Elite Dangerous - Frontier Developments
Greetings Commanders!
The time is almost upon us as the moment for deployment of Update 6 has arrived.

Deployment and Downtime schedule:
  • Servers for both Elite Dangerous Odyssey and Horizons will be offline from approximately 09:00 UTC / 10:00 BST
  • Deployment should take no longer than around 15 minutes, give or take a moment or so.
Elite Dangerous: Odyssey Update 6

Updates Of Note
  • Planets! Visual improvements to planet surfaces, colour and texture have been implemented.
  • Outfitting option added to purchase module and immediately store, instead of installing on ship.
  • Camera Suite rework - Rather than allowing movement thorugh geometry and fading out the camera when occluded ("the blackout"), the camera now tests for collisions and prevents movement into collidable geometry.
  • AMD Super-resolution has now been integrated.
    You should now experience an increase in game performance, as rendering is enabled at a lower resolution and then upscaled, rather than rendering at a constant full resolution.
    There's also the additional bonus of this integration making the game look even more beautiful.
    Can be used to upscale the resolution when supersampling is set to less than 1x output resolution.
  • Enforcer Troops armed with rockets have been added into the game (they use the KA-L6 weapon).
  • Science contact - Fixed material donations for the science contact (CG contribution), whereby the donation event would be fired as soon an input was received, resulting in the impression that donations were only possible one material at a time.
  • Elite Dangerous now exits "cleanly" without the 'black screen hang'.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

As always, thanks so much for your continued support and enthusiasm for Elite Dangerous on this Odyssey all of its own. We value each and every one of you for your feedback and patience as we continue onward with crafting this amazing Galaxy.

See you in the black, Commanders o7
Elite Dangerous - Frontier Developments
Greetings Commanders,

With the end of July closing in on us faster than a getaway Mamba with illegal cargo, we wanted to share our second monthly developer update with you now.

As mentioned in David Braben’s recent post, we have adjusted our planning to retain our development focus on the PC version of Odyssey before revisiting our plans for console. This change in planning will mean we are able to deliver more bug fixes, performance improvements, as well as some new features and content.

Issue Tracker
Similar to last month, we would like to update you on key issues as voted for by our community on the Issue Tracker. You can visit the Issue Tracker and vote for your top issues or make a report.

1. Lighting and Illumination in Odyssey
Changes in Update 6 will address lighting issues, however we’ll continue to monitor any feedback and make adjustments if necessary.
2. Degraded terrain textures compared to Horizons
Update 6 will bring significant improvements in this area, however we’ll keep the issue open for further feedback and make adjustments if necessary.
3. FPS performance in Odyssey
Further improvements and optimisations have been made which will be deployed in Update 6. Significant work is underway to improve this further.
4. Cargo Canisters get stuck in the Megaship
Fixed for release in Update 6.
5.Hyford's Cache missing Scannable Data Point
Fixed – awaiting deployment (Update 6 / maintenance).
6. Retrieval from crash site mission POIs no longer appear
Fixed – awaiting deployment (Update 6 / maintenance).
7. Odyssey sticks at “Loading Game” when launch
Fixed for release in Update 6.

Upcoming Updates and Content
As promised, we also wanted to share with you work in progress content and improvements which will arrive in future updates.

While bug fixes and performance improvements remain a priority and activities such as narrative, events, and community goals will continue. However, our new approach allows us to add further content and features.

This month, we would like to share some of the content currently in development. Please note these are at varying stages of progress, and other content is also being considered. Please also note they are not final and are subject to change. We will keep you updated with news and details as they progress and we expect the content to release over the coming few updates.

Planned for later this week (Update 6)

Planetary bodies will see a number of improvements. Explorers will find new planetary colouration which will increase vibrancy and variety. These improvements will still be grounded with real science, but will offer a much richer experience for those looking to forge their own path through the black. Here are a few examples:

Planetary Colour Improvements




There will also be further variation with the addition of earthy, gritty, and dirty ice worlds. These new textures will add even more variety. Here we can see a frozen CO2 and a tholin rich ice planet.




Planetary Surface Improvements
Planet surfaces will also be getting an uplift with the following:

Improved surface texture detail, improved Ice materials, increased volcanism, improved lighting and the integration of new AMD technology FSR (which works on all GPUs) will bring a significant improvement to planetary surfaces visuals and allow for some improved performance.




Camera Suite
Nothing would accompany all of these visual upgrades better than improvements to our camera suite. On the surface, we’ve reduced blackout intersections in the vast majority of scenarios. However, under the hood, we have actually implemented a whole new collision detection system which will allow you to move the camera freely around a settlement or social space and avoid bumping into those problem blackout spots.

Rocket Troops at Military Installations
AI rocket troops will be added to military bases providing a greater challenge for Commanders approaching in SRVs.

Please note these features will be accompanied by a vast number of other improvements, tweaks and fixes which will be detailed in a dedicated forum post ahead of release.​

Future Updates

Here are other features currently in development, which are planned for future updates. As we get closer to their release, we will announce which of these will be included in each update with further details:

Four Player Multicrew
Four Commanders will be able to board ships together for the first time, with a number of ships set to be equipped with a fourth cockpit seat, including several Commander favourites.

New Odyssey Engineers in Colonia
This is a much requested community feature and we’re pleased to oblige. We’ll be revealing more detail around these engineers soon.

Air Defence Turrets in Conflict Zones
We recognise that further balancing is required between on foot commanders and ships entering Conflict Zones. As such, further defence turrets will be added to Conflict Zones with associated on foot gameplay.

Increased Stored Module Capacity and Bookmark Numbers
These are long requested community features which will arrive in the near future.

Mission Feature Extensions
We will be expanding mission features for Odyssey with the aim to increase mission diversity and also create stronger links between the in-cockpit and on foot game.

Apex Redirect
This will allow passengers to redirect their Apex shuttle mid-flight, to return to the port of departure, or divert their Apex shuttle to another location, fuel permitting.

As mentioned, this list is not exhaustive and we will be sharing more details on the content mentioned above and future, unannounced content in further monthly development updates and across our other channels.

Thank you as always for your continued feedback and support.
Elite Dangerous - Zac_Frontier
Greetings Commanders,

An update to fix the tracking of first time trading in commodity or black markets has been deployed. This will allow progress towards unlocking Engineers that require a certain amount of trade with new markets. This will only affect Engineer progress from this point forwards.

This fix applies to both Odyssey and Horizons.

As always, if you encounter any further issues, please let us know!

Fly safe Commanders,

o7
Elite Dangerous - Bruce Garrido
Greetings Commanders,

An update containing two bug fixes will go live shortly after the time of this post:

  • Corrections to erroneous numbers in weapon engineering recipes
  • Removal of ingredients which are not required in certain recipes

These issues affected the accuracy, headshot damage and weapon range modifications of various weapons.

If you encounter any further issues, don't hesitate to leave us your feedback. No downtime or disruption to gameplay will be necessary.

O7
Elite Dangerous - Frontier Developments
Greetings Commanders.

Today at approximately 14:30 UTC/ 15:30 BST we will be restarting the Odyssey servers to apply some server-side fixes. Downtime is not expected to be any longer than a few minutes.

This downtime will not affect Horizons servers.

  • Restoration missions will no longer be incompletable when putting out fires.
  • Missions to steal data from settlements will now display objectives on your HUD and the data will be available as intended.
  • Salvage missions now display objectives on your HUD and items can now be found at salvage sites.
  • Missions to take out settlement occupants will now register progress correctly.
  • Fixed an issue caused by older missions conflicting with the latest update (this would have resulted in missing HUD objectives and being unable to progress once reaching the mission location).
  • Fixed a crash caused by missions that would send you to non-settlement locations (this may take up to 12 hours to roll out).
  • Commodities that are temporarily illegal because of an active Faction State can now be sold to stations that need them for repairs.
  • Fixed an issue with Players rarely not being able to load into Horizons after playing Odyssey
  • Rebalanced the faction influence effects from repeatedly winning & losing various scenarios at Installations & Megaships
  • Adjusted Mercenary rank progression speed for Odyssey on foot players

See you in the black o7
Elite Dangerous - Frontier Developments
Continued update notes to support UI improvements and VR fixes as part of Update 5.


