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Elite Dangerous Odyssey: Update 3

Greetings Commanders,

Today at 07:30 UTC / 08:30 BST, we released 'Update 3' to address a number of issues in Elite Dangerous: Odyssey.

Patch notes for issues addressed are listed below.

Thank you once again for your continued support and constructive feedback, as the teams continue working hard to improve the Elite Dangerous player experience.


UI
  • Fixed mod slot data not being set for fully upgraded suits in Loadouts.
  • Split off 'Create Loadout screen' from 'Edit Loadout screen'
  • The new loadout flow now starts without a suit selected, requiring the player to select the "add suit" button. Now presented in the same way as the weapon slots.
  • When a suit or weapon is selected in loadout creation, there are options to equip or customise now.
  • Added silhouette to 'Create Loadout' screen, displayed until a suit is selected.
  • "Use loadout" is now focused by default in the Edit Loadout screen
  • Added toast notification when loadout is equipped
  • Various text changes have been made.
  • In the loadout browser, the equipped loadout is now always shown as the first item, and focused on after being equipped.
  • The loadout title has been made multiline to prevent name clipping in Role Panel.
  • Suit/Weapon browser: Added "percentage change" as a type of stat display, and converted to enum (with existing "value" and "bar" types)
  • Suit/Weapon browser: Improved and fixed the way stats are displayed and how stat comparison is calculated before being passed to the UI
  • Suit/Weapon browser: cleaned up deprecated stats that are no longer displayed
  • Suit/Weapon browser: Fixed the weapon reload stat to use the correct weapon data value
  • Suit/Weapon browser: Changed damage multiplier stats to damage resistances, which are percentages to match the suit stats
  • Suit/Weapon browser: Renamed "reload time" stat to "reload speed" to match value
  • Suit/Weapon browser: Fixed some layout issues with the stat item renderer
  • Sampling tool results text on the humanoid HUD has been enabled to be split across multiple lines
  • Fixed FSS UI jitters when in fullscreen mode
  • TransactionPanel - Fixed visual error when going from an empty category to one with items
  • TransactionPanel - Fixed the community goals icon not showing.
  • NavigationPanel - The navigation panel will now add the next route destination to the list of destinations, allowing you to untarget that destination, enter Supercruise, and target it again.
  • Fixed alignment issues in on-foot Navigation Panel layout.
  • MapUI - In Carrier mode, an issue has been fixed whereby the cancel jump button did not work
  • MapUI - Fixed an issue which set the stored ships counter to 0 in the system map
  • MapUI - The Mission Threat icon will now only display when the surface mission threat is 7 or higher
  • MapUI - Opening the galaxy map from the commodities market should now show the correct item selected in the material list (previously this showed the correct information but showed the wrong item)
  • MapUI - Fixed centering and opacity of icons
  • MissionUI - Fixed a visual bug in the transaction panel details. The mission threat icon will only display when the mission has a threat level of 7 or higher
  • MissionUI - Illegal Mission text has been moved in various panels and a new label has been created to contain the mission type.
  • The font size has been adjusted in the rewards item boxes, on mission completion in the mission board.
  • Missing mission hub popup button backgrounds have now been added
  • Fixed a focus/select issue in the mission hub popup
  • Fixed a focusing issue with the bartender selling panel
  • Fixed issues with Tech Brokers whereby requirements were showing when they shouldnt have been. The layout has been made more dynamic to account for this.
  • Added pledge indicator to station services hud
  • Unlocked focus manager when hiding social panel popup in cockpit chat panel
  • Fixed icons in buttons of social panel popup
  • Fixed an issue in the starport menu where the wrong jurisdiction logo would appear (homepage + welcome animation)
  • Fixed missing audio cues for installing carrier services
  • Added starport menu banner UI streams for Default & Engineer
  • Made the 'transfer all' buttons wider in transfer UI for on foot Commanders
  • Added modifications tab to the shop / stored modules browser in the outfitting UI, in the same style as the ship loadout slots display.
  • The modifications tab will now only be displayed when modules (including stored modules) are modified.
  • An icon will now appear next to module name when modified.
  • Fixed the modifications tab not appearing when selecting a slot for a modified modules, when the currently installed items in the group are not modified.
  • Fixed an issue with the settlement terminal mission board returning to the social space terminal UI
  • Added notifications when a shuttle/dropship is about to leave without the player
  • Disabled direct access to the comms panel in the tutorial
  • Removed a step in the weapon customisation UI flow for selecting weapon paintjobs category
  • Fixed an issue whereby the passenger lounge icon on the mission board remained highlighted blue after handing in completed missions
  • Added mission rewards to the transaction panel
  • Fixed the preset text on the controls menu screen on the pause menu
  • Added a 'resupply' button to the Boarding UI that restocks consumables and weapon ammo
  • NPCs highlighted on the staff list in settlement terminals should no longer show up on the radar
  • When comparing suit stats, mods are now taken into account


