Hello everyone, just a small build again since most of the time goes into BEPUv2 now, but here's a few goodies! Most notably you can now import external screenshots (e.g. with Print Screen) as Neos Photos, meaning they get all the metadata (including "Save Screenshot" option) as ones captured in-game! There some improvements for cloud and bunch of bugfixes as well.
New Features:
- Added "Neos Photo" preset for importing images, which will setup the image with metadata as if it was in-game photo -- Note that the metadata is picked at the moment of import, so it won't be fully accurate. This option is recommended only if you've just captured the screenshot (e.g. with Print Screen or other capture tool) -- Externally captured photos imported with this option will have the "Save Screenshot" option for other users to allow convenient saving - FocusedWorldStatus now reports the MaxUsers (implemented by @ProbablePrime | Docs) - users command on headless now lists the "Silenced" status of the user (requested by @Glitch)
Tweaks:
- You can now use your Neos username or ID to login at auth.neos.com in addition to just the email (requested by @kazu0617 Neos:kazu and @Shifty | Quality Control Lead on behalf of VBLFC) - Internal moderation tools improvements and bugfixes (based on report by @CanadianGit | Moderation Team on behalf of the moderation team) - Reverted moderator badge to original - UIX Canvas sample from "Create New" now has Grabbable on it by default (implemented by @ProbablePrime | Docs) - Starting playback with speed set to negative will now correctly start playing from the end (e.g. with Play One Shot, based on report by @Shifty | Quality Control Lead) - Laser is now hidden for other users when the context menu is opened as hidden (based on request by @Psychpsyo) - Inspectors, Panels, LogiX Node Selector, Full Body Calibrator and Avatar Creator now have object roots (requested by @AshtonSparx) - Account recovery code email now omits the period in the email to avoid confusion (based on report by @Shifty | Quality Control Lead) - Account recovery code is now shorter to make it easier to copy & paste or manually type, but it's also valid for 15 minutes instead of 1 hour (after 15 minutes, you'll get a new code)
- Merged Czech locale additions and tweaks by @rampa_3 (UTC +1, DST UTC +2) - Merged Russian locale addition by @Shadow Panther [RU/EN, UTC+3] - Merged Korean locale addition by @MirPASEC - Merged Japanese locale addition by @kazu0617 Neos:kazu
Bugfixes:
- You can now change your password on auth.neos.com when your username contains userspace (reported by @Shadow Panther [RU/EN, UTC+3], fixed by @ProbablePrime | Docs) -- Note: Many non-unicode characters will still prevent the password from being changed, a proper solution is being investigated - Fixed Right leg haptics being setup as left leg (reported by @Turk | Mentor Manager, @ALEX VR and @Rue Shejn | Artist 3D) -- Existing avatars should be automatically fixed, but if you made any customizations for your avatar, you might need to redo them for the right leg - ContextMenuSubmenu now properly ignores all item sources if they're in the hierarchy of another user (reported by @Psychpsyo) - Fixed regression causing Spawn methods on RandomObjectSpawner not working (reported by @kazu0617 Neos:kazu and @esnya) - Fixed ExternalSlotSaver causing crash when the target is currently parent of the slot this component is on (reported by @seif1)
We've been working on new content for our upcoming Major Update lately but we've had reports of a few annoying bugs that needed to be fixed.
BUGS: - Breaking Pots and Graves should no longer reduce your FPS - You should no longer get stuck in walls when opening a Breach
MINOR BUGS: The Slormancer can sometimes be flagged as a spyware or ask you to Check File Integrity since the 0.2 build. That is caused by an extension we use for the "Lock cursor to Screen" option. If you are not using said option, you can disable the flagged file "display_mouse_lock_x64.dll", the game should run fine without it. We should have a solution for it soon.
Legendaries: - Using Shackles of the Forest should no longer crash the game
Ancestral Legacy: - Burning Shadow: The "%" should now appear in the cost
Attributes: - Zeal 15: should no longer affect the Mana Lock cost of Auras
The Fierce Huntress: - The Awoken should now work properly with Immortal Arrow's Fulfilling Moments - Fist of the Wild: Windsurfer: Unequipping the Upgrade should now properly remove the Buff. - Stab's Backstab now displays the correct Damage
QUALITY OF LIFE ADDITIONS: - Auto Pickup radius has been doubled. - There is now a "Sort" button in your Inventory (that, well... sorts your inventory) - For clarity, while crafting at Friedrich's, Stats that can't be rolled because they already appear on your Item are now shown in grey.
That's not much since we're focused on actual additional content lately, but these are the few things I felt were relevant and not too time consuming on our side.
We'll be back on July 6 for our Slormite Chronicles #3 and a lot more infos on what's to come, and when it's coming.
Hi all, I am proud to announce we finally backported crafting to all our previous games. It took longer than expected, but we are finally there!!
