As you may be aware, all servers are now offline as we power up our engines in preparation to launch of Elite Dangerous: Odyssey, our largest release to date.
Your feedback during the Elite Dangerous: Odyssey Alpha has been invaluable in shaping and improving what you will experience today.
To get you in the mood for this new era of exploration, combat and much more, we have collated the following patch notes detailing the changes introduced since the Alpha build, ahead of today's launch.
Fixed the mix (particularly weapons) sometimes going muffled unexpectedly, particularly in conflict zones
Fixed a low drone in the galaxy map and other mix improvements
Fixed the excessive landing pad touchdown ‘clunk’ in social spaces
Fix for reverb being too audible during vessel transitions
Fixed some engineer and bar area ambience issues (too many high frequencies)
Improvements to planetary and settlement ambiences
Improvements to the mix when engaged in a conversation with a vendor or NPC
Mix improvements on lockers
Various mix improvements on ambiences
Improvements to landing area announcers
Improvements to landing area reverbs
Improvements to turrets
Improvements to skimmers – should be less static and persistent and should be softer when stationery
Helmet deploy and stow sounds and mix changes (mix goes muffled for a moment on deploy and goes bright for a moment on stow)
Improvements to the mix inside your helmet
Mix improvements on jump assist
Various mix improvements on NPC speech and conversations
Mix improvements when interacting with a console at social spaces
Improved the ship rumble when inside a building, as it could be overpowering sometimes
Tweaks to panels and glass rattles when ships fly over buildings/social spaces
Improvements to settlement mining drills
Improvements to reverbs generally
Improvements to vessel transitions
Improved interplay between planet, settlement, and external building ambiences
Improvements to suit ventilator audio behaviour
Boosted volume of many Odyssey sounds to be more in-line with the existing ED mix
Numerous social space mix tweaks
Mix improvements to organics
Weapon Improvements
Fixed overpowering LFE on supressed weapons at distance
Fixed various issues with broken audibility on rocket explosions
Numerous weapon, explosion and ‘whizz-by’ mix improvements
Plasma crackle ‘sweetener’ added to plasma weapons
Improved audibility of long range weapons at distance
Made weapon reloads less ‘thumpy’ to other players and NPCs
Fix for social space consoles triggering a persistent ‘hum’ in the cockpit panel
Fixed various issues where some weapon sounds would retrigger on entering vanity cam
Fixed numerous issues with the audio options, volume sliders and mute buttons
Fixed various issues with reverbs not working correctly in surround sound speaker configurations
Fixed the mix often being broken in smaller ships, caused by the changes made to the cargo bay for the conflict zone deploy sequence
Fixed various mix and audio on the various types of player death and asphyxiation that can occur
Fixes for various issues with external building spot sounds
Various audio fixes and improvements on the vendor interactions and dialogue flow
Reverbs should remain audible for the sounds you can hear, rather than being faded out with sound effects slider
Turrets have movement audio
Improvements to social space announcer implementation
Improvements to pipe ambient sounds
Improvements to capture point audio
Fixed broken audio on agricultural grow wheel in settlements
Improvements to oxygen replenishment gasps
Improvements to reactor sequence
Some fixes to adverts to ensure that they sync properly, rather than playing different ads at once
Laser weapons now produce ‘whizz-bys’
Added continuous Apex and Frontline ads at their booths/banners
Settlement terminals now have unique ident audio per faction
Audio added for big broken fan
Audio added for cargo canister rack interactions
DTS headphoneX feature (in audio options) should now work with some on-foot sounds
Improvements to internal and external building alarms sounds & behaviours
Fixed an issue where, while reloading a weapon, the AI would get stuck
Fixed an issue where collisions would reapply their damage for every frame they were colliding (resulting in instant death if two ships rammed each other)
Fixed an issue where dying humanoids would be treated as environment objects and deal huge amounts of damage to colliding SRVs
Fixed an issue where certain NPCs detectable by humanoid sensors did not show their nameplates
Fixed an issue where AI would not perform their ‘death bark’ when being tazed
Fix for a rare Kinematic crash