AI
  • AI no longer become hostile to players targeted by settlement defences, if the settlement defences are not hostile towards that which is targeted.
  • Fixes to AI ships docking and launching have been implemented, so that AI ships should no longer get stuck waiting to dock or launch, including player taxis.


Audio
  • When at a social space, your suit voice will now mention when your shuttle is about to depart or depart without you
  • During transitions between vessels (foot, SRV, ship), the audio perspective orientation will no longer shift randomly, so in turn will sound smoother.
  • Issues with doors and airlocks sometimes sounding too quiet or muffled will now be fixed.
  • A fix has been implemented for broken power pip sounds on non-helm crew-mate after a supercruise journey.
  • Audio optimisations on weapons have been made.
  • Sounds have been implemented for when sliding down steep inclines.
  • Missing sounds in shipyard, when accessed from a social space, have now been added.
  • Fixedissues around system map sounds when using apex and frontline solution maps.
  • The landing pad barrier raising now has a sound. This occurs after a shuttle drops you off at a social space.
  • Fixed ship malfunction audio returning the wrong result in multicrew vessels after system jumps.
  • Fixed issues with audio code so that existing voice lines and notifications appear at the same time.
  • Fixed a voice line playing incorrectly for dropships and erroneously when the player had already reached the hangar.


Character
  • Updates made to some engineer's faces.


Controls
  • Reload and Switch Tool Mode bindings can now be custom bound to the same button.
  • Changed 'and' in keyboard and mouse control scheme names to now use '&' so that 'Control Pad Yaw with Keyboard & Mouse' can fit in the drop down list.


Cosmetics
  • SRV paintjobs have been rebalanced for the new lighting and PBR system.
  • Fixed incorrect previews being shown in holo-me.
  • Fixed an issue where saving or creating a new avatar could result in it getting the emergency background and thus have very red lighting occur.
  • The Helmet is now always on for the Loadouts.


Crashes/Stability
  • A fix has been implemented to address a crash related to occlusion culling.
  • A fix has been implemented to address a crash relating to Settlement data.
  • A fix has been implemented to address crashes encountered during fleet carrier jumps.
  • MapUI - A fix has been implemented to address a random crash when exiting the system map.
  • A fix has been implemented to address a crash with the kinematics system.
  • A fix has been implemented to address a crash during Multi Crew caused by vessel handling.
  • A fix has been implemented to address the turbolift becoming unusable if a player is dropped from the session while using it.
  • A fix has been implemented to address a crash if the current vessel is "docked" but not allocated a landing pad (i.e. its being swapped to or from).
  • A fix has been implemented to address issues where the player can become desycned with their server inventory when donating fuel.
  • A fix has been implemented to address a crash if a control bindings preset file is empty.


Interactions
  • An issue has been fixed whereby players could prematurely reactivate the reactor shutdown process before it had fully powered back up, which would then prevent it from powering down.
  • Fires have been updated so that AI will no longer accidentally walk into them during gun fights.
  • A number of fixes have been implemented to address some building/room lights not turning off when a reactor is shut down.
  • A fix has been implemented for an issue where airlocks would become stuck closed after the alarms had been decativated (also resulting in AI getting stuck).
  • A fix has been implemented for an issue whereby at POIs, AI sometimes spawned under the ground.
  • A number of fixes have been implemented to address exterior terminals not powering down at offline settlements.
  • A fix has been implemented to address an issue where the arc cutter would get stuck in the corners of panels during a cut
  • Fixed an issue with player's getting docking crimes at an offline settlement.
  • Stopped the powerlink from being able to charge when not remaining directed at the recharge port.


Lighting & VFX
  • Improvements to spotlights on damaged station doors have been implemented.
  • a fix for the De-pressurisation VFX has been made - it should now trigger correctly on de-pressurising a building or room
  • Visual improvements to station exteriors have been made.
  • Visual improvements and fixes to spotlights and lensflares in planet port hangars have been made.
  • Visual improvements to under repair and damaged hangars floodlights have been made.
  • Visual improvements to Fleet Carrier floodlights and lensflares have been made.
  • Visual improvements to Capital Ship lighting have been made.


