We have released our first hotfix for Elite Dangerous: Odyssey which resolves a number of issues reported to us. We will continue to investigate further reports shared on our Issue Tracker and will share any updates with you when possible.
General stability improvements
General mission improvements
Fixed various colouration issues in organics
Fixed a crash when players attempt to edit keybindings
Fixed an issue when completing the tutorial with an existing Commander players are unable to enter the express lift to the hanger and their ship and need to re-log
Fixed an issue where players are unable to exit ship at the end of the tutorial – forcing players to skip
Increased suit thermal resistance to allow disembarking on some hotter planets
Fixed an issue where players are unable to cut panels or access data ports in multicrew
Fixed an issue where exiting the Pilot Tutorial leaves players unable to continue and are forced to re-log
Improved messaging on elevator if players haven't undertaken flight tutorial
Fixed an issue where some players encountered the enemy dropship not arriving in the tutorial
Fixed collision issue at Cinder Dock Surface port
Fixed 'manage inventory' function on ship embark screen
Fixed a FSS planet closeup issue in VR
Fixed an issue where the main chat window was unavailable in the comms panel
Fixed an issue where wind would not update correctly on planet load
Fixed issue where modified suit item being sold at Pioneer Supplies isn't cleared from the shop inventory post purchase.
Fixed a naming issue in tutorial for the 'Data Port' objective
Fixed some Pioneer Supplies vendors not having weapons and suits for sale
Fixed an issue with CG modules not being able to be bought from tech brokers
Fixed a transaction server error when purchasing from tech broker
Fixed a transaction server error when completing a tutorial
Various server performance & reliability improvements
Fixed an issue with Pioneer suit availability for qualified owners
Fix for an orange sidewinder disconnect when switching between ED: Odyssey and ED: Horizons builds
We are aware that there are some concerns regarding performance and we are working to provide solutions and improvements. We have found a number of Commanders have improved their experience by following these steps:
Make a backup of every file in the graphics folder, and place it somewhere safe for future reference.
Delete the original files in the Graphics folder.
Restart the game.
Thank you for your patience and support. Please continue to highlight any issues you encounter on our Issue Tracker so we can investigate them as soon as possible.
It's time to set out into the great unknown of our galaxy in the launch of Elite Dangerous: Odyssey on PC.
Seasoned Commanders and new pilots alike can now rise from the seat of their cockpit and explore the galaxy like never before, in this new era of Elite Dangerous.
Elite Dangerous: Odyssey opens up further exciting realms of exploration, from newly accessible planets with light atmospheres beautifully rendered by stunning new technology, to new immersive missions at ground level with the risk of coming face to face with combat ready foes.
Disembark your ship at the nearest port to meet with new on foot mission givers and gear up with your favourite specialist suit and equipment, to be ever ready for any challenge that lies ahead.
Team up with your most trusted crew, or head out alone across stunning new environments, with complete freedom in first person from a "through your eyes" perspective.
We simply cannot wait to see you continue your own ever incredible odyssey in the unique and expressive ways you share so passionately with us.
To prepare you for the journey ahead, you can watch the official launch trailer:
Adjusted milestones for on-foot Mercenary and Exobiology ranks
Added 5 new ranks (Elite Stars) for all ship and on-foot ranks
Removed the zeroing out of Rank Progression points for Combat and Mercenary Rank when killing an enemy a given number of ranks below you
Players will always contribute to their combat and mercenary ranks when killing enemies
RENDERING
Fixed the lighting when the turbolift finishes its journey
Fixed an issue where the wrong grenade would render in the hand
Fixed for the ‘cut’ section of the cutting panel appearing when the player first interacts with it using the cutting tool
Fixed artefacts appearing in the visor when the player was in close proximity to an asset
Fixed star lens flares occasionally changing shape and appearance
Fixed artefacts that would appear onscreen when using Vive
Fixed surfaces so that they can receive bullet impacts
Fixed wind on atmospheric planets to sync with player movement; additional fixes and improvements for the wind
Fixed compression artefacts occasionally seen with lens flares
Fixes for multiple fog types displaying incorrectly, both exterior and interior
Fixed weapon reticule rendering over the top of the player character
Fixed cursors being cut off in the Galaxy and System Map at certain ultra-wide aspect ratios
Fixed UI elements in the FSS Scanner becoming over-bright
Fix for chairs being visible in VR and non-VR when in FSS Mode
Fixed over-exposed humanoid thumbnail images in various UI locations
Fixed bright light that would appear after exiting outfitting view
Fixed visual artefacts that could appear in the glass shader
Fixed VR changing resolution when disembarking or boarding a ship
Fixed shoulder decals not applying correctly to player shoulders
Fixed players and AI receiving decals
Fixed Player/AI eyes appearing dark under spotlights
Multiple fixes and visual improvements for the player visor, including fixes to the light calculation and condensation
Multiple fixes for the scatter system
Improvements to culling efficiency when looking between buildings
Improved the logic that determines whether the player can see outside
Removed old occlusion manager
Humanoid weapons now scale when impacting with ship shields – for example, small bullets will not cause disproportionate VFX on the shields
Emissive properties of multiple assets updated to work with new lighting
Visual improvement to lighting and transition of hyperspace sequence
Tweaks to shield effect during tutorial to optimize player flow
Various fixes for card-specific NaN visual artefacts
Various fixes and visual improvements for player and AI hair rendering
Multiple changes to balance the cockpit UI and brightness levels to prevent over-exposure at different times of day, and in different levels of lighting
Additional improvements to the calculated lighting values between day and night to reduce any over-blown lights or lens flares at different times of day
Improvement to avatar skin rendering (and fix for them occasionally spawning in without normal maps applied)
Players who stand in extremely close proximity to another will now "dither fade" - this will prevent players being able to see inside other players, and prevents players from griefing those trying to use a terminal in a social space
Multiple improvements to the shadow priority system - this should improve stability and visual fidelity
Inner dock lighting now generates correctly when the player is outside the station
Modes added for different quality settings (low/medium/high) for optimal setup
New material for use in Settlement windows that will now fade based on player distance
Update for Thargoid and Guardian shaders to use the new PBR versions
SETTLEMENTS (NEW FOR ODYSSEY)
Fixed Agricultural dome building occlusion
Fixed the sort order of all the holograms used in Settlements
