Star Citizen Patch 3.9.1
Alpha Patch 3.10.0 has been released to Evocati, and is now available to test! Patch should now show: VERSION 3.10.0-PTU.5381545.
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\PTU.
Database Reset: YES
Long Term Persistence: Enabled
The current build is under NDA
Please monitor etf-megachat in spectrum for updates and testing instructions.
r_displaySessionInfo = 1
Note: This patch does not contain all of the intended features, which will be added iteratively to the notes as they become available. Additionally, some features may be implemented in a partial state and as such are not ready for testing. When those features reach a playable state they will be detailed on the notes and added to the “Testing Focus”. Please issue council all issues related to those in testing focus and in general gameplay.
We will be monitoring this patch for stability tonight and may take down the servers if it proves to not be stable enough.
- Ship flight in and out of atmosphere
- Updated building blocks ship UI for all flyable ships.
- High speed combat changes
- Turret gameplay
- [EPILEPSY WARNING] The Players screen can appear to flip rapidly whilst QTing to Surface Locations
- Player may be killed when leaving through the Area18 restricted area tunnel from the spaceport. (Workaround: Avoid Area18)
- Multiple shop doors will not open around Area18, preventing access
- Proximity chat audio is very quiet and low quality
- There are naked AI in multiple areas in the PU
- Legally landed ships may be impounded
- Lorville Bartender goes missing following a client re-launch
- Both Shubin Processing Facility SPMC-14 and SPMC-3 on Calliope are missing QT Markers
- There is no atmosphere in Port Olisar’s Casaba Outlet shop
- AI NPCs will stand on seats in various locations
- Multi-Tool in Klescher Prison Commissary does not come with a OreBit mining attachment
- If the player exits to menu/disconnects/crashes during the prison load screen transition their load-out will not be changed
- Changing the operating system language while in-game leads to Interaction Mode not working
- Player may get stuck on a loading screen when leaving prison or respawning
- Player may get stuck on a prison loading screen if sent back to prison a second time without clearing their crime stat
- All map markers are offset from planet surfaces
- Replaceme balls are present in the cargo hold of the Valkyrie
- When going into ADS and crouching / prone you will be unable to see through the optics scope on the Arrowhead or P6-LR
- Ship targets appear when the user flight readies in 3rd person view
- Freelook does not always work properly in turrets
- Reliant remote turret hud not visible
- Remote turret controls in pilot seat do not deactivate pilot controls
- Turrets ignore power setting
- Players may fall out of turrets and clip through geometry when exiting them with the female model (Workaround: Avoid choosing the female model for now)
- Clicking on an empty space in the personal commodity inventory will cause the client to crash
- Purchasing a plushie from the shop will currently send it to the void and not into your inventory
- Turret projectiles and fixed weapon fire is slightly desynced so hits may appear to not register but don’t.
Adding the initial implementation of MobiGlas Variants which gives the player the ability to switch out their MobiGlas for another one with various colours. Players will be able to purchase these in game at the new Factory Line shop in New Babbage on microTech.
Cover Usage V1
Expanding the tactic selection for the NPC-Human Combat to analyze the environment and detect, in absence of full cover, possible positions where they can engage enemies without being fully exposed to them. This includes objects such as small crates, which could potentially provide partial cover.
Adding the initial functionality to allow players to interact with dead and unconscious characters, and move them. Whilst an actor is dragging they can equip, use and holster 1-handed weapons, i.e. pistols and knives (the dragging character holds onto the victim with their left hand, leaving the right hand free).
Thruster Efficiency Curves, Jerk, and Aerodynamics
Thruster efficiency curves drastically change the way thrusters work in differing atmospheres. In atmospheres our thrusters now lose efficiency and become much weaker. This is dependent on the ship and the thruster type to some degree, but ships are now much weaker when in atmospheres and cannot fly in the maneuverable way they used to.