UI
  • Outfitting - The outfitting UI now opens at the ship loadout screen.
  • Outfitting - Added a Stored Modules button in the loadout screen.
  • Outfitting - Fixed an issue whereby some stats data could be accessed before it is ready.
  • Outfitting - A warning is now displayed if a replaced module is to be sold in outfitting, if it's a Guardian module or is engineered.
  • Outfitting - The store/sell previous module toggle now defaults to "store".
  • Outfitting - Installed modules are no longer included in the outfitting inventory.
  • Outfitting - Pop-up no longer displayed when storing any existing module to your ship (Pop-up will show if warning about transferring clean modules to a ship with questionable legality)
  • Outfitting - The state of the store/sell replaced modules toggle in the outfitting UI is now stored. The value isn't saved, it just persists for the current session.
  • Outfitting - If a slot is selected for which there is only one category of shop items which are equippable, you can now skip the shop categories screen and go directly to the browser screen (e.g. core modules)
  • Outfitting - Moved store multiple button in stored modules screen to above back button.
  • Outfitting - Removed "largest module size" indicator from category buttons.
  • Outfitting - Replaced dots indicating module size in shop item with numbers.
  • Outfitting - Changed the outfitting categories screen title (in the top left) to read "Shop [group]" or "Stored [group]", as appropriate.
  • Outfitting - Fixed the retracted / deployed value text in the power consumption stats, so they appear in the appropriate place (including comparison increase/decrease), but without overlapping the labels.
  • Outfitting - When the loadout slots screen is opened after selecting a stored module, groups are disabled if there are no compatible slots.
  • Outfitting - A group is now selected based on the category from the selected item (except for Fuel Tanks which can be both core & optional)
  • Outfitting - Fixed uninitialised filters in the outfitting data store.
  • Outfitting - Added insurance cost to outfitting ship stats.
  • Outfitting - Tooltip now shrinks to fit the available space.
  • Outfitting - Hardpoint icons display (fixed, turret, gimballed) in the slot info displayed on the shop screens and transaction pop-up.
  • Outfitting - The owned item count for categories in the outfitting data store now only includes stored modules, not installed ones.
  • Outfitting - Changed the behaviour of the item stats / modification tabs in the outfitting UI, so that the state is retained once toggled. The tabs are still hidden if there are no items with modifications in the current list.
  • Outfitting - Changed the module sort options in the ship outfitting UI from a custom component to a combo box.
  • Outfitting - Fixed notification string used when outfitting module is cleaning.
  • Outfitting - Locally stored modules in the outfitting UI are now displayed with "Free transfer / stored here" and a "transfer" time of 0 minutes.
  • Outfitting - Fixed shop items not having a selection sound.
  • Maps - Surface Settlements now display the type they are in the POI list and when selected in the Planetary Map.
  • Maps - Updated mouse input in the System Map to match the Galaxy Map (click once to select the location, click again to focus the map to it).
  • Maps - When adding a bookmark, the default edit entry will contain the name of location when selected.
  • Maps - On-Foot/Odyssey missions will now display a coloured threat indicator.
  • Maps - Modified the texture and model for the MapUI Item Details, to prevent truncation for localised strings or when there is a long list of bindings.
  • Maps - The bookmarks panel in the System Map has been renamed to "Local Bookmarks".
  • Maps - When entering the Planetary Map, the Active Mission list will now only display missions located on that planet.
  • Maps - Fixed Russian localisation issue in the commodities drop down box.
  • Maps - Pressing Down input will now focus on the Exit/Back button.
  • Maps - Fixed tooltips occasionally disappearing when toggling panels on the RHS.
  • Maps - The LHS, when in Conflict Zone mode, will now always be at full opacity.
  • Maps - Fixed a bug when using the quick plot to a wing mission.
  • Maps - Community Feedback - Added a new item renderer to display if the player is wanted in the location details panel.
  • Maps - Fixed localised strings getting truncated in the Apex Shuttle Panel.
  • Maps - The Quick Action for shuttle booking now uses the focused object instead of selected object.
  • Maps - Updated some icon art.
  • Maps - Added "processing" state to the "Plot Carrier Jump" button.
  • Notifications - Updated the 'Route Cancelled' notification so it no longer shows in the cockpit after reaching a destination.
  • Cockpit - The cockpit shields now show the percentage value as a string.
  • Cockpit - Updated rank iconography for Elite 1,2,3,4 and 5 prestige ranks.
  • Cockpit - Added an icon for Odyssey Settlements in Nav Panel.
  • Cockpit - Added location type icons to location filter popup in Nav Panel.
  • Cockpit - Changed default focus of Nav Panel to first location in the list.
  • Cockpit - Comms Panel "Mini mode" now locks all tabs apart from the chat and makes sure the correct chat category is selected.
  • Cockpit - Updated default focus of Inbox and Squadron tabs in the Comms Panel so that it defaults to the first list entries where applicable.
  • Cockpit - When looking at a Horizons or Odyssey settlement in the navpanel (in both the cockpit and on foot) they should now be distinguishable by an icon and have additional information in the detail view.
  • Respawn Menu - Fixed the 10% loan repayment label and update remaining balance issues.
  • Respawn Menu - Fixed some UI issues in the Fleet Carrier Balance Transfer menu.
  • Respawn Menu - Added additional information to the rebuy screen to clarify the cause in instances where you can't afford to do so.
  • Respawn Menu - Removed the rebuy/insurance fields from the internal panel for crew members as it is not a cost for them to pay.
  • Respawn Menu - Fixed an untranslated string in the resurrection report.
  • Transaction Panel - The ship transaction panel objective folder should now correctly rescale based on the number of objectives.
  • Transaction Panel - The ship transaction panel once again shows the number of items in the category.
  • Transaction Panel - Added an option to allow the threat level indicators to be hidden for ship missions.
  • Transaction Panel - Added a threat level indicator to the mission list buttons, to display the threat for on-foot missions.
  • Transaction Panel - Updated the list divider in the cockpit to match the humanoid transaction panel. Shared missions should now correctly be listed in their category.
  • Transaction Panel - Selecting the Discard button on failed missions will no longer open a popup for confirmation.
  • Transaction Panel - The Details Panel buttons will now update after sharing a mission, preventing a bug where you could share a mission multiple times.
  • Transaction Panel - Fixes to default focus states have been added.
  • Role Panel - Updated an unlocalised string.
  • Role Panel - Fixed a scaleform error related to the loadout images.
  • Role Panel - Updated order strings in the Role Panel for better clarification.
  • Role Panel - Fixed a layout issue with loadout buttons.
  • CombatBonds - Combat bonds will now display the credits in the correct format.
  • Engineer - Added a new image to display before the engineer referral is complete.
  • Engineer - Fixed engineer progress session log entries not displaying correctly.
  • MissionBoard - When opening the CG Panel, the focus will go to the first available item.
  • MissionBoard - When opening the MissionBoard or the Passenger Lounge, the focus will go to the mission category list instead of the back button.
  • MissionBoard - If a delivery/collect location is empty, it will now be hidden in the Depot panel. If a partially complete threshold is 0, it will now be hidden.
  • MissionBoard - Fixed truncation with long mission names when there is the horizons or chain icon.
  • MissionBoard - You are now able to press B to exit the drop down filter box in the mission list panel.
  • MissionBoard - Onfoot mission board should now hide the cargo capacity and jump range labels.
  • MissionBoard - Passenger missions now display the time limit
  • Mission Provider - Fixed truncation in the mission help panel.
  • HUD - Fixed a glitch that displayed a small thin line from the right hand side of the Vitals
  • Humanoid Access - Updated default focus of Inbox and Squadron tabs in the Comms Panel so that it defaults to the first list entries where applicable.
  • Humanoid Access - The drop item button can now take different strings (e.g. Data can now be shown as "Delete").
  • Humanoid Access - Fixed a UX issue when cancelling and rebooking a shuttle using the Humanoid Access.
  • Humanoid Access - When a player has outstanding invites and uses the comms panel binding the social panel will now immediately appear.
  • Loadouts - Weapon details on the edit loadout screen are now updated when the weapon equipped into a slot changes.
  • Loadouts - Loadout buttons have been redesigned to differentiate them from suit buttons and make them more consistent with the Role Panel's loadout buttons.
  • Loadouts - Focus is now restored to the weapon slot on return to the create loadout screen after selecting a weapon.
  • Loadouts - Improved size and quality of the images in the weapons/suits buttons
  • Loadouts - Fixed an issue where the thumbnail images in the loadout screen displayed incorrectly.
  • Loadouts - Fixed an issue where in thumbnails the weapons would appear low quality.
  • Loadouts - Fixed an issue with loadout previews not having the correct weapons attached to them.
  • Loadouts - Fixed an issue causing the loadout ui in the role panel to not visually update.
  • Weapon Vendor - Added a scope to the Takada rifle image to reflect how the weapon looks in the shop
  • Powerplay contact - Selecting "fast track" no longer resets the cursor to the bottom on the list.
  • Powerplay contact - Loading PP cargo (fast-tracked or not) no longer takes you out of the PP contacts screen back into the contacts menu.
  • Powerplay contact - Fixed "Back" button binding issue.
  • Docking Menu - Fixed focus issue where previous focus would be remembered from a starport to another
  • Docking Menu - Fixed "unavailable: anonymous" string showing when "Starport services" focused
  • Docking Menu - Fixed the focus jumping back to "Starport services" after having used the quick action buttons, focus now stays on the quick action button after use.
  • Livery, Vehicle Extras and Suit Extras - Added orange border to the left tabs' tooltips.
  • Livery - Fixed default focus & focus issues after applying items in the packs section.
  • Livery - Hiding the UI in the livery preview screen no longer hides the name of the equipped content.
  • Livery - Fixed an issue where the currently equipped piece of livery for carriers didn't display the correct icon.
  • Store - Added various strings for different vessel types (weapon/suit/ship) when you do not own a compatible one for an item.
  • Store - Added in a warning for trying to purchase weapon skins for a weapon you do not own.
  • Station Services - Fixed Station Contacts background icon.
  • Station Services - Updated the "Colony" station header art.
  • Station Services - Various layout fixes including resized ship schematic.
  • Station Services - Local News button now has "No Local News" state and detention facility is aligned
  • Station Services - Update to Anonymous Access, replacing Commander name with "Anonymous User" when in "anon access" and updating the "StationStatusWidget" to say "Anonymous Access" rather than "Jammer Active".
  • Station Services - Added in an icon to show available services when in anonymous access.
  • Station Services - Corner icons sizes increased and made more legible.
  • Station Services - Update made to engineers header.
  • Station Services - Made the engineer specialisation string support two lines.
  • Station Services - Fixed the engineer banner not showing correctly when the station menu was found to be an engineer.
  • Station Services - Fixed incorrect corner icons showing up.
  • Station Services - Fire icon now displayed in damaged stations.
  • Station Services - Improved legibility of the button subtitle lines.
  • Station Services - Updated the layout to make the ship services buttons fill any empty spaces for special instances, such as engineer station.
  • Station Services - Fixed the issue of holding down the arrow keys to change limpet buy / sell quantity, triggering SFX to play indefinitely.
  • Station Services - Fixed a default focusing issue in advanced maintenance.
  • Station Services - Added percentage values to the modules damage in advanced maintenance.
  • Station Services - Fixed an issue where when attempting to book a shuttle, the mission board would flash up and then push you back out of the interaction.
  • Station Services - Immediately following booking a shuttle the UI no longer defaults to cancel, to prevent accidentally undoing actions.
  • Station Services - Added icons for every starport service status (and descriptions), so that when content isn't available it is clearer why.
  • Station Services - Fixed some contacts displaying the incorrect icon.
  • Codex - Fixed focus issue in stats.
  • Bartender - Updated the layout when selling items so the assets, goods and data are separated with their corresponding titles.
  • Bartender - There's now a button for adding all data to the selling list.
  • Bartender - Added an icon for "illegal" items when selling.
  • Bartender - Updated wording in the bartender vendor UI.
  • Bartender - Fixed an issue causing the same resource to display multiple times in the bartender UI, rather than stacking.
  • Vista Genomics - Made the default focus swap to the first item when selling bio vouchers.
  • Shipyard - For all ships: Added a module breakdown showing module type, grade & class and whether the module is engineered or not. Available when "more stats" is toggled by player, and sticks on screen while browsing.
  • Shipyard - Converted the 'Your Fleet' list into a list of buttons, which now quickly takes you to the corresponding Ship details
  • Shipyard - Re-factored 'shipyard denied option' reasons to take a new object instead of a string. This adds additional info sub-labels when your ship has cargo on-board and cannot be stored.
  • Shipyard - Fixed an issue where toggling headlook in a shipyard while docked caused the UI to move.
  • Main Menu - Arx notifications will now be invisible until they are actually shown. This will prevent the black box from appearing on the screen in the top right corner.
  • Fleet Carriers - When booking a carrier to another system the button has been visually updated to confirm the request has been made.
  • Terminals - Fixed unknown buildings appearing on terminals when multiple gameplay buildings are connected.

