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.
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.
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.
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...
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.
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.
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
Today at 08:00 UTC / 09:00 BST, we released 'Update 2' to address a number of issues in Elite Dangerous: Odyssey, as well as an update for Elite Dangerous: Horizons PC and Console players.
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.
Elite Dangerous: Horizons [PC & Console]
A number of stability improvements have been made.
The Alphekka system has been updated to contain an eclipsing binary of Class A and Class G stars.
Corrected erroneous planet names in Sharur and Tau Ceti.
Elite Dangerous: Odyssey
AI
Ranged AI will now draw their pistol when investigating, rather than their rifle.
An issue has been fixed whereby AI would be watching the player for an extended time after reckless discharge warning.
AI reinforcements will no longer appear at Offline settlements if the power is restored and the alarms raised.
An issue has been fixed whereby turrets were functioning improperly.
Audio
Organics ambiences have been fixed so they attenuate correctly over distance.
Mix tweaks for Helmet radio comms effect and suit voice have been made – softened harsh high frequencies
Mix improvements and fix for impressionistic layers being audible outside of the concourse have been made – Will only be audible when in a Concourse.
A reduction to reverb for self-hit notification sounds has been made.
Mining rigs audio now switches off correctly when a settlement is unpowered.
In game music will now dip when close to a grenade explosion.
A reduction to how much the tutorial voice over dips in relation to the in game music has been made.
Mix tweaks on ship launch/land have been made.
Mix tweaks to radio chatter when on foot have been made.
SRV scanner sounds now remain audible when in turret mode.
A fix for missing ambience when hovering over a metal planet in the System Map has been made.
Improvements to landing audio have been made – when docked, the powering down audio will synchronise better with touching down.
Taxi pilots will now say ‘goodbye’ at more sensible times instead of 15 seconds of awkward silence prior to being able to disembark.
A fix for suit sudio which informs you that 'recharge is complete' when you run out of suit energy has been made.
A fix for engine landing sounds not playing as a passenger in a wing after being in supercruise has been made.
Some foley has been added when switching tool mode for Powerlink and Scanner tools.
Character
An issue has been fixed which caused third person reload and melee animations on certain weapons to never complete.
An issue has been fixed which was present when firing the shotgun in ADS.
An issue has been fixed whereby an incorrect emissive value was present on certain NPC shoulders.
An issue has been fixed whereby certain suits were missing a backpack and torch.
Controls
Bound 'Select Next Grenade Type' for presets that use keyboard inputs ( Tab ).
New controls with bindings for presets that use keyboard inputs have been added:
Use Medkit ( 6 )
Use Energy Cells ( 7 )
Select Frag Grenade ( 8 )
Select EMP Grenade ( 9 )
Select Shield Grenade ( 0 )
Clear Stolen Profile ( - )
Cosmetics
Emissive paintjobs have been re-balanced for ships, to bring them closer to how they looked before the Odyssey update.
Emissive paintjobs have also been balanced for the SRV.
Mining decals for ships (CG rewards) have been visually improved.
Various inconsistencies have been fixed with some paintjobs for the Federal Corvette.
Cockpit string lights have been rebalanced to make them appear to glow in light and dark environments.
Added fixed items for flight suit helmet.
Fixed issues with decals not working on shoulder pads.
Crashes/Stability
Fixed an issue seen with saved games and flight suit livery.
Fixed user crashes associated to mission object location spawning.
Fixed quitting on foot tutorial for an existing Horizons player, causing the main menu to get stuck and unable to enter the game or tutorial.
Exploration
Players will now be able to plot hyperspace routes involving neutron boosts.
Fixed an issue whereby the genus filter would show when a planet has nothing to filter.
Interactions
Fixed an issue whereby Landing Pad lights did not turn off at offline and offline damaged settlements.
Fixed an issue whereby AI were being spawned incorrectly at offline and offline damaged settlements.
Lighting & VFX
A fix has been made for the brightness discrepancy of the galaxy background when the Player is in the cockpit vs when they are viewing it externally (e.g. 3rd person/vanity camera)
A fix has been made for the prismatic shields displaying as the wrong colour (they were previously blue, and will now appear green once again)
Lights now correctly turn off on the landing pad when a Settlement is offline.