Fixed misaligned floor and ceiling tiles for a small Agriculture themed room
Fixed Reactor building/room floor panel occlusion
Fixed missing polys on flood lights at large landing pads
Fixed missing 'Hold Open Lobby Door' state
Fixed one of the curved windows using the incorrect glass material, making it turn opaque at a distance
Fixed an offset external window, and other window alignment and window shutter issues
Fixed a missing material on a small part of a Lab cupboard prop
Fixed modelling issue with the toilet
Fixed instances where some settlement staff would go missing from the staff list if they were related to a mission
Fixed issue where the inside of the reactor would be culled incorrectly
Fixed an issue where in certain cases you could look through and out of a building into another building
Fix for small lights attached to walls
Various art tweaks to the 10 Alpha Settlements for the immediate surrounding terrain and better blending into the planet, avoiding rocks and plants appearing within the Settlements
At the smaller Agricultural Settlement: floating box prop removed
Displays on decorative screens updated. Improved screens on medical props and lab props with new animated ones, which also turn off when the power goes down
Updated the trespass zone hologram
Terminals updated to indicate to other players when a terminal is currently in use
Occlusion improved, floor tiles and walls now render when they should
New material added for Military and Research flooring
Adjusted roughness maps to make floors shinier. Floors in environments should be more reflective
Panel lining added to floorplates to split the metal and plastic areas
Landing Pad markings material updated to make them look weathered
Adjoining building to the Landing Pad made more interesting
Updated the props to use a darker soil material and new condensation shader effect on the large vivarium pieces at Agriculture Settlements
Windows should fade to an emissive opaque material at distance so that they don't appear dark. At night, the windows glow slightly
Settlement windows (emissive at a distance) no longer glow when a settlement is powered down
Tweaked position of the terminals attached to desks as they were slightly offset
Material used for bedding improved with a more comfortable fabric
Capture Point asset at Conflict Zone improved (emissive parts of the top of the pole)
Hitcheck on small light props optimised
Exterior walkways (duckboards) updated to make it easier to step on to them, even if they happen to be placed slightly offset
Collision improved on exterior Settlement entrance archways
Plastic coverings for poly-tunnels at Agriculture Settlements are now less saturated, and a little darker
Dirt/edgewear added to remaining exterior wall décor pieces
Stopped 2 trolley assets from spawning on top of each other in the same location
Comms room updated to stop players from getting their head inside the ceiling
Removed some exterior rooftop railings where the player could get stuck
Stacked crates layout adjusted to help with issues where the player could get stuck between them
LOD adjustments for stacked crates so they look better from a distance
Various roof décor improvements for lower LOD models used at a distance
Exterior turret base LOD improvement to lessen popping at a distance
Standard interior door LODs improved to prevent disappearing and reappearing at a distance
Stopped recharge ports from appearing to be offline when they were not
Additional error checking around building geometry
Buildings connected via other buildings are now classed as connected
Visual and stability improvements to the mask around Settlement terrain stamps
Setup mask so that small scatter rocks will now appear in Settlements
SETTLEMENTS (HORIZONS)
Fix for Planet Port landing pad position - medium hangars no longer have a dark poly running through them
Fixed floating black cube at Fortune's Loss
Hitcheck updated at planetary port main building
Updated an area with misaligned pipes at a Planet Port where players could get stuck
Added player collision hitcheck to large heat vents at some Planet Ports, so players cannot walk through it
Fixed the large hitbox issue at the main building at a Horizons Extraction settlement
Collision issues fixed at a Horizons tiny abandoned Settlement
Tyre track decals updated to use new shaders
Additional error checking around building geometry
Refining and ‘rebaking’ Horizons Settlements for new planetary tech
SHIPS
Fixed retreat dropship bookings failing due to hostile environment checks
Disable disembarking/deploying from a ship if silent running is active
Blocked hyperspace travel to systems if another player is aboard the ship who does not have the right permits to enter the system
After the conflict has ended, shuttles/ships can now be booked/recalled, but the shuttle/ship will land outside the zone instead of docking
Correct player ship description in shipyard when players swap ships
Ship disembarking/boarding reworked for multicrew ships
All ships have had their landing gears and shipkits updated with hitcheck
Viper, Cobra III and Cobra IV landing volume issues fixed improving ability to land on a planet surface
Medium sized thrusters now mapped correctly and PBR valid
Ambient AI ships can now dock at settlements
Adder
Fixed floor in cockpit
Heat sinks are now grey with emissive elements, not black
Added hitcheck to landing gear doors
Shipkit parts will now show scratches and wear
Anaconda
Fixed mirrored 'KEEP CLEAR' decal
Panel texture issues fixed
Asp Scout
Hardpoint panel texture fix
Beluga
Hitcheck fixes
Chieftain
Fixed hitcheck for the nacelles - hitcheck will now rotate as the landing gear is raised and lowered
Added hitcheck for landing gear doors
Small sized thrusters are now mapped correctly and are PBR valid
Clipper
Fixed z-fighting on tail decal
Cobra Mk III
Hitcheck issues fixed
Bumper now looks correct when it is worn and scratched
Cobra Mk IV
Added Tutorial-specific Cobra Mk IV shuttle
Cutter
Fixed hitcheck on steps
Eagle
Fixed missing Nameplate
Federal Assault Ship
Fixed a number of hitcheck issues
Federal Corvette
Hitcheck issues fixed
Federal Corvette texture fix
Federal Dropship
Fixed a number of hitcheck issues
Federal Gunship
Fixed hangar cameras
Fixed Shipkits
Fixed a number of hitcheck issues
Fer-de-Lance
Fixed a number of hitcheck issues
Improved connectivity with shipkit parts
Hauler
Fixed a number of hitcheck issues
Keelback
Fixed a number of hitcheck issues
Krait MKII
Added extra hitcheck to cover the fighter bay hatch
Krait Phantom
Hitcheck issues and landing gear volumes fixed
Mamba
Fixed a number of hitcheck issues
Python
Fixed paintjob issues observed at a distance
Sidewinder
Hitcheck improvements, and landing gear leg re-centred
Type 6
Fixed a number of hitcheck issues
Type 7 Transporter
Fixed a number of hitcheck issues
Type 9 Heavy
Fixed a number of hitcheck issues
Wing hitchecks now animate
Type 10 Defender
Improved landing position to help with deploying/recalling the SRV
Viper Mk IV
Fixed the hitcheck groove so that the player does not get stuck
Fixed some small holes in the hull geometry
CONCOURSE SPACES
Fixed the vertical portrait style adverts in the hangars not sorting correctly
Fixed issue with mannequin hand intersecting the hip bag at Pioneer shop
Fixed LOD issue with sign in the Pioneer shop
Fix to stop players getting stuck near some seating at Outposts
Fixed LOD issue with clock on station sign
Fixed a misaligned hangar ‘greeble’ intersecting through the wall of the lobby
Fixed geometry that could appear clipping through the social space when you look at the bar area