Jerk – This is a core change to how ships move, both in space and in atmosphere that makes them much smoother and feel more weighty. Jerk is a measure how quickly the ship’s acceleration changes, and previously it was infinite. Now it’s a finite quantity that means thrusters do not respond immediately to changes in acceleration. Expect weightier feeling ships but with similar levels of maneuverability
Aerodynamics – Ships now have individually simulated aerodynamics surfaces that contribute various little forces to the motion of the ship. The result is both much more realistic and enjoyable to fly, and a significantly more detailed simulation. Expect lots of subtle, unique flight characteristics per ship that give them a lot more character. Ships with wings are now able to stall, do level turns, lose speed in tight turns, and various fancy aerodynamic features. The aerodynamic interaction with wind is now more details and expect wind to push and pull on ships in more complex ways. Ship aerodynamics will now change as you switch between configurations. Breakable parts now affect the aerodynamics, so break off a wing and the ship will not fly straight anymore.
High Speed Combat
Ship systems will now suffer the consequences of traveling at high speed, restricting some of the options that players will have at maximum velocity that will push players into engagement at lower speeds. When flying above SCM speeds, weapon accuracy, gimbal assist speed, and missile lock speed will be negatively affected. While you will still be able to lock onto a target for missiles above SCM, missile firing can now only occur while flying below SCM speed.
Ships and Vehicles
Added: KRIG P72 Archimedes Emerald
Added ship paints to in game shops.
Adding in the initial implementation of game purchasable ship paints to shops in the ‘verse. These are purchased with in game aUEC from Dumper’s Depot and Omega Pro shops and can be applied using the ship loadout manager in your MobiGlas. This first release will only have shops sell the Invictus 2950 paints for a small selection of ships.
Weapons and Items
New FPS Weapon: LBCO Atzkav Sniper rifle
The Atzkav is a unique precision sniper rifle from Lightning Bolt Co. Once the charging handle is engaged, it accurately fires a charged electron to deal significant energy damage that spreads to nearby conductive targets. This special pulse effect also leaves a residual charge in the strike area that increases damage delivered by subsequent electron shots. Alongside the rifle’s special firing capabilities, the Atzkav is best known for its distinct barrel that crackles with energy when powering its next shot. Currently, this can be acquired at Skutters in GrimHex.
New FPS Weapon: Lightning Bolt Co. Yubarev Electron Pistol
Engineering excellence only scratches the surface of the distinct Yubarev pistol. Former merc turned weapon manufacturing mogul Irina Arkady oversaw every aspect of the weapon, imbuing it with power, practicality, and panache. Featuring a classic woodgrain grip and cutting edge barrel design, the Yubarev fires a charged electron shot that impacts not only your target, amplifying the charge with each hit, but can spread to additional conductive targets in range.
New FPS Weapon: Gemini C54 Ballistic SMG
Easy to handle and a beauty to behold with its purple accented styling, the C54 is a sleek and precisely balanced SMG from Gemini. Its lightweight polymer frame and ergonomic design makes it ideal for close quarter engagements. The C54 is capable of firing 10mm rounds on full auto to provide maximum support and target saturation to ensure that any engagement ends quick.
Day/Night temperature changes on planets
We are introducing a new mechanic to planets that causes the temperature to rise and fall with the day and night cycle. This means that planets should be warmer during the day and cooler during the night.
These updates are to make GrimHEX a complete landing zone. The main changes include new location-branded utilitarian hangars accessible by the main hub. This includes 2 large and 1 extra-large hangar to allow larger ships to land.
High Tech Hangars
Full replacement of the current New Babbage Hangars to the new High Tech Hangars.
New Babbage Shop Additions
Introducing new shops to New Babbage such as a novelty Kiosk in the New Babbage spaceport interior which will sell souvenirs and knick-knacks. Also coming to the spaceport is The Factory Line, a flagship store for microTech, which sells their top of the line products, such as mobiGlas variants, simpods, a new microTech hacking chip, and other various computer related items.
Planet Re-Drop – Height maps quality update
Updates made to all the heightmaps used on planets and moons to fully take advantage of their higher resolution. This will mean more detail can be utilized during the painting process.
Planet Re-Drop of Landing zones
Planet location re-drop following the Height maps quality update to make sure all landing zones, derelicts, underground facilities, and outposts are set correctly into the updated environments.
Ocean Shader Improvements
Added support for in-game oceans to react to flares and local lights using screen-space and cubemap reflection. Upgraded shading to include a Fresnel component and Sub-surface scattering term, and new shader features, to enhance the realism of oceans with improved refraction and additional detail layers. Added ability for ocean to react to wind conditions to increase or decrease wave turbulence.
