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Elite Dangerous: Odyssey Update 4

Greetings Commanders!

Today at approximately 07:00 UTC / 08:00 BST we, we deployed 'Update 4' to address a number of issues and implement some quality tweaks and improvements to Elite Dangerous: Odyssey.
Patch notes reflecting such can be found down below for you.

As always - A huge 'thank you' for your continued support and feedback, as we continue working hard to improve the Elite Dangerous player experience.


AI
  • Warning behaviors have been adapted for when the player is out of sight, to prevent AI escalating while the player is out of view.
  • Added a short grace period between AI warnings to prevent AI escalating to combat too quickly, if multiple warnings trigger at the same time.
  • Suppressed various "heard a noise" voice lines when the AI can see the cause.
  • Adapted the way some trespassing voice lines work to make them trigger more reliably.
  • AI that are criminals in the local system will now always be assigned to the 'Pirate' faction, to stop criminal factions being adversely affected within the BGS.
  • Fixed Hyperspace break not working for Supercruise Assist Module.



Audio
  • A fix for the Guardian knowledge base articles using TTS rather than the correct voice actor has been implemented.
  • Improved responsiveness of audio obstruction behaviors.
  • Small mix improvements have been made on some social space music details.
  • The classical music in Social Spaces now has a more consistent volume, so shouldn’t have a tendency to go very quiet as much.
  • Streaming mode music cues now have a more consistent volume.
  • A fix for foley sounds continuously playing throughout certain humanoid animations has been implemented.
  • More optimisations have been made to weapon sounds.
  • Hopeful fix for spamming heatsink sound when a pulse laser or medium multicannon is cooling down.



Controls
  • A fix for clipping issues at Ram Tah's base has been implemented.
  • Kit Fowler's invitation requirement has been reduced from 40 Opinion Polls sold at bartenders to 20.



Cosmetics
  • Fixed an issue where changing suit cosmetics or holo-me would not cause the loadout thumbnails to update.
  • The Bandages on the 'Raider Suit' liveries no longer appear to be glossy.



Crashes/Stability
  • Fix for a crash that triggered when jumping into a Lagrange Cloud.
  • Fixed a crash occasionally encountered on the main menu.
  • Fixed a crash which occurred when trying to view pinned engineer recipes.



Engineers
  • Fix for clipping issues at RamTah's base.



Interactions
  • An issue has been fixed whereby powered down doors and airlocks, when overloaded, would open for the primary player but remain closed for other players in the instance.
  • Implemented the ability to sell stored modules on rebuy.
  • Added icons and information about engineered modules to the module rebuy and stored modules screen.
  • An issue has been fixed whereby deselecting a module on the module rebuy screen would have no effect.
  • Limited "distance travelled on foot" statistic to horizontal motion.
  • All Ship Launched Fighter commands have been corrected and should work properly now.
  • Fixed Super Power promotions not always being reported in the UI at the same time as the inbox message arrived.



Lighting & VFX
  • Lighting improvements have been made to the Megaship fighter launchbay.
  • A fix has been implemented to correct artifacts that could appear in bright explosions.
  • A fix has been implemented to correct artifacts that could appear in bright VFX within Thargoid Scenarios.
  • Explosions have been scaled down over distance to prevent some appearing to be over-sized.
  • A fix has been implemented for Steam sometimes appearing excessively at the main menu.
  • Thargoid Fog has been fixed/improved.
  • Visual improvements have been made to the Dropboxes.
  • Visual improvements have been made to emissive textures on installations.
  • A fix has been implemented to correct reflections sometimes flickering within a Settlement Room.



Missions
  • Fixed Larceny missions not being completable in systems without a criminal faction.
  • Fixed Ram Tah's Guardian missions displaying the transaction panel information incorrectly.
  • Secondary players will now be able to open completed missions directly from a terminal, instead of having to enter the mission board first.
  • The delivery mission flow has been updated to automatically transition to the depot on acceptance.
  • The delivery mission flow has been updated to automatically transition to reward selection on completion.
  • An issue has been fixed whereby on occassion, mission loot was being overwritten by a second joining client.