Missions
  • Salvage missions (and others with required micro resources) will no longer include non-mission micro resources in their count of the mission related micro-resources.


Optimisation
  • Interior shadow optimisations have been implemented.
  • A fix has been implemented to address an issue whereby cockpit environment maps sometimes stalled updates when using the Camera Suite.
  • Terrain optimisations have been made.
  • An issue has been fixed whereby the bounding sphere used for culling was not central to the object.


POIs
  • Filled in the gap in the underside of a wreckage in the Thargoid Crash Site POI.
  • Fixed POIs spawning all over the galaxy.


Rendering
  • A fix has been implemented whereby lensflares were sometimes being captured in the avatar portrait captures.
  • Fixes for artefacts seen on the Wanderer Outfit have been implemented.
  • All bobbleheads have been updated to the PBR pipeline.
  • Hair will no longer change colour at different distances.


Server
  • Improvements to matchmaking when in wings have been made.
  • Fixed error occurring when deleting flight suit loadout.
  • Fixed black adder transaction error when donating fuel to fleet carriers.
  • Redistributed weapon and suit vendor allocations.
  • Fixed some unlocalised text in the known engineer UI.
  • An issue has been fixed with the referral request for Hero Ferrari incorrectly stating 5 settlement defence plans are required, rather than 15.
  • Fixed some combat bonds for destroying Thargoids being lower on Odyssey than Horizons.
  • Multiple fleet carrier jump optimisations and stability improvements have been made.
  • An issue has been fixed whereby dying in SRV caused players to enter the ship rebuy flow when they relog.
  • Fixed an issue whereby non carrier modules could be equipped onto a fleet carrier.
  • A fix has been implemented whereby some Commander and NPC crew and skill rank progress notifications were not triggering correctly.
  • Some server optimisation and stability improvements have been made.


Settlements (new for Odyssey)
  • Corrected an upside-down decorative screen attached to a shelving unit.
  • Corrected an interior pillar which was disappearing at a short distance
  • Corrected bunk bed details disappearing at a short distance
  • Updated the grille behind the fan in the Industrial/Power building exterior to fix a LOD issue
  • Fixed floating explosive canisters
  • Fixed some bad start positions for settlement AI
  • Improved patrols in Large research building
  • Corrected misaligned window shutters in the Medium-sized Extraction building
  • Fixed z-fighting seen on the stairs in a Power building
  • Added missing room geometry portal to the roof of smaller buildings
  • Corrected various areas with missing or incorrectly aligned portals
  • Updated mining drill room geometry to cover the entire room
  • Correcte a gap in the room geometry in the industrial loading bay
  • Cleaned up duplicated portals in engineer base, adding a missing portal to a window
  • Made certain curved window portals match the bounds of the window
  • Edited culling on turbo lifts.
  • Terrain texture quality is only reduced when not in a room adjacent to the outside. This stops the aggressive texture pop-in when walking out of airlocks.
  • Added room geometry to all spawn cupboards to stop them being culled incorrectly.
  • Fixed a culling issue around research building exterior.


Settlements (legacy)
  • Corrected the offset pipes outside Ram Tah's Engineer Base
  • Corrected the wall blocking the hangar bay doors at Pads 6 and 7 of Selene Jean's Engineer Base
  • Removed errant pipe in Large hangars


Social Spaces
  • Added some extra details to the Frontline signage surround, seen behind desks and in the turbolift lobby
  • Fixed emissive light lodding out on lift surround and added occlusion geometry to lift doors and surround
  • Fixed a spot where the player could get stuck down the back of the furniture


Arx
  • Arx will now be awarded for Odyssey gameplay, including -
  • First footfall
  • Organic sample
  • Organic analysis
  • Suit/Weapon buy/sell/upgrade
  • Suit/Weapon modify
  • Selling goods/assets/data
  • Combat zones on foot - winning and capturing point
  • Shuttle travel



Known Issues

  • The scope of the manticore oppressor is currently obscured.
  • When entering the CMDR panel via the access UI, the player will be unable to back out, causing a soft-lock



See you in the black, Commanders o7

Elite Dangerous: Odyssey Update 2.01

Greetings Commanders.