Fixed some situations where AI would incorrectly think they had weapon line of sight when close to nearby obstacles
Fixed an issue where Humanoid corpses and certain NPCs did not have their nameplate attached to their head
Fixed erratic weapon aiming when AI were very close to their target
AI will now engage vehicles at a longer range
Improved AI behaviour when their combat target is a long distance from a settlement
Improved AI behaviour when their combat target is in an unreachable location
Various improvements to ship AI
Various further improvements to combat AI
When seeking cover, AI will no longer hide behind their ‘friends’
AI vision cones are now correctly tied to the third person model
A rework of the AI's ability to utilise grenades and the frequency thereof
Improved AI grenade throwing so that they will now flush targets from rooftops
Non-physical contact personal space warnings are remembered in the area around them, preventing multiple AI talking over each other
Personal space vocalisation cool-downs are now remembered between behaviours
Reworked the cool-downs for personal space warnings
Fixed a crash when the cargo bay is not available when attempting to enter the cargo depot
Fixed an issue where player ships bounced when landed
Fixed an issue where if you book a shuttle and then cancel the booking before the shuttle goes live, the pending shuttle object would remain
Fixed a crash whenever a player died while participating in CQC
Fixed a crash when another player in your session disembarks from their vessel
Fixed a crash in the on-foot tutorial when opening the system map (also disabled access to the system and galaxy maps from the navigation panel)
Fixed a crash caused by adding suit modules to the loadout
Fixed a crash in visualising a new loadout
Fixed failures seen in the carrier fuel contact
Fixed a crash when the UI is not being shown
Fixed a crash if the player gets a fleet carrier update while on the main menu
Fixed a crash when upgrading laser ship weapons at an engineer
Fixed a crash caused by getting shot by a Guardian sentinel
Fixed a potential crash when trying to turn suit shields off when entering a social space
Fixed a crash when loading in at a particular planet
Fix for error when setting 3D mode to Anaglyph in VR
Fix for error when changing 3D mode from „Off“ to „Anaglyph“, „Side-by-Side“ or „HMD“ in VR
Fix for an error often seen when accessing the System Map
Fix for an error seen when filtering by ship type in Inter Astra
Fix for an error occasionally seen when entering supercruise
Fix for an assert seen when fading planetary rings, based on whether they're seen through atmospheres
Fix for a crash often seen when in a Dropship
Fix for an error seen when exiting the livery
Fix for crash seen when changing resolution
Fix for crash occasionally seen on load up
Fix for crash sometimes seen when using terminal
Fix for a crash seen on occasion in social spaces
Fix for a crash seen when closing the game via the „incident report screen“
Fix for a crash occasionally seen on start-up
Various data port fixes - now ensures the game closes without crashing
Put a safety check around the commander data when declining applications to prevent a crash
Improvements to how corpses handle their physics skeletons
Avoiding crash for old or non-existent resources sent to us by server when someone's inventory is very out of date
Stopping data transfer on death to avoid upload crash
Fix for Shuttle Cockpits appearing overly dark
Fix for broken suit thruster lens flare
Fix for the player flashlight
Fix to prevent overly orange-tinted social spaces and removal of „cone“ effect seen above area
Fix for incorrect placement of Apex projection light
Fix to balance the organic scan VFX as well as the motherlode asteroid scan VFX
Fixes and improvements to reflection probe placement in Settlement rooms
Fix for the Life Support asset not turning light off when powered down
Fixes for lighting seams observed in some rooms
Fix and visual improvement of framing for weapons and humanoids in livery
Fix for light leaking outside of specific room
Fix for lighting of specific room not turning off when the Settlement if offline
Fix for station exterior lighting changing as the player approached
Fix for visual artefact caused by over-bright fire VFX
Fix for an effect caused by Thargoid probes
Fix for visual artefact caused by over-bright grenade explosion VFX
Fix for steam VFX clipping through box in specific Settlement room
Visual improvement to the chimney VFX
Visual Improvements to lighting at all Station Lobby Types, including Engineers
Visual Improvements to lighting at Legacy Engineer Bases
Visual Improvements to lighting at Odyssey Engineer Bases