Optimisation
  • Occlusion culling performance optimisations have been made.
  • Optimisations to the scatter system have been made.
  • Optimisations to terrain rendering have been made.
  • Reduced occasional frame spikes caused by AI.
  • Fixed culling of ships between room geometry islands.



Planets
  • A fix has been implemented for fine textures sometimes not loading on planet surfaces.



Rendering
  • A fix to the FSS Scanner has been implemented - this includes improvement to both lighting and any missing render elements on stars and atmospheres.
  • A fix has been implemented for the mouse cursor bounds when in cinema HMD mode.
  • Skybox and Galaxy Background has been updated to be more vibrant, and to closer match Horizons.
  • Texture and Visual Improvements to the Guardian Beacon have been made.



Server
  • Fixed some bookmarks not always being tagged as favourite.
  • Fixed some superpower bounties not always increasing correctly.
  • Fixed some Galnet audio files not being available.
  • Balanced more faction simulation consequences to have less extreme effects on faction Economy & Security and the overall rate of change for a star system.
  • Fixed a transaction server error that occurred when disembarking wearing a customised flight suit.



Settlements (new for Odyssey)
  • A fix has been implemented to bring a slightly floating terminal in an Outpost Concourse back down to its rightful position at ground level.
  • A fix has been implemented for a LOD on a sloped wall piece.
  • FUI screens added to Settlement lobby.
  • A fix has been implemented to bring a floating turret gun down to ground level.
  • A fix has been implemented for terrain clipping through the back of a room in an industrial settlement.
  • A fix has been implemented for terrain clipping through the the corner of a room in an Agricultural Settlement.
  • A fix has been implemented for a panel that displayed upside down.
  • A fix has been implemented for z-fighting that could be seen on a Chemical prop.
  • A fix has been implemented for atmospheric control panels disappearing when approached in an Industrial Building.
  • A fix has been implemented for production units sometimes not appearing in an Agricultural building.
  • Fixed misaligned windows in a couple of buildings.
  • Corrected windows being used in place of walls in an Extraction Building.



Settlements (legacy)
  • A fix has been implemented to return a floating crate to the ground on a small landing pad surround - materials also improved.
  • Improvements have been made for emissive materials on lampposts.
  • A fix has been implemented to ground some floating gas tanks at various locations.
  • Further fixes to some floating props at Legacy base locations have been implemented.
  • Multiple fixes to the planet port city dome have been implemented, including some to materials and decals.
  • A fix has been implemented for incorrectly sized stripes on a small modular hangar.
  • A fix has been implemented to ground unintentionally floating structures at various legacy settlements.



Social Spaces
  • Damaged and Under Repair Stations will contain concourses with opaque shutters, as they are not accessible under these conditions.
  • Fixed placement of various NPCs in the starport concourse.
  • Made players invulnerable in non-combat environments (ie: hangars and social spaces).



System Map
  • A fix has been implemented for an artefact that appeared on the Apex radar UI screen.
  • The stored hyperspace route is now cleared when switching between ships at the Shipyard or Inter Astra Vendor.
  • Fixed the next destination on the plotted hyperspace route not being auto-targeted when entering supercruise.



Thargoid
  • A fix has been implemented for an issue that prevented players accessing the Thargoid imprint on foot.



Deep breath...