A fix has been added for Lagrange clouds sometimes appearing black.
Additional improvements and fixes to all fog volumes including Megaship, Thargoid, Thargoid Barnacle, Guardian Listening Post and Planet Port Fog have been made.
A fix has been made for incorrect steam VFX placement in a room.
A fix has been made for odd visual trails that could appear when breaking a motherlode asteroid.
The addition of a de-pressurisation VFX has been made for when the Player de-pressurises a building or room.
Visual improvements to floodlight cones in hangars have been made.
Visual improvements to the Thargoid Imprint Lighting have been made.
Visual improvements to the Lighting at Legacy Elite Bases have been made.
Menus
Fixed humanoid outfitting store saying 'select vehicle'.
Added rotate, zoom and cycle controls to livery.
Fixed crime icons persisting after the fine is paid off.
Fixed issues with the contacts pop-up being active on returning from outfitting, accessed via tech broker and it not providing functionality. Now on returning you are taken to base station services.
Fixed the quick access wheel being usable while using the Camera Suite.
Fixed an issue where the transaction panel wouldn’t update when opening it.
Missions
Fixed a number of instances where missions wouldn't display some of their useful information. This primarily affected Horizons missions. This information should now be present once again.
Information that is generally similar across the same type of mission, such as the tips and hints on how to complete it, will now be found in the dedicated help pop-up. This can be accessed via the question mark button in all mission contract views, or accessed via a keybinding when talking to a mission provider.
More robust mission settings for menus, to ensure that settings that should not persist, do not.
Fixed an issue preventing players from handing in missions
Mission providers will stop requesting missions, unless you are on foot.
Fixed an issue whereby the second player to join an instance would be unable to start their mission.
Multicrew/Wings
Fixed an issue whereby if the host player created/joined a wing while in an SRV or Fighter, they would be have an extra multicrew power pip when they returned to the mothership.
Fixed an issue whereby if a guest player deployed into or boarded an SRV, they would get a power pip in the mothership.
Powerpips are now only granted to guest players in the mothership or fighters and are rescinded when players leave the ship by any means.
Organics/Geologicals and Scatter
An addition has been made to the Electricae shader to ensure it has an emissive core.
Microresource and rock shaders have been updated to new PBR ones.
A fiix has been made for Crystalline Shard mineable assets not spawning.
A fix has been made for Mineables on Legacy organics/geologicals spawning in incorrect locations/with incorrect rotations.
Visual improvements have been made to the Electricae organic and it's emissive core.
Optimisation
Optimisations for Vendors and NPCs in Social Spaces have been made.
Optimisations for Miner and Scientist NPCs in Settlements have been made.
Optimisations for hair styles for all characters have been made.
Optimisations for suits for all characters have been made.
Optimisation of fire VFX in rooms has been made.
A small optimisation pass has been made to remove unused fog volumes.
Additional fixe and improvements have been made to the occlusion culling system.
Fixed the station body schematic being misaligned with the station.
Updated culling for interior spaces improving performance around settlements and stations.
POIs
Improved LOD popping on some wreckage props at POIs.
Fixed missing medium and high threat difficult values for the abandoned SRV salvage POI, which would prevent the salvage mission from being completable.
Rendering
A fix has been made for sorting issues seen with glass and character hair
A fix has been made for SRV dust appearing black - correct colour is now applied
A fix has been made for the occlusion volumes not processing correctly in the social space at certain times
A fix has been made for the occlusion volumes on assets, such as the airlock not updating correctly at certain times
The ability to create softer blends between surfaces has been added
An update has been made to long and thin rectangle lights, to have specular highlights that are more consistent with their shape
A fix has been made for some particle effects occasionally obtaining a visual hard edge
A fix has been made for the Player flashlight flickering in varying degrees based on graphics setting
A fix has been made for "puddle" material at the Thargoid Imprint not displaying correctly
Visual improvements and shader updates to the cockpit lights have been made
A fix has been made for incorrect lighting of some planets in the system map
Server
A fix has been made for players being able to take shuttles to ports on high gravity planets
Added stricter checks for validity of shuttle destinations to prevent players becoming stranded
A fix has been made to allow reaching Soldier or Exo-Biologist Elite rank to grant permit access to Shinrarta Dezhra
FA fix has been made to address an issue with some conflict zones prompting a relog error
The faction impact of NPC on foot murder events has been adjusted to balance against other player actions
A fix has been made for missing helmet options for flight suits
Suit packs will now all show the overview icon rather than specific components
Rank unlock suit components will now have the correct icons
Shuttle names will now persist when relogging
An issue has been fixed which was causing some players to be unable to hand in missions at mission boards
Certain settings were previously not including players sat on the CZ respawn screen within the BGS event at the end of a conflict zone, which may have been affecting people's ability to unlock the engineer Hero Ferrari
Additional telemetry for disconnections to assist with diagnostics have been added
Faction conflicts have been fixed so that control of the asset at stake is correctly awarded to the faction that won the conflict.
