1. Elite Dangerous
  2. News

Elite Dangerous News

Update 10 - Odyssey and Horizons

Update 10 Patch Notes


Greetings Commanders,

Post-Odyssey updates have reached double digits! In this round, we see a series of optimisation improvements and a large batch of fixes. At the time of this post (10:00 BST/UTC), servers will go offline for approximately two hours while the update deploys.

Changes will come to both Odyssey and Horizons each listed in their own sections below. These will see some overlap in cases where certain changes are happening in both versions.

Odyssey


[h3]Optimisation[/h3]

The following features have received optimisation improvements:

  • Looking at/through glass
  • Cockpit glass
  • Galaxy and System Map functionality
  • Avatar decals
  • Forward lit VFX
  • Planet fine textures
  • Shadows
  • Emissive rescaling


[h3]Rendering[/h3]
  • An issue causing artifacting on the local view in the System Map was fixed


[h3]Stability[/h3]
  • An instancing crash was fixed.
  • A crashing when entering Supercruise following a low wake was fixed
  • A crash caused by jumping to the permit-locked HIP 54530 system was fixed


[h3]Server[/h3]
  • On-foot actions will now update the Codex as expected
  • On-foot ranks will now display their animation within inbox messages
  • Rank animations will no longer display as a tier lower than intended


[h3]From the Issue Tracker[/h3]
  • Stars will no longer flash brightly in VR
  • The Asterope system will resume featuring signal sources
  • Polyporous growths on brain trees can be splattered once again
  • An issue with teammate Navlock was fixed
  • Deposit fragments will no longer get stuck inside asteroids
  • Damage values on the thermal conduit have been corrected to scale with ship heat between 90-150%, capped at 160%


[h3]AI[/h3]
  • AI will spawn at POIs in multicrew as expected
  • Omnipol corruption was addressed: their mission-givers will no longer assign illegal missions
  • Deceased NPCs can be scanned once again at offline settlements
  • Hostile ships will once again appear as such on the radar


[h3]Settlements[/h3]
  • Terminals are no longer obstructed in Shinrarta Dezhra
  • Planetary port landing pads have an added force field effect
  • Mining extractors no longer display flashing black squares
  • NPC crew members will now retaliate when in the Defend state
  • Deceased NPCs will no longer cover the reactor console, preventing interaction


[h3]Character Animation[/h3]
  • An issue when running with the cutting tools was fixed. Although, our mothers still advise against it


[h3]Ships & SRVs[/h3]
  • SRV helm audio will no longer be replicated across crew members
  • Deployed vessels will retain their ship owner ID as intended
  • Camera angles for the livery screen on the Scorpion SRV were adjusted
  • A detailing issues on the Azure paint job on the Asp Explorer’s was fixed
  • Gold and black paint job colours were adjusted
  • Ember paint jobs were adjusted
  • Midnight Black paint jobs were adjusted


[h3]Interactions[/h3]
  • Gravity will be re-enabled at Guardian Sites so that caskets no longer float
  • A quantum-physics issue allowing multiple players collecting the same item was fixed


[h3]Factions[/h3]

The Pirate Attack faction state will now:
  • No longer trigger when only criminal factions are present in a starsystem
  • Temporarily make weapon commodities legal in most jurisdictions
  • Cause factions to lose influence to criminal factions present in that starsystem


  • Criminal factions will no longer experience active security states and their Security Points will lock at 0
  • Odyssey settlements controlled by criminal factions will now prefer to export commodities (at the usual favourable pricing) that are illegal in other jurisdictions. Their exports will return to normal if control changes to other faction types
  • Odyssey settlements that were incorrectly exporting Meta Alloys will no longer do so
  • Incorrectly negative faction consequences when selling salvaged commodities for a relatively low value were fixed
  • The Black Market station service will now activate when the controlling faction has an active Civil Unrest state
  • Faction consequences from selling commodities are now based on satisfying available demand at the Commodity Market
  • You can now support a faction by buying commodities from it, based upon satisfying available supply at its Commodity Market
  • When buying and selling, it's generally more positive to a faction to satisfy a higher supply and demand (green 3-bar icon) than a lower (red 1-bar icon), and it's generally more positive to trade more expensive commodities than cheaper ones


Horizons


  • A crash when selecting the engineering panel from a ship was fixed
  • A crash caused by entering the permit locked-HIP 54530 system was fixed
  • Deposit fragments will no longer get stuck inside asteroids
  • VFX for projectiles from the Remote Flak Launcher will no longer be too bright
  • A crash during the tutorial was fixed
  • Damage values thermal conduits have been corrected to scale with ship heat between 90-150%, capping at 160%
  • An issue causing the session log to be inaccessible was fixed


We hope you enjoy all of the fixes and improvements listed above. As always, please let us know if any of the issues persist and report any new ones on our Issue Tracker. Fly Dangerous and we’ll see you for Update 11!

O7



Elite Dangerous: Horizons Hotfix | 11.01.2022

Greetings Commanders.

Elite Dangerous Horizons Commanders will today recieve a small Hotfix to deploy, in order to address a number of outstanding issues.

Elite Dangerous: Horizons servers will NOT require extended server downtime, just a simple relog of the client to apply the hotfix.

The hotfix will be available at approximately 11:00 UTC

----

Updates of note:

Unable to edit fire groups.
If your ship had modules that fell under the Utility category, you were unable to set your fire groups because navigation within the fire groups tab did not work.


