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Genre: Shooter, Role-playing (RPG), Simulator, Adventure, Indie

Star Citizen

Star Citizen Alpha 3.18.0

Star Citizen Patch 3.18.0

Alpha Patch 3.18.0-LIVE.8389318 has been released and is now available on the LIVE environment!

It is strongly recommended that players delete their USER and Shader folders for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. The Shader folders can be found here %localappdata%\Star Citizen.

Database Reset: YES
Long Term Persistence: Disabled (Full Persistence Wipe)
Starting aUEC: 200,000


Known Issues

  • Game clients may close without error or crash handler
  • ASOP Terminals are unusable and fade to black when accessed
  • Harvestable Deposits may be invisible to players, cause collisions or become unavailable for scanning, mining or salvage gameplay
  • The Trams are out of sync with the station timers, causing trams to overlap or not appear on time
  • Elevators and Trams are “Jittery” during transit of Player Character
  • Players may occasionally be unable to exit a ship seat
  • When flying near another ship, ship seems to hit an invisible box that kicks it in random directions
  • Reclaimer main on-elevator control panels do not respond to input
  • Cargo may be invisible in multiple ships after being purchased
  • When attempting to start a refinery job, players receive the following error ; Something went wrong (Error code: 20)
  • Security Contractor Evaluation is not re-offered upon failure
  • Combat Service Beacon Progress / Rating inconsistent on missions
  • Security Work Assesment Remaining Hostile NPCs Not Spawning In
  • PTV wheels at the Orison BTR area can clip into geometry and become detached from vehicle
  • The snub fighter attached to Constellations lacks interaction prompts to enter it, making it unusable
  • Some ship wreckage erroneously give “No Material” text and do not let you salvage
  • Markers Will Randomly Disappear After Quantum Travel With No Route Set

New Features

Locations

  • Daymar Crash Site

The addition of a large derelict settlement on Daymar using parts of the StarRunner & 600i, as well as some habs adapted to the biome, to create a point of interest with included missions.

  • Sand Cave Archetype

The addition of the new Sand Cave Archetype across multiple planets and moons in the Stanton System, including Hurston, Magda, Ita, Daymar, and Wala each with their own 20 unique sand cave formations. These new sand caves include the brand new land crustacean known as the Stone Bug with it’s new harvestable, the Stone Bug Shell.

  • Stanton Racetrack Locations

Addition of many new racing locations into Stanton. With this update we are including 6 new and community driven racing locations into the Persistent Universe with updated assets and set dressings to make each racing location a unique and rewarding experience for players to test their racing skills. These Racing Tracks include: Hurston – Lorville Gateways (The Start of the Time Trial missions that leads to further track unlocks), Daymar – Yadar Valley, Orison – Caplan Stadium, Grim HEX – Miner’s Lament, Euterpe – Icebreaker, and ArcCorp – The Sky Scraper.

  • Greycat PTV Race Track

Implementing a race track into the Orison Vision Center on Crusader in the same location as the most recent Invictus Launch Week, designed for the Greycat PTV.

Gameplay

  • Physicalized Cargo T0

This refactor of the ship cargo system allows both found and purchased cargo to be picked up, moved around, and placed into the cargo grid of a ship. The Cargo system has been completely re-written and with this refactor, the cargo boxes that you see in the ship, are actual, individual boxes which can be added to and removed from the grid via the use of a tractor beam and snap to the grid for perfect placement. As part of this refactor, we’ve rebuilt the Commodity Kiosk UI in Building Blocks which will be used to buy/sell cargo to/from the ship/player inventories, and had to update not only the standard trading commodities, but also the harvestable and mineable entities.

  • Security Post Kareah Reactivation

Security Post Kareah will be taking a more central role in Stanton’s security. Crusader Security have moved in a full-time staff and have begun storing confiscated contraband aboard. The station will be off limits to all civilians, unless given prior authorization. Kareah has undergone a full art redesign polish. This includes a new evidence and contraband processing office addition with interactable contraband dispenser, new traversal pathways, new color schemes and branding, and updated set dressing and cover around the whole interior. The interior and exterior of Kareah have been updated with armed admin AI and reinforcements including new crusader security loadouts and police detectives in kevlar.


Inside Kareah, criminal players will now be able to trigger a boss to spawn after killing several AI. After this boss has been killed players will be able to loot them and find a code on their body that will unlock a terminal inside the evidence storage room. After unlocking, players will be able to activate the contraband machine to dispense drugs. The player will be able to keep getting drugs out of the dispenser until a set amount of items are generated (randomized amount between 15 and 20 items). Once all items have been retrieved, the security terminal will lock itself, and upon leaving, the contraband room the door should lock not allowing players access to the area.


Along with the Security Post Kareah Reactivation, we are introducing a new mission type called Retake Location. Initially only at Security Post Kareah, this new mission type is generated for players when a location deems itself under attack (e.g. when X amount of a location’s population is killed). This mission will generate for players outside of the location and will allow players to go to that location and lawfully enter and remove all hostile attackers. Each attacker a player kills will give them a bonus after completing the mission. Any players in the area contributing to the mission will get part of the overall reward.

  • Platform Assault on Orison

Addition of Bounty, Assassinate, Clear All, and other missions that take place on the Inspiration Park platforms created for Siege of Orison. This includes eliminate all missions similar to the current UGF missions. For these islands the player will be tasked with killing everyone in a given building. These Mercenary missions available from Crusader Industries will have three difficulty curves, ranging from an easy clear of one building, to a hard clear of three buildings. Similar to eliminate all missions, Eliminate Specific Missions will task the player with killing single or multiple Bosses based on difficulty. For players to qualify and receive these missions they first need to complete Security Work Assessment for Crusader Security.

  • New Missions: Time Trials Racing T0

Racing time trials have finally come to the PU! Players will be able to test their skills versus set times on the newly added Racing tracks around landmarks in the PU, earning rewards based on performance and even unlocking more tracks as they progress. Players can pick up the first racing mission for the outskirts of Lorville and with enough racing prowess, get reputation to move onto the rest of the Time Trials around Stanton! This T0 implementation is focused on Ships and includes reputation progression tracks. (Note for PTU: Currently after completing the Lorville racetrack Time Trial, reputation will unlock the rest of the racetracks at once. This is intended to help test them during PTU and will have normal track unlocking later on in PTU)

  • Salvage – Hull Scraping

The first implementation of Salvage into the persistent universe, which includes both hull stripping as well as repair. This includes both performing hull stripping and repairs by hand, as well as hull stripping using the systems aboard the Drake Vulture and Aegis Reclaimer. Using highly advanced compression technology, these tools can break down ship and vehicle exteriors, converting them into Recycled Material Composite (RMC), and store them in the canisters attached. The player then has the option to either use this material to repair their ship using the FPS multi-tool by filling in damaged areas or they can sell this material as a commodity. This feature also has the addition of many new, discoverable derelict ships in space around places like asteroid belts with many more common smaller ships and much rarer larger ships for players to salvage.


Vehicle Hull Scraping

Salvaging while in a vehicle is a mode like mining. To be able to scrape the hull of a newly “found” wreck, the target must have it’s shields turned off (Indicator in UI will informs about shield state). To enter and exit Salvage mode hit ‘m’ (Default keybind). Players can right click to cycle through attached Beams in the sub item slot. By Left Clicking players can activate and deactivate the scraper beam. There are 2 modes players can be in while salvaging by pressing ‘G’ (Default keybind), Converging and Fixed Mode. Fixed mode acts like weapons and points the salvage beams directly where the player aims the ship while Converging mode lets players gimbal the beams independently. Left alt + Mouse wheel will move converging point while Left alt + Right click will switch between vertical and horizontal converging mode. Players will need to manually remove filled storage boxes from the ship’s salvaging area using a using a handheld tractor beam or by converting it into RMC canisters for repairing.


FPS Hull Scraping & repair

To utilize FPS Hull scraping mechanics, players will first need to acquire a Grin Multi-tool, the Salvage and repair module for it, and the ammunition canister for the salvage and repair module. As will ship hull scraping, players will be able to strip away the hull of a ship while it’s shields are down (Indicator in UI will informs about shield state) and store the Recycled Material Composite (RMC) in the canister. Players can cycle between salvage and repair mode by pressing ‘B’ (Default keybind) a which will allow them to either scrape away materials or use collected materials to repair the hull of a ship.

  • Vehicle Soft Death

Introduction of vehicle ‘soft death.’ Now, if one of a ship’s critical components is destroyed, the ship will remain intact but stranded, leaving its contents and crew hanging in the balance. Soft death is key to the Salvage career, as abandoned vehicles can be ripped apart for serious profit by ships like the Aegis Reclaimer and all-new Drake Vulture. During ship Soft Death, players on board will not be killed and left stranded in the nonfunctional ship with MFD, weapons, engines, and thrusters being disabled. Soft Death will allow players to exit pilot and turret seats to leave or enter the ship.

  • Sandbox Prison Activities

Expansion of prison gameplay with a new suite of missions and sandbox activities to give inmates more opportunities to earn merits or to aid in their escape from prison. The prison and it’s mine are now filled with an emergent population of prison guards and civilian prisoners’ with lootable items. Players will be able to loot contraband located throughout the prison mines and from bodies and sell to the prison kiosk for merits. This includes a brand new Prison Escape Delivery Mission, where players have to find and loot an item in the escape route and then deliver it at the nearest outpost, upon doing this the player then will have their criminal record wiped by the mission giver. Players will now incur a punishment for suiciding in the prison, however if they retrieve their gear from their dead body they can pay off this merit value instantly.

  • Request landing has a new default keybinding of ALT + N
  • Disabled bed log around Outposts
  • Improved layout of commodity price alerts journal entry to list by commodity type rather than location
  • Removed Physical Pressure from Distortion Weapons

Ships and Vehicles

  • Added New Ship: Drake Vulture

Addition of Drake Interplanetary’s light salvage ship known as the Vulture.

Weapons and Items

  • Greycat Multi-tool Salvage Attachment

Addition of the new multi-tool salvage attachment into the PU. This new attachment attaches to the Grin Multi-tool along with the new salvage ammunition canister to allow players to scrape and repair the hulls of vehicles.

Core Tech

  • Persistent Entity Streaming

Implementation of the Persistent Entity Streaming core technology into Star Citizen. Making use of services such as the Entity Graph and Replication Layer, this will allow every dynamic object in a shard to persist within that shard, irrelevant of whether it is owned or held by a player.


Feature Updates

Locations

  • Small Derelict Outpost Expansion in Stanton

Addition of 30 new, small Derelict Outpost locations across more planet-side locations in the Stanton System. These are additional variants of those already placed on microTech in 3.17. Each location features a collection of ruined outposts in varying degrees of degrade along with missions and AI inhabitants.

  • New Rivers in Stanton

Adding dozens of additional rivers and lakes with biome-specific object rulesets around bodies of water and distributing these around microTech and Hurston.