Fixed the triangular shaped emissive polys in the social area bar windows which were causing odd reflections
Fixed intersecting pipe bracket in hangar lobby
Fixed Z-fighting issue outside of the Apex lifts in the social spaces
Fixed some z-fighting between the floor and walls at the Planet Port Hub
Fixed AI not spawning at planet ports
Fixed AI sometimes not spawning in detention centers
Stopped access to 'Under Repair' station Social Spaces
Longer station names now fit on hanging signs in the social areas
Minor hitcheck adjustment near the central stairs to ensure the player cannot fall through any gaps
Improved textures for turbolifts
PinkDrink/Suvo signs improved
Added hitcheck to plants to help reduce the player from clipping through them
Adjusted hitcheck along the Apex vendor counter to avoid climbing on the counter
Added platforms under Pioneer Vendors so they don't float
Social area LOD improvements
Hitcheck improved to stop players getting stuck on furniture in Social Spaces
Player names are now visible at all times in concourses
Display different icon for mission givers in character info / character marker, if the player has missions in progress for them
Players will now ‘teleport’ out of the turbolift if they re-enter as the doors close
Enabled patrol movement for AI in social spaces
SPACE STATIONS
Fixed some missing back-faces on the Coriolis
Fixed space station interior inner-dock textures when seen from a distance so that you can see inside of the station from a greater distance again
Fixed the port not being visible when flying in from supercruise
Asteroid Station improved - will no longer appear ‘overly glossy’
STARS
Large changes and visual improvements to the starlight values. These changes also prevent the
over-saturation of colour onto planet surfaces and has been calculated per star class
Update to star tint to fix over-saturation of colour
Fixes and visual improvements to star surfaces not appearing "hot"
TERRAIN (& PLANETS)
Fixed worlds receiving ice caps when they should not have
Fix to ensure all atmosphere types are picked
Fix for Settlement items that would form a visual ‘square’ when blending with terrain
Fix for the aliasing effect seen on planets at a distance
Fix for high metal content planets receiving ice planet effects
Re-lodded some Horizons-era rocks to reduce a popping issue
Visual improvements to planet terrain appearance from mid-far distance, reducing tiled appearance on some planets
Visual improvements to planet UVs and terrain
Visual improvements to planet surfaces & AO
Visual improvements to planet surface at the mid-distance, and reduction of blocky artefacts
Visual improvement to the ‘splat-like’ artefacts seen when travelling closer to the planet surface
Visual improvements to planet ground materials
Override Pomeche 2 C to have more canyons
Changed how it is decided if a player is stood on flat ground, in order to prevent the player becoming trapped in a narrow crevice
Large update to planetary tech, including reworked systems, terrain types, blending, craters and colouration - this also includes the reworking of some terrain materials to be flatter, for better SRV navigation
Improve blending and improved appearance of planet ice caps
New atmosphere colours added and balanced based on their composition
Stability and visual improvements to planet colouration, both from a far distance and when close up
Various fixes for tenuous atmospheres, including tint calculation, visual artefacts, to prevent them popping into view when loading into game
Fixed differences in terrain height seen by AMD and Nvidia users
New planet map for the ‘Europa’ class ice planet
Full balance on scatter system placement and balance on planet surfaces
Improvements to the positioning of Engineer Bases and how they embed with the new planet terrain
UI
Replaced the on-foot loading screen spinning logo with a new space-suited model
Character customisation background updated for HoloMe, Suit loadout, Suit purchasing, Shipyard etc.
Apex
Fixed Russian font corruption
Opening the powerplay screens from the Shuttle Booking maps then backing out will now put the player back into the Shuttle Booking maps on exit
Opening the powerplay screens from the Shuttle Booking maps while talking to a Shuttle Vendor will now not cancel the conversation.
Opening the system map or galaxy map while in a taxi will now not open the map into Shuttle Booking mode.
Bartender
Added empty states for when the player has nothing to offer Bindings Menu
Split up the control binding menu into 4 parts: General, Ship, SRV and On-Foot, supporting different types of input and presets individually, setting up controls should still work the same however.
Added the new controls icons to the separate controls menu. CMDR Panel
Fixed the layout so it no longer has the tools cut off CMDR Creation Flow
Fix to allow you to exit when in the commander creation screen.
Codex
Pilot's Handbook: Added 4 new categories (Settlements, Engineers, The Concourse, Suits and Equipment) with associated icons
Comms Panel
Improved on-foot social tab layout
Disabled mouse input on background tabs and prevented tabbing left and right while sidepanel is open
Fixed inbox filtering
Conflict Zones
Added a new string to display the conflict zones rationale in CZ Respawn UI
Contacts Panel
Modified the contacts panel so that the scroll bar does not overlap the actual contacts list
Fixed scope radius value (no longer displays "0mt")
Removing line of sight requirement for humanoids in the contacts panel Conversation
Fixed conversations ending prematurely when closing certain UI menus
Embarking Panel
If managing inventory is not available (i.e. hangars), we will no longer show the button or the storage information
Fixed truncation in the header
Fleet Carriers
Fixed an issue where carrier vanity names would be displaced with extra characters in some places
GalNet
Added a new icon for generic news
Holo-me
Fixed a bug where panels would retain their state when changing tab
HUD
Weapon AR: Grenade icon now has a colour accent for the grenade type
Replaced AR marker to be a pin instead of a target, to match the compass marker
UI marker to humanoid NPCs that are radioing for reinforcements
InSight HUB Wheel: Several localisation issues fixed
Compass: Allow compass to represent targets that are off screen and behind the player
Compass: There's a regulator icon next to the cold or hot icons to indicate power drain
Item Wheel: Added a functionality to clear user's stolen authority profile in the item wheel
Item Wheel: Fixed localisation issues
Radar: Warning indicators tweaks for better dark and light backgrounds contrast
Current clearance level is now always visible, even at level 0
Hide quick comms messages while item wheel is open
Made the footfall info display the planet/moon name on two lines when needed
SRV Turret: Fixed an issue where some weapon states would display 'Bugged'
HUD Notifications
Scenario objectives should appear as expected on the top right of the HUD
Visual improvements and indentation for secondary objectives for better readability
Clearance level icon and number are now the "illegal" purple
Added wing member icon for more precise feedback
Added log notifications when other players board or disembark the vessel you're in.
Add title to low oxygen warning notification. Also fixed the missing icon for out of oxygen alert
Cockpit: Clarified the message when trying to engage the FSD with either hardpoints, landing gear or cargo scoop deployed. Previously this was a generic message.
