PATCH NOTES CONTINUED FROM PART 1
[h3]RANKS[/h3]
- Adjusted milestones for on-foot Mercenary and Exobiology ranks
- Added 5 new ranks (Elite Stars) for all ship and on-foot ranks
- Removed the zeroing out of Rank Progression points for Combat and Mercenary Rank when killing an enemy a given number of ranks below you
- Players will always contribute to their combat and mercenary ranks when killing enemies
[h3]RENDERING[/h3]
- Fixed the lighting when the turbolift finishes its journey
- Fixed an issue where the wrong grenade would render in the hand
- Fixed for the ‘cut’ section of the cutting panel appearing when the player first interacts with it using the cutting tool
- Fixed artefacts appearing in the visor when the player was in close proximity to an asset
- Fixed star lens flares occasionally changing shape and appearance
- Fixed artefacts that would appear onscreen when using Vive
- Fixed surfaces so that they can receive bullet impacts
- Fixed wind on atmospheric planets to sync with player movement; additional fixes and improvements for the wind
- Fixed compression artefacts occasionally seen with lens flares
- Fixes for multiple fog types displaying incorrectly, both exterior and interior
- Fixed weapon reticule rendering over the top of the player character
- Fixed cursors being cut off in the Galaxy and System Map at certain ultra-wide aspect ratios
- Fixed UI elements in the FSS Scanner becoming over-bright
- Fix for chairs being visible in VR and non-VR when in FSS Mode
- Fixed over-exposed humanoid thumbnail images in various UI locations
- Fixed bright light that would appear after exiting outfitting view
- Fixed visual artefacts that could appear in the glass shader
- Fixed VR changing resolution when disembarking or boarding a ship
- Fixed shoulder decals not applying correctly to player shoulders
- Fixed players and AI receiving decals
- Fixed Player/AI eyes appearing dark under spotlights
- Multiple fixes and visual improvements for the player visor, including fixes to the light calculation and condensation
- Multiple fixes for the scatter system
- Improvements to culling efficiency when looking between buildings
- Improved the logic that determines whether the player can see outside
- Removed old occlusion manager
- Humanoid weapons now scale when impacting with ship shields – for example, small bullets will not cause disproportionate VFX on the shields
- Emissive properties of multiple assets updated to work with new lighting
- Visual improvement to lighting and transition of hyperspace sequence
- Tweaks to shield effect during tutorial to optimize player flow
- Various fixes for card-specific NaN visual artefacts
- Various fixes and visual improvements for player and AI hair rendering
- Multiple changes to balance the cockpit UI and brightness levels to prevent over-exposure at different times of day, and in different levels of lighting
- Additional improvements to the calculated lighting values between day and night to reduce any over-blown lights or lens flares at different times of day
- Improvement to avatar skin rendering (and fix for them occasionally spawning in without normal maps applied)
- Players who stand in extremely close proximity to another will now "dither fade" - this will prevent players being able to see inside other players, and prevents players from griefing those trying to use a terminal in a social space
- Multiple improvements to the shadow priority system - this should improve stability and visual fidelity
- Inner dock lighting now generates correctly when the player is outside the station
- Modes added for different quality settings (low/medium/high) for optimal setup
- New material for use in Settlement windows that will now fade based on player distance
- Update for Thargoid and Guardian shaders to use the new PBR versions
[h3]SETTLEMENTS (NEW FOR ODYSSEY)[/h3]
- Fixed Agricultural dome building occlusion
- Fixed the sort order of all the holograms used in Settlements
- Fixed misaligned floor and ceiling tiles for a small Agriculture themed room
- Fixed Reactor building/room floor panel occlusion
- Fixed missing polys on flood lights at large landing pads
- Fixed missing 'Hold Open Lobby Door' state
- Fixed one of the curved windows using the incorrect glass material, making it turn opaque at a distance
- Fixed an offset external window, and other window alignment and window shutter issues
- Fixed a missing material on a small part of a Lab cupboard prop
- Fixed modelling issue with the toilet
- Fixed instances where some settlement staff would go missing from the staff list if they were related to a mission
- Fixed issue where the inside of the reactor would be culled incorrectly
- Fixed an issue where in certain cases you could look through and out of a building into another building
- Fix for small lights attached to walls