Let me briefly remind you of what crafting feature does:
During battles fallen enemies will generate resource items, for example: Slimes will drop Slime Goo, Wolves will drop Thick Fur, etc.
After battle, your units will gather a number of resources from killed enemies, and also resources from the environment, for example Poison Basil can be found on Swamps, while Volcano Crystals can be found on Lava levels.
Once an item is seen, your heroes can craft it from resources. However, different artifacts have different requirements of units' attributes, for example to craft Flame Axe you need to have a Blacksmith in your team and also a unit who can deal Fire Damage.
Items are grouped into themes, for example all items which have affinity with fire will be grouped into Flame tab. Also, crafting an item from a particular group has a chance of learning other items from the same group!
As you can read above the system is complex, but also very versatile. As usual - any feedback is welcome.
Edit: Crafting won't be available in Age of Fear: The Undead King due to linearity of game. If you want to use this feature, please upgrade to Gold version of this game.
Combat Arms: The classic will be departing from GameGuard and will use BattleEye starting today, July 1, 2021, to block the usage of third-party tools programs in the game.
JULY EVENTS UPDATE
1. Survival Pass 2. Daily Jobs 3. Wheel of Fate Event 4. Combat Poly Event 5. Roll Call Event 6. EXP and GP Event
CASH SHOP UPDATE
ITEM RESALE
MYST-Barrage x1 Myst-Infinity x1 MYST-Mythic 5 x1 MYST-Mythic 5 x7 MYST-Mythic 5 x15 Roaring Dragon Package (Perm) Harlequin Package (Perm) MYST-Plague x1 MYST-Plague x7 MYST-Plague x15 MYST-Tarot x1 MYST-Tarot x7 MYST-Tarot x15 Asuka Weapons Package (Perm) MYST - Asuka Weapons x1 MYST - Asuka Weapons x7 MYST - Asuka Weapons x15 Joaquin the Deer Hunter 1 Day Joaquin the Deer Hunter 7 Days Joaquin the Deer Hunter 30 Days Joaquin the Deer Hunter 90 Days Joaquin the Deer Hunter Permanent MYST-Deer Hunter x1 MYST-Deer Hunter x3 MYST-Deer Hunter x5 MYST-Leviathan x1 MYST-Leviathan x7 MYST-Leviathanx15 Combat Medic Vest Package SWAT ver 1 MYST x1 SWAT ver 1 MYST x7 SWAT ver 1 MYST x15 SWAT ver 1 Package Industrial Era G36E 30 Days Industrial Era G36E 90 Days Industrial Era G36E Permanent
ITEM REMOVAL
Myst-Eternity Cosmetic x1 MYST - Reaper Weapons x1 MYST - Reaper Weapons x7 MYST - Reaper Weapons x15 Reaper Weapons Package (Perm) Natalia Set Package The Sinister Plague (PERM) Horrific Package (Perm) Steampunk Victorian Package (PERM) MYST - Mika's Gears x1 MYST - Mika's Gears x7 MYST - Mika's Gears x15 Battle Girl Mika Day 1 Day Battle Girl Mika Day 7 Days Battle Girl Mika Day 30 Days Battle Girl Mika Day 90 Days Battle Girl Mika Day Permanent Advanced Era M4A1 1 Day Advanced Era M4A1 7 Days Advanced Era M4A1 30 Days Advanced Era M4A1 90 Days Advanced Era M4A1 Permanent Agent Melisa 1 Day Agent Melisa 7 Days Agent Melisa 30 Days Agent Melisa 90 Days Agent Melisa Permanent Lionheart Package (Perm) Lightning Package (Perm)
Continued update notes to support UI improvements and VR fixes as part of Update 5.
UI
Outfitting - The outfitting UI now opens at the ship loadout screen.
Outfitting - Added a Stored Modules button in the loadout screen.
Outfitting - Fixed an issue whereby some stats data could be accessed before it is ready.
Outfitting - A warning is now displayed if a replaced module is to be sold in outfitting, if it's a Guardian module or is engineered.
Outfitting - The store/sell previous module toggle now defaults to "store".
Outfitting - Installed modules are no longer included in the outfitting inventory.
Outfitting - Pop-up no longer displayed when storing any existing module to your ship (Pop-up will show if warning about transferring clean modules to a ship with questionable legality)
Outfitting - The state of the store/sell replaced modules toggle in the outfitting UI is now stored. The value isn't saved, it just persists for the current session.
Outfitting - If a slot is selected for which there is only one category of shop items which are equippable, you can now skip the shop categories screen and go directly to the browser screen (e.g. core modules)
Outfitting - Moved store multiple button in stored modules screen to above back button.
Outfitting - Removed "largest module size" indicator from category buttons.
Outfitting - Replaced dots indicating module size in shop item with numbers.
Outfitting - Changed the outfitting categories screen title (in the top left) to read "Shop [group]" or "Stored [group]", as appropriate.