  • Added Parallax Interior Window Shader for buildings around all landing zones
  • Restricted Areas v3

Complete rework of the restricted area tech around landing zones. Instead of ships being autopiloted away or destroyed upon entering a Restricted Area, players are now given more freedom to fly and maneuver around cities. Upon entering a Restricted Area, players will now be given a text warning, a countdown, and an arrow pointing towards the exit. If the countdown ends, or they go further into the Restricted Area, the player will be teleported to a safe location, their ship will be impounded and they will receive a misdemeanor crime stat. This feature also applies to Ground Vehicles. Players outside of a vehicle won’t receive a countdown but will be teleported to safety if they venture too far into a Restricted Area.

  • Caterpillar Crash Sites Improvements V1

Added base AI to populate Caterpillar crash sites. Added kill specific and kill all missions. Including a general polish pass and visual improvements.

  • Derelict Settlements – Reclaimer V2

General polish pass to the Derelict Reclaimer Settlement including additional buildings and general visual improvements.

AI

  • NPC Loadout Updates

Updated many NPC loadouts throughout Stanton with new Shopkeeper outfits, Earth Fashion Dress, Hospital Surgeon outfits, Service hats and aprons in shops, and armor sets.

Gameplay

  • Courier Delivery Missions Update

Addition of new Local Courier Delivery Missions around each Stanton planet system. These new missions are based around the local delivery companies for each planet system in Stanton and give players a more focused area for deliveries. There are 4 new Delivery reputations based on the area you are in. Red Wind Local Delivery, Ling Family Local Delivery Route, Covalex Local Delivery Route, and UDM Local Delivery Route. These new missions can be acquired after completing the intro missions for the local delivery company in your area.

  • QoL Inventory Updates

Added ability for long term persistence (LTP) items to stack in inventory. Added transfer all button to inventories that work based on selected filters. Added visual feedback attempting to quick move an item that won’t fit in the target inventory. Implemented toggle option to the top right of the player’s inventory to always show/hide item ports for equipping gear.

  • Law System Improvements

We have overhauled many aspects of the law system to be less punishing for players with lower level crimes.

Players with a Crime Stat (CS) 1-2 can no longer be attacked lawfully (their ship marker won’t be red to players) and AI and defenses will not attack them on sight. Murder will still give a CS3 so this will be our new threshold for being able to be killed on sight. Players with CS1-2 will be able to request and receive landing permissions at ATCs. Security ships will not attack players with CS1-2 and will instead scan and tell the player to pay off their fines. The vast majority of crimes can now be paid off as fines rather than needing prison time. However, more serious crimes are very expensive. All crimes accumulate so should you get a couple serious crimes or many minor crimes, you will still reach CS3 though you can still pay it off should you be able to reach a fine terminal (difficult as you will be shot at by defenses and not be permitted to land). As is the case already, security will attack a CS3 player while requesting their surrender and players can power down their ship to surrender. Players are now able to surrender at Fine Kiosks found in rest stops and landing zones, should they not be able to afford to pay off their fines. As before, surrendering gives the player a 25% discount of prison sentence. We have lowered the threshold for CS1 so that it displays when the player gets any minor crime. This is to show the player they have a law issue that needs taking care of. The threshold for CS2 remains where it was and warns players they are either getting dangerously close to CS3 or, if they got it from a single crime, tells them that was a particular serious crime. Players have 1 week to pay off fines for a more reasonable price. Should they allow the fine to escalate, it doubles in price. Given we have made hacking Crime Stats more challenging by limiting it to Kareah, we have greatly reduced the time it takes to remove each infraction.

  • Bed log out is now blocked in landing areas
  • Claim Jumper Missions have been temporarily disabled for 3.18

Ships and Vehicles

  • Ground Vehicle Speed Changes

We have done a pass on ground vehicle speeds with some gaining and some losing max speeds.

  • Vehicle Combat Balance Changes

Greatly increased Ballistic weapon shield penetration. Ship armor now grants 50% physical resistance, increasing ship durability against incoming ballistic fire. EM and IR adjustments to shields to support more accurate missiles, reduced overall signal strength, and made them more consistent. Increased shield down delay from 5 to 10 seconds. Distortion does not scale the power output of power plants. Distortion weapon explosive radius has been increased. Distortion weapon heat development has been decreased. Distortion health pool has been increased, it should take a good while longer now to disable a ship. Power plants will turn off binary and take 300 seconds to recover. Coolers cannot be distorted. Item health has been balanced so that a single missile hit cannot instantly kill them. Updated component damage for coolers and power plants.

  • Greatly increased the hull health of the 600i

Core Tech

  • Enabled Gen12 Renderer
  • Physics Optimizations
  • Made Many Server Performance Improvements
  • Updated Commodity Kiosks to Use Building Blocks Tech

Bug Fixes

  • Players should no longer receive a Bad token/Missing text on main menu after server crash
  • Combat Service Beacon mission progress and rating progression should no longer be inconsistent
  • Remote Turret aim assist should no longer be broken
  • Players should now correctly receive a flight suit and helmet in their inventory when respawning at hospitals
  • UGF Missions should no longer be missing NPC spawns to complete the mission
  • Hangar elevator collision grid should no longer push players through its path when called
  • Cutlass Black Reinforcement AI should now correctly exit the ship
  • The Corsair should no longer nose down without pilot input when flying in a straight line in atmosphere
  • Commodities should now correctly appear in the Commodity Kiosks and be sold
  • The Orison Shuttle to the vision center should now correctly arrive and not get stuck
  • Fixed an issue causing players exiting Klescher to have no head or mobiglas
  • Ship should no longer fall out of quantum when Pressing B or Missile Mode
  • QT markers will no longer disappear when traveling between planetary markers until QT drive finishes spooling
  • Security AI should now spawn in their correct loadouts
  • Hostile AI should now correctly leave their spawn closets
  • PvP Bounty should no correctly complete if the target suicides after being downed
  • Players should now be attached to the cockpit seats in the Star Runner during the enter or exit animations
  • Weapons should no longer holster and unholster themselves repeatedly
  • KLWE scope optic crosshair should no longer be missing
  • Inner Thought wheel Back / Exit button UI should no longer be missing
  • Animations should now correctly line up for Female player characters in the Greycat Industrial STV

Technical

  • Fixed 8 Client crashes
  • Fixed 6 Server crashes


Arena Commander 3.18 Patch Notes

With 3.18 Arena Commander (inc. Star Marine) has been the start of a focus of Quality of Life and bug fixing following discussions & feedback from players. As well as the successful integration of Persistence Entity Streaming into the module. We are extremely excited to elevate AC to a better state and encourage players to contribute to IC Reports and Feedback threads so we can continue improvements to the Arena Commander module.

System / Balance

  • Persistent Entity Streaming successfully integrated into Arena Commander & related systems
  • Added grey screen effect when dead for all modes
  • The system used to white/blacklist ships from game modes has been completely reworked
  • BleedOut will now award the shooter, both for causing the bleed out and for all bleeding damage inflicted afterwards
  • Several UI systems have been updated to Building Blocks
  • The 3 topmost scoring players in all game modes now gain an additional 2000, 1500 & 1000 score, respectively. While all other players gain a 500-score participation award
  • In team game modes Victory now rewards 2000 score, while defeat rewards 500 score
  • The top scoring player in any game mode is now awarded MVP, displaying in the Game Feed
  • Hemorrhage now displays as a secondary scoring event
  • Ballistic Pickup amount increased from 50% to 80%, split across all ballistic hardpoints
  • Items & Vehicle should now appear alphabetically in the Rental/Customization screens
  • The following ships are now rentable in Arena Commander:
  • Aegis Hammerhead, Reclaimer, Vanguard Harbinger/Sentinel, Vanguard Sentinel, C8 Pisces, Carrack/Expedition, Aopoa Khartu-al, Nox/Kue, Argo Mole/Carbon/Talus, Raft, Banu Defender, Consolidated Outlands Hoverquad, Drake Dragonfly, MISC Hull-A/Prospector/Starfarer/Gemini, Origin 890 Jump, RSI Mantis/Scorpius.
  • Rental/Inventory System Change:
  • As a temporary solution while the system is reworked inventory (including rentals) when used will no longer lower their availability, meaning you only need to have one of any item to equip to all vehicle slots. In short, usage of any item should not affect its availability.
  • Additionally, rentals that are equipped will no longer expire. As this is a temporary solution the UI may not display this accurately.

Modes

  • Increased player limit of FreeFlight from 8 to 24
  • Decreased required player count for Last Stand from 6 to 2
  • Removed 3rd Person Camera from Elimination
  • Last Stand now displays your objective in the top right of the screen
  • Duel, Battle Royale & Squadron Battle have been limited to Light & Medium Combat Ships
  • Classic Race has had its allowed ship list expanded

Maps

  • Adjusted skybox in Dying Star to match the upcoming Pyro System.
  • Dying Star has undergone a visibility pass, reducing cloud density, glare and size of smoke particle effects which lead to poor visibility and motion sickness for some players.

Bug Fixes

  • (Game Wide) Closure rate marker fixed to give correct velocity towards target rather than full relative speed
  • (Game Wide) Fixed an issue that caused player ships to flip uncontrollably when entering OCs, most notably space stations such as Grim Hex & Dying Star
  • Damaging a friendly with a missile now correctly gives a negative score based on the damage dealt
  • Damaging a friendly with a missile in modes where friendly fire is disabled will no longer damage the friendly target
  • Explosions and Collisions now follow friendly fire rules
  • Last Stand will no longer respawn an already spawned player at the start of a round
  • Duel Mode should no longer affect the Battle Royale Leaderboards
  • Classic Race should no longer give warning messages by the law system
  • Text on the FPS Loadout Customization screen should now be more visible
  • Fixed various issues with collisions of asteroids in Broken Moon & Dying Star
  • Fixed various issues with missing geometry in Dying Star
  • Fixed various issues causing poor performance in Dying Star
  • Fixed a rare bug where players would spawn extremely far away from the playable area in Dying Star
  • Fixed various vis-area issues across OP Station Demien, Echo11 and The Good Doctor
  • Fixed several ways players were able to get out of bounds in OP Station Demien
  • Fixed various issues where killing a player would not award the full score pool, most notably when getting headshots
  • Fixed an issue where ships would duplicate repeatedly for players who were stuck on the loading screen
  • Fixed an issue where the Save Changes button would disappear in the Arena Commander & Star Marine Loadout Editors
  • Fixed an issue where players would spawn into ships with missing components
  • Fixed an issue where a player could spawn into a ship that had no seat, causing the player’s character to get into a bad state
  • Fixed an issue where the player would retain the recoil camera shake from death to their respawn
  • Fixed an issue where destroying another ship in Squadron Battle would award 10k team points rather than the value of the destroyed ship
  • Fixed an issue where players who killed themselves in Squadron Battle would give their team -10k points
  • Fixed an issue where friendly fire would affect the team score
  • Fixed an issue where occasionally when renting an item, you would experience a large hang
  • Fixed an issue where on rare occasions players would spawn outside the playable bounds
  • Fixed a large client hang caused by repair pickups
  • Fixed an issue where bleed out kills displayed incorrectly in the game-feed
  • Fixed a crash when loading into an empty team-based game mode
  • Fixed an issue where self-destructing awarded positive points
  • Fixed an issue where an attacker would receive -1 kill if the target bled out
  • Fixed an issue where the marker for medpen & ammo containers was not appearing
  • Fixed an issue where attackers would not be credited for kills against players who killed themselves
  • Fixed a crash when acquiring pick-ups
  • Fixed a crash on finishing an Elimination match
  • Fixed a crash when joining Team game modes

Technical

  • Fixed 10 Crashes
  • Various optimizations to systems including Playable Area, Game Rules and Rental Services

Star Citizen Alpha 3.17.5

Star Citizen Patch 3.17.5

Alpha Patch 3.17.5 has been released and is now available! Patch should now show: VERSION 3.17.5-LIVE.8338165.