Settlements (new for Odyssey)
Fixed a gap present on the exterior of a Research building
Fixed a gap present on the exterior of a Power building, and a LOD issue on the PWR decal
Fix for collect missions at Human_Small_Extraction_02 sometimes requiring the player to enter an authority 1 building making it impossible to complete it lawfully
Removed unnecessary trespass volume at the large mining rig
Removed the '02' decal from drill rigs at Mining Settlements, so that not all drills are labelled 02
Further occlusion improvements around doors
Corrected Room Geometry around the exterior of Industrial buildings that caused errors with culling
Settlements (legacy)
Fixed offset ramps at Legacy Settlements
Engineer bases now have scatter rocks spawning nearer to them (but not intersecting with buildings/structures)
Added emergency stairwells to the Engineer Base landing pads, so players cannot get themselves trapped
Fixed a building intersection issue at Colonel Bris Dekker's Engineer Base
Fixed a wall texture issue at some hangars in various Engineer Bases
Fixed a black cube appearing at Zacariah Nemo's Engineer Base
Removed errant rock from Felicity Farseer's Engineer Base
Rebalanced materials for INRA sites
Fixed z-fighting present on the building next to the generator in the SRV training mission
Ships
Fixed emissive values on Alliance ships engines causing them to turn black
Fixed a typo on the back door of the Cobra MkIII and Cobra MkIV
Various hitcheck improvements have been made for the Type-9 Heavy
Fixed low resolution textures present in the Viper MkIV cockpit
Camera suite camera orientation fixes have been made for the Viper Mk IV
Social Spaces
Core Dynamics/Federation Corvette and Gutamaya/Imperial Cutter now only advertise in their respective superpower social areas
Fixed graphic alpha issue with the vertical Santi advert
Terrain & Planets
Fixed an issue that would cause some distant planet terrain to get darker and shinier
Thargoids
Thargoid probe shaders have been updated to new PBR ones
UI
Map UI - A new panel to display Organic Data has been added. This is available in the System Map and Planetary Map.
In the outfitting UI, when equipping a stored module into an empty slot, the transactions pop-up does not now show (except when installing a clean module onto a hot ship's empty slot).
In Loadouts UI, old stats which were wrongly being left visible when the stat data changes has been fixed.
In Loadouts UI, we have changed the way that engineer mod information is updated, to avoid flickering when browsing mods.
The humanoid mod stat ranges for jump assist stats have been changed to reflect the actual maximum values.
Exhaustion time multiplier value into rate [0,1] for "exhaustion rate" mod stat has been converted.
Map UI - Fixed misalignment and jitter issues of the focused/current/selected object markers
Loadout UI - The title in the respawn flow can now fill the screen, so will not go multiline and prevent the loadout from being cutoff.
Mission UI - Added "showIllegal" to the mission board mission listings, which tints the icon purple.
An issue has been fixed whereby the setting for the rolepanel was not being read and so would always appear, even when it was not intended to.
Boarding Panel - Storage status now displays new strings and icons.
Boarding Panel - Added a third button to be used for restocking supplies.
Map UI - Fixed ab issue which stopped the faction state from updating with the selected system's info.
Mission UI - Fixed the header always using the mission board header.
Mission UI - Fixed an issue whereby the starport service will remember the last board selection, so you could open passenger lounge / community goals in the social space.