Outfitting - Fixed the retracted / deployed value text in the power consumption stats, so they appear in the appropriate place (including comparison increase/decrease), but without overlapping the labels.
Outfitting - When the loadout slots screen is opened after selecting a stored module, groups are disabled if there are no compatible slots.
Outfitting - A group is now selected based on the category from the selected item (except for Fuel Tanks which can be both core & optional)
Outfitting - Fixed uninitialised filters in the outfitting data store.
Outfitting - Added insurance cost to outfitting ship stats.
Outfitting - Tooltip now shrinks to fit the available space.
Outfitting - Hardpoint icons display (fixed, turret, gimballed) in the slot info displayed on the shop screens and transaction pop-up.
Outfitting - The owned item count for categories in the outfitting data store now only includes stored modules, not installed ones.
Outfitting - Changed the behaviour of the item stats / modification tabs in the outfitting UI, so that the state is retained once toggled. The tabs are still hidden if there are no items with modifications in the current list.
Outfitting - Changed the module sort options in the ship outfitting UI from a custom component to a combo box.
Outfitting - Fixed notification string used when outfitting module is cleaning.
Outfitting - Locally stored modules in the outfitting UI are now displayed with "Free transfer / stored here" and a "transfer" time of 0 minutes.
Outfitting - Fixed shop items not having a selection sound.
Maps - Surface Settlements now display the type they are in the POI list and when selected in the Planetary Map.
Maps - Updated mouse input in the System Map to match the Galaxy Map (click once to select the location, click again to focus the map to it).
Maps - When adding a bookmark, the default edit entry will contain the name of location when selected.
Maps - On-Foot/Odyssey missions will now display a coloured threat indicator.
Maps - Modified the texture and model for the MapUI Item Details, to prevent truncation for localised strings or when there is a long list of bindings.
Maps - The bookmarks panel in the System Map has been renamed to "Local Bookmarks".
Maps - When entering the Planetary Map, the Active Mission list will now only display missions located on that planet.
Maps - Fixed Russian localisation issue in the commodities drop down box.
Maps - Pressing Down input will now focus on the Exit/Back button.
Maps - Fixed tooltips occasionally disappearing when toggling panels on the RHS.
Maps - The LHS, when in Conflict Zone mode, will now always be at full opacity.
Maps - Fixed a bug when using the quick plot to a wing mission.
Maps - Community Feedback - Added a new item renderer to display if the player is wanted in the location details panel.
Maps - Fixed localised strings getting truncated in the Apex Shuttle Panel.
Maps - The Quick Action for shuttle booking now uses the focused object instead of selected object.
Maps - Updated some icon art.
Maps - Added "processing" state to the "Plot Carrier Jump" button.
Notifications - Updated the 'Route Cancelled' notification so it no longer shows in the cockpit after reaching a destination.
Cockpit - The cockpit shields now show the percentage value as a string.
Cockpit - Updated rank iconography for Elite 1,2,3,4 and 5 prestige ranks.
Cockpit - Added an icon for Odyssey Settlements in Nav Panel.
Cockpit - Added location type icons to location filter popup in Nav Panel.
Cockpit - Changed default focus of Nav Panel to first location in the list.
Cockpit - Comms Panel "Mini mode" now locks all tabs apart from the chat and makes sure the correct chat category is selected.
Cockpit - Updated default focus of Inbox and Squadron tabs in the Comms Panel so that it defaults to the first list entries where applicable.
Cockpit - When looking at a Horizons or Odyssey settlement in the navpanel (in both the cockpit and on foot) they should now be distinguishable by an icon and have additional information in the detail view.
Respawn Menu - Fixed the 10% loan repayment label and update remaining balance issues.
Respawn Menu - Fixed some UI issues in the Fleet Carrier Balance Transfer menu.
Respawn Menu - Added additional information to the rebuy screen to clarify the cause in instances where you can't afford to do so.
Respawn Menu - Removed the rebuy/insurance fields from the internal panel for crew members as it is not a cost for them to pay.
Respawn Menu - Fixed an untranslated string in the resurrection report.
Transaction Panel - The ship transaction panel objective folder should now correctly rescale based on the number of objectives.
Transaction Panel - The ship transaction panel once again shows the number of items in the category.
Transaction Panel - Added an option to allow the threat level indicators to be hidden for ship missions.
Transaction Panel - Added a threat level indicator to the mission list buttons, to display the threat for on-foot missions.
Transaction Panel - Updated the list divider in the cockpit to match the humanoid transaction panel. Shared missions should now correctly be listed in their category.
Transaction Panel - Selecting the Discard button on failed missions will no longer open a popup for confirmation.
Transaction Panel - The Details Panel buttons will now update after sharing a mission, preventing a bug where you could share a mission multiple times.
Transaction Panel - Fixes to default focus states have been added.
Role Panel - Updated an unlocalised string.
Role Panel - Fixed a scaleform error related to the loadout images.
Role Panel - Updated order strings in the Role Panel for better clarification.
