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patchnotes:40:2022-06-07

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patchnotes:40:2022-06-07 [2024/09/09 13:59] – angelegt nemwarpatchnotes:40:2022-06-07 [2024/11/05 19:58] (aktuell) – Externe Bearbeitung 127.0.0.1
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 +~~CLOSETOC~~
 +
 +[<>]
 +
 +----
 +
 +<WRAP centeralign>
 +====== 2022-06-07 - 4.0.12 - Odyssey ======
 +</WRAP>
 +
 +<WRAP group>
 +<WRAP half column box round>
 +<WRAP centeralign>
 +=== Frontier ===
 +</WRAP>
 +===== Elite Dangerous - 4.0.12 Update Notes =====
 +
 +**Greetings Commanders,**
 +
 +A new update is available today for Elite Dangerous which includes a number of fixes and improvements. Please find the full update notes below.
 +
 +**Features of Note**
 +  * Added an illegal variant of the Settlement Defence mission to provide support to criminal factions being raided by Omnipol.
 +  * The "Pre-Engineered" Frame Shift Drives obtained through recent in-game events can now have experimental effects applied.
 +    * This change also includes descriptions, tooltips, and fixes to various UI flows for many other pre-engineered modules allowing Commanders to better identify which modules are pre-engineered and if they will accept any further modification.
 +    * The development and customer support teams would like to thank everyone who waited patiently for this fix.
 +  * A shipyard terminal has been added to the on-foot areas within detention centres allowing Commanders to recall their active ship rather than being forced to take a shuttle.
 +  * When a player's bounty is claimed whilst they're on foot, their active ship will be impounded at the detention centre they're sent to.
 +  * Added the ability to access a number of UI elements whilst seated, such as the comms panel.
 +  * You can now interact with the Bartender whilst sitting at the bar (within range).
 +  * The screen attached to the Owner's Chair on the Fleet Carrier is now interactable (whilst seated) and will take the owner to the Carrier Management UI.
 +
 +**AI**
 +  * Non-combative humanoid AI are now more effective at removing themselves from combat during raid missions.
 +  * Following the conclusion of a raid, resident humanoid AI are less likely to become hostile with any player who aided them, unless they are provoked.
 +  * Fixed duplication of engineers who spawn inside ship hangars caused by the player repeatedly requesting and cancelling docking.
 +  * Prevented hostility between friendly ships when in the presence of a significant common enemy.
 +  * Fixed bug that would sometimes cause ship-launched fighters to be assigned two AI pilots.
 +  * Fixed a clothing arrangement that was causing clipping on certain NPCs in space stations.
 +  * NPCs in Fleet Carriers will no longer have conversations as if they were in starports.
 +
 +**Audio**
 +  * Fixed missing UI sound when selling stock in the Fleet Carrier Management screen.
 +  * Fixed missing elements of the SRV turret's Audio when firing
 +  * Fixed the SRV's turret gun shots sounding muffled when ammo count was below 270.
 +  * Fixed Capital Ship and SRV Turret Weapon Fire audio playing on the wrong Audio Emitter Position
 +  * Fixed all ship weapon hardpoints sounding muffled when in normal space.
 +  * Fixed various instances of missing audio for damaged stations (fires, explosions and alarms).
 +  * Fixed missing fire and alarm sounds when logging in to a ship docked at a damaged station.
 +  * Fixed damaged station fire sounds turning on and off quickly and harshly
 +  * Fixed Cuttable panels sound rapidly retriggering when it hits the ground
 +  * Rebalanced NPC conversation frequency in concourses.
 +  * Fixed various issues with music when transitioning between Ship/SRV/On-foot.
 +  * Fixed missing attack swing sounds when performing melee hits with tools.
 +  * Improved audio behaviour of deploy and stow sounds for the Fleet Carrier Captains tablet.
 +  * Fixed the Fleet Carrier purchase movie's volume not following the game's volume sliders.
 +  * Fixed some abrupt audio transitions on fumaroles and geysers.
 +  * Rebalanced the audio mix for Skimmers whilst on foot and in SRV
 +  * Fixed ambiences being too loud when logging in to a ship docked at an engineer base.
 +  * Fixed missing In space Dogfight Combat music
 +  * Fixed Stopped various UI sounds which would continue looping after exiting the screen that triggered them.
 +
 +**Character**
 +  * Fixed player torsos sometimes disappearing when looking down on uneven surfaces.
 +  * Hand motions of the ship's pilot should correctly match flight maneuvers when observed via multicrew following a hyperspace jump.
 +  * Fixed several clipping issues on the Vintage outfits.
 +  * Fixed hair appearing alongside hats on the Frontline Solutions vendors.
 +  * Fixed torso clipping with the camera when using an extremely high FOV and sitting on the bar stool.