At approximately 16:00 UTC / 17:00 BST today we released 'Update 2.01' for Elite Dangerous: Odyssey with the following changes:

  • An issue has been fixed whereby chest, upper arm and shoulder suit parts were not appearing for female avatars.
  • An issue has been fixed whereby some environmental assets were being culled incorrectly, around the exterior of 2 specific buildings.
  • Large sections of station hangars were being culled incorrectly. Instances of this have now been fixed.
  • A fix has been implemented to prevent a crash, previously encountered when selecting the current planet in the system map after scanning an organic.


Thank you, as always for your continued feedback and support.

See you in the black o7

Elite Dangerous: Odyssey gets another massive bug-fixing update




Like a beleaguered Starfleet engineer, Frontier has once again found itself neck-deep in Elite Dangerous: Odyssey's maintenance shafts in an attempt to patch up the ailing ship...
Read more.

Elite Dangerous: Odyssey releases new patch fixing tons of bugs


When Elite Dangerous: Odyssey came out on May 19th, it was filled to the brim with bugs. Crashes, performance issues, stability problems - you name it, Odyssey was suffering from it. Developers Frontier issued three hotfix patches in its launch week, but more still needed to be done. Now they've released a sizeable patch that should remove a lot of the jank, addressing issues with the servers, UI, lighting, menus, missions and more.


Read more

Elite Dangerous: Odyssey Update 2 | Horizons Update

Greetings Commanders,

Today at 08:00 UTC / 09:00 BST, we released 'Update 2' to address a number of issues in Elite Dangerous: Odyssey, as well as an update for Elite Dangerous: Horizons PC and Console players.

Patch notes for issues addressed are listed below.

Thank you once again for your continued support and constructive feedback, as the teams continue working hard to improve the Elite Dangerous player experience.


[h2]Elite Dangerous: Horizons [PC & Console][/h2]

  • A number of stability improvements have been made.
  • The Alphekka system has been updated to contain an eclipsing binary of Class A and Class G stars.
  • Corrected erroneous planet names in Sharur and Tau Ceti.


[h2]Elite Dangerous: Odyssey[/h2]

AI
  • Ranged AI will now draw their pistol when investigating, rather than their rifle.
  • An issue has been fixed whereby AI would be watching the player for an extended time after reckless discharge warning.
  • AI reinforcements will no longer appear at Offline settlements if the power is restored and the alarms raised.
  • An issue has been fixed whereby turrets were functioning improperly.


Audio
  • Organics ambiences have been fixed so they attenuate correctly over distance.
  • Mix tweaks for Helmet radio comms effect and suit voice have been made – softened harsh high frequencies
  • Mix improvements and fix for impressionistic layers being audible outside of the concourse have been made – Will only be audible when in a Concourse.
  • A reduction to reverb for self-hit notification sounds has been made.
  • Mining rigs audio now switches off correctly when a settlement is unpowered.
  • In game music will now dip when close to a grenade explosion.
  • A reduction to how much the tutorial voice over dips in relation to the in game music has been made.
  • Mix tweaks on ship launch/land have been made.
  • Mix tweaks to radio chatter when on foot have been made.
  • SRV scanner sounds now remain audible when in turret mode.
  • A fix for missing ambience when hovering over a metal planet in the System Map has been made.
  • Improvements to landing audio have been made – when docked, the powering down audio will synchronise better with touching down.
  • Taxi pilots will now say ‘goodbye’ at more sensible times instead of 15 seconds of awkward silence prior to being able to disembark.
  • A fix for suit sudio which informs you that 'recharge is complete' when you run out of suit energy has been made.
  • A fix for engine landing sounds not playing as a passenger in a wing after being in supercruise has been made.
  • Some foley has been added when switching tool mode for Powerlink and Scanner tools.


Character
  • An issue has been fixed which caused third person reload and melee animations on certain weapons to never complete.
  • An issue has been fixed which was present when firing the shotgun in ADS.
  • An issue has been fixed whereby an incorrect emissive value was present on certain NPC shoulders.
  • An issue has been fixed whereby certain suits were missing a backpack and torch.


Controls
  • Bound 'Select Next Grenade Type' for presets that use keyboard inputs ( Tab ).

