Elite Dangerous - Frontier Developments
Greetings Commanders o7

Elite Dangerous: Odyssey servers will be offline from approximately 11:00 BST (10:00 UCT) today to accomodate the deployment of update 8.01, to address a number of known issues.

Servers are expected to come back online, with the update available at around 11:15 BST (10:15 UTC).

8.01 Update Notes:

  • A fix has been implemented to address some severe camera shake persisting after a Thargoid Interceptor has scanned you.
  • A fix has been implemented to address camera shake persisting after players are shot multiple times in combat/in close proximity of heavy gunfire.
  • A fix has been implemented to address a decal crash that could occur during a Thargoid encounter.
  • A fix has been implemented to address Russian characters appearing corrupted in multiple locations, including:
    Typing into the Galaxy Map Search Bar.
    Galnet Local News Articles.
    Typing into the on-foot comms panel.
  • Larceny Missions will now grant rewards correctly.
  • Takedown Missions will now once again grant goods, assets and data as mission rewards instead of ship engineering materials.
  • Improvements made to invite tracking for on foot engineer Eleanor Bresa, when disembarking at settlements in Colonia system.

Have a wonderful weekend ahead.
See you in the black o7
Elite Dangerous - Frontier Developments
Greetings Commanders.

Elite Dangerous servers are now offline, ready to accommodate Update 8 for Odyssey today.
Servers will be back online with the update available at approximately 15:00 BST (14:00 UTC).

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Elite Dangerous: Odyssey Update 8

Updates Of Note
• The Alliance Crusader, Anaconda, Beluga, Federal Corvette, Imperial Cutter, Type9 and Type10 now support multicrew of 4
• Added the 4 new Engineers (Baltanos, Eleanor Bresa, Rosa Dayette, Yi Shen) to the Colonia region.
o More info in the Engineers section of the update notes below.
• You can now disembark into the internal concourse on Wells-Class Megaships.
o Be sure to check out more info in the Megaships section of the update notes below.
• Emotes and the the Emote Marker System have been added into the game o7.
o Salute, Wave, Applaud, Disagree, Agree, Point, Stop, Advance/Go
o More info in ‘The Emote and Marker System’ section of these notes (It’s right below us actually).
• Added new missions to meet and interact with characters at settlements.
• Added new Delivery and Smuggling missions.
• Added bounty hunter and assassin ships to some Odyssey missions.
o More info in the ‘Missions’ section of these update notes.
• Updated cosmetics from Horizons to integrate properly with the Odyssey version of the game.
o More info in the ‘Character’ section of these update notes.


The Emote and Marker System
Commander Emotes and the 'Emote Marker System' have been added into the game o7.
Commanders can activate the wheel via the binding in-game under "emotes" for on-foot controls. You also have the ability to bind the individual emotes to keys of choice.

The Emotes available as part of Update 8 are: Salute, Wave, Applaud, Disagree, Agree, Point, Stop, Advance/Go
• The Emote Wheel has been added to all control schemes.
o Works much like the on foot wheel works,
• Added the ability to bind other emotes directly, allowing all emotes to be triggered without the emote wheel.
• The Point emote also prompts a marker in-game as well as an appropriate message in the comms panel.
o The Point emote has also been bound to all default control schemes.

AI
• Dropship obstacle avoidance has been improved.
• Enforcers are now better able to maintain a line of sight on targets when fighting in undulating terrain.
• AI ships above settlements will no longer get stuck circling each other.
• AI Pilots have been taught how to better chase targets across planetary surfaces to stay hot on that tail.
• Thargoid scavengers should no longer clip through the ground.
• AI will now perform some emotes back at the player.
• Conflict zone anti-aircraft turrets can now target ship launched fighters.
• Ships auto-landing on terrain now pick better landing spots and are better able to execute landing manoeuvres smoothly.
• Settlement skimmers can now attack players positioned above them.
• Ships using Supercruise assist should now avoid applying undue roll.
• AI no longer prevent the settlement alarm from turning off if they see a neutral player.
• Vendors and Mission Givers now have lipsync animations
o So there may be some instances where potentially taxi Pilots or other really niche characters might still be broken – we have separate logs for these guys. For example: The pilot at the end of the on foot tutorial doesn't have lip sync for his audio.

Audio
• Fixed some issues with NPC voice audibility when a full-screen menu exists, like the engineers, and the ship vendors.
• Fixed the retrodrive audio emitter positions being a bit off on the Type-10.
• Fixed some cockpit audio emitter positions being a bit off on the federation corvette.
• Fixed the cockpit role panel triggering the wrong UI sounds.
• Improved the mix on the very loud mining lasers at some surface settlements.
• Fixed some odd audio anomalies on the holo-screens in settlements and social spaces.
• The ambiences in the turbolift area will sound more varied now.
• Fix for SRV turret movements not being audible to other players in your instance.
• Fixed the music above the apex counter in outpost settlements. It was accidentally muted and silent discos aren’t all that fun.
• Fixed announcer voices inside landing pad hangars. They were often not working properly.
• Fixed the very loud player breathing sounds (awkward) in ships when life support is disabled.
• Improved ship launch and land sounds.
o Most notably, if you land and then disembark immediately the landing spooling down sound should no longer cut off abruptly.
• Added a slight delay on a couple of the Apex vendor lines so you don’t hear them fade in when you exit the Apex map.
• Fix for the “Oxygen Depleted” COVAS line always being cut off during asphyxiation. The timing is better now.
• Fix for your Commander audibly gasping when disembarking from a vessel for the first time in that session
• Fixed some incorrect NPC crew lines occurring when both player and crew are deployed in and swapping between fighters and mothership.
o For example, oddities like the NPC in a fighter saying “the ship is mine” when a player swaps from helm into a 2nd fighter.
• Fix for suit voice line “A member of your team has been killed”. It wasn’t hooked up correctly.
• Fix for on foot music system not correctly identifying when player is no longer trespassing.
• Fix for the energy recharge sound not resuming after you discharge your energy link tool while in the ship boarding circle.
• Fix for turbolift door sometimes being silent on arrival.
• Fix for crash in the dialogue system sometimes caused by NPCs having a conversation in a multiplayer situation (rude).
• Fix for insight markers triggered by terminals not playing the correct ping sound.
• Fix for room ambience audio hard snapping between room entrances, when a room has multiple doors.
• Fix for social space adverts and announcers attempting to play at the same time.
• Improved some energy-related suit voice cooldown times.
• Fix for the GUI sounds in the shipyard being incorrectly silent.
• Fixed various reverb, audio propagation and render culling issues in some of the smaller settlement structures that include inside areas.

Character
• Updated Existing Horizons cosmetics to have Odyssey Variants.
o The existing Horizons Cosmetics now have Odyssey counterparts included in their packs for no additional cost!
o Each piece of the existing gear has been split up into a torso and a legs section, allowing for compatibility with already existing Odyssey attire!
o The torso section also supports under suits allowing players to customise the base suit with existing cosmetics and have it appear underneath the jackets from the horizons packs.
• Rectified some erroneous balance values with Jump Assist on different suit types.
o With a recent update, some of the abilities to jump swayed from their original designs, we set the values back to the new scaling.