Role Panel - Fixed a layout issue with loadout buttons.
CombatBonds - Combat bonds will now display the credits in the correct format.
Engineer - Added a new image to display before the engineer referral is complete.
MissionBoard - When opening the CG Panel, the focus will go to the first available item.
MissionBoard - When opening the MissionBoard or the Passenger Lounge, the focus will go to the mission category list instead of the back button.
MissionBoard - If a delivery/collect location is empty, it will now be hidden in the Depot panel. If a partially complete threshold is 0, it will now be hidden.
MissionBoard - Fixed truncation with long mission names when there is the horizons or chain icon.
MissionBoard - You are now able to press B to exit the drop down filter box in the mission list panel.
MissionBoard - Onfoot mission board should now hide the cargo capacity and jump range labels.
MissionBoard - Passenger missions now display the time limit
Mission Provider - Fixed truncation in the mission help panel.
HUD - Fixed a glitch that displayed a small thin line from the right hand side of the Vitals
Humanoid Access - Updated default focus of Inbox and Squadron tabs in the Comms Panel so that it defaults to the first list entries where applicable.
Humanoid Access - The drop item button can now take different strings (e.g. Data can now be shown as "Delete").
Humanoid Access - Fixed a UX issue when cancelling and rebooking a shuttle using the Humanoid Access.
Humanoid Access - When a player has outstanding invites and uses the comms panel binding the social panel will now immediately appear.
Loadouts - Weapon details on the edit loadout screen are now updated when the weapon equipped into a slot changes.
Loadouts - Loadout buttons have been redesigned to differentiate them from suit buttons and make them more consistent with the Role Panel's loadout buttons.
Loadouts - Focus is now restored to the weapon slot on return to the create loadout screen after selecting a weapon.
Loadouts - Improved size and quality of the images in the weapons/suits buttons
Loadouts - Fixed an issue where the thumbnail images in the loadout screen displayed incorrectly.
Loadouts - Fixed an issue where in thumbnails the weapons would appear low quality.
Loadouts - Fixed an issue with loadout previews not having the correct weapons attached to them.
Loadouts - Fixed an issue causing the loadout ui in the role panel to not visually update.
Weapon Vendor - Added a scope to the Takada rifle image to reflect how the weapon looks in the shop
Powerplay contact - Selecting "fast track" no longer resets the cursor to the bottom on the list.
Powerplay contact - Loading PP cargo (fast-tracked or not) no longer takes you out of the PP contacts screen back into the contacts menu.
Docking Menu - Fixed focus issue where previous focus would be remembered from a starport to another
Docking Menu - Fixed "unavailable: anonymous" string showing when "Starport services" focused
Docking Menu - Fixed the focus jumping back to "Starport services" after having used the quick action buttons, focus now stays on the quick action button after use.
Livery, Vehicle Extras and Suit Extras - Added orange border to the left tabs' tooltips.
Livery - Fixed default focus & focus issues after applying items in the packs section.
Livery - Hiding the UI in the livery preview screen no longer hides the name of the equipped content.
Livery - Fixed an issue where the currently equipped piece of livery for carriers didn't display the correct icon.
Store - Added various strings for different vessel types (weapon/suit/ship) when you do not own a compatible one for an item.
Store - Added in a warning for trying to purchase weapon skins for a weapon you do not own.
Station Services - Fixed Station Contacts background icon.
Station Services - Updated the "Colony" station header art.
Station Services - Various layout fixes including resized ship schematic.
Station Services - Local News button now has "No Local News" state and detention facility is aligned
Station Services - Update to Anonymous Access, replacing Commander name with "Anonymous User" when in "anon access" and updating the "StationStatusWidget" to say "Anonymous Access" rather than "Jammer Active".
Station Services - Added in an icon to show available services when in anonymous access.
Station Services - Corner icons sizes increased and made more legible.
Station Services - Update made to engineers header.
Station Services - Made the engineer specialisation string support two lines.
Station Services - Fixed the engineer banner not showing correctly when the station menu was found to be an engineer.
Station Services - Fixed incorrect corner icons showing up.
Station Services - Fire icon now displayed in damaged stations.
Station Services - Improved legibility of the button subtitle lines.
Station Services - Updated the layout to make the ship services buttons fill any empty spaces for special instances, such as engineer station.
Station Services - Fixed the issue of holding down the arrow keys to change limpet buy / sell quantity, triggering SFX to play indefinitely.
Station Services - Fixed a default focusing issue in advanced maintenance.
Station Services - Added percentage values to the modules damage in advanced maintenance.
Station Services - Fixed an issue where when attempting to book a shuttle, the mission board would flash up and then push you back out of the interaction.
Station Services - Immediately following booking a shuttle the UI no longer defaults to cancel, to prevent accidentally undoing actions.
Station Services - Added icons for every starport service status (and descriptions), so that when content isn't available it is clearer why.