Map UI - Selecting a bookmark and then plotting a route will now plot a route to that bookmark location, instead of just the system it is in.
Map UI - Selection and Quick Select input scheme has been updated to allow targeting with mouse, then using controller/keyboard held input.
Map UI - Added ability to hold down on a location button (bookmarks, mission, ships) to plot a route to the location. This only works on normal galaxy and system map modes (not apex/conflict/carrier)
Map UI - Updated the bookmark empty state.
Map UI - The bookmark empty state will no longer change position based on the category title.
Map UI - Players can now hold down left click on lists (filters, marker display etc) in the map modes to quickly toggle them on/off. This only works with mouse control.
Map UI - When a filter is updated, the datastore is updated instead of recreated, fixing a visual bug when selecting them.
Map UI - Fixed issue with commodities closing the LHS if the player would pick an option that is too far down in the list.
Cargo Transfer - Fixed text truncation in German version of the cargo transfer popups.
Fixed avatar in On-foot Commander panel, so that it now displays a full body image of the Commander instead of an incredibly uncomfortable close-up mugshot.
The 'Back' input button functionality will no longer be missing from various UIs
The player should now be able to use the Back/Cancel button (B on gamepad) to back out of power contact and fleet carrier vendor contact in the station services UI.
Fixed an issue with large combat bond voucher values not displaying properly because of uint32 cap
Fixed an issue where the incorrect markers were being displayed in the terminal facility list
Added UI data store properties to create the extra column in the humanoid inventory panel to display storage values
Fixed text strings for replacing vehicle filter with suits/weapons in store UI
Fixed icons for item filter/owned item for humanoid store so that it doesn't display the ship vector icon
Fixed the clock icon misaligned with estimated departure in fleet carrier navigation menu
Fixed missing icons states indicating that the player Commander was muted/talking/unmuted
Removed watermark icons from the dropship information in the 'Conflict Zone Vendor Summary Panel' and centered the faction name text.
Removed icons from pick up and drop off location for Apex Shuttle in the Access UI to match those of Frontline Solutions.
Fixed alignment issues with background visuals for mission hub UI popup
Planetary Level Organics UI is now functional.
Fixed the no-battery warning message text to be more in line with humanoid terminology. Power Limit Exceeded -> Battery Depleted
Fixed the DSS view to use the same camera transform as the probe launcher, so that the UI does not go out of sync
A fix for the Gamma slider not updating in-game gamma values has been implemented
Known Issues
An issue with chest, upper arm and shoulder suit parts not appearing for female avatars is currently being investigated.
An issue with some environmental assets being culled incorrectly around the exterior of 2 specific buildings is being investigated.
With the launch of Elite Dangerous: Odyssey, we have been monitoring the effects it has had in relation to the Background Simulation.
We have been collating Commander gameplay data throughout the last week. Using this data, we will be making changes today to balance out the effects Odyssey missions have on the Background Simulation This will bring them in line with existing mission effects in Horizons.
We are aware of a number of concerns raised from player communities around the impact Odyssey has had on the Background Simulation. We will continue to monitor this closely going forwards.
These changes will take effect as of 15:00 UTC / 16:00 BST today.
Today at 16:00 UTC / 17:00 BST, we released a minor update to resolve an issue where the loadout section of the role panel UI would persist above other sections.
There is no server downtime associated with this update.
Today at 07:00 UTC / 08:00 BST, we released a patch to address a number of issues in Elite Dangerous: Odyssey.
In addition to the change list below, we would like to reassure you that we are aware of other concerns raised from our community, which aren't addressed in today's update.
We continue to investigate your concerns around performance, UI and Odyssey’s planetary tech and will share information with you as soon as we have it.
In relation to performance we'd also like to note that today’s update includes additional telemetry to allow us to better understand the performance issues experienced by players, which in turn will help us form our ongoing roadmap.
Audio
Improvements have been made to mining drill rig sounds in settlements.
In the 'Edit Loadout' screen within starport consoles, the audio mix should now be more consistent with other console screens.
Sound has been implemented for the Turbo Lift pop up UI.
A fix has been made for audio obstruction maxing out in certain conditions, in large rooms like social spaces (rooms within rooms).