Conflict Zones
• An issue has been fixed which would cause conflict zones to occasionally spawn too close to starports.

Commodity Trading
• Fixed a Yellow Adder error when selling mission-linked cargo to a black market or Fleet Carrier.

Engineers
Welcome!! Engineers Baltanos, Eleanor Bresa, Rosa Dayette, Yi Shen are now available in the Colonia region.

Baltanos
• Real Noise Suppression (Pressurised/Atmosphere)
• Accuracy
• Handling
• Jump Assist
• Improved Life Support
• Sprint Duration
• ADS movement

Eleanor
• Clip Size
• Reload Speed
• Backpack reload
• Increased Ammo reserves
• Armour rating
• Shield Regen
• Increases melee damage

Rosa
• Range
• Scope
• Stability
• Backpack Capacity
• Improve Radar
• tool battery
• Battery capacity

Yi
• Synthetic audio suppression
• Headshot damage
• Quieter footsteps
• Night vision

Megaships
Social spaces have been added to the standard Wells-Class Megaships!
• These social spaces include some or all of the following services:
• Inter Astra
• Apex Interstellar
• Vista Genomics
• Pioneer Supplies
• Bartender
• Frontline Solutions
• Escape Pods
o Escape Pods are available at Megaships to cover any rare situations whereby players might find themselves trapped on a Megaship and are unable to get back to their own ship.
o When you choose to use a friendly, ever supportive Escape Pod (they need a nice name) It basically sends you through the "deathflow", where you'll eventually wake up at a safe location instead.

Fleet Carriers
• When modules are added to the fleet carrier, the capacity limit increases equal to the module.
o You can read more about exactly what this fix tackles (because it's lots of info) over at the following post: https://forums.frontier.co.uk/threads/elite-dangerous-update-8-to-include-fleet-carrier-capacity-values-fix.592123
• Prevented a case of items sometimes getting duplicated via Fleet Carriers.
• Fleet carrier UI Interactivity fixes:
o Following Update 7, the Fleet Carrier and Carrier Services screen failed to load properly and could not be interacted with. This has now been fixed.
o Fixed an issue where suspending fleet carrier services would cause the station services UI to softlock.

Interactions
• New “damage decals” for glass and metal surfaces when using the rocket launchers have been added.
• Fix for decals appearing incorrectly on turrets:
o Bullethole effects wouldn't rotate with the turret itself.
o Explosion decals could look a bit odd.
• Fix implemented for an issue where turrets occasionally failed to self-correcting their alignment.
• The cuttable panel on the Atmospheric Processor unit should always fall outwards, and shouldn't get stuck within the recess.
• A fix has been implemented to combat an invisible wall that could appear and block the Player from accessing the engineer Liz Ryder.
• Ship-launched-fighters no longer contribute to Conflict Zones at settlements.
o Relieves the chance of exploit.
• The Thermal Conduit experimental effect now provides a subtle change to the laser intensity to reflect how active the effect currently is.
• A fix has been implemented for an issue whereby players could become unable to retrieve their ship with cargo aboard, after dying on foot.

Lighting & VFX
• The Recharge Tool now has VFX that is visible when viewed by another player in the same instance.
• Various light fixes at Horizons settlement locations.
• The Cockpit overheating VFX will now consistently trigger when appropriate.
o In addition, visual improvements have been made to the cockpit overheating VFX.
• Improvements made to the Thargoid “Portal” effect.
o The portal is the cool, swirly effect that goes with Thargoids coming and going.
• The Guardian Gauss Cannon explosion VFX has been rebalanced to be more compact.
• Damaged station VFX has been rebalanced.
• Lighting has been boosted in Fleet Carrier hangars.
o This will also boost the lighting in the livery when previewing items

Livery
• Further visual improvements to vehicle paint jobs to closer match their appearance in Horizons:
o Gladiator, Military and Tactical for the Taipan
o Ember & Taxi for Beluga, Dolphin, Hauler and Orca
o Asemic for Beluga and all other supported ships
o Emissary & Messenger for Beluga, Cutter, Dolphin, Courier, Cutter and Orca
o Military for Beluga & Federation Dropship
o Prestige for Beluga, Dolphin and Orca
o Pirate Faction for all ships
o Sheer Line for all ships
o Green United for Beluga and Orca
o Tactical Ice for Beluga
o Metallic SRV Paintjobs
o Chevron, Chrome, Gladiator, Iridescent, Military, Tactical & Vibrant for F63 Condor

Missions
Added mission contacts!
• These are characters that Commanders will meet during missions to fulfil various mission objectives.
• Added new mission types and a new mission variant to utilise mission contacts:
o Delivery
o Smuggling..
o Collection (from Contact).
• Added AI bounty hunter and Assassin ships into some Odyssey missions.
o If you are detected undertaking a mission against a faction, they may send a bounty hunter or Assassin after you.
o These AI will try to interdict you to claim the bounty or enact revenge.
• Added flight risk targets to Assassination and Takedown missions.
o These characters will attempt to flee via a ship if commanders trigger a settlement's alarms or begin attacking the target.
o Failing to stop the target from reaching hyperspace will fail the mission.
• Covert Heist missions from mission providers should now appear more commonly.
• Larceny missions have been adjusted to appear more commonly.
• Fixed Passenger Missions displaying the wrong rewards in alternate routes.
• Fixed guaranteed target fleeing to a point of interest during Professional Takedown missions given by mission boards.
• Fixed Covert Espionage missions sometimes not displaying objectives correctly.
• Fixed Clean Assassination missions sometimes not displaying objectives correctly.
• Fixed Restore missions sometimes causing a disconnect upon Commanders being critically injured
• Fixed Commander inventories not updating when handing over items for delivery or collection missions

Multicrew
• The Alliance Crusader, Anaconda, Beluga, Federal Corvette, Imperial Cutter, Type9 and Type10 now support 4 players in multicrew.
o The 4th seat will appear automatically, there is no need to purchase a new ship.

Organics & Geologicals
• Ice-type spouts now have emissive properties.
• Visual improvements to Geysers and Ice fumaroles.
• Fix for multiple floating fumaroles, lava spouts and geysers on planet surfaces.

Optimisation
The team have been working hard on optimisation as part of this update 8 delivery, with extensive work carried out on Odyssey’s light and shadows, optimisation of glass, skin and particles, along with render layer optimisations and further improvements to the Navmesh.

These have delivered significant performance improvements to the on-foot experience during internal tests. We ARE continuing to investigate where further optimisation can be made and will continue to take feedback on player experiences on case by case basis.

