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patchnotes:40:2022-11-29 [2024/09/09 14:05] – angelegt nemwarpatchnotes:40:2022-11-29 [2024/11/05 19:58] (aktuell) – Externe Bearbeitung 127.0.0.1
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 +~~CLOSETOC~~
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 +<WRAP centeralign>
 +====== 2022-11-29 - 4.0.14.0 - Odyssey ======
 +</WRAP>
 +
 +<WRAP group>
 +<WRAP half column box round>
 +<WRAP centeralign>
 +=== Frontier ===
 +</WRAP>
 +===== Elite Dangerous Update 14 Release Notes =====
 +
 +**Greetings Commanders.**
 +
 +Before we get down to the business of update notes ahead of downtime and deployment of Update 14 today, let’s recap today’s release deployment schedule.
 +
 +We are still very much on track and working to the following itinerary:
 +  * 7:00 Both Elite Dangerous Legacy (3.8) and Live (4.0) Servers are down.
 +  * 15:00 Servers return. Update 14 Deployment will be live and available to download.
 + 
 +**DOWNLOAD SIZE INFORMATION (UPDATE 14 ONLY):**
 +  * (3.8) Legacy Update 14 : 164.7 MB
 +  * (4.0) Live Update 14 : 4.8 GB
 +  * Total combined Update 14 ONLY size : 4.9 GB (Legacy and Live updates combined).
 +
 +IMPORTANT NOTE: If you have not installed a full download of the 'Live (4.0)' game client in advance of Update 14 deployment, the client itself, minus the Update 14 download size, will be around the 50 GB mark. 
 +
 +You may wish to ensure 'Live' is downloaded and installed prior to Update 14 release, if you have yet to do so.
 +
 +ADDITIONAL REMINDER: Due to the nature of this deployment, we'd like to highlight previously shared information on 'Live' and 'Legacy' modes, formed as part of this major update.
 +
 +You'll find all the information on Live and Legacy for Elite Dangerous here: Elite Dangerous Update 14 and Beyond: Live and Legacy Modes - Elite Dangerous: Odyssey.
 +
 +So without further ado, please see below for Update 14’s release notes, starting with Elite Dangerous 'Live'.
 +
 +**Update Notes | Elite Dangerous Live**
 +
 +**Changes of Note:**
 +  * New content and gameplay for the ongoing Thargoid narrative. Good luck, Commanders!
 +    * We’re being a little bit deliberate with vagueness on this one, Commanders. We’d love you to discover more on this gameplay yourselves on release of the update.
 +
 +  * Increases have been made to the base payout for scanning organics.
 +  * Increases have been made to the multiplier for first-time organic scans from 2 to 5.
 +  * Commanders playing 'Live' have a new option in the Options menu to 'reset to orbit', in order to release themselves from unintended tricky situations.
 +    * Commanders playing 'Legacy' will still be able to launch 'Base Game Elite Dangerous (without Horizons)' to 'reset to orbit'
 +
 +**Community Issues of Note Addressed**
 +  * Fixed severe shadow flickering after Update 12.
 +  * Numerous performance improvements have been made to alleviate sudden performance drops when nearing a settlement.
 +  * Fixed atmosphere composition rendering which was causing discolouration with AMD RX 6000 series graphics card drivers.
 +  * Fixed a livery error when equipping a flight suit outfit piece over a non-flight suit.
 +  * Fixed 1D shield cell banks having damage falloff instead of max ammo.
 +  * Fixed an invisible wall at Prospector's Rest blocking access to Selene Jean - How confused must she have been?
 +  * Fixed collapsed doors at Thargoid Imprints not blocking passage for players when on-foot.
 +  * Fixed the Testament megaship being impossible to reach.
 +  * Fixed galaxy map system connector lines not staying toggled off.
 +  * Fixed "Cactoida Pullulanta - Green" being labelled "Cactoida Vermis - Green".
 +  * Fixed the Scarab not being able to fit under the Diamondback Scout.
