{"data":{"id":19602,"title":"Star Citizen Alpha 3.21.1","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/\/19602-Star-Citizen-Alpha-3211","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19602","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19602","channel":"Transmission","category":"General","series":"Release Info","images":[],"images_count":0,"translations":{"en_EN":"Star Citizen Patch 3.21.1\nStar Citizen Alpha Patch 3.21.1 is now available and has been released to the LIVE environment! Patch should now show: VERSION 3.21.1-LIVE.8892745.\n\nIt 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.\n\nDatabase Reset: YES\nLong Term Persistence: Enabled\nStarting aUEC: 20,000\n\n\nKnown Issues\n\nPU \u2013 Locations \/ Vehicles \u2013 When spawning a ship at a Docking Port, the ship can spawn clipped into the docking port geometry\n\nPU \u2013 Stanton \u2013 AI \/ Mission Content \u2013 UGF AI falling through the stairs \/ floor\n\nPU \u2013 Lorville \u2013 Locations \u2013 Transit \u2013 HAB Elevators \u2013 There is a chance that the HAB elevators do not arrive when called\n\nMultivehicle \u2013 PU \u2013 Vehicles \u2013 When docking at a station the docking arm will not extend\n\nPU \u2013 Stanton \u2013 Area18\/GrimHex \u2013 Locations \/ Inventory \/ Respawn \u2013 Player loses loadout and equipped items after dying in the armistice zone\n\nSRV Tow UI shows invalid or no target despite meeting the criteria for a valid target prior to attempting to tow a ship in QT\n\nMultivehicle \u2013 ASOP Retrieval \u2013 Various vehicles spawn with wings\/engines\/landing gear in their \u201cin-flight\u201d state instead of their \u201clanded\u201d state when retrieved from ASOP\n\nMultivehicle \u2013 PU \u2013 Vehicles \/ Usables \u2013 Exiting bench seats ignores collision\n\nAC \/ SM \u2013 Menus \u2013 Ship \/ Equipment Rental \u2013 Renting a ship \/ Equipment for 3 days display incorrect rental times\n\nAC \u2013 Single Weapon Elimination \u2013 Weapon \/ FPS \u2013 Player who has takedown performed on them has their gun despawned\n\nPU \u2013 Stanton \u2013 Halo \u2013 Desync \/ EVA \/ Vehicle \/ Ships \u2013 Players can desync when transitioning to or from EVA from one ship to another ship\n\nPU \u2013 Missions \/ Reputation \u2013 Data Heist \u2013 The hard missions are not appearing despite meeting the requirements\n\nPU \u2013 Stanton \u2013 Location \u2013 Seraphim \u2013 ASOP \/ Fleet Manager \u2013 The ASOP terminal loading screen will not end\n\nPU \u2013 Shopping Kiosk \u2013 \u201cInvalid Sell Price\u201d error occurs while selling specific items\n\nPU \u2013 Stanton \u2013 New Babbage \u2013 NPE \u2013 Locations\/Design \u2013 The player will be stuck in their hab\u2019s bed if they restart the tutorial by quitting to main menu whilst dead, blocking flow\n\n\nNew Features\n\nGameplay\n\nSystem \u2013 Security \u2013 Ship Trespass\n\nThe interior of players\u2019 ships are now considered trespass zones for those without permission to enter. Permission will granted via the party system until more complex systems for managing crew and passengers is created. Players trespassing aboard a ship will see a Trespass Warning and can be attacked by the owner of the ship and any player in their party without fear of committing a crime. This timer has a brief period after they exit the ship to where hostile actions against the trespasser are warranted. If the player is allowed access to a ship due to the owner being a hostile, then the hostile\u2019s hostility timer runs out whilst still aboard, they retain the right to remain aboard until they leave. Should they attack former hostile they would be able to receive crimes and be lawfully attacked in self defense. Should former hostile attack them, they would be able to press charges and be lawfully act in self defense. This update also removes the warning that all players see in a ship when a new person joins, making it much more difficult to tell when your ship has been boarded and by whom until visual confirmation has been made.\n\nMission \u2013 Defend \u2013 Data Heist\n\nImplementing unlawful missions that task the player with infiltrating locations defended by hostile NPCs to hack terminals. Players with the mission will be sent to a location to help recover\/steal data from servers at the location. They will need to access the main-terminal via hacking or Technicians ID chip (found at the location) and give access via interaction screen to their mission handler who will initiate the download. During the download they will defend the terminal and servers, the latter of which can be destroyed or overheated. Once enough data has been uploaded they will be able to leave the area completing the mission. They will fail if too many servers have been destroyed or not enough data has been uploaded.