Ok so for the notes below, it's really hard to use less technical language but I'm going to run with it anyway for your interest.
I hope by including GPU or CPU callouts might help a bit with this to provide more of that honed in insight.
• Switch made from tiled to clustered lighting lists which improves the performance of lighting in areas with lots of lights, especially when there is an abundance of semi-transparent materials
o Allows for GPU performance improvements to lit effects such as glass, skin, particles, as well as the GPU light culling.
• Various improvements made to shadow prioritisation to help with performance.
o Allows for CPU performance improvement.
• This was primarily to fix the visual flickering around shadows.
o We have a more refined way of choosing the priority of shadows that display that prevent them appearing. Instances are only fixed on a case by case basis so further reports will be addressed individually.
• Various optimisations to lighting systems and light rendering
o Irradiance shader and memory bandwidth optimisation (GPU performance improvement)
o Textured light shader optimisation to avoid the use of inverse trigonometry (GPU performance improvement)
o Replace a resolve pass with a typed UAV load on supported hardware (GPU performance improvement)
o Shadowed/textured spotlight instancing for less drawcalls (both CPU and GPU improvement)
o Removing unused lighting paths (GPU performance improvement)
• Shader scalarisation optimisations.
• Fix the ordering of terrain rendering to be more optimal around structures.
• Fixed performance drops when on-foot with a number of ships flying above your head.
• Various feature and mission optimisations.

Ship/SRV/Fighter Outfitting
• The transition effect that would play when selecting between ship or SRV paint jobs has returned.

Planets
• Additional set of fixes for the aliasing seen on planet surfaces.
o Otherwise known as: Visual improvements should be seen when peering close up on a planet surface.
• Fixes for hard seams that could appear in the planet on-foot textures have been made.
o Line lines across the floor. Instances of those should no longer be visible.
• Fix implemented for a hard line that could occasionally be seen when blending between textures on planet surfaces.
• Fix implemented for sections of the planet surface disappearing when flying low to the ground.
• Fix implemented for black triangles that could appear on planet surfaces when the Camera Suite cameras were positioned close by to it.

Rendering
• Fix implemented for flickering and jagged looking shadows on multiple objects, including the SRV cockpit glass.
• Fix implemented for glass materials on weapons not rendering in the correct FOV, meaning they could appear offset from the model.
• Fix implemented for the glass on plasma weapons, so it will now render correctly when directly lit.
• Improvements to multiple decals/impact effects including:
o SRV tyre tracks
o Laser trais
o Large explosion marks
• Items, weapons and accessories will now also fade along with your Commander model if another Commander stands within close range of your Commander model in social spaces.
• Improvements and fixes made to mining decals/impact effects on asteroids.
• Fixes implemented for the ship cockpit glass so that dirt, ice and condensation are more visible.
• Re-balances for cockpit glass dirt and scratches have been made.
o These effects have been re-connected to the wear and tear of the ship.
• Increased the depth of room clip volume checks to prevent objects in distant rooms sometimes being erroneously hidden.

Server
• Fixed an issue that prevented combat bonds and bounty vouchers from being awarded to team members after they have boarded another player's vessel.
• Fixed a Black Adder disconnect when boarding an SRV after another team member disembarks from it.
• Fixed an infrequent Scarlet Krait error when controlling a team member's fighter.
• Fixed an internal server error when fetching journal data from the companion API.

Settlements (Odyssey)
• Fix for recharge points being in the wrong position on a terminal at smaller research settlements.
• Workspace lab holograms will now correctly turn off when the settlement loses power.
• The anti-ship turret platform should no longer have rocks clipping through it.
• Fix for some landing pad details disappearing at certain distances.
• Fix for a flickering effects on a glass windows at Engineer Bases.

Settlements (Horizons)
• Fix implemented for materials sometimes spawning under the ground at Dav's Hope.
• Fixes implemented for various clipping and floating objects in various settlements.
• Fixes implemented for overlapping/clipping objects at various settlements.
• Fix implemented for tower bases clipping with terrain.
• Fix implemented for gas tank hitcheck and stretched textures at Industrial settlements.
• Fix for backface culling and LODs on multiple container props.
• Fix implemented for an incorrect collision mesh with ladders at certain settlements.
• Fix for backface culling found on some Horizons biodomes.
• Fix implemented for a number of hitcheck and alignment issues at an abandoned settlements.
• Fix implemented for some floating vents on wrecked Anacondas.
• Fix implemented for backface culling on wrecked objects in some Horizons site locations.
• Fixes for multiple pieces of geometry at Horizons settlements.
• Visual improvement to ground materials at Thargoid sites.
• Fix implemented for some floating rocks at the Jameson crash site.
• Fix implemented to address some visible artefacts seen on some installation sites.
• Hitcheck fix on Thargoid barnacle.

Ships/SRV
• Fixed a Black Adder error when docking a fighter when the ship's owner is controlling another fighter.
• Weapons with a non-legacy plasma slug modification no longer retain premium ammo benefits after refuelling.
• Beluga Camera Suite cameras will no longer clip into hangar walls.
• Corvette cameras as part of the Camera Suite will no longer clip through hangar walls.
• Fix implemented for the Railgun 2B and a variety of smaller weapons from not being able to fire when equipped on certain hardpoints.
• Fix implemented to the physics of the Imperial Clipper landing gear.
• The communications panel in the SRV should now overlap with the schematic UI less.

Tutorial
• Corrected an issue where the AI trainer ship attempts to dock instead of carrying out his scripted task.
• Reduced the likelihood of Dylan getting mad at you for looting when picking up consumables.
• Removed the ability to disembark inside inappropriate tutorial stations

UI
• Fixed the interdiction UI not being visible.
• Suit HUD: Added a new wheel to select emotes.
• Suit HUD: Fixed top right objectives display so it no longer has blank space on mission objectives.
• Station Services: Hiding the main content of the UI when the loading spinner is being displayed.
o This makes sure the spinner will appear over an empty UI when the player's ship is being transferred to the hangar after choosing the Outfitting/Livery options.
• Livery: Amended the timing of when standby audio events are fired off to better match the appearance and disappearance of the loading spinner.
• Transfer Panel - Fixed an issue whereby if there was no image to display, it would use the last used one (often the player's ship).
• Comms Panel: Fixed a variety of issues, including side panel focusing issues, icon alignment and formatting and layout issues when opening and closing some side panels.
• Comms Panel: Fixed an issue where opening the comms panel when using the quickcomms option would cause some layout problems.
• Backpack: Added descriptions and titles to the empty states for the different sections.
• Odyssey Engineers: Added pin blueprint functionality
• Bartender: Added a pin icon for resources needed for pinned blueprints.
• Map Bookmarks: After editing or deleting a bookmark in the manager popup, the focus will remain on the position in the list instead of reverting to the first button.
• Map Bookmarks: Fixed an issue where the numbers for bookmarks being sent to the UI were incorrect.
• Map Bookmarks: Fixed an issue where player and squadron bookmarks weren't counted together in some instances.
• Horizons Engineers: Fixed an incorrect mission audio sound when opening the modules pop-up.
• Role Panel: Fixed an issue related to the panel triggering the wrong audio events.
• Item Wheel: Updated the way the ItemWheel UI handles resizing images so that we can have larger images for Emotes as they do not have item counts.
• Mission Board: Improved formatting for missions with long titles.
• Cockpit: Added in-world Capture Points marker for on foot Conflict Zones
• Codex: Fixed an issue where the middle segment of the archive screen could not be navigated to by controller or keyboard.
• Mission Board: Fixed the planetary icon so it no longer overlaps the superpower icon.