 +  * Fixed being unable to hide routes in the Live (4.0) galaxy map as you were able to in Legacy (3.8).
 +  * Fixed Thargoids detecting Meta Alloys in your hold causing the game to often then crash.
 +  * Fixed the galaxy map mission tab taking you to the wrong system for item recovery missions.
 +  * Fixed filter settings in the galaxy map being cleared after closing the map.
 +
 +**Modules**
 +  * AX Missile Racks have had their damage increased.
 +  * AX Weapons have had their description updated.
 +
 +**AI**
 +  * Stopped Thargoid ships unexpectedly jumping out of conflict zones.
 +  * Stopped Thargoid ships sometimes getting stuck in their dying state.
 +  * Stopped humanoid AI sometimes getting stuck in their death animations - Nightmare fuel scenario…
 +
 +**Audio**
 +  * Fixed electrical sounds from triggering excessively and stacking - Bzzzt.
 +  * Reduced the default volume of Horizons music to match their volume Pre-Odyssey.
 +  * Fixed Air Traffic Controller VO lines occasionally restarting from the beginning when opening and closing the in-game menu.
 +  * Fixed skimmer audio not playing.
 +  * Resolved a crash that could occur where a large number of skimmers were audible at settlements.
 +  * Fixed UI sounds not reflecting how well the player is doing during an interdiction.
 +  * Adjusted the volume and positioning of the capital ship arrival sounds to make it easier to determine where they are.
 +  * Fixed impact on Commander ships being inaudible when walking on a planet surface.
 +  * Fixed asteroid reverb effects being overly loud.
 +  * Fixed comms UI notification sounds being audible when viewing the in-game menu.
 +  * Fixed conflict zone VO not obeying game audio mute options.
 +  * Fixed the tutorial VO not obeying game audio mute options - Shhh…
 +  * Fixed ship creaks not playing when a Commander's ship is out of control but not rotating.
 +  * Increased the distance at which Thargoid Scout vessel arrival sounds can be heard, to make them easier to notice.
 +  * Fixed freezing sound not triggering when ship canopy freezes over, during a Thargoid Interceptor shutdown.
 +  * Fixed the 'suit fully charged' voice line being controlled by "Recharging" rather than "Recharge Complete" in options.
 +  * Fixed combat end music playing multiple times after combat with Thargoid vessels ends - Mind you, this was pretty good affirmation that you did a really good job though, right?
 +  * Fixed internal Station Announcer VO going missing when visiting multiple different stations during the same session - Probably on a tea break. Don’t work too hard, Station Announcer person!
 +  * Fixed combat music from stopping when disembarking from an SRV.
 +  * Fixed combat music from starting and stopping if the player's ship was under attack by NPCs.
 +
 +**Server**
 +  * Players now remain on foot after handing themselves in and being transported to a detention facility.
 +  * Fixed an occasional Scarlet Krait error when engaged in hyperspace on board a teammate's ship.
 +  * Fixed a rare crash to desktop when selecting certain systems in the galaxy map.
 +  * Fixed an issue preventing fleet carrier owners from meeting other players at their carrier, and a Silver Fer-de-Lance error when attempting to join a team.
 +  * Fixed an issue causing players to sometimes appear to friends as in solo, regardless of their selected game mode.
 +
 +**Rendering**
 +  * Exploding ships will no longer lose their paint jobs for a few frames - Got to look good, even in pieces.
 +  * Fixed an issue where certain combat spoken lines would not have appropriate lipsync.
 +  * Fixed atmosphere composition rendering which was causing discolouration with AMD RX 6000 series graphics card drivers.
 +    * <del>Link to issue discussion thread Updated Information regarding AMD RX 6000 series driver updates. | Frontier Forums.</del>
 +
 +**Performance & Optimisation**
 +  * Boosted performance in AX conflict zones.
 +  * Updated a number of decals and logos used on stations to use deferred shaders to improve performance.
