrected the Advanced Plasma Accelerator recoil animation
  • Corrected typo in Remote Release Flechette Launcher
  • Fixed SFX for the Kill Warrant Scanner sometimes going missing when switching between ship and fighter
  • Fixed turrets firing at ships which are at 0% hull

Wing Missions

  • Fixed case where mission progress wasn’t shared between players in Multicrew
  • Fixed trade wing missions not sharing Trade rank progression with wing

Wings

  • Ensure the ‘target my wing mans target’ key works in all applicable situations
  • Fix for dropping out at a wake that is close to a planet, which should mean you drop out much closer to your intended target
  • Ensure ‘Time Played’ updates correctly

Ports

  • Added missing habitation ring to “Greeboski’s Outpost”
  • Ensured all new adverts are being displayed correctly
  • Fixed docking computer causing hull damage in a ship with no shields, when docking at surface ports
  • Fixed situation where loading into the game whilst docked on a pad can cause shields to go offline

Powerplay

  • Fixed broken ‘Exploitation impact’ column on Edmund Mahon’s screen
  • Corrected Aisling expansion instructions

Rendering

  • Fixed low quality shadows appearing when entering Orbital Cruise on PS4
  • Corrected the rendering order of nebula
  • Fix for the FSD charge up visual becoming mis-aligned after using vanity camera
  • Fixed galaxy background vanishing after a Thargoid hyperdiction
  • Fixed missing particles in some hi-res screenshots

Ship Launched Fighters

  • Fixed inability to deploy fighter weapons if the motherships weapons weren’t deployed before switching

Skimmers

  • Ensure scanned skimmers return appropriate details on the target panel

SRV

  • Fixed the targeting reticule displaying when the weapon is deactivated

Stellar Forge

  • Renamed “Pleiades Sector Ir-W D1-55” to “Delphi”
  • Fixed connection issues around “COL 285 SECTOR CV-Y D41 7 E”
  • Fixed typo in the LHS 3006 system description
  • Moved 2 moons in Kyloasly DA-A f69 slightly apart so that they no longer intersect
  • Fixed “Lucifers” orbital period
  • Fixed the star in the system “HD 168352” having a too small radius
  • Ensure I Bootis B and C are a contact binary again
  • Renamed some duplicate systems
  • Persistent POIs now consistent for different graphics card vendors
  • Corrected Sednas position on it’s orbit
  • Corrected the positions of the three ports around Earth
  • Fixed Moon GD 319 1 A intersecting ring of planet GD 319
  • Fixed some Class V gas giants being overly bright pink

Synthesis

  • Required grade 5 materials now display their correct grade icon (and not grade 4)

System Map

  • Corrected overly bright/shiny planets
  • Ensure players can set navigation targets from the system map

Thargoids

  • Thargoid Interceptors can now still engage players, even if they are close to them
  • Interceptors now launch Thargon kamikaze attacks if they detect a port
  • Corrected some lore inconsistencies found in megaship logs to do with the Thargoid Link

Vanity Camera

  • Fixed inverted joystick animations when using the vanity camera

Vanity Items

  • Improved some of the visual artifacts on the Corvette Razor pack
  • Increased space between the text and icon on the Trader Name Plate
  • Ensure all engine colours are correct when customised engine trail colours are turned off
  • Ship names can now have blank spaces at the beginning and end
  • Fixed clipping on Vulture ship kit

VR

  • Fixed Neutron star cones only appearing in the left eye of the HMD
  • Capped the frame rate whilst on the main menu to 90fps, to stop HMD’s overheating

Weapons/Modules

  • Ensure the ‘Restock All’ option actually restocks the 1F Guardian Shard Cannon (Turret)
  • Corrected inconsistency in AX outfitting descriptions
  • Fixed Guardian Shard Cannon clipping through Type 7
  • Fixed missing VFX on small Guardian Shard Cannon
  • Fixed LOD issue with small Guardian Shard Cannon
  • Fix LOD issue on Guardian Plasma Charger
  • Fixed Guardian Shield Reinforcement Packages preventing shields restoring after reboot/repair
  • Reduce the brightness of the enforcer cannon when it has a white weapon colouring applied to it
  • Fixed module reinforcement packages being disabled under certain circumstances
  • Corrected the cargo hatch closing when deploying a limpet and causing ship speed to change
  • Corrected the retract animation on the Guardian Plasma Charger
  • Limpets will now collect cargo that has been forcibly ejected from the players ship
  • Corrected the Advanced Plasma Accelerator recoil animation
  • Corrected typo in Remote Release Flechette Launcher
  • Fixed SFX for the Kill Warrant Scanner sometimes going missing when switching between ship and fighter
  • Fixed turrets firing at ships which are at 0% hull

Wing Missions

  • Fixed case where mission progress wasn’t shared between players in Multicrew
  • Fixed trade wing missions not sharing Trade rank progression with wing

Wings

  • Ensure the ‘target my wing mans target’ key works in all applicable situations
  • Fix for dropping out at a wake that is close to a planet, which should mean you drop out much closer to your intended target

Patch Notes: 3.3 | 3.3.01 | 3.3.02 | 3.2.03 | 3.3.04 | 3.3.05 | 3.3.05 (Consoles) | BGS Update



> April Update: 2019

> Released: 23rd April 2019

New Features

Main Menu

  • Main menu layout updated to make screens and options clearer and to allow room for descriptions
  • Added Commander details to the top right corner
  • Added a news carousel that can display GalNet headlines, store releases and/or community announcements
  • Hints/tips are displayed during the loading screen
  • Players current main ship is displayed as the background on the main menu
    • Note: this will always be your current ‘main’ ship; fighters/SRVs will not be shown

Commander Creation

  • Updated the new commander flow to make the process more informative and engaging
  • Ship selection screens now display more information on the ship, and also includes an image of the ship itself
  • Players can now choose to start in the Dromi system (in a permit-controlled area administered by the Pilots’ Federation) or in the standard package location

Pilots’ Federation District

  • The Pilots’ Federation District is a collection of systems designed to offer a regulated area for new Commanders
  • Outfitting in these systems offers a basic level of equipment, and Shipyards offer a range of entry level ships
  • Missions offered in the district are aimed at early stage players
  • These systems are also marked with a special icon in the navigation panel and galaxy map
  • Once players have gained a rank in Combat, Trade or Exploration, they are offered a ‘graduation’ mission, which directs them out of the district. If they choose to complete this mission, they cannot re-enter any of the district systems.
    • This also means current, experienced players cannot enter any of these systems

New Modules

  • Advanced Docking Computer – The Advanced Docking Computer provides cutting edge guidance control to the ship’s computer, offering a further launch option alongside the assisted docking function.
  • Supercruise Assist – The Supercruise Assist module allows the ship’s computer to regulate the approach towards a set location within the current system and to disengage the drive at the appropriate time . This module can also be used to enter orbit around a planetary body.
    • Planet side targets are excluded – instead they will engage the planetary orbit function of the computer, and Commanders will need to manually guide the ship to the ground destination
  • Added a new ‘Flight Assistance’ section to the Ship tab on the right hand panel. Here players can toggle various options on or off (if fitted with the correct modules):
    • Flight Assist
    • Auto Dock
    • Auto Launch (requires Advanced Docking Computer)
    • Rotational Correction
    • Hyperspace Dethrottle (requires the Supercruise assist module. If switched on, throttle will automatically set to zero on entry to a new system)

Navigation Tab

  • Plotted route information is now displayed along the top of the Navigation tab
  • The popup box for each entry in the Navigation tab now includes extra information (where applicable) and various quick links to other features/areas of the game:
    • Lists any activities available at the selected location, with links to the relevant pilots handbook article(s)
    • Links to system or galaxy map where appropriate
    • Highlights threat levels when the threat is higher than your combat rank (and lists if it is human or xeno)
    • Displays various data on ports or nearby systems, such as allegiance, economy, has appropriate landing pad for your ship, relationship, state, security level galactic region
    • Maintains all previous actions such as lock target, and bookmark location

Pilot’s Handbook

  • New section added to the Codex that contains articles detailing activities and features of the game:
    • Mining
    • Exploration
    • Piracy
    • Trade and Smuggling
    • Mercenary Work
    • Bounty Hunting
    • Xeno Hunting
    • Salvage and Rescure
    • Maps
    • Crime and Punishment

Training Simulation Access

  • Training simulations are now accessible from within any ship cockpit, from anywhere
    • Note: if you attempt to start a simulation whilst in danger, you will be subject to the standard 15 second delay before proceeding

Commodity Market Interface

  • Separated ‘Buy’ and ‘Sell’ screens, to make it clearer to the player what data they are looking at
  • Added filters
  • Added ‘Suggested’ markets to the comparisons popup, and populated it with nearby data that the player owns
    • Also added the mission icon to systems that the player has active missions in
  • The ‘Help’ button takes the player to the relevant Pilots Handbook article
  • Updated the supply and demand icons and added a description of it to the right hand side of the screen, to make it clearer to the player when to buy or sell
  • Highlight mission related and rare goods on the buy screen, with a key to icons along the bottom
  • Clarified what the comparison column is telling the player:
    • On the buy screen – the profit if selected commodity is sold at selected market/galactic average
    • On the sell screen – the profit if selected commodity is bought at selected market/galactic average, and sold at current market
    • By default the column shows the ‘Galactic Average’ until the player selects a market to compare with
  • Added local market data to the right hand side for quick comparison
  • Buy screen shows Galactic average and price per unit on right hand side and Sell screen also includes profit if sold
  • Buy/Sell popup includes more information and quick links
    • Local market data for quick comparison
      • Selecting a market takes the player to the system on the galaxy map
    • View commodity on galaxy – takes players to a filtered version of the map
  • Added more detail to the popup box when selecting any commodities in the players inventory, as well as a quick link to the galaxy map with the correct filter applied


Bug Fixes and Improvements

This update includes over 800 fixes for various issues that have been discovered and investigated during the development process. For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other significant changes.

AI

  • Fixed some odd AI behaviour, found in assassination missions
  • Pirate AI will now act accordingly once the player responds after they demand cargo

Codex

  • Fixed an issue that prevented discovered Ammonia worlds from being confirmed
  • Fixed not being able to open the codex whilst in planetary glide
  • Fixed the session log not displaying a DSS scan event as ‘efficient’ if the efficiency target was met

Conflict Zones

  • Fixed issue where allied ships could suddenly become hostile to the player

Crashes/Stability

  • Fixed a crash that could occur when disarming a seismic charge
  • Fixed crash that could occur when launching or switching to a fighter
  • Fixed crash that could occur whilst driving an SRV
  • Fixed a crash that could occur when mining in a wing
  • Fixed a crash that could occur when restocking limpets

Damage Balancing

  • Fixed an issue that was causing damage dealt by Thargons to increase in multiplayer sessions
  • Fixed issue that caused more heat damage to be applied to vessels when in a multiplayer session
  • “Drag Munitions” engineering modification now disables the victims boost function whilst it is active

Diamondback Explorer

  • Fixed an issue with the yellow computer screen in the cockpit incorrectly showing as blue

Docking Computer

  • Fixed edge case that could cause the docking computer to not be able to successfully dock the ship

Exploration

  • Fixed issue that caused COVAS line ‘System Scan Completed’ to trigger multiple times incorrectly
  • Added option to invert the FSS tuning axis
  • Fixed an issue when trying to custom bind Front or Rear View toggle in DSS mode
  • Added an index number to Thargoid Barnacle sites to make easier for players to differentiate them
  • Fixed some cases where planets can appear to be fully scanned when they haven’t been

Galaxy Map

  • Fixed a star class in Lyaisae IC-U e3-253 that was displaying incorrectly on the Galaxy Map

General Ship

  • Players PIP settings are retained once they return back to their ship after switching to an SRV or fighter
  • Players can now use the keybinding to turn off ship headlights whilst using the docking computer
  • Corrected the cockpit health disparity displayed between module tab and advanced maintenance
  • Fixed an issue where a dismissed ship could end up not being able to be recalled
  • Fixed an issue where broken shields would recharge faster when dropping in and out of Supercruise
  • Fixed limpets showing in front of your ship suddenly when launching them