Station Services - Fixed some contacts displaying the incorrect icon.
Codex - Fixed focus issue in stats.
Bartender - Updated the layout when selling items so the assets, goods and data are separated with their corresponding titles.
Bartender - There's now a button for adding all data to the selling list.
Bartender - Added an icon for "illegal" items when selling.
Bartender - Updated wording in the bartender vendor UI.
Bartender - Fixed an issue causing the same resource to display multiple times in the bartender UI, rather than stacking.
Vista Genomics - Made the default focus swap to the first item when selling bio vouchers.
Shipyard - For all ships: Added a module breakdown showing module type, grade & class and whether the module is engineered or not. Available when "more stats" is toggled by player, and sticks on screen while browsing.
Shipyard - Converted the 'Your Fleet' list into a list of buttons, which now quickly takes you to the corresponding Ship details
Shipyard - Re-factored 'shipyard denied option' reasons to take a new object instead of a string. This adds additional info sub-labels when your ship has cargo on-board and cannot be stored.
Shipyard - Fixed an issue where toggling headlook in a shipyard while docked caused the UI to move.
Main Menu - Arx notifications will now be invisible until they are actually shown. This will prevent the black box from appearing on the screen in the top right corner.
Fleet Carriers - When booking a carrier to another system the button has been visually updated to confirm the request has been made.
Terminals - Fixed unknown buildings appearing on terminals when multiple gameplay buildings are connected.
VR
Fixed an issue where respawning in a Conflict Zone in VR could cause a black screen for the player.
Fixed the "maintain horizon" option for SRVs not working in VR.
As always, thank you so, so much for your continued feedback, support and commitment in helping us improve further on your Elite Dangerous experience.
At approximately 07:00 UTC / 08:00 BST today, we deployed 'Update 5' to address a number of issues and implement some quality of life improvements to Elite Dangerous: Odyssey.
Patch notes reflecting such can be found down below for you. These are split into two, individual posts for a more convenient break down.
Updates Of Note
Shared Missions added.
Outfitting UI flow updates.
All ship cockpit lighting updated.
Neutron star brightness rebalanced.
Softened AI crime scanning behaviour to be more lenient.
Increased the chance of finding rare materials at fumaroles.
Improved terrain fidelity on legacy settlements and planet ports.
Shared Missions
All of the missions added in Odyssey can now be shared with your teammates.
Players who are in a team will now see a 'share' button on any Odyssey mission transaction panel entry.
Clicking the 'share' button will share that mission with all current teammates.
Teammates have the option to accept or decline this invitation.
Once a shared mission is accepted, that player will see the mission's contents in their transaction panel and continue to get updates as the mission progresses.
Teammates who are part of the shared mission through to completion will be eligible for a similar selection of rewards as the player who picked up the mission.
Shared mission rewards are picked up from the mission board at the port the mission was originally obtained from.
Reward options for teammates the mission was shared with are restricted to credit, reputation, or item-focused reward options.
Influence-focused reward options are not available to non-mission-owning players (this means that the successful completion of one mission will result in the same impact on influence as before this update).
Items extracted by teammates on the shared mission will automatically be moved to the mission owner's inventory upon embarking into a ship or otherwise departing the area.
Teammates participating on a shared mission who suffer from a critical injury (where they would normally lose their backpack contents) will not cause the mission to fail. If this player was holding an item important to a shared mission, it will now be dropped onto the floor and can be recovered by another player.
Players who are active on the shared mission will also see mission critical objects highlighted on settlement terminals, and will be able to mark these for their teammates.
AI
Fixed an issue where AI could become stuck if they are unable to navigate to one another for conversations.
Fixed the helmet state being set incorrectly on AI that were spawned by a different client (Some AI were basically seen without helmets when they should have had them).
Scan position and warning status resets once the scan animation starts, to prevent issues seen with AI escalating before finishing the intended scan behaviour.
Fixed an exploit where players could jet pack away from scans without repercussions.
Fixed an issue that could cause AI to not spawn at higher difficulty levels.
Smoothed AI pathing as they navigate around between areas of interest (AI will walk around more naturally in their set directions).
Fixed an issue with mutliple AI picking the same patrol routes.
Updated handling of AI patrol routes to be more robust when players join instances at different times.
Fixed an issue where multiple AI could assign bounties to a player for the same instance of trespassing.
Improved the AI investigation behaviour when a suspicious target is in an unreachable position.
Fixed an issue preventing settlement hostility from being transferred to other players vessels when boarding a teammate's ship.
Audio
Fixed some audio issues with the grenade timer and pin pull. They should get obstructed correctly now too.
Fix for the FSD jump sound on NPC and other people’s ships not always being audible at certain distances. This was often silent when dismissing your own ship.
Additional fix to the cargo bay ambiences being audible in the cockpit of some ships in certain conditions, or even outside the ship. This often occurred in the sidewinder, and was made more obvious due to the close proximity of cockpit to cargo bay. The offending sound should now remain nicely audible when being deployed as an SRV or conflict zone combatant, but not other situations.
