Update 11 Patch Notes

It would be a potentially cool idea to have missions inside space stations. Whether that's on-foot combat inside them, espionage/stealth missions to do something undetected in them, or even just mundane things like "go to the laboratory of a high tech station and drop off a package".

However, that would require FDev to create significant new map assets for space stations beyond just a concourse, so it's not a simple thing and may be the kind of content that requires another expansion.

Also, it'd require the players to accept the idea that if a space station is in a war state, they're going to lose access to it like if it were damaged. Personally? I wouldn't mind if stations could be put in a damaged state by combatants in a war, or if they could be put in a state where they're an active war-zone that is hostile to the non-controlling faction. But it would still be a big disruption for anyone who just wants to drop off cargo or run unrelated missions.
I wasn't thinking of it replacing the concourse, so players could still access that. Just the addition of a mission area as well, a twisty maze of interior passages and rooms or similar. But yes, if it happened at all that would likely be a future expansion.
 
I wasn't thinking of it replacing the concourse, so players could still access that. Just the addition of a mission area as well, a twisty maze of interior passages and rooms or similar. But yes, if it happened at all that would likely be a future expansion.
Oh yeah, I'm not necessarily thinking gunfights on the concourse. But if a major firefight broke out on a station, it wouldn't make sense for the station not to go into total lockdown, you know? I know they're cities in space, but they only really have one entrance/exit for ships to bring you in, and if the station's security knows that there are people on the station who are attacking it, the first logical step they'd take is shutting the mailbox.

You could maybe hand-wave this for something like an assassination mission or a stealth op gone wrong. But if there are missions that are equivalent to combat zones on stations? Ones where your objective is "get inside the station and attack it"? It would be very weird for you to contact the control tower and casually leave after that. It would make a lot more sense in something like a war state where the station is being damaged from the outside or something and can't shut the door on attackers (or insta-kill them with the station's anti-ship weaponry).

Anyway, food for thought.
 
Just wondering if there's been any announcements or plans for fixes to some of the obvious things, like having no access to the mode selectors so we can chat, view contacts, wave or O7 folks while seated? I cant imagine that it's intended to remain as is.
 
It was mentioned in last night's Frameshift Live. They are aware about the community wanting account transfers from console to PC, about not being able to do anything while sitting, the limits of the bartender, and that maybe it would be a good idea to let the captain use the panel by the seat for something. No answer per se, but they are aware and looking into it.
 
One question:

Why do the quality degradation options have to be ON by default?
I missed the patch notes as I came back to ED after a few weeks and I thought I was either going crazy or my RX 6800 XT was dying - the planet surface was super ugly and pixelated (even at 1440p it was painful to look at).
Instead of using what little precious time I have to actually play the game I spent the time trying to figure out what was causing it.

Could we perhaps NOT have graphics degrading options on by default?
Seriously, the same story was with Fidelity CAS. When introduced it was enabled by default and players were suddenly having blurred image and whatnot.
At least give players some heads up directly in game. Not everyone has the time to go through all of the patch notes every time :(.
Or better: Do not change the settings for worse.
 
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It would be a potentially cool idea to have missions inside space stations. Whether that's on-foot combat inside them, espionage/stealth missions to do something undetected in them, or even just mundane things like "go to the laboratory of a high tech station and drop off a package".

However, that would require FDev to create significant new map assets for space stations beyond just a concourse, so it's not a simple thing and may be the kind of content that requires another expansion.

Also, it'd require the players to accept the idea that if a space station is in a war state, they're going to lose access to it like if it were damaged. Personally? I wouldn't mind if stations could be put in a damaged state by combatants in a war, or if they could be put in a state where they're an active war-zone that is hostile to the non-controlling faction. But it would still be a big disruption for anyone who just wants to drop off cargo or run unrelated missions.
I personally would like to see the first expansion to station/port interiors to be that the main concourse is open to everyone but every faction has it's own suite, this would allow rep/influence to play a part in accessing those areas, with them opening up to commanders who are, say, friendly and above. It's there where the espionage type missions will reside, away from they prying eyes of the other factions, with the potential for missions to target these areas for assassination/espionage type things as well. Also the 'psst' type mission providers can reside there and not be so in the open as they currently are. This way you could also get to meet and greet all the people that otherwise appear in the pictures, employing dialog trees that can assist develop your rep/influence and give a more personal feel. These folks can be targeted for espionage too.
 