Offsets on the weapon reload audio positions have been corrected.
Audio ambiences should persist nicely now when switching vessels (foot, SRV, Ship)
Many fixes have been made to Starport, Planet Port and landing pad hangar announcer voices. They should also sound much more consistent across the game, with improved effects and environmental reverb.
Landing pad announcer voices no longer leak into other landing pads.
Reverb zones will now sound as intended, eg SRV garages.
A sound effect has been added when switching legal/illegal modes on tools.
Omnipol scanning civilians and security dialogue lines have been corrected.
Missing player scan dialogue lines have been added.
Breathing now remains audible when in combat but not when in an unpowered suit.
Optimisations to semi-automatic weapons have been made, reducing in a slight reduction to the voice count.
Mix tweaks have been made on skimmers.
Mix tweaks have been made on compact analyser - Mainly a couple of very loud sounds have been softened.
Take over adverts in social spaces are no longer audible in shops, focusing the mix and avoiding any musical clash.
On foot weapon impact sounds are now obstructed/occluded correctly by walls/doors/objects. Previously they would leak through obstructions too much.
Mix fixes made on other people's plasma shotguns, which were originally too loud when in close proximity while outside.
A fix has been made for rocket launcher tails not working correctly.
Mix tweaks have been made on radio comms voices (Dylan and conflict zone co-ordinator).
A fix for cockpit reverb on pilot voices has been made.
Fixes for reverbs generally being a bit quiet in surround sound have been implemented.
The inside-helmet effect has been panned more frontwards when in surround sound.
Engineer Hero Ferrari is audible when in conversation now, instead of miming.
Building depressurise and pressurise sounds have been made louder.
An issue has been fixed with the humanoid suit foley being set up incorrectly.
When an NPC calls for back up, their voice will now transition to radio comms at a wider distance and more gracefully. The effects have also been improved.
Optimisations to a few audio busses have been made.
Character
An animation issue has been fixed whereby third person reload and melee animations on certain weapons failed to complete.
An animation issue has been fixed when firing the shotgun in ADS.
An incorrect emmisive value has been fixed on certain NPC shoulders.
Cosmetics
Issues have been fixed that were present when previewing legs and upper body gear pieces.
An issue that was present when choosing between the clear and opaque helmet for the flight suit has been fixed.
An issue has been fixed whereby browsing decals in Suit Livery/Store resulted in decals staying applied when they shouldn't have.
Crashes/Stability
Fixes for some known softlocks have been made, which would occur when rapidly switching perspective during a reload, melee or grenade throwing.
The system will now recover if we detect a mismatch between the active conflict zones in a system and the available dropship destinations.
A fix has been implemented for a crash which would occur when applying the Weapon Handling mod.
Exploration
EVSM shadows have been re-enable in the system and galaxy map.
Interactions
An issue has been fixed whereby sometimes no loot would be spawning in lockers found in habitat buildings.
An issue has been fixed whereby player's health depleted rapidly when logging back in at a social space.
Added additional information to explain why the player cannot pay off fines in cases where it may occur.
An issue has been fixed whereby auto doors were not displaying the correct "charge" status on their recharge ports in offline and offline damaged states.
Lighting & VFX
The flashlight will only display when textures are fully loaded to prevent a large bright circle appearing when first turned on.
More visible alarms have been added to Agricultural Settlements.
Brightness has been increased in the fleet carrier hangar to help with livery visualisation.
Exterior glass material emissive and fade range, has been balanced.
Advert light colouration has been modified to match the texture colour.
Further adjustments have been made to visuals for hangars and station lighting.
Vulture Dropship lighting now matches the regular Vulture Ship.
Space Stations have new LUTs for the interior.
Megaship lighting has been re-balanced.
Main Menu hangar lighting has been re-balanced.
The flashing light on the inner dock of some stations has been fixed.
Mining extractors now cause damage if the Player walks into the laser.
Localisation/Text
The "Laser" damage type has been changed to "thermal", to bring it in line with the ship weapons of the same type for consistency.
Some truncated text on the role panel has been corrected.