Fix the sound for conflict zone battle stats UI screen pop up sounding too much like a grunt!
Mix improvements on the conflict zone UI sounds.
Fix for metal surface footsteps coming through the rear channels when in surround sound. Should be consistent now.
Reduced volume of a very loud industrial tank ambient spot sound, that exists on the exterior of some buildings sometimes.
Fix for station menu ambiences going silent, if you exit a menu screen and then go back to the same one very quickly before the first one has faded out.
Various fixes to grenade bounces. Mix improvements, should be more consistently audible now. Fixed the concrete grenade bounce that sounded odd. Fixed the thump which was sometimes quiet. Improved the obstruction on the bounces.
Fixed a few of the system map ambiences (from each planet type) that were a bit harsh sounding.
Fix for the plasma flyby sounds sometimes getting stuck on.
Fixed one of the planetary ambiences that wasn’t looping correctly.
Fix for the first shot of a burst of automatic weapon fire sounding too prominent at certain distances.
Removed a couple of apex vendor voice lines which were a little misleading, for example saying the shuttle is ready to depart even though it isn’t.
Fix for passenger cabin allocation UI sound becoming higher pitched and inaudible after it’s been used a few times.
Various mix improvements on combat. Including:
Fix for hit notification blips sometimes losing their attack/bite and therefore getting lost in the mix.
Bullet whizbys (great word, right?), impacts on self and hit notification blips, should all sit in the mix more comfortably.
Improvements to the way weapons that are firing at the player get volume and priority boosts.
Improvements to the way the weapons mix at various distances.
Improved the way the sounds for the energy link tool and the recharge port interact with each other.
We should now get some suit recharge audio, when recharging from your ship's boarding circle.
Mix tweaks to other people’s footsteps. Shouldn’t get quite as loud in some situations.
Fix for the sound of the lights inside hangars powering up, not being audible from all perspectives.
Improvements to the way the audio for menu boot up idents is managed (station menus, and settlement consoles).
Fix for some Conflict Zone UI sounds being audible even if you are not actually involved in the conflict.
Fix for a couple of the station services UI background ambiences not playing.
Fix for objects sometimes having incorrect audio obstruction values when they first spawn in.
Improvements to the audibility of other people’s sampling tools.
Fix for the audio perspective being broken during the conflict zone respawn external views.
Character
Fixed an issue where some models on suits didn't render in the vanity camera.
Codex
The Pilot's Handbook Maps guide has been updated to support the recent map interface changes.
Renamed 'Settlements Visited' to 'Settlements Docked At'.
Added number of planets set foot on.
Added number of suits & weapons owned.
Fixed up the labels and units of credits spent on / number of premium items bought.
Conflict Zones
Fixed control point colours appearing inconsistently in multiplayer.
Fixed an issue where shooting allies in ship vs ship conflict zones didn't cause them to elicit a "friendly fire" response.
Fixed "combat bond awarded" notification appearing in situations where no bond has actually been awarded (e.g. killing an ally in a conflict zone).
When a side of an on foot conflict zone goes below 750 points, new players should not be able to join the instance, this now has the exception of wing members of players already in the instance.
Fixed an issue where when in a wing, members of the enemy team didn't always appear red and allied team members didn't always appear green.
Crashes/Stability
Fixed a softlock during multicrew hyperspace transitions.
Fixed a crash caused by being in the turbolift and opening the main menu.
Fixed an issue where the thumbnail manager occasionally caused a crash.
Fixed a crash seen when navigating between carrier packs in the livery.
Fixed a crash caused by trying to sort items for sale.
Fixed a crash which occurred when there was no mission data when opening a mission related item.
Fixed an occasional crash when leaving an area.
Crime
When reloading into a settlement the player will start with weapons holstered to prevent issues of reckless endangerment.
When travelling in another player's ship or a shuttle, the fines and bounties displayed on the transaction panel, the internal panel and the system map now refer to those of the Commander you are playing, not the ship's owner.
Engineers
Updated Hero Ferrari's referral task text with the correct quantity.
The referral resource is now hidden if the player hasn't selected the 'refer me to another engineer' conversation option yet.
Factions
Updated all starsystems' information towards the end of each day's faction simulation "tick", instead of notifying each starsystem in turn as it's processed.
Rebalanced faction consequences for all on foot and in space player activities.
Fleet Carriers
Fixed a star with a really small radius, which was causing problems for fleet carriers in the system.
Interactions
Fixed the energy link from firing early if the fire button is double clicked in a small time window.
Updated the animation and audio for the sampling tool.
Fixed an issue where the energy link tool incorrectly charged while in siphon mode.
Fixed an issue where a player would be marked as trespassing even though a trespass zone was disabled.
Lighting & VFX
In addition to improvements to all materials, lighting of all Ship & Fighter cockpits have been improved.