 +  * Fixed unnecessary delay swapping into a newly purchased ship, which in turn holds improvements to general performance.
 +
 +**Gameplay & Missions**
 +  * Commander fleet carriers will no longer turn hostile toward them as a result of certain missions.
 +  * Stopped previous hostility to player occasionally persisting after they respawn at a detention centre.
 +  * Multicrew SRV pilots will no longer find themselves in a situation where they loot cargo, then result in that cargo being deleted.
 +  * In-Person multicrew now shares out bounties and combat bonds correctly.
 +  * Updated mission tip-off message coordinates to match Odyssey's planetary terrain.
 +  * Adjusted Salvage mission to no longer point the Commander at the mission's destination until the necessary cargo has been obtained.
 +  * Damaged megaships with functional escape hatches will now deploy escape pods automatically when rescue ships are nearby, rather than asking the player to use a hatch-breaker limpet.
 +
 +**Engineers**
 +  * Fixed Odyssey engineer invitation inbox messages not using the player's selected language.
 +
 +**Stability**
 +  * Fixed occasional disconnection issue stemming from leaving in-person multicrew.
 +  * Fixed issue with players handing themselves in, resulting in a subsequent disconnection.
 +  * Fixed a softlock in the crew lounge if players were to attempt to hire the same recruit twice.
 +  * Prevented cases of the camera suite clipping through terrain - Nothing to see here.
 +
 +**Art**
 +  * Updated an imprint tunnel piece where it was possible to walk through a section of rubble and see out of world.
 +  * Fixed an offset texture on the cargo container schematic.
 +  * Fixed a piece of terrain protruding through the back wall of hangar 7 at Colonel Bris Dekker's base.
 +  * Fixed some misaligned geometry at Prospector's Rest.
 +  * Adjusted the Asp Explorer ship kit due prevent it from receiving incorrect colours when equipped.
 +  * Adjusted a piece of the Krait Mk II ship kit to prevent a z-fighting/texture flickering problem.
 +  * Fixed UV mapping on the Federation Corvette rear hardpoint supports so that paint jobs display correctly.
 +  * Fixed a number of floating assets at military settlements.
 +  * Rebuilt a small part of the megaship concourse to prevent a z-fighting/texture flickering issue under the stairs leading out of the bar.
 +  * Fixed the computer screens on some items seen in agricultural settlements so that they are consistent with other computer screens.
 +  * Fixed the UVs on the Orca winglets (Love this term) as some paint jobs were being flipped when viewed at a distance.
 +  * Adjusted the collision boundary inside the thargoid sites so that the camera suite can no longer clip inside it.
 +  * Balancing passes have been made on the forcefield material used in radial planet ports.
 +  * Fixed the UVs on some Orca ship kit pieces to ensure that they receive the correct colour from any applied paint job.
 +  * Fixed some UVs on the underside of the Orca to improve paint jobs.
 +  * Fixed the Camera Suite from being able to pass into/out of the Fleet Carrier social space at certain points.
 +  * Tweaked some settings for the DiamondBack Scout landing gear, which should give more clearance to the SRV when landed on uneven terrain.
 +  * Made the Chieftain Pulse Red paint job a little more red.
 +  * Fixed UVs on the Cobra Mk III ship kit so that paint jobs apply correctly.
 +  * Fixed UVs on the LODs of the Viper so that paint jobs apply better.
 +  * Fixed some issues with UVs causing issues with some paint jobs on the Anaconda ship kits.
 +  * Fixed an aggressive LOD pop on the Empire capital ship's drives.
 +  * Minor optimisations to the small trucks seen inside starports.
 +  * Adjusted the decals for the Python so that they fit more snugly onto the hull of the ship.
 +  * Fixed some benches letting you sit on top of another NPC instead of in the empty seat next to them - Ahhh so it wasn’t a feature!