Player Journal Updates 

  • SDJump event – now includes “Body” info about the arrival star
  • Don’t write a spurious “FighterRebuilt” event after docking SLF back in the ship
  • ApproachSettlement” now includes body info
  • The “Loadout” event:
    • no longer includes spurious ammo stats for energy weapons
    • now includes UnladenMass and FuelCapacity info
    • now written when docking SRV back in mothership
    • now includes CargoCapacity, and MaxJumpRange
  • Module item names are now consistently lowercase
  •  Status.json:
    • include LegalState
    • includes info on nearby planet, and ‘AltFromAvgRad” flag
  • Scan: include a star’s subclass
  • Location: include DistFromStarLS
  • Add Conflicts data in FSDJump and Location
  • Include Vehicle ID for SLF/SRV (LaunchFighter, LaunchSRV, FighterRebuilt, FighterDestroyed, DockSRV, DockFighter, SRVDestroyed, CrewLaunchFighter)
  • Add info in Scan event to show if the body was previously discovered or mapped

Krait Phantom

  • Fixed reversed thruster animations when viewed from the vanity camera

Localisation

  • Fixed various typos

Mining

  • Fixed ‘Optimum yield range exceeded’ warning displaying when the yield hasn’t been exceeded
  • Ensure we eject deposit chunks from asteroids perpendicular to attempt to stop chunks getting stuck inside
  • Fixed missing ‘Detonation Successful’ message
  • Tightened hitcheck around asteroid models to lessen the amount of surface deposits that don’t break off when correctly hit

Rendering

  • Fixed lighting issue when returning to the cockpit from FSS mode
  • Fixed tiling effect when capturing high-res screens shots in various situations

Synthesis

  • Fixed incorrect message ‘AFM refill’ being displayed when using the SRV Repair recipe

USS

  • Increased High Grade Emissions USS spawn rate

Vanity Camera

  • Fixed visual issues when the camera signal is lost

VR

  • Ensure the mist at Thargoid sites displays correctly in both eyes
  • Fixed light flares from stars flickering in the right eye display

Weapons

  • Fixed an issue that caused the remote flak launcher to continue malfunctioning even after being repaired by an Auto Field-Maintenance Unit

Patch Notes: April Update| April Update: Patch 1 | April Update: Patch 2


> September Update: 2019

> Released: 18th September 2019

New Features

New Starter Experience

  • Added a curated experience for new players that will guide them through the basics of ship control, combat, travel and docking
  • The experience has localised voiceover in all supported languages
  • Certain UI elements are highlighted at key points during the flow
  • Players are given a mission once the flow has been completed, that introduces them to the mission board (with voiceover)
  • Added the experience to the ‘Training Simulations’ list, accessible from the internal cockpit panelPart
  • Updated the throttle UI to better show the players current direction of travel (the rectangular blocks are now chevrons, and added a subtle pulse animation)
  • Pre-flight checklist is now off by default when starting a new game (it can be turned back on)

Supercruise

  • Added new option to the Flight Assist tab to allow the Supercruise Assist module to control the throttle automatically
  • Supercruise ‘Safe to Disengage‘ message has been updated to include the binding that will disengage Supercruise

ARX

  • ARX is the new currency that takes over from Frontier Points and real money transactions across all platforms
  • Players purchase a pack containing a number of ARX that are then used to purchase in-game cosmetic items (Game Extras) for their ship, SRV, fighter or Holo-Me
  • Players can purchase ARX from in-game links that direct either to an external Frontier Store or site
  • Any outstanding Frontier Points will be converted to ARX the first time the player logs into the game after the update

Rewarding ARX

  • Players can earn ARX through standard gameplay (up to a 400 weekly cap) based on in-game activities within Combat, Trade and Exploration and more!
  • Players are notified of their previous session earnings on the main menu

Livery Update

  • Refreshed livery layout
    • Icons denote the different categories (general, decals, cockpit decorations, etc.)
    • Updated vessel selection screen
    • Separate UI for ship name and ID
    • Preview mode that reduces the amount of on-screen UI, giving a clearer view of the chosen item
  • Players now purchase items, with ARX, directly from livery, without being redirected to an external store
  • Players can now access livery from the main menu

Holo-Me

  • Players can now purchase items, with ARX directly from the Holo-Me section, without being redirected to an external store

New Store

  • Added a new customisation store
  • Players can browse the entire catalog of customisation items for any available ship
  • Preview Mode allows players to see any cosmetic items on a vanilla version of any ship, as well as use camera controls to view it from different angles
  • The store is accessible from either the main menu or major starports in-game
  • Players purchase cosmetic items directly from the store, without being redirected to an external site

Bug Fixes

Codex

  • Fixed being unable to scroll through Tourist Beacon text in the archive section if it was longer than one page
  • Fixed an issue where HOTAS users couldn’t scroll through the right hand side of the archive section

Crashes/Stability

  • Fixed a crash that could occur when logging into the game
  • Fixed an issue where players were getting stuck on the loading screen, due to being close to an asteroid ring
  • Fixed a crash that could occur when looking at the Powerplay screen during a hyperspace jump

Decals

  • Fixed some issues with incorrectly reversed decals

Diamond Explorer

  • Fixed an issue where the outfitting camera was clipping into the hangar floor

Exploration

  • Fixed an issue where body data wouldn’t show up first time when using the Full Spectrum Scanner (FSS)
  • Fixed an issue where the blue scan visual effect can appear on a nearby planet that you’re not trying to scan
  • Fixed an issue where players couldn’t scroll through the right-hand side panel when selling Exploration Data
  • Fixed an issue where the word ‘next’ was partially cut off in the Navigation Tab of the External Panel

Fighters

  • Added a cooldown when using hotkeys to give fighters orders, and prevented allowing players to repeat an order that has already been given to the fighter (multiple orders were creating network lag, resulting in an exploit during combat)

General

  • The correct Elite rank will now show when targeting your own ship from your SRV
  • Fixed an issue where a player’s ship name/ID plates was being incorrectly censored when on the main menu
  • Fixed a restock issue for vessels when the player has multiple bays fitted

Interdiction

  • Fixed an issue that could cause the AI ship not to appear after they interdicted a player

Krait Phantom

  • Fixed holes in one of the Ship Kit pieces

Localisation

  • Fixed missing Cyrillic letters in Squadron Creation and Rank Names
  • Corrected spelling of ‘nonhuman’ in the Knowledge Base

Mamba

  • Fixed landing gear still appearing to be deployed even after the player had retracted it

Mines

  • Decreased mine rearm time from 5 seconds to 2 seconds. The increase in time was an attempt to fix an issue where long ships were being hit by their own mines. However, the updated arming time was too long, making them ineffective. This new arming time should balance it.

Missions

  • Fixed missing ‘mission target’ tags from certain ships, meaning Massacre and Assassination missions should now have appropriate target ships for the players to attack
  • Fixed missing text in some VIP Passenger missions

Narrative

  • Corrected the date of Atticus Obellan Duval’s ascension to the throne in its Tourist Beacon

Network

  • Correctly display which network adapter is being used by the game in the network options, as well as preferring a wired network connection over a wireless one if both are found
  • Fixed edge cases where players were being placed in the same instance as players they had blocked
  • Added unique error codes to disconnections, for players to use when reporting issues

Player Journal

 

Updates

  • New SAASignalsFound event with bio/geo signals on planets and hotspots in rings
  • SAAScanComplete: add SystemAddress
  • Scan: add StarSystem name and SystemAddress
  • FSDTarget: add RemainingJumpsInRoute
  • CodexEntry,Touchdown,Liftoff: add NearestDestination
  • StatusFlags: add flags fsdJump, srvHighBeam
  • ShipTargeted: add powerplay info

Bug Fixes

  • Fixed code that strips newlines out of strings
  • Fixed bug that caused blank system names when selling exploration data
  • In the CrimeVictim event, the Offender field should now have added localisation, if relevant
  • Fixed description of FactionEffects in MissionCompleted event

Server

  • Fixed Companion API authentication for players with linked Steam accounts

Sidewinder

  • Fixed some level of detail issues with its Ship Kit

SRV

  • Fixed an issue where the SRVs weapon were firing slightly offset when used from the driver’s seat

Trading

  • Fixed an issue with the demand icon overlapping when demand is high
  • Fixed an issue with the displayed price at a Black Market for contraband goods
  • When a player is comparing market to buy/sell at, changes have been made to ensure that a selected marker is included in the “consumed by” list (if applicable), even if another market in the same system offers a better price

Training Simulations

  • Fixed an issue with the Mining Simulation where players could fire the Mining Laser at nothing and the tutorial would play incorrect voiceover
  • Fixed an issue with the Advanced Combat Training Simulation, where players could cycle fire groups too early in the flow of the simulation

Unidentified Signal Sources (USS)

  • Increased the spawn rate of High Grade Emissions
  • Increased the spawn rate for Non-Human Signal Sources

Viper MkIII

  • Fixed some level of detail issues with its Ship Kit

Patch Notes: September Update | September Update: Patch 1 | September Update: Patch 2  | September Update: Patch 3 |


> January Update: 2020

> Released: 14th January 2020

ARX

  • Balance improvements for the generation of ARX, particularly for exploration-related gameplay.

Audio

  • Fixed audio issues with the Generation Ship, ‘The Golconda’.
  • Audio logs obtained from the Golconda can now be played in the Codex.
  • Fixed missing audio and text for female crew members.
  • Fixed a bug where none of the Guardian articles in the Knowledge Base would play their associated audio.
  • Fixed a bug which meant that an audio effect on firing Pulse Lasers would loop indefinitely.
  • Fixed a looping audio issue with the Shutdown Field Neutraliser.

Crashes/Stability

  • Fixed a crash that could occur when attempting to enter the ‘Network Options’ screen.
  • Fixed a crash that could occur when mining in Ice Rings.
  • Updated the way we check a player’s entitlements to fix an issue where the Horizons update is not being recogjanuanised as installed.
  • Fixed a crash which could occur when an Imperial Fighter is destroyed.
  • Fixed a softlock when entering Supercruise with “The Lucent Embrace” Megaship targeted, after launching from Forester’s Choice.

Background Simulation

  • Fixed the issue that meant some deliveries made to repair Thargoid-attacked stations were not being counted.
  • Added new Faction States:
    • Factions having trouble with water supplies can now sometimes suffer a Drought, causing an economic downturn. This can be countered by importing water and other emergency supplies.
    • Infrastructure Failure disrupts a faction’s operations and reduces both security and economic standards. The increased demands on infrastructure elsewhere in the star system may lead to similar failures for other factions. Food and machinery deliveries can speed up repairs.
    • Terrorism. Terrorists can target prosperous factions, resulting in a significant security and influence cost. This can be countered by legally selling weapons to the authorities and assisting with bounty hunting efforts, or by the faction entering a Lockdown state.
    • Natural Disasters have a significant economic and security cost for a faction. A natural disaster puts extra strain on the star system’s infrastructure, increasing the chance of drought or infrastructure failure for other factions in that system.
    • Public Holidays increase a Faction’s influence and standard of living for their duration, however that comes at small economic and security cost.
  • Fixed the icon for the Blight state.
  • Added newer Faction States to the Galaxy Map’s list of State filters: BlightNatural DisasterInfrastructure FailureDroughtTerrorist Attack, and Public Holiday.
  • Fixed an issue where the factions selected for ‘Installation Scenarios’ were the installation’s owner instead of the system controller.
  • Added names for a selection of systems in the Witch Head Sector.

Conflict Zones

  • Implemented a number of improvements to Conflict Zones which should improve stability.
    • Fixed a bug when entering a Conflict Zone, it appeared as empty.
    • Fixed issues caused when Capital Ships arrived.
  • Fixed an issue that caused allied Capital Ships to open fire at friendly ships.

Exploration

  • Implemented an alternative solution to help mitigate the long delay when scanning planets with geological sites.:
    • As it currently stands, in order for the geological/biological sites to be placed on the surface, the entire stellar body must be fully generated (we then know the topography and can place sites where they will be accessible), which can take tens of seconds.
    • As part of the January Update, we aim to address this with an alternative process. We have run tests on thousands of in-game planetary bodies and by using this data, we’re able to extrapolate the likelihood of geological/biologic sites being present on similar stellar bodies. We then use this data, and indicate if the planet is ‘Unlikely’, ‘Likely’, or ‘Very Likely’ to have a geological/biological sites.
    • It is not 100% guaranteed that there will be a geological/biological site on the planetary body, but does give commanders a much faster indication of probability. This will enable commanders to quickly ascertain if the planet’s worth a visit.
    • If the commander wants to have a definitive answer without travelling to the body they can still wait for the scan to complete in FSS. This data is also now shown in the body details on the system map.
    • Thargoid, Guardian or Human sites will show up instantaneously. These results have moved to the stellar body details shown on the right in the zoomed in FSS view.
  • Fixed an issue that prevented the search function on the Galaxy Map from working correctly.
  • Fixed an issue with the Navigation Panel that incorrectly displayed if a planet had been mapped or not.
  • Instead of showing a notification for each individual asteroid belt cluster discovered, we now condense as many as we can into one message.
  • Fixed an issue where is was not sometimes possible to select asteroid ring hot-spots from the cockpit.