    New controls with bindings for presets that use keyboard inputs have been added:
  • Use Medkit ( 6 )
  • Use Energy Cells ( 7 )
  • Select Frag Grenade ( 8 )
  • Select EMP Grenade ( 9 )
  • Select Shield Grenade ( 0 )
  • Clear Stolen Profile ( - )


Cosmetics
  • Emissive paintjobs have been re-balanced for ships, to bring them closer to how they looked before the Odyssey update.
  • Emissive paintjobs have also been balanced for the SRV.
  • Mining decals for ships (CG rewards) have been visually improved.
  • Various inconsistencies have been fixed with some paintjobs for the Federal Corvette.
  • Cockpit string lights have been rebalanced to make them appear to glow in light and dark environments.
  • Added fixed items for flight suit helmet.
  • Fixed issues with decals not working on shoulder pads.


Crashes/Stability
  • Fixed an issue seen with saved games and flight suit livery.
  • Fixed user crashes associated to mission object location spawning.
  • Fixed quitting on foot tutorial for an existing Horizons player, causing the main menu to get stuck and unable to enter the game or tutorial.


Exploration
  • Players will now be able to plot hyperspace routes involving neutron boosts.
  • Fixed an issue whereby the genus filter would show when a planet has nothing to filter.


Interactions
  • Fixed an issue whereby Landing Pad lights did not turn off at offline and offline damaged settlements.
  • Fixed an issue whereby AI were being spawned incorrectly at offline and offline damaged settlements.


Lighting & VFX
  • A fix has been made for the brightness discrepancy of the galaxy background when the Player is in the cockpit vs when they are viewing it externally (e.g. 3rd person/vanity camera)
  • A fix has been made for the prismatic shields displaying as the wrong colour (they were previously blue, and will now appear green once again)
  • Lights now correctly turn off on the landing pad when a Settlement is offline.
  • A fix has been added for Lagrange clouds sometimes appearing black.
  • Additional improvements and fixes to all fog volumes including Megaship, Thargoid, Thargoid Barnacle, Guardian Listening Post and Planet Port Fog have been made.
  • A fix has been made for incorrect steam VFX placement in a room.
  • A fix has been made for odd visual trails that could appear when breaking a motherlode asteroid.
  • The addition of a de-pressurisation VFX has been made for when the Player de-pressurises a building or room.
  • Visual improvements to floodlight cones in hangars have been made.
  • Visual improvements to the Thargoid Imprint Lighting have been made.
  • Visual improvements to the Lighting at Legacy Elite Bases have been made.


Menus
  • Fixed humanoid outfitting store saying 'select vehicle'.
  • Added rotate, zoom and cycle controls to livery.
  • Fixed crime icons persisting after the fine is paid off.
  • Fixed issues with the contacts pop-up being active on returning from outfitting, accessed via tech broker and it not providing functionality. Now on returning you are taken to base station services.
  • Fixed the quick access wheel being usable while using the Camera Suite.
  • Fixed an issue where the transaction panel wouldn’t update when opening it.


Missions
  • Fixed a number of instances where missions wouldn't display some of their useful information. This primarily affected Horizons missions. This information should now be present once again.
  • Information that is generally similar across the same type of mission, such as the tips and hints on how to complete it, will now be found in the dedicated help pop-up. This can be accessed via the question mark button in all mission contract views, or accessed via a keybinding when talking to a mission provider.
  • More robust mission settings for menus, to ensure that settings that should not persist, do not.
  • Fixed an issue preventing players from handing in missions
  • Mission providers will stop requesting missions, unless you are on foot.
  • Fixed an issue whereby the second player to join an instance would be unable to start their mission.


Multicrew/Wings
  • Fixed an issue whereby if the host player created/joined a wing while in an SRV or Fighter, they would be have an extra multicrew power pip when they returned to the mothership.
  • Fixed an issue whereby if a guest player deployed into or boarded an SRV, they would get a power pip in the mothership.
  • Powerpips are now only granted to guest players in the mothership or fighters and are rescinded when players leave the ship by any means.


Organics/Geologicals and Scatter
  • An addition has been made to the Electricae shader to ensure it has an emissive core.
  • Microresource and rock shaders have been updated to new PBR ones.
  • A fiix has been made for Crystalline Shard mineable assets not spawning.
  • A fix has been made for Mineables on Legacy organics/geologicals spawning in incorrect locations/with incorrect rotations.
  • Visual improvements have been made to the Electricae organic and it's emissive core.