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Known Issues:
Please remember that it's impossible to list out every issue currently known and open in Elite Dangerous right now here in the notes, however I'd like to share a few of the heavy hitters which hopefully help with any concerns from recent reports.
We will of course continue to work through additional feedback and legacy issues moving forward where possible.

• Issues with Atmospheric Lighting:
o We've heard your reports on issues around Atmospheric Lighting, namely those included in the following Issue Tracker report: https://issues.frontierstore.net/issue-detail/42691
o Internal investigation is ongoing.
• During on-foot combat at a conflict zone settlement, the player camera visibly recoils and shakes when taking damage (i.e. taking fire from enemy gunfire, grenade blasts) however sometimes this camera shaking continues after taking said damage, and becomes quite aggressive and uncontrollable.
• The cockpit of the Python does not show cracked glass and iced over effects at the moment.
• A Crash occurs when opening an inbox message from Professor Palin.
o This will affect those switching between Horizons and Odyssey / opening Odyssey mission contracts in Horizons.
o High priority to address and under investigation. Will update on progress asap.
• Commanders should be able to kick other players out of their Wing/Team, and currently cannot.
• Starting Frameshift makes the game freeze/lock (Horizons reported).
o This doesn't happen all of the time, but we want to acknowledge that we're aware it does happen and it's internally logged and being investigated at earliest convenience.
• Players are taking multiple of the same mission to a destination and are sometimes hitting an error. This is under investigation.
• Naming Bookmarks On Creation In The System Map Does Not currently Work
o When navigating into the System Map and selecting a location to bookmark (i.e. a settlement, planet, starport etc.) you are given the option to name the bookmark before confirming its creation. Despite entering a custom name into the field however, after confirming it a UI prompt appears displaying the location's default name (e.g. the name of the settlement) rather than the custom name you just entered.
• Rarity of Settlement Defence Plans.
o Still very much known and tracked.
• Thermal conduit too strong and gives incorrect damage increase.
o Still under internal investigation and tracked.
• Planets and Moons orbit lines not visible in the FSS when in VR.
o Still under internal investigation and tracked.
• Parts of the first person UI are visible when in the Camera Suite free cam, while in the 2nd or 3rd seat of a Type-10.
Elite Dangerous - Frontier Developments
Greetings Commanders.

Thanks so much for the continued responses from so very many of you, following this week's deployment of Update 7 for Elite Dangerous: Odyssey, along with the 'Quality of Life' update for Horizons.

We have a couple of issues we'd like to tackle sooner than later, so these will be going out this early afternoon.

Servers will flick offline at approximately 13:30 UTC / 14:30 BST (give or take several minutes) and will be expected to be down for no longer than 10 minutes for the updates to deploy.

Updates of note for Elite Dangerous: Odyssey
  • A fix has been implemented for where engineered weapons were....dealing extreme amounts of damage
  • A fix has been implemented for the tutorial not starting when selecting 'Start' from the main menu.
  • Tritium collected in a legitimate way should no longer be marked as stolen.
  • Ambient traffic can now be expected to spawn around settlements and planetary ports or in space locations that are close to planets such as Conflict Zones & Resource Extraction Sites.
  • A fix has been implemented for Commanders receiving too many credits when selling commodities at a profit.
  • An issue has been fixed whereby some players were receiving a "Commander Data" error when logging into the game after logging out, when embarked on an Apex Interstellar ship.
  • An issue has been fixed with insurance discounts being calculated incorrectly when remotely rebuying & transferring a destroyed ship.
  • Reverted change to Data Ports that made downloading all forms of Data an illegal act. Now, only data that is alarmed is illegal to download.
    We've also reduced Data Transfer times by up to 75% following your thoughts and feedback.
Forgive the first point of repetition here, but I just want to make "what's in where" as crystal as possible.

Updates of note for Elite Dangerous: Horizons
  • The fix has been implemented for engineered weapons dealing extreme amounts of damage.
  • A fix has been implemented for an issue where extremely large value combat bonds would be displayed incorrectly preventing hand-in.
  • Top bounties now display correctly in each system.
  • Improvements to material fragments, when mined from deposits, have been made - reducing the likelihood of them getting stuck inside asteroids.
  • A general stability fix has been implemented to prevent one of those illusive server crashes.

Known Issues:
  • Interdiction UI is offset from the centre of the cockpit view.
  • Fleet Carrier UI can softlock.
  • Fleet Carrier UI sometimes fails to format incorrectly. Instances where you see icon overlaps, button sizes changing or appearing strange, buttons randomly becoming un-clickable. Oddities like that.
  • Investigating Commanders who were unable to modify their suits or weapons. We're almost there with this one! The team are part way through working on it.
  • Commanders shall move their lips again! Lip sync issues are getting some special attention following continued reports.
  • The Session Log within the Codex is greyed out and inaccessible.
  • Some weapon damage values are still potentially not entirely what you were previously used to. We'll carry on looking into instances of these.
  • Investigating a report of Interstellar Factors not working as expected.
Elite Dangerous - Frontier Developments
Many more greetings Commanders.

As promised, this is the first instalment of a dedicated 'Quality Of Life' update being brought to Horizons.
Theres more to come as we go along the forthcoming updates (to be clear this is not the forthcoming "true parity update") of the year, so we'll keep you informed of progress made.

________________________________________

Updates of note:
• Increased module and bookmark storage: Limit of 200 each.
o The increase limit only applies for personal bookmarks. The Squadron bookmark limit has not been changed.
• An issue has been fixed with how damage is applied to Thargoids in order to fix Thargoid Hearts appearing to become invincible.
o Previously Player A could shoot thargoid heart but Player B (authority) would register that it didn't hit the heart and thus apply no damage.

Additional Updates:
• A fix has been implemented for an incorrectly rotated tunnel section within an installation.
• A fix has been implemented for a tower clipping into buildings at Horizons bases.
• Module UI now updates to accurately show when a heatsink has been re-armed, along with cockpit UI.
• A fix has been implemented for the data link reticule, which sometimes appeared to be the incorrect colour when players targeted a scannable asset in analysis mode.
• Data link and composition scanner reticules are now distinguishable from each other in analysis mode - the composition scanner reticule has been flipped to display vertically.
• A fix has been implemented for the SRV not being able to fire after ammo synthesis.
• When hiding the UI in the livery preview, the name of the equipped paintjob will no longer be hidden as well.
• A fix has been implemented for a floating pipe that popped up at some planet ports.
• Spanish character Ñ will now appear in nameplate/ID for ships.
• A fix has been implemented for Powerplay modules not having the 'buy back option'.
• A fix has been implemented for Scavengers that would occasionally clip through the ground at Thargoid sites.
• A fix has been implemented for a missing text string in the HIP 15609 system.
• A fix has been implemented for Super Power promotions, where they were not always being reported in the UI at the same time as the inbox message arriving.
• A fix has been implemented for Thargoid site doors opening at incorrect times for players.
• A fix has been implemented for Ship Launched Fighter kills counting towards CZ progress.
• A fix has been implemented for hyperspace break sometimes not working for Supercruise Assist module.
• The analysis mode reticule for the data link will no longer persist onscreen after the SRV stows it's turret, or in the ship UI when the player re-boards.
• Fixes for multiple typos throughout the game in general have been addressed.
• A fix has been implemented for some materials that were displaying incorrect rarity or grades.
• Overlapping text in the Commander Stats UI has been fixed.
• A fix has been implemented for repair limpets not repairing the correct consistent amount on ships with damage regions (e.g. Anaconda).
• A fix has been implemented for defending captains in space conflict zones awarding combat bonds from the opposing faction.
• Fixed intermittent hang on exiting the game
• Squadrons UI - Fixed filters navigation not being reset
• Fix for misaligned assets at Research Base
• Fix CQC ranks above Elite being displayed incorrectly.