And another bugged mission: Extermination of scavengers with target missing (17/18). This is for me today 2/5 missions I tried which is bugged and cannot be finished and above that one had secondary objective unfulfilled because of missing scavenger (again). @Bruce G I really apreciate look of FCs interiors, but so much problems with Odyssey missions is not good. And these issues with missing targets were repeatebly reported for months already.

Edit: https://issues.frontierstore.net/issue-detail/48424 (confirmed and can be voted)
 
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Bartender inventories: We need a better way to find materials for buying/sale. For a start, is it possible to put them in the player journal on dock, not just in the FC CAPI endpoint, like a regular market?
 
Note posted at 17:00 - Fleet Carrier jump times have greatly increased. This is a deliberate queue-management feature built-in as a server safeguard. We expect many Commanders are jumping simultaneously to experience the jumps from the inside! We expect a return to normal levels once this initial spike in excitement dissipates.

For anyone unable to Disembark on their Fleet Carriers, please trying re-logging and restarting the game client. Apologies to anyone inconvenienced or unable to resolve the issue this way. We are aware and investigating.


PATCH NOTES

Greetings Commanders,

Update 11 has arrived! Since Elite Dangerous’ inception, Commanders yearned to stand and walk on planets throughout the Milky Way which Odyssey has delivered. Now it’s time to sit down once again, put those feet up, and enjoy one of the most glorious views in the game from the inside: a Fleet Carrier jump.

This release also brings a range of fixes and features including the brand new Protect mission type. If you’re up for the challenge, these missions will demand more of Commanders than previous types. Read all about them and everything else in Update 11 below:

Fleet Carriers
Interiors have been added to Fleet Carriers to enjoy on-foot. These include:

Main Areas
  • A main concourse and hangar lobby.
  • A Command Deck with an additional area for the owner and their Wing.
  • A seating area for safe Fleet Carrier jumps.
Optional Areas & Services
  • Bar
  • Vista Genomics service desk
  • Pioneer Supplies store
  • Shipyard access point (included with the Shipyard service)
Other Fleet Carrier Changes
  • On-foot access to the shipyard is now available (added automatically if the Shipyard service is enabled).
  • Service tariffs can now be set individually, allowing control of each service’s costs (Universal Cartographics and Vista Genomics do not use the tariff system).
  • The Fleet Carrier Livery has been moved into the same environment as Outfitting.
  • The Fleet Carrier Livery now includes a number of concourse themes.
  • A small amount of random delay was added for landing pads retracting during jump prep for aesthetics.
  • The Fleet Carrier section of the Pilot's Handbook now describes new features and how to use the new bartender functionality.
  • A lack of notifications for Fleet Carrier jumps until 10 seconds beforehand was fixed.
Sitting
It is now possible to sit in all chairs and barstools found on all concourses (albeit one at a time).