Loadout Browser
There is now a Customise option for suits and weapons, to browse and apply cosmetic items
Loadout browser and Edit Loadout screen titles can now be longer, to accommodate long loadout names and localised strings
Warning that backpack contents will be cleared if different loadout is equipped is now displayed
Weapon slots are now disabled if the player doesn't own any of that type of weapon
Minor layout changes to accommodate flight suit not showing any mod slots (due to not being upgradable)
Maps
Improved feedback for locations interaction states (focused, selected, current location)
Improved feedback for permit locked locations
Added wing mission icons to the galaxy map and system map mission list
Added a new plot route button to the bookmark management panel
Added the owning faction to the system info panel
Opening the galaxy map from the commodities market will now bring up the relevant commodity data
Mission Board
Expanded the quote area for the mission faction information
Fixed localisation issues in the mission giver UI
When using the mouse in the mission board, pressing back will now correctly take you back to the last focused mission
Focus / Navigation fixes
Added a wing mission marker to the mission board listing
Updated passenger trait icons
Showing on foot resource rewards
Fixed a bug where the influence/reputation were not correctly set
Added button artwork to board selection screen
Mission Board UI can no longer be controlled after using the headlook
Mission Provider
Fixed Russian formatting in the aftermath panel
Long mission titles will now get ellipses
Fixed cut off text in help screen and general structure polish
Negotiation screen updates including clearer icon for failed negotiations
Fixed mission details card truncation (especially on Russian language)
Navigation Panel
Implement buttons for location popup in on foot navigation panel
Outfitting
Modules browser: Replaced Filter button with Sort dropdown
Changes to reduce the amount of flickering elements when navigating
Updated home button art style
Fixed focus and navigation issues
Pioneer Supplies
Updated stats layout to make room for additional stats
Suit damage resistance is now displayed individually per damage type
Suit backpack capacities are now displayed visually
Replaced micro-resource grade in upgrade material list with the resource category icon
Fixed issue for Russian font getting cut off in the header
Only allow purchase of consumables that the player can afford
Fixed incorrect grade for weapon being displayed when weapon slot is focused
Allowed more space for manufacturer description when using filter menus
Fixed mod slots being focusable when suit or weapon options are displayed
Fixed an issue where the players balance was not being updated when the player purchases a consumable
Improved unmanned ships marker visuals
Made the filters/grades buttons show their details when hovered
Rebuy/Redeploy UI
Fixed an issue with cut off text
Improved UI focus visual states
Default focus is now on the continue button instead of the back button
Added better tracking of the cause of death and hostility reasons across the whole game, but specifically for on foot deaths, in order to display better info on the death report screen
Shipyard
Added the selected ship indicator to disabled ships
Fixed ship information now to update to the correct data when a filter is selected
Starport Services
Fixed Avatar image profiles
Search & Rescue Contact: Fixed icons and visual states
Added a fines panel to Interstellar factors
Store
The menu for buying cosmetic items from the Frontier Store is now split in two: Vehicle Extras and Suit Extras
Hooked up new icons for vessel and humanoid store on the main menu.
Fixed the pack contents not appearing in the purchase pop up of suit items
Terminals
Fixed focus issue when closing popups
Rounded off the influence values
Transaction Panels
Added support for Community Goals
Added passenger profile pop-up
Transfer panel
Visual changes to improve the feedback for the player (on-foot & cockpit)
Fixed wrong markers in tabs, now only tabs with items set for transfer will display the marker
Tutorial
There is now a Suit Operative Tutorial option in the Training menu to let the player learn the new suit mechanics
As you may be aware, all servers are now offline as we power up our engines in preparation to launch of Elite Dangerous: Odyssey, our largest release to date.
Your feedback during the Elite Dangerous: Odyssey Alpha has been invaluable in shaping and improving what you will experience today.
To get you in the mood for this new era of exploration, combat and much more, we have collated the following patch notes detailing the changes introduced since the Alpha build, ahead of today's launch.
ADDITIONS
GALAXY
Added 400K+ settlements to the game
Added 8K+ new planet ports
Updated memorials
TUTORIAL
Added tutorial, created flows for new and existing Commanders
ENGINEERS
9 new Engineers added to the Bubble
Added cost by manufacturer to weapon and suit mods
SETTLEMENTS (NEW FOR ODYSSEY)
Increased unique Settlement count from 10 in the Alpha to 28. Themes include Agricultural, Extraction, Industrial, Military, Research and Tourism across a variety of sizes
Added new plants at Agriculture Settlements
Added new rotating ‘growlab’ prop at Agriculture Settlements
Added pipes under floor grilles
Added a dirt and scratch overlay pass to the explosive canisters
Added two new variants of the shower and toilet in Habitat buildings
Added new Agricultural Settlement clutter assets
Additional detail added to interior hanging lights
WEAPONS
Added Manticore plasma weapons to game: Tormentor, Intimidator, Oppressor, Executioner
SOCIAL SPACES
Added Detention Centre
Added some distortion to the glassware seen in bars to improve and help visibility
Added pipes under floor grilles
MENUS
Added suit and weapon customisation
Added log notifications when other players board or disembark the vessel you are in
Added better tracking of the cause of death and hostility reasons across the whole game, but specifically for on-foot deaths, in order to display better info on the death report screen
Added a fines panel to Interstellar factors
Added title to low oxygen warning notification. Also fixed the missing icon for out of oxygen alert
Added new icons for pilot's handbook sections
Add clear stolen authority option in item wheel
Added new icons for vessel and humanoid store on the main menu
Added a new icon for generic news
Added the new controls icons to the separate controls menu
Added a walk toggle button binding
A.I
Added criminality chances to some dead NPCs - this allows certain corpses to be flagged as criminals, displaying the criminal symbol on their nameplate
Added addition personal space warning lines for physical contact
Added additional blocked warning line for a final warning
Added special personal space warnings for interrupting conversations
MISSIONS
Added the ‘requirements’ panel to mission details screen
Added reward digest to mission listings for depot and completion
Added calls to action for completed missions and progress to the depot
Added a partial complete button to partially completed missions
Added a new 'Professional' assassination mission which tasks the player with taking down harder-than-normal targets
Added a new 'Clean' assassination mission which tasks the player with taking down targets without causing any collateral damage
CHARACTERS
Added in a new walking animation for NPCs in social spaces
Added sway to weapons hip fire, ADS, and in/outs of transitions
Added in more variety to NPC faces/heads
Added rank progression decals and skins
CONFLICT ZONES
Added victory animations for the winning team
Added ‘cheer bark’ to conflict zone celebration behaviour
Added alternative greetings and global cool-down for conflict zones
COSMETICS
Added livery module slots to every suit item
Added the new shoulder decal model items to the relevant models
INTERACTIONS
Added the ability for players to free-look whilst using the terminal. Players can also look away from the terminal to break interaction
CODEX
Organics added with details and reporting structure
FIXES / CHANGES / IMPROVEMENTS
ARX
Converted the Shop Hangar materials to be PBR compliant
Re-enabled ARX purchasing
AUDIO
Fixed the mix (particularly weapons) sometimes going muffled unexpectedly, particularly in conflict zones
Fixed a low drone in the galaxy map and other mix improvements
Fixed the excessive landing pad touchdown ‘clunk’ in social spaces
Fix for reverb being too audible during vessel transitions
Fixed some engineer and bar area ambience issues (too many high frequencies)
Improvements to planetary and settlement ambiences
Improvements to the mix when engaged in a conversation with a vendor or NPC
Mix improvements on lockers
Various mix improvements on ambiences
Improvements to landing area announcers
Improvements to landing area reverbs
Improvements to turrets