VR
  • Fixed an issue where respawning in a Conflict Zone in VR could cause a black screen for the player.
  • Fixed the "maintain horizon" option for SRVs not working in VR.


As always, thank you so, so much for your continued feedback, support and commitment in helping us improve further on your Elite Dangerous experience.

See you in the black, Commanders o7
Elite Dangerous - Frontier Developments
Greetings Commanders!

At approximately 07:00 UTC / 08:00 BST today, we deployed 'Update 5' to address a number of issues and implement some quality of life improvements to Elite Dangerous: Odyssey.

Patch notes reflecting such can be found down below for you.
These are split into two, individual posts for a more convenient break down.


Updates Of Note
  • Shared Missions added.
  • Outfitting UI flow updates.
  • All ship cockpit lighting updated.
  • Neutron star brightness rebalanced.
  • Softened AI crime scanning behaviour to be more lenient.
  • Increased the chance of finding rare materials at fumaroles.
  • Improved terrain fidelity on legacy settlements and planet ports.

Shared Missions
  • All of the missions added in Odyssey can now be shared with your teammates.
  • Players who are in a team will now see a 'share' button on any Odyssey mission transaction panel entry.
  • Clicking the 'share' button will share that mission with all current teammates.
  • Teammates have the option to accept or decline this invitation.
  • Once a shared mission is accepted, that player will see the mission's contents in their transaction panel and continue to get updates as the mission progresses.
  • Teammates who are part of the shared mission through to completion will be eligible for a similar selection of rewards as the player who picked up the mission.
  • Shared mission rewards are picked up from the mission board at the port the mission was originally obtained from.
  • Reward options for teammates the mission was shared with are restricted to credit, reputation, or item-focused reward options.
  • Influence-focused reward options are not available to non-mission-owning players (this means that the successful completion of one mission will result in the same impact on influence as before this update).
  • Items extracted by teammates on the shared mission will automatically be moved to the mission owner's inventory upon embarking into a ship or otherwise departing the area.
  • Teammates participating on a shared mission who suffer from a critical injury (where they would normally lose their backpack contents) will not cause the mission to fail. If this player was holding an item important to a shared mission, it will now be dropped onto the floor and can be recovered by another player.
  • Players who are active on the shared mission will also see mission critical objects highlighted on settlement terminals, and will be able to mark these for their teammates.

AI
  • Fixed an issue where AI could become stuck if they are unable to navigate to one another for conversations.
  • Fixed the helmet state being set incorrectly on AI that were spawned by a different client (Some AI were basically seen without helmets when they should have had them).
  • Scan position and warning status resets once the scan animation starts, to prevent issues seen with AI escalating before finishing the intended scan behaviour.
  • Fixed an exploit where players could jet pack away from scans without repercussions.
  • Fixed an issue that could cause AI to not spawn at higher difficulty levels.
  • Smoothed AI pathing as they navigate around between areas of interest (AI will walk around more naturally in their set directions).
  • Fixed an issue with mutliple AI picking the same patrol routes.
  • Updated handling of AI patrol routes to be more robust when players join instances at different times.
  • Fixed an issue where multiple AI could assign bounties to a player for the same instance of trespassing.
  • Improved the AI investigation behaviour when a suspicious target is in an unreachable position.
  • Fixed an issue preventing settlement hostility from being transferred to other players vessels when boarding a teammate's ship.