UI
  • Livery UI - New Packs category added which is created whenever the store data has packs available.
  • Livery UI - The Packs category is now the only place we display packs as "packs" i.e. something you select to open up and browse inside.
  • Livery UI - In the Packs category you can equip multiple owned items without having to select a specific slot (it finds the first compatible & available one).
  • Livery UI - In the Packs category we have the concept of "sticky" previews allowing you to maintain a preview, even after moving focus and multiple of these can be set at once, if they affect different slots e.g. sticky previewing a full suit or ship kit set.
  • Livery UI - Slots still exist for livery (apart from weapons) and this flow is largely the same except that items inside the slots are extracted out of their packs and displayed at the top level, avoiding the players having to get in or out of packs to see compatible items.
  • Livery UI - The slots item browser no longer exits automatically after equipping an item.
  • Livery UI - Added player notifications for 'livery equip' and remove transactions.
  • Livery UI - Refreshing the commander loadout data resets the thumbnail data to ensure accuracy of representation.
  • Livery UI - When customising a weapon, the player will go straight to the paintjob browser without having to select a (unique) paintjob slot.
  • MapUI - If a bookmarked object is selected, then the "Add to Bookmarks" button will now turn into a "Remove Bookmark" button.
  • MapUI - When renaming a bookmark in Bookmark Management, the edit field now contains the name of the bookmark.
  • MapUI - Bookmark Notifications will now show a bookmark-specific icon, and includes the name of the bookmark.
  • MapUI - Fixed an issue in the Bookmark Management popup that would allow the camera to be moved while the popup was on.
  • MapUI - Fixed an issue that would cause the Bookmark Management popup to close almost immediately after it was opened.
  • MapUI - Added a new "Favourites" tab in the bookmarks.
  • MapUI - The "Hold to Plot Route" tooltip for bookmarks/missions/ships will now appear when the button is focused, instead of when being selected.
  • MapUI - POI buttons in the system map now have the "Hold to plot route" mechanic.
  • MapUI - When using 'QuickRoute' to a location in the system you are currently in, it will now target that location.
  • MapUI - Added a notification for when a plot is routed and when a plot is cancelled.
  • MapUI - POIs are now sorted alphabetically.
  • MapUI - Odyssey POI buttons are now HUD-Blue.
  • MapUI - "Set Destination" has been renamed to "Plot Route". The Plot Route button is now gold.
  • MapUI - The System Information panel will now be opened by default when opening the system map.
  • MapUI - If there is only one result found in the search bar, pressing select will then take you straight to the location, closing the search bar.
  • MapUI - Pressing the "Next" button in the galaxy search bar will now hide the item list. An issue here has been fixed involving returning from the System Map and using the search bar.
  • MapUI - Fixed the "Next" button (search bar) remaining unselectable even when the player would select an item from earlier on in the list. Focus issues have also been fixed here for when focusing the search bar with controller input.
  • MapUI - When closing the market information panel on the right hand side panel (or switching to a different panel), the map view filter will revert to the previously chosen filter, instead of remaining on the commodity filter.
  • MapUI - Fixed scrollbar interactions in the Market panels, the checkbox filter panels and the Options panel.
  • MapUI - The Powerplay Info Panel in the Galaxy Map will now show a string displaying the current powerplay state (exploited, controlled, contested, etc).
  • MapUI - Fixed an issue where clicking underneath a panel would not deselect/select an object in some cases.
  • MapUI - Holding a directional input will no longer stop at the separators on the left and right hand sides.
  • MapUI - When in the system map using the mouse, you no longer need to click off the UI to unfocus it - you can now hover/select objects immediately.
  • MapUI - Added a "Trade Data" section for Market objects in the right hand side Features panel.
  • MapUI - Fixed a general localisation issue.
  • MapUI - Updated the Planet Details icon in the Planetary Map UI
  • MapUI - Added a new button to the filter panels to toggle all of the items, apart from the "Apply Filter to Route" toggle.
  • MapUI - Improved the visibility of the focused star labels in the Galaxy Map.
  • MapUI - Improved mouse focus input in the Galaxy Map.
  • MapUI - Fixed Astronomical Information from popping when selecting a new system.
  • MapUI - Updated labels for the titles when viewing squadron bookmarks.
  • MapUI - Added a notification for when the Trending Trade Data is acquired.
  • MapUI - When opening the planetary map, the planet info panel (on the left hand side) now opens by default.
  • MapUI - The galaxy map services filters now correctly listens to the hide server configuration flag.
  • MapUI - Missions that do not have a specified location in the system map will no longer focus the system's star / an invisible object.
  • MapUI - Improvements to the stability of the System Map have been made.
  • MapUI - Fixed an issue whereby planetary information buttons appeared disabled/greyed out.
  • MapUI - Fixed Nebulas not appearing in search results.
  • MapUI - Selecting a nebula in the galaxy map search results will now move the camera to the location, without trying to display it's details as a star system.
  • MissionUI - Updated Community-Goal related icons to use a higher fidelity icon.
  • Adjusted location and size of discard/abandon iconography in transactions entries, both for the on-foot transactions panel as well as cockpit transaction panel.
  • On-Foot Engineer UI - Upgraded Mod images are now tinted yellow instead of green.
  • Added credits balance to on-foot engineer mod browser screen and fixed an issue where the credits balance wouldn't update.
  • Implemented minor layout changes in on-foot engineer UI.
  • Removed weapon DPS from on-foot engineer UI, which is no longer used and was disrupting the mod info layout.
  • Fixed "mod applied" box not being displayed after installing a mod in on-foot engineer UI.
  • Fixed mod slot status not being set in the weapon menu item renderer in on-foot engineer UI.
  • Updated item button state in the livery to be gold when equipped. Also added the preview mode icon to the item renderers.
  • Added a new 'buy pack' button when browsing a pack in livery/cosmetic store.

