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.
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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.
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.
Grab yourself a drink and get comfortable – Hammerting’s Dwarven Relations update is OUT NOW!
Relations Update - Version 0.10.15.0
Features: ⦿ Relations! • All dwarves now have an opinion of their friends. Or foes, as it may be. • The opinion can move them into different relations statuses. • Similarly, the relations a dwarf has with another dwarf influences their opinion of them. • Being in different clans will affect their opinion towards each other... usually for the worse. • A new Relations window has been added to the Dwarf UI. • New Traits have been added: Skald • New Knowledge has been added: Common Heritage.
⦿ Talking! • Dwarves can now stop for a chat! • They will talk about just about anything. • Depending on their relations and if they thought the other dwarf had good points, they will walk away with a higher or lower opinion of the dwarf. • They can also get a Morale and Energy boost. • Dwarves have new stats that impact how it goes: Empathy makes them more likely to like the other dwarf. Social Competence makes other dwarves like them more. • Dwarves that are socially starved will head to the nearest tavern to hear the latest gossip.
⦿ Sleep! • Whenever a dwarf is low on energy they will try to find a place to sleep • Dwarves with an assigned Dwelling will always sleep in their Dwelling • Dwarves without an assigned Dwelling will try to find the closest dry spot on the ground to sleep on • Sleeping in a Dwelling replenishes more energy than sleeping on the ground
⦿ Hunger! • Hunger is now explicitly represented with its own character statusbar. • Every time a dwarf eats a piece of food, a "Food Effect"-modifier will be added to it, providing buffs or debuffs, depending on the quality of food item consumed, over some amount of time. • While a dwarf has a "Food Effect" active, they cannot eat more food. • Hunger increases with the level of the Dwarf. • Energy is now primarily restored by sleeping, rather than eating.
Performance: ⦿ Fixed an issue where entities would override their position settings whenever they became the child of another entity. This also removes a huge lag spike caused by thousands of entities refreshing their positions when the navgraph was updated. ⦿ Fixed mining jobs not being saved/loaded correctly. This caused mining jobs to get stuck in the job list after loading even if there was nothing to dig. Saves prior to this fix will recreate all dig jobs and will lose any priority that might have been set. ⦿ Improved performance of hauling mine carts. ⦿ Overworld location update is now done in parallel. ⦿ Time-to-finish for jobs is now only recalculated when necessary.
Tweaks: ⦿ Gameplay • Gauze is now cheaper • High level enemies are tougher. • Low level enemies have slightly less armor. • Very Hard enemies have slightly less armor. • Reduced Driftwood preciousness. • Overworld locations should now attempt to cull overproduction, to make place for a varied and nice inventory of goods at all times.
⦿ UI • Adjusted the Mountainhome window's position in the overworld to resemble the other location windows. • Clicking the 'available mission' icon on location entries will now open the location with the mission tab open. • Tutorial popup now shows up above the buildbar menu and it's horizontal position is affected by the width of the left side outliner. • Various behind-the-scenes fixes to the build menu.
Bug fixes: ⦿ Gameplay • Armors should now propagate values for production and vision range. • 'The Rats in the walls' quest should now track progress between saving and loading • Tools made out of various types of bone should now show their handles correctly ⦿ UI • Added fallback for missing codepoints in the 'Norse' font • Fixed a bug where outliner entries size wouldn't update when moving them from one side to another. • Fixed increase/decrease opinion tooltip showing '%Oproperty_comp' instead of faction name • Fixed the idle-dwarfs alert turning on for a single tick. ⦿ AI • Changing priority of a craft/restoration job in the job broker will now properly update the priority in the building interface. Craft- and Restoration job share priority (changing one will drag along the other). • Dwarves would sometimes consider certain items unreachable for equipping even if they weren't, but should now have come to their senses. • Fixed a pathfinding bug where a building next to a station with no carts connected would not be able to find paths to some items. • Fixed dwarfs standing around idling for a while after finishing a job. They'll now get a new job assigned to them as soon as possible. • Restore/refuel jobs now get the same priority as the crafting/hauling jobs when changing priority in a room. • Tweaked how dwarves evaluate things to eat (not food, but other consumables such as medicine). They'll now focus more on refilling statusbars that are low. This is an attempt to solve an issue where Dwarfs with low health would panic and start eating anything beneficial they could find even if it did nothing for health.
⦿ Auto-Equip • Auto-equip now looks at entire toolbelt to determine if equipping a new tool gives a net positive gain. • Auto-equip now summarizes production values that are increased/decreased. This should prevent dwarves from becoming stuck in an auto-equip ping-pong behavior. • Dwarves will now only consider items they can reach when auto-equipping. • Rewrote part of dwarf auto-equip behavior. Dwarves would sometimes not consider upgrading tool when there were better available. Stability improvements: ⦿ 'Custom Order' food could become bugged and crash the game in previous versions. All existing 'Custom Orders' are now destroyed when loading a save from an earlier version. ⦿ Fixed a crash that could sometime occur in the recruit UI ⦿ Hopefully fixed the 'Available mission' indicator sometimes crashing the game ⦿ Increased the size of the buffer used by UI layout entities. ⦿ Item decay increased significantly when reaching the engine's maximum entity limit. ⦿ Spamming 'Recruit'/'Dismiss' buttons should no longer crash the game
It's time for another insight into what you can expect to see coming up in Planet Zoo! We're happy to announce that free Update 1.7 will be available to get your paws on from 4 October!