Audio
  • Fixed some audio issues with the grenade timer and pin pull. They should get obstructed correctly now too.
  • Fix for the FSD jump sound on NPC and other people’s ships not always being audible at certain distances. This was often silent when dismissing your own ship.
  • Additional fix to the cargo bay ambiences being audible in the cockpit of some ships in certain conditions, or even outside the ship. This often occurred in the sidewinder, and was made more obvious due to the close proximity of cockpit to cargo bay. The offending sound should now remain nicely audible when being deployed as an SRV or conflict zone combatant, but not other situations.
  • Fix the sound for conflict zone battle stats UI screen pop up sounding too much like a grunt!
  • Mix improvements on the conflict zone UI sounds.
  • Fix for metal surface footsteps coming through the rear channels when in surround sound. Should be consistent now.
  • Reduced volume of a very loud industrial tank ambient spot sound, that exists on the exterior of some buildings sometimes.
  • Fix for station menu ambiences going silent, if you exit a menu screen and then go back to the same one very quickly before the first one has faded out.
  • Various fixes to grenade bounces. Mix improvements, should be more consistently audible now. Fixed the concrete grenade bounce that sounded odd. Fixed the thump which was sometimes quiet. Improved the obstruction on the bounces.
  • Fixed a few of the system map ambiences (from each planet type) that were a bit harsh sounding.
  • Fix for the plasma flyby sounds sometimes getting stuck on.
  • Fixed one of the planetary ambiences that wasn’t looping correctly.
  • Fix for the first shot of a burst of automatic weapon fire sounding too prominent at certain distances.
  • Removed a couple of apex vendor voice lines which were a little misleading, for example saying the shuttle is ready to depart even though it isn’t.
  • Fix for passenger cabin allocation UI sound becoming higher pitched and inaudible after it’s been used a few times.
  • Various mix improvements on combat. Including:
  • Fix for hit notification blips sometimes losing their attack/bite and therefore getting lost in the mix.
  • Bullet whizbys (great word, right?), impacts on self and hit notification blips, should all sit in the mix more comfortably.
  • Improvements to the way weapons that are firing at the player get volume and priority boosts.
  • Improvements to the way the weapons mix at various distances.
  • Improved the way the sounds for the energy link tool and the recharge port interact with each other.
  • We should now get some suit recharge audio, when recharging from your ship's boarding circle.
  • Mix tweaks to other people’s footsteps. Shouldn’t get quite as loud in some situations.
  • Fix for the sound of the lights inside hangars powering up, not being audible from all perspectives.
  • Improvements to the way the audio for menu boot up idents is managed (station menus, and settlement consoles).
  • Fix for some Conflict Zone UI sounds being audible even if you are not actually involved in the conflict.
  • Fix for a couple of the station services UI background ambiences not playing.
  • Fix for objects sometimes having incorrect audio obstruction values when they first spawn in.
  • Improvements to the audibility of other people’s sampling tools.
  • Fix for the audio perspective being broken during the conflict zone respawn external views.

Character
  • Fixed an issue where some models on suits didn't render in the vanity camera.

Codex
  • The Pilot's Handbook Maps guide has been updated to support the recent map interface changes.
  • Renamed 'Settlements Visited' to 'Settlements Docked At'.
  • Added number of planets set foot on.
  • Added number of suits & weapons owned.
  • Fixed up the labels and units of credits spent on / number of premium items bought.

Conflict Zones
  • Fixed control point colours appearing inconsistently in multiplayer.
  • Fixed an issue where shooting allies in ship vs ship conflict zones didn't cause them to elicit a "friendly fire" response.
  • Fixed "combat bond awarded" notification appearing in situations where no bond has actually been awarded (e.g. killing an ally in a conflict zone).
  • When a side of an on foot conflict zone goes below 750 points, new players should not be able to join the instance, this now has the exception of wing members of players already in the instance.
  • Fixed an issue where when in a wing, members of the enemy team didn't always appear red and allied team members didn't always appear green.

Crashes/Stability
  • Fixed a softlock during multicrew hyperspace transitions.
  • Fixed a crash caused by being in the turbolift and opening the main menu.
  • Fixed an issue where the thumbnail manager occasionally caused a crash.
  • Fixed a crash seen when navigating between carrier packs in the livery.
  • Fixed a crash caused by trying to sort items for sale.
  • Fixed a crash which occurred when there was no mission data when opening a mission related item.
  • Fixed an occasional crash when leaving an area.

Crime
  • When reloading into a settlement the player will start with weapons holstered to prevent issues of reckless endangerment.
  • When travelling in another player's ship or a shuttle, the fines and bounties displayed on the transaction panel, the internal panel and the system map now refer to those of the Commander you are playing, not the ship's owner.

Engineers
  • Updated Hero Ferrari's referral task text with the correct quantity.
  • The referral resource is now hidden if the player hasn't selected the 'refer me to another engineer' conversation option yet.

Factions
  • Updated all starsystems' information towards the end of each day's faction simulation "tick", instead of notifying each starsystem in turn as it's processed.
  • Rebalanced faction consequences for all on foot and in space player activities.

Fleet Carriers
  • Fixed a star with a really small radius, which was causing problems for fleet carriers in the system.

Interactions
  • Fixed the energy link from firing early if the fire button is double clicked in a small time window.
  • Updated the animation and audio for the sampling tool.
  • Fixed an issue where the energy link tool incorrectly charged while in siphon mode.
  • Fixed an issue where a player would be marked as trespassing even though a trespass zone was disabled.

Lighting & VFX
  • In addition to improvements to all materials, lighting of all Ship & Fighter cockpits have been improved.
  • In addition to improvements to all materials, lighting of the SRV interior has been improved.
  • Lighting has been improved for Thargoid Ships.
  • Cockpit damage effects have been re-balanced.
  • Improvements to the scaling and lighting on Fleet Carriers.
  • Weapon thumbnails have improved framing.
  • Weapons in the Outfitting view have improved framing.
  • Logo spotlights are now brighter.
  • Improvements to the scaling and lighting on Installations.
  • Tourist Habitat Doors will now longer be emissive when the Settlement is offline.
  • Frontline Solutions screens will now be less emissive.
  • Removal of redundant light from Inter Astra advert.
  • Improvements and fixes to Ship Shields.
  • Fix for a stray lensflare that could appear in the inner dock of an under repair station.
  • Neutron star brightness rebalanced.

Livery
  • Fixed an issue where some flight suits didn't appear as options within livery such as Vibrant or Pioneer or LaveCon.

Missions
  • General improvements to mission stability.
  • All Odyssey missions have received an update to their HUD objective text to display the mission type that they are undertaking, as well as displaying whether the active mission is shared or not.
  • Improved accuracy of mission critical objects being highlighted on settlement terminals.
  • Fixed Raid missions not giving mission rewards after hand in.
  • Fixed players being granted mission items and data after negotiation despite not accepting the mission.
  • Fixed non-violent Sabotage missions not spawning on mission boards.
  • Fixed Shutdown missions targeting settlements owned by the mission providing faction.
  • Fixed Reactivation, Restore and Recovery missions targeting settlements owned by factions that are not the mission provider.
  • Added a scavenger warning in the Mission Help UI to inform players that they might encounter threats at offline settlements.
  • Improved mission flow for Digital Espionage missions that target offline settlements.
  • Fixed an issue that prevented the mission board immediately updating the credits balance.
  • Fixed an issue where missions could all point to the same destinations. Now mission boards will have a maximum of one mission of each type going to any single settlement.
  • Fixed being unable to upload data in some covert infiltration missions.
  • Fixed the shuttle sometime not showing up at the end of the tutorial .
  • Enemy mission target ships will no longer jump out when lower on hull to prevent them exploiting regaining health.

Organics
  • Increased the chance of finding rare materials at fumaroles.

Optimisation
  • Various audio optimisations.
  • Adjustments to scaleform texture updates to fix GPU stalls.
  • Fixes to the stability of the occlusion culling system.
  • Inner dock geometry and landing pads now have occlusion meshes.

Planets
  • Improved terrain fidelity on legacy settlements and planet ports.
  • Fixed the asteroids in a ring not moving correctly if you are in a ring stations rotation.
  • Fixed banding effect seen in planet colouration.
  • All Settlements now have additional terrain undulation and detail around them.
  • Fixed seams that could appear in planet textures.
  • Fixed some repeated patternation that could display in the planet fine textures.
  • Visual improvements to the fine textures on planet surfaces, as well as how they are blended have been made.
  • Alignment of planet normals have been made more consistent with terrain.

POIs
  • Added POI locations to the HUD compass.
  • Added the threat level to the missions POI name.

Rendering
  • AMD FidelityFX CAS has now been integrated, and can be adjusted on a slider in the quality settings menu.
  • An upscaling option that allows the Player to switch between FidelityFX and Normal has been added into settings.
  • Fix added for the ground occasionally appearing black inside buildings.
  • Fix added for incorrect asset culling in hangar lobbies.
  • Fix added for scatter rocks sometimes appearing in POI assets or buildings.
  • Fix added for some scatter rocks appearing to be invisible.
  • Improved gamma correction on in-world UI textures - panels and terminal screens shouldn't be able to get as dark as before.
  • Improvements and re-balance of the Neutron Star lensflare.
  • Shadow Quality has been split into two separate settings: Directional Shadow Quality and Spot Shadow Quality.
  • Fixes applied to the light scaling logic of spotlights.
  • Asteroid Station Bases have been fully updated to PBR, with the addition of improvements to textures.
  • DSS scan effects balanced to brighten visibility of hotspots.