    Added the following to Livery:
  • A new category enum for packs
  • Ability for gameplay to grey out categories.
  • Updated previewing icons for items and universal icon for owned ships/suits/weapons.
  • Added sticky preview and focus preview icons to Livery.

    Continued:
  • Fixed an issue with an area of the Livery interface that was causing an assert.
  • Fixed date label in TradeCargoMenu.
  • Fixed spacing in Crew Lounge so crew are not cut off at the bottom anymore.
  • Fixed "CQC Matchmaking" entry being brighter than other entries in Comms panel.
  • Set default focus to "starport services" on docking menu.
  • Fixed flow for searching CQC matches through on-foot comms panel side popup.
  • Updated on-foot comms panel to improve the categories list and chat notification, in order to have it work closer to that of the cockpit comms panel and avoid receiving messages from blocked players.
  • Added icon to the vitals in the "human" HUD to indicate when the player is taking cold/heat damage (unlike the HUD temperature warnings, which are based on the external temperature, this is based on the human temperature, as this determines if damage is being taken).
  • The galaxy map button and help button on the depot screen have been hidden, as they are not required here.
  • The "Drive Assist" toggle in the SRV right hand panel will now be correctly greyed out if the drive assist input is set to hold instead of toggle, matching the behaviour of Flight Assist for ships.
  • Fixed legality icons for multicrew matchmaking in on foot and cockpit comms UI.
  • Implemented a back button on the commander screen.
  • Added player notifications for livery equip and remove transactions.
  • Localised 'battery at 20%' notification.
  • Component icons have now been matched in the inventory to those in the bartender UI.
  • Control prompts now display the most appropriate bound input only, rather than all possible inputs.


Known Issues
  • Bookmarking settlements (odyssey or legacy) seem to not be working as intended anymore - bookmarked settlements appearing under systems.
  • Wanted status isn't displayed anymore in system map.



See you in the black, Commanders o7

Elite Dangerous: Odyssey Update 3.01 | Horizons Update

Greetings Commanders.

At approximately 9:45 UTC/ 10:45 BST we deployed updates for both Elite Dangerous: Odyssey and Elite Dangerous: Horizons, to address a number of priority issues.

Information on both updates can be found below.


Elite Dangerous: Horizons


  • General fixes to improve stability of the game have been implemented.
  • A moon has been reinstated in the Sharur system, which disappeared in Update 2 and caused issues for players trying to log into game whilst present in Sharur.


Elite Dangerous: Odyssey
  • General fixes to improve stability of the game have been implemented.
  • A fix has been implemented so that the scope of the manticore oppressor is no longer obscured.
  • A fix for a softlock when entering the CMDR panel via the access UI (due to the player being unable to back out) has been implemented.
  • A fix for the shuttle becoming stuck in a loop of docking requests when trying to land at a hostile settlement has been implemented.


Thank you all and have a great Friday.

See you in the black, Commanders o7

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

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