General

  • Added a ‘Help’ section to the main menu and pause menu with links to Issue Tracker and Customer Service sites (both will go through an external web browser).
  • Moved ‘EULA’ to the new Help section.
  • Expanded the faction alignment page in Squadron menu to display influence to 1 decimal point, to match how it is displayed in other areas of the game.
  • Fixed an issue that meant players couldn’t search for commander names that included an underscore character.
  • Fixed an issue that meant the ‘Data Point’ reset timer didn’t appear on the player’s screen that initiated the scan, but did appear on others’ who were in the same wing.
  • Updated the livery icon for ‘The Scourge’ decal to correctly match the decal that’s actually applied to the ship.
  • Fixed an issue occasionally causing some wing invites to not be sent to players in other instances.
  • Fixed an issue where some Navigation Panel entries could be blank.
  • Dropping out of Supercruise on a wingmate using nav-lock will no longer drop the player a significant distance away.

Localisation/Text

  • Fixed incorrect system description for ‘Alioth‘.
  • Fixed a small typo in the description of “HR 7221 Wheat“.
  • Fixed various typos in the Pilot’s Handbook.
  • Fixed various typos in some of the Challenge Scenarios.
  • Fixed a pluralisation issue when discovering clusters.
  • Updated text descriptions for high-end minerals to show correct economies with a demand.

Material Trader

  • Introduced a speculative fix for a softlock that could occur when completing trades at a Material Trader.

Mining

  • Fixed the issue that could lead to the detonation graph not appearing if deep core mining with a wing.
  • Fixed a disconnection (“Magenta Krait”) that could occur whilst mining.
  • Fixed a deep core mining issue in multicrew where different crew members would see different detonation levels in the HUD.
  • Fixed Subsurface Displacement Missiles in multicrew.
  • Fix for a bug which made Seismic Charges instantly detonate in multicrew/wings.

Missions

  • Updated misleading retreat mission text – it was suggesting that the mission was helping the withdrawal of the faction, when in fact it should aid the faction in staying within the system.
  • Fixed a softlock that could occur when browsing lists of missions.
  • Fixed an issue which caused cargo canisters to continually respawn in Planetary Salvage Missions.
  • Fixed an issue which meant that the mission target could be missing from Eliminate Enemy Captain missions.
  • Fixed a bug which meant that a ‘Disable the Megaship turrets’ mission would not show a time limit in the mission board.

New Player Experience

  • Fixed an issue that meant the player could get ‘stuck’ waiting for zero throttle (when the throttle input is just above zero) in the New Player Experience Tutorial.

Networking

  • Fixed issues with ship rubber banding.
  • Integrated Oodle network compression library to reduce network bandwidth.

Player Journal

  • Fixed missing/blank entries in journal when selling exploration data.

Powerplay

  • Fixed an issue where the mouse input didn’t work on the Power Contact screen.
  • Control systems’ ethos calculations now limit their search for controlling minor factions to star systems within 15 LY, that are exploited by the same power as the control system. Previously, the calculations considered all nearby star systems.
  • Fixed reallocating Exploit systems, and recalculating the income for a Control system when a revolt system within 15 LY loses control.
  • Recalculated many Exploit systems value that did not match their current population.
  • Recalculated many Control systems income that was not the sum of their Exploit systems, plus their own value.
  • Removed obsolete Confirm button from Power Contact screen (it was superseded by the consolidation mechanic a long time ago).
  • Fixed an issue which meant that some systems were not being locked when a system moved from ‘Preparing to Taking Control’.

Rendering

  • Fixed an issue that was causing visual artifacts when capturing high-res screenshots.
  • Fixed a visual issue rendering neutron star jet cones.

Ships

  • Increased the Dolphin’s heat dissipation rate and maximum heat capacity before it begins to take damage. Also increased the rate that it takes damage, to account for the ship now being harder to heat up.
  • Implemented a speculative fix for Collector Limpets damaging ships when retrieving mining fragments.
  • Added the ability to rescue any crew, that were on board the player’s ship when it was destroyed, from the insurance screen.
    • Rebuy cost in the right hand cockpit panel now includes cost to rescue crew.
    • Crew rebuy costs rebalanced based on Beta feedback.
  • Fixed directional decals being reversed.
  • Fixed the Holo-Me view being obstructed.

SRV

  • Fixed control input being lost after interacting with an inbox message.

Thargoid

  • Implemented speculative fixes that should reduce instance splitting when fighting Thargoid Interceptors.
  • Updated the Thargoid combat state to ensure it’s correctly replicated over the network to reduce the occurrence of the heart cycles resetting.
  • Fixed an issue that caused Thargoid Combat bonds to not be correctly given out to all applicable players in a wing.
  • Fixed an issue with Thargoid Hearts becoming immune to damage when in a wing.

Trading

  • Fixed the issue that meant players couldn’t sell anything to a market if the buy list was empty.
  • Added supply and demand volumes for certain, high-end minerals. Now, trading goods such as Void Opals is more realistic; markets can still offer a high buy price, but they will offer less as the demand is met. As part of this change, these high-end minerals will now be demanded more by specific economy types. This change will affect the following commodities:
    • Alexandrite
    • Benitoite
    • Grandidierite
    • Low Temperature Diamond
    • Monazite
    • Musgravite
    • Painite
    • Rhodplumsite
    • Serendibite
    • Void Opal

Patch Note: January Update| January Update: Patch 1 | January Update: Patch 2


> Fleet Carriers Update

> Released: 9th June 2020

Fleet Carriers Features

  • Fleet Carriers are massive ships used as a mobile base of operations, offering multiple landing pads and various services.
  • Fleet Carriers cost 5 billion credits.
  • Players can purchase a Fleet Carrier from starports with a Fleet Carrier Vendor contact.
  • Fleet Carriers come with 16 landing pads, 8 large, 4 medium and 4 small.
  • Fleet Carrier owners can manage docking permissions to determine who can land on their Fleet Carrier.
  • Fleet Carriers can jump up to 500ly.
  • Fleet Carriers use the new commodity, Tritium, to perform a jump.
  • Owners can install a variety of services on a Fleet Carrier to support their play style.
  • Fleet Carriers have a weekly upkeep cost which must be maintained to keep the Fleet Carrier running.
  • Fleet Carriers have player controlled commodity markets which the owner can use to buy and sell goods.
  • Fleet Carrier owners can also set tariffs on some of the services they offer to help pay their running costs.
  • Fleet Carriers can be customised, similar to regular ships, with items purchased from the Livery.
  • Fleet Carriers take 15 minutes to prepare for a jump, and have a 5 minute cool-down after.
  • Universal Cartographics is an optional service on Fleet Carriers.
  • Fleet Carrier owners can store their ships and modules aboard their Fleet Carrier by default.
  • When decommissioning a carrier you will receive a full refund.
  • Voluntary decommissioning will incur a fee equivalent to 50% of the Debt Threshold.
  • When cancelling the decommissioning of a Fleet Carrier, the owner will receive an inbox message to confirm the cancellation.

ARX

  • Players will now receive ARX for killing Scavengers.
  • Fixed an issue which caused the SRV Bay to be visible when viewing SRV paint jobs on a Fleet Carrier.

Audio

  • The Discovery Scanners full system scan SFX no longer triggers in the store.
  • Fixed the issue which would cause the damage alarm in Guardian Fighters to get stuck on a loop.
  • Fixed the missing sound on a Large AX Multicannon.
  • Added missing voice-over when requesting to dock.

Background Simulation and Galaxy

  • Added the Gamescom Prize to rename “Wregoe WF-F d11-30” to “Cheltojo System GC19”.
  • Corrected data for HIP83701 to show its population in the Galaxy Map.
  • Fixed an issue that caused System Authority ships to be found in Supercruise in Anarchy systems.

Codex Discoveries

  • Partially fixed an issue with some Codex discoveries not being visible to other players in some galactic regions. The bug may still be occurring with some lifeforms (e.g. Tubers).
  • Fixed a bug which caused the focus to jump to the top of the grid after exiting out of any section within the Knowledge Base or Pilots Handbook.

Conflict Zones

  • Fixed an issue which could cause Conflict Zones to end abruptly.
  • Fixed the bug that occasionally wouldn’t register your choice when picking a side.
  • Fixed the issue where objectives were missing when dropping into Conflict Zones.

Cosmetics

  • The Beluga Liner and Cobra Mk IV can no longer be selected in the Livery unless the player has the Horizons DLC.
  • Fixed the “Tail 4” part of the Federal Gunship Ship Kit so that it aligns with the ship.
  • Fixed the worn paint on the Diamondback Explorer Ship Kit pieces.
  • Fixed the Krait Phantom Thruster that was being obstructed by Ship Kit piece, Tail 1.

Crew

  • Fixed the issue where the NPC Crew could stop responding to orders in Anti-Xeno Conflict Zones.
  • Fixed a bug which sometimes stopped NPC Fighters being deployed.

CQC

  • Added the ability to queue for CQC matchmaking from in-game. When you find a match you will be prompted to join.

Crashes/Stability

  • Fixed a crash which could occur when entering Multicrew.
  • Fixed a crash that would occur after the Multicrew report screen.
  • Fixed a disconnect issue that could occur when attempting to accept two Multicrew invites.
  • Fixed a crash triggered by accessing the Power Play interface while in Hyperspace.
  • Fixed a crash that happened when the Role Switch Panel was accessed in CQC.
  • Fixed a crash which could occur in the Livery after using a Fighter.
  • Visited stars cache data will no longer be lost if the game crashes.
  • Fixed an issue which could cause the game to stutter in areas of the galaxy with a high density of stars.
  • Improved network performance of NPC Fighters and ships to reduce network lag.
  • Fixed a disconnect issue that occurred when attempting to load back into an AX Conflict Zones in close proximity to an Asteroid Belt.
  • Fixed a crash that would occur in the training missions.
  • Fixed a crash that occurred when attempting to Bookmark a starport.

Exploration

  • Locations discovered using the DSS will now be listed in the System Map correctly after returning to a system.
  • Fixed an issue which could cause discoveries in the Codex to show the wrong image.
  • Fixed a problem which could cause Surface Data to generate in the background at such a low priority that it would stop.

Factions

  • Updated how Faction influence adds up to 100% in a star system to keep more of a Faction’s trending direction.

Localisation/Text

  • Fixed some incorrect planet base names.
  • Renamed some locations for competition winners.
    • 59 Virginis 4 renamed to Alchemia Virginis.
    • 59 Virginis 8 A renamed to Lapis Philosophorum.
    • 59 Virginis, Hilmer’s Gateway renamed to The Tavern.
    • Rhea 4 renamed to Foursyth.
    • Ingui, Phillips Terminal renamed to Szymanski and Usalski Hub.
    • LHS 2335 renamed to Faisel C.
    • Praea EUQ RX-U D2-101 renamed to Wheeler’s Star.
  • Added new set of Player Minor Factions.
  • Added the missing text at the Technology Broker unlock screen for the Thargoid Interceptor Bobblehead.
  • Fixed an overlapping text issue on the Mission Board in Russian.
  • System State names now wrap onto a second line to avoid localised text being cut off.
  • Fixed localisation of Tourist Beacon text in Portuguese.
  • Fixed a grammar issue in Reputation Change inbox message.
  • Updated titles for NPCs.
  • Fixed an unlocalised “Signals Detected” message that was displayed when scanning bodies.
  • Fixed a cut off string in the Kick Player pop-up.
  • Added missing text for damaged Megaships in the Navigation Panel.
  • Crime Victim Data is now localised in the Player Journal.

Mining

  • NPC mining ships will now have a more appropriate cargo based on contents of the rings in their system, including Low Temperature Diamonds.
  • Added a fix for Crystalline Clusters falling through the floor.
  • Implemented a fix that will stop Core Mining Fragments from penetrating into Asteroids.
  • Sub-Surface Mining Deposits can now eject multiple resource chunks from one successful hit.