Server
  • Fix added for space conflict zones and fleet carriers occasionally being placed in the wrong frame of reference, when there's not enough room between a stellar body and its closest child.
  • Various fixes applied for teams & multicrew when helm or members disconnect.
  • Fixed an issue with Thargoids not progressing correctly at 100% in starsystems with recent fleet carrier movements.
  • Improved mission server matchmaking.
  • Fixed some combat bond vouchers not being awarded correctly when more than 4 Commanders were credited with it.
  • Fixed a rare issue with Commanders flying in a private group not always being directed to the best available server during hyperspace jump.
  • Fixed remaining issues with updating the right hand cockpit UI when ranking up to rank 10 in all careers.
  • Fix the rank up inbox messages to only include the message about harmless insurance discount on the very first career rank up.
  • Added some missing settlement sizes and difficulties for some Horizons & Odyssey settlements for Odyssey players.
  • Fix added for being unable to edit bookmarks once the capacity limit has been exceeded.
  • Various performance & reliability improvements.

Settlements (new for Odyssey)
  • Fixed floating AI at certain animation points within Large Agricultural Building and Medium Command Building.
  • Fixed AI intersecting containers when scanning them.
  • Moved wall mounted energy cell dispenser so it doesn't obscure screen.
  • Increased Authority of some AI that were unable to pass through doors along their patrol routes.
  • Fix added for AI to walk up main path of buggy pad at a small tourism settlement.
  • Improved positions of consoles and dataports within a small reactor building.
  • Fixed position of exploding barrel in a small storage building.
  • Fixed potential situation where all exterior guards could be Authorisation 0 at a small research settlement.
  • Adjusted Authorisation for exterior corpses at a Small Agricultural Settlement.
  • Fixed floating corpses at a Medium Agricultural Settlement.
  • Fix added for small untextured poly that could appear behind explosive canisters.
  • Screen textures and lighting now align for billboard adverts.
  • Fix added to correct some z-fighting on a modular habitat wall piece.
  • Fix added for misaligned windows and additional visual improvements on a Command/Power building.
  • Fixed missing hitcheck on section of the exterior archways.
  • Improvements to box/crate LODs.
  • Fixed LOD transition on a storage prop.
  • LOD fixes for FUI screens at Engineer Bases.
  • Visual improvements to some metallic materials.
  • Advert screens will no longer display when present at an offline settlement.
  • Removal of some floating lights found at specific settlement.
  • Improvement to settlement duckboard hitchecks.
  • Box moved from a specific Settlement location to prevent players from being able to get stuck behind it.
  • Fixed a bug causing the Goliaths to spawn at a settlement that had been brought back online.
  • Fixed turrets firing upon their own faction for trespassing.
  • Corrected alignment of some stairwell geometry to fix incorrect culling when stood at certain angles.

Settlements (legacy)
  • Guardian Site Terminal hitcheck improved.
  • Fix applied for offset pipes at some Legacy bases.
  • Fix applied for stretched texture around large landing pads on radial ports.
  • Fix applied for slight alignment issues with hangars.
  • Improvements to faction logos have been made.
  • Fixed LOD transition on a ceiling piece.
  • Improvements to materials in the inner dock, and on landing pads have been made.
  • Landing pad number holograms are now slightly brighter.
  • Improvements to materials on the Ancient Skimmers and Crystals have been made.
  • Fix added for silos intersecting with an interior wall.
  • Improvements to the large planet port landing pad hitcheck have been made.
  • Adjustments and improvements to metallic materials in hangars have been made.

Ships
  • Visual improvements and UV fixes for materials in all Ship cockpits have been made.
  • Improvements to Camera Suite angles for Cobra MKIV, Viper MKIV have been made.
  • Improvements to Adder hangar camera positioning have been made.
  • Fix added for some unusual aliasing on the main panel of Lakon ships.
  • RCore branding has been removed from the Empire Eagle and has been replaced with Gutamaya branding.
  • Improvements to the materials of capital ships have been made.
  • Improvements to the textures and visuals of the modular fighter bay have been made.
  • Improvements to the materials on the Keelback drive units have been made.
  • Fixes to the UVs on some of the Corvette shipkit parts have been made.
  • Improvements to the ship auto launch to help prevent impact/damage when leaving a planetary port have been made.
  • Fixed unmanned motherships moving forwards when fighters are trying to dock.
  • Fixed the throttle being stuck for 5 seconds after a hyperspace jump when using Hyperspace Dethrottle.
  • Fixed Farragut-Class Battlecruisers being given incorrect names.
  • Continued fixes to ship paintjob colouration and appearance:
  • Vulture Metal Camo
Fix for the mixed up colour values on the Red & White Fleet Carrier paintjob
  • Crossfire (Metal Camo)
  • Galvanised
  • Chrome
  • Golden
  • Azure
  • Osiris
  • Festive
  • Icarus
  • Mechanist
  • Military
  • Slipstream
  • Turbulence
  • Vibrant
  • Imperial Cutter default
  • Apollo Green

Social Spaces
  • Improvements have been made to the positioning of crates in the Vista Genomics area.
  • Fix added to prevent players getting stuck between sloping windows and tables in the habitat bar.
  • LOD fix added for the Inter Astra holoscreens.
  • Corrected some misaligned geometry in the bar area of social spaces that caused issues with culling.

Continued in Elite Dangerous: Odyssey Update 5 | Part 2...
Elite Dangerous - Frontier Developments
Greetings Commanders!

Today at approximately 07:00 UTC / 08:00 BST we, we deployed 'Update 4' to address a number of issues and implement some quality tweaks and improvements to Elite Dangerous: Odyssey.
Patch notes reflecting such can be found down below for you.

As always - A huge 'thank you' for your continued support and feedback, as we continue working hard to improve the Elite Dangerous player experience.


AI
  • Warning behaviors have been adapted for when the player is out of sight, to prevent AI escalating while the player is out of view.
  • Added a short grace period between AI warnings to prevent AI escalating to combat too quickly, if multiple warnings trigger at the same time.
  • Suppressed various "heard a noise" voice lines when the AI can see the cause.
  • Adapted the way some trespassing voice lines work to make them trigger more reliably.
  • AI that are criminals in the local system will now always be assigned to the 'Pirate' faction, to stop criminal factions being adversely affected within the BGS.
  • Fixed Hyperspace break not working for Supercruise Assist Module.


Audio
  • A fix for the Guardian knowledge base articles using TTS rather than the correct voice actor has been implemented.
  • Improved responsiveness of audio obstruction behaviors.
  • Small mix improvements have been made on some social space music details.
  • The classical music in Social Spaces now has a more consistent volume, so shouldn’t have a tendency to go very quiet as much.
  • Streaming mode music cues now have a more consistent volume.
  • A fix for foley sounds continuously playing throughout certain humanoid animations has been implemented.
  • More optimisations have been made to weapon sounds.
  • Hopeful fix for spamming heatsink sound when a pulse laser or medium multicannon is cooling down.


Controls
  • A fix for clipping issues at Ram Tah's base has been implemented.
  • Kit Fowler's invitation requirement has been reduced from 40 Opinion Polls sold at bartenders to 20.


Cosmetics
  • Fixed an issue where changing suit cosmetics or holo-me would not cause the loadout thumbnails to update.
  • The Bandages on the 'Raider Suit' liveries no longer appear to be glossy.


Crashes/Stability
  • Fix for a crash that triggered when jumping into a Lagrange Cloud.
  • Fixed a crash occasionally encountered on the main menu.
  • Fixed a crash which occurred when trying to view pinned engineer recipes.


Engineers
  • Fix for clipping issues at RamTah's base.


Interactions
  • An issue has been fixed whereby powered down doors and airlocks, when overloaded, would open for the primary player but remain closed for other players in the instance.
  • Implemented the ability to sell stored modules on rebuy.
  • Added icons and information about engineered modules to the module rebuy and stored modules screen.
  • An issue has been fixed whereby deselecting a module on the module rebuy screen would have no effect.
  • Limited "distance travelled on foot" statistic to horizontal motion.
  • All Ship Launched Fighter commands have been corrected and should work properly now.
  • Fixed Super Power promotions not always being reported in the UI at the same time as the inbox message arrived.