In addition to improvements to all materials, lighting of the SRV interior has been improved.
Lighting has been improved for Thargoid Ships.
Cockpit damage effects have been re-balanced.
Improvements to the scaling and lighting on Fleet Carriers.
Weapon thumbnails have improved framing.
Weapons in the Outfitting view have improved framing.
Logo spotlights are now brighter.
Improvements to the scaling and lighting on Installations.
Tourist Habitat Doors will now longer be emissive when the Settlement is offline.
Frontline Solutions screens will now be less emissive.
Removal of redundant light from Inter Astra advert.
Improvements and fixes to Ship Shields.
Fix for a stray lensflare that could appear in the inner dock of an under repair station.
Neutron star brightness rebalanced.
Livery
Fixed an issue where some flight suits didn't appear as options within livery such as Vibrant or Pioneer or LaveCon.
Missions
General improvements to mission stability.
All Odyssey missions have received an update to their HUD objective text to display the mission type that they are undertaking, as well as displaying whether the active mission is shared or not.
Improved accuracy of mission critical objects being highlighted on settlement terminals.
Fixed Raid missions not giving mission rewards after hand in.
Fixed players being granted mission items and data after negotiation despite not accepting the mission.
Fixed non-violent Sabotage missions not spawning on mission boards.
Fixed Shutdown missions targeting settlements owned by the mission providing faction.
Fixed Reactivation, Restore and Recovery missions targeting settlements owned by factions that are not the mission provider.
Added a scavenger warning in the Mission Help UI to inform players that they might encounter threats at offline settlements.
Improved mission flow for Digital Espionage missions that target offline settlements.
Fixed an issue that prevented the mission board immediately updating the credits balance.
Fixed an issue where missions could all point to the same destinations. Now mission boards will have a maximum of one mission of each type going to any single settlement.
Fixed being unable to upload data in some covert infiltration missions.
Fixed the shuttle sometime not showing up at the end of the tutorial .
Enemy mission target ships will no longer jump out when lower on hull to prevent them exploiting regaining health.
Organics
Increased the chance of finding rare materials at fumaroles.
Optimisation
Various audio optimisations.
Adjustments to scaleform texture updates to fix GPU stalls.
Fixes to the stability of the occlusion culling system.
Inner dock geometry and landing pads now have occlusion meshes.
Planets
Improved terrain fidelity on legacy settlements and planet ports.
Fixed the asteroids in a ring not moving correctly if you are in a ring stations rotation.
Fixed banding effect seen in planet colouration.
All Settlements now have additional terrain undulation and detail around them.
Fixed seams that could appear in planet textures.
Fixed some repeated patternation that could display in the planet fine textures.
Visual improvements to the fine textures on planet surfaces, as well as how they are blended have been made.
Alignment of planet normals have been made more consistent with terrain.
POIs
Added POI locations to the HUD compass.
Added the threat level to the missions POI name.
Rendering
AMD FidelityFX CAS has now been integrated, and can be adjusted on a slider in the quality settings menu.
An upscaling option that allows the Player to switch between FidelityFX and Normal has been added into settings.
Fix added for the ground occasionally appearing black inside buildings.
Fix added for incorrect asset culling in hangar lobbies.
Fix added for scatter rocks sometimes appearing in POI assets or buildings.
Fix added for some scatter rocks appearing to be invisible.
Improved gamma correction on in-world UI textures - panels and terminal screens shouldn't be able to get as dark as before.
Improvements and re-balance of the Neutron Star lensflare.
Shadow Quality has been split into two separate settings: Directional Shadow Quality and Spot Shadow Quality.
Fixes applied to the light scaling logic of spotlights.
Asteroid Station Bases have been fully updated to PBR, with the addition of improvements to textures.
DSS scan effects balanced to brighten visibility of hotspots.
Server
Fix added for space conflict zones and fleet carriers occasionally being placed in the wrong frame of reference, when there's not enough room between a stellar body and its closest child.
Various fixes applied for teams & multicrew when helm or members disconnect.
Fixed an issue with Thargoids not progressing correctly at 100% in starsystems with recent fleet carrier movements.
Improved mission server matchmaking.
Fixed some combat bond vouchers not being awarded correctly when more than 4 Commanders were credited with it.
Fixed a rare issue with Commanders flying in a private group not always being directed to the best available server during hyperspace jump.
Fixed remaining issues with updating the right hand cockpit UI when ranking up to rank 10 in all careers.
Fix the rank up inbox messages to only include the message about harmless insurance discount on the very first career rank up.
Added some missing settlement sizes and difficulties for some Horizons & Odyssey settlements for Odyssey players.
Fix added for being unable to edit bookmarks once the capacity limit has been exceeded.
Various performance & reliability improvements.
Settlements (new for Odyssey)
Fixed floating AI at certain animation points within Large Agricultural Building and Medium Command Building.
Fixed AI intersecting containers when scanning them.