Added additional LODs to Port Olisar landing pads and rings to help with assets popping in and out at a distance.
Ship Hud Rework
Rebuilding our ship HUDs to use the new building blocks UI system ahead of further redesigning the look of the UI. This includes updates to the design of TVI (True Vector Indicator) and reworked center targeting UI. Note: This change is currently not for ground vehicles will come in a future update.
Turret Usability Improvements
In order to improve the general combat and turret experience in SC a number of changes have been done. This is the first iteration and we plan to continue to improve upon these in the future. Currently some of the UI is placeholder.
Turrets now have a fixed assist system, using weapon convergence to nudge weapons toward the target, while still rewarding precise aim and area targeting. In addition, we added a modifier for how much the acceleration of a target is taken into account for PIP prediction. We now update the PIP purely on the velocity which gives us a much more stable firing solution and decreases the effects network jitter of juking behavior.
We have also made numerous updates to controls including adding a new binding map for turrets and new optional control tunings. VJoy style controls have been added and set to default (Keybind “Q” swaps between VJoy and relative mouse mode), Added ESP to turrets (Keybind “E” to enable), Gyro Mode (Press “G” to enable), Changeable turret velocity Limiter (LShift enables and W/S/Mousewheel to change limits), Combined/ staggered fire mode (Keybind “V” to Swap between), Holding down “C” will automatically re-center the turret.
Turret UI now shows specific status labels so that there is no uncertainty what the turret is doing including VJoy mode, turret rotation, gimbal borders, and aim quality. This also exists on remote turrets.
Updated ship control settings
We have made updates to the default ESP settings. ESP radius and dampening effect is now customizable in the options menu. We have added additional v-joy visibility and functionality settings to the option menu.
Updating Commissary Vending Machines and Items as well as NPC AI Guard behavior. We have also added missions to repair broken oxygen dispensers for merits. These missions will trigger periodically as oxygen kiosks in the prison caves will break over time and signal that they in need of repairs. When a player accepts and completes the mission they will be rewarded with merits.
Updates to Star Marine scoring and REC conversion
Score for kills in Star Marine has been doubled to 200. Increased score limit for Elimination to 5000 (up from 3000), and adjusted the score to REC conversion due to these changes.
Moved the Personal Inner Thought back and page arrows to the middle of the menu and added a dark background behind the wheel
Updated all radars and pings to be able to detect mineable entities
Ships and Vehicles
Variable armor values have returned to ships
We have setup some minor armor variation to ships. Ships designed to take punishment will now have slightly higher damage resistance (ex. Cutlass Blue). Stealthier ships will have signature reduction in armor, at the cost of some damage resistances.
Drake Buccaneer QoL Update
Intake/Fuel tanks no longer fall off randomly with sing/engine detachment. Missile Pylon/S3 gun mounts swapped around to provide firepower when a wing is detached. Changed default missiles to a mix of standard IR/CS. Glass dirt/wear pass to help with pilot visibility.
Drake Caterpillar QoL Update
Weapons changed from 4x size 2 (with size 1 installed) to 2x size 3 (with size 2 installed). Turrets changed from 2x size 4 (manned) to 2x size 4 (manned) and 1x size 3 (remote). Glass dirt/wear pass to help with pilot visibility.
Anvil Gladiator QoL Update
Increased turret from size 2 to 3, increased turret weapons from size 2 to size 3, default weapons changed from gimbaled size 2 to fixed size 3.
Xian Scout QoL Update
Updated flight performance. Weapon hardpoints increased in size from size 3 to size 4. Default equipped weapons changed from fixed size 2 to gimbaled size 3.
Increased ship cull distance to help with ships visually popping in/out at a distance.
Major Bug Fixes
Glass in the Aeroview hangar should no longer be heavily obscured by scratches when looking out of the upper room.
Fixed Mustangs being able to equip S2 quantum drives.
Fixed audio element of Carrack thrusters so it should no longer be excessively loud to players inside the ship.
AI should no longer regularly go into a “relaxed” aim stance during combat.
Fixed ADS positions on FPS weapons to be centred so that crosshairs line up to bullet firing.
Fixed 1 client crash
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