Missions
  • New “Protect” missions ask Commanders to defend against criminals attacking delivery routes. These missions pose a new challenge in both combat difficulty (teammates recommended) and time-response required. To account for these, factions will offer higher sums than usual.
  • Fixed an issue where missions could be repeatedly abandoned to produce a strong negative influence on the faction offering.
  • Fixed an issue with shared missions not displaying correctly when in a failed state.
  • Changed the settlement mission givers’ compass icon to match the concourse mission giver icon to distinguish between new missions givers and existing mission targets.
  • Fixed a legal Collection mission asking you to collect an illicit item. Naughty.
  • Fixed some incorrect text in a Sabotage mission.
Settlements
  • Added the new cargo loader used in the new Protect missions to various settlements.
  • Fixed a control point being inaccessible at a specific settlement type during Conflict Zones.
  • Fixed corpses clipping through the floor.
  • Added and adjusted ammo crate positions to improve distribution.
  • Floating consumable boxes were brought back down to Earth (or relevant body).
AI
  • The on-foot friendly-fire system has been extended to include turrets, skimmers, and ships.
  • Attacking an enemy dropship can no longer cause a friendly settlement to become hostile.
Combat
  • Fixed an issue in multiplayer whereby throwing a grenade consumed multiple grenades (that didn’t seem fair).
  • Slightly reduced how much power the Scorpion’s Surge Repeated consumes allowing for longer runs of sustained fire at full accuracy.
Codex: Pilot’s Handbook
  • The Fleet Carrier guide was updated to include the new concourse services and functions.
  • Missing images when accessing some articles via the Insight Hub were replaced.
Codex: Knowledge Base
  • The following articles have been added:
  • Aegis
  • The Consortium
  • Generation Ships
  • Pilots' Federation
  • Several entries under “Corporations”
  • Ishmael Palin’s entry was updated.
  • The Guardians section saw a terminology correction.
Audio
  • Fixed some broken UI sounds in outfitting weapon and suit cosmetics.
  • Fixed broken main menu button sounds under Controls and Extras.
  • Fixed broken UI sounds in the player character creation screen.
  • Fixed mix issues on the Scorpion SRV deploy and stow sounds.
  • Fixed various Fleet Carrier management screen audibility and mix issues.
  • Fixed an issue where the Apex radio comms voice, heard when taxi drivers request landing clearance, gets stuck.
  • Fixed the fridge sounds behind the bar areas sometimes being loud.
  • Fixed mix issues on the turbo lifts in social spaces.
  • Fixed inaudible UI sounds in the on-foot Shipyard menus
  • Fixed the continuous tinkling Supercruise flyby sound when on another player's ship.
  • Fixed a transition on the Galaxy Map music.
  • Fixed issues when disembarking on foot from either SRV type.
  • Fixed the sound of flying through the rings in the ship tutorial.
  • Fixed the rotating loading screen animation on some menus being silent.
  • Fixed the cinematic when purchasing a Fleet Carrier being silent.
  • Fixed the “back” action in Carrier Livery to no longer be silent.
Art
  • The Cargo Loader and cargo canisters were added for Protect missions.
  • Small settlement landing pads schematics were enlarged to aid navigation and landing.
  • LOD issues on various doors and screens were fixed.
  • The offset Livery camera for the Python was fixed.
  • Non-tinted colours of beverage materials were fixed.
  • A hitcheck issue on the Krait Mk II Raider ship kit, preventing some weapons from firing was fixed.
  • Hitcheck issues on the Fer-de-Lance underside were fixed.
  • A missing hitcheck on the underside of the dome seen in Agricultural settlements was added.
  • Multiple hitcheck issues on legacy planet settlement objects were fixed.
  • Ship landing gear was adjusted to render more pleasingly.
  • The door glass shader in Agricultural settlements was adjusted to tint glass correctly.
  • Electricae scatter assets now have been subtly colour-adjusted, using LUT data from the planet surface to recolour them.
  • The warning light in the Beluga cockpit now emits from an apparent source.
  • A material issue on a laboratory workbench was fixed.
  • Z-lighting on decals at a Thargoid Imprint was fixed.
  • Adjusted high tech doors to slide open without intersecting.
  • Fixed floating rocks at a Thargoid ship crash site.
  • Improved the alignment of thrusters on the nose of the Cobra Mk IV
  • Fixed the glow on collectables at Guardian sites when approached in an SRV.
