Update 10 - Odyssey and Horizons

@sallymorganmoore I have a question of why isnt't your updating process scheduled every week. You can deploy minor fixes every week and when major issue is resolved you just notify ppl that on next deploy another major issue is fixed. I do believe you'll get much better response from the compunity this way and also I think you need to make community test teams before patch is released. By teams I mean . 1st team test SRV game play (maybe spit ppl to test separate SRV gameplay features) , 2nd team test settlement missions type 1, 3rd team test settlement mission type 2 etc etc ... The bugs I see are so obvious that it's kind of hard to imagine how did this slip through QA tests. You have loads and loads of community players that play this game non-stop and are dedicated to same cause and would love to participate and help. I know I would use ppl to help things get through better testing before release if I was the one leading QA. If I hadn't been busy with my own big projects I would hapilly help you make this thing better. This is just my humble opinion from experiences working on big sfotware projects ...
regards
Armando
PS: big big fan sicne 1985 ;)
 
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Greetings Commanders,

Post-Odyssey updates have reached double digits! In this round, we see a series of optimisation improvements and a large batch of fixes. At the time of this post (10:00 GMT/UTC), servers will go offline for approximately two hours while the update deploys.

Changes will come to both Odyssey and Horizons each listed in their own sections below. These will see some overlap in cases where certain changes are happening in both versions.

Odyssey

Optimisation
The following features have received optimisation improvements:
  • Looking at/through glass
  • Cockpit glass
  • Galaxy and System Map functionality
  • Avatar decals
  • Forward lit VFX
  • Planet fine textures
  • Shadows
  • Emissive rescaling

Rendering
  • An issue causing artifacting on the local view in the System Map was fixed

Stability
  • An instancing crash was fixed.
  • A crashing when entering Supercruise following a low wake was fixed
  • A crash caused by jumping to the permit-locked HIP 54530 system was fixed

Server
  • On-foot actions will now update the Codex as expected
  • On-foot ranks will now display their animation within inbox messages
  • Rank animations will no longer display as a tier lower than intended

From the Issue Tracker
  • Stars will no longer flash brightly in VR
  • The Asterope system will resume featuring signal sources
  • Polyporous growths on brain trees can be splattered once again
  • An issue with teammate Navlock was fixed
  • Deposit fragments will no longer get stuck inside asteroids
  • Damage values on thermal conduits have been corrected to scale with ship heat between 90-150%, capped at 160%

AI
  • AI will spawn at POIs in multicrew as expected
  • Omnipol corruption was addressed: their mission-givers will no longer assign illegal missions
  • Deceased NPCs can be scanned once again at offline settlements.
  • Hostile ships will once again appear as such on the radar

Settlements
  • Terminals are no longer obstructed in Shinrarta Dezhra
  • Planetary port landing pads have an added force field effect
  • Mining extractors no longer display flashing black squares
  • NPC crew members will now retaliate when in the Defend state.
  • Deceased NPCs will no longer cover the reactor console, preventing interaction

Character Animation
  • An issue when running with the cutting tool was fixed. Although, our mothers still advise against it

Ships & SRVs
  • SRV helm audio will no longer be replicated across crew members
  • Deployed vessels will retain their ship owner ID as intended
  • Camera angles for the livery screen on the Scorpion SRV were adjusted
  • A detailing issues on the Azure paint job on the Asp Explorer’s was fixed
  • Gold and black paint job colours were adjusted
  • Ember paint jobs were adjusted
  • Midnight Black paint jobs were adjusted

Interactions
  • Gravity will be re-enabled at Guardian Sites so that caskets no longer float
  • A quantum-physics issue allowing multiple players collecting the same item was fixed