Improvements to skimmers – should be less static and persistent and should be softer when stationery
Helmet deploy and stow sounds and mix changes (mix goes muffled for a moment on deploy and goes bright for a moment on stow)
Improvements to the mix inside your helmet
Mix improvements on jump assist
Various mix improvements on NPC speech and conversations
Mix improvements when interacting with a console at social spaces
Improved the ship rumble when inside a building, as it could be overpowering sometimes
Tweaks to panels and glass rattles when ships fly over buildings/social spaces
Improvements to settlement mining drills
Improvements to reverbs generally
Improvements to vessel transitions
Improved interplay between planet, settlement, and external building ambiences
Improvements to suit ventilator audio behaviour
Boosted volume of many Odyssey sounds to be more in-line with the existing ED mix
Numerous social space mix tweaks
Mix improvements to organics
Fixed overpowering LFE on supressed weapons at distance
Fixed various issues with broken audibility on rocket explosions
Numerous weapon, explosion and ‘whizz-by’ mix improvements
Plasma crackle ‘sweetener’ added to plasma weapons
Improved audibility of long range weapons at distance
Made weapon reloads less ‘thumpy’ to other players and NPCs
Fix for social space consoles triggering a persistent ‘hum’ in the cockpit panel
Fixed various issues where some weapon sounds would retrigger on entering vanity cam
Fixed numerous issues with the audio options, volume sliders and mute buttons
Fixed various issues with reverbs not working correctly in surround sound speaker configurations
Fixed the mix often being broken in smaller ships, caused by the changes made to the cargo bay for the conflict zone deploy sequence
Fixed various mix and audio on the various types of player death and asphyxiation that can occur
Fixes for various issues with external building spot sounds
Various audio fixes and improvements on the vendor interactions and dialogue flow
Reverbs should remain audible for the sounds you can hear, rather than being faded out with sound effects slider
Turrets have movement audio
Improvements to social space announcer implementation
Improvements to pipe ambient sounds
Improvements to capture point audio
Fixed broken audio on agricultural grow wheel in settlements
Improvements to oxygen replenishment gasps
Improvements to reactor sequence
Some fixes to adverts to ensure that they sync properly, rather than playing different ads at once
Laser weapons now produce ‘whizz-bys’
Added continuous Apex and Frontline ads at their booths/banners
Settlement terminals now have unique ident audio per faction
Audio added for big broken fan
Audio added for cargo canister rack interactions
DTS headphoneX feature (in audio options) should now work with some on-foot sounds
Improvements to internal and external building alarms sounds & behaviours
NPCs ‘call for backup’ voice lines now audible at distance over radio comms
Improvements to radio comms voice treatment to be more effected and feel less dry
Improvements to settlement voice
Removed some repetitive social space crowd sounds
Improvements to combat crowd, when small numbers of combatants present
Replaced various lines on the Horizons 3.x COVAS Russian and Spanish localised voices, as flagged by the community
Fixed some stealth music with incorrect intensity
Fixed the conflict zone victory music sting always playing twice in succession
Fix for the social space music sometimes wobbling in rotating starports
Music score audio replaced with ‘final mix’ for on-foot music suite
Improved various music transitions in the on-foot music suite
Set up in-world music at settlements (bars at tourist settlements, and the music tablets at various settlements)
Set up music interaction and mix behaviours so the non-diegetic music score does not clash with in-world music emitters in settlements
Turbo lift music is less full range and should not hard-pan as much on headphones
Turbo lift music should random seek, so we no longer always hear the start of the music tracks
Improved the way the music fades during important dialogue
Should now get tension music if observing (but not participating in) a combat scene
CHARACTER
Fixed issues with jump animations
Fixed issue in third person where players would pop between crouching and standing
Fixed issues with all weapon animations
Fixed issues with all tool animations
Improved stair climbing animation
Improved conserving momentum when airborne, so that releasing the sprint input or relaxing the directional inputs does not slow the player mid-air
Updated head look on NPCs
Updated eye look on NPCs
Shortened shield break animations
Updated certain facial expressions
Shortened NPC dodge times
Balanced eye textures
Updated all engineer clothing
Codex Discoveries
New Organic life has been added to worlds with tenuous atmospheres
Players can report and confirm new organic lifeforms using the Composition Scanner just as they could in Horizons
Improved Organic Placement for v3 planets
Organic Colour Variants introduced and will be driven by the environment they are found in
CONFLICT ZONES
Fixed issue where AI would remain aggressive at the end of a Conflict Zone
Improved AI control point awareness
Improved AI prioritisation of targets in capture zones
Disabled watch behaviour for AI, post conflict zone
AI will no longer leave their team at the end of a Conflict Zone
Increased control point capture credit reward bonus to 3,000cr
Reduced kill and control point capture reinforcement damage to 5 and 50 points, respectively
Idle vessels no longer count to the team count in on-foot conflict zones, and only humanoids count during the final phase of the conflict
When in the shuttle booking planetary map, selecting conflict zones should now give a more descriptive reason for why the ‘book’ button is greyed out
Prevented melee attacks from dealing any damage against Ships, SRVs, and anything that is not a humanoid
Restricted personal space warning to physical contact, post conflict zone
COSMETICS
Fixed issues with items remaining previewed in store/livery
Fixed an issue with the flight suit for its default black look
Fixed vendor suit images
Fixed incorrect avatar settings on the flight suits
Fixed incorrect materials that were in engineer avatar settings
Rebalanced emissive values on cosmetics to fit with new shaders and lighting
Bobbleheads adjusted so they are brighter
Cosmetics are now available for suits and weapons
Suit livery changed to go through the object refresh rather than the cosmetic
Previewed items are now added and removed as expected in the suit livery/store
Updated the customisation visualisation system to be able to deal with being used in both the livery and loadout browser
Removed the lighting rig from being attached to the camera in the vessel store
Store packs are now initially sorted alphabetically
Removed shoulder pads from the base exploration suit
Removed resetting the camera when in main menu and exiting the store
SRVs can now spawn and be viewed in the game store
COMBAT
Fixed an issue where, while reloading a weapon, the AI would get stuck
Fixed an issue where collisions would reapply their damage for every frame they were colliding (resulting in instant death if two ships rammed each other)
Fixed an issue where dying humanoids would be treated as environment objects and deal huge amounts of damage to colliding SRVs
Fixed an issue where certain NPCs detectable by humanoid sensors did not show their nameplates
Fixed an issue where AI would not perform their ‘death bark’ when being tazed
Fix for a rare Kinematic crash
Fixed some situations where AI would incorrectly think they had weapon line of sight when close to nearby obstacles
Fixed an issue where Humanoid corpses and certain NPCs did not have their nameplate attached to their head
Fixed erratic weapon aiming when AI were very close to their target
AI will now engage vehicles at a longer range
Improved AI behaviour when their combat target is a long distance from a settlement
Improved AI behaviour when their combat target is in an unreachable location
Various improvements to ship AI
Various further improvements to combat AI
When seeking cover, AI will no longer hide behind their ‘friends’
AI vision cones are now correctly tied to the third person model
A rework of the AI's ability to utilise grenades and the frequency thereof
Improved AI grenade throwing so that they will now flush targets from rooftops
Non-physical contact personal space warnings are remembered in the area around them, preventing multiple AI talking over each other
Personal space vocalisation cool-downs are now remembered between behaviours
Reworked the cool-downs for personal space warnings
STABILITY
Fixed a crash when the cargo bay is not available when attempting to enter the cargo depot
Fixed an issue where player ships bounced when landed
Fixed an issue where if you book a shuttle and then cancel the booking before the shuttle goes live, the pending shuttle object would remain