It is strongly recommended that players delete their USER and Shader folders for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. The Shader folders can be found here %localappdata%\Star Citizen.

Database Reset: NO
Long Term Persistence: Enabled
Starting aUEC: 20,000


Known Issues

  • Anvil Pisces Some Variants – Vehicles / Interactables – Door panel has no interactable button preventing access to the ship
  • Sabre Raven – VFX – Green flickering light fills the screen when sat in the pilot’s seat during weather VFX (Players will receive a loaner Sabre)
  • Players may have to restart the game after getting kicked to the main menu from a 30k server crash
  • Targeting – A ship’s targeting pip may be missing or disappear for some players; they cannot be targeted when this happens
  • Multivehicle – Ships floating in the hangar when stored with the engines left on then retrieved again
  • Ships / Character Animation – The player character arm will misalign when seated in ships, causing obstruction of HUD and view
  • Vehicle / Spawning – The Khartu-al spawns on the hangar floor sideways
  • Vehicles / Ships – Shields – Weapon fire penetrates shields when ships are moving
  • Vehicles / ShipRefuel – While docked to a Starfarer multiple vehicle types will continuously tilt instead of remaining stationary and snap away from the arm if any movement is attempted
  • Vehicles – The Argo Raft’s elevator controls cannot be interacted with from either deck
  • Crusader Ares – Headlights on Ares are too dim to notice at reasonable range
  • Animation – Weapons – All weapons are held like a pistol whilst moving in EVA
  • Combat AI – UGF Missions are sometimes missing NPC spawns to complete the mission
  • FPS Weapons – Weapon holsters or un-holsters unintentionally
  • Armor / Weapons / Utility items may disappear between sessions
  • Inventory – Weapons – Weapons looted directly equipped from containers/boxes are missing attachments
  • ASOP – Ships on landing pads end up in “unknown state” for location and have to be reclaimed after the ship is stored or streamed out
  • Missions – UGF / Bounty Hunter – Turrets around bunkers respawn very quickly, sometimes almost instantaneously
  • Multiple locations – R&R Stations – Stations are variably offset from the Lagrange point they are housed within

Feature Updates

Lunar New Year Content

The primary objective with 3.17.5 is to inject the updated Lunar New Year envelope (Year of the Rooster for 2953), alongside a few fun goodies we plan to give out during the celebration kicking off this week.

Star Citizen Alpha 3.17.4

Star Citizen Patch 3.17.4

Alpha Patch 3.17.4 has been released and is now available! Patch should now show: VERSION 3.17.4-LIVE.8288900.

It is strongly recommended that players delete their USER and Shader folders for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. The Shader folders can be found here %localappdata%\Star Citizen.

Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000


Known Issues

  • Sabre Raven – VFX – Green flickering light fills the screen when sat in the pilot’s seat during weather VFX (Players will receive a loaner Sabre)
  • Players may have to restart the game after getting kicked to the main menu from a 30k server crash
  • Targeting – A ship’s targeting pip may be missing or disappear for some players; they cannot be targeted when this happens
  • Multivehicle – Ships floating in the hangar when stored with the engines left on then retrieved again
  • Ships / Character Animation – The player character arm will misalign when seated in ships, causing obstruction of HUD and view
  • Vehicle / Spawning – The Khartu-al spawns on the hangar floor sideways
  • Vehicles / Ships – Shields – Weapon fire penetrates shields when ships are moving
  • Vehicles / ShipRefuel – While docked to a Starfarer multiple vehicle types will continuously tilt instead of remaining stationary and snap away from the arm if any movement is attempted
  • Vehicles – The Argo Raft’s elevator controls cannot be interacted with from either deck
  • Crusader Ares – Headlights on Ares are too dim to notice at reasonable range
  • Animation – Weapons – All weapons are held like a pistol whilst moving in EVA
  • Combat AI – UGF Missions are sometimes missing NPC spawns to complete the mission
  • FPS Weapons – Weapon holsters or un-holsters unintentionally
  • Armor / Weapons / Utility items may disappear between sessions
  • Inventory – Weapons – Weapons looted directly equipped from containers/boxes are missing attachments
  • ASOP – Ships on landing pads end up in “unknown state” for location and have to be reclaimed after the ship is stored or streamed out
  • Missions – UGF / Bounty Hunter – Turrets around bunkers respawn very quickly, sometimes almost instantaneously
  • Multiple locations – R&R Stations – Stations are variably offset from the Lagrange point they are housed within

New Features

Ships and Vehicles

  • Added New Ship: Drake Corsair

Technical

  • Fixed 1 Server Crash

Star Citizen Alpha 3.17.3

Star Citizen Patch 3.17.3

Alpha Patch 3.17.3 has been released and is now available! VERSION 3.17.3-LIVE.8240506.

It is strongly recommended that players delete their USER and Shader folders for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. The Shader folders can be found here %localappdata%\Star Citizen.

Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000


Known Issues

  • Sabre Raven – VFX – Green flickering light fills the screen when sat in the pilot’s seat during weather VFX (Players will receive a loaner Sabre)
  • Players may have to restart the game after getting kicked to the main menu from a 30k server crash
  • Targeting – A ship’s targeting pip may be missing or disappear for some players; they cannot be targeted when this happens
  • Multivehicle – Ships floating in the hangar when stored with the engines left on then retrieved again
  • Ships / Character Animation – The player character arm will misalign when seated in ships, causing obstruction of HUD and view
  • Vehicle / Spawning – The Khartu-al spawns on the hangar floor sideways
  • Vehicles / Ships – Shields – Weapon fire penetrates shields when ships are moving
  • Vehicles / ShipRefuel – While docked to a Starfarer multiple vehicle types will continuously tilt instead of remaining stationary and snap away from the arm if any movement is attempted
  • Vehicles – The Argo Raft’s elevator controls cannot be interacted with from either deck
  • Crusader Ares – Headlights on Ares are too dim to notice at reasonable range
  • Animation – Weapons – All weapons are held like a pistol whilst moving in EVA
  • Combat AI – UGF Missions are sometimes missing NPC spawns to complete the mission
  • FPS Weapons – Weapon holsters or un-holsters unintentionally
  • Armor / Weapons / Utility items may disappear between sessions
  • Inventory – Weapons – Weapons looted directly equipped from containers/boxes are missing attachments
  • ASOP – Ships on landing pads end up in “unknown state” for location and have to be reclaimed after the ship is stored or streamed out
  • Missions – UGF / Bounty Hunter – Turrets around bunkers respawn very quickly, sometimes almost instantaneously
  • Multiple locations – R&R Stations – Stations are variably offset from the Lagrange point they are housed within

Feature Updates

Ships and Vehicles

  • Ground Vehicle Speed Adjustments
    Made many adjustments to the speeds of ground vehicles.
    • Cyclone-RC – 55 down to 35 + Boost
    • Cyclone-RN – 50 down to 32
    • Cyclone – 50 down to 32
    • Cyclone-AA – 46 down to 31
    • Ursa – 45 down to 25
    • Cyclone-TR – 44 down to 32
    • Cyclone-MT – 40 down to 30
    • Ballista – 35 down to 25
    • Spartan – 33 down to 26
    • Centurion – 32 down to 25
    • Nova – 30
    • ROC – 30 to 35
    • ROC-DS – 22 to 35
    • PTV – 15 up to 24

Major Bug Fixes

  • Players landing at Docking Port 04 in the Orison Spaceport should no longer receive a trespassing warning and can receive a crimestat
  • Fixed an issue causing NPC Wallace Klim to have skin artifacts and low res textures

Technical

  • Fixed 2 Server crashes
  • Fixed a Backend service crash causing 16008 errors

Star Citizen Alpha 3.17.2a

Star Citizen Patch 3.17.2a

Alpha Patch 3.17.2a has been released and is now available! Patch should now show: VERSION 3.17.2-LIVE.8186206.

It is strongly recommended that players delete their USER and Shader folders for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. The Shader folders can be found here %localappdata%\Star Citizen.

Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000

For more information on this 3.17.2a release please check out this community post!


Known Issues

  • Party Invite/Group Launch – Unable to party launch with friends
  • Players may have to restart the game after getting kicked to the main menu from a 30k server crash
  • Targeting – A ship’s targeting pip may be missing or disappear for some players; they cannot be targeted when this happens
  • Multivehicle – Ships floating in the hangar when stored with the engines left on then retrieved again
  • Targeting – A ship’s targeting pip may Ships / Character Animation – The player character arm will misalign when seated in ships, causing obstruction of HUD and view
  • Vehicle / Spawning – The Khartu-al spawns on the hangar floor sideways
  • Vehicles / Ships – Shields – Weapon fire penetrates shields when ships are moving
  • Vehicles / ShipRefuel – While docked to a Starfarer multiple vehicle types will continuously tilt instead of remaining stationary and snap away from the arm if any movement is attempted
  • Vehicles – The Argo Raft’s elevator controls cannot be interacted with from either deck
  • Crusader Ares – Headlights on Ares are too dim to notice at reasonable range
  • Animation – Weapons – All weapons are held like a pistol whilst moving in EVA
  • Combat AI – UGF Missions are sometimes missing NPC spawns to complete the mission
  • FPS Weapons – Weapon holsters or un-holsters unintentionally
  • Armor / Weapons / Utility items may disappear between sessions
  • Inventory – Weapons – Weapons looted directly equipped from containers/boxes are missing attachments
  • ASOP – Ships on landing pads end up in “unknown state” for location and have to be reclaimed after the ship is stored or streamed out
  • Missions – UGF / Bounty Hunter – Turrets around bunkers respawn very quickly, sometimes almost instantaneously
  • Multiple locations – R&R Stations – Stations are variably offset from the Lagrange point they are housed within

Feature Updates

Gameplay

  • Combat Assistance Service Beacons

Lowered frequency of Low Threat missions. Increased frequency of Moderate, High, Critical Threat missions. Fixed an issue that was causing Combat Assistance Service Beacons to pay much more than intended. Additional balance pass to Combat Assistance Payments and adjusting probabilities of mission difficulties spawn frequency.