Factions
The Pirate Attack faction state will now:
  • No longer trigger when only criminal factions are present in a starsystem
  • Temporarily make weapon commodities legal in most jurisdictions
  • Cause factions to lose influence to criminal factions present in that starsystem
  • Criminal factions will no longer experience active security states and their Security Points will lock at 0
  • Odyssey settlements controlled by criminal factions will now prefer to export commodities (at the usual favourable pricing) that are illegal in other jurisdictions. Their exports will return to normal if control changes to other faction types
  • Odyssey settlements that were incorrectly exporting Meta Alloys will no longer do so
  • Incorrectly negative faction consequences when selling salvaged commodities for a relatively low value were fixed
  • The Black Market station service will now activate when the controlling faction has an active Civil Unrest state
  • Faction consequences from selling commodities are now based on satisfying available demand at the Commodity Market
  • You can now support a faction by buying commodities from it, based upon satisfying available supply at its Commodity Market
  • When buying and selling, it's generally more positive to a faction to satisfy a higher supply and demand (green 3-bar icon) than a lower (red 1-bar icon), and it's generally more positive to trade more expensive commodities than cheaper ones
Horizons
  • A crash when selecting the engineering panel from a ship was fixed
  • A crash caused by entering the permit locked-HIP 54530 system was fixed
  • Deposit fragments will no longer get stuck inside asteroids
  • VFX for projectiles from the Remote Flak Launcher will no longer be too bright
  • A crash during the tutorial was fixed
  • Damage values on thermal conduits have been corrected to scale with ship heat between 90-150%, capping at 160%
  • An issue causing the session log to be inaccessible was fixed
    • [EDIT BY SALLY: This is unfortunately reopened for further investigation. Apologies, Commanders o7]
We hope you enjoy all of the fixes and improvements listed above. As always, please let us know if any of the issues persist and report any new ones on our Issue Tracker. Fly Dangerous and we’ll see you for Update 11!

O7
Hey Bruce, you forgot to mention Powerplay!

Oh, yeah, right... no overhaul... again.
 
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@sallymorganmoore I have a question of why isnt't your updating process scheduled every week.

Because long ago the question was asked of players whether they wanted many small frequent updates or larger and more spaced out updates and the general consensus at the time was for larger and more spread out updates.This of course doesn't refer to hotfixes for serious bugs and things like that which should happen quickly.
 
Because long ago the question was asked of players whether they wanted many small frequent updates or larger and more spaced out updates and the general consensus at the time was for larger and more spread out updates.This of course doesn't refer to hotfixes for serious bugs and things like that which should happen quickly.

But I don't think everyone was aware at the time that the productive environment would be used as a test environment.
 
Greetings Commanders,

Post-Odyssey updates have reached double digits! In this round, we see a series of optimisation improvements and a large batch of fixes. At the time of this post (10:00 GMT/UTC), servers will go offline for approximately two hours while the update deploys.

Changes will come to both Odyssey and Horizons each listed in their own sections below. These will see some overlap in cases where certain changes are happening in both versions.

Odyssey

Optimisation
The following features have received optimisation improvements:
  • Looking at/through glass
  • Cockpit glass
  • Galaxy and System Map functionality
  • Avatar decals
  • Forward lit VFX
  • Planet fine textures
  • Shadows
  • Emissive rescaling

Rendering
  • An issue causing artifacting on the local view in the System Map was fixed

Stability
  • An instancing crash was fixed.
  • A crashing when entering Supercruise following a low wake was fixed
  • A crash caused by jumping to the permit-locked HIP 54530 system was fixed

Server
  • On-foot actions will now update the Codex as expected
  • On-foot ranks will now display their animation within inbox messages
  • Rank animations will no longer display as a tier lower than intended

From the Issue Tracker
  • Stars will no longer flash brightly in VR
  • The Asterope system will resume featuring signal sources
  • Polyporous growths on brain trees can be splattered once again
  • An issue with teammate Navlock was fixed
  • Deposit fragments will no longer get stuck inside asteroids
  • Damage values on thermal conduits have been corrected to scale with ship heat between 90-150%, capped at 160%

AI
  • AI will spawn at POIs in multicrew as expected
  • Omnipol corruption was addressed: their mission-givers will no longer assign illegal missions
  • Deceased NPCs can be scanned once again at offline settlements.
  • Hostile ships will once again appear as such on the radar

Settlements
  • Terminals are no longer obstructed in Shinrarta Dezhra
  • Planetary port landing pads have an added force field effect
  • Mining extractors no longer display flashing black squares
  • NPC crew members will now retaliate when in the Defend state.
  • Deceased NPCs will no longer cover the reactor console, preventing interaction

Character Animation
  • An issue when running with the cutting tool was fixed. Although, our mothers still advise against it

Ships & SRVs
  • SRV helm audio will no longer be replicated across crew members
  • Deployed vessels will retain their ship owner ID as intended
  • Camera angles for the livery screen on the Scorpion SRV were adjusted
  • A detailing issues on the Azure paint job on the Asp Explorer’s was fixed
  • Gold and black paint job colours were adjusted
  • Ember paint jobs were adjusted
  • Midnight Black paint jobs were adjusted

Interactions
  • Gravity will be re-enabled at Guardian Sites so that caskets no longer float
  • A quantum-physics issue allowing multiple players collecting the same item was fixed