Fixed a crash whenever a player died while participating in CQC
Fixed a crash when another player in your session disembarks from their vessel
Fixed a crash in the on-foot tutorial when opening the system map (also disabled access to the system and galaxy maps from the navigation panel)
Fixed a crash caused by adding suit modules to the loadout
Fixed a crash in visualising a new loadout
Fixed failures seen in the carrier fuel contact
Fixed a crash when the UI is not being shown
Fixed a crash if the player gets a fleet carrier update while on the main menu
Fixed a crash when upgrading laser ship weapons at an engineer
Fixed a crash caused by getting shot by a Guardian sentinel
Fixed a potential crash when trying to turn suit shields off when entering a social space
Fixed a crash when loading in at a particular planet
Fix for error when setting 3D mode to Anaglyph in VR
Fix for error when changing 3D mode from "Off" to "Anaglyph", "Side-by-Side" or "HMD" in VR
Fix for an error often seen when accessing the System Map
Fix for an error seen when filtering by ship type in Inter Astra
Fix for an error occasionally seen when entering supercruise
Fix for an assert seen when fading planetary rings, based on whether they're seen through atmospheres
Fix for a crash often seen when in a Dropship
Fix for an error seen when exiting the livery
Fix for crash seen when changing resolution
Fix for crash occasionally seen on load up
Fix for crash sometimes seen when using terminal
Fix for a crash seen on occasion in social spaces
Fix for a crash seen when closing the game via the "incident report screen"
Fix for a crash occasionally seen on start-up
Various data port fixes - now ensures the game closes without crashing
Put a safety check around the commander data when declining applications to prevent a crash
Improvements to how corpses handle their physics skeletons
Avoiding crash for old or non-existent resources sent to us by server when someone's inventory is very out of date
Stopping data transfer on death to avoid upload crash
ENGINEERS
Fixed floating rocks outside of the Long Sight Engineer Base
Fixes and polish to the engineers donation flow, and some adjustments to how on-foot engineers are displayed in the Known Engineers UI
Fixed an issue where Engineers would animate in the wrong place
Fixed an issue where Engineer progression was not being set correctly
Improved height map for Felicity Farseer Engineer Base
Balanced Engineer pad holograms to use the same brightness settings as the other landing pads
New engineers focus on applying modifications to suits and handheld weapons
Each new engineer will specialise in certain types of modifications
A requirement must be met before commanders are invited to dock at a new Engineer’s base (just like existing Engineers)
When invited to dock at a new Engineer’s base, commanders will be able to engineer with them right away
Completing a certain task for a new Engineer will have them refer you to another Engineer that focuses on different types of modifications
Existing Engineer Bases updated to allow commanders to disembark and meet them in person
Increased Resistances Suit mod should now immediately come into effect when applied
Applying mods now consumes credits
Prevented players from disembarking at Engineer bases they do not have access to
Prevented players from interacting with the Engineer if they do not have access
EXPLORATION
Fix for organics sometimes appearing incorrectly in highlighted areas of the Heatmap overlay
The DSS Heatmap no longer displays with "hot" or "cold" areas, but with an overlay where organics/geologicals highlighted should appear
Emissive properties of DSS Heatmap rescales based on light/dark side of the planet to retain visual fidelity in all light conditions
The 'All Filter' for the DSS Heatmap has been removed
Genetic Sampling will no longer require the player to complete a timing-based interaction - sampling will be an automated process
Sampling an organism now adds a marker to the Commander's compass
Different types of life will require the commander to sample subsequent specimens at a different distances from a previous specimen
Commanders can view the typical range of an organic colony in the codex - this is how far Commanders may need to travel to find a specimen, genetically diverse from what they have sampled
Rewards for logging organics with Vista Genomics greatly increased
‘First Logged’ bonus for being the first to log an organism with Vista Genomics greatly increased
SYSTEM AND GALAXY MAP
Fix for System Map acquiring a grey overlay on planets
Visual improvements and removal of visual artefacts in the System and Galaxy Map
Changed name of Eskimo Nebula to NGC 2392 in alignment with NASA's official change
Planet icons have been updated in the ship radar so that they are now much more visible
Sol planets updated to more accurately reflect real-world data
ECONOMY
Adjusted sale prices of some Goods, Data and Assets to the Bartender
Adjusted recipes for Upgrades, Suit and Handheld Weapon Engineering
Improved negotiation balance and feedback in the UI
FLEET CARRIERS
Fix for the skybox becoming increasingly over-exposed with every Carrier jump
Fleet Carrier colour schemes work with new shaders
INTERACTIONS
Fixed an issue which sometimes resulted in AI spawning in spawn cupboards at abandoned settlements
Fixed an issue where locked lockers would display an ‘interact’ prompt when they could not be interacted with
Fixed a number of settlement assets that were not visually powering down at Offline and Offline Damaged Settlements
Implemented a number of changes to ensure ‘cuttable’ panels fall outwards more consistently when cut
LIGHTING & VFX
Fix for Shuttle Cockpits appearing overly dark
Fix for broken suit thruster lens flare
Fix for the player flashlight
Fix to prevent overly orange-tinted social spaces and removal of "cone" effect seen above area
Fix for incorrect placement of Apex projection light
Fix to balance the organic scan VFX as well as the motherlode asteroid scan VFX
Fixes and improvements to reflection probe placement in Settlement rooms
Fix for the Life Support asset not turning light off when powered down
Fixes for lighting seams observed in some rooms
Fix and visual improvement of framing for weapons and humanoids in livery
Fix for light leaking outside of specific room
Fix for lighting of specific room not turning off when the Settlement if offline
Fix for station exterior lighting changing as the player approached
Fix for visual artefact caused by over-bright fire VFX
Fix for an effect caused by Thargoid probes
Fix for visual artefact caused by over-bright grenade explosion VFX
Fix for steam VFX clipping through box in specific Settlement room
Visual improvement to the chimney VFX
Visual Improvements to lighting at all Station Lobby Types, including Engineers
Visual Improvements to lighting at Horizons Engineer Bases
Visual Improvements to lighting at Odyssey Engineer Bases
Visual improvement to lens flare that can be seen when navigating down to a Settlement
Visual improvements to the appearance of other ships whilst in supercruise
Visual improvements to lighting in Engineer Bases
Visual improvements to lighting in all turbolifts
Visual Improvements to lighting for all "Under Repair" hangars
Visual improvements to lighting for Damaged Stations
Visual Improvements to lighting for all inner docks and hangars
Visual improvements to Ship Exterior lighting
Visual improvements to lighting of full body commander portraits
Visual improvements to lighting in selected buildings and Settlements
Visual improvements to livery lighting
Visual improvements to exterior lighting of all Megaships
Visual improvements to all ship lens flares and emissives (VFX)
Visual Improvement to the VFX of hyperspace sequence
Visual improvements and further balancing of all human weapon bullet impact decals
Visual improvements and additional balancing of all ship weapon and skimmer weapon bullet impact decals
Re-balancing of the Thargoid Portal VFX for the new lighting scheme
Atmospheric VFX (steam) added back into hangars
Updated lighting for Thargoid structures
Weapons thumbnails updated to frame correctly in Outfitting view
Canopies at Settlements now have working lights
Dim light mode setup for use in the livery as the "Lights off" mode
Reduce flashing on exterior of damaged stations
Improvement to ship shield material and VFX when hit with a humanoid weapon
Trails of DSS Probes have been re-balanced for new lighting and will now rescale to various lighting conditions, so they are always visible to the player when probing a planet
Fires now cast more light in rooms
LOCALISATION AND TEXT
Fixed government type not being localised properly on the conflict zone vendor panel
Updated localised string on the on-foot CZ death screen from "Killed by" to "Defeated by"
Replace hard coded "RANK" with the correct rank string for ‘wingmates’ when on foot.