Visual improvement to lens flare that can be seen when navigating down to a Settlement
Visual improvements to the appearance of other ships whilst in supercruise
Visual improvements to lighting in Engineer Bases
Visual improvements to lighting in all turbolifts
Visual Improvements to lighting for all „Under Repair“ hangars
Visual improvements to lighting for Damaged Stations
Visual Improvements to lighting for all inner docks and hangars
Visual improvements to Ship Exterior lighting
Visual improvements to lighting of full body commander portraits
Visual improvements to lighting in selected buildings and Settlements
Visual improvements to livery lighting
Visual improvements to exterior lighting of all Megaships
Visual improvements to all ship lens flares and emissives (VFX)
Visual Improvement to the VFX of hyperspace sequence
Visual improvements and further balancing of all human weapon bullet impact decals
Visual improvements and additional balancing of all ship weapon and skimmer weapon bullet impact decals
Re-balancing of the Thargoid Portal VFX for the new lighting scheme
Atmospheric VFX (steam) added back into hangars
Updated lighting for Thargoid structures
Weapons thumbnails updated to frame correctly in Outfitting view
Canopies at Settlements now have working lights
Dim light mode setup for use in the livery as the „Lights off“ mode
Reduce flashing on exterior of damaged stations
Improvement to ship shield material and VFX when hit with a humanoid weapon
Trails of DSS Probes have been re-balanced for new lighting and will now rescale to various lighting conditions, so they are always visible to the player when probing a planet
Fires now cast more light in rooms
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
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
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
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
Fixed maintenance panel can be knocked into housing blocking power node
Fixed Gal Map - Critical information present in Horizons Missing/Removed
Fixed ram damage incorrectly calculated
Fixed ship radar not showing system bodies correctly
Fixed filters in DSS that are not showing
Fixed On-foot momentum midair is not preserved in Odyssey
Fixed no facial animations while NPC are speaking
Fixed Apex ship landing sound being out of sync
Fixed ‘empty’ Conflict Zones
Fixed all missions failed when died on mission
Fixed Commander Camera Suite Keybind cannot match Ship and SRV Camera Suite Keybinds
Fixed GalMap - Mouse focus issues
Fixed crash during landing approach via Shuttle
Fixed mouse pointer does not align with selection
Fixed some of Russian letters in terminal are replaced with squares
Fixed mission reward is incorrectly tagged as Stolen and Mission
Fixed mapped planet in analysis mode show up as solid green
Fixed cannot use the Cobra in Nervi until you initiate active ship transfer
Fixed no credits. Due to buying consumables and my credits did not update.
Fixed loss of all your exploration data when you die on foot AND in SRV while ship is in the hangar
Fixed square Russian text in Codex menu
Fixed issues with Russian text in comm menus
Fixed texture instability on planet surface (flipping between 2 different textures)
Fixed character creation - loading skins not simultaneous
Fixed SRV cargo scoop failing to load cargo into SRV
Fixed issue where teammate jumping on your Apex ship before takeoff caused it to explode
Fixed the backpack and items from the backpack can no longer be used
Fixed Orange Sidewinder Error Message
Fixed unable to exit ship due to low temperature
Fixed civilian NPCs walking around outside at 55K with no protection
Fixed planetary map uses wrong icon in the System Map
Fixed negotiation never seems to succeed
Fixed mission givers for repair missions handing out stolen items
Fixed cannot disembark APEX shuttle - Station forbids it
Fixed a griefing exploit: repeat summoning apex shuttles
Fixed bounty not being cleared after handing yourself in
Fixed game is crashing on loading
Fixed installation issue occurring
Fixed game menu shrinks when triggered in the system map
Fixed unable to access docked ships(and other Inter Astra services) if main ship is at a different station
Fixed elevator door sounds aren't playing
Fixed shuttle interior is extremely dark
Fixed spawned outside of playable bubble
Fixed planet surface textures blocky and glitch on approach
Fixed team members not instancing
Fixed destination lock doesn't work at resource extraction sites
Fixed attacked and killed by settlement security for not stopping when challenged in midair
Fixed hot keys Not Working
Fixed unable to complete retrieval at POI because maintenance panel is buried.