Powerplay:
• The process where control of a starsystem is lost by revolt now correctly accounts for income already provided to competing control systems.
• Income values have been updated for many control systems so they're the sum of their own income PLUS all the systems they currently exploit (note: this will need a table of powers, starsystems and CC numbers for the forums with plenty of notice for players to react).
o Income from the week will change. See the following post for more details: https://forums.frontier.co.uk/threads/elite-dangerous-updates-to-powerplay-in-update-7.590030/

Known Issues:
There are naturally more issues out there to cover and work furthre on, but we're calling these out specifically as they seem to be newly introduces as part of this update.

1. No notification of Fleet Carrier jump for players until 10 seconds before the jump itself.
Elite Dangerous - Frontier Developments
Greetings Commanders.

Update 7 for Elite Dangerous: Odyssey is welcomed in today with a plethora of tweaks, fixes and more as we journey onward with quality improvements, galaxy wide.

Updates Of Note
• Anti-Air Turrets have now been added to conflict zones.
• Added Apex Taxi redirection.
• New variations of Social Hubs.
• AMD CAS has been re-added, and is mutually exclusive to FSR.
• Enforcer Units are now present in Conflict Zones.
• Increased module and bookmark storage: There's a new limit of 200 each. The increase limit only applies for personal bookmarks. The Squadron bookmark limit has not been changed.
• An issue has been fixed with how damage is applied to Thargoids in order to fix Thargoid Hearts appearing to become invincible.
• An issue has been fixed which prevented viewing and signing up to community goals as expected.
• Fixed issue causing community goals to be removed from a commander while abandoning a mission.

AI
• AI in a settlement will now register a crime if they see a player transferring data.
• Identity theft crimes spotted by AI should only be reported and result in a fine once.
• Criminal AI will no longer spawn after the power regulator at a settlement has been removed.
• Criminals will now wear bespoke outfits.
• Reckless endangerment is now only triggered after a weapon has been drawn for over a second.
• AI are now drawn more effectively to areas where alarms are active and do a better job of exploring the area.
• Settlement AI will now attempt to re-enable a building's atmosphere if it has been disabled.
• Guests at tourism settlements can no longer radio for backup.
• After notifying the player, AI will always complete scans, providing that the player remains accessible and does not flee.
• Groups of AI shouldn't all announce at once when they are moving to weapons range.
• AI in different rooms should no longer engage in conversations.
• Having a player ship visible but out of combat range no longer prevents AI from de-escalating from combat.
• Grenade throwing is now replicated more accurately between players in multiplayer situations.
• Enforcers now engage at distances suitable for their rocket launcher when they are outside and at pistol range when inside.
• Enforcers will be more decisive about which weapon type they intend to use (This made me giggle a bit. Imagine them literally panicking on the battlefield over this decision).
• New AI dialogue added for civilians and combateers (including combat taunts and more).
• NPCs in concourse areas should no longer get into states where they can't call out to the player.
• NPC characters should now be positioned correctly at starports after player lands with flight assist off.
• Settlement turrets will take damage from explosions and are more effective at determining who to become hostile to.
• Ship launched fighters no longer spam 'Area Clear' messages.
• Ship launched fighters can now always be recallable and shouldn't block players in other fighters from docking.
• AI ships can now attack ship launched fighters.
• It should no longer be possible for assassination mission target ships to drop out of supercruise so close to a star that they are unreachable.
• Incoming dropships should deploy their troops if they are in final approach when a conflict zone ends, otherwise they should just leave.
• AI arriving via dropship will transition out of their deployment animation when they land.
• Shuttles that land at settlements without using the landing pad should now take off as expected when players board.
• Recalled ships now retract their weapons and have working SRV bays when they land.
• Attacking any offline settlement turret won't issue a fine to the player or trigger hostility.

Audio
• Options to enable or disable suit voice lines have been added.
• Non-combat music cue timings at settlements and when in remote locations have been improved.
• Apex Shuttle docking announcement UI and Audio timing have been adjusted to match the touchdown of the shuttle.
• Mission complete animation audio fimprovements have been implemented.
• On foot player impact hitmark "blips" have been improved.
• Station service ambience start and stop sounds have been adjusted and improved.
• "Muffled" door sound has now been fixed and sounds appropriate.
• Cockpit role panel volume has been improved.
• On foot capture points are now audible through walls and other obstructions. Improvements also made to the distance roll off.
• Fixed instances of missing ambient music in the Codex menus.
• Grenade explosions audio mix has been improved
• External building ambience mix has been improved.

Character
• Fixed lip sync issues with Apex and Frontline pilots.
• Fixed jump assist fuel usage so that holding the button and repeatedly tapping it will reach the same height.
• Fixed an issue that was producing jittering while moving down slopes.
• Fixed an issue where NPCs might get stuck during death flow.

Codex
• Fixed 'distance walked on foot statistic' not always incrementing correctly. This data will now be represented accurately.
• Statistics for 'number of vehicles and ships destroyed' will now display whilst on foot.

Conflict Zones
• A fix has been implemented for defending captains in space conflict zones awarding combat bonds from the opposing faction.
• In the "conflict zone retreat gameplay flow", backpack contents will now be automatically added to locker (as much as possible) and otherwise dropped. By “dropped”, be aware that this means that dropped contents will disappear upon being teleported to the dropship.
• Ship launched fighters no longer grant combat bonds in conflict zones.
• An issue has been fixed whereby deploying in an SRV at a conflict zone could prevent you from joining a side in the conflict.
• An issue has been fixed whereby suit mods would fail to be applied while respawning in a conflict zone.

Controls
• An issue has been fixed whereby some control layering issues were preventing players from setting controls back to 'default scheme', due to key binding conflicts.

Commodity Trading
• Odyssey settlements no longer advertise their commodity market prices via the galaxy map for Horizons players.

Crashes/Stability
• A crash that could occur when joining a team with a player who is currently at a mission POI in another system no longer occurs.
• A crash that could occur when quitting while shared mission invites are outstanding has been addressed.
• A crash that could occur while exiting to menu while using terminals no longer happens.

Crime
• An issue has been fixed whereby bounties of physical multicrew members were not being detected by crime scans and added to their ship.
• The Kill Warrant Scanner will now indicate crimes of physical crew members, not only the helm of the ship.
• Receiving messages for claiming a bounty when destroying a player's fighter even though you don't actually gain a bounty claim until you destroy the mothership, no longer happens.

Engineers
• Improvements have been made to planetary detail on slopes around Horizons engineers that have their own unique bases.
• An issue has been fixed whereby an invisible wall could block players from reaching Bill Turner on some hangars (poor Bill. Maybe he liked it that way).
• An issue has been fixed whereby engineers sometimes took materials but didn't apply the mod (cheeky...).