  • Changed MAX Button on Shop Kiosks to +10
  • Friends List is Now Sorted Alphabetically

Ships and Vehicles

  • Reduced the HP of Multiple Parts on the Esperia Blade

Major Bug Fixes

  • Fixed an issue causing multiple Elevators to break and not function
  • Party launching should now work more consistently
  • Fixed an issue causing player medical beacons to not complete mission/payment when player is brought back from incapacitation
  • Fixed an issue causing UGF Missions AI to go missing and block missions from completing
  • Fixed a bug with the Search and Destroy mission where probes destroyed counter reports wrong if you destroy the probes before the mission says you located them
  • Ships should no longer get stored at Klescher upon completion of prison sentence
  • Fixed a cargo hold area of space Derelict Reclaimers that allowed players to clip and see through the hull
  • Hull-A Empyrean, Horizon, and Dusk Paints should no longer be missing
  • The rear of the Drake Mule should no longer start to float if the vehicle navigates over steep inclines / hills
  • NPCs on dropships should no longer be completely unresponsive for an extended period
  • Fixed an issues causing players to have an infinite load screen after recovering from a client crash while in a ship or vehicle
  • Player List in Commlink app will no longer reset scroll position back to the top when the player list updates
  • Fixed an issue that was causing Combat Assistance Service Beacons to pay much more than intended
  • Players should no longer be arrested when using the Orison Spaceport Docking Port elevators
  • Sending aUEC to a player not in the sender’s instance will no longer cause the aUEC to disappear into the void
  • Renting ships should no longer give a transaction error
  • The ‘go to mission objective’ part of the Unauthorized Surveillance Detected missions should no longer fail after player has already completed the mission contract
  • Aegis Gladius Foundation Skin should no longer obscure the Cockpit’s View

Technical

  • Fixed 8 Client Crashes
  • Fixed 9 Server Crashes
  • Fixed 2 Server Deadlocks
  • Fixed a Backend Service Crash that was causing aUEC wallets to reset to zero
  • Made many backend super pcache improvements to make it more robust


Star Citizen Patch 3.17.2

Alpha Patch 3.17.2 has been released and is now available on the LIVE environment! Patch should now show: VERSION 3.17.2-LIVE.8148301.

It is strongly recommended that players delete their USER and Shader folders for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\PTU. The Shader folders can be found here C:\Users\%username%\AppData\Local\Star Citizen.


New Features

Locations

  • Derelict Reclaimers V1

Added additional points of interest that will be scattered both on planets and in space. These Derelict Reclaimers come with puzzle traversal elements along with multiple legal and illegal mission types which include delivery and FPS combat in and around the crash sites using the new planetary navigation mesh. There are multiple Reclaimer Derelicts in space with three associated delivery, investigation, and mercenary missions. We’ve also added a new ground-based Derelict Reclaimer site inhabited by NPCs called “Ghost Hollow,” which involves delivery, bounty hunter, and mercenary missions.

  • Derelict Colonialism Outposts

Added new derelict versions of the Colonialism Outposts into Stanton. This initial release will see 5 unique outpost locations on microTech with new delivery missions, small traversal puzzles, and AI guards that utilize the new planetary navmesh along with the new drop ship reinforcement system.

  • Added the Snake Pit Race Track

AI

  • AI – Planetary Navigation

This system allows NPCs to move on planetary surfaces using a dynamically generated navigation mesh. This will efficiently process planetary terrain and objects to prioritize the processing of the environment around the players into navmesh, allowing the use of all existing functionalities on planets. The first implementation of this feature will be at the Reclaimer and Colonialism Outpost Derelict Points of Interest.

  • AI – Landing Improvements

This enables AI ships to land and deliver reinforcements on non-structured ground areas like planetary terrain where a pre-defined landing area and assistance from Air Traffic Control is not available.

Gameplay

  • Illegal Collect and Delivery Missions

New set of delivery missions focusing on illegal cargo. These will be offered by Red Wind Linehaul once the player reaches a high enough reputation with them as a courier. The player will be sent to sketchy, run-down locations like drug labs and stash houses and is tasked with delivering goods between them, some of which may not be legal. The intro mission should be available around Hurston if you have rank 2 courier rep with Red Wind Linehaul. The illegal missions are available outside of Hurston’s jurisdiction if you have a high enough Red Wind Linehaul reputation and have completed the intro mission in Hurston. These missions come in 5 different versions, each with a different quantity of cargo and a corresponding monetary and reputation reward given on completion.

  • Added Marker for Players and Friendly AI That are Associated with Your Current FPS Mission

Ships and Vehicles

  • Added New Vehicle: Anvil Centurion 

Weapons and Items

  • Added New Lootable Item: Greycat Aril Backpack Collector
  • Added New Armor to Shops and Lootable Containers: RRS Specialist Heavy Armor (Morozov-SH Brushdrift, Redshift, and Snowdrift variants)

Feature Updates

Locations

  • Rest Stop Hangar Additions

Updated existing rest stops to have small and medium hangars.

  • Additional Stanton Lagrange Points

Added 8 additional, unique rest stop locations with full amenities that include clinics, EZ-Habs, shopping, and services. This update includes both the stations themselves and the surrounding gas clouds for players to explore and mine asteroids.

  • Grim HEX Hospital Expansion

Expanded Grim Imperial Medical to include additional medical rooms.

AI

  • Improved NPC Face Randomization to be More Diverse

Gameplay

  • Combat Service Beacons V2

Updates to Combat Service Beacon Gameplay for a more varied and rewarding experience. This update hooks combat service beacons into Quantum to allow the system to determine when, where, and what difficulty will occur. This brings a range of 10 levels of difficulty to space combat beacons which will start players at low tiers with easier targets and scales up massively as the player gains reputation to include higher difficulty levels with tougher targets, larger payouts, and rare encounters that may require teams of players to take down the target. Updated combat assist beacons to only display on screen notifications to players who are currently in a vehicle.

  • Food and Drink QoL Purchasing Update

Food and drinks can now be purchased in multiples using many shop kiosks throughout the universe.

  • Shopping Kiosk QoL Updates

Updating shopping Kiosk with new QoL features. General UI polish pass. Added check functionality to Quick Buy confirmation popup, so that it is now a quick passive popup and requires no interaction. Updated filter section to be multi-line and added a field to support search inputs.

  • Price of Freedom Mission Updates

Reduced the reputation requirement to gain the intro hijacked Caterpillar mission. Added an additional new version of the mission around Crusader. Once players have have completed the first in-person mission from Tecia Pacheco directly, they will be able to accept further ones from the mobiGlas while in space near planets.

  • Turret Velocity Pass

Tuned the turret velocity and acceleration values, such that the feeling and weight of turrets matches their size, and it doesn’t negatively impact aiming experience.

  • Arena Commander QoL Updates

Made multiple balance changes and fixes for Arena Commander. Balance pass on Arena Commander ship scoring to bring ship kill point rewards more in line with their intended difficulty. Added multiple missing ships into Arena Commander. Vanduul and Pirate Swarm game modes will once again award their respective badges for completion. Award Messages will now appear for the player when completing Pirate/Vanduul Swarm. Fixed missing geometry, restored Hangar doors and removed Turrets on the space station in Dying Star. Pirate & Vanduul Swarm will now drop fuel pickups after getting a kill every 3000 score.

  • Adjusted “Critical” Display Status for Hunger & Thirst Widgets to Appear at about 25% Full (Up from 15%)
  • Made it Legal to Commit Infractions Against Players that are Illegally Trespassing in an Area
  • Higher-Valued Gems Will Now Be Much More Rare in Loot Crates
  • Players Will Now Drop Empty Magazines While Reloading
  • Disabled Corpse AR Marker Showing for Other Players

Ships and Vehicles

  • Mustang Alpha QoL Updates

Made changes to the cargo grid to add a new 4 SCU cargo hold with animated doors that open and allow players to place and store loose cargo. Greatly increased the cargo bay health.

  • Vanduul Ship Updates

Greatly increased the fuel tank storage and adjusted fuel usage for the Blade, Glaive, and Scythe ships.

  • Blade Performance Polish

Retuned weapons to increase velocity. Increase wing hull health. Reduced hull health of several joints. Changed lateral velocities, boost multiplier, and aerodynamics.

  • Greatly Increased the Health of the Nova Tank
  • Greatly Increased the Fuel Reserves of the Khartu-al
  • Greatly Increased the Hull Health on the Ursa Rover
  • Improved the Ursa Rover Brakes and Reverse Speeds
  • Decreased Scorpius Max Speed in Atmosphere
  • Updated Scorpius Passby Audio
  • Adjusted Drake Mule Weapon Rack Interactions to Be Easier to Select

Weapons and Items

  • Updated Dimensions and mSCU for Missiles and Torpedoes
  • Greatly Increased the Railgun Damage

Core Tech

  • Player Networking Update

Enabled new remote movement and new client authoritative position systems. With this update, players should see great improvements with on foot player positions and less jittery behavior while viewing remote player movements.

  • AI Networking Improvements

Made many improvements to on-foot AI networking to improve their movements, responses, and reduce rubberbanding.

