Update 10 - Odyssey and Horizons
Author: Bruce Garrido,
published 2 years ago,
[h1]Update 10 Patch Notes[/h1]
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 BST/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.
[h1]Odyssey[/h1]
[h3]Optimisation[/h3]
The following features have received optimisation improvements:
[list]
[*] Looking at/through glass
[*] Cockpit glass
[*] Galaxy and System Map functionality
[*] Avatar decals
[*] Forward lit VFX
[*] Planet fine textures
[*] Shadows
[*] Emissive rescaling
[/list]
[h3]Rendering[/h3]
[list]
[*] An issue causing artifacting on the local view in the System Map was fixed
[/list]
[h3]Stability[/h3]
[list]
[*] 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
[/list]
[h3]Server[/h3]
[list]
[*] 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
[/list]
[h3]From the Issue Tracker[/h3]
[list]
[*] 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 the thermal conduit have been corrected to scale with ship heat between 90-150%, capped at 160%
[/list]
[h3]AI[/h3]
[list]
[*] 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
[/list]
[h3]Settlements[/h3]
[list]
[*] 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
[/list]
[h3]Character Animation[/h3]
[list]
[*] An issue when running with the cutting tools was fixed. Although, our mothers still advise against it
[/list]
[h3]Ships & SRVs[/h3]
[list]
[*] 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
[/list]
[h3]Interactions[/h3]
[list]
[*] 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
[/list]
[h3]Factions[/h3]
The Pirate Attack faction state will now:
[list]
[*] 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
[/list]
[list]
[*] 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
[/list]
[h1]Horizons[/h1]
[list]
[*] 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 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
[/list]
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