Fleet Carriers/Mega ships
• Fleet Carrier asset value has been added to the Commander total net worth statistic.
• Added automatic Purchase Order cancellation on Fleet Carriers that could no longer afford them, along with an Inbox message to inform the owner.
• You can now donate stolen Tritium to a Fleet Carrier.
• An issue has been fixed whereby Fleet Carriers sometimes were erroneously being marked as mission destinations on the system map.

Interactions
• Consumables can now be used directly from the ground using the secondary interaction key binding.
• Tools can now be holstered by pressing the same button that equipped them.
• Buying back items will now ignore entitlements so that Powerplay items that you are no longer eligible for can be bought back.
• The Bartender no longer accepts trades for an item using the same item.
• Thargoid Swarm size now shows when targetted.
• When attempting to trade with the Bartender whilst having a full inventory, some errors would occur. These no longer happen.
• Third person aiming has been improved for when using the arc cutter, so that it looks more correct to observing players.
• Confirming a transfer from the boarding panel will now return you to on foot unless this is an emergency transfer.
• Powerlink siphoning used to continue while meleeing or using greandes. It doesn't anymore.
• The disembark button is no longer greyed out when the player is in an area within a station where they can't disembark, such as the port surface or station inner dock.
• Repair limpets will now repair the correct, consistent amount on ships with damage regions (e.g. Anaconda)
• The Arc Cutter will now work through obstructions (e.g. other players - Yikes. Sounds painful)
• Tweaks added for data port download/upload AI responses.
• The item wheel button is now a toggle rather than hold interaction.
• An issue has been fixed whereby the comms panels would not update availability of interaction options with other players while open (e.g. when a player logs in or off).
• A privacy screen has been applied to terminals while other players are using them (that's so other Commander's can't steal your style before you even have the chance to try it on...).
• Seeker and Pack Hound Missiles no longer cause double damage on shields. For example, weapons that launch missiles, torpedos, or mines, no longer erroneously apply their damage twice to shields.

Lighting & VFX
• Improvements to light that was leaking into some dock hangars have been made.
• Additional improvements to space station exterior lighting and emissives have been made.
• Improvements to Fleet Carrier lighting have been made.
• Improvements to Capital Ship lighting have been made.
• Improvements to all ship emissives have been made.
• A fix has been implemented for ship drives not appearing dark when your ship is docked.
• Improvements to VFX of destroyed turrets have been made.
• A fix has been implemented for a "ghosting" effect seen in cockpit when ship would overheat.
• Improvements and fixes to the emissives on Thargoids have been made.
• A fix has been implemented for mining lasers appearing faint in some situations.
• A fix has been implemented for a missing light source on SRV ramp.
• A fix has been implemented for a blinking green light going on in abandoned SRVs.
• Improvements to lighting on assets at multiple legacy sites have been made.
• A fix has been implemented for unstable shadows in some Settlement room locations.

Livery
• Sorting behaviour in livery store has been improved.

Missions
• Mission availability has been rebalanced, so that missions that should be less available based on a faction's current states don't unintentionally suppress the availability of other missions that are. This results in improved Support mission availability amongst others.
• Improvements to wording and layout for the objectives shown on the HUD during Odyssey missions have been made.
• Scavengers scouring offline settlements will no longer appear to "pop-in" under certain circumstances and instead arrive via dropship.
• An issue has been fixed whereby incorrect quantities of cargo were removed when completing a support mission.
• Various mission stability updates have been made.
o Digital Espionage missions would sometimes fail to display HUD objectives, this should now be alleviated.
o Salvage missions to shipwrecks will now display HUD objectives as they were not previously.
o In some instances, Scavengers that should be present for missions would not be present. This is now fixed.
o In missions where we consider the mission completed after an objective has been completed and is considered irreversible, e.g. Assassination, more time will be added to the end of the mission to give commanders more time to hand in the mission (want me to type 'mission' one more time?).
• Some missions had inconsistencies with missing text. These have now been fixed.
• Illegal missions icons will now be highlighted in purple.
• Faction icons have been added to mission listings.
• UI has been improved for mission titles to allow longer mission titles to be displayed .
• Passengers of abandoned or failed missions will now disembark as oppose to confining themself to a life of...staying put.
• Incorrectly reported influence on completed mission summaries and journal entries now no longer happens.
• An issue has been fixed for a cosmetic issue on completed mission summaries, that was incorrectly showing reputation and influence rewards as credits rewards.
• The "Failed Missions" section has been removed from the rebuy screen.
• Odyssey missions no longer erroneously appear beyond the Commander's current reputation level with a faction.
• An issue has been fixed for being unable to locate a mission location on a planet surface, when you are a passenger in another Commander's ship.
• An issue has been fixed whereby mission items relevant to the current location were not being automatically transferred into backbacks on disembark.
• Team members will now be able to see markers for planetary locations relevant to missions that are shared with them.

Multicrew
• When in multicrew on another players ship, if they are docked and lose connection with the host (e.g. the host logged off), crew members will be given a chance to choose to disembark rather than being forcibly relocated to their last on-foot location.
• An issue has been fixed whereby the request docking button became unresponsive when in multicrew fighters and a crew fighter has already docked.
• The ability to cancel docking from the mothership role panel has been readded.
• A fix has been implemented whereby the SRV could get stuck in a bay when a team member disconnects while in the SRV and boarding.

Organics & Geologicals
• Improvements and fixes to the lava spout materials have been made, including the addition of emissives and improved blending.
• Improvements to the mineable materials from Organics and Geologicals have been made.
• Visual Improvements to several Tussock organics, including a smoother transition between LODs have been made.
• A fix has been added for a floating gas vent seen at some locations.

Optimisation
• Large optimisation madeto vehicle collision: A particular win for collision in the SRV and navigating over obstacles.
• Various optimisation improvements have been made to AI pathfinding and navigation.
• the loading time has been significantly decreased for when opening the system map in a system with settlements present.
• Minor terrain optimisations have been made.
• Optimisation to cuttable regions on assets have been made.
• Optimisations to the lighting system have been made, including to the tiled lists, shading, light probes, and light culling.
• Minor optimisation to avatar hair lighting have been made.
• Optimisations to the glass shader used in ships and guardian fighters have been made.
• Optimisations to the glass shader used on social space and settlement props have been made.
• Fixes and optimisations to the scatter rock LODs have been made.
• Hitcheck optimisations on the landing gear of all ships have been made.
• Optimisations to AI line of sight have been made.
• Minor optimisation to AI movement has been made.
• Optimisation tweaks implemented for the player HUD.

Outfitting
• An issue has been fixed whereby only one of each outfitting module could be purchased direct-to-storage.
• An issue has been fixed whereby invalid suit data would cause a client crash when accessing the customisation UI.
• The Planetary Approach Suite will now always be automatically upgraded when logging in via Odyssey and downgraded when logging in via Horizons.