  • Performance Polish Pass on Large Planetary Storms
  • Performance Polish Pass for Entity Streaming
  • Updated ReShade to Version 5.3
  • Added Option to Enable or Disable the QR Code from the Options Menu

Major Bug Fixes

  • Players should no longer be able to directly call another player to constantly monitor their location
  • Players should now be able to see and add other players on their friends list from the main menu
  • Fixed an issue causing attacks against ships to sometimes not register
  • Emptying and reloading consecutive magazines should no longer break reloading
  • Players should no longer become desynced after being downed and revived
  • Player’s corpses should no longer clip and fall through surfaces after dying
  • Shopping kiosks search filter should no longer reset to default after transaction success
  • Dragging and dropping a magazine into the player’s armor should no longer cause the inventory to infinitely load and stop responding
  • On foot Players/NPCs should no longer appear to pause and teleport when viewed through a scope at a distance
  • AI should now spawn in appropriate numbers during Infiltrate/Defend UGF Missions
  • Fixed an issue causing AI to be slow to respond when engaging players in combat
  • ‘Restricted Area’ warning should no longer occur inside UGFs if player has a lawful mission
  • Players should no longer receive an armistice crimestat for damaging their own vehicle with another owned vehicle while it is being lifted up/down by a cargo elevator/lift
  • Player Injuries should now fully persist through sessions
  • Fixed an issue causing the Argo Mole to have no cargo capacity which prevented mining
  • Hospital pharmacy kiosks should no longer display Invalid Location message upon purchase
  • Orison Pharmacy Kiosk screen should no longer flash at a distance
  • Crusader Showroom sales terminal should no longer display a black screen
  • Players should no longer be able to duplicate ship components by transferring them from read-only ships on the claim timer and claiming the ship at another location
  • Item boxes left in hangars should now be cleaned up and no longer block a ship that is being spawned
  • Functional claim button should no longer briefly appear after player selects to store a ship
  • Area18 Centermass elevator doors should no longer be duplicated
  • Astro Armada ship consoles displays should no longer have Z-Fighting
  • Orison Covalex Shipping and Trading kiosks should now have proper interaction
  • Refinery shop kiosks should no longer have blank displays
  • Defiance core armors should no longer have the wrong color in inventory
  • Players should now be able to interact with and buy Tigersclaw cryptokeys off the shelf in Grim HEX
  • Shubin Interstellar kiosk in New Babbage should now correctly use the new shop UI
  • Filtered out items on the “Sell” tab should now be correctly removed from the current items list
  • Uncommon loot crates should no longer be missing from Caterpillar derelicts
  • Ships should no longer hop and jump around after being spawned
  • Starfarer Gemini should no longer be missing its table and benches
  • Fixed an issue causing players to impact into planets when quantum traveling to a party marker on the surface
  • The Scorpius quantum drive UI should no longer be very small making hard to read
  • Players should now be able to change the lower weapons on the Scorpius’ turret
  • Scorpius headlights should no longer be dim and hardly usable in dark terrain and cause particles effects to blind the pilot’s view
  • Players should now be able to interact with top right MFD of the Cutlass series
  • Remote turrets can now be slaved to the driver in the Nova Tank, Argo RAFT, Ursa Rover, Anvil Ballista, and Anvil Spartan
  • Redeemer Nose Turret should now fire correctly
  • Redeemer Disc-Joint should no longer be Invulnerable
  • Fixed an issue causing the control panel and guard rails of the Reclaimer’s elevator to not follow along with it
  • Reclaimer’s elevator should now correctly show option to “go up” when on the bridge level
  • Jettison Cargo inner thought prompt should be visible inside of the Prospector
  • Hammerhead’s front interior airlock doors should now allow players to open and close them correctly when docked to a station
  • Atmosphere should no longer be missing from the lower deck corridor of the rear elevator of the 600i
  • Players should no longer be able to fall through the closed rear ramp of the Cutlass Steel
  • Starfarer should no longer be able to quantum travel when another ship is docked to it
  • Players should now be able to access the Origin 135c cargo bay
  • ROC-DS should now hold its correct amount cargo at 3.5 SCU
  • Tumbril Cyclone MT missile racks should now function
  • The rear of the Drake Mule should no longer start to float if the vehicle navigates over steep inclines / hills
  • AI corpses should no longer despawn too quickly while players are near
  • Vaulting over objects should no longer seriously injure or knock out a player
  • Player EVA animation should no longer appear as them standing in space
  • Legal and Illegal Deploy Probe Missions should now show up correctly in the Contract Manager
  • Arlington Gang Idris should now be able to maintain its flight in atmosphere
  • Morozov-SH Helmet cheek lights should no longer present externally for female characters
  • Klescher Prison Escape rover should no longer spawn offset inside of its garage
  • Players should now suffocate when their suit runs out of oxygen while in the Klescher mines
  • Hacking chips should no longer appear sideways when equipped by a player
  • There should no longer be ReplaceMe balls on the surface near outposts on Daymar
  • Hull-A Empyrean, Horizon, and Dusk Paints should no longer be missing
  • Leaving Star Marine before respawning will no longer spawn the player incapacitated when loading in the PU
  • Fixed an issue where the AC/SM player actor was carrying persistence from AC to the PU and vice-versa
  • Fixed Squadron Battle not auto-balancing past 8 players and causing 1 side to have more players

Technical

  • Fixed 19 Client crashes
  • Fixed 17 Server crashes
  • Fixed multiple backend server crashes
  • AC score board should no longer crash the client
  • Fixed a crash when killing a player who is contesting an objective in Star Marine

Star Citizen Alpha 3.17.1

Star Citizen Patch 3.17.1

Alpha Patch 3.17.1 has been released and is now available! Patch should now show: VERSION 3.17.1-LIVE.8073467.

It is strongly recommended that players delete their USER and Shader folders for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. The Shader folders can be found here C:\Users\%username%\AppData\Local\Star Citizen.

Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000


Known Issues

  • The Platinum Bay shops at the reststops will temporarily have the generic depot attract screen on them until the proper Platinum Bay attract screen is created
  • Orison – The AR Marker for the Players designated landing area only appears when the Player gets within a close proximity to the Spaceport
  • Ships can explode after players exit them
  • While docked to a Starfarer the Valkyrie will continuously tilt instead of remaining stationary
  • Damage to player health can become delayed and can trigger after the player has fully healed themselves
  • The Argo Raft’s elevator controls cannot be interacted with from either inside deck
  • A ship’s targeting pip may be missing or disappear for some players; they cannot be targeted when this happens
  • Character’s head, mobiGlas, and other equipment can sometimes go missing after being released from Klescher
  • Medical beacon will not complete mission/payment when player is brought back from incapacitation
  • Character animations are not playing when looking at them at a distance through scopes
  • Spawn closet doors do not open or remain open for friendly AI
  • 890 Jump – AI do not spawn appropriate number
  • Bunker turrets will shoot at a player with a lawful mission to be at the bunker
  • Remove Claimjumpers – Mission does not progress after player has reached mission location

New Features

  • Window Interior Mapping Shader

Added a new graphics shader to buildings around the PU that will display 3D interior rooms that change perspective when looking through windows.

Ships and Vehicles

  • Added New Ship: RSI Scorpius

Feature Updates

Locations

  • Lighting Polish Pass for Hurston Volumetric Clouds

Gameplay

  • Ship Paints Update

Paints can now be stored in personal and ship inventories to allow players to move them around the PU. Added paints filter to inventory tabs.

  • Updated Intro Bounty Mission ship AI to be a more balanced experience for new players
  • Increased Shield Health of Size 2 Shields
  • Added Ability for Players to Purchase Shop Items Directly into Ships That Have Enough Storage Volume

Ships and Vehicles

  • Added and New Refueling Console to the Rear Catwalk Platform on the Starfarer
  • Updated Min/Max Wait Times and Insurance Expedite Fees of the Drake Cutlass Steel, Consolidated Outland HoverQuad, and MISC Hull A

Core Tech

  • Made Further Performance Improvements to Streaming Bubble
  • Performance Polish Pass on Large Planetary Storms
  • Updated Gameglass Bindings for 3.17.1

Major Bug Fixes

  • Fixed an issue causing ships and components to duplicate after a character reset
  • Fixed an issue causing bunkers to not clear corpses between mission instances
  • Elevators should no longer collide with players while moving to their destination
  • Selling an item should no longer reset search filters back to default
  • Fixed an issue causing passive detection range to be drastically reduced for all ships and vehicles
  • Reloading weapons should no longer fail when emptying and reloading consecutive magazines
  • Fixed an issue where players could equip any mag to the Behring BR-2 Shotgun
  • Missiles should no longer be able to hit and damage the entity they were launched from
  • Fixed an issue causing torpedoes to prematurely detonate before reaching max lock-on range
  • The Lock Ping Controls to Scanning Mode setting should now correctly apply to Mining Mode
  • AR Markers for ships, turrets, and other objects should no longer visually block the mobiGlas interface
  • The oxygen (O2) timer in the mobiGlas should now correctly take into account the player’s suit oxygen supply
  • Traveller Rental Kiosks should no longer have a blank UI / appears black when accessed
  • Fixed an issue causing characters and objects to not display animations and appear to teleport while moving when looking at them from a distance through higher magnification weapon scopes
  • Fixed an issue that was causing the fuel purchase price to slowly increase after players have committed to purchasing fuel from a Starfarer
  • Players should no longer be able to request docking to a Starfarer if the refueling boom arm is not extended
  • Starfarer’s upper turret should now have atmosphere
  • Fixed an issue causing 300 Series ships to consume hydrogen fuel at a higher than intended rate
  • “De-select/select” attachments on FPS weapons in shop’s confirmation window should now correctly function
  • Carrack should no longer be missing geo for holo compass on the bridge technical deck
  • Fixed an issue causing some of the Carrack’s component bays and suit lockers to not be able to be closed after opening
  • Oxygen should now be present in the Carrack’s repair room
  • Players should now be able to sit in the chair in the Carrack’s Captain’s Quarters
  • Starfarer Co-Pilot’s Inner thought UI to turn ship off should no longer block MFD access
  • Starlifter Series landing gear should no longer compress, causing the ramp and elevators to collide with the ground
  • MISC Prospector Paint options should no longer be missing from the VMA
  • Cave interiors on planets with breathable atmospheres should now correctly inherit the atmosphere of the planet
  • There should no longer be invisible trees that players can collide with around the microTech river
  • Loot Crates in UGFs should no longer duplicate and overlap inside of each other
  • Added additional robustness to loot transfer to help Items transfer quickly from loot crates to personal inventory
  • Using attachment interface to remove attachments should no longer cause some attachments to become stuck on the weapon and be unremovable
  • Hornet Pirate should now correctly give Combat Assistance Mission credit when destroyed
  • The Price of Freedom Laptop should no longer be missing its UI prompt, preventing a critical aspect of the mission
  • Supply and demand for buying and selling commodities should no longer instantly refill
  • Fixed an issue causing Comm Arrays to be missing their missile defenses and S10 turrets
  • Fixed an issue causing Comm Arrays to incorrectly have trespass zones which will give the player a felony
  • Fixed an issue causing some players to not receive their badge for completing Pirate Swarm in a group
  • Artimex Armor cape should no longer appear to be blown by wind when there isn’t any
  • Projectiles fired from UGF turrets should no longer be invisible and have chance of being silent
  • Fixed an issue where ships docked to Starfarer / Starfarer Gemini could fall in atmosphere
  • Fixed VisArea issues with multiple doors on the upper deck of the 400i
  • The “Destroy Illegal Drugs” mission should now complete correctly after destroying all the drugs

Technical

  • Fixed 12 Client crashes
  • Fixed 9 Server crashes
  • Fixed Multiple Backend Service Crashes

Star Citizen Alpha 3.17.0

Star Citizen Patch 3.17.0

Alpha Patch 3.17.0 has been released and is now available! Patch should now show: VERSION 3.17.0-LIVE.8052409.

It is strongly recommended that players delete their USER and Shader folders for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. The Shader folders can be found here %localappdata%\Star Citizen.

Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000


Known Issues

The recent work done in 3.17.0 to reduce desynchronization issues has unfortunately introduced a new bug related to how ships register hits. Currently, the collision shape of a ship will be slightly in front of the visual model in the direction of its velocity, with the amount the collision shape is offset increasing alongside the velocity. Due to timing, and the value of the new desynch improvements, this issue will not be fixed in time for the patch release and there is currently no workaround. It is recommended that players lead their shots a bit more during combat and avoid hovering within the velocity vector of other ships.

