We're delighted to announce that the PC version of Elite Dangerous: Odyssey will launch on May 19th!
Your feedback during the alpha period has been invaluable and made this release date possible. We'll continue collecting your feedback throughout the upcoming alpha phase 4 and beyond launch as we work on further improvements and content updates.
Console development continues behind the scenes with an Autumn release still on schedule.
There's still time to pre-order Odyssey and get your hands on the exclusive Pioneer suit skin. The Deluxe version of the pre-order is also still available for those who want to hop into the alpha which is expected to end on April 30th.
Thank you for all the feedback so far on Phase 3! We've collected and shared many of your comments with the development team and will continue to do so for the rest of the phase. Here's an update on two of the most pressing issues:
The Genetic Sampler We've heard you loud and clear about the sampling minigame mechanics and place within Elite Dangerous. We understand that a manual reactions-based minigame is not a good fit in this context and will remove it in time for launch or shortly after. Instead, the tool will take samples automatically (exact implementation TBD). This may mean that the circles instead appear only to indicate the level of sample completion: e.g. sample 1 completes the first ring, sample 2 the second, and sample 3 the third.
The Detailed Surface Scanner (DSS) We've also received many reports about planets being highlighted entirely in green by the Detailed Surface Scanner. This is a known issue resulting from the new planetary tech not being in its final state. This is unlikely to be fully resolved during the alpha, but will be fixed in time for launch when planetary tech changes are final.
Thank once again for your feedback which is critical to the alpha process. We hope you'll continue sharing feedback and reporting any bugs you encounter on our Issue Tracker.
At 13:00 UTC / 14:00 BST we released a hotfix to address the following issues in the current phase of the Elite Dangerous: Odyssey Alpha.
Several stability fixes.
Initial improvement made to the DSS scanner when mapping planets for biologicals.
Biological heatmaps appear more visually accurate, once a planet surface has been mapped.
Previously players were reporting cases of planets turning fully green in colour once mapped using the DSS, even if there were no geological or biological sources present on the planet's surface. This issue has now been fixed in the instance of mapping biologicals, but remains under investigation for a future fix in relation to geological data.
An issue has been fixed whereby some players reported ejection from a planet port after disembarking from their ship.
As always, thank you so much for all of the valuable feedback and thoughts as the Odyssey Alpha continues!
Thank you all for the excellent and valuable feedback you have provided during Phase 1 and 2 of the Elite Dangerous: Odyssey Alpha. Here’s what you can expect in Phase 3:
Features:
Expanded playable galaxy to approximately 50LY
New “Artemis” suit available for purchase
New genetic sampling gameplay loop
“First footfall” experience of setting foot on a newly discovered planet
Missions and rewards rebalance
Fixed Issues:
Fire damage’s area of affect has been reduced
Fixed issue where communication in the flight tutorial was duplicated
Fixed issue where in some cases Data Delivery was not possible
Fixed issue where skimmers would jitter around the screen
Fixed issue where not all fires could be extinguished making some missions impossible to complete
Fixed issue with pixelated scan line in FSS
Fixed issue where the passenger in multicrew would disconnect (Orange Sidewinder)
Fixed issue with transferring consumables from the ship's inventory
Fixed a crash when inviting another player to multicrew when both on foot
Fixed an issue where the 'Long Distance Planner' in Apex galaxy UI would ‘softlock’
Fixed an issue where the victory Credits shown at the end of a Conflict Zone were incorrect
Fixed a ‘softlock’ when interacting with a terminal shortly after loading the game
Fixed an issue where players would move through the counter if sprinting while interacting with a vendor or terminal
Fixed an issue where the main menu would appear much smaller if the player had the system map open whilst on foot
Fixed an issue where players were stuck in an aggressive pose on the concourse
Fixed an issue where players couldn’t access containers due to lack of authority level with no way to obtain them in some Settlement Salvage Missions
Fixed an issue where players became stuck behind the counter at Pioneer Supplies
Known Issues
When the player approaches plants they’ve already sampled or have obtained the complete sample for, the UI text says ‘Insufficient Diversity’ instead of ‘Already Sampled’
The sample burning animation is unclear in that samples are being destroyed or that it can be cancelled
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The quick item wheel is very hard to use with a mouse
Players may find themselves outside of the concourse when interacting with certain vendors or elements
‘Cuttable’ panels can get stuck in housing after being cut
Players may arrive at an empty Conflict Zone
Settings menu options are cut off at the bottom of the screen
Players are unable to target a system and manually jump to it when using the Galactic Map
Large numbers of AI are seen in Savitskaya Vision’s social space
Players may find an empty ship hangar when attempting to board host ships in Teams
Players are not able to pick a side at a Conflict Zone when on foot via their comms panel
Oculus Rift HMD does not display the game. The monitor Viewer displays correctly and shows headtracking is working
If players perform a melee attack or throw grenades, obstructive defects block their visor
Graphical artefacts are present on assets (such as player arm & organics) when visor is on
Collection mission objective will only update for one person in the instance
Players sometimes experience that missions are not showing as completed until they re-log
Dropships will sometimes attempt to dock with settlements rather than drop players in a Conflict Zone
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Thanks again for participating in the feedback and letting us know what you think!
Thank you all for the excellent and valuable feedback you have provided during Phase 1 of the Elite Dangerous: Odyssey Alpha. We have been collecting your comments and sharing them with our development team. We are excited to announce Phase 2 will start TODAY at 14:00 BST/13:00 UTC.