Optimisation
  • Optimisations for Vendors and NPCs in Social Spaces have been made.
  • Optimisations for Miner and Scientist NPCs in Settlements have been made.
  • Optimisations for hair styles for all characters have been made.
  • Optimisations for suits for all characters have been made.
  • Optimisation of fire VFX in rooms has been made.
  • A small optimisation pass has been made to remove unused fog volumes.
  • Additional fixe and improvements have been made to the occlusion culling system.
  • Fixed the station body schematic being misaligned with the station.
  • Updated culling for interior spaces improving performance around settlements and stations.


POIs
  • Improved LOD popping on some wreckage props at POIs.
  • Fixed missing medium and high threat difficult values for the abandoned SRV salvage POI, which would prevent the salvage mission from being completable.


Rendering
  • A fix has been made for sorting issues seen with glass and character hair
  • A fix has been made for SRV dust appearing black - correct colour is now applied
  • A fix has been made for the occlusion volumes not processing correctly in the social space at certain times
  • A fix has been made for the occlusion volumes on assets, such as the airlock not updating correctly at certain times
  • The ability to create softer blends between surfaces has been added
  • An update has been made to long and thin rectangle lights, to have specular highlights that are more consistent with their shape
  • A fix has been made for some particle effects occasionally obtaining a visual hard edge
  • A fix has been made for the Player flashlight flickering in varying degrees based on graphics setting
  • A fix has been made for "puddle" material at the Thargoid Imprint not displaying correctly
  • Visual improvements and shader updates to the cockpit lights have been made
  • A fix has been made for incorrect lighting of some planets in the system map


Server
  • A fix has been made for players being able to take shuttles to ports on high gravity planets
  • Added stricter checks for validity of shuttle destinations to prevent players becoming stranded
  • A fix has been made to allow reaching Soldier or Exo-Biologist Elite rank to grant permit access to Shinrarta Dezhra
  • FA fix has been made to address an issue with some conflict zones prompting a relog error
  • The faction impact of NPC on foot murder events has been adjusted to balance against other player actions
  • A fix has been made for missing helmet options for flight suits
  • Suit packs will now all show the overview icon rather than specific components
  • Rank unlock suit components will now have the correct icons
  • Shuttle names will now persist when relogging
  • An issue has been fixed which was causing some players to be unable to hand in missions at mission boards
  • Certain settings were previously not including players sat on the CZ respawn screen within the BGS event at the end of a conflict zone, which may have been affecting people's ability to unlock the engineer Hero Ferrari
  • Additional telemetry for disconnections to assist with diagnostics have been added
  • Faction conflicts have been fixed so that control of the asset at stake is correctly awarded to the faction that won the conflict.


Settlements (new for Odyssey)
  • Fixed a gap present on the exterior of a Research building
  • Fixed a gap present on the exterior of a Power building, and a LOD issue on the PWR decal
  • Fix for collect missions at Human_Small_Extraction_02 sometimes requiring the player to enter an authority 1 building making it impossible to complete it lawfully
  • Removed unnecessary trespass volume at the large mining rig
  • Removed the '02' decal from drill rigs at Mining Settlements, so that not all drills are labelled 02
  • Further occlusion improvements around doors
  • Corrected Room Geometry around the exterior of Industrial buildings that caused errors with culling


Settlements (legacy)
  • Fixed offset ramps at Legacy Settlements
  • Engineer bases now have scatter rocks spawning nearer to them (but not intersecting with buildings/structures)
  • Added emergency stairwells to the Engineer Base landing pads, so players cannot get themselves trapped
  • Fixed a building intersection issue at Colonel Bris Dekker's Engineer Base
  • Fixed a wall texture issue at some hangars in various Engineer Bases
  • Fixed a black cube appearing at Zacariah Nemo's Engineer Base
  • Removed errant rock from Felicity Farseer's Engineer Base
  • Rebalanced materials for INRA sites
  • Fixed z-fighting present on the building next to the generator in the SRV training mission


Ships
  • Fixed emissive values on Alliance ships engines causing them to turn black
  • Fixed a typo on the back door of the Cobra MkIII and Cobra MkIV
  • Various hitcheck improvements have been made for the Type-9 Heavy
  • Fixed low resolution textures present in the Viper MkIV cockpit
  • Camera suite camera orientation fixes have been made for the Viper Mk IV


Social Spaces
  • Core Dynamics/Federation Corvette and Gutamaya/Imperial Cutter now only advertise in their respective superpower social areas
  • Fixed graphic alpha issue with the vertical Santi advert


Terrain & Planets
  • Fixed an issue that would cause some distant planet terrain to get darker and shinier