Moved wall mounted energy cell dispenser so it doesn't obscure screen.
Increased Authority of some AI that were unable to pass through doors along their patrol routes.
Fix added for AI to walk up main path of buggy pad at a small tourism settlement.
Improved positions of consoles and dataports within a small reactor building.
Fixed position of exploding barrel in a small storage building.
Fixed potential situation where all exterior guards could be Authorisation 0 at a small research settlement.
Adjusted Authorisation for exterior corpses at a Small Agricultural Settlement.
Fixed floating corpses at a Medium Agricultural Settlement.
Fix added for small untextured poly that could appear behind explosive canisters.
Screen textures and lighting now align for billboard adverts.
Fix added to correct some z-fighting on a modular habitat wall piece.
Fix added for misaligned windows and additional visual improvements on a Command/Power building.
Fixed missing hitcheck on section of the exterior archways.
Improvements to box/crate LODs.
Fixed LOD transition on a storage prop.
LOD fixes for FUI screens at Engineer Bases.
Visual improvements to some metallic materials.
Advert screens will no longer display when present at an offline settlement.
Removal of some floating lights found at specific settlement.
Improvement to settlement duckboard hitchecks.
Box moved from a specific Settlement location to prevent players from being able to get stuck behind it.
Fixed a bug causing the Goliaths to spawn at a settlement that had been brought back online.
Fixed turrets firing upon their own faction for trespassing.
Corrected alignment of some stairwell geometry to fix incorrect culling when stood at certain angles.
Settlements (legacy)
Guardian Site Terminal hitcheck improved.
Fix applied for offset pipes at some Legacy bases.
Fix applied for stretched texture around large landing pads on radial ports.
Fix applied for slight alignment issues with hangars.
Improvements to faction logos have been made.
Fixed LOD transition on a ceiling piece.
Improvements to materials in the inner dock, and on landing pads have been made.
Landing pad number holograms are now slightly brighter.
Improvements to materials on the Ancient Skimmers and Crystals have been made.
Fix added for silos intersecting with an interior wall.
Improvements to the large planet port landing pad hitcheck have been made.
Adjustments and improvements to metallic materials in hangars have been made.
Ships
Visual improvements and UV fixes for materials in all Ship cockpits have been made.
Improvements to Camera Suite angles for Cobra MKIV, Viper MKIV have been made.
Improvements to Adder hangar camera positioning have been made.
Fix added for some unusual aliasing on the main panel of Lakon ships.
RCore branding has been removed from the Empire Eagle and has been replaced with Gutamaya branding.
Improvements to the materials of capital ships have been made.
Improvements to the textures and visuals of the modular fighter bay have been made.
Improvements to the materials on the Keelback drive units have been made.
Fixes to the UVs on some of the Corvette shipkit parts have been made.
Improvements to the ship auto launch to help prevent impact/damage when leaving a planetary port have been made.
Fixed unmanned motherships moving forwards when fighters are trying to dock.
Fixed the throttle being stuck for 5 seconds after a hyperspace jump when using Hyperspace Dethrottle.
Fixed Farragut-Class Battlecruisers being given incorrect names.
Continued fixes to ship paintjob colouration and appearance:
Vulture Metal Camo
Fix for the mixed up colour values on the Red & White Fleet Carrier paintjob
Crossfire (Metal Camo)
Galvanised
Chrome
Golden
Azure
Osiris
Festive
Icarus
Mechanist
Military
Slipstream
Turbulence
Vibrant
Imperial Cutter default
Apollo Green
Social Spaces
Improvements have been made to the positioning of crates in the Vista Genomics area.
Fix added to prevent players getting stuck between sloping windows and tables in the habitat bar.
LOD fix added for the Inter Astra holoscreens.
Corrected some misaligned geometry in the bar area of social spaces that caused issues with culling.
Continued in Elite Dangerous: Odyssey Update 5 | Part 2...
This build contains the following changes: - Camera Markers crash when 2 PS Eyes are connected - fix - Allow set 'no preview' during Kinect calibration to not take extra USB bandwidth that was causing freezing. - Updated Wii library to better detect/reconnect to Remotes.
Yeah, the title is correct. Nine new skin concept arts are coming your way via YouTube!
Starting July 11th, we'll be releasing a new skin every week! *New skins will be made available for purchase in the Store menu every Sunday(Maintenance Free Update), and Wednesday(Server Maintenance).
Check out the new skin concept art video on the official Eternal Return YouTube channel!
*Check out a video for the ALL 9 new skin concept arts on the Official Eternal Return YouTube channel on Thursday, July 1st 01:00 AM (PT)
We have found that there were issues that users cannot claim the rewards for the participants of the Super Extra Purchase Event. All the problematic rewards were retrieved and new rewards were sent to the message box.
We sincerely apologize for the inconvenience caused and appreciate your continued supports.
Thank you for your patience and understanding regarding this matter.