 +
 +**Ships/SRV**
 +  * Ship kits should now correctly block the vanity camera.
 +  * Fixed a Scarlet Krait error when destroying your own ship from a fighter.
 +  * Fixed a rare Scarlet Krait error when deploying an SRV.
 +  * The ambient temperature of the ship's location is now taken into consideration when a ship is running cold enough to have previously built up ice on the canopy.
 +
 +**Graphics**
 +  * Fixed an issue where setting ambient occlusion to "low" would cause artefacts
 +  * Fixed an issue where volumetric effects such as fog could have silhouette artefacts depending on quality or resolution scales
 +  * Fixed an issue where Trespass zones appeared very dark/black on the radar
 +  * Fixed an issue where flickering of invalid pixel values occasionally being generated in ring fog
 +  * Fixed an issue where a triangular pattern would be present in planet normals on certain GPUs
 +  * Fixed an issue where night vision would be applied to thumbnail generation
 +  * Fixed an issue where a black box could appear on the main menu in certain scenarios when either in or switching to VR
 +  * Fixed an issue where the introduction during the on-foot tutorial would not be correctly displayed when in VR
 +
 +**Interactions**
 +  * Fixed an issue to ensure the organics heatmap properly initialises to the selected filter when the scan completes instead of defaulting to all
 +  * Fixed incorrect genus names for brain tree organics displaying when selling data
 +  * Guardian site pylons will now emerge when approached on foot and the charging timers are visible while on foot.
 +  * Thargoid surface sites will now open automatically for exits, entry still requires an SRV carrying the correct cargo.
 +
 +**Factions**
 +  * Anarchy factions now offer full market value for stolen commodities.
 +
 +**Performance & Optimisation**
 +  * Reduced the amount of work required by avatars that are not visible.
 +  * Shadowed lights will now render more efficiently.
 +  * Miscellaneous optimisations to the rendering of all light types.
 +  * Rebalance the use of cached particle lighting, reducing the performance impact of particle-heavy scenes.
 +  * Optimised player proximity checks for terminals in settlements.
 +  * Optimisations to on foot animation blending.
 +  * Improvements to the occlusion system.
 +
 +**Missions**
 +  * Fixed some NPCs getting stuck when dropping in during a Defence Mission.
 +  * Fixed a broken inbox message sent during megaship missions.
 +
 +**Fleet Carriers**
 +  * Fixed server errors when using Fleet Carrier services that have individual tariffs set.
 +  * Fix a Yellow Adder error when confirming the transfer of items to or from a Fleet Carrier.
 +  * Fixed Fleet Carrier jumps being possible to schedule during cooldown.
 +
 +**Stability**
 +  * Fix for anti-xeno conflict zone progression sometimes getting stuck due to authority transfers.
 +  * Fix for issues connecting to telepresence multicrew sessions when near certain planets.
 +  * Fixed an "Unable to load commander data" login error for players with an excessively large bounty.
 +  * Fix a bug preventing players from joining some newly created private groups.
 +
 +**Art**
 +  * Fixed several settlement clipping issues.
 +  * The cargo loader found at settlements now has a schematic.
 +  * Added Exobiology ship decals.
 +  * Added some optimisations for holoscreen materials.
 +  * Fixed a number of occlusion issues on doorframes.
 +  * Corrected the model used for a basic door frame.
 +  * Fixed a decal which was incorrectly mirrored.
 +  * Fixed the Fleet Carrier Command Tower's hitcheck to remedy some issues with the vanity camera.
 +  * Fixed an issue in the Pioneer Supplies Fleet Carrier store where the player could become snagged.
 +  * Various geometry and texture issues resolved in hangars.
 +  * Added some missing decals to the L1 Lod of the Asp Scout.
 +  * Adjusted the nameplate on the Diamondback Scout slightly so it is not partially obscured
 +  * Fixed an area in the Fleet Carrier bar where it was possible to get the vanity camera out of bounds.
 +  * Fixed some z-fighting on the Fleet Carrier's shutter doors.
 +  * Fixed the shield being slightly offset on the Guardian Fighters.
 +  * Adjusted the fade range of some Thargoid decals used in settlements to improve visuals.
 +  * Fixed some z-fighting on the floor of a depot building.
 +  * Fixed a number of floating decals on a legacy building.
 +  * Remodelled the steps at the side of the Owner's chair on the Fleet Carrier.
 +  * Various fixes to the Viper MKIV.
 +  * Fixed some edge clipping seen at barnacle sites.
 +  * Fixed a barnacle spike which was pushed underground
 +  * Hitcheck fixes for the Gateway tower arch seen at some Horizons settlements.
 +  * Fixed vanity camera sometimes being able to pass through the window on planet port concourses.
 +  * Fixed a railing model which had an offset LOD.