Planets
• Improvements to the aliasing seen on planet surfaces have been made.
o Please note that this continues to be investigated. We're not done yet!
• Issues have been addressed for artefacting that could appear on a planet surface when moving closer to it.
o Similary fixes included for artefacts that could appear in the landable planet textures.
• Improvements have been made to the Ambient Occlusion on planet terrain.
o You'll basically notice some mproved shadows and lighting on planet surfaces.
• Improvements to landable planet texture blending have been made.
• A fix has been implemeneted whereby scatter rocks occasionally blended with planet terrain incorrectly.
• A fix has been implemeneted whereby scatter rocks occasionally had the wrong planet texture applied.
• A fix has been implemeneted for some rocks appearing to float on slopes.
• Further improvements to the roughness values of rocky and ice materials have been made.
o Snow is shinier and rock is rougher.
• New impact effects have been added for the rocket launcher.
• Improvements to footprints made on ice lake materials have been made.

POIs/USSs
• A fix has been implemeneted around mineral distribution from fumerole objects, so there's now improved consistency/rate for when finding particular grades of materials on planetary surfaces.
• When relogging in a Thargoid structure on foot, any of the player's SRVs will be relocated so they aren't stranded inside.
• Container loot now 'snaps' to the ground to stop assets spawning under the surface or appear floating at POIs.
• Fix implemented for NHSS not spawning their Interceptors
• The blue location marker in the nav panel will now not show on settlements or other surface locations unless you are actually close to them.

Powerplay
• The process where control of a starsystem is lost by revolt now correctly accounts for income already provided to competing control systems.
• Income values have been updated for many control systems so they're the sum of their own income PLUS all the systems they currently exploit (note: this will need a table of powers, starsystems and CC numbers for the forums with plenty of notice for players to react).
o Income from the week will change. See the following post for more details: https://forums.frontier.co.uk/threads/elite-dangerous-updates-to-powerplay-in-update-7.590030/

Rendering
• Improvements to the blending of spherical particles have been made!
• Settlement reactor glass no longer renders in front of steam.
• A fix has been implemented for incorrect colours occasionally being present in the environment maps.
• A fix has been implemented for artefacts most often seen in fog when using FSR.
• A fix has been implemented for occasions when avatars at some stations would all have blonde or white hair (they do have more fun though, apparantly...)

Server
• A fix has been implemented whereby some tourist beacons were positioned near rings, making them hard to approach.
• A fix has been implemented whereby many mission tip off locations failed to spawn in Odyssey.

Settlements (new for Odyssey)
• A fix has been implemented for a small gap that could appear beneath the entry archway at some Settlements.
• A fix has been implemented for some instances of z-fighting on roof assets at some settlements.
• A fix has been implemented for hitcheck at the bottom section of the reactor asset to now prevent players from being able to be pushed through it.

Settlements (Horizons)
• Further lighting and VFX improvements have been made to Thargoid sites.
• A fix has been implemented for a missing schematic for the cargo rack model. This primarily affected minor wreckage sites.
• The positioning of a known settlement has been re-adjusted to prevent players clipping through its ramp section.

Ships/SRV
• Improvements to the 'metallic' visuals of the SRV have been made.
• A fix has been implemented for bullet decals/effects not being present when firing the SRV dual repeater on planet terrain.
• A fix has been implemented for the Python shield percentage appearing unreadable against cockpit materials.
• A fix has been implemented for the orientation of the rear utility mounts on the Asp and the Asp Scout.
• A fix has been implemented for missing textures on the drives of some wrecked ships.
• Fixes and improvements have been made to the materials of some exterior and cockpit wrecked ship assets.
• Improvements and fixes to the materials for wrecked Anaconda, Sidewinder, Cobra MKII, Federation Fighter, Diamondback, Eagle and wrecked Type 9 ships have been made.
• Improvements and fixes to the materials for wrecked Thargoid Scouts have been made.
• A fix has been implemented for the landing gear bounding volume of Krait.
• Visual effects incorrectly displaying from impact made to the SRV windscreen have now been fixed.
• A fix has been implemented for the Beluga rear view of the Camera Suite to prevent it clipping into the hangar by default.
• The Beluga external fixed camera of the Camera Suite now shows more of the side of the ship.
• Reinforcement Dropships now have police paintjobs applied to the ship - including for Federation, Alliance and Empire.
• Continued improvements and adjustments to ship paintjobs have been made, so that they match much closer to Horizons:
o Vivid Paintjob for the SRV, Federation and Empire Fighters
o Azure
o Apollo
o Crypsis
o Pharoah
o Mechanist
o Osiris
o Precision
o Predator
o Salvage
o Squadron
o Turbulence
o Icarus
o RazorMetallic
o Synth
o Tactical
• Fixed infinite reload time when synthesising ammo for SRVs with an empty magazine.
• Altered ship vs human collisions such that ship velocity is taken into consideration. Stops humanoids being launched into the air, being damaged at low velocity, and makes surface slippy so they are more likely to fall off.

Shipyard
• An issue has been fixed which caused the shipyard to display only your current ship, even if multiple owned ships were stored there.
• Whilst on foot, you will now be able to rebuy destroyed ships that had fine and bounties.

Social Spaces & Hangars
• Station social spaces will now have theme variants! (See more info in ‘Updates of Note’ section at the very top of this post).
• A fix has been implemented for the area close to turbo-lifts, where Camera Suitse could clip through geometry.
• A wall position has been adjusted which could cause a small gap in hangars.
• The Vista Genomics logo is now darker and more legible.
• A fix has been implemented for texture artefacting on some hangar pad doorways.