MEMORY AND OPTIMISATION
Fix for memory stomp when generating planetary nebula information
Fixes and stability improvements to the portalling system
Correction of the video memory streaming budget to prevent Out of Memory crashes
Multiple improvements and fixes to reduce memory spikes
Replace excessively large and wide spotlights with something more visually fitting, and which is more performant
Additions to the portalling system (Kinematics) that further increases performance
Optimisation for shadows as directional shadows now included in the portalling system
MISC
New Ident created
MENUS
Split up the control binding menu into 4 parts: general, ship, SRV and on-foot - each part can be set to its own preset.
MINING
Fix for ice asteroids changing colouration when being detonated
MISSIONS
Fixed a softlock in the mission board
Fixed the conversation camera snapping abruptly at the end of conversations
Adjusted how modified micro-resources are added/removed to/from the locker or backpack by missions to prevent errors
Updated mission-giver mission counts on the mission board, depending on the number of missions available, removed text that could become incorrect due to this value changing
Made illegal missions display purple in mission-giver details panel (to match narrative panel)
Disabled mission help button on mission board, except in specific panels (the mission details panels)
Odyssey missions no longer always fail if the player is critically injured
Missions that do not have specified locations no longer fail on critical injury
If the player is at the location where the mission takes place then being critically injured will cause the mission to fail
If the player is heading towards the mission location, or has successfully completed the objective and then left the mission location, a critical injury will not cause the mission to fail
Mission payout balance changes
Missions will now correctly appear in the incident report when relevant
Missions now apply fines if an item they entrusted to you for the purpose of that mission is not then used to complete the mission
Harder missions have had their pay-outs increased - this mostly affects missions that require the player to perform illegal actions or adhere to a strict condition
When a mission rewards an item, the value of the items or quantity offered should now more closely scale with the value of the mission's credit reward
Negotiation balance changes
Mission negotiation is now slightly easier when requesting the smallest option
Negotiating on a mission that rewards an item should now more consistently result in higher quantities of that item
Very successful negotiations can now result in up to twice as many items being offered as a reward
Resolved some networking issues that would cause a mission from one player to update or block progress on another player's mission when they were both performing similar missions in the same instance
Poor negotiation attempts will now cause more of an impact on your reputation with that faction
Text changes and fixes
Fixed various items of text failing to translate or translating incorrectly
Improved some wording on HUD objectives
Improved the feedback and clarity of several missions' transaction panels
Fixed depot-related missions in Dromi, Matet, and Otegine not opening the depot immediately
Fixed some instances where a mission could be abandoned to either dodge or increase influence unfairly
Fixed some passenger missions at damaged starports being inaccessible
Donation missions no longer display high threat levels
MULTICREW
Fixed physical multicrew role icons not displaying correctly for players not in instance
Changed players in physical multicrew passenger roles (idle or gunner) to use the multicrew icons
Restored behaviour where outfitting and livery are only disabled in ships when you have people aboard your ship: not the whole time you have a crew
NETWORKING
Fixed several instances where transferring cargo between your ship and your SRV could cause the client's inventory to become out of sync with the server
Killing humanoids in multiplayer sessions should no longer leave apparently living humanoids in the ragdoll state for some clients
NEW PLAYER TUTORIAL
Fixed the "Disembark" button not working at planet port at the end of the on foot tutorial
Fixed the starter package details location display to show the correct location instead of just Matet
Change icons for tutorial start flow buttons
ORGANICS \ GEOLOGICALS AND SCATTER
Fix for rocks snapping into position on terrain as the Player travels towards it
Fix for bullet decals not displaying correctly on some organic types
Fix for ‘Horizons Organics’ canning incorrectly
Fix for mineable objects not appearing on some Organics
Hitcheck fixes and improvements for all organics and geologicals
Geologicals frequency of firing update to be able to change based on planetary conditions (e.g. volcanic conditions)
Update and improvements to how organics and geological receive colouration, based on in-game planet and star parameters
Multiple Visual improvements to the organics billboards seen at distance
Large amount of improvements & additions to the organic and geological shaders for new assets
Large amount of improvements & additions to the ‘Horizons Organics’ and Geological shaders, including Thargoid Barnacles
Large amount of visual improvements to organics and geologicals - including texture changes, model tweaks, LOD improvements and colouration improvements
Visual improvements to Thargoid Barnacles
Improvement to the weapon decals able to spawn on scatter rocks
Efficiency improvement to the organic billboards seen at distance
Geologicals and organics all updated and balanced to respond to all wind strengths
Organics no longer clip into scatter rocks
Scaling changes for some organic types
New Fumerolas updated to have spouting VFX
OUTFITTING
Modules browser: Replaced Filter button with sort dropdown
POIs
Fixed some hitcheck issues on the Crashed Type 9 POI
Wrecked Sidewinder model updated so the doors at the back are closed
Wrecked SRV model updated so there is no longer a hole behind the large salvage panel
Player collision fixed for the wrecked Federation Fighter POI, to prevent players getting stuck
Overclockers UK Pyrite Gaming PC – Intel Core i5 with RTX 3060 GPU
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This monster of a competition has already started so head here to enter! We’ll also have many other amazing opportunities to win prizes throughout the next few weeks so keep an eye out for those.