Missions

  • Fixed an issue which was causing some missions to fail before their expiration time runs out.
  • The ‘Total Units Needed’ will now update in the Commodity Market as Collect Missions progress.
  • Delivery Mission Cargo is now marked as ‘Mission Specific’ to prevent the Commodity Market showing the commodity as mission required.
  • Added a MissionAccepted event in the Player Journal for missions obtained outside of the Mission Board (eg Palin’s mission).
  • Corrected some misleading mission text which implied that Retreat Missions would help a Faction leave a system, which was the exact opposite of what was happening. These now indicate that Retreat Missions might prevent a retreat.
  • Added depot support to Solo mining missions.
  • Megaship Turret Missions will now indicate system distance on the Mission Board.
  • If the player has an active Delivery mission, then the mission commodity will no longer have the mission required icon next to it on the Commodities Market.

Multicrew

  • Fixed the issue which caused the Gunner Role to lose control of Weapon Turrets after entering or exiting a location.
  • Fixed an issue which meant subsequent Mulitcrew invites would not work, and would incorrectly show if a player did not have the Horizons DLC.
  • Fixed a bug which prevented Conflict Zones spawning ships if a Multicrew player was present.
  • Added in a fix for Multicrew players being disconnected after dropping out of Supercruise.

Networking

  • Increased the chance of players meeting previously encountered players when revisiting systems in a session.
  • Players can now block any player, not just friends or pending friends.

New Player Experience

  • Players won’t be asked to target an enemy ship if they already have it targeted.
  • Fixed the issue which incorrectly told players they were leaving the test area when they weren’t.
  • Fixed an issue where System Authority Ships could jump into the combat tutorial.
  • Fixed the Intro Tutorial’s Sidewinder sometimes displaying 119/120 cargo capacity.
  • Fixed a graphical issue on the tunnel section in the intro tutorial.
  • Fixed a bug in the SRV tutorial which could cause the player to get stuck if they land too quickly.
  • Fixed a bug where the game didn’t always register when players flew through the first check point.

Outfitting

  • Reduced mass of the size 1 Meta Alloy Hull Reinforcement Package.
  • Fixed an issue where after applying synthesis on the Advanced Multicannon, the synthesis would be removed when you used the Advanced Maintenance to restock any other Modules (Mines/AFMU etc.).

Player Journal

  • Changed change tag name from StarSystem to SystemAddress in NavRoute data.
  • Added system names to Route Event data.
  • Reimplemented the Main Menu Music event.
  • Added an event for when a Fleet Carrier is renamed.
  • Fixed a bug where RefuelAll and RepairAll events were written with a null string as the event name.
  • EngineerProgress event is now correctly written when ranking up with an Engineer.
  • Bounty events now include localised ship names.
  • “latlong” flag now set when in a station.
  • Fixed status flags for HUD in analysis and Low Fuel when in SRV.
  • Fixed loadout data written after launching a Ship Launched Fighter.
  • We no longer write a value for ReservePercent to the Journal if total balance is zero or negative.
  • We now include the body name in CarrierJumpRequest.
  • Added an event for cancelling a Fleet Carrier jump.
  • We now include Carrier Docking Restrictions in market.json file.
  • We now include the Body name in the Carrier Jump Request.

Powerplay

  • We have also made some changes to Powerplay that we describe in detail in this post.

Rendering

  • Added a fix to stop starport interiors from picking up light from stars.
  • Fixed the visible line in the Millky Way.

Ships

  • Fixed a small graphical error on exterior of the Beluga Liner.
  • Fixed an issue on the Viper MK IV which meant the paint work could never be fully repaired.
  • Fixed a small graphical error on the exterior of the Orca.
  • Fixed a bug which caused Landing Gear/Cargo Hatch to visibly clip into the cockpit.

Squadrons

  • Added a fix for Squadron applications that were still showing after being accepted/declined.

Supercruise

  • Corrected the ETA numbers when approaching targets in Supercruise.

Terrain

  • Fixed a broken terrain issue at some Thargoid Ruins sites.

Thargoids

  • Fixed a bug which could cause Thargoid Interceptors to not appear in Nonhuman Signal Sources.
  • Added a speculative fix for the invincible Thargoid hearts bug.
  • Fixed Thargoid Interceptors not using their special weapons when near a Planet’s Surface.
  • Fixed an issue that would sometimes stop players being credited correctly for participating in a Thargoid Interceptor kill.
  • Fixed Caustic damage not being removed by overheating your ship.

UI

  • Fixed Logs for Generation Ships having no scroll bar in the Codex archive, which prevented entries being read in full
  • Fixed an issue which stopped cockpit panels being accessible while using Station Services.

In addition to the Patch Notes above, here is a list of some previous changes from the Betas:

  • Total Ships Restocked stat is now correctly updated.
  • Improved fleet carrier navigation around locations like White Dwarfs, Neutron Stars, certain rings and close orbits.
  • Fixed timer on decommissioning Fleet Carriers.
  • Squadron bookmarks made for a Fleet Carrier location now move with the Carrier when it jumps.
  • Fixed an issue on the System Map where if selecting a destination with other Fleet Carriers present, multiple Fleet Carriers would display the jump icon.
  • Carrier can no longer spawn in Permit Locked systems when initially spawned.
  • Fixed an issues with commodities not being visible in carrier commodity board or black market screens after being transferred to a Fleet Carrier.
  • Fixed Fleet Carrier Codex stats for commodities imported/exported being the wrong way around.
  • Stored ship icons now move with Fleet Carrier when it jumps.
  • Fixed an exploit which allowed players to earn credits by selling to their own Fleet Carrier while in a Wing.
  • Fixed an issue which would cause the cargo transfer screen to overlap the other cockpit panels.
  • Added salvaged commodities to list of items that can be transferred to a Fleet Carrier via the Cargo Transfer Panel.
  • Added option to directly enter the number of credits to transfer to Fleet Carriers budget.
  • Fixed an issue which could cause the ‘Cancel Docking’ option to persist after docking on Fleet Carrier.
  • Added a new icon for decommissioned Fleet Carriers on the System Map.
  • Inbox message notifying the player that their transferred ship has arrived will now arrive at the same time as the ship, rather than being sent instantly.
  • The docking menu quick action options (refuel, repair, etc) will now not work if the player has anonymous access.
  • Fixed a bug that prevented some Hardpoints from being restocked at Fleet Carriers.
  • Fixed a problem that would sometimes prevent selling a commodity on the Fleet Carrier’s Secure Market.
  • Fixed an issue when changing a commodity directly from ‘buy’ to ‘sell’ or vice versa.
  • Changed Codex Stats to record the full value of vouchers redeemed at the Redemption Office.
  • Added the Fleet Carrier Administration Service to more star systems near Colonia

Patch Notes: 9th June 2020 | Patch 1 | Patch 2 | Patch 3 | Patch 3.7.05 | Patch 3.7.10 |


> 4.0 – ODYSSEY

> Released: 19th May 2021

ADDITIONS


GALAXY

  • Added 400,000+ settlements
  • Added 8,000+ planet ports
  • Updated memorials

TUTORIAL

  • Added tutorial, created flows for new and existing Commanders

ENGINEERS

  • 9 new Engineers added to the Bubble
  • Added cost by manufacturer to weapon and suit mods

SETTLEMENTS (NEW FOR ODYSSEY)

  • Increased unique Settlement count from 10 in the Alpha to 28. Themes include Agricultural, Extraction, Industrial, Military, Research and Tourism across a variety of sizes
  • Added new plants at Agriculture Settlements
  • Added new rotating ‘growlab’ prop at Agriculture Settlements
  • Added pipes under floor grilles
  • Added a dirt and scratch overlay pass to the explosive canisters
  • Added two new variants of the shower and toilet in Habitat buildings
  • Added new Agricultural Settlement clutter assets
  • Additional detail added to interior hanging lights

WEAPONS

  • Added Manticore plasma weapons to game: Tormentor, Intimidator, Oppressor, Executioner

SOCIAL SPACES

  • Added Detention Centre
  • Added some distortion to the glassware seen in bars to improve and help visibility
  • Added pipes under floor grilles

MENUS

  • Added suit and weapon customisation
  • Added log notifications when other players board or disembark the vessel you are in
  • Added better tracking of the cause of death and hostility reasons across the whole game, but specifically for on-foot deaths, in order to display better info on the death report screen
  • Added a fines panel to Interstellar factors
  • Added title to low oxygen warning notification. Also fixed the missing icon for out of oxygen alert
  • Added new icons for pilot’s handbook sections
  • Add clear stolen authority option in item wheel
  • Added new icons for vessel and humanoid store on the main menu
  • Added a new icon for generic news
  • Added the new controls icons to the separate controls menu
  • Added a walk toggle button binding

A.I

  • Added criminality chances to some dead NPCs – this allows certain corpses to be flagged as criminals, displaying the criminal symbol on their nameplate
  • Added addition personal space warning lines for physical contact
  • Added additional blocked warning line for a final warning
  • Added special personal space warnings for interrupting conversations

MISSIONS

  • Added the ‘requirements’ panel to mission details screen
  • Added reward digest to mission listings for depot and completion
  • Added calls to action for completed missions and progress to the depot
  • Added a partial complete button to partially completed missions
  • Added a new ‘Professional’ assassination mission which tasks the player with taking down harder-than-normal targets
  • Added a new ‘Clean’ assassination mission which tasks the player with taking down targets without causing any collateral damage

CHARACTERS

  • Added in a new walking animation for NPCs in social spaces
  • Added sway to weapons hip fire, ADS, and in/outs of transitions
  • Added in more variety to NPC faces/heads
  • Added rank progression decals and skins

CONFLICT ZONES

  • Added victory animations for the winning team
  • Added ‘cheer bark’ to conflict zone celebration behaviour
  • Added alternative greetings and global cool-down for conflict zones

COSMETICS

  • Added livery module slots to every suit item
  • Added the new shoulder decal model items to the relevant models

INTERACTIONS

  • Added the ability for players to free-look whilst using the terminal. Players can also look away from the terminal to break interaction

CODEX

  • Organics added with details and reporting structure


FIXES / CHANGES / IMPROVEMENTS

ARX

  • Converted the Shop Hangar materials to be PBR compliant
  • Re-enabled ARX purchasing

AUDIO

Mix

  • Fixed the mix (particularly weapons) sometimes going muffled unexpectedly, particularly in conflict zones
  • Fixed a low drone in the galaxy map and other mix improvements
  • Fixed the excessive landing pad touchdown ‘clunk’ in social spaces
  • Fix for reverb being too audible during vessel transitions
  • Fixed some engineer and bar area ambience issues (too many high frequencies)
  • Improvements to planetary and settlement ambiences
  • Improvements to the mix when engaged in a conversation with a vendor or NPC
  • Mix improvements on lockers
  • Various mix improvements on ambiences
  • Improvements to landing area announcers
  • Improvements to landing area reverbs
  • Improvements to turrets
  • Improvements to skimmers – should be less static and persistent and should be softer when stationery
  • Helmet deploy and stow sounds and mix changes (mix goes muffled for a moment on deploy and goes bright for a moment on stow)
  • Improvements to the mix inside your helmet
  • Mix improvements on jump assist
  • Various mix improvements on NPC speech and conversations
  • Mix improvements when interacting with a console at social spaces
  • Improved the ship rumble when inside a building, as it could be overpowering sometimes
  • Tweaks to panels and glass rattles when ships fly over buildings/social spaces
  • Improvements to settlement mining drills
  • Improvements to reverbs generally
  • Improvements to vessel transitions
  • Improved interplay between planet, settlement, and external building ambiences
  • Improvements to suit ventilator audio behaviour
  • Boosted volume of many Odyssey sounds to be more in-line with the existing ED mix
  • Numerous social space mix tweaks
  • Mix improvements to organics
  • Weapon Improvements
  • Fixed overpowering LFE on supressed weapons at distance
  • Fixed various issues with broken audibility on rocket explosions
  • Numerous weapon, explosion and ‘whizz-by’ mix improvements
  • Plasma crackle ‘sweetener’ added to plasma weapons
  • Improved audibility of long range weapons at distance
  • Made weapon reloads less ‘thumpy’ to other players and NPCs
  • Fix for social space consoles triggering a persistent ‘hum’ in the cockpit panel
  • Fixed various issues where some weapon sounds would retrigger on entering vanity cam
  • Fixed numerous issues with the audio options, volume sliders and mute buttons
  • Fixed various issues with reverbs not working correctly in surround sound speaker configurations
  • Fixed the mix often being broken in smaller ships, caused by the changes made to the cargo bay for the conflict zone deploy sequence
  • Fixed various mix and audio on the various types of player death and asphyxiation that can occur
  • Fixes for various issues with external building spot sounds
  • Various audio fixes and improvements on the vendor interactions and dialogue flow
  • Reverbs should remain audible for the sounds you can hear, rather than being faded out with sound effects slider
  • Turrets have movement audio
  • Improvements to social space announcer implementation
  • Improvements to pipe ambient sounds
  • Improvements to capture point audio
  • Fixed broken audio on agricultural grow wheel in settlements
  • Improvements to oxygen replenishment gasps
  • Improvements to reactor sequence
  • Some fixes to adverts to ensure that they sync properly, rather than playing different ads at once
  • Laser weapons now produce ‘whizz-bys’
  • Added continuous Apex and Frontline ads at their booths/banners
  • Settlement terminals now have unique ident audio per faction
  • Audio added for big broken fan
  • Audio added for cargo canister rack interactions
  • DTS headphoneX feature (in audio options) should now work with some on-foot sounds
  • Improvements to internal and external building alarms sounds & behaviours