- Various art tweaks to the 10 Alpha Settlements for the immediate surrounding terrain and better blending into the planet, avoiding rocks and plants appearing within the Settlements
- At the smaller Agricultural Settlement: floating box prop removed
- Displays on decorative screens updated. Improved screens on medical props and lab props with new animated ones, which also turn off when the power goes down
- Updated the trespass zone hologram
- Terminals updated to indicate to other players when a terminal is currently in use
- Occlusion improved, floor tiles and walls now render when they should
- New material added for Military and Research flooring
- Adjusted roughness maps to make floors shinier. Floors in environments should be more reflective
- Panel lining added to floorplates to split the metal and plastic areas
- Landing Pad markings material updated to make them look weathered
- Adjoining building to the Landing Pad made more interesting
- Updated the props to use a darker soil material and new condensation shader effect on the large vivarium pieces at Agriculture Settlements
- Windows should fade to an emissive opaque material at distance so that they don't appear dark. At night, the windows glow slightly
- Settlement windows (emissive at a distance) no longer glow when a settlement is powered down
- Tweaked position of the terminals attached to desks as they were slightly offset
- Material used for bedding improved with a more comfortable fabric
- Capture Point asset at Conflict Zone improved (emissive parts of the top of the pole)
- Hitcheck on small light props optimised
- Exterior walkways (duckboards) updated to make it easier to step on to them, even if they happen to be placed slightly offset
- Collision improved on exterior Settlement entrance archways
- Plastic coverings for poly-tunnels at Agriculture Settlements are now less saturated, and a little darker
- Dirt/edgewear added to remaining exterior wall décor pieces
- Stopped 2 trolley assets from spawning on top of each other in the same location
- Comms room updated to stop players from getting their head inside the ceiling
- Removed some exterior rooftop railings where the player could get stuck
- Stacked crates layout adjusted to help with issues where the player could get stuck between them
- LOD adjustments for stacked crates so they look better from a distance
- Various roof décor improvements for lower LOD models used at a distance
- Exterior turret base LOD improvement to lessen popping at a distance
- Standard interior door LODs improved to prevent disappearing and reappearing at a distance
- Stopped recharge ports from appearing to be offline when they were not
- Additional error checking around building geometry
- Buildings connected via other buildings are now classed as connected
- Visual and stability improvements to the mask around Settlement terrain stamps
- Setup mask so that small scatter rocks will now appear in Settlements
[h3]SETTLEMENTS (HORIZONS)[/h3]
- Fix for Planet Port landing pad position - medium hangars no longer have a dark poly running through them
- Fixed floating black cube at Fortune's Loss
- Hitcheck updated at planetary port main building
- Updated an area with misaligned pipes at a Planet Port where players could get stuck
- Added player collision hitcheck to large heat vents at some Planet Ports, so players cannot walk through it
- Fixed the large hitbox issue at the main building at a Horizons Extraction settlement
- Collision issues fixed at a Horizons tiny abandoned Settlement
- Tyre track decals updated to use new shaders
- Additional error checking around building geometry
- Refining and ‘rebaking’ Horizons Settlements for new planetary tech
[h3]SHIPS[/h3]
- Fixed retreat dropship bookings failing due to hostile environment checks
- Disable disembarking/deploying from a ship if silent running is active
- Blocked hyperspace travel to systems if another player is aboard the ship who does not have the right permits to enter the system
- After the conflict has ended, shuttles/ships can now be booked/recalled, but the shuttle/ship will land outside the zone instead of docking
- Correct player ship description in shipyard when players swap ships
- Ship disembarking/boarding reworked for multicrew ships
- All ships have had their landing gears and shipkits updated with hitcheck
- Viper, Cobra III and Cobra IV landing volume issues fixed improving ability to land on a planet surface
- Medium sized thrusters now mapped correctly and PBR valid
- Ambient AI ships can now dock at settlements
[h3]Adder[/h3]
- Fixed floor in cockpit
- Heat sinks are now grey with emissive elements, not black
- Added hitcheck to landing gear doors
- Shipkit parts will now show scratches and wear
[h3]Anaconda[/h3]
- Fixed mirrored 'KEEP CLEAR' decal
- Panel texture issues fixed
[h3]Asp Scout[/h3]
- Hardpoint panel texture fix
[h3]Beluga[/h3]
[h3]Chieftain[/h3]