Multi-Limpet Controller Module Mass is too high.
Following reports from Commanders, it was agreed that the mass of the multi-limpet controller module needed to be addressed and dropped quite significantly. This was fixed for Odyssey, however the fix remained outstanding for Horizons only players. This is now addressed across the board.

Clearer indication via UI when reward modules will/will not allow experimental effects.
It will now be clearer for Commanders to identify whether their newly acquired CG Reward Modules can be further modified, via the modifications UI panel.

The Class C Operations Multi Limpet Controller was incorrectly showing as Class F.
This has now been addressed for Horizons Commanders.

Known Issues:
Credit Balance Not Updating On Ship System Panel When Performing Any Balance-Changing Action (Buying/Selling Commodities, Missions etc.) Until After Relog.
  • Checked internally for both Commodity Market changes and rewards from missions. Credit balances update only with a relog.
  • It was also mentioned to me that "Fines are also not appearing until you do a relog to main menu. You can be wanted, have outstanding fines but when you go to the administrators office to pay them it says you have no fines. Issue only rectifies when you log out of the game and log back in."
  • I've passed the above, additional information along which will help further (potentially! I'll take it!) with the issue.


The common heavy hitters/some fallout from Update 9 which are always worthy of noting are listed but not limited to the below:
  • [Bumped] Issues with the XG9 Lance (targetting and ammo).
  • [Bumped] Tracking down further clarity on issues continuing to be reported around Thermal Conduit.
  • [Bumped] Tracking down further clarity on Anti-Aliasing issue progress.
  • [New] Thargoids fail to use any special attacks in Horizons after the second heart is destroyed (if you'd like to contribute further, it all helps: https://issues.frontierstore.net/issue-detail/46871)
  • Investigations on reports of performance issues continue.
  • Starting Frameshift makes the game freeze/lock.
  • Unable to access Session Logs.
  • Disconnect/suspended in Supercruise.
  • Empty Faclities lists for Stations in the system map.
  • Inconsistency with Codex entries.
  • Commanders are unable to use the Profile Analyser to clone the profile of NPC corpses.
  • Hostile ships appear incorrectly (as non-hostile) on the radar.
  • “Floating” Guardian Materials at Guardian Sites were sighted and logged.
  • [Noted] 10 mins prior to Fleet Carrier jump, the dialogue "Jump is Complete" plays.


Thanks for your continued feedback. See you in the black o7

Elite Dangerous carrier interiors have shops, NPCs, and crew quarters

Getting your hands on a Drake-class fleet carrier in Elite: Dangerous is no small task, but it's about to become even more rewarding. Frontier Developments has revealed some alpha footage of the fleet carrier interiors that are coming to Elite Dangerous: Odyssey early next year, providing a short walk-through of the space game's grandest capital ships.


Senior game designer Derin Halil provides some explanation throughout the video, which you can watch below. Drake-class fleet carriers, introduced in 2020, are Elite's biggest vessels, and they're persistent objects in the game world, much like stations. In fact, carriers function similarly to stations, providing a place for players to come buy and sell goods, pick up missions, upload cartographic data, and more, depending on what the carrier's owner has outfitted the ship with. The big difference, of course, is that carriers have frame shift drives and can travel across the galaxy at will.


While that's all handled through menus now, when Elite Dangerous: Odyssey Update 11 arrives in early 2022, you'll be able to stroll around inside carriers once you've landed. You can hang out in the bar or browse the wares at Pioneer Supplies, both of which carrier owners can manage in order to make a tidy profit.


Read the rest of the story...


RELATED LINKS:

Elite Dangerous finally lets you go 'o7' in-game

Elite Dangerous Odyssey's console ports are on hold until the PC version is fixed

Elite Dangerous: Odyssey's latest big patch adds shared missions

The all-new Scorpion SRV now available from Vodel

Greetings Commanders,

In case you missed it, Update 9 contained one of our most exciting releases yet: the Scorpion SRV!

This twin-seat mutlicrew capable combat vehicle packs both a Surge Repeater and Aculeus launcher stocked with both tracking and dumb-fire missiles!

[previewyoutube][/previewyoutube]

Available now from your local Starport!

O7

Elite Dangerous: Horizons & Odyssey Update 16/12/2021 Notes

Greetings Commanders,

Thank you for all your feedback and reports following the latest update. We've been carefully reviewing all the details you've shared with us and our developers have been hard at work working on resolving the critical issues raised. Please find below the breakdown of fixes deployed in today’s updates for Odyssey and Horizons (All platforms).

[h2]Horizons[/h2]
  • Multi-Limpet Controllers have had their mass values significantly reduced
  • Fixed Class C Operations Multi Limpet Controller showing as Class F
  • Fixed firegroup panel navigation issue preventing players from editing their firegroups
  • Fixed firegroup column not disappearing when empty

[h2]Odyssey[/h2]
  • Multi-Limpet Controllers have had their mass values significantly reduced
  • Fixed Class C Operations Multi Limpet Controller showing as Class F
  • Fixed issue with certain Organics where genetic sampling was not working
  • Fixed firegroup panel navigation issue preventing players from editing their firegroups
  • Fixed firegroup column not disappearing when empty


[h2]Known Issues:[/h2]
  • Hostile ships can appear incorrectly (as non hostile) on the radar
  • Firegroups not matching what is being outputted by the ship

We are actively investigating these known issues and will update you when we have news. As always please continue to share your feedback and report any issues you encounter via our Issue Tracker for us to review.