Voice

  • NPCs ‘call for backup’ voice lines now audible at distance over radio comms
  • Improvements to radio comms voice treatment to be more effected and feel less dry
  • Improvements to settlement voice
  • Removed some repetitive social space crowd sounds
  • Improvements to combat crowd, when small numbers of combatants present
  • Replaced various lines on the legacy 3.x COVAS Russian and Spanish localised voices, as flagged by the community

Music

  • Fixed some stealth music with incorrect intensity
  • Fixed the conflict zone victory music sting always playing twice in succession
  • Fix for the social space music sometimes wobbling in rotating starports
  • Music score audio replaced with ‘final mix’ for on-foot music suite
  • Improved various music transitions in the on-foot music suite
  • Set up in-world music at settlements (bars at tourist settlements, and the music tablets at various settlements)
  • Set up music interaction and mix behaviours so the non-diegetic music score does not clash with in-world music emitters in settlements
  • Turbo lift music is less full range and should not hard-pan as much on headphones
  • Turbo lift music should random seek, so we no longer always hear the start of the music tracks
  • Improved the way the music fades during important dialogue
  • Should now get tension music if observing (but not participating in) a combat scene


CHARACTER

Animation

  • Fixed issues with jump animations
  • Fixed issue in third person where players would pop between crouching and standing
  • Fixed issues with all weapon animations
  • Fixed issues with all tool animations
  • Improved stair climbing animation
  • Improved conserving momentum when airborne, so that releasing the sprint input or relaxing the directional inputs does not slow the player mid-air
  • Updated head look on NPCs
  • Updated eye look on NPCs
  • Shortened shield break animations
  • Updated certain facial expressions
  • Shortened NPC dodge times

Character

  • Balanced eye textures 
  • Updated all engineer clothing
  • Codex Discoveries
  • New Organic life has been added to worlds with tenuous atmospheres
  • Players can report and confirm new organic lifeforms using the Composition Scanner just as they could in Horizons
  • Improved Organic Placement for v3 planets
  • Organic Colour Variants introduced and will be driven by the environment they are found in

CONFLICT ZONES

  • Fixed issue where AI would remain aggressive at the end of a Conflict Zone
  • Improved AI control point awareness
  • Improved AI prioritisation of targets in capture zones
  • Disabled watch behaviour for AI, post conflict zone
  • AI will no longer leave their team at the end of a Conflict Zone
  • Increased control point capture credit reward bonus to 3,000cr
  • Reduced kill and control point capture reinforcement damage to 5 and 50 points, respectively
  • Idle vessels no longer count to the team count in on-foot conflict zones, and only humanoids count during the final phase of the conflict
  • When in the shuttle booking planetary map, selecting conflict zones should now give a more descriptive reason for why the ‘book’ button is greyed out
  • Prevented melee attacks from dealing any damage against Ships, SRVs, and anything that is not a humanoid
  • Restricted personal space warning to physical contact, post conflict zone


COSMETICS

  • Fixed issues with items remaining previewed in store/livery
  • Fixed an issue with the flight suit for its default black look
  • Fixed vendor suit images
  • Fixed incorrect avatar settings on the flight suits
  • Fixed incorrect materials that were in engineer avatar settings
  • Rebalanced emissive values on cosmetics to fit with new shaders and lighting
  • Bobbleheads adjusted so they are brighter
  • Cosmetics are now available for suits and weapons
  • Suit livery changed to go through the object refresh rather than the cosmetic
  • Previewed items are now added and removed as expected in the suit livery/store
  • Updated the customisation visualisation system to be able to deal with being used in both the livery and loadout browser
  • Removed the lighting rig from being attached to the camera in the vessel store
  • Store packs are now initially sorted alphabetically
  • Removed shoulder pads from the base exploration suit
  • Removed resetting the camera when in main menu and exiting the store
  • SRVs can now spawn and be viewed in the game store


COMBAT

A.I

  • Fixed an issue where, while reloading a weapon, the AI would get stuck
  • Fixed an issue where collisions would reapply their damage for every frame they were colliding (resulting in instant death if two ships rammed each other)
  • Fixed an issue where dying humanoids would be treated as environment objects and deal huge amounts of damage to colliding SRVs
  • Fixed an issue where certain NPCs detectable by humanoid sensors did not show their nameplates
  • Fixed an issue where AI would not perform their ‘death bark’ when being tazed
  • Fix for a rare Kinematic crash
  • Fixed some situations where AI would incorrectly think they had weapon line of sight when close to nearby obstacles
  • Fixed an issue where Humanoid corpses and certain NPCs did not have their nameplate attached to their head
  • Fixed erratic weapon aiming when AI were very close to their target
  • AI will now engage vehicles at a longer range
  • Improved AI behaviour when their combat target is a long distance from a settlement
  • Improved AI behaviour when their combat target is in an unreachable location
  • Various improvements to ship AI
  • Various further improvements to combat AI
  • When seeking cover, AI will no longer hide behind their ‘friends’
  • AI vision cones are now correctly tied to the third person model
  • A rework of the AI’s ability to utilise grenades and the frequency thereof
  • Improved AI grenade throwing so that they will now flush targets from rooftops
  • Non-physical contact personal space warnings are remembered in the area around them, preventing multiple AI talking over each other
  • Personal space vocalisation cool-downs are now remembered between behaviours
  • Reworked the cool-downs for personal space warnings

STABILITY: FIXES CHANGES\ IMPROVEMENTS

  • Fixed a crash when the cargo bay is not available when attempting to enter the cargo depot
  • Fixed an issue where player ships bounced when landed
  • Fixed an issue where if you book a shuttle and then cancel the booking before the shuttle goes live, the pending shuttle object would remain
  • Fixed a crash whenever a player died while participating in CQC
  • Fixed a crash when another player in your session disembarks from their vessel
  • Fixed a crash in the on-foot tutorial when opening the system map (also disabled access to the system and galaxy maps from the navigation panel)
  • Fixed a crash caused by adding suit modules to the loadout
  • Fixed a crash in visualising a new loadout
  • Fixed failures seen in the carrier fuel contact
  • Fixed a crash when the UI is not being shown
  • Fixed a crash if the player gets a fleet carrier update while on the main menu
  • Fixed a crash when upgrading laser ship weapons at an engineer
  • Fixed a crash caused by getting shot by a Guardian sentinel
  • Fixed a potential crash when trying to turn suit shields off when entering a social space
  • Fixed a crash when loading in at a particular planet
  • Fix for error when setting 3D mode to Anaglyph in VR
  • Fix for error when changing 3D mode from “Off” to “Anaglyph”, “Side-by-Side” or “HMD” in VR
  • Fix for an error often seen when accessing the System Map
  • Fix for an error seen when filtering by ship type in Inter Astra
  • Fix for an error occasionally seen when entering supercruise
  • Fix for an assert seen when fading planetary rings, based on whether they’re seen through atmospheres
  • Fix for a crash often seen when in a Dropship
  • Fix for an error seen when exiting the livery
  • Fix for crash seen when changing resolution
  • Fix for crash occasionally seen on load up
  • Fix for crash sometimes seen when using terminal
  • Fix for a crash seen on occasion in social spaces
  • Fix for a crash seen when closing the game via the “incident report screen”
  • Fix for a crash occasionally seen on start-up
  • Various data port fixes – now ensures the game closes without crashing
  • Put a safety check around the commander data when declining applications to prevent a crash
  • Improvements to how corpses handle their physics skeletons
  • Avoiding crash for old or non-existent resources sent to us by server when someone’s inventory is very out of date
  • Stopping data transfer on death to avoid upload crash


ENGINEERS

  • Fixed floating rocks outside of the Long Sight Engineer Base
  • Fixes and polish to the engineers donation flow, and some adjustments to how on-foot engineers are displayed in the Known Engineers UI
  • Fixed an issue where Engineers would animate in the wrong place
  • Fixed an issue where Engineer progression was not being set correctly
  • Improved height map for Felicity Farseer Engineer Base
  • Balanced Engineer pad holograms to use the same brightness settings as the other landing pads
  • New engineers focus on applying modifications to suits and handheld weapons
  • Each new engineer will specialise in certain types of modifications
  • A requirement must be met before commanders are invited to dock at a new Engineer’s base (just like existing Engineers)
  • When invited to dock at a new Engineer’s base, commanders will be able to engineer with them right away
  • Completing a certain task for a new Engineer will have them refer you to another Engineer that focuses on different types of modifications
  • Existing Engineer Bases updated to allow commanders to disembark and meet them in person
  • Increased Resistances Suit mod should now immediately come into effect when applied
  • Applying mods now consumes credits
  • Prevented players from disembarking at Engineer bases they do not have access to
  • Prevented players from interacting with the Engineer if they do not have access

EXPLORATION

Detailed Surface Scanner

  • Fix for organics sometimes appearing incorrectly in highlighted areas of the Heatmap overlay
  • The DSS Heatmap no longer displays with “hot” or “cold” areas, but with an overlay where organics/geologicals highlighted should appear
  • Emissive properties of DSS Heatmap rescales based on light/dark side of the planet to retain visual fidelity in all light conditions
  • The ‘All Filter’ for the DSS Heatmap has been removed
  • Sampling Organics
  • Genetic Sampling will no longer require the player to complete a timing-based interaction – sampling will be an automated process
  • Sampling an organism now adds a marker to the Commander’s compass
  • Different types of life will require the commander to sample subsequent specimens at a different distances from a previous specimen
  • Commanders can view the typical range of an organic colony in the codex – this is how far Commanders may need to travel to find a specimen, genetically diverse from what they have sampled
  • Rewards for logging organics with Vista Genomics greatly increased
  • ‘First Logged’ bonus for being the first to log an organism with Vista Genomics greatly increased

SYSTEM AND GALAXY MAP

  • Fix for System Map acquiring a grey overlay on planets
  • Visual improvements and removal of visual artefacts in the System and Galaxy Map
  • Changed name of Eskimo Nebula to NGC 2392 in alignment with NASA’s official change
  • Planet icons have been updated in the ship radar so that they are now much more visible
  • Sol planets updated to more accurately reflect real-world data

ECONOMY

  • Adjusted sale prices of some Goods, Data and Assets to the Bartender
  • Adjusted recipes for Upgrades, Suit and Handheld Weapon Engineering
  • Improved negotiation balance and feedback in the UI

FLEET CARRIERS

  • Fix for the skybox becoming increasingly over-exposed with every Carrier jump
  • Fleet Carrier colour schemes work with new shaders

INTERACTIONS

  • Fixed an issue which sometimes resulted in AI spawning in spawn cupboards at abandoned settlements
  • Fixed an issue where locked lockers would display an ‘interact’ prompt when they could not be interacted with
  • Fixed a number of settlement assets that were not visually powering down at Offline and Offline Damaged Settlements
  • Implemented a number of changes to ensure ‘cuttable’ panels fall outwards more consistently when cut