Phase 2 will include the following:
A new starting system: Nervi
Starting credits 300,000 for new Commanders. This will also be added to existing Alpha Commanders’ balances.
A Cobra ship with multi-crew seat free to every Commander
Expanded playable galaxy to approximately 20LY
Conflict Zones on foot are now playable
New suit available for purchase: Dominator
A number of reported issues from Phase 1 have been resolved or addressed for this build. Please note that these are not ALL of the reported issues or fixes from Phase 1.
Fixes/resolutions:
New starting system and ship ownership should alleviate long travel times
Issue fixed where players reported getting stuck in front of Vendor
Added extra mission information, such as travel distance and pre-requisites, to further improve the player experience
Fixed a few issues where mission objectives would not clear, or would not be displayed/initiated
Fixed the issue where missions were not displaying the correct threat levels
Adjusted fire area of effect causing players to receive fire damage through walls and ceilings
Pressing escape after booking APEX will no longer leave players ‘stuck’ at the counter
Reboot/restore mission will now provide players with the Power Regulators if required
Suit and weapon upgrades fixed
System map should now open at the correct speed
Fixed graphical issues experienced when entering and leaving ‘local map’ on foot
Players can now pay fines and bounties via starport services and the authority contact
Adjusted crime detection and consequences for all activities.
WE NEED YOUR HELP In Phase 2, players may experience ‘Orange Sidewinder’ whilst in physical multi-crew, when flying to destinations or dropping into/out of supercruise/glide. This is a major bug that we are aware of, but need your help to fully investigate. Please ensure, when reporting this issue, you provide as much detail as possible. As always, thank you for your support.
Known Issues
Players will experience a crash when inviting others to ‘Teams’ whilst on foot – hotfix imminent
Whilst on foot, players unable to select a side in a Conflict Zone via their Comms panel – this is not an issue if players use Frontline Solutions, or select a side whilst still in their ship
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In Conflict Zones, Victory credits shown are incorrect (too low)
When in ‘Teams’ and in a hangar, players may experience ‘invisible’ host ship
Player models may move through counters if sprinting, when they interact with a vendor or terminal
Collection mission objective may only update for one person in the instance
When in the 'Long distance planner', selecting your ship and moving around the galaxy UI will soft-lock the player upon exiting
Unable to meet up: If you are having issues meeting up, return to the front end and try again
Oculus Rift HMD does not display the game
When a crime has been cleared, it is still shown in the authority contact at the social space terminal
‘Complete Missions' button may not work at station terminals
Players may find that selecting to transfer consumables from the ship's inventory does not work
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As always we will continue to optimise Odyssey throughout its development.
Please be sure to share your new feedback for Phase 2 in our feedback thread and to report any issues on our Issue Tracker.
Thank you for taking part in the alpha and providing all the feedback you’ve given so far. As we move into Day 3, there’s already a lot of information to collect and organise, which will be invaluable to the development team.
As we began sorting your feedback, it quickly became clear which aspects are the most pertinent at this early stage of the alpha. As such, there are two areas we’d like to address:
Apex Interstellar
The most prominent feedback concerns the travel time when using Apex Interstellar’s shuttle service. There’s no doubt that the time spent during these trips is less engaging than Odyssey’s other features, given the currently limited options for interaction during the journey.
Before we discuss solutions, we’re keen to make some points clear:
The conditions of the alpha greatly exaggerate the impact of this wait time which won’t feel the same at launch. This is partly due to the large size of the Adityan system and the fact that the starting station is in the “corner” of the system map.
Because mission information doesn’t include the distance to the target location yet, your ability to select missions with shorter travel times is reduced.
We’re already considering our options to resolve each of these points. They include moving where players start in the alpha to a more central location which would reduce the distance to almost all of the locations in the system. We also plan to update mission information to include distance from the target locations.
To avoid any confusion, we are not looking to reduce the travel time so that Apex Interstellar shuttles travel faster than player-owned ships. This would result in a fundamental change to Elite that contradicts the lore, physics, and potential longevity of the game. Instead, we hope that the above changes alongside an increased number of loadout and cosmetic customisation options to use during these trips will improve the experience.
Dying Soon After Landing: Hostile NPCs and Players
We’re aware that many players are excited to try out PvP on-foot, even at the expense of others who are trying to complete their missions. In future updates, we’ll add the detention centre respawn loop which mirrors the existing loop for in-game criminals in the base game. If needed, penalties for killing on-foot players can also be adjusted.
That said, we expect that once on-foot gameplay expands to the whole galaxy, this scenario will be far less common. In the meantime, we’d like to remind players that they can also test the alpha in Solo and Private Groups if they prefer.
As for NPCs, we understand that they sometimes seem far too deadly, especially at the lower Threat levels. We’re are investigating how currently the Threat levels are being incorrectly assessed and reported in mission overviews and expect to make some changes in the future to remedy this.
Other Feedback
These are just two of the many topics that have come up in your feedback and we’re grateful for all of them. The team are collecting, organising, and relaying every piece of information from the feedback thread. We chose to cover these particular aspects to assure you we’re listening carefully and acting on your feedback.
There’s lots of time to go and we hope you continue to enjoy the alpha as each phase unlocks more content. We expect there’ll be plenty more feedback and look forward to hearing your thoughts.