Lighting & VFX
  • Lighting improvements have been made to the Megaship fighter launchbay.
  • A fix has been implemented to correct artifacts that could appear in bright explosions.
  • A fix has been implemented to correct artifacts that could appear in bright VFX within Thargoid Scenarios.
  • Explosions have been scaled down over distance to prevent some appearing to be over-sized.
  • A fix has been implemented for Steam sometimes appearing excessively at the main menu.
  • Thargoid Fog has been fixed/improved.
  • Visual improvements have been made to the Dropboxes.
  • Visual improvements have been made to emissive textures on installations.
  • A fix has been implemented to correct reflections sometimes flickering within a Settlement Room.


Missions
  • Fixed Larceny missions not being completable in systems without a criminal faction.
  • Fixed Ram Tah's Guardian missions displaying the transaction panel information incorrectly.
  • Secondary players will now be able to open completed missions directly from a terminal, instead of having to enter the mission board first.
  • The delivery mission flow has been updated to automatically transition to the depot on acceptance.
  • The delivery mission flow has been updated to automatically transition to reward selection on completion.
  • An issue has been fixed whereby on occassion, mission loot was being overwritten by a second joining client.

Optimisation
  • Occlusion culling performance optimisations have been made.
  • Optimisations to the scatter system have been made.
  • Optimisations to terrain rendering have been made.
  • Reduced occasional frame spikes caused by AI.
  • Fixed culling of ships between room geometry islands.


Planets
  • A fix has been implemented for fine textures sometimes not loading on planet surfaces.


Rendering
  • A fix to the FSS Scanner has been implemented - this includes improvement to both lighting and any missing render elements on stars and atmospheres.
  • A fix has been implemented for the mouse cursor bounds when in cinema HMD mode.
  • Skybox and Galaxy Background has been updated to be more vibrant, and to closer match Horizons.
  • Texture and Visual Improvements to the Guardian Beacon have been made.


Server
  • Fixed some bookmarks not always being tagged as favourite.
  • Fixed some superpower bounties not always increasing correctly.
  • Fixed some Galnet audio files not being available.
  • Balanced more faction simulation consequences to have less extreme effects on faction Economy & Security and the overall rate of change for a star system.
  • Fixed a transaction server error that occurred when disembarking wearing a customised flight suit.


Settlements (new for Odyssey)
  • A fix has been implemented to bring a slightly floating terminal in an Outpost Concourse back down to its rightful position at ground level.
  • A fix has been implemented for a LOD on a sloped wall piece.
  • FUI screens added to Settlement lobby.
  • A fix has been implemented to bring a floating turret gun down to ground level.
  • A fix has been implemented for terrain clipping through the back of a room in an industrial settlement.
  • A fix has been implemented for terrain clipping through the the corner of a room in an Agricultural Settlement.
  • A fix has been implemented for a panel that displayed upside down.
  • A fix has been implemented for z-fighting that could be seen on a Chemical prop.
  • A fix has been implemented for atmospheric control panels disappearing when approached in an Industrial Building.
  • A fix has been implemented for production units sometimes not appearing in an Agricultural building.
  • Fixed misaligned windows in a couple of buildings.
  • Corrected windows being used in place of walls in an Extraction Building.


Settlements (legacy)
  • A fix has been implemented to return a floating crate to the ground on a small landing pad surround - materials also improved.
  • Improvements have been made for emissive materials on lampposts.
  • A fix has been implemented to ground some floating gas tanks at various locations.
  • Further fixes to some floating props at Legacy base locations have been implemented.
  • Multiple fixes to the planet port city dome have been implemented, including some to materials and decals.
  • A fix has been implemented for incorrectly sized stripes on a small modular hangar.
  • A fix has been implemented to ground unintentionally floating structures at various legacy settlements.


Social Spaces
  • Damaged and Under Repair Stations will contain concourses with opaque shutters, as they are not accessible under these conditions.
  • Fixed placement of various NPCs in the starport concourse.
  • Made players invulnerable in non-combat environments (ie: hangars and social spaces).


System Map
  • A fix has been implemented for an artefact that appeared on the Apex radar UI screen.
  • The stored hyperspace route is now cleared when switching between ships at the Shipyard or Inter Astra Vendor.
  • Fixed the next destination on the plotted hyperspace route not being auto-targeted when entering supercruise.


Thargoid
  • A fix has been implemented for an issue that prevented players accessing the Thargoid imprint on foot.


Deep breath...

UI
  • Livery UI - New Packs category added which is created whenever the store data has packs available.
  • Livery UI - The Packs category is now the only place we display packs as "packs" i.e. something you select to open up and browse inside.
  • Livery UI - In the Packs category you can equip multiple owned items without having to select a specific slot (it finds the first compatible & available one).
  • Livery UI - In the Packs category we have the concept of "sticky" previews allowing you to maintain a preview, even after moving focus and multiple of these can be set at once, if they affect different slots e.g. sticky previewing a full suit or ship kit set.
  • Livery UI - Slots still exist for livery (apart from weapons) and this flow is largely the same except that items inside the slots are extracted out of their packs and displayed at the top level, avoiding the players having to get in or out of packs to see compatible items.
  • Livery UI - The slots item browser no longer exits automatically after equipping an item.
  • Livery UI - Added player notifications for 'livery equip' and remove transactions.
  • Livery UI - Refreshing the commander loadout data resets the thumbnail data to ensure accuracy of representation.
  • Livery UI - When customising a weapon, the player will go straight to the paintjob browser without having to select a (unique) paintjob slot.
  • MapUI - If a bookmarked object is selected, then the "Add to Bookmarks" button will now turn into a "Remove Bookmark" button.
  • MapUI - When renaming a bookmark in Bookmark Management, the edit field now contains the name of the bookmark.
  • MapUI - Bookmark Notifications will now show a bookmark-specific icon, and includes the name of the bookmark.
  • MapUI - Fixed an issue in the Bookmark Management popup that would allow the camera to be moved while the popup was on.
  • MapUI - Fixed an issue that would cause the Bookmark Management popup to close almost immediately after it was opened.
  • MapUI - Added a new "Favourites" tab in the bookmarks.
  • MapUI - The "Hold to Plot Route" tooltip for bookmarks/missions/ships will now appear when the button is focused, instead of when being selected.
  • MapUI - POI buttons in the system map now have the "Hold to plot route" mechanic.
  • MapUI - When using 'QuickRoute' to a location in the system you are currently in, it will now target that location.
  • MapUI - Added a notification for when a plot is routed and when a plot is cancelled.
  • MapUI - POIs are now sorted alphabetically.
  • MapUI - Odyssey POI buttons are now HUD-Blue.
  • MapUI - "Set Destination" has been renamed to "Plot Route". The Plot Route button is now gold.
  • MapUI - The System Information panel will now be opened by default when opening the system map.
  • MapUI - If there is only one result found in the search bar, pressing select will then take you straight to the location, closing the search bar.
  • MapUI - Pressing the "Next" button in the galaxy search bar will now hide the item list. An issue here has been fixed involving returning from the System Map and using the search bar.
  • MapUI - Fixed the "Next" button (search bar) remaining unselectable even when the player would select an item from earlier on in the list. Focus issues have also been fixed here for when focusing the search bar with controller input.
  • MapUI - When closing the market information panel on the right hand side panel (or switching to a different panel), the map view filter will revert to the previously chosen filter, instead of remaining on the commodity filter.
  • MapUI - Fixed scrollbar interactions in the Market panels, the checkbox filter panels and the Options panel.
  • MapUI - The Powerplay Info Panel in the Galaxy Map will now show a string displaying the current powerplay state (exploited, controlled, contested, etc).
  • MapUI - Fixed an issue where clicking underneath a panel would not deselect/select an object in some cases.
  • MapUI - Holding a directional input will no longer stop at the separators on the left and right hand sides.
  • MapUI - When in the system map using the mouse, you no longer need to click off the UI to unfocus it - you can now hover/select objects immediately.
  • MapUI - Added a "Trade Data" section for Market objects in the right hand side Features panel.
  • MapUI - Fixed a general localisation issue.
  • MapUI - Updated the Planet Details icon in the Planetary Map UI
  • MapUI - Added a new button to the filter panels to toggle all of the items, apart from the "Apply Filter to Route" toggle.
  • MapUI - Improved the visibility of the focused star labels in the Galaxy Map.
  • MapUI - Improved mouse focus input in the Galaxy Map.
  • MapUI - Fixed Astronomical Information from popping when selecting a new system.
  • MapUI - Updated labels for the titles when viewing squadron bookmarks.
  • MapUI - Added a notification for when the Trending Trade Data is acquired.
  • MapUI - When opening the planetary map, the planet info panel (on the left hand side) now opens by default.
  • MapUI - The galaxy map services filters now correctly listens to the hide server configuration flag.
  • MapUI - Missions that do not have a specified location in the system map will no longer focus the system's star / an invisible object.
  • MapUI - Improvements to the stability of the System Map have been made.
  • MapUI - Fixed an issue whereby planetary information buttons appeared disabled/greyed out.
  • MapUI - Fixed Nebulas not appearing in search results.
  • MapUI - Selecting a nebula in the galaxy map search results will now move the camera to the location, without trying to display it's details as a star system.
  • MissionUI - Updated Community-Goal related icons to use a higher fidelity icon.
  • Adjusted location and size of discard/abandon iconography in transactions entries, both for the on-foot transactions panel as well as cockpit transaction panel.
  • On-Foot Engineer UI - Upgraded Mod images are now tinted yellow instead of green.
  • Added credits balance to on-foot engineer mod browser screen and fixed an issue where the credits balance wouldn't update.
  • Implemented minor layout changes in on-foot engineer UI.
  • Removed weapon DPS from on-foot engineer UI, which is no longer used and was disrupting the mod info layout.
  • Fixed "mod applied" box not being displayed after installing a mod in on-foot engineer UI.
  • Fixed mod slot status not being set in the weapon menu item renderer in on-foot engineer UI.
  • Updated item button state in the livery to be gold when equipped. Also added the preview mode icon to the item renderers.
  • Added a new 'buy pack' button when browsing a pack in livery/cosmetic store.