LIGHTING & VFX

  • Fix for Shuttle Cockpits appearing overly dark
  • Fix for broken suit thruster lens flare
  • Fix for the player flashlight
  • Fix to prevent overly orange-tinted social spaces and removal of “cone” effect seen above area
  • Fix for incorrect placement of Apex projection light
  • Fix to balance the organic scan VFX as well as the motherlode asteroid scan VFX
  • Fixes and improvements to reflection probe placement in Settlement rooms
  • Fix for the Life Support asset not turning light off when powered down
  • Fixes for lighting seams observed in some rooms
  • Fix and visual improvement of framing for weapons and humanoids in livery
  • Fix for light leaking outside of specific room
  • Fix for lighting of specific room not turning off when the Settlement if offline
  • Fix for station exterior lighting changing as the player approached
  • Fix for visual artefact caused by over-bright fire VFX
  • Fix for an effect caused by Thargoid probes
  • Fix for visual artefact caused by over-bright grenade explosion VFX
  • Fix for steam VFX clipping through box in specific Settlement room
  • Visual improvement to the chimney VFX
  • Visual Improvements to lighting at all Station Lobby Types, including Engineers
  • Visual Improvements to lighting at Legacy Engineer Bases
  • Visual Improvements to lighting at Odyssey Engineer Bases
  • Visual improvement to lens flare that can be seen when navigating down to a Settlement
  • Visual improvements to the appearance of other ships whilst in supercruise
  • Visual improvements to lighting in Engineer Bases
  • Visual improvements to lighting in all turbolifts
  • Visual Improvements to lighting for all “Under Repair” hangars
  • Visual improvements to lighting for Damaged Stations
  • Visual Improvements to lighting for all inner docks and hangars
  • Visual improvements to Ship Exterior lighting
  • Visual improvements to lighting of full body commander portraits
  • Visual improvements to lighting in selected buildings and Settlements
  • Visual improvements to livery lighting
  • Visual improvements to exterior lighting of all Megaships
  • Visual improvements to all ship lens flares and emissives (VFX)
  • Visual Improvement to the VFX of hyperspace sequence
  • Visual improvements and further balancing of all human weapon bullet impact decals
  • Visual improvements and additional balancing of all ship weapon and skimmer weapon bullet impact decals
  • Re-balancing of the Thargoid Portal VFX for the new lighting scheme
  • Atmospheric VFX (steam) added back into hangars
  • Updated lighting for Thargoid structures
  • Weapons thumbnails updated to frame correctly in Outfitting view
  • Canopies at Settlements now have working lights
  • Dim light mode setup for use in the livery as the “Lights off” mode
  • Reduce flashing on exterior of damaged stations
  • Improvement to ship shield material and VFX when hit with a humanoid weapon
  • Trails of DSS Probes have been re-balanced for new lighting and will now rescale to various lighting conditions, so they are always visible to the player when probing a planet
  • Fires now cast more light in rooms

LOCALISATION AND TEXT

  • Fixed government type not being localised properly on the conflict zone vendor panel
  • Updated localised string on the on-foot CZ death screen from “Killed by” to “Defeated by”
  • Replace hard coded “RANK” with the correct rank string for ‘wingmates’ when on foot

MEMORY AND OPTIMISATION

  • Fix for memory stomp when generating planetary nebula information
  • Fixes and stability improvements to the portalling system
  • Correction of the video memory streaming budget to prevent Out of Memory crashes
  • Multiple improvements and fixes to reduce memory spikes
  • Replace excessively large and wide spotlights with something more visually fitting, and which is more performant
  • Additions to the portalling system (Kinematics) that further increases performance
  • Optimisation for shadows as directional shadows now included in the portalling system

MISC

  • New Ident created

MENUS

  • Split up the control binding menu into 4 parts: general, ship, SRV and on-foot – each part can be set to its own preset.

MINING

  • Fix for ice asteroids changing colouration when being detonated


MISSIONS

  • Fixed a softlock in the mission board
  • Fixed the conversation camera snapping abruptly at the end of conversations
  • Adjusted how modified micro-resources are added/removed to/from the locker or backpack by missions to prevent errors
  • Updated mission-giver mission counts on the mission board, depending on the number of missions available, removed text that could become incorrect due to this value changing
  • Made illegal missions display purple in mission-giver details panel (to match narrative panel)
  • Disabled mission help button on mission board, except in specific panels (the mission details panels)

Odyssey

  • Odyssey missions no longer always fail if the player is critically injured
  • Missions that do not have specified locations no longer fail on critical injury
  • If the player is at the location where the mission takes place then being critically injured will cause the mission to fail
  • If the player is heading towards the mission location, or has successfully completed the objective and then left the mission location, a critical injury will not cause the mission to fail

Mission payout balance changes

  • Missions will now correctly appear in the incident report when relevant
  • Missions now apply fines if an item they entrusted to you for the purpose of that mission is not then used to complete the mission
  • Harder missions have had their pay-outs increased – this mostly affects missions that require the player to perform illegal actions or adhere to a strict condition
  • When a mission rewards an item, the value of the items or quantity offered should now more closely scale with the value of the mission’s credit reward

Negotiation balance changes

  • Mission negotiation is now slightly easier when requesting the smallest option
  • Negotiating on a mission that rewards an item should now more consistently result in higher quantities of that item
  • Very successful negotiations can now result in up to twice as many items being offered as a reward
  • Resolved some networking issues that would cause a mission from one player to update or block progress on another player’s mission when they were both performing similar missions in the same instance
  • Poor negotiation attempts will now cause more of an impact on your reputation with that faction

Text changes and fixes

  • Fixed various items of text failing to translate or translating incorrectly
  • Improved some wording on HUD objectives
  • Improved the feedback and clarity of several missions’ transaction panels

Other fixes

  • Fixed depot-related missions in Dromi, Matet, and Otegine not opening the depot immediately
  • Fixed some instances where a mission could be abandoned to either dodge or increase influence unfairly
  • Fixed some passenger missions at damaged starports being inaccessible
  • Donation missions no longer display high threat levels

MULTICREW

  • Fixed physical multicrew role icons not displaying correctly for players not in instance
  • Changed players in physical multicrew passenger roles (idle or gunner) to use the multicrew icons
  • Restored behaviour where outfitting and livery are only disabled in ships when you have people aboard your ship: not the whole time you have a crew


NETWORKING

  • Fixed several instances where transferring cargo between your ship and your SRV could cause the client’s inventory to become out of sync with the server
  • Killing humanoids in multiplayer sessions should no longer leave apparently living humanoids in the ragdoll state for some clients


NEW PLAYER TUTORIAL

  • Fixed the “Disembark” button not working at planet port at the end of the on foot tutorial
  • Fixed the starter package details location display to show the correct location instead of just Matet
  • Change icons for tutorial start flow buttons

ORGANICS \ GEOLOGICALS AND SCATTER

  • Fix for rocks snapping into position on terrain as the Player travels towards it
  • Fix for bullet decals not displaying correctly on some organic types
  • Fix for ‘Legacy Organics’ canning incorrectly
  • Fix for mineable objects not appearing on some Organics
  • Hitcheck fixes and improvements for all organics and geologicals
  • Geologicals frequency of firing update to be able to change based on planetary conditions (e.g. volcanic conditions)
  • Update and improvements to how organics and geological receive colouration, based on in-game planet and star parameters
  • Multiple Visual improvements to the organics billboards seen at distance
  • Large amount of improvements & additions to the organic and geological shaders for new assets
  • Large amount of improvements & additions to the ‘Legacy Organics’ and Geological shaders, including Thargoid Barnacles
  • Large amount of visual improvements to organics and geologicals – including texture changes, model tweaks, LOD improvements and colouration improvements
  • Visual improvements to Thargoid Barnacles
  • Improvement to the weapon decals able to spawn on scatter rocks
  • Efficiency improvement to the organic billboards seen at distance
  • Geologicals and organics all updated and balanced to respond to all wind strengths
  • Organics no longer clip into scatter rocks
  • Scaling changes for some organic types
  • New Fumerolas updated to have spouting VFX


OUTFITTING

  • Modules browser: Replaced Filter button with sort dropdown

POIs

  • Fixed some hitcheck issues on the Crashed Type 9 POI
  • Wrecked Sidewinder model updated so the doors at the back are closed
  • Wrecked SRV model updated so there is no longer a hole behind the large salvage panel
  • Player collision fixed for the wrecked Federation Fighter POI, to prevent players getting stuck

RANKS

  • Adjusted milestones for on-foot Mercenary and Exobiology ranks
  • Added 5 new ranks (Elite Stars) for all ship and on-foot ranks
  • Removed the zeroing out of Rank Progression points for Combat and Mercenary Rank when killing an enemy a given number of ranks below you
  • Players will always contribute to their combat and mercenary ranks when killing enemies

RENDERING

  • Fixed the lighting when the turbolift finishes its journey
  • Fixed an issue where the wrong grenade would render in the hand
  • Fixed for the ‘cut’ section of the cutting panel appearing when the player first interacts with it using the cutting tool
  • Fixed artefacts appearing in the visor when the player was in close proximity to an asset
  • Fixed star lens flares occasionally changing shape and appearance
  • Fixed artefacts that would appear onscreen when using Vive
  • Fixed surfaces so that they can receive bullet impacts
  • Fixed wind on atmospheric planets to sync with player movement; additional fixes and improvements for the wind
  • Fixed compression artefacts occasionally seen with lens flares
  • Fixes for multiple fog types displaying incorrectly, both exterior and interior
  • Fixed weapon reticule rendering over the top of the player character
  • Fixed cursors being cut off in the Galaxy and System Map at certain ultra-wide aspect ratios
  • Fixed UI elements in the FSS Scanner becoming over-bright
  • Fix for chairs being visible in VR and non-VR when in FSS Mode
  • Fixed over-exposed humanoid thumbnail images in various UI locations
  • Fixed bright light that would appear after exiting outfitting view
  • Fixed visual artefacts that could appear in the glass shader
  • Fixed VR changing resolution when disembarking or boarding a ship
  • Fixed shoulder decals not applying correctly to player shoulders
  • Fixed players and AI receiving decals
  • Fixed Player/AI eyes appearing dark under spotlights
  • Multiple fixes and visual improvements for the player visor, including fixes to the light calculation and condensation
  • Multiple fixes for the scatter system
  • Improvements to culling efficiency when looking between buildings
  • Improved the logic that determines whether the player can see outside
  • Removed old occlusion manager
  • Humanoid weapons now scale when impacting with ship shields – for example, small bullets will not cause disproportionate VFX on the shields
  • Emissive properties of multiple assets updated to work with new lighting
  • Visual improvement to lighting and transition of hyperspace sequence
  • Tweaks to shield effect during tutorial to optimize player flow
  • Various fixes for card-specific NaN visual artefacts
  • Various fixes and visual improvements for player and AI hair rendering
  • Multiple changes to balance the cockpit UI and brightness levels to prevent over-exposure at different times of day, and in different levels of lighting
  • Additional improvements to the calculated lighting values between day and night to reduce any over-blown lights or lens flares at different times of day
  • Improvement to avatar skin rendering (and fix for them occasionally spawning in without normal maps applied)
  • Players who stand in extremely close proximity to another will now “dither fade” – this will prevent players being able to see inside other players, and prevents players from griefing those trying to use a terminal in a social space
  • Multiple improvements to the shadow priority system – this should improve stability and visual fidelity
  • Inner dock lighting now generates correctly when the player is outside the station
  • Modes added for different quality settings (low/medium/high) for optimal setup
  • New material for use in Settlement windows that will now fade based on player distance
  • Update for Thargoid and Guardian shaders to use the new PBR versions

SETTLEMENTS (NEW FOR ODYSSEY)