 +  * Fixed a glass material used on a prop in the habitat building.
 +  * Fixed a problem where the player could become stuck in the Fleet Carrier corridor leading to the bar.
 +  * Fixed a number of floating items appearing at Guardian sites.
 +  * Improved the arm for the Fleet Carrier Owner's chair screen.
 +  * Fixed an issue with the Python cockpit and some external geometry which was clipping through to the interior.
 +  * Fixed some z-fighting on the main console seen on the Fleet Carrier bridge.
 +  * Centred some UI locators in the Type9 cockpit which were offset slightly.
 +  * Adjusted the hitcheck for the Python to fix an issue with the vanity camera being able to see inside of the hull in places.
 +  * Fixed the hitcheck material for the Electricae organics so that the player ship cannot clip though.
 +  * Re-made the ambient occlusion maps for the Type-9 to remove some baked-in shadows that should not have been there.
 +  * Fixed a number of UV mapping issues on the Anaconda.
 +  * Adjusted and re-organised the materials used for Thargoid damage decals to optimise and improve quality slightly.
 +  * Fixed the Scorpion SRV vanity cameras being inverted for the rear seat.
 +  * Added a layer of hitcheck to the social area lifts to prevent the vanity camera from entering and getting out of bounds.
 +  * Adjusted bar stools so that NPCs and players are now more centred when seated.
 +  * Minor change to Stygian paint jobs to reduce the texture compression artefacts when using a torchlight under the ship.
 +  * Added hitcheck to the Anaconda upper hardpoint doors, fighter bays doors, and the heat vent doors.
 +  * Fixed hitcheck on Anaconda which was causing an issue with the vanity camera.
 +  * Fixed an offset detail dome model used on Fleet Carrier externals.
 +  * Fixed error in the ambient occlusion map for a ship kit piece on the Python.
 +  * Re-exported a number of wallset pieces to fix and improve occlusion culling in Odyssey settlements.
 +  * Fixed the Fleet Carriers seen under construction having a hole where the concourse would normally be.
 +  * Fixed an issue on the upper hard point doors on the Python.
 +  * Fixed an obscure piece of geometry which was clipping through part of the hangar lobby in some "large" hangars.
 +  * Adjusted the Exploration decals to be more metallic and more closely match their appearance in Horizons.
 +  * Fixed a number of mapping issues on an Anaconda Raider ship kit piece.
 +  * Added new occlusion geometry around all stations (Coriolis, Orbis, Ocellus and Asteroid).
 +  * Adjusted internal occlusion geometry for a number of internal station components.
 +  * Fixed seating locators for NPCs/Players on chairs and sofas for better alignment.
 +  * Fixed the offset default VR camera for the Scorpion when in the livery hangar.
 +  * Fixed damage decals appearing in unexpected locations on cargo loaders.
 +  * Fixed head orientation in backwards walking animations to stop a head glitch when 3rd person characters stop running.
 +
 +**UI**
 +  * Fixed weapons being ordered incorrectly at Pioneer Supplies.
 +  * Fixed a server error appearing when selling some modified suits.
 +  * Weapon reload speed is now correctly reported as a multiplier, not seconds (e.g. 1x vs 1.25x) as reload speed mods were incorrectly implying they increased reload time.
 +  * We no longer show settlement info when disembarking at places that are not owned or controlled by a faction.
 +  * Adjusted the right-hand panel of the options menu to allow for scrolling, so cut-off descriptions can be viewed in their entirety.
 +  * Improved readability of text on the Carrier Management dashboard's banner.
 +  * Made sure HUD rings weapon overheats always reset to the correct text colour.
 +  * Updated squadrons applicant list, the button will remain enabled even with no applicants, with a message displaying 'no applicants' to prevent the UI from getting into a weird state.
 +  * Multiple icon changes in the various mission panels so that the correct icon size variants are used, preventing them from looking blurry or low-resolution.
 +  * Fixed the boarding panel/express lift UI displaying placeholder information briefly when opened.
 +  * The right-hand cockpit panel will now be correctly focused when opening the transfer UI.
 +  * Made sure all station contact menus are closed properly when necessary, prevents an issue where they would still be visible when closing the game.
 +  * Remove the quick-plot route delay on carriers, it should now plot correctly on the first time.
 +  * We now show all galaxy map search results rather than filtering out duplicates, this prevents edge cases where some results could have the same name and we'd erroneously hide one.
 +  * Mission help popups now correctly listen to the 'back' keybinding.
 +  * Fixed an issue where text formatting tags would sometimes be displayed in the info panel.
 +  * Added voice/wing icons to the on-foot HUD in the bottom left, and also made them visible in social spaces.
 +  * Separation of overdraw bar in outfitting for retracted and deployed into their own bars.
 +  * Fixed a variety of truncation issues in multiple UIs.