Our team has been hard at work trying to bring you some of your most requested features, as well as a few surprises! The first of these we revealed last week, with the announcement of our upcoming Custom Heightmaps, but it's now time to reveal what else you can expect. Update 1.7 will bring you varied terrain options, deep swimming for cats, animal talk seating areas, path barriers, a scenery placement randomisation toggle, and some quality of life improvements to the Zoopedia!
For more information on all of this, read on below:
Mapping Tools Custom Heightmaps are making their way to Planet Zoo! These will allow you to really get creative with your map terrain via uploading image files. For more in-depth information on how this will work, check out our forum post from last week!
But wait, that's not all! We also have new Terrain Type options coming to give you even more variation in pre-made maps.
When you go through your standard set-up for starting a new zoo, you will now have a new option: Terrain Type. From here, you'll be able to select "Flat", which is your standard map area that you know and love, or "Sculpted", a range of new options, with one new sculpted option per biome type. We won't spoil all of these so you can discover them yourselves, but one special one is the "Desert - Oceania" map, a flat desert with a mountain in the middle similar to Uluru!
You will now also be able to use Scenario Zoo maps in Sandbox Mode! There are 9 timed scenarios and 14 regular scenarios, which means 23 new terrain maps and 30+ new terrain variants! Though, please note that scenario maps are not available in Franchise Mode. Scenario Zoos in Sandbox Mode will also have the new "Terrain Only" button which removes everything except the terrain, another variation for you to start out with! This is perfect for people who want to jump into a Scenario Zoo terrain, but still have the freedom to create their own zoo from scratch.
Swimming Changes
Following the Bears from the 1.6 Update, some of our big cats will be getting their paws wet with Deep Swimming. The cats taking the plunge will be:
Jaguar
Bengal Tiger
Siberian Tiger
This will include the male, female, and juvenile of each species. Be sure to start adjusting your habitats, as we bet they can't wait to make a splash the second the update drops!
To go alongside this, we're also implementing some tweaks to the swimming depth requirements for individual species. This should allow diving turns for deep swimming animals to remain smooth, while also preventing clipping! Minimum depth requirements range from 2-4m.
Animal Talk Seating Areas
Rally up your guests because it's time for a show! Animal Talks are going to be bigger and better than ever with the addition of new Seating Areas, increasing the capacity per Educator and helping you better control the flow of guests around these areas.
Pick one of our new talk-specific seating options and link an Animal Talk Point to it, and guests will now be able to sit and really give their full attention! But don't fret, you will still be able to use the Animal Talk Points as standing attractions as well. What animal will you pick as your first to have its very own seated education area?
Path Barriers
On top of the new Seating Areas to help you control your Zoos guest flow, we're also adding Path Barriers! These will render areas of path inaccessible to guests and staff alike, allowing you to direct the traffic in your zoo more accurately. For areas where you want guests to have the option to pass, but to be less likely to do so, we're also adding in Kerbs. These will discourage guests from crossing, but they will still use it if the area is otherwise too crowded or there is no other route.
Scenery Placement Randomisation
Ever been placing lots of the same scenery item, and had to manually adjust it each time to keep things looking natural? Well, no longer! We're introducing a new Randomisation Placement Toggle which, when turned on, will randomly change the rotation of the item you are using in between each placement. This will allow you to create an organic appearance much faster than before! We know this will be a game-changer for foliage and rock-heavy builds. What are you most excited to use this on?
Zoopedia Changes
Finally, we're adding a few quality of life improvements to help with your Zoopedia usage:
The Animal Management screen has a new Zoopedia link button, connected to the listed animals
Animal Management and Animal Market buttons have been added to the Zoopedia, taking you to the filtered animals
Habitat space requirements have now been added to the Zoopedia UI
Biome filters have also been added to the Zoopedia filter options
And lastly, we've also added the option to quick trade from the Animal Management screen! This will work similar to Release to Wild, and means that Quick Trading is now available beyond the Trade Centre.
We hope you're looking forward to all of these new changes! The update will come with various other tweaks and bug fixes, so as always, we will have a full list of patch notes for you on launch. There's more news from us still to come very soon, so be sure to keep an eye out on our social media, but for now we'll be hanging out on Twitch to chat about update 1.7 and spend some time with you all. See you there at 17:00 BST!
Changes - Improved stone river crossing colliders in Nibor
Balance updates - Added/Removed some monster spawns on Jerro Highlands and Caratas Wasteland so they are equal in terms of what/how much spawns
Bugfixes - Fixed priest on Nibor having gone for a walk around the church - Fixed being disconnect instead of teleported when a pvp tournament fight ends
We're releasing a small patch to address server issues that some players had been experiencing today. This was due to a server infrastucture issue that our server providers were encountering.
Please make sure everyone in your team updates to v1.5.4 before playing together.
If you encounter any further issues, please let us know on our Discord server.