  • Fixed Agricultural dome building occlusion
  • Fixed the sort order of all the holograms used in Settlements
  • Fixed misaligned floor and ceiling tiles for a small Agriculture themed room
  • Fixed Reactor building/room floor panel occlusion
  • Fixed missing polys on flood lights at large landing pads
  • Fixed missing ‘Hold Open Lobby Door’ state
  • Fixed one of the curved windows using the incorrect glass material, making it turn opaque at a distance
  • Fixed an offset external window, and other window alignment and window shutter issues
  • Fixed a missing material on a small part of a Lab cupboard prop
  • Fixed modelling issue with the toilet
  • Fixed instances where some settlement staff would go missing from the staff list if they were related to a mission
  • Fixed issue where the inside of the reactor would be culled incorrectly
  • Fixed an issue where in certain cases you could look through and out of a building into another building
  • Fix for small lights attached to walls
  • Various art tweaks to the 10 Alpha Settlements for the immediate surrounding terrain and better blending into the planet, avoiding rocks and plants appearing within the Settlements
  • At the smaller Agricultural Settlement: floating box prop removed
  • Displays on decorative screens updated. Improved screens on medical props and lab props with new animated ones, which also turn off when the power goes down
  • Updated the trespass zone hologram
  • Terminals updated to indicate to other players when a terminal is currently in use
  • Occlusion improved, floor tiles and walls now render when they should
  • New material added for Military and Research flooring
  • Adjusted roughness maps to make floors shinier. Floors in environments should be more reflective
  • Panel lining added to floorplates to split the metal and plastic areas
  • Landing Pad markings material updated to make them look weathered
  • Adjoining building to the Landing Pad made more interesting
  • Updated the props to use a darker soil material and new condensation shader effect on the large vivarium pieces at Agriculture Settlements
  • Windows should fade to an emissive opaque material at distance so that they don’t appear dark. At night, the windows glow slightly
  • Settlement windows (emissive at a distance) no longer glow when a settlement is powered down
  • Tweaked position of the terminals attached to desks as they were slightly offset
  • Material used for bedding improved with a more comfortable fabric
  • Capture Point asset at Conflict Zone improved (emissive parts of the top of the pole)
  • Hitcheck on small light props optimised
  • Exterior walkways (duckboards) updated to make it easier to step on to them, even if they happen to be placed slightly offset
  • Collision improved on exterior Settlement entrance archways
  • Plastic coverings for poly-tunnels at Agriculture Settlements are now less saturated, and a little darker
  • Dirt/edgewear added to remaining exterior wall décor pieces
  • Stopped 2 trolley assets from spawning on top of each other in the same location
  • Comms room updated to stop players from getting their head inside the ceiling
  • Removed some exterior rooftop railings where the player could get stuck 
  • Stacked crates layout adjusted to help with issues where the player could get stuck between them
  • LOD adjustments for stacked crates so they look better from a distance
  • Various roof décor improvements for lower LOD models used at a distance
  • Exterior turret base LOD improvement to lessen popping at a distance
  • Standard interior door LODs improved to prevent disappearing and reappearing at a distance
  • Stopped recharge ports from appearing to be offline when they were not
  • Additional error checking around building geometry
  • Buildings connected via other buildings are now classed as connected
  • Visual and stability improvements to the mask around Settlement terrain stamps
  • Setup mask so that small scatter rocks will now appear in Settlements

SETTLEMENTS (HORIZONS)

  • Fix for Planet Port landing pad position – medium hangars no longer have a dark poly running through them
  • Fixed floating black cube at Fortune’s Loss
  • Hitcheck updated at planetary port main building
  • Updated an area with misaligned pipes at a Planet Port where players could get stuck
  • Added player collision hitcheck to large heat vents at some Planet Ports, so players cannot walk through it
  • Fixed the large hitbox issue at the main building at a legacy Extraction settlement
  • Collision issues fixed at a legacy tiny abandoned Settlement
  • Tyre track decals updated to use new shaders
  • Additional error checking around building geometry
  • Refining and ‘rebaking’ Legacy Settlements for new planetary tech

SHIPS

  • Fixed retreat dropship bookings failing due to hostile environment checks
  • Disable disembarking/deploying from a ship if silent running is active
  • Blocked hyperspace travel to systems if another player is aboard the ship who does not have the right permits to enter the system
  • After the conflict has ended, shuttles/ships can now be booked/recalled, but the shuttle/ship will land outside the zone instead of docking
  • Correct player ship description in shipyard when players swap ships
  • Ship disembarking/boarding reworked for multicrew ships
  • All ships have had their landing gears and shipkits updated with hitcheck
  • Viper, Cobra III and Cobra IV landing volume issues fixed improving ability to land on a planet surface
  • Medium sized thrusters now mapped correctly and PBR valid
  • Ambient AI ships can now dock at settlements 

Adder

  • Fixed floor in cockpit
  • Heat sinks are now grey with emissive elements, not black
  • Added hitcheck to landing gear doors
  • Shipkit parts will now show scratches and wear

Anaconda

  • Fixed mirrored ‘KEEP CLEAR’ decal
  • Panel texture issues fixed

Asp Scout

  • Hardpoint panel texture fix

Beluga

  • Hitcheck fixes

Chieftain

  • Fixed hitcheck for the nacelles – hitcheck will now rotate as the landing gear is raised and lowered
  • Added hitcheck for landing gear doors
  • Small sized thrusters are now mapped correctly and are PBR valid

Clipper

  • Fixed z-fighting on tail decal

Cobra Mk III

  • Hitcheck issues fixed
  • Bumper now looks correct when it is worn and scratched

Cobra Mk IV

  • Added Tutorial-specific Cobra Mk IV shuttle

Cutter

  • Fixed hitcheck on steps

Eagle

  • Fixed missing Nameplate

Federal Assault Ship

  • Fixed a number of hitcheck issues

Federal Corvette

  • Hitcheck issues fixed
  • Federal Corvette texture fix

Federal Dropship

  • Fixed a number of hitcheck issues

Federal Gunship

  • Fixed hangar cameras
  • Fixed Shipkits
  • Fixed a number of hitcheck issues

Fer-de-Lance

  • Fixed a number of hitcheck issues
  • Improved connectivity with shipkit parts

Hauler

  • Fixed a number of hitcheck issues

Keelback

  • Fixed a number of hitcheck issues

Krait MKII

  • Added extra hitcheck to cover the fighter bay hatch

Krait Phantom

  • Hitcheck issues and landing gear volumes fixed

Mamba

  • Fixed a number of hitcheck issues

Python

  • Fixed paintjob issues observed at a distance

Sidewinder

  • Hitcheck improvements, and landing gear leg re-centred

Type 6

  • Fixed a number of hitcheck issues

Type 7 Transporter

  • Fixed a number of hitcheck issues

Type 9 Heavy

  • Fixed a number of hitcheck issues 
  • Wing hitchecks now animate

Type 10 Defender

  • Improved landing position to help with deploying/recalling the SRV

Viper Mk IV

  • Fixed the hitcheck groove so that the player does not get stuck
  • Fixed some small holes in the hull geometry

CONCOURSE SPACES

  • Fixed the vertical portrait style adverts in the hangars not sorting correctly
  • Fixed issue with mannequin hand intersecting the hip bag at Pioneer shop
  • Fixed LOD issue with sign in the Pioneer shop
  • Fix to stop players getting stuck near some seating at Outposts
  • Fixed LOD issue with clock on station sign
  • Fixed a misaligned hangar ‘greeble’ intersecting through the wall of the lobby
  • Fixed geometry that could appear clipping through the social space when you look at the bar area
  • Fixed the triangular shaped emissive polys in the social area bar windows which were causing odd reflections.
  • Fixed intersecting pipe bracket in hangar lobby
  • Fixed Z-fighting issue outside of the Apex lifts in the social spaces
  • Fixed some z-fighting between the floor and walls at the Planet Port Hub
  • Fixed AI not spawning at planet ports
  • Fixed AI sometimes not spawning in detention centers
  • Stopped access to ‘Under Repair’ station Social Spaces
  • Longer station names now fit on hanging signs in the social areas
  • Minor hitcheck adjustment near the central stairs to ensure the player cannot fall through any gaps
  • Improved textures for turbolifts
  • PinkDrink/Suvo signs improved
  • Added hitcheck to plants to help reduce the player from clipping through them
  • Adjusted hitcheck along the Apex vendor counter to avoid climbing on the counter
  • Added platforms under Pioneer Vendors so they don’t float
  • Social area LOD improvements
  • Hitcheck improved to stop players getting stuck on furniture in Social Spaces
  • Player names are now visible at all times in concourses
  • Display different icon for mission givers in character info / character marker, if the player has missions in progress for them
  • Players will now ‘teleport’ out of the turbolift if they re-enter as the doors close
  • Enabled patrol movement for AI in social spaces


SPACE STATIONS

  • Fixed some missing back-faces on the Coriolis
  • Fixed space station interior inner-dock textures when seen from a distance so that you can see inside of the station from a greater distance again
  • Fixed the port not being visible when flying in from supercruise
  • Asteroid Station improved – will no longer appear ‘overly glossy’

STARS

  • Large changes and visual improvements to the starlight values. These changes also prevent the over-saturation of colour onto planet surfaces and has been calculated per star class
  • Update to star tint to fix over-saturation of colour
  • Fixes and visual improvements to star surfaces not appearing “hot”

TERRAIN (& PLANETS)

  • Fixed worlds receiving ice caps when they should not have
  • Fix to ensure all atmosphere types are picked
  • Fix for Settlement items that would form a visual ‘square’ when blending with terrain
  • Fix for the aliasing effect seen on planets at a distance
  • Fix for high metal content planets receiving ice planet effects
  • Re-lodded some Horizons-era rocks to reduce a popping issue
  • Visual improvements to planet terrain appearance from mid-far distance, reducing tiled appearance on some planets
  • Visual improvements to planet UVs and terrain
  • Visual improvements to planet surfaces & AO
  • Visual improvements to planet surface at the mid-distance, and reduction of blocky artefacts
  • Visual improvement to the ‘splat-like’ artefacts seen when travelling closer to the planet surface
  • Visual improvements to planet ground materials
  • Override Pomeche 2 C to have more canyons
  • Changed how it is decided if a player is stood on flat ground, in order to prevent the player becoming trapped in a narrow crevice
  • Large update to planetary tech, including reworked systems, terrain types, blending, craters and colouration – this also includes the reworking of some terrain materials to be flatter, for better SRV navigation
  • Improve blending and improved appearance of planet ice caps
  • New atmosphere colours added and balanced based on their composition
  • Stability and visual improvements to planet colouration, both from a far distance and when close up
  • Various fixes for tenuous atmospheres, including tint calculation, visual artefacts, to prevent them popping into view when loading into game
  • Fixed differences in terrain height seen by AMD and Nvidia users
  • New planet map for the ‘Europa’ class ice planet
  • Full balance on scatter system placement and balance on planet surfaces
  • Improvements to the positioning of Engineer Bases and how they embed with the new planet terrain

UI

Art

  • Replaced the on-foot loading screen spinning logo with a new space-suited model
  • Character customisation background updated for HoloMe, Suit loadout, Suit purchasing, Shipyard etc.

Apex

  • Fixed Russian font corruption
  • Opening the powerplay screens from the Shuttle Booking maps then backing out will now put the player back into the Shuttle Booking maps on exit
  • Opening the powerplay screens from the Shuttle Booking maps while talking to a Shuttle Vendor will now not cancel the conversation
  • Opening the system map or galaxy map while in a taxi will now not open the map into Shuttle Booking mode

Bartender

  • Added empty states for when the player has nothing to offer

Bindings Menu

  • Split up the control binding menu into 4 parts: General, Ship, SRV and On-Foot, supporting different types of input and presets individually, setting up controls should still work the same however.
  • Added the new controls icons to the separate controls menu

CMDR Panel

  • Fixed the layout so it no longer has the tools cut off

CMDR Creation Flow

  • Fix to allow you to exit when in the commander creation screen.

Codex

  • Pilot’s Handbook: Added 4 new categories (Settlements, Engineers, The Concourse, Suits and Equipment) with associated icons

Comms Panel

  • Improved on-foot social tab layout
  • Disabled mouse input on background tabs and prevented tabbing left and right while sidepanel is open
  • Fixed inbox filtering

Conflict Zones

  • Added a new string to display the conflict zones rationale in CZ Respawn UI

Contacts Panel

  • Modified the contacts panel so that the scroll bar does not overlap the actual contacts list
  • Fixed scope radius value (no longer displays “0mt”)
  • Removing line of sight requirement for humanoids in the contacts panel

Conversation

  • Fixed conversations ending prematurely when closing certain UI menus

Embarking Panel

  • If managing inventory is not available (i.e. hangars), we will no longer show the button or the storage information
  • Fixed truncation in the header

Fleet Carriers

  • Fixed an issue where carrier vanity names would be displaced with extra characters in some places

GalNet

  • Added a new icon for generic news

Holo-me

  • Fixed a bug where panels would retain their state when changing tab

HUD

  • Weapon AR: Grenade icon now has a colour accent for the grenade type
  • Replaced AR marker to be a pin instead of a target, to match the compass marker
  • UI marker to humanoid NPCs that are radioing for reinforcements
  • InSight HUB Wheel: Several localisation issues fixed
  • Compass: Allow compass to represent targets that are off screen and behind the player
  • Compass: There’s a regulator icon next to the cold or hot icons to indicate power drain
  • Item Wheel: Added a functionality to clear user’s stolen authority profile in the item wheel
  • Item Wheel: Fixed localisation issues
  • Radar: Warning indicators tweaks for better dark and light backgrounds contrast
  • Current clearance level is now always visible, even at level 0
  • Hide quick comms messages while item wheel is open
  • Made the footfall info display the planet/moon name on two lines when needed
  • SRV Turret: Fixed an issue where some weapon states would display ‘Bugged’

HUD Notifications

  • Scenario objectives should appear as expected on the top right of the HUD
  • Visual improvements and indentation for secondary objectives for better readability
  • Clearance level icon and number are now the “illegal” purple
  • Added wing member icon for more precise feedback
  • Added log notifications when other players board or disembark the vessel you’re in.
  • Add title to low oxygen warning notification. Also fixed the missing icon for out of oxygen alert
  • Cockpit: Clarified the message when trying to engage the FSD with either hardpoints, landing gear or cargo scoop deployed. Previously this was a generic message.