  • Ships can explode after players exit them
  • While docked to a Starfarer the Valkyrie will continuously tilt instead of remaining stationary
  • Items do not immediately transfer from loot crate to personal inventory
  • It’s not possible to “De-select” attachments on FPS weapons in shops that sell them
  • Combat Assistance Mission Fails to Progress – Hornet Pirate AI Pilot Doesn’t Load In stalling the mission when destroyed
  • Damage to player health can become delayed and can trigger after the player has fully healed themselves
  • Combat AI can sometimes rubberband, teleport, jitter, or move unexpectedly
  • The Argo Raft’s elevator controls cannot be interacted with from either inside deck
  • Emptying and reloading consecutive magazines will break reloading
  • A ship’s targeting pip may be missing or disappear for some players; they cannot be targeted when this happens
  • Character’s head, mobiGlas, and other equipment can sometimes go missing after being released from Klescher
  • Medical beacon may not complete mission/payment when player is brought back from incapacitation
  • Weapon holsters or un-holsters unintentionally
  • Players cannot buy components directly into ship storage

New Features

Locations

  • Lorville Maria Pure of Heart – Hospital Interior Location

Implementation of Maria Pure of Heart hospital in Lorville, where players can receive medical treatment, regenerate, make imprints, and purchase medical supplies.

  • Space Station Clinics: Variations

Updated all current space station clinics with new additional modules and layouts to help each location feel more unique.

  • River T0

Initial implementation of river tech to enhance the ecosystems of our planets. This first iteration will add a single river with harvestables nearby onto microTech as a showcase with the intention of expanding on this in future releases.

AI

  • Coffee Shop Vendor

The addition of a fully interactable coffee shop vendor in Area18. The AI will interact with three new usables – hot drink dispenser, soft drink dispenser, and drinks fridge – to serve the player with a variety of new drinks.

Gameplay

  • Ship to Ship Refueling

Implementation of the systems that will allow players flying specific ships to refuel other ships in exchange for payment. The player can fill those specific ships’ fuel tanks at space stations and landing zones using the newly updated Rearm, Restock, and Refuel interface. The Starfarer has 6 external fuel pods, and each individual pod can be filled with one fuel type of the player’s choosing (hydrogen or quantum). This allows players to carry varying amounts of fuel to cater to refueling needs.

Refueling consists of the Fuel Giver and the Fuel Receiver. To start the process, the Fuel Giver (Starfarer) must deploy the refueling arm using the refueling terminal on the bridge. This allows the Fuel Receiver (any ship) to request docking by targeting the Fuel Giver and pressing “N” (default keybind). This sends a docking request message to the refueling ship that they can accept or deny. Once accepted, docking can be done manually by following the on-screen UI or automatically by holding “N” (default keybind). Ships that are completely out of fuel will still be able to maneuver to dock with the Starfarer if they request docking while they are in close proximity.

After the Fuel Receiver is docked to the Fuel Giver, they must use the refueling terminal to define the fuel price. The docked ship can then use their mobiGlas to open the “Vehicle Maintenance Services” app to view the set price and request the amount of hydrogen or quantum fuel they desire. Once they accept the price, the Fuel Giver can open the “Pod Management” screen to adjust flow in or out of fuel pods that contain the desired fuel type. They can then start sending fuel by opening the nozzle and adjusting flow rate, while making sure not to extend past the nominal flow rate for too long. Players will receive a warning error when their flow rate is too high, which can escalate to a danger warning and eventually damage the refueling arm or both ships and result in loss of fuel. When the amount of requested fuel is filled, the player must close the nozzle on the refueling terminal to prevent overflow fuel spillage. Once refueling is complete and the funds are transferred, the two ships can undock by either the Fuel Giver pressing “Terminate” button on the refueling terminal or the Fuel Receiver holding “N” (default keybind).

  • Shopping and Selling T0

Added the ability for players to sell items from their local inventory to shops using a new interface powered by Building Blocks. This supports the recently added Loot Generation feature, allowing these items to be sold for money and includes kiosk and service support for sale of non-commodities as well. The shops will dictate which items they will buy based on what they sell while the pricing algorithm will determine how many credits are offered based on the state of item, price of closest retail equivalent, and other factors.

This shopping update also brings sweeping changes to what each weapon and armor shop sells. Many higher-end items have been removed from weapon and armor shops and can now be found exclusively by looting corpses and crates. The shopping interface has also been updated with the ability for players to type in the amount of items they want to purchase, as well as navigate using an updated paging system.

  • Mining Gadgets

Added Mining Gadgets to allow players to modify a deposit’s properties. Different gadgets will positively or negatively modify various deposit properties like Resistance, Optimal Charge Rate, Overcharge Rate, Instability, Optimal Charge Window, Optimal Charge Rate, and Shatter Damage. While in FPS, the player can attach a device physically to a mineable deposit, making mining either easier and safer, or faster and riskier. Players can currently buy these gadgets in New Babbage, Lorville, and Port Olisar. Once purchased, they can be attached to backpacks as an equipped item that can then be held in the hands by pressing 4 (default keybind) and re-stored by holding R. Once a player finds a deposit they want to mine, they can attach the gadget onto it by walking or EVAing up to the deposit, holding the gadget in their hands, and holding left mouse button to place it. Players can then modify the signal waves on the mining gadget screen to bring them into alignment before activating it. Once back in their mining ship, the player can scan the deposit and notice that the properties have changed based on the gadget used. Gadgets are retrievable after successfully mining but will take damage and can be destroyed if going above safe mining levels or overcharging a deposit.

  • Ship and Ship Components Inventory Updates

Major overhaul of the ship personal inventory storage to allow for ship components to be stored and transported inside ships. Increased the capacity of Landing Zone storage from 100 SCU to 1000 SCU. Added inventory size values to all purchasable ship items along with volume and dimensions, which will require certain size ships to transport larger size components that wouldn’t normally fit inside the smaller ships. Updated all ships to have more internal storage to accommodate this change. Added inventory filters for components.

Ships and Vehicles

  • Added New Ship: MISC Hull-A

Weapons and Items

  • Added Carryable Storage Container to shops in the PU

Feature Updates

Characters

  • DNA Head Textures Update

Art updates for DNA archetype heads that greatly improve the quality of all DNA heads, both for players and common NPCs. This update brings additional archetype heads, while also updating base textures, wrinkle maps, and irises for the original heads.

Locations

  • Updated the inventories of Low Orbit Stations and Landing Zones so that each will now have their own separate inventory

Gameplay

  • Ground Vehicle Signature Emissions Changes

Adjusted ground vehicle signature emissions so that they are more difficult to detect at higher ranges.

  • Shield Balance Updates

Converted heavy fighter and larger ships with size 2 shields to have front-back shield faces instead of bubble shields. Target shield status will now stop updating on the MFD when the target is beyond 8 km away.

  • Ship Weapons Polish Pass

Increased stagger fire threshold to include all weapons up to 750 RPM to allow the option to be stagger fired. Temporarily retuned energy missiles to only have physical damage. Energy damage missiles will have energy damage re-added when armor has been redesigned. Adjusted all S5 through S9 torpedoes to have a longer life span and more fuel. Reduced ammo count for Size 4 Behring Gatlings. Distortion weapons have been replaced with laser repeaters in player and AI variants of the Arrow, Hornet, Terrapin, Cutlass, Freelancer, Hull A, Prospector, 600i, 85X, and Constellation. Slowed down the Anvil Hurricane’s turret movement speed.

  • Player Injury Polish Pass

Overhauled the injury system to increase the chance of injuries occurring during repeated combat encounters and decrease the chance of instant death.

  • FPS Weapon Refactor

Ongoing updates to make procedural animations more natural for holding FPS weapons. Adjusted weapon sway and recoil values across a wide range of rifles, SMGs, shotguns, and sniper rifles.

  • Hunger and Thirst Polish Pass

Increased the decay rate of hunger and thirst values.

  • Added Keybind Option to Request ATC Landing and Takeoff (Unbound by Default)

Ships and Vehicles

  • Added Ships and Vehicles to PU Shops

Added Aegis Redeemer, Anvil Spartan, Argo Raft, Consolidated Outlands HoverQuad, Crusader A2 Hercules Starlifter, Crusader Ares Ion Star Fighter, Crusader Ares Inferno Star Fighter Inferno, Drake Cutlass Steel, and Origin 400i.

  • Increased Hull Health for ARGO MPUV, Drake Cutlass Variants, MISC Starfarer, and MISC Prospector.

Core Tech

  • Desync Improvements

Included a networking updated to reduce ship to ship desync issues. The direction and position of other player ships should now update closer to real time and feel much more accurate.

  • GPU Particle Performance Pass

Converted Xi’an Scout and Aopoa Nox thruster particles to render through GPU instead of CPU.

  • Optimized streaming bubble around player to improve asset streaming performance
  • Partial Gen12 Scene Rendering
  • Client Bind Culling in the Replication Layer
  • Entity Centric Entity Component Update Scheduler
  • Zone Lock Thread Contention fixes