Tomorrow, Elite Dangerous will change forever. Odyssey marks the next step in our vision for the game, and a new era in space simulation.
In honour of this, we’re delighted to present to you our Odyssey launch trailer:
“This is the next step in what has already been an incredible journey and labour of love with Elite Dangerous since the Kickstarter over eight years ago. The team have pulled off a fantastic achievement here across a mind-bending scale – from the detail within a human footprint to the vast distances across stellar systems and beyond is breathtaking, in a rich, detailed and accurate recreation of the Milky Way in 1:1 scale. For me it is not just the detailed exploration and combat, but the gothic beauty of watching stars, planets, moons, moons-of-moons rise and fall or slowly pirouette in their often complex paths in the night sky, while each tiny dot or nebula in that sky is really there and can be visited.”
- David Braben, CEO and founder of Frontier
As a reminder, all Elite Dangerous servers will be down for maintenance and preparation of the update from 07:00 UTC / 08:00 BST tomorrow for approximately 11 hours. This means an estimated launch window of 18:00 UTC / 19:00 BST.
Thank you all for your comments and feedback on the recent announcement regarding Odyssey and Horizons compatibility. We understand that the post left some aspects unclear which we'd like to address below. We've also included some additional details.
Instancing and Graphical Improvements
To clarify the circumstances under which instances may be shared across versions of the game, and when visual changes will be seen, we've made the following tables. The first applies to the time between PC and console launch, and the other to the time following console launch.
From PC Launch to Console Launch
After Console Launch
Landing on planets with tenuous atmospheres is ONLY available to Odyssey owners.
Other Aspects of Horizons and Odyssey
Galaxy State
The galaxy's background simulations (including Powerplay, factions, commodity markets and outfitting) will continue without disruption and be shared between all players (Horizons and Odyssey) across all platforms.
Squadrons may be contributed to and administered across both Horizons and Odyssey.
Fleet Carriers will function and be manageable across Horizons and Odyssey.
Odyssey Settlements will not appear in the system map or navigation panel of Horizons players.
All planet ports and settlements on tenuous atmosphere planets will not appear in the system map or navigation panel of Horizons players.
First footfall tags will only be displayed to Odyssey players.
Missions will not transfer between Horizons and Odyssey, and their timers will count down as if you were not logged into the game when you are on the other version.
Matchmaking & Social
The online status of Friends will be visible across Horizons and Odyssey, but locations will be displayed as "ED: Beyond" or "ED: Odyssey" if you are different versions.
System text channels will be shared across Horizons and Odyssey.
Direct text messages can be sent between friends across Horizons and Odyssey.
Players in Horizons will not be able to form wings or crews with players in Odyssey and vice versa.
The CQC matchmaker and crew finders will not place Horizons and Odyssey players together.
Voice communications will not be available across Horizons and Odyssey.
Squadron members playing Odyssey will appear offline to those viewing them from Horizons and vice versa from the Squadron management screen. This is so they cannot be invited to join a wing or crew from here.
Switching From Odyssey to Horizons Mode
Under some circumstances, your Commander location will need to be reset. For example, if you try to load into the game from the main menu in Horizons mode after playing Odyssey and meeting the following conditions:
If you were disembarked from your ship or SRV and logged out when on foot in any location.
If you logged out in a ship, SRV, or on foot in any location on a tenuous atmosphere planet.
If you logged out in a ship docked at an Odyssey settlement on a planet without an atmosphere.
If you logged out when on a ship piloted by Apex Interstellar or Frontline Solutions.
In these cases, your Commander will be placed into your most recently used ship and, if necessary, position it in orbit around the stellar body it was landed on, or docked on a settlement on. As with Horizons, the reset option will not available to you if your ship was destroyed at the time you logged out. Instead, a message encouraging you to re-access Elite through the Odyssey client will appear.
In addition, due to the terrain changes in Odyssey, the following will happen when switching over while landed on a planet without an atmosphere:
If you logged out in an SRV, then your ship will need recalling from orbit.
If you logged out in a ship, then you will load in a short distance above the planet's surface.
Crime
When playing ED: Odyssey after playing ED: Horizons:
Crimes on players’ ships will be transferred to their commander, superpower bounties will be generated accordingly
When playing ED: Horizons after having played ED: Odyssey:
Crimes committed in the vessel will stay with the vessel, and superpower bounties for vessels will be regenerated
Crimes committed on foot will be transferred on vessel with biggest bounty for specific jurisdiction, or to active vessel if no other way
Impounded ships will be released, but the impound cost will be added to the bounty for that vessel
Avatars & Liveries
New suit livery items introduced with Odyssey will only be accessible in Odyssey.
When playing Horizons after having played Odyssey, Commanders will receive a default avatar and flight suit.
When returning to Odyssey after playing Horizons, avatars will be re-equipped with their Odyssey suits.
The default 'opaque helmet' avatar image will be displayed when viewing Odyssey players from Horizons in screens like Recently Encountered players, or Squadron Members.
Any new ship livery items purchased in Odyssey should still be accessible in Horizons.
Odyssey suit and weapon livery items will not be available for purchase through the store in Horizons.
Any purchased items will remain in Odyssey for when you next log into it.
ARX earned by playing Odyssey can be redeemed in Horizons and vice versa.
Inventory Items
The contents of Odyssey players’ backpacks and storage will only be available whilst playing Odyssey. They will not take any inventory capacity away from Horizons.
Codex
Any new organics species introduced for ED: Odyssey will only be present in players’ codex whilst playing ED: Odyssey
Local options storage
Odyssey uses different files to Horizons in %localappdata%\\Frontier Developments\\Elite Dangerous\\Options to save configuration options, such as Audio, Graphics and Custom Key Bindings.
Odyssey shares some files with Horizons, such as visited star systems.
Thank you for your feedback and patience as we navigate through the huge transition for Elite Dangerous marked by Odyssey. We hope this follow up has gone some way to clarifying the details raised after the initial announcement. If you have any further queries, please leave them in the replies.
We hope you are as excited as we are for the launch of Odyssey! This expansion marks Elite Dangerous' biggest ever update, and as such we'll be taking the servers offline in preparation for the launch.
Server Downtime
All Elite Dangerous servers on all platforms will be taken offline at 07:00 UTC / 08:00 BST on Wednesday 19 May and will be down for approximately 11 hours, returning 18:00 UTC / 19:00 BST.
We look forward to taking that one giant leap with you all next week!