- Fixed hitcheck for the nacelles - hitcheck will now rotate as the landing gear is raised and lowered
- Added hitcheck for landing gear doors
- Small sized thrusters are now mapped correctly and are PBR valid
[h3]Clipper[/h3]
- Fixed z-fighting on tail decal
[h3]Cobra Mk III[/h3]
- Hitcheck issues fixed
- Bumper now looks correct when it is worn and scratched
[h3]Cobra Mk IV[/h3]
- Added Tutorial-specific Cobra Mk IV shuttle
[h3]Cutter[/h3]
[h3]Eagle[/h3]
[h3]Federal Assault Ship[/h3]
- Fixed a number of hitcheck issues
[h3]Federal Corvette[/h3]
- Hitcheck issues fixed
- Federal Corvette texture fix
[h3]Federal Dropship[/h3]
- Fixed a number of hitcheck issues
- Federal Gunship
- Fixed hangar cameras
- Fixed Shipkits
- Fixed a number of hitcheck issues
[h3]Fer-de-Lance[/h3]
- Fixed a number of hitcheck issues
- Improved connectivity with shipkit parts
[h3]Hauler[/h3]
- Fixed a number of hitcheck issues
[h3]Keelback[/h3]
- Fixed a number of hitcheck issues
[h3]Krait MKII[/h3]
- Added extra hitcheck to cover the fighter bay hatch
[h3]Krait Phantom[/h3]
- Hitcheck issues and landing gear volumes fixed
[h3]Mamba[/h3]
- Fixed a number of hitcheck issues
[h3]Python[/h3]
- Fixed paintjob issues observed at a distance
[h3]Sidewinder[/h3]
- Hitcheck improvements, and landing gear leg re-centred
[h3]Type 6[/h3]
- Fixed a number of hitcheck issues
[h3]Type 7 Transporter[/h3]
- Fixed a number of hitcheck issues
[h3]Type 9 Heavy[/h3]
- Fixed a number of hitcheck issues
- Wing hitchecks now animate
[h3]Type 10 Defender[/h3]
- Improved landing position to help with deploying/recalling the SRV
[h3]Viper Mk IV[/h3]
- Fixed the hitcheck groove so that the player does not get stuck
- Fixed some small holes in the hull geometry
[h3]CONCOURSE SPACES[/h3]
- Fixed the vertical portrait style adverts in the hangars not sorting correctly
- Fixed issue with mannequin hand intersecting the hip bag at Pioneer shop
- Fixed LOD issue with sign in the Pioneer shop
- Fix to stop players getting stuck near some seating at Outposts
- Fixed LOD issue with clock on station sign
- Fixed a misaligned hangar ‘greeble’ intersecting through the wall of the lobby
- Fixed geometry that could appear clipping through the social space when you look at the bar area
- Fixed the triangular shaped emissive polys in the social area bar windows which were causing odd reflections
- Fixed intersecting pipe bracket in hangar lobby
- Fixed Z-fighting issue outside of the Apex lifts in the social spaces
- Fixed some z-fighting between the floor and walls at the Planet Port Hub
- Fixed AI not spawning at planet ports
- Fixed AI sometimes not spawning in detention centers
- Stopped access to 'Under Repair' station Social Spaces
- Longer station names now fit on hanging signs in the social areas
- Minor hitcheck adjustment near the central stairs to ensure the player cannot fall through any gaps
- Improved textures for turbolifts
- PinkDrink/Suvo signs improved
- Added hitcheck to plants to help reduce the player from clipping through them
- Adjusted hitcheck along the Apex vendor counter to avoid climbing on the counter
- Added platforms under Pioneer Vendors so they don't float
- Social area LOD improvements
- Hitcheck improved to stop players getting stuck on furniture in Social Spaces
- Player names are now visible at all times in concourses
- Display different icon for mission givers in character info / character marker, if the player has missions in progress for them
- Players will now ‘teleport’ out of the turbolift if they re-enter as the doors close
- Enabled patrol movement for AI in social spaces
[h3]SPACE STATIONS[/h3]
- Fixed some missing back-faces on the Coriolis
- Fixed space station interior inner-dock textures when seen from a distance so that you can see inside of the station from a greater distance again
- Fixed the port not being visible when flying in from supercruise
- Asteroid Station improved - will no longer appear ‘overly glossy’
[h3]STARS[/h3]
- Large changes and visual improvements to the starlight values. These changes also prevent the
- over-saturation of colour onto planet surfaces and has been calculated per star class
- Update to star tint to fix over-saturation of colour
- Fixes and visual improvements to star surfaces not appearing "hot"
[h3]TERRAIN (& PLANETS)[/h3]
- Fixed worlds receiving ice caps when they should not have
- Fix to ensure all atmosphere types are picked
- Fix for Settlement items that would form a visual ‘square’ when blending with terrain
- Fix for the aliasing effect seen on planets at a distance
- Fix for high metal content planets receiving ice planet effects
- Re-lodded some Horizons-era rocks to reduce a popping issue
- Visual improvements to planet terrain appearance from mid-far distance, reducing tiled appearance on some planets
- Visual improvements to planet UVs and terrain
- Visual improvements to planet surfaces & AO
- Visual improvements to planet surface at the mid-distance, and reduction of blocky artefacts