  • Fixed an occlusion issue seen from the hangar lobby of some Industrial stations.
  • The glow of activated Guardian pylons was made more visible.
  • Fixed the incorrect appearance of some AI feet and torsos.
Rendering
  • Fixed suits and visors rendering in-front of particle VFX.
  • Fixed misaligned text on Fleet Carrier nameplates and decals.
  • Fixed scatter rock appearing black on planet surfaces from a distance.
  • Fixed the cockpit view rendering over the Galaxy Map.
  • Checkerboard rendering is now automatically applied to low, medium, and high quality graphics settings. This option will reduce the cost of the planet terrain shader when in close proximity to a landable planet.
UI
  • Truncation issues on the Ship panel of the right-hand internal panel were fixed.
  • Text colouring on the ship boarding panel was fixed.
  • The layout of the search results in the Galaxy Map when missions exist in bookmarked systems was fixed.
  • Text resizing to the item/emote wheel so letter wrap correctly was added.
  • Focusing behaviour for the staff list on terminals was fixed.
  • Filters at the Pioneer Supplies vendor when buying/selling a weapon on suit were fixed, preventing new items which don’t match the filters being shown.
  • An issue on the multicrew report popup that would cause multiple crew members to be selected at once was fixed.
  • Rank animations were adjusted to display the correct ranks.
  • An icon was added to the radar to display powered-down recharge stations.
Performance and Optimisation
  • Unnecessary operations were reduced in the humanoid HUD markers system.
  • Fixed cases of shadows flickering from directional lights.
  • All visual effects at settlements will now adjust to graphics settings.
  • Selecting graphic pre-sets now correctly applies super resolution values with FSR.
  • Other rendering optimisations:
  • Reduced the workload for maintaining avatars while they are not visible.
  • Ensured planet-related systems do not perform unnecessary work when in space.
  • Miscellaneous optimisations to lighting and colour grading.
  • Fixed some incorrect text in a Theft mission.
  • Fixed an issue where a faction would sometimes target themselves for a Hacking mission.
  • Fixed an issue where some missions expire but not correctly fail.
  • Fixed Salvage missions failing to have the relevant item for the mission.
  • Fixed the spawning of mission givers for the hand-in of missions taken from a settlement.
Server & Stability
  • Fixed Stygian paint jobs appearing as the wrong colour on the Cobra Mk IV.
  • Fixed a Black Adder server error when deploying a second fighter from the ship.
  • Fixed some black markets not being activated during Civil Unrest.
  • Fixed a crash while embarking/disembarking at settlements.
  • Fixed a crash when dying during the tutorial.
  • Fixed a crash that could occur while jumping to hyperspace/Supercruise while trespassing.
Issue Tracker Fixes
  • Fixed issues with ships not inheriting the spin of stations when undocking with Flight Assist off and Auto-Launch on, resulting in rapid spinning and collisions.
  • Fixed issues with not being able to collect resources from Crystalline Structures.
  • The brightness and flickering when mining icy asteroids was reduced.
Horizons
  • Fleet Carrier tariffs (as described in the Odyssey Fleet Carrier section) were made backwards compatible.
  • Some stability fixes were added.
  • An incorrect string when selecting the Multi-Limpet Controller in Outfitting was fixed.
  • Hairstyles displaying incorrectly in Holo-Me were fixed.
  • Crew voices changing upon re-launch of the game or switching modes was fixed.
  • Fleet Carrier nameplates and decals appearing off-centre was fixed.
  • A lack of notifications for Fleet Carrier jumps until 10 seconds beforehand was fixed.

That’s a wrap for Update 11! We hope you enjoy all of the above and get to experience a Fleet Carrier jump from your owner’s chair or the viewing deck in the near future.

O7
Like the optimism bit not likely the only chair I can sit in is my ships lol oh well can imagine all the hustle and bustle going on in my carrier while I'm stuck in the car park.
To clarify console player still here just lol 😅

o7
 
Just noticed another bug with the bartender; in management it says '3 items sold' when it should be '3 purchase orders'. I ain't selling stuff there I'm offering to buy stuff. Should be listed as a purchase order.

Why are we still bugfixing Odyssey for FDev at this point?
 
Dear CMs, just in case this one flew under the radar. Not gamebreaking, still weird.

 
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