Fixed floor disappears when elevator door closes
Fixed in perfect angle you can overcharge door without cutting metal plate (without cutter tool)
Fixed cannot plot route to bookmarked station
Fixed game freezing when firing weapons
Fixed Load Failed: There was a problem retrieving Commander Data from the server
Fixed Combat Rank appears as CQC
Fixed SRV Livery option does not show the SRV but a clipped view of the ship
Fixed being able to board APEX transport before it lands
Fixed distorted text when handing in bounty vouchers
Fixed using Cargo Scoop to Collect Cargo In Ship Fails to Place Cargo in Ship Inventory
Fixed kills at Sangweni Synthetics Assembly not counting for Raid: Exterminate Ayla Silver Council Members
Fixed game stuck - cannot disembark from Apex Shuttle due to unsafe temperatures
Fixed gigantic cliffs in planet landscape oddly following line of longitude
Fixed NPCs can spawn with feet in the floor
Fixed when in Team entering a friendly SRV caused yellow adder error
Fixed Agriculture station lobby shaders
Fixed no option to transfer cargo between SRV and ship
Fixed strange objects appear when doing an FSS in VR
Fixed audio beep when flight assist is turned off is not playing
Fixed stars are too dim dimmer even than in Horizons
Fixed received trespassing fine after receiving permission to dock
Fixed cannot upgrade Maverick suit
Fixed walk key does not have text describing what it is
Fixed cannot complete Commander creation or save Commander
Fixed planets do not show on scanner in supercruise
Fixed Journal Music spam when moving slowly
Fixed wrong mission when at landing
Fixed very dark when in space
Fixed container partially underground
Fixed display resolution and full screen settings in VR change every time ship is boarded / disembarked
Fixed stuck on "Incident Report" loading screen when logging on
Fixed Vista Genomics 'Back' button doesn't work
Fixed wrong faction state on system map
Fixed APEX shuttle does not use glide when jumping from planet to another spot on same planet
Fixed System influence displays to far too many decimal places
Fixed Mission giver not marked upon completion of mission
Fixed inventory menu hard to navigate
Fixed zoom when interacting with a computer monitor
Fixed red and blue stripe appears next to planets in system map
Fixed respawn after death caused player to have a stuck foot in a conflict zone
Fixed on-foot suit contact page title bar within 0M
Fixed not being able to select a side in Frontline Solutions system map with just a game pad or HOTAS
Fixed mission markers don't disappear after the mission is completed/abandoned
Fixed digital espionage mission doesn't provide power regulator but requires it
Fixed floating outside the station after booking a shuttle
Fixed Inter Astra - Training - Commander Left Your Team
Fixed running over enemies destroys SRV
Fixed other landed Commander Ships Bouncing
Fixed shuttle is attacked and destroyed as soon as it arrives at mission site.
Fixed when using the system map it measures distance in LY instead of Ls
Fixed NPC lying on the floor in Social Hub looks dead
Fixed Startstationsystemname error in mission turn in location
Fixed new message badge on wrong Comms Tab
Fixed shuttle chairs not textured
Fixed mission board filter resets
Fixed low chance of spawning manufacturing instructions in data ports
Fixed E-breach unavailable after hotfix
Fixed High CZ players in the instance seeing different scores/can't see each other/instance not completing
Fixed ‘First to log’ message shows in bonus part string „Debug incl + 20.000 CR bonus“
Fixed Shuttle auto cancelling
Fixed manufacturing Instructions can be reused
Fixed Conflict bonds menu balance always at 0