    Added the following to Livery:
  • A new category enum for packs
  • Ability for gameplay to grey out categories.
  • Updated previewing icons for items and universal icon for owned ships/suits/weapons.
  • Added sticky preview and focus preview icons to Livery.

    Continued:
  • Fixed an issue with an area of the Livery interface that was causing an assert.
  • Fixed date label in TradeCargoMenu.
  • Fixed spacing in Crew Lounge so crew are not cut off at the bottom anymore.
  • Fixed "CQC Matchmaking" entry being brighter than other entries in Comms panel.
  • Set default focus to "starport services" on docking menu.
  • Fixed flow for searching CQC matches through on-foot comms panel side popup.
  • Updated on-foot comms panel to improve the categories list and chat notification, in order to have it work closer to that of the cockpit comms panel and avoid receiving messages from blocked players.
  • Added icon to the vitals in the "human" HUD to indicate when the player is taking cold/heat damage (unlike the HUD temperature warnings, which are based on the external temperature, this is based on the human temperature, as this determines if damage is being taken).
  • The galaxy map button and help button on the depot screen have been hidden, as they are not required here.
  • The "Drive Assist" toggle in the SRV right hand panel will now be correctly greyed out if the drive assist input is set to hold instead of toggle, matching the behaviour of Flight Assist for ships.
  • Fixed legality icons for multicrew matchmaking in on foot and cockpit comms UI.
  • Implemented a back button on the commander screen.
  • Added player notifications for livery equip and remove transactions.
  • Localised 'battery at 20%' notification.
  • Component icons have now been matched in the inventory to those in the bartender UI.
  • Control prompts now display the most appropriate bound input only, rather than all possible inputs.

Known Issues
  • Bookmarking settlements (odyssey or legacy) seem to not be working as intended anymore - bookmarked settlements appearing under systems.
  • Wanted status isn't displayed anymore in system map.


See you in the black, Commanders o7
Elite Dangerous - Frontier Developments
Greetings Commanders.

At approximately 9:45 UTC/ 10:45 BST we deployed updates for both Elite Dangerous: Odyssey and Elite Dangerous: Horizons, to address a number of priority issues.

Information on both updates can be found below.


Elite Dangerous: Horizons

  • General fixes to improve stability of the game have been implemented.
  • A moon has been reinstated in the Sharur system, which disappeared in Update 2 and caused issues for players trying to log into game whilst present in Sharur.

Elite Dangerous: Odyssey
  • General fixes to improve stability of the game have been implemented.
  • A fix has been implemented so that the scope of the manticore oppressor is no longer obscured.
  • A fix for a softlock when entering the CMDR panel via the access UI (due to the player being unable to back out) has been implemented.
  • A fix for the shuttle becoming stuck in a loop of docking requests when trying to land at a hostile settlement has been implemented.

Thank you all and have a great Friday.

See you in the black, Commanders o7
Elite Dangerous - Frontier Developments
Greetings Commanders,

Today at 07:30 UTC / 08:30 BST, we released 'Update 3' to address a number of issues in Elite Dangerous: Odyssey.

Patch notes for issues addressed are listed below.

Thank you once again for your continued support and constructive feedback, as the teams continue working hard to improve the Elite Dangerous player experience.


UI
  • Fixed mod slot data not being set for fully upgraded suits in Loadouts.
  • Split off 'Create Loadout screen' from 'Edit Loadout screen'
  • The new loadout flow now starts without a suit selected, requiring the player to select the "add suit" button. Now presented in the same way as the weapon slots.
  • When a suit or weapon is selected in loadout creation, there are options to equip or customise now.
  • Added silhouette to 'Create Loadout' screen, displayed until a suit is selected.
  • "Use loadout" is now focused by default in the Edit Loadout screen
  • Added toast notification when loadout is equipped
  • Various text changes have been made.
  • In the loadout browser, the equipped loadout is now always shown as the first item, and focused on after being equipped.
  • The loadout title has been made multiline to prevent name clipping in Role Panel.
  • Suit/Weapon browser: Added "percentage change" as a type of stat display, and converted to enum (with existing "value" and "bar" types)
  • Suit/Weapon browser: Improved and fixed the way stats are displayed and how stat comparison is calculated before being passed to the UI
  • Suit/Weapon browser: cleaned up deprecated stats that are no longer displayed
  • Suit/Weapon browser: Fixed the weapon reload stat to use the correct weapon data value
  • Suit/Weapon browser: Changed damage multiplier stats to damage resistances, which are percentages to match the suit stats
  • Suit/Weapon browser: Renamed "reload time" stat to "reload speed" to match value
  • Suit/Weapon browser: Fixed some layout issues with the stat item renderer
  • Sampling tool results text on the humanoid HUD has been enabled to be split across multiple lines
  • Fixed FSS UI jitters when in fullscreen mode
  • TransactionPanel - Fixed visual error when going from an empty category to one with items
  • TransactionPanel - Fixed the community goals icon not showing.
  • NavigationPanel - The navigation panel will now add the next route destination to the list of destinations, allowing you to untarget that destination, enter Supercruise, and target it again.
  • Fixed alignment issues in on-foot Navigation Panel layout.
  • MapUI - In Carrier mode, an issue has been fixed whereby the cancel jump button did not work
  • MapUI - Fixed an issue which set the stored ships counter to 0 in the system map
  • MapUI - The Mission Threat icon will now only display when the surface mission threat is 7 or higher
  • MapUI - Opening the galaxy map from the commodities market should now show the correct item selected in the material list (previously this showed the correct information but showed the wrong item)
  • MapUI - Fixed centering and opacity of icons
  • MissionUI - Fixed a visual bug in the transaction panel details. The mission threat icon will only display when the mission has a threat level of 7 or higher
  • MissionUI - Illegal Mission text has been moved in various panels and a new label has been created to contain the mission type.
  • The font size has been adjusted in the rewards item boxes, on mission completion in the mission board.
  • Missing mission hub popup button backgrounds have now been added
  • Fixed a focus/select issue in the mission hub popup
  • Fixed a focusing issue with the bartender selling panel
  • Fixed issues with Tech Brokers whereby requirements were showing when they shouldnt have been. The layout has been made more dynamic to account for this.
  • Added pledge indicator to station services hud
  • Unlocked focus manager when hiding social panel popup in cockpit chat panel
  • Fixed icons in buttons of social panel popup
  • Fixed an issue in the starport menu where the wrong jurisdiction logo would appear (homepage + welcome animation)
  • Fixed missing audio cues for installing carrier services
  • Added starport menu banner UI streams for Default & Engineer
  • Made the 'transfer all' buttons wider in transfer UI for on foot Commanders
  • Added modifications tab to the shop / stored modules browser in the outfitting UI, in the same style as the ship loadout slots display.
  • The modifications tab will now only be displayed when modules (including stored modules) are modified.
  • An icon will now appear next to module name when modified.
  • Fixed the modifications tab not appearing when selecting a slot for a modified modules, when the currently installed items in the group are not modified.
  • Fixed an issue with the settlement terminal mission board returning to the social space terminal UI
  • Added notifications when a shuttle/dropship is about to leave without the player
  • Disabled direct access to the comms panel in the tutorial
  • Removed a step in the weapon customisation UI flow for selecting weapon paintjobs category
  • Fixed an issue whereby the passenger lounge icon on the mission board remained highlighted blue after handing in completed missions
  • Added mission rewards to the transaction panel
  • Fixed the preset text on the controls menu screen on the pause menu
  • Added a 'resupply' button to the Boarding UI that restocks consumables and weapon ammo
  • NPCs highlighted on the staff list in settlement terminals should no longer show up on the radar
  • When comparing suit stats, mods are now taken into account

AI
  • AI no longer become hostile to players targeted by settlement defences, if the settlement defences are not hostile towards that which is targeted.
  • Fixes to AI ships docking and launching have been implemented, so that AI ships should no longer get stuck waiting to dock or launch, including player taxis.