Menus
An issue has been fixed whereby the 'Exit to Main Menu' button wasn't working in the Commander creation screen
Missions
Fixed some audio cues during missions which did not play as expected.
Fixed retrieval and salvage missions targeted at crashed ship,s which sometimes failed to spawn the requested item correctly.
Various text fixes and improvements have been made.
Fixed Larceny missions which sometimes failed to progress.
Fixed Restore and Reactivation missions not completing correctly if the Scavengers wrinkle was active.
Fixed an issue where missions would start while the AI count was uncertain.
Ship Missions should no longer generate above threat level 8.
Added mission names to the player's asset list when selling in the bartender UI.
Multicrew/Wings
Fixed shuttles and other non mothership vessels being affected by wingmate nav lock.
Improvements have been made to data ports to stop infinite download exploits in multiplayer situations.
New Player Experience / Tutorial
Fixed some wording in the tutorial menu, as well as reordering the list of tutorials and removal of any duplicates.
Organics/Geologicals and Scatter
Visual improvements have been made to roughness of bacterial mats.
A reduction in the "glow" of some organics has been made.
POIs
Fixed cuttable panel at the crashed Eagle salvage mission which was sometimes obstructed by debris.
Canisters from the cuttable cargo rack should now roll out further, allowing for them to be picked up easier by an SRV after the rack has been cut
Fixed z-fighting on the underside of the crashed Type-9.
Improvements to mission POI spawning logic have been made.
Fixed an issue where POIs were disappearing while you are at them.
Rendering
A fix has been made for occlusion volumes causing geometry to be culled in the social space
A fix has been made for null materials briefly appearing when changing avatar skin previews in Holo-me.
Bloom for emissive paintjobs has been fixed to display in livery.
A fix has been made for the camera not resetting correctly when exiting outfitting in VR.
A fix has been made for the stereoscopic effect on ship schematics/holograms in VR - they should no longer appear as 2D.
A fix has been made for inconsistent Avatar thumbnail lighting.
A fix has been made for an assert and NaN that sometimes triggered when entering hyperspace.
A fix has been made for a black flicker that would momentarily appear across an entire planet on approach.
A fix has been made for some minor pixelation on organics.
Settlements (new for Odyssey)
Adjusted balance of AI Authority levels throughout the medium extraction settlement.
Adjusted timings on some patrols.
Fixed synthesis automation unit being obstructed by adjacent chemical tank.
Fixed sampling containment unit being found floating 0.5m off the floor in a hydroponics room.
Fixed AI snapping off the floor at certain points in their patrol routes, found in a command room.
Missing Combat volume has been added to Small Tourism 01 settlement.
Fixed bad positioning of the terminal in Small Research Bio 02 settlement.
Fixed colour combinations used for Research Lab decorative screens, which affected the colour of holograms on hologram tables.
Fixed some shading/normal issues with the inside corners of the Habitat buildings to stop LOD popping.
Added capping for the holes in the geometry at the ends of the frames for curved windows in Settlements.
Lowered two of the poly tunnels, as they were raised slightly above the ground at the smaller Agricultural Settlements.
Fixed and improved occlusion geometry across all large assets within Settlements, including poly tunnels and partition walls.
Disabled restricted zones at offline settlements.
Added a Fire icon in the terminal for rooms that have the fire alarm active.
Fixed missing LODs on the SRV in the Tutorial.
Settlements (legacy)
Fixed a few objects floating slightly above the ground at Tiana Fortune's Engineer Base.
Fixed underground rocks present at Juri Ishmaak's Engineer Base, which were blocking access to some hangar lobbies.
Fixed some terrain flickering in hangar of Farseer Inc.
Fixed z-fighting on the ceiling of legacy engineer bases whilst on foot in the hangar lobby area.
Fixed a number of hitcheck issues with the large landing pad skirt at one of the Planet Ports.
Updated lights that appeared on the main planetary port building with new ones.
Ships
Camera suite camera orientation fixes have been made for Adder, Dolphin, Federation Fighter, Imperial Fighter, Krait MkII, Mamba, Taipan, Type-7 Transporter, Type-9 Heavy and Vulture.