- Visual improvement to the ‘splat-like’ artefacts seen when travelling closer to the planet surface
- Visual improvements to planet ground materials
- Override Pomeche 2 C to have more canyons
- Changed how it is decided if a player is stood on flat ground, in order to prevent the player becoming trapped in a narrow crevice
- Large update to planetary tech, including reworked systems, terrain types, blending, craters and colouration - this also includes the reworking of some terrain materials to be flatter, for better SRV navigation
- Improve blending and improved appearance of planet ice caps
- New atmosphere colours added and balanced based on their composition
- Stability and visual improvements to planet colouration, both from a far distance and when close up
- Various fixes for tenuous atmospheres, including tint calculation, visual artefacts, to prevent them popping into view when loading into game
- Fixed differences in terrain height seen by AMD and Nvidia users
- New planet map for the ‘Europa’ class ice planet
- Full balance on scatter system placement and balance on planet surfaces
- Improvements to the positioning of Engineer Bases and how they embed with the new planet terrain
[h3]UI[/h3]
- Replaced the on-foot loading screen spinning logo with a new space-suited model
- Character customisation background updated for HoloMe, Suit loadout, Suit purchasing, Shipyard etc.
[h3]Apex[/h3]
- Fixed Russian font corruption
- Opening the powerplay screens from the Shuttle Booking maps then backing out will now put the player back into the Shuttle Booking maps on exit
- Opening the powerplay screens from the Shuttle Booking maps while talking to a Shuttle Vendor will now not cancel the conversation.
- Opening the system map or galaxy map while in a taxi will now not open the map into Shuttle Booking mode.
[h3]Bartender[/h3]
- Added empty states for when the player has nothing to offer
Bindings Menu
- Split up the control binding menu into 4 parts: General, Ship, SRV and On-Foot, supporting different types of input and presets individually, setting up controls should still work the same however.
- Added the new controls icons to the separate controls menu.
CMDR Panel
- Fixed the layout so it no longer has the tools cut off
CMDR Creation Flow
- Fix to allow you to exit when in the commander creation screen.
[h3]Codex[/h3]
- Pilot's Handbook: Added 4 new categories (Settlements, Engineers, The Concourse, Suits and Equipment) with associated icons
[h3]Comms Panel[/h3]
- Improved on-foot social tab layout
- Disabled mouse input on background tabs and prevented tabbing left and right while sidepanel is open
- Fixed inbox filtering
[h3]Conflict Zones[/h3]
- Added a new string to display the conflict zones rationale in CZ Respawn UI
[h3]Contacts Panel[/h3]
- Modified the contacts panel so that the scroll bar does not overlap the actual contacts list
- Fixed scope radius value (no longer displays "0mt")
- Removing line of sight requirement for humanoids in the contacts panel
Conversation
- Fixed conversations ending prematurely when closing certain UI menus
[h3]Embarking Panel[/h3]
- If managing inventory is not available (i.e. hangars), we will no longer show the button or the storage information
- Fixed truncation in the header
[h3]Fleet Carriers[/h3]
- Fixed an issue where carrier vanity names would be displaced with extra characters in some places
[h3]GalNet[/h3]
- Added a new icon for generic news
[h3]Holo-me[/h3]
- Fixed a bug where panels would retain their state when changing tab
[h3]HUD[/h3]
- Weapon AR: Grenade icon now has a colour accent for the grenade type
- Replaced AR marker to be a pin instead of a target, to match the compass marker
- UI marker to humanoid NPCs that are radioing for reinforcements
- InSight HUB Wheel: Several localisation issues fixed
- Compass: Allow compass to represent targets that are off screen and behind the player
- Compass: There's a regulator icon next to the cold or hot icons to indicate power drain
- Item Wheel: Added a functionality to clear user's stolen authority profile in the item wheel
- Item Wheel: Fixed localisation issues
- Radar: Warning indicators tweaks for better dark and light backgrounds contrast
- Current clearance level is now always visible, even at level 0
- Hide quick comms messages while item wheel is open
- Made the footfall info display the planet/moon name on two lines when needed
- SRV Turret: Fixed an issue where some weapon states would display 'Bugged'
[h3]HUD Notifications[/h3]
- Scenario objectives should appear as expected on the top right of the HUD
- Visual improvements and indentation for secondary objectives for better readability
- Clearance level icon and number are now the "illegal" purple
- Added wing member icon for more precise feedback
- Added log notifications when other players board or disembark the vessel you're in.