Loadout Browser

  • There is now a Customise option for suits and weapons, to browse and apply cosmetic items
  • Loadout browser and Edit Loadout screen titles can now be longer, to accommodate long loadout names and localised strings
  • Warning that backpack contents will be cleared if different loadout is equipped is now displayed
  • Weapon slots are now disabled if the player doesn’t own any of that type of weapon
  • Minor layout changes to accommodate flight suit not showing any mod slots (due to not being upgradable)

Maps

  • Improved feedback for locations interaction states (focused, selected, current location)
  • Improved feedback for permit locked locations
  • Added wing mission icons to the galaxy map and system map mission list
  • Added a new plot route button to the bookmark management panel
  • Added the owning faction to the system info panel
  • Opening the galaxy map from the commodities market will now bring up the relevant commodity data

Mission Board

  • Expanded the quote area for the mission faction information
  • Fixed localisation issues in the mission giver UI
  • When using the mouse in the mission board, pressing back will now correctly take you back to the last focused mission

Focus / Navigation fixes

  • Added a wing mission marker to the mission board listing
  • Updated passenger trait icons
  • Showing on foot resource rewards
  • Fixed a bug where the influence/reputation were not correctly set
  • Added button artwork to board selection screen
  • Mission Board UI can no longer be controlled after using the headlook

Mission Provider

  • Fixed Russian formatting in the aftermath panel
  • Long mission titles will now get ellipses
  • Fixed cut off text in help screen and general structure polish
  • Negotiation screen updates including clearer icon for failed negotiations
  • Fixed mission details card truncation (especially on Russian language)

Navigation Panel

  • Implement buttons for location popup in on foot navigation panel

Outfitting

  • Modules browser: Replaced Filter button with Sort dropdown
  • Changes to reduce the amount of flickering elements when navigating
  • Updated home button art style
  • Fixed focus and navigation issues

Pioneer Supplies

  • Updated stats layout to make room for additional stats
  • Suit damage resistance is now displayed individually per damage type
  • Suit backpack capacities are now displayed visually
  • Replaced micro-resource grade in upgrade material list with the resource category icon
  • Fixed issue for Russian font getting cut off in the header
  • Only allow purchase of consumables that the player can afford
  • Fixed incorrect grade for weapon being displayed when weapon slot is focused
  • Allowed more space for manufacturer description when using filter menus
  • Fixed mod slots being focusable when suit or weapon options are displayed
  • Fixed an issue where the players balance was not being updated when the player purchases a consumable
  • Improved unmanned ships marker visuals
  • Made the filters/grades buttons show their details when hovered
  • Rebuy/Redeploy UI
  • Fixed an issue with cut off text
  • Improved UI focus visual states
  • Default focus is now on the continue button instead of the back button
  • Added better tracking of the cause of death and hostility reasons across the whole game, but specifically for on foot deaths, in order to display better info on the death report screen

Shipyard

  • Added the selected ship indicator to disabled ships
  • Fixed ship information now to update to the correct data when a filter is selected
  • Starport Services
  • Fixed Avatar image profiles
  • Search & Rescue Contact: Fixed icons and visual states
  • Added a fines panel to Interstellar factors

Store

  • The menu for buying cosmetic items from the Frontier Store is now split in two: Vehicle Extras and Suit Extras
  • Hooked up new icons for vessel and humanoid store on the main menu.
  • Fixed the pack contents not appearing in the purchase pop up of suit items

Terminals

  • Fixed focus issue when closing popups
  • Rounded off the influence values

Transaction Panels

  • Added support for Community Goals
  • Added passenger profile pop-up

Transfer panel

  • Visual changes to improve the feedback for the player (on-foot & cockpit)
  • Fixed wrong markers in tabs, now only tabs with items set for transfer will display the marker

Tutorial

  • There is now a Suit Operative Tutorial option in the Training menu to let the player learn the new suit mechanics

Vista Genomics

  • Fixed Russian localisation issues

Wing Panel

  • Added vessel icon for each wing member

ISSUES REPORTED AND FIXED SINCE ALPHA:

  • Fixed maintenance panel can be knocked into housing blocking power node
  • Fixed Gal Map – Critical information present in Horizons Missing/Removed
  • Fixed ram damage incorrectly calculated   
  • Fixed ship radar not showing system bodies correctly
  • Fixed filters in DSS that are not showing
  • Fixed On-foot momentum midair is not preserved in Odyssey
  • Fixed no facial animations while NPC are speaking
  • Fixed Apex ship landing sound being out of sync
  • Fixed ‘empty’ Conflict Zones
  • Fixed all missions failed when died on mission
  • Fixed Commander Camera Suite Keybind cannot match Ship and SRV Camera Suite Keybinds
  • Fixed GalMap – Mouse focus issues
  • Fixed crash during landing approach via Shuttle
  • Fixed mouse pointer does not align with selection
  • Fixed some of Russian letters in terminal are replaced with squares
  • Fixed mission reward is incorrectly tagged as Stolen and Mission
  • Fixed mapped planet in analysis mode show up as solid green
  • Fixed cannot use the Cobra in Nervi until you initiate active ship transfer
  • Fixed no credits. Due to buying consumables and my credits did not update.
  • Fixed loss of all your exploration data when you die on foot AND in SRV while ship is in the hangar
  • Fixed square Russian text in Codex menu
  • Fixed issues with Russian text in comm menus
  • Fixed texture instability on planet surface (flipping between 2 different textures) 
  • Fixed character creation – loading skins not simultaneous
  • Fixed SRV cargo scoop failing to load cargo into SRV
  • Fixed issue where teammate jumping on your Apex ship before takeoff caused it to explode
  • Fixed the backpack and items from the backpack can no longer be used
  • Fixed Orange Sidewinder Error Message
  • Fixed unable to exit ship due to low temperature
  • Fixed civilian NPCs walking around outside at 55K with no protection
  • Fixed planetary map uses wrong icon in the System Map  
  • Fixed negotiation never seems to succeed 
  • Fixed mission givers for repair missions handing out stolen items
  • Fixed cannot disembark APEX shuttle – Station forbids it
  • Fixed a griefing exploit: repeat summoning apex shuttles
  • Fixed bounty not being cleared after handing yourself in
  • Fixed game is crashing on loading
  • Fixed installation issue occurring
  • Fixed game menu shrinks when triggered in the system map
  • Fixed unable to access docked ships(and other Inter Astra services) if main ship is at a different station
  • Fixed elevator door sounds aren’t playing
  • Fixed shuttle interior is extremely dark
  • Fixed spawned outside of playable bubble  
  • Fixed planet surface textures blocky and glitch on approach  
  • Fixed team members not instancing
  • Fixed destination lock doesn’t work at resource extraction sites  
  • Fixed attacked and killed by settlement security for not stopping when challenged in midair
  • Fixed hot keys Not Working  
  • Fixed unable to complete retrieval at POI because maintenance panel is buried.
  • Fixed floor disappears when elevator door closes
  • Fixed in perfect angle you can overcharge door without cutting metal plate (without cutter tool)
  • Fixed cannot plot route to bookmarked station
  • Fixed game freezing when firing weapons
  • Fixed Load Failed: There was a problem retrieving Commander Data from the server
  • Fixed Combat Rank appears as CQC
  • Fixed SRV Livery option does not show the SRV but a clipped view of the ship
  • Fixed being able to board APEX transport before it lands
  • Fixed distorted text when handing in bounty vouchers
  • Fixed using Cargo Scoop to Collect Cargo In Ship Fails to Place Cargo in Ship Inventory
  • Fixed kills at Sangweni Synthetics Assembly not counting for Raid: Exterminate Ayla Silver Council Members
  • Fixed game stuck – cannot disembark from Apex Shuttle due to unsafe temperatures
  • Fixed gigantic cliffs in planet landscape oddly following line of longitude
  • Fixed NPCs can spawn with feet in the floor
  • Fixed when in Team entering a friendly SRV caused yellow adder error
  • Fixed Agriculture station lobby shaders
  • Fixed no option to transfer cargo between SRV and ship
  • Fixed strange objects appear when doing an FSS in VR
  • Fixed audio beep when flight assist is turned off is not playing
  • Fixed stars are too dim dimmer even than in Horizons
  • Fixed received trespassing fine after receiving permission to dock
  • Fixed cannot upgrade Maverick suit
  • Fixed walk key does not have text describing what it is
  • Fixed cannot complete Commander creation or save Commander
  • Fixed planets do not show on scanner in supercruise
  • Fixed Journal Music spam when moving slowly
  • Fixed wrong mission when at landing
  • Fixed very dark when in space
  • Fixed container partially underground
  • Fixed display resolution and full screen settings in VR change every time ship is boarded / disembarked
  • Fixed stuck on "Incident Report" loading screen when logging on
  • Fixed Vista Genomics ‘Back’ button doesn’t work
  • Fixed wrong faction state on system map
  • Fixed APEX shuttle does not use glide when jumping from planet to another spot on same planet 
  • Fixed System influence displays to far too many decimal places               
  • Fixed Mission giver not marked upon completion of mission    
  • Fixed inventory menu hard to navigate             
  • Fixed zoom when interacting with a computer monitor            
  • Fixed red and blue stripe appears next to planets in system map               
  • Fixed respawn after death caused player to have a stuck foot in a conflict zone           
  • Fixed on-foot suit contact page title bar within 0M
  • Fixed not being able to select a side in Frontline Solutions system map with just a game pad or HOTAS         
  • Fixed mission markers don’t disappear after the mission is completed/abandoned
  • Fixed digital espionage mission doesn’t provide power regulator but requires it   
  • Fixed floating outside the station after booking a shuttle          
  • Fixed Inter Astra – Training – Commander Left Your Team          
  • Fixed running over enemies destroys SRV       
  • Fixed other landed Commander Ships Bouncing           
  • Fixed shuttle is attacked and destroyed as soon as it arrives at mission site.      
  • Fixed when using the system map it measures distance in LY instead of Ls      
  • Fixed NPC lying on the floor in Social Hub looks dead
  • Fixed Startstationsystemname error in mission turn in location               
  • Fixed new message badge on wrong Comms Tab
  • Fixed shuttle chairs not textured
  • Fixed mission board filter resets
  • Fixed low chance of spawning  manufacturing instructions in data ports
  • Fixed E-breach unavailable after hotfix 
  • Fixed High CZ players in the instance seeing different scores/can’t see each other/instance not completing
  • Fixed ‘First to log’ message shows in bonus part string “Debug incl + 20.000 CR bonus”
  • Fixed Shuttle auto cancelling   
  • Fixed manufacturing Instructions can be reused           
  • Fixed Conflict bonds menu balance always at 0             

Patch Notes: Odyssey Release | Hotfix #1 | Hotfix #2 | Hotfix #3 | Update #1 | Update #1.1 | Update #2 (Odyssey & Horizons) | Update #3 | Update #3.0.1 | Update #4.0 | Update #5.0 | Update #6 | Update #6.0.1 | Update #7 | Update 7.01 | Update #8 | Update #8.01 | Update #8.0.2 | Update #9 | Update #9.0.1 | Hotfix #4 | Update #10 | Hotfix: #10.0.1 | Hotfix #10.0.2 | Hotfix #10.0.3 | Update #11 | Update #11.01 | Update #12 | Update #12.01 | Update #13 | #Update #14 | Update #14.01 | Update #14.02 | Update #15 | Update #15.01 | Update #15.02 | Update #16 | Update #16.01 |