 +  * Fixed errant multicrew/team markers showing up while not in multicrew turret view.
 +  * Fixed various issues with the private group menu including an issue which may have caused your own private group to show as not created if you are a member of many groups.
 +  * Fixed role switch panel improperly updating AI rank when taking over from a multicrew pilot.
 +  * Frontline enlistment system map mode now shows player criminality status on conflict zones.
 +  * Fixed an issue to hide rotation button prompts in carrier interior livery screen as these bindings cannot be used.
 +  * Fixed an issue to ensure the vessel pane of the internal panel updates properly between ship, SRV, and fighter when transitioning between vessels.
 +  * Players in training simulations will now appear as such in friends lists.
 +  * Fix promotion inbox animations for Elite I-V displaying as one rank lower.
 +  * Fix some crime stats not always updating.
 +  * Telepresence guests will no longer send or receive chat messages based on their physical location.
 +
 +**VFX**
 +  * Fix for, and rebalance of previously missing Capital Ship heat relay particle effects.
 +  * Rebalanced plasma accelerator to more closely match Horizons.
 +  * Fix for over-bright lightning in stellar phenomenon that could cause visual artefacts on some GPUs.
 +  * Reduced the proximity of camera shake in the Fleet Carrier elevator, as occasionally players could experience the VFX and audio just by being very close to an elevator.
 +  * Fix for reactor lighting casting bright spotlights across the room.
 +  * Rebalanced the tendril effect on the Guardian Fighter.
 +
 +**General Fixes**
 +  * Some modified guardian weapons were applying synthesised ammo damage bonuses improperly. Synthesised ammo will now apply a damage bonus as expected 
 +  * Shadows would appear to detach from light sources when looking around in VR 
 +  * Passenger missions offered at outposts now set their expectations of passenger capacity based on ships that could have landed on medium pads.
 +  * Secondary objective ships in space Conflict Zones now count towards massacre missions 
 +  * Fixed some massacre missions not registering valid targets correctly at mission locations 
 +  * NPC visual variety has been fixed
 +  * System maps for systems you are not in will now have distances reported correctly from the primary star
 +  * Guardian fighters will now correctly rearm on docking 
 +  * On-foot commander panel should now display notoriety correctly 
 +  * Fixed an issue where some suit decals would not be visible when viewed in the vanity camera 
 +  * SRV Tutorial ability to break tutorial flow fixed 
 +  * Further increased the scale of the small landing pad schematic used at Odyssey settlements
 +  * On foot conflict zone enlistment (Frontline dropships) is now properly wiped when returning to a station 
 +  * Fix for Fleet Carrier weekly upkeep message not displaying 
 +  * Fixed players sometimes receive system chat messages after they have left the system 
 +  * Fix for glasses/sunglasses only appearing at close distances 
 +  * Fix a Black Adder error on the first hyperspace jump after travelling onboard a fleet carrier 
 +  * Fix for game stuttering when flying away from settlements 
 +  * Ship kits will no longer block weapon fire 
 +  * Fixed a gridding artefact on some surfaces near planetary settlements on certain GPUs 
 +  * Fixed server errors when using Fleet Carrier services that have individual tariffs set
 +
 +**Horizons Update**
 +  * Fixed facilities not showing up in system map for stations 
 +  * Fixed Capital Ship Weapon Fire audio playing on the wrong Audio Emitter Position
 +  * Anarchy factions now offer full market value for stolen commodities
 +  * Fix a bug preventing players from joining newly created private groups
 +  * Allow pre-engineered modules to have granular modification restrictions applied (e.g. allowing certain CG modules to have experimentals applied)
 +  * Fix server errors when using fleet carrier services that have individual tariffs set
 +  * Fixed a disconnect that could occur while deploying a ship launched fighter
 +  * Fixed a decal which was incorrectly mirrored
 +  * Re-made the ambient occlusion maps for the Type9 to removed some baked in shadows that should not have been there
 +  * Fixed SRV bay contents not showing correctly in advanced SRV trainign scenario, blocking progression
 +
 +**Known Issues**
 +  * Cannot use Tap X/Square (XB/PS) input on controller when onfoot. You will need to rebind. This will be addressed in a future update. 
 +  * Thank you for your continued support and reports for Elite Dangerous: Odyssey. If you encounter any issues following the update please be sure to report them on our Issue Tracker as soon as possible. 
 +
 +o7 
 +</WRAP>
 +
 +<WRAP half column box round>
 +<WRAP centeralign>
 +=== Steam ===
 +</WRAP>
 +
 +===== Original-Überschrift =====
 +
 +Text
 +</WRAP>
 +</WRAP>
 +
 +----
 +
 +[<>]
 +
 +{{tag>patchnotes frontier steam}}
 +
  

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