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
RENDERING
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
SETTLEMENTS (NEW FOR ODYSSEY)
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
SETTLEMENTS (HORIZONS)
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
SHIPS
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
Adder
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
Anaconda
Fixed mirrored 'KEEP CLEAR' decal
Panel texture issues fixed
Asp Scout
Hardpoint panel texture fix
Beluga
Hitcheck fixes
Chieftain
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
Clipper
Fixed z-fighting on tail decal
Cobra Mk III
Hitcheck issues fixed
Bumper now looks correct when it is worn and scratched
Cobra Mk IV
Added Tutorial-specific Cobra Mk IV shuttle
Cutter
Fixed hitcheck on steps
Eagle
Fixed missing Nameplate
Federal Assault Ship
Fixed a number of hitcheck issues
Federal Corvette
Hitcheck issues fixed
Federal Corvette texture fix
Federal Dropship
Fixed a number of hitcheck issues
Federal Gunship
Fixed hangar cameras
Fixed Shipkits
Fixed a number of hitcheck issues
Fer-de-Lance
Fixed a number of hitcheck issues
Improved connectivity with shipkit parts
Hauler
Fixed a number of hitcheck issues
Keelback
Fixed a number of hitcheck issues
Krait MKII
Added extra hitcheck to cover the fighter bay hatch
Krait Phantom
Hitcheck issues and landing gear volumes fixed
Mamba
Fixed a number of hitcheck issues
Python
Fixed paintjob issues observed at a distance
Sidewinder
Hitcheck improvements, and landing gear leg re-centred
Type 6
Fixed a number of hitcheck issues
Type 7 Transporter
Fixed a number of hitcheck issues
Type 9 Heavy
Fixed a number of hitcheck issues
Wing hitchecks now animate
Type 10 Defender
Improved landing position to help with deploying/recalling the SRV
Viper Mk IV
Fixed the hitcheck groove so that the player does not get stuck
Fixed some small holes in the hull geometry
CONCOURSE SPACES
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
SPACE STATIONS
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’
STARS
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"
TERRAIN (& PLANETS)
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
UI
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.
Apex
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.
Bartender
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.
Codex
Pilot's Handbook: Added 4 new categories (Settlements, Engineers, The Concourse, Suits and Equipment) with associated icons
Comms Panel
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
Conflict Zones
Added a new string to display the conflict zones rationale in CZ Respawn UI
Contacts Panel
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
Embarking Panel
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
Fleet Carriers
Fixed an issue where carrier vanity names would be displaced with extra characters in some places
GalNet
Added a new icon for generic news
Holo-me
Fixed a bug where panels would retain their state when changing tab
HUD
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'
HUD Notifications
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.
Loadout Browser
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)
Maps
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
Mission Board
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
Focus / Navigation fixes
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
Mission Provider
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)
Navigation Panel
Implement buttons for location popup in on foot navigation panel
Outfitting
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
Pioneer Supplies
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
Rebuy/Redeploy UI
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
Shipyard
Added the selected ship indicator to disabled ships
Fixed ship information now to update to the correct data when a filter is selected
Starport Services
Fixed Avatar image profiles
Search & Rescue Contact: Fixed icons and visual states
Added a fines panel to Interstellar factors
Store
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
Terminals
Fixed focus issue when closing popups
Rounded off the influence values
Transaction Panels
Added support for Community Goals
Added passenger profile pop-up
Transfer panel
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
Tutorial
There is now a Suit Operative Tutorial option in the Training menu to let the player learn the new suit mechanics