Major Bug Fixes

  • Fixed an issue causing the repair and restock functions to not work consistently
  • Fixed an issue where players were unable to claim insurance on vehicles
  • Fixed an issue where ships could get stored in an unknown state at outposts
  • Fixed an issue causing the quantum drive to not engage consistently
  • Fixed an issue causing players to be unable to set routes or QT towards certain missions
  • Elevators in underground facilities and Grim Hex should no longer become duplicated
  • Repair services should now correctly repair destroyed engines
  • Target Shield Status should now display correctly on the MFD
  • HUD element Inner Thought prompts should no longer interfere with the Talon, 85X, and 890 Jump MFDs
  • Grenades should now consistently explode when detonated
  • Emptying and reloading consecutive magazines should no longer break reloading
  • Players should no longer experience being teleported back into bed shortly after getting out of it
  • Items left on landing pads should now be cleaned up, so that they no longer block ships from spawning on the pads
  • Scanning minable rocks should no longer be unreliable and should no longer give a full red critical display
  • Fixed an issue causing the mission broker to stop updating and displaying new instances of reputation-gated missions
  • Wallace Klim should now correctly offer missions to players via the mobiGlas contract manager
  • Players should now be able to destroy AI Caterpillars and correctly receive mission credit
  • Players should no longer experience severe delays when interacting with inventory after loading into locations that have a large amount of stored items
  • Shooting another player should no longer always result with instant death rather than placing player in an incapacitated state first
  • Placing a downed player on medical bed should now complete correctly
  • The Carrack Medical Bed should now heal Tier 3 Injuries
  • Hitting your own corpse with a ship should no longer give you a crime stat
  • Fixed several areas of ships where the shields did not fully extend coverage, allowing damage to pass through in the Avenger series, Arrow, Spartan, Hammerhead, Retaliator, Hercules Starlifter series, Buccaneer, 400i, 85X, Tumbril Cyclone
  • The landing gears of the Buccaneer, Constellation Phoenix, Aurora LX, and Khartu-al should no longer snap back after deploying
  • Cutlass Steel spotlight should no longer be offset / rotated to the right
  • Paints applied to the Origin 600i Executive Edition should now correctly appear
  • Loading a Constellation into Arena Commander will no longer spawn the player into the docked Merlin
  • Third person camera should no longer get stuck after ship is impounded
  • The Valkyrie ramp will no longer clip through the floor causing the ship to bounce throughout the hangar
  • Fixed an issue causing massive reverb muffled sound to get stuck after heavy g-forces
  • Players should no longer get stuck on “Awaiting Selection” and be unable to select ships for AC modes other than Free Flight
  • Accessing the mobiGlas while holding a loot crate will no longer attach the crate to the player, preventing the crate from being dropped except via weapon swap and causing a loss of Grab functionality
  • Hunger and Thirst values should now persist between client sessions
  • Players should no longer have a chance to be stuck in prone if falling down when entering a ship from EVA
  • The player should no longer be kicked out of the Persistent Universe while in a downed state waiting to be revived
  • Fixed an issue causing OxyPens to not replenish oxygen
  • Fixed an issue that was causing hostile actions against AI-piloted ships to not correctly match hostile actions against players
  • Fixed an issue causing the vial to not pop out of the medical device when depleted in self-heal mode
  • Fixed an issue causing the medgun’s AR cards to display partially off-screen when the player has multiple injuries
  • Fixed an issue causing certain FPS weapons to be incorrectly dropped with Tier 1 arm injuries
  • Fixed an issue causing multiple rooms in the GrimHex hospital to be incorrectly pressurized and not have atmosphere
  • Fixed multiple locations where players can get stuck behind crates in derelicts

Technical

  • Fixed 11 Client crashes
  • Fixed 2 Server crashes

Star Citizen Alpha 3.16.1

Star Citizen Patch 3.16.1

Alpha Patch 3.16.1 has been released and is now available! Patch should now show: VERSION 3.16.1-LIVE.7939065.

It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000


Known Issues

  • It is possible that some servers may stop updating their mission offerings. If the issue persists, try leaving the server, waiting a few minutes and rejoining the PU, or change region.
  • Attempting to log back into a ship bed may result in a long loading screen before being sent back to the Main Menu w/ Error 30009
  • Players will experience positional desync with one another after they have died and respawned
  • Switching capacitor charge can cause desync in capacitor rate and capacity
  • Many mineable asteroids can’t be scanned
  • Spawn closets do not recognize unconscious AI and close the door on them possibly leaving mission critical AI unreachable
  • Ships sometimes wont appear in the VMA app unless the player spawns the ship first then spawns a different ship after, only then the ship will appear in VMA
  • Logging out from the Reliant ship’s bed and back in will cause the Reliant to be in flight mode and the player is stuck inside the ship sleeping area
  • Cannot Repair, Refuel, Restock at LEOs
  • Ship may despawn after player death instead of staying at it’s last location
  • Hammerhead doors to turrets may not open for players if they leave the seat during QT, trapping them inside

Feature Updates

Gameplay

  • Derelict Spaceships V1 – Planetside Points of Interest

Updates to the Derelict Spaceship missions to include more points of interest that will be scattered on planets. These derelict spaceships can now include newly added activities such as puzzles, tripmines, traversal problems, and hostile AI encounters and may reward players handsomely when for resolving the activity. These new derelicts will include the 1st implementation of laser trip mines into the game which players will encounter. This trip mines are explosives that use a beam of light that will detonate the explosive when someone or something comes into contact with the beam.

  • Ship Shield Delay Changes

Shield face regen delay timer will now also trigger if the ship hull is hit and shield face is already down. Shield regen delay timers will now trigger for all faces when the power state of any shield generator is changed.

  • Quantum Travel Polish

Made additional stability fixes that should help Quantum travel engage more consistently.

  • Increased scaling ratio payout per crimestat of target for player bounties

Major Bug Fixes

  • Character’s head, mobiGlas, and other equipment should no longer go missing after being released from Klescher
  • Fixed an issue that was causing elevators at GrimHEX and Underground Facilities to duplicate and overlap
  • Fixed an issue causing Inner Thought to override the MFD interaction of many ships
  • Fixed an issue that was causing player Hydration & Nutrition to not deplete
  • Fixed issues with multiple ships having shield holes and allowing laser repeaters through when the landing gear was retracted
  • Medical Gurney’s in the Area18 hangar should now have correct mouse input steering functionality
  • Fixed an issue that was not allowing players to interact with party members on the front end menu
  • Fixed an issue causing players to see extremely bright, flashing lights around gas clouds near space stations
  • Fixed an issue causing players to become stuck in the queue to respawn at an ICU indefinitely
  • Fixed an issue causing weapons to not holster after entering EVA from Prone
  • Item interactions should no longer overlap other items which made it difficult / near impossible to interact with certain items properly
  • “Get up” Inner thought options should no longer be missing from the Cutlass bunkbeds
  • “Close Exterior” prompts should now correctly close ramps or doors on various ships
  • Fixed an issue causing multiple ships to spawn upside down on landing pads
  • Turrets should now properly attempt to shoot down torpedoes and bombs
  • Drake Caterpillar elevator should now retract correctly and not block players from entering the ship
  • Fixed an issue causing the synced assassination missions to not complete
  • Arlington Bounty Idris should now show it’s marker for the player to follow
  • Rocket pods should no longer be able to be equipped on other ships that are not intended
  • Fixed an issue that allowed players to swap and move bespoke ship items across many ships
  • Pressing and holding F to “Freelook” should now work when piloting the Nox and prevents start up of vehicle
  • Freelancer Variant loadouts should now be able to be modified
  • Fixed multiple shield holes in the Aegis Sabre
  • Destroying the tail of the Redeemer should no longer break apart the entire exterior without killing the ship

Technical

  • Fixed 4 Client crashes
  • Fixed 6 Server crashes

Star Citizen Alpha 3.16.0

Star Citizen Patch 3.16.0

Alpha Patch 3.16.0 has been released and is now available! Patch should now show: VERSION 3.16.0-LIVE.7912978.

It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000


Known Issues

  • It is possible that some servers may stop updating their mission offerings. If the issue persists, try leaving the server, waiting a few minutes and rejoining the PU, or change region.
  • Spawn closets do not recognize unconscious AI and close the door on them possibly leaving mission critical AI unreachable
  • Laser Repeaters can directly damage ships through shields
  • Ships sometimes wont appear in the VMA app unless the player spawns the ship first then spawns a different ship after, only then the ship will appear in VMA
  • Logging out from the Reliant ship’s bed and back in will cause the Reliant to be in flight mode and the player is stuck inside the ship sleeping area
  • Cannot Repair, Refuel, Restock at LEOs
  • Pressing and holding F to “Freelook” does not work when piloting the Nox and prevents start up of vehicle using interaction (keybind will need to be used)
  • Character’s head, mobiGlas, and other equipment may go missing after being released from Klescher
  • Bed logging on a moon or planet – ship falls through surface
  • Ship may despawn after player death instead of staying at it’s last location
  • Hammerhead doors to turrets may not open for players if they leave the seat during QT, trapping them inside
  • Weapon will not holster

New Features

Locations

  • Area 18 – Hospital Interior Location

Implementation of a working hospital located in Area 18, where players can be healed and revived, as well as purchase medical supplies.

Gameplay

  • Jumptown 2.0

Implementation of Jumptown 2.0, a new dynamic event that will run periodically in the persistent universe. Inspired by the historic events of Jumptown, this new event features both lawful and unlawful mission paths.

Ships and Vehicles

  • Added New Ship: Drake Cutlass Steel

Feature Updates

Gameplay

  • Gravlev Rework

Gravlev for hovering vehicles (Nox, Dragonfly, ect.) has been heavily revamped and upgraded to improve the feel of driving along with greatly improved general stability and less glitchiness, and and should greatly improve the general experience of driving all around on hover bikes. This includes major updates to the physics model of the bikes, general stability improvements (i.e. not losing control), added turning, banking, and tilting around, and much faster speeds on bikes. Players can now height adjust how far above the surface they are by holding space to go up or CTRL to go down. Doing this will make hovering vehicles that are closer to the ground go faster with more risk of collision and vehicles higher above the ground slower but with less risk of colliding with ground objects. We’ve added better powered on and off behavior for gravlev vehicles along with improved dismounting behaviors. Falling from great heights no longer should destroy your bike.

  • Atmospheric Bounties

The addition of flying bounties in atmosphere to all Stanton (1,2,3,4), allowing the player to now fight AI bounty targets above planetary locations. These can be in areas above Caves, Derelicts, Junksites, Outposts, and UGFs.

  • UGF Mission Polish

Changed UGF security from police to guards so Assaulting an Officer is not triggered. Greatly increased leniency on damage taken friendly-fire threshold of AI.

  • Law system Improvements

We’ve added many additional changes to the law system to help improve it’s function in different scenarios.

Defence of another: All actors and AI will now see someone going over friendly fire thresholds as hostiles for the length of time they have any hostility toward other actors. This is to address the issue of wanting to defend your innocent friend from an unprovoked attack, but not being able due to you receiving a crime stat as the attacker wasn’t hostile to you. It also means we can remove the crime of Aggravated Vehicular Assault which was only added due to the need to mitigate this issue.

Reduce the acquisition of low level CrimeStats: We’ve removed Aggravated Vehicular Assault as this would still be a crime around green zone covered by Armistice Violations as well as the addition of Defense of another mechanics mentioned above.

Displaying a victim’s name in infraction notification: This applies to players and any AI with a names. This was to help clear up confusion for players receiving infractions for things like GBH when their victim bled out several seconds after the fact.

Bounty Hunters being led to trespass zone around prison: Replaced the trespass zones are around prison with the new style and removed the misdemeanor area completely. We have reduced the size of the trespass zones, replaced the misdemeanor area with the new trespass type with warns the player and gets them shot at. The felony trespass area is much smaller, but should keep bounty hunters from camping too close to the prison.

Criminals should receive a less forgiving friendly-fire allowance: If a player is already a criminal or has an active hostility timer, the friendly-fire allowance is tightened to ensure they don’t keep getting away with the first few shots.

Missiles and the law: We’ve made a few changes to missile damage behavior with the law. Firing a locked missile should now max out the friendly-fire hostility duration. Currently locking missile only counts as a “hit”, but it will now render the ship as hostile for as long as a missile is locked. Once the missile is unlocked (without it being fired) it should only add a single “hit”. Fixed an issue that could cause missiles fired at AI to sometimes choose a random friendly target that was close which would cause the player to get an immediate crimestat.

  • Dying Star Updates

Updating the Dying Star map to bring it inline with the recently updated Broken Moon map by increasing overall size, adding new playable areas, more cover options, and new space assets.