- Add title to low oxygen warning notification. Also fixed the missing icon for out of oxygen alert
- Cockpit: Clarified the message when trying to engage the FSD with either hardpoints, landing gear or cargo scoop deployed. Previously this was a generic message.
[h3]Loadout Browser[/h3]
- There is now a Customise option for suits and weapons, to browse and apply cosmetic items
- Loadout browser and Edit Loadout screen titles can now be longer, to accommodate long loadout names and localised strings
- Warning that backpack contents will be cleared if different loadout is equipped is now displayed
- Weapon slots are now disabled if the player doesn't own any of that type of weapon
- Minor layout changes to accommodate flight suit not showing any mod slots (due to not being upgradable)
[h3]Maps[/h3]
- Improved feedback for locations interaction states (focused, selected, current location)
- Improved feedback for permit locked locations
- Added wing mission icons to the galaxy map and system map mission list
- Added a new plot route button to the bookmark management panel
- Added the owning faction to the system info panel
- Opening the galaxy map from the commodities market will now bring up the relevant commodity data
[h3]Mission Board[/h3]
- Expanded the quote area for the mission faction information
- Fixed localisation issues in the mission giver UI
- When using the mouse in the mission board, pressing back will now correctly take you back to the last focused mission
[h3]Focus / Navigation fixes[/h3]
- Added a wing mission marker to the mission board listing
- Updated passenger trait icons
- Showing on foot resource rewards
- Fixed a bug where the influence/reputation were not correctly set
- Added button artwork to board selection screen
- Mission Board UI can no longer be controlled after using the headlook
[h3]Mission Provider[/h3]
- Fixed Russian formatting in the aftermath panel
- Long mission titles will now get ellipses
- Fixed cut off text in help screen and general structure polish
- Negotiation screen updates including clearer icon for failed negotiations
- Fixed mission details card truncation (especially on Russian language)
[h3]Navigation Panel[/h3]
- Implement buttons for location popup in on foot navigation panel
[h3]Outfitting[/h3]
- Modules browser: Replaced Filter button with Sort dropdown
- Changes to reduce the amount of flickering elements when navigating
- Updated home button art style
- Fixed focus and navigation issues
[h3]Pioneer Supplies[/h3]
- Updated stats layout to make room for additional stats
- Suit damage resistance is now displayed individually per damage type
- Suit backpack capacities are now displayed visually
- Replaced micro-resource grade in upgrade material list with the resource category icon
- Fixed issue for Russian font getting cut off in the header
- Only allow purchase of consumables that the player can afford
- Fixed incorrect grade for weapon being displayed when weapon slot is focused
- Allowed more space for manufacturer description when using filter menus
- Fixed mod slots being focusable when suit or weapon options are displayed
- Fixed an issue where the players balance was not being updated when the player purchases a consumable
- Improved unmanned ships marker visuals
- Made the filters/grades buttons show their details when hovered
[h3]Rebuy/Redeploy UI[/h3]
- Fixed an issue with cut off text
- Improved UI focus visual states
- Default focus is now on the continue button instead of the back button
- Added better tracking of the cause of death and hostility reasons across the whole game, but specifically for on foot deaths, in order to display better info on the death report screen
[h3]Shipyard[/h3]
- Added the selected ship indicator to disabled ships
- Fixed ship information now to update to the correct data when a filter is selected
[h3]Starport Services[/h3]
- Fixed Avatar image profiles
- Search & Rescue Contact: Fixed icons and visual states
- Added a fines panel to Interstellar factors
[h3]Store[/h3]
- The menu for buying cosmetic items from the Frontier Store is now split in two: Vehicle Extras and Suit Extras
- Hooked up new icons for vessel and humanoid store on the main menu.
- Fixed the pack contents not appearing in the purchase pop up of suit items
[h3]Terminals[/h3]
- Fixed focus issue when closing popups
- Rounded off the influence values
[h3]Transaction Panels[/h3]
- Added support for Community Goals
- Added passenger profile pop-up
[h3]Transfer panel[/h3]
- Visual changes to improve the feedback for the player (on-foot & cockpit)
- Fixed wrong markers in tabs, now only tabs with items set for transfer will display the marker
[h3]Tutorial[/h3]
- There is now a Suit Operative Tutorial option in the Training menu to let the player learn the new suit mechanics
[h3]Vista Genomics[/h3]
- Fixed Russian localisation issues
[h3]Wing Panel[/h3]
- Added vessel icon for each wing member
READ PART 3 HERE