Elite Dangerous: Odyssey | Update 12 Update Notes

My FC copilot earn some secret Yoga abilities - he can levitate.
 

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Was the mining bug coming in update 12 mentioned before me? (I just checked a few pages back and no info)
If you also do mining, please reply to the ticket to make the verification process faster.

It is a bit frustrating that with every patch something, just what we would like to do is ruined :LOL:
In previous patch I started to finally collect materials for engineering, when the SRV could only pick up only the first item, then it was bugged.
Now me and my brother cannot do mining...
Or, to be honest, we could, but we have to detonate the same asteroid twice. Once him and then me, doubling the void opal particles. Easy money (a bit cheating) but completely ruins the purpose of mining :cautious:
 
See what? 23 FPS on foot? You f..ing joking?

RTX 2060 @ 2560×1080, i7-8700K, 32 GB Ram

For comparsion: Cyberpunk 80--140 FPS, looks smooth, antialiasing is okey, lighting is great. Here? Edgy .
 

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Odyssey is marketed as an optional DLC, yet so many people treat it like it's a mandatory replacement for Horizons. I don't understand this.
Now it may be the plan has changed............... but whilst this is technically true at the moment, it isnt meant to be the case. The plan WAS (and until i hear otherwise still IS) to merge the 2 so that everyone will be using the ED:O platform just with people without the DLC restricted to what they can do in it. i actually want this to hurry up so i can play with friends again without having to install the game twice........... but until FD fix the issues i understand why it cant happen yet. (but it is over a year and for now their "optional" DLC has completely fractured the game, which is a shame imo. (and it affects me less than most as i dont mind being alone most of the time - which is why i havent complained about it)
 
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Now it may be the plan has changed............... but whilst this is technically true at the moment, it isnt meant to be the case. The plan WAS (and until i hear otherwise still IS) to merge the 2 so that everyone will be using the ED:O platform just with people without the DLC restricted to what they can do in it. i actually want this to hurry up so i can play with friends again without having to install the game twice........... but until FD fix the issues i understand why it cant happen yet. (but it is over a year and for now their "optional" DLC has completely fractured the game, which is a shame imo. (and it affects me less than most as i dont mind being alone most of the time - which is why i havent complained about it)
Oh yes, I'm well aware of the looming "threat" of Odyssey Lite. But with Frontier pledged to continue support for Legacy Horizons on console, and the notable absence of Odyssey Lite from the recent roadmap, I'm not too worried about losing Legacy Horizons on PC just yet. The day will come, though, this I don't doubt.
 
Once they get far enough away from the settlement they often just fall through the ground and disappear.
Causing an alert state (atmospheric pressure panel, illegal data downloads while the alarms are still active, powering down a settlement, et cetera) will reset their pathing and have them return to the settlement, even if they are hundreds of meters away already.
 
Settlement Raid missions cannot be completed, with one NPC missing.

I have already heard about this bug. I don't know if it's because I haven't done enough settlement raids yet, but so far it hasn't happened to me. All the raids I've done so far have been in an active settlement (I think that's the norm?) where you can easily find and tag them via consoles, so you don't have to search blindly. This also includes the technicians who are still in the buildings, so it is not possible to simply bomb them from the ship.

However, as soon as I even mention something like that without knocking on wood, it usually happens for me too. 🥴
 
Causing an alert state (atmospheric pressure panel, illegal data downloads while the alarms are still active, powering down a settlement, et cetera) will reset their pathing and have them return to the settlement, even if they are hundreds of meters away already.
Hmm, I don't think this has ever worked for me in the past. I invariably turn off the alarms quite early, but powering down the settlement is then the last thing I do and on one recent occasion I then chased after the final NPC in my SRV (over 1 km away, so not showing on the suit scanner at all) and found she was still heading away from me.
Maybe only guards get their pathing reset? (If I recall correctly, that particular NPC was a civilian.)
 
Maybe only guards get their pathing reset? (If I recall correctly, that particular NPC was a civilian.)
Perhaps the results are as intermittent as the bug causing the NPCs to walk away, because the most recent one I had to chase down was a civilian and there was certainly an alarmed reaction and subsequent 180 when the settlement powered down a mere 800 meters behind us.
 
Hmm, I don't think this has ever worked for me in the past. I invariably turn off the alarms quite early, but powering down the settlement is then the last thing I do and on one recent occasion I then chased after the final NPC in my SRV (over 1 km away, so not showing on the suit scanner at all) and found she was still heading away from me.
Maybe only guards get their pathing reset? (If I recall correctly, that particular NPC was a civilian.)
I killed the 15 by on foot combat. Checked terminal after and no staff existed, took the power regulator, waited outside and it was a no show. Reminds me of Tinder...
 
I killed the 15 by on foot combat. Checked terminal after and no staff existed, took the power regulator, waited outside and it was a no show. Reminds me of Tinder...
Yeah, I think they show up on the terminal even at pretty long range (not sure if there's a limit) so #16 was probably already dead...
 
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.

I don't see it here, so is it intentional or a bug that we can no longer access our ship's panels while a station/carrier board is open? Makes sharing massacre missions at turn in a huge PITA when stacking with the sqdmates.
 
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