  • Updated rep for Infiltrate and defend missions to not punish on player abandon due to the spawn times
  • Temporarily made Scrap sellable at the following RestStop Admin Offices: HUR-L5, CRU-L5, ARC-L1, MIC-L1

Ships and Vehicles

  • Ares Ion Balance Pass

Tweaked the Ares Ion weapon to have a higher RPM with lower damage per hit and made aim adjustments.

  • Redeemer Balance Pass

Adjusted the turret velocities on the Redeemer.

  • Added radars to the Constellation series copilot seats

Weapons and Items

  • Mounted Guns Polish

Tweaked mounted guns to be more in line as an infantry suppression weapon. This will reduce projectile velocity and RPM, reduce projectile damage per hit, reduce projectile weight (this will reduce force reactions on players), as well as giving projectiles a higher spread. Greatly increased how long players can fire the weapon before it shuts down.

  • Increased cost of Size 10 bombs

Major Bug Fixes

  • Heavy armors should no longer block much of the mobiglas interface
  • Character Customization should now save changes in the PU when editing appearance
  • Fixed an issue causing elevators in ships to disapear and cause players to be come invisible
  • Depositing gems in the Klescher Rehabilitation Facility Mining Hopper should no longer give a “transaction error”
  • Players should no longer damage ships while exiting them
  • Fixed an issue causing UI HUD elements to randomly become distorted
  • Fixed an issue causing UGF missions to not spawn all the intended FPS AI
  • Fixed an issue causing Bounty hunter missions to stall indefinitely if leaving the area before it updates on a slow server
  • Fixed and issue causing bounty target markers to disappear
  • Players should now be able to use ‘Store’ to put Gem Shards or harvestables into their Personal Inventory
  • MFDs should no longer be difficult to interact with due to overriding Inner Thought prompts
  • Items should no longer get in a bad state and highlight as grey instead of green and be unable to update the character loadout and go missing upon logout/login with affected grey highlighted items
  • Minable Rocks should no longer have a small hit box which caused the mining UI to have a hard time tracking the progress of the mining process
  • Players should no longer have the potential to fall through the surface of whatever they’re lying on after being revived out of a downed state
  • Capacity UI on equipped armor should no longer appear to be over 100% despite there being not enough items to break capacity
  • Fixed an issue that was causing the main elevators in Grim HEX to duplicate and overlap
  • Fixed an issue causing group bounties to not complete
  • Logging out in a ship bed or crashing, logging in/crash recovery should no longer fail w/ Error 20018, or spawn the ship/player at Stanton star, or return to menu without an error
  • Game should no longer crash after looting an NPC crew member corpse in “Investigate Missing Crew”
  • A Ships Volatile Cargo should no longer suddenly become Critically Unstable
  • The Mining UI should no longer scan deposits every time the Mining Laser is Activated/Deactivated
  • The Mining Consumable Timer should no longer break if Toggling Mining Mode whilst it is active
  • Quantum Traveling towards a party member should no longer cause the player to fly into the planet
  • Moving on hills, stairs, fences, low walls or props should no longer sometimes trip the player, or fling them into the air
  • Player 1 and 2 should no longer lose all control after player 1 attempts to loot player 2’s and incapacitated body while player 2 opens inventory
  • Fixed an issue that only allowed players to split one item from a stack at a time
  • Elevator should no longer appear in the entrance to the tram station from the lobby in New Babbage
  • Players should no longer load back into ship beds inside invisible collision after logging out on planet surfaces
  • There should no longer be a high chance for commodity selling to fail at admin kiosks
  • Being knocked unconscious by another player in the escape route in prison should no longer trigger the attempted to escape crime
  • The Argo Raft deck elevator should no longer pop black LODs as it descends from the upper deck
  • Players should no longer encounter deadly wind force reaction when exiting Ship and/or Outpost while carrying a mission crate
  • Fixed an issue causing repair and refuel to not function at outposts
  • Fixed split arrows from not showing when splitting items in personal inventory

Technical

  • Fixed 7 Client crashes
  • Fixed 5 Server crashes
  • Backend Service Crash Fix

Star Citizen Alpha 3.15.1

Star Citizen Patch 3.15.1

Alpha Patch 3.15.1 has been released and is now available! Patch should now show: VERSION 3.15.1-LIVE.7878626.

It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

Database Reset: No
Long Term Persistence: Enabled
Starting aUEC: 20,000

We are currently assessing if there are any performance and other issues while playing on Windows 11. If you are part of the windows insider program with Windows 10 or 11, you may have an option turned on called Diagnostic Data in the windows settings. This option is required for windows insider but appears to degrade game performance and turning this off may help framerates substantially.

Easy Anti-Cheat
EAC has now been enabled in Star Citizen. This currently has a some known tools that will no longer function and some that we are looking into getting to work for future updates.

Known to Work:

  • Reshade v4.9.1 (requires renaming of reshade dxgi.dll to d3d11.dll)
  • Voice Attack (1.8.4 64-bit)
  • Joystick Gremlin version 13.3, Thrustmaster’s T.A.R.G.E.T.
  • Track IR and Tobii v1.39.12028.0
  • OpenTrack (2021.1.3)
  • GameGlass (Latest Version 0.44.6.0)

Known to Not Work:

  • Devreorder
  • Localization tools not working
  • Linux/Wine/DXVK/Sandboxie Plus do not work currently
  • LED lighting (LEDKeeper2)
  • EVGA Precision X1 may have issues
  • VorpX

Known Issues

  • Ground vehicles and initial spawn point

With this latest update, your initial spawn chooses the location of all your ships. If you have ground vehicles through the pledge store, selecting an initial home location that supports ground vehicles, like New Babbage, would be best.

  • Pledge Items lost on death

With this upcoming change, players will now lose all items equipped to their character upon death. These items include items from the pledge store including subscriber items. We are currently looking into different solutions for this but for 3.15.x be warned that if you die with subscriber items on, you will lose them in game but they will not be removed from your account or pledge store. These will be returned upon new major patches or through an account reset.

  • Bounty hunter mission updates slowly on a slow server
  • After a server crash, attempting to reconnect may result an infinite loading screen and being unable to interact with the menu. Players may need to exit the game and reload after a server crash to fix this error.
  • Players cannot repair, refuel, and rearm at outposts
  • MFD screens are often blocked by cockpit interaction prompts
  • Items stored in long term persistence such as mined gems are currently not stackable (This is something that will be coming in a future update)
  • Swapping weapons has a chance to drop or remove weapons
  • When in combat, NPCs can get stuck in cover when trying to exit
  • Announcer audio callout for “Match over. You have won/lost the match” can be heard multiple times at the end of a round in Arena Commander
  • When undocking, ships will occasionally become caught on the docking arm instead of detaching smoothly

New Features

Locations

  • Planetary Volumetric Clouds
    Addition of volumetric clouds with internal VFX onto microTech. This first implementation will only be available around microTech with other planets coming in future releases.

Ships and Vehicles

  • Added New Ship: Aegis Redeemer
  • Added New Ship: Crusader Ares Starfighter Ion
  • Added New Ship: Crusader Ares Starfighter Inferno

Feature Updates

AI

  • Updated all existing guards in the CBD area of Lorville to the new CBD variant Quirinus Tech Armor

Gameplay

  • Dropped Item Performance Polish

Added dropped clutter prevention to avoid extreme performance issues when players drop hundreds of items into a single area. This will limit dropped carriables to 10 per 7 meter radius sphere and block further items being dropped until out of this range.

  • Medical and Downed State UI Polish

Increased the size of text on Incapacitated screen. Added name and distance of player who accepted revival beacon on the incapacitated screen. Added label to corpse marker. Add option to PIT menu to dismiss corpse marker. Dismiss corpse marker based on interaction. Increased visibility of limb damage text when healing yourself with a medical tool. Added a marker to the players last corpse to help them find it after death. This will appear when within about 1500 meters of your corpse.

  • Updated loadout and health to increase difficulty of Eliminate Boss UGF missions
    Ships and Vehicles
  • Re-scaled shields to have less drastic benefits in the A and B category, sizes 1, 2 and 3
  • Fixed AMRS scatter gun damage due to explosive fixes

Weapons and Items

  • Added Quirinus Tech Artimex Armor to shops in the PU

Major Bug Fixes

  • Fixed an issue causing the character customization to not work

This is a temporary workaround that will only allow customization on the 1st entrance into the PU and you will need to do a character reset with this release to update your character appearance. Subsequent changes will not update character appearance correctly until a character reset.

  • Players should no longer lose all equipped items when trying on clothing in a shop
  • Fixed an issue causing ships on landing pads ending up in an “unknown state” for location
  • Fixed multiple issues causing players to be unable to loot the belongings from the personal inventory of a downed player
  • Restarting / Quitting and re-joining will no longer get the player out of a downed state or respawn them at their persistence location
  • Male Characters should no longer become Stuck in the MISC Prospectors Pilot Seat
  • Medical beacons should now complete mission/payment when player is brought back from incapacitation
  • Fixed an issue causing players to see black squares instead of smoke, clouds, and fog
  • Interacting with door panels in the Origin 400i should no longer cause the doors to become unresponsive
  • Attempting to deposit gems in Klescher Rehabilitation Facility should no longer give a “transaction error”
  • Fixed an issue causing a character’s head, mobiGlas, and other equipment to go missing after being released from Klescher Rehabilitation Facility
  • Fixed an issue causing players to get a continuous black screen when dying in a hospital gown
  • Scanning a dead AI with the medical gun will no longer show that they still have health
  • Double pressing [RMB] over an item in the location inventory should no longer cause the tooltip to be stretched out from its original position
  • Fixed an issue that could sometimes cause the “Equip All” function to attach fruit and other items to magazine slots
  • NPC Nurse head should no longer turn 180 degrees after entering a usable in hospitals
  • Lethal takedowns should now put players in an incapacitated state and no longer instantly kill them unless already incapacitated
  • The interaction range for looting an external loot crate should now match the leash range so that it doesn’t close unnaturally while in range
  • Fixed an issue causing the tractor beam multi-tool attachment to cause the AR Cards for medical guns to be indefinitely suppressed when aimed at another target
  • Fixed a shield hole / vulnerability located at top starboard side of the Argo Mole
  • Fixed an issue when equipping guns on to the back of a backpack, the guns are initially placed inside the backpack
  • Players should no longer fall through the bed and bounce back up when placed into medical beds by another player
  • Fixed an issue causing the New Babbage tram to display the incorrect next destination on the screens in tram interiors
  • Fixed an issue causing some NPCs to get stuck while walking around the Grim HEX hospital
  • Reequipping a helmet via the PIT menu will now complete correctly without creating duplicate helmet in the location inventory
  • Fixed Inverted Interactions while in ground vehicles

Technical

  • Fixed 10 Client crashes
  • Fixed 6 Server crashes
  • Main Thread Deadlock Fix