 +  * NPCs can no longer be found sleeping on a backless bench near Inter-Astra in some concourses - Honestly, let them rest at this point…
 +  * Adjusted ship outfitting cameras for the Mamba so they are no longer being blocked in some hangar types.
 +  * Fixed stretched textures inside of the landing gear well on the DiamondBack Explorer.
 +  * Fixed the missing fighter bay door on the wrecked Beluga model.
 +  * Removed a duplicated NPC in a planet port social space.
 +  * Fixed some occlusion mesh poking through walls of a large underground hangar resulting in large dark visual artefacts.
 +  * Fixed an issue where a collision problem on the Anaconda which could cause a crash in multiplayer scenarios.
 +
 +**UI**
 +  * Added an optional keybind for the Shutdown Field Neutraliser module.
 +  * Added a paragraph font display to the naming popup for loadouts, this allows Commanders to see how their loadout name will look with upper and lower case letters before saving it.
 +  * Missions will now be clearly marked in the galaxy map as failed, where appropriate.
 +  * Updated the transfer panel to ensure Commanders cannot target something that isn't on-screen.
 +  * Marker 'legend/key' for selected objects has been added to the right-hand panel to better inform what the markers showcase.
 +  * It is no longer possible to toggle off a route setting mode in the panel.
 +  * Connector lines can now be hidden in the display options menu and the game will remember this setting when the galaxy map is reopened.
 +  * The cargo canister info panel no longer repeats information.
 +  * Removed hardpoint target sights when using the Camera Suite.
 +  * Fixed decimal separator in suit and weapon mods selection screen.
 +  * Players swapping between ships, SRVs and on-foot whilst in a wing will no longer indicate to teammates that their ship or SRV has been destroyed.
 +  * Fixed module storage notifications from truncating long module names.
 +  * Fixed bookmark menu text for unexplored planets.
 +  * A targeted ship's displayed faction is now consistent between the HUD target info and the contacts panel.
 +  * HUD notifications for megaship departures now display the correct time units.
 +  * The flight tutorial now shows the correct text for pitch, roll, and yaw inputs.
 +  * Fixed a missing text string in the inbox message that is sent when failing to deliver cargo for delivery missions.
 +  * Fixed missing text for an inbox message during Megaship Infiltration missions.
 +
 +**VFX**
 +  * Improved hangar lighting.
 +  * Balancing pass carried out in terms of VFX for all ship cockpits, to improve visual behaviour.
 +  * Rebalanced Interceptor weapon brightness.
 +  * Fixed an issue with skimmer particle effects appearing incorrectly.
 +  * Improvements made to all lightning in Lagrange clouds.
 +  * Improved the visual quality of the Thargoid arrival.
 +
 +**Tutorial**
 +  * Removed excessive messages from appearing when backing out of the terminal - I get that we’re rooting for new players but give them space.
 +  * Fixed an issue where the tutorial ammo crate may sometimes not appear.
 +
 +**Localisation**
 +  * Joy Senne Audio Logs titles don't overlap anymore.
 +  * Improved translations shown when exiting the ship in German.
 +  * Fixed various spelling errors.
 +
 +**Key known Issues**
 +  * Spanish translation of "Thargoid Controlled" mistranslated to "Thargoids under control".
 +  * Some missions may offer fewer credits than must be spent to buy the requested commodities.
 +
 +**Update Notes | Elite Dangerous Legacy**
 +  * Necessary structural changes to ensure the separation of versions was possible.
 +
 +
 +As always, Commanders, a big o7 from all of us on this side of the Galaxy.
 +
 +Have a great Update 14 day.
 +
 +See you in the black.
 +</WRAP>
 +
 +<WRAP half column box round>
 +<WRAP centeralign>
 +=== Steam ===
 +</WRAP>
 +
 +===== Original-Überschrift =====
 +
 +Text
 +</WRAP>
 +</WRAP>
 +
 +----
 +
 +[<>]
 +
 +{{tag>patchnotes frontier steam}}
 +
  

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