Thargoids
  • Thargoid probe shaders have been updated to new PBR ones


UI
  • Map UI - A new panel to display Organic Data has been added. This is available in the System Map and Planetary Map.
  • In the outfitting UI, when equipping a stored module into an empty slot, the transactions pop-up does not now show (except when installing a clean module onto a hot ship's empty slot).
  • In Loadouts UI, old stats which were wrongly being left visible when the stat data changes has been fixed.
  • In Loadouts UI, we have changed the way that engineer mod information is updated, to avoid flickering when browsing mods.
  • The humanoid mod stat ranges for jump assist stats have been changed to reflect the actual maximum values.
  • Exhaustion time multiplier value into rate [0,1] for "exhaustion rate" mod stat has been converted.
  • Map UI - Fixed misalignment and jitter issues of the focused/current/selected object markers
  • Loadout UI - The title in the respawn flow can now fill the screen, so will not go multiline and prevent the loadout from being cutoff.
  • Mission UI - Added "showIllegal" to the mission board mission listings, which tints the icon purple.
  • An issue has been fixed whereby the setting for the rolepanel was not being read and so would always appear, even when it was not intended to.
  • Boarding Panel - Storage status now displays new strings and icons.
  • Boarding Panel - Added a third button to be used for restocking supplies.
  • Map UI - Fixed ab issue which stopped the faction state from updating with the selected system's info.
  • Mission UI - Fixed the header always using the mission board header.
  • Mission UI - Fixed an issue whereby the starport service will remember the last board selection, so you could open passenger lounge / community goals in the social space.
  • Map UI - Selecting a bookmark and then plotting a route will now plot a route to that bookmark location, instead of just the system it is in.
  • Map UI - Selection and Quick Select input scheme has been updated to allow targeting with mouse, then using controller/keyboard held input.
  • Map UI - Added ability to hold down on a location button (bookmarks, mission, ships) to plot a route to the location. This only works on normal galaxy and system map modes (not apex/conflict/carrier)
  • Map UI - Updated the bookmark empty state.
  • Map UI - The bookmark empty state will no longer change position based on the category title.
  • Map UI - Players can now hold down left click on lists (filters, marker display etc) in the map modes to quickly toggle them on/off. This only works with mouse control.
  • Map UI - When a filter is updated, the datastore is updated instead of recreated, fixing a visual bug when selecting them.
  • Map UI - Fixed issue with commodities closing the LHS if the player would pick an option that is too far down in the list.
  • Cargo Transfer - Fixed text truncation in German version of the cargo transfer popups.
  • Fixed avatar in On-foot Commander panel, so that it now displays a full body image of the Commander instead of an incredibly uncomfortable close-up mugshot.
  • The 'Back' input button functionality will no longer be missing from various UIs
  • The player should now be able to use the Back/Cancel button (B on gamepad) to back out of power contact and fleet carrier vendor contact in the station services UI.
  • Fixed an issue with large combat bond voucher values not displaying properly because of uint32 cap
  • Fixed an issue where the incorrect markers were being displayed in the terminal facility list
  • Added UI data store properties to create the extra column in the humanoid inventory panel to display storage values
  • Fixed text strings for replacing vehicle filter with suits/weapons in store UI
  • Fixed icons for item filter/owned item for humanoid store so that it doesn't display the ship vector icon
  • Fixed the clock icon misaligned with estimated departure in fleet carrier navigation menu
  • Fixed missing icons states indicating that the player Commander was muted/talking/unmuted
  • Removed watermark icons from the dropship information in the 'Conflict Zone Vendor Summary Panel' and centered the faction name text.
  • Removed icons from pick up and drop off location for Apex Shuttle in the Access UI to match those of Frontline Solutions.
  • Fixed alignment issues with background visuals for mission hub UI popup
  • Planetary Level Organics UI is now functional.
  • Fixed the no-battery warning message text to be more in line with humanoid terminology. Power Limit Exceeded -> Battery Depleted
  • Fixed the DSS view to use the same camera transform as the probe launcher, so that the UI does not go out of sync
  • A fix for the Gamma slider not updating in-game gamma values has been implemented


Known Issues
  • An issue with chest, upper arm and shoulder suit parts not appearing for female avatars is currently being investigated.
  • An issue with some environmental assets being culled incorrectly around the exterior of 2 specific buildings is being investigated.


See you in the black, Commanders.