~~CLOSETOC~~ [<>] ---- ====== 2022-06-07 - 4.0.12 - Odyssey ====== === Frontier === ===== 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 === Steam === ===== Original-Überschrift ===== Text ---- [<>] {{tag>patchnotes frontier steam}}