UI
• UI will now indicate if the player has been issued with a reckless endangerment or trespass warning.
• UI will now display the correct Scavenger count in the objective for Eliminate Scavenger missions.
• External Panel - Added a new UI for redirecting Apex Shuttles in-flight, by selecting a valid destination from the Navigation panel or via a new Apex panel which leads to the galaxy/system map
o Dropships and scripted taxis cannot be redirected.
• External Panel - A new button type has been added to the Nav Panel's location popup, for Apex Shuttle redirection.
• External Panel - A fix has been implemented to stop location information text overlapping with the selected option text, when focused on a location in the navigation panel.
• Map UI - Text has been centered for tooltips when they have multiple lines.
• Map UI - Tooltip item renderers have been polished.
• Map UI - Updated the Friends panel in the Galaxy Map with a new icon.
• Map UI - Added a new Friends sticky panel to the Galaxy Map, which displays a list of friends in the selected system.
• Map UI - Searched Squadron bookmarks will now have their text green in the drop down list.
• Map UI - The speed of map panning when in VR mode has been increased.
• Map UI - Added bookmarks to the Galaxy Map Search system. Added Squadron bookmark support too.
• Option Panel - An issue has been fixed whereby combo buttons with only 2 options would occasionally highlight another similar button when selected.
• Missions - Audio events have been added for the Mission Reward animation.
• Mission Board - An issue has been fixed with the passenger lounge cabin picker input using the mouse.
• Mission Board - An issue has been fixed with the passenger mission details panel not adding certain item renderers.
• Mission Board - Planetary missions now display a "planetary" icon instead of Horizon's logo.
• Mission Giver - An issue has been fixed whereby a truncation issue from a mission giver, where commodities/material rewards with long names, would get cut off they go over 2 lines.
• Contacts Panel - An issue has been fixed whereby text was getting cut off when there were no contacts in your contacts panel.
• Transfer Panel - Updates have been made to the images used for Regulator Housing schematics for use in the Transfer Panel.
• Transfer Panel - An issue has been fixed which could cause a long list of items to intersect with the header while on foot.
• Transfer Panel - Fixed a corrupted Russian string in the transfer panel.
• Transfer Panel - Fixed an issue that was present with mouse input when selecting a button in the toggle transfer popup.
• Transfer Panel - Support has been added for mode transfer (discard/transfer), and closes the popup when switching between discard mode and transfer mode.
• Transfer Panel - The transfer panel has been updated in the SRV/Cockpit to have the correct enabled state on the confirm button after a transaction has been completed, instead of this defaulting to always enabled.
• Transaction Panels - Re-enabled the threat level and coloured background in transaction panels when relevant.
• Transaction Panel - The contribution string in the community goal transaction panels can now go on to multiple lines without issue.
• Transaction Panel - Fixed some padding issues (areas around the UI) for the community transaction details.
• Role panel - Removed the toggle off sound from the Tabbed Content Panel.
• Role panel - Fixed blurry avatar for NPC crew members.
• Cockpit UI - An error has been fixed whereby the shield text string would persist after targetting an object that shouldn't show any shields.
• Cockpit UI - Added "HostDisconnect" icon where relevant to improve feedback for host disconnection.
• Cockpit UI - An issue has been fixed whereby a targets health would be mismatched between the targets panel on the left, and the gauge target panel.
• Comms - Fixed error when opening a message in on-foot comms, specifically for a Wrinkle/Mission Branch message.
• Comms - Fixed Team options popup not opening in ship comms panel.
• Comms - Fixed Comms UI sometimes showing wrong data when initialised with social tab.
• Comms - Fixed tab switching on the comms panel when looking at it in freelook.
• Comms - Fixed Friends tab refreshing Friend entries with correct status, upon joining Private Group or Open Play.
• Comms - All tabs in the Comms panel have recieved some visual improvement.
• Crew Lounge - Fixed an issue in the crew lounge where going over the crew limit (via rehiring fired crew) would allow the UI to enter a broken state where you can continually hire crew.
• Starport UI / Terminals - Fixed softlock when opening Local News in Starport Services or Terminal Screens
• Starport UI / Terminals - Fixed padding & legibility issues within the UI for these areas.
• Terminals - Updated the terminals notifications icons for staff and facilities so that they can now be marked by wing members.
• Squadrons UI - Fixed filters navigation not being reset.
• Main Menu - Fixing an ultra-wide screen texture which obscures the edges of the screen for UI purposes.
• Tech Broker - Fixed Tech broker hardpoints icons so they display correct weapon type from gimballed / turreted / fixed.
• Outfitting - Replaced the pip progress bar on the store multiple modules popup with a regular pop up bar to avoid it extending off the popup when numbers reach a certain amount.
• Humanoid HUD - Added team members icon markers in compass to indicate what's been marked by them on a terminal.
• Weapon/Suit Vendor - Update made to the player loadouts so when you are upgrading your suit or weapon, the grade indicator will now be blue in line when the rest of the information pertaining to the upgrade.
• Weapon/Suit Vendor - Added subtitles to the suit/weapon vendor states for UI so that they will appear when purchasing suits/weapons.
• Shipyard - Updated the shipyard so that we make sure all text is translated before we truncate it, this avoids issue where text was incorrectly appearing as "..." despite actually fitting in the area provided.
• Shipyard - Added a warning message for transferring you current ship to your location when it has cargo in it.
• Vista Genomics - Fixed an issue in the Vista Genomics contact UI where navigating the buttons at the bottom of the home panel with WASD would cause the focus to reset back to the grid at the top.
• A discard mode for the onfoot inventory transfer panel has been added.
• The "View Gamer Card" button on crew role panel for PC has been removed, as this is only meant for Xbox.
• The Crew role tab has been removted when irrelevant (Ships with no multicrew seats and no npc crew).
• An issue has been fixed whereby heatsink and shield cell ammo levels could become out of sync between modules tab and HUD.
• An issue has been fixed whereby extremely large value combat bonds would be displayed incorrectly preventing hand-in.
• Fixed a missing title in unsafe temperatures notification.
• Added headbob intensity slider to graphics options.
Elite Dangerous - Frontier Developments
Greetings Commanders.

At approximately 14:30UTC/15:30 BST we will be bringing the Elite Dangerous: Odyssey servers offline in order to accomodate a small patch to address some current issues.
Once again, this is Odyssey servers only.

Downtime should be no longer than 15 minutes.

Updates of note:

  • The bartender will no longer crash your game when you try and sell your goods to them.
    There is a small chance that the bartender could be a little stubborn...If you encounter this issue again, give one of us a nudge.
  • An issue has been fixed whereby NPC's would no longer use flashlights in the dark making it very hard to see.
    This fix also applies for Scavengers.
  • An issue has been fixed whereby Commanders were unable to aim down the sight of the Intimidator weapon.
  • An issue has been fixed whereby a crash could sometimes happen during outfitting.
  • Trying to manage a suit loadout from in ship or SRV on a planet surface caused game to immediately crash for some Commanders.
  • Some players experienced a 'Black Adder' disconnect when purchasing and equipping a livery item. Instances of this should now be resolved.
  • An issue has been fixed whereby point defense turrents were failing to destroy hatch breaker limpets.
  • Fixed POI (retrieval) mission progression.
    Some Commanders were experiencing an issue whereby they couldn't hand in item retrieval missions. These instances are now fixed.
  • 'Hold E to Loot' was proving troublesome for many. We've listened and understood, thereby reverting the action back to being a single button press.
  • An issue has been fixed whereby auto launch would eject ships to outside of mass lock range.
  • An issue has been fixed whereby torches would not be visible in the camera suite, nor on other players in an instance.
  • An issue has been fixed whereby Ship Launched Fighter crew would get a little overconfident with their acknowledgements.
  • An issue has been fixed whereby the Ship AI could disengage super cruise too close to stars.
  • An issue has been fixed whereby ambient occlusion would not render correctly at certain resolutions - including when using FSR.
  • "Balanced" can be selected in the FSR graphics options.
  • Fix for FSR not working with VR HMD virtual flatscreen.
  • Improvements made to general stability.

We'll continue on farming your wonderful feedback - it keeps on enabling all teams involved to make those extra strides for Elite Dangerous even longer, so let's keep going!
Keep an eye out here on the Forums and across social for further info on more information around updates and more in the coming days and weeks ahead!

See you in the black o7
Elite Dangerous - Frontier Developments
Greetings Commanders!
The time is almost upon us as the moment for deployment of Update 6 has arrived.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Planned for later this week (Update 6)

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

Planetary Colour Improvements




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




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

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




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

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

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

Future Updates

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

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

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

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

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

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

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

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

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

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

This fix applies to both Odyssey and Horizons.

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

Fly safe Commanders,

o7
Elite Dangerous - Bruce Garrido
Greetings Commanders,

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

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

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

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

O7
...