Factions
The Pirate Attack faction state will now:
  • No longer trigger when only criminal factions are present in a starsystem
  • Temporarily make weapon commodities legal in most jurisdictions
  • Cause factions to lose influence to criminal factions present in that starsystem
  • Criminal factions will no longer experience active security states and their Security Points will lock at 0
  • Odyssey settlements controlled by criminal factions will now prefer to export commodities (at the usual favourable pricing) that are illegal in other jurisdictions. Their exports will return to normal if control changes to other faction types
  • Odyssey settlements that were incorrectly exporting Meta Alloys will no longer do so
  • Incorrectly negative faction consequences when selling salvaged commodities for a relatively low value were fixed
  • The Black Market station service will now activate when the controlling faction has an active Civil Unrest state
  • Faction consequences from selling commodities are now based on satisfying available demand at the Commodity Market
  • You can now support a faction by buying commodities from it, based upon satisfying available supply at its Commodity Market
  • When buying and selling, it's generally more positive to a faction to satisfy a higher supply and demand (green 3-bar icon) than a lower (red 1-bar icon), and it's generally more positive to trade more expensive commodities than cheaper ones
Horizons
  • A crash when selecting the engineering panel from a ship was fixed
  • A crash caused by entering the permit locked-HIP 54530 system was fixed
  • Deposit fragments will no longer get stuck inside asteroids
  • VFX for projectiles from the Remote Flak Launcher will no longer be too bright
  • A crash during the tutorial was fixed
  • Damage values on thermal conduits have been corrected to scale with ship heat between 90-150%, capping at 160%
  • An issue causing the session log to be inaccessible was fixed
    • [EDIT BY SALLY: This is unfortunately reopened for further investigation. Apologies, Commanders o7]
We hope you enjoy all of the fixes and improvements listed above. As always, please let us know if any of the issues persist and report any new ones on our Issue Tracker. Fly Dangerous and we’ll see you for Update 11!

O7
  • An issue when running with the cutting tool was fixed. Although, our mothers still advise against it - now that was funny!
 
Because long ago the question was asked of players whether they wanted many small frequent updates or larger and more spaced out updates and the general consensus at the time was for larger and more spread out updates.This of course doesn't refer to hotfixes for serious bugs and things like that which should happen quickly.
thank you for your explanation ... although it looks like bad decision after all
 
The SRV hologram does not scale with the radar zoom anymore.
View attachment 288044
View attachment 288045
"Here we can see a giant SRVZilla stomping on the planet surface."
The issue can be voted for here: https://issues.frontierstore.net/issue-detail/45792

It hasn’t yet been acknowledged by the Devs but more votes should help.

While you’re looking at size problems with the holo - would you care to add a Confirmation to the small landing pad at settlements looking too small?
 
Well, my boss won't allow me to release to our customers patches X.1 after patches X(.0) more than a couple of time, so i was'nt expecting to be a patch tester (go figure to be beta tester for something i bought as a finished product).
So, while I may understand that EDO got F.U.B.A.R. for whatever reason, why the patches (or "updates") are clearly not tested before release is astonishing, to me.
 
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Well, my boss won't allow me to release to our customers patches X.1 after patches X(.0) more than a couple of time, so i was'nt expecting to be a patch tester (go figure to be beta tester for something i bought as a finished product).
So, while I may understand that EDO got for whatever reason, why the patches (or "updates") are clearly not tested before release is astonishing, to me.
Bravo for your boss! Which games studio do you work with, again?
 
No games. We build "smart sensors" for automation machinery.
OK, so in a pretty "mission critical" environment, where people's live may be endangered if you mess up?
Top dog, your boss!

If a game isn't 'bug free' nobody is likely to be killed because of it (apart from the odd person who may expire due to apoplexy, of course, as they have lost any perspective over what is important) but a bug or two may be inconvenient in meaning a work around has to be found, or a feature ignored until it is fixed. No big deal, really!

EDO has had issues since launch, it isn't likely to recover in the forseeable future going by the new issues introduced with each fix. But, it isn't important, it is just an expansion to a piece of entertainment software. If Frontier really cannot get it working as intended, it should be removed form the game and purchasers refunded, but, sadly, that is unlikely to occur.
 
It probably depends on the industry.
Those who value customer satisfaction strive to maintain a good standard of quality.
Is that somehow unclear?
Unclear? No, not at all, old chap(ess)...

As you said, it depends on the industry, and the gaming industry is notorious for poor quality products and customer support. There may be exceptions, but generally, it is an industry built on fantasy and hype.

Now if Frontier were selling you coffee & cookies, the story might be different.
 
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