Audio
  • When at a social space, your suit voice will now mention when your shuttle is about to depart or depart without you
  • During transitions between vessels (foot, SRV, ship), the audio perspective orientation will no longer shift randomly, so in turn will sound smoother.
  • Issues with doors and airlocks sometimes sounding too quiet or muffled will now be fixed.
  • A fix has been implemented for broken power pip sounds on non-helm crew-mate after a supercruise journey.
  • Audio optimisations on weapons have been made.
  • Sounds have been implemented for when sliding down steep inclines.
  • Missing sounds in shipyard, when accessed from a social space, have now been added.
  • Fixedissues around system map sounds when using apex and frontline solution maps.
  • The landing pad barrier raising now has a sound. This occurs after a shuttle drops you off at a social space.
  • Fixed ship malfunction audio returning the wrong result in multicrew vessels after system jumps.
  • Fixed issues with audio code so that existing voice lines and notifications appear at the same time.
  • Fixed a voice line playing incorrectly for dropships and erroneously when the player had already reached the hangar.

Character
  • Updates made to some engineer's faces.

Controls
  • Reload and Switch Tool Mode bindings can now be custom bound to the same button.
  • Changed 'and' in keyboard and mouse control scheme names to now use '&' so that 'Control Pad Yaw with Keyboard & Mouse' can fit in the drop down list.

Cosmetics
  • SRV paintjobs have been rebalanced for the new lighting and PBR system.
  • Fixed incorrect previews being shown in holo-me.
  • Fixed an issue where saving or creating a new avatar could result in it getting the emergency background and thus have very red lighting occur.
  • The Helmet is now always on for the Loadouts.

Crashes/Stability
  • A fix has been implemented to address a crash related to occlusion culling.
  • A fix has been implemented to address a crash relating to Settlement data.
  • A fix has been implemented to address crashes encountered during fleet carrier jumps.
  • MapUI - A fix has been implemented to address a random crash when exiting the system map.
  • A fix has been implemented to address a crash with the kinematics system.
  • A fix has been implemented to address a crash during Multi Crew caused by vessel handling.
  • A fix has been implemented to address the turbolift becoming unusable if a player is dropped from the session while using it.
  • A fix has been implemented to address a crash if the current vessel is "docked" but not allocated a landing pad (i.e. its being swapped to or from).
  • A fix has been implemented to address issues where the player can become desycned with their server inventory when donating fuel.
  • A fix has been implemented to address a crash if a control bindings preset file is empty.

Interactions
  • An issue has been fixed whereby players could prematurely reactivate the reactor shutdown process before it had fully powered back up, which would then prevent it from powering down.
  • Fires have been updated so that AI will no longer accidentally walk into them during gun fights.
  • A number of fixes have been implemented to address some building/room lights not turning off when a reactor is shut down.
  • A fix has been implemented for an issue where airlocks would become stuck closed after the alarms had been decativated (also resulting in AI getting stuck).
  • A fix has been implemented for an issue whereby at POIs, AI sometimes spawned under the ground.
  • A number of fixes have been implemented to address exterior terminals not powering down at offline settlements.
  • A fix has been implemented to address an issue where the arc cutter would get stuck in the corners of panels during a cut
  • Fixed an issue with player's getting docking crimes at an offline settlement.
  • Stopped the powerlink from being able to charge when not remaining directed at the recharge port.

Lighting & VFX
  • Improvements to spotlights on damaged station doors have been implemented.
  • a fix for the De-pressurisation VFX has been made - it should now trigger correctly on de-pressurising a building or room
  • Visual improvements to station exteriors have been made.
  • Visual improvements and fixes to spotlights and lensflares in planet port hangars have been made.
  • Visual improvements to under repair and damaged hangars floodlights have been made.
  • Visual improvements to Fleet Carrier floodlights and lensflares have been made.
  • Visual improvements to Capital Ship lighting have been made.

Missions
  • Salvage missions (and others with required micro resources) will no longer include non-mission micro resources in their count of the mission related micro-resources.

Optimisation
  • Interior shadow optimisations have been implemented.
  • A fix has been implemented to address an issue whereby cockpit environment maps sometimes stalled updates when using the Camera Suite.
  • Terrain optimisations have been made.
  • An issue has been fixed whereby the bounding sphere used for culling was not central to the object.

POIs
  • Filled in the gap in the underside of a wreckage in the Thargoid Crash Site POI.
  • Fixed POIs spawning all over the galaxy.

Rendering
  • A fix has been implemented whereby lensflares were sometimes being captured in the avatar portrait captures.
  • Fixes for artefacts seen on the Wanderer Outfit have been implemented.
  • All bobbleheads have been updated to the PBR pipeline.
  • Hair will no longer change colour at different distances.

Server
  • Improvements to matchmaking when in wings have been made.
  • Fixed error occurring when deleting flight suit loadout.
  • Fixed black adder transaction error when donating fuel to fleet carriers.
  • Redistributed weapon and suit vendor allocations.
  • Fixed some unlocalised text in the known engineer UI.
  • An issue has been fixed with the referral request for Hero Ferrari incorrectly stating 5 settlement defence plans are required, rather than 15.
  • Fixed some combat bonds for destroying Thargoids being lower on Odyssey than Horizons.
  • Multiple fleet carrier jump optimisations and stability improvements have been made.
  • An issue has been fixed whereby dying in SRV caused players to enter the ship rebuy flow when they relog.
  • Fixed an issue whereby non carrier modules could be equipped onto a fleet carrier.
  • A fix has been implemented whereby some Commander and NPC crew and skill rank progress notifications were not triggering correctly.
  • Some server optimisation and stability improvements have been made.

Settlements (new for Odyssey)
  • Corrected an upside-down decorative screen attached to a shelving unit.
  • Corrected an interior pillar which was disappearing at a short distance
  • Corrected bunk bed details disappearing at a short distance
  • Updated the grille behind the fan in the Industrial/Power building exterior to fix a LOD issue
  • Fixed floating explosive canisters
  • Fixed some bad start positions for settlement AI
  • Improved patrols in Large research building
  • Corrected misaligned window shutters in the Medium-sized Extraction building
  • Fixed z-fighting seen on the stairs in a Power building
  • Added missing room geometry portal to the roof of smaller buildings
  • Corrected various areas with missing or incorrectly aligned portals
  • Updated mining drill room geometry to cover the entire room
  • Correcte a gap in the room geometry in the industrial loading bay
  • Cleaned up duplicated portals in engineer base, adding a missing portal to a window
  • Made certain curved window portals match the bounds of the window
  • Edited culling on turbo lifts.
  • Terrain texture quality is only reduced when not in a room adjacent to the outside. This stops the aggressive texture pop-in when walking out of airlocks.
  • Added room geometry to all spawn cupboards to stop them being culled incorrectly.
  • Fixed a culling issue around research building exterior.

Settlements (legacy)
  • Corrected the offset pipes outside Ram Tah's Engineer Base
  • Corrected the wall blocking the hangar bay doors at Pads 6 and 7 of Selene Jean's Engineer Base
  • Removed errant pipe in Large hangars

Social Spaces
  • Added some extra details to the Frontline signage surround, seen behind desks and in the turbolift lobby
  • Fixed emissive light lodding out on lift surround and added occlusion geometry to lift doors and surround
  • Fixed a spot where the player could get stuck down the back of the furniture

Arx
  • Arx will now be awarded for Odyssey gameplay, including -
  • First footfall
  • Organic sample
  • Organic analysis
  • Suit/Weapon buy/sell/upgrade
  • Suit/Weapon modify
  • Selling goods/assets/data
  • Combat zones on foot - winning and capturing point
  • Shuttle travel


Known Issues

  • The scope of the manticore oppressor is currently obscured.
  • When entering the CMDR panel via the access UI, the player will be unable to back out, causing a soft-lock


See you in the black, Commanders o7
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