Improvements to spoiler/wings/bumper shipkit livery cameras for Asp, Imperial Cutter, Diamondback Explorer, Federal Corvette, Krait MkII, Python and Vulture have been made.
Fixed z-fighting on the Federation Fighter landing gear door.
Cockpit 'glass' updated to be darker on all Saud Kruger ships.
Updated decals on underside of the Diamondback Explorer (the warning about a moving part has been removed from the non-moving part).
Added support for deploying and docking SRVs while docked at settlements.
Fixed being unable to board recalled ships that are hovering over unlandable terrain.
Fixed a number of oversights on the mothership role panel when in SRVS.
Added feedback when a ship could not be recalled due to settlement hostility, conflict zone, or lack of landing pads.
Fixed an issue with cockpit detailing appearing for the Cobra MKIII.
Social Spaces
LOD fix made on the air conditioner grilles.
Fixed occlusion geometry for partition walls.
Fixed and updated some occlusion meshes on the seating props in the area in front of the lift.
Fixed the little plastic containers at the Bio Vendor to stop them flickering.
Engineer Social Space walls updated to reduce LOD popping.
Space Stations
Adjustments have been made to hangar 'greebles' to prevent the walls from intersecting the instanced pieces at various stations.
Terrain & Planets
On rocky-ice planets, rocky terrain will now mask out icy effects.
Hitchecks of rocky ice assets have been updated to closer fit the meshes.
Planet surface dust VFX has been improved.
A reduction in brightness has been made to any previously over-bright, non-landable planets.
Thargoids
Thargoid material adjustments and object alignment fixes have been made. Glowing materials have also been updated.
The Thargoid caustic and damaged shaders have been converted to the new PBR ones.
Fixed Thargoid kills providing lower combat bond rewards than in Horizons.
Fixed Thargoid Imprint ship materials and textures.
UI
Fixed issues with the station UI at engineers.
Fixed issues with weapon thumbnails not appearing in various UIs.
Organic's image in the Vista Genomics UI now displays.
Fixed interaction markers bindings display.
No longer hiding gunsight when switching weapons (hip fire only).
Fixed HUD rendering to fit non 16:9 ratios.
Improved HUD notifications to support objective sorting.
Removed Turrets button in Role Panel > Gunner tab.
Added narrative section to CG transaction panel entry.
Fixed mission board contract giver avatar format.
Updated empty states for on-foot navigation panel location popup.
Fixed mission reward negotiation UI layout and data format.
Opening the maps while in Commodities Market UI will no longer hide and close the Starport UI.
Fixed threat level colour coding in Mission Board.
Fixed an issue whereby controls appeared in Maps, even after the checkbox was unchecked and the player reloaded the maps.
Fixed error showing No Data in the cockpit internal panel when there's actually data present.
Fixed an issue whereby using the map from the mission board caused an input problem.
If the System Map data is unavailable and the system data can't be be bought either, a disabled system map button is now displayed.
Fixed "First Discovered by" and "First Mapped by" not appearing on stellar bodies in System Map.
Fixed mission icon colours.
Fixed Commander Panel not showing the Commander's name and credit balance.
Added threat & wing icons to transaction panel.
Fixed a bug whereby a "ghost" mission entry could appear in the transaction panel.
Closing a terminal will now clear the flag for completed missions, allowing the player to open the Maps UI.
Fixed truncated strings in Data download/upload UI.
Fixed a bug whereby Squadron Management UI showed the squadron leader did not have permission to promote/demote squadron members.
Fixed and improved Comms UI.
Fixed Holo-Me issue whereby panels would retain their state despite navigating to another tab.
Fixed the ship contacts panel so that the scroll bar doesn't overlap the actual contacts list when visible.
Fixed the first footfall/new location entered compass overlay to display planet/moon name on two lines when necessary.
Fixed an issue whereby carrier player given names would be displayed with extra characters in some places.
Fixed rank spacing in Codex CMDR panel.
Fixed Contacts avatar format in ship Contacts Panel.
Fixed overlapping column titles in Commodities Market UI.
Removed a placeholder label from the Bartender UI.
Fixed an issue where mouse input wasn't working when accessing Vehicle Extras from a terminal.
Fixed an issue in comms settings where the text was periodically changing size when options were being selected.