\n\nShips and Vehicles\n\nAdded New Ship: ARGO SRV\n\nAdded New Ship: Crusader C1 Spirit\n\nAdded New Vehicle: Tumbril Storm\n\n\nFeature Updates\n\nLocations\n\nAdjusted Gloss Values of Screens Around Major Landing Zones and Most Space Stations to Reduce Light Glare\n\nSeraphim Station Exterior Lighting Polish Pass\n\nAI\n\nFPS AI Behavior Integration\n\nWith 3.21.1 we have integrated in much of the FPS AI behavior from Squadron 42. These updates, that have been polished and worked on outside of Star Citizen release builds until now, will vastly improve overall difficulty, reaction times, animations, behaviors, and other traits and make combat with them a much more dangerous but rewarding experience.\n\nGameplay\n\nTractor Beam \u2013 T2 \u2013 Vehicle Tractor Beam\n\nThe inclusion of Vehicle tractor beams and the ability to tow ships has been added to 3.21.1. The vehicle tractor beam feature will not only bring the Tractor Beam to the vehicles but also will extend the FPS tractor beam by adding more functionality and adding a brand new, larger standalone Tractor beam for players to use.\n\nThis update includes much work to add Pilot and Remote turret controlled tractor beams and functionality to lots of ships that allow them. While most ships will have remote turret controlled, ships such as the 315p and Vulture will have Pilot controlled tractor beams. As this is a first, initial pass to add tractor beams to many ships, some tractor beams are not in ideal locations for the intended use, a prime example of this is the cutlass blacks who\u2019s tractor beam cannot see the interior of the ship. There current positioning is not final and we do plan to revisit them to make further improvements to there locations and integrations in future releases.\n\nWe have also included the ability for specialized ships like the ARGO SRV to use towing tractor beams, allowing them to grab onto and pull ships that have their shields and engines disabled through space, atmospheres with gravity, and through quantum travel. Towing Crime \u2013 We have expanded this so the legal owner of the ship will have the ability to press charges or not when someone tows their ship without being in the party. Turning back on the shields of the towed ship will immediately cut off the towing tractor beam.\n\nNew, additional functionalities will include: A larger, new standalone FPS Tractor beam tool, an update to the balance of all tractor beams and adding different sizes of the tractor beam to allow different masses or volumes to be grabbed. Allowing for multiple tractor beams to affect a single item and allow multiple players to manipulate the same object. Added Grappling Recoil to Tractor Beams. Implemented a new, dedicated tractor beam UI. Added target distance indicator, added Range Bar, added time transitions to bars. UI updates to display max angle, deflection, and stats.\n\nTemporary Towing Halt for Mission Spawned Ships\n\nSome missions have been updated to not break the systemic sandbox activity of the game. This requires a temporary block on towing ships that have spawned for many different missions.\n\n- Wake of Disaster \u2013 Due to the intention of making this a PVP experience we have not enabled towing on these mission ships while we update the design of the mission to keep the experience we want and not break systemic sandbox activity, we are working on a design to allow us to enable towing currently.\n\n- Cover-up and Illegal salvage \u2013 These will give crimes as you wont have permission to tow them however the mission will still work and resolve correctly (Cover-up you can drag them far enough away from the inspection site and the mission will complete as security can\u2019t find the ship).\n\n- Legal Salvage \u2013 Can still be tractored but causes potential greifing issues we are working on a resolution for this but likely wont see it in 3.21.1.\n\nNew Player Experience \u2013 New Babbage\n\nWe have done a full update on the New Player Experience mission and signage to bring this feature to New Babbage. This update includes many changes to make the mission flow better through New Babbage as well as the addition of shops, more location signage, and a full lighting polish pass to the landing zone.\n\nGround Radar Sensitivity Addition\n\nIntroduced radar ground sensitivity, so different radars can see ground vehicles from different ranges. This includes a full balance pass on ground vehicle emissions and also adds the ability for ground vehicles using Missile Operator Mode to target lock other ground vehicles.\n\nAI Ship Cargo Manifest Balance Changes\n\nRe-balancing the cargo amounts and types that spawn inside derelict and AI ships in the PU using a new distribution algorithm.\n\nGround Radar Adjustments\n\nIncreased ground vehicle emissions and reduced the ground sensitivity on all ship radars so the overall distance is unaffected for ships, but will allow ground vehicles to see each other from further away.\n\nUGF Ledge, Cover, and Navigation Improvement Polish Pass\n\nShips and Vehicles\n\nVehicle Headlight Refactor\n\nThe Star Citizen lighting teams have collaborated to carry out a headlight rework of every vehicle in the PU. This has been done to create a more consistent look and functionality across each manufacturer. The headlight intensity, radius (distance cast), and color will be set based on the vehicle size and manufacturer. This means each vehicle will fall into one of six size categories ranging from Size 1 with 500 meters of headlight cast distance, up to Size 6 with 3000 meters of headlight cast distance.\n\nPartial Ship Mass Balance\n\nTumbril Nova, Corsair, Vanguard, Caterpillar, Mole, Raft, and Star Runners have all had a balance pass on their actual masses in the universe. This update will make some slight changes velocities and handling to the ships listed.\nTumbril Nova Movement Tweaks\n\nAdjusted minimum and maximum track friction and steering stiffness.\n\nIncreased Crusader Spirit Wing Base Joint Health\n\nCore Tech\n\nMade Several Client Performance Optimizations\n\nPut in Multiple Physics Changes to Help Prevent Player Corpses Falling Through Planet Surfaces When Falling at Speed\n\nMade Server Performance Optimizations for Ship Debris\n\n\nMajor Bug Fixes\n\nFixed an issued causing Hab elevators to frequently fail to spawn\n\nStatus effects for medical pens should no longer wear off after 15 seconds (Increased to 15 minutes)\n\nFixed an issue causing players to be considered Trespassing immediately after completing a UGF mission, causing turrets to destroy any ships near the facility\n\nFixed an issue causing players to not be able to send invites or join in on contacts from the main menu until entering a party within the Persistent Universe\n\nShopkeepers throughout the PU can should no longer face the wrong way or be far away from their desk usables\n\nAI Guard arms should no longer clip into its body during the Idle animation in hangers only\n\nFixed an issue causing spacesuit EVA thrusters to sometimes remain on while while walking around outside of EVA\n\nEddie Parr and other Bartender AI should no longer have animation issues while idle and while preparing a player\u2019s drink\n\nThe elevator in the Stratus building in Orison should no longer abruptly turn 180 degrees when it moves\n\nMission objectives should now correctly display while in remote turrets\n\nFixed an issue sometimes causing the assigned hangar AR Marker to not appear\n\nInventory container items such as backpacks and legs should no longer incorrectly show as 0% filled when they contain items\n\nVehicle debris that detach from the ship skeleton on hard death should no longer create floating, immovable debris such as ship ladders and landing gear, floating in mid-air\n\nThe weapons locker UI panel in the Origin 400i should no longer be labeled as an unlocalized variable\n\nThe Super Hornet should no longer lose yaw and partial pitch control if the nose turret is removed in VMA\n\nEnabling auto-gimbal should no longer cause fixed wing gun convergence to be set too close\n\nFixed the MISC Reliant not being able to transform into its Vertical flight mode\n\nCargo UI markers from inside your ship should no longer appear on and clutter your HUD while flying\n\nFixed an issue causing some ship elevator animations to desync after reaching the floor\n\nFixed an issue that was causing players to get a \u201cFailed to find Match\u201d error message when attempting to launch multiple Arena Commander Game Modes\n\nThe 600i cockpit light should no longer be overly bright\n\nF8C main thruster sounds should now work correctly\n\nThe Yoke should now animate correctly when the player is piloting the Crusader Spirit variants\n\nThe Drake Caterpillar Command Access room ladder should now function correctly\n\nLoot containers should no longer be deleted by the entity density manager which caused them to despawn in front of players\n\nFixed an issue causing the Mirai Fury LX to not appear in Arena Commander\n\nTractor Beam\/Salvage Beam VFXs should now correctly sync across clients\n\nThe jump seats in the ARGO MPUV Transport should now have full interaction\n\nFixed the HoverQuad vehicle spawning slightly stuck in the ground\n\nAnvil Ballista headlight entity should no longer be floating in front of the light fixture and emitting light when disabled\n\nOn-grid Containers should no longer be barred from being sold and off-grid Containers should no longer be downsized in volume or blocked from being sold\n\nFixed Visarea issues with Rest Stop Hub Walls\n\nFixed the Lorville Room System not protecting players from extreme exterior weather conditions\n\nThe \u201cIllegal Surveillance Detected\u201d Mercenary mission should no longer send players to Security Post Kareah as the mission location causing SPK to be hostile to them and fire on their ship\n\nShopkeepers throughout the PU should no longer sometimes be seen facing the wrong way \/ away from their desks\n\nPlayers should now be able to receive or accept other service beacons after their service beacon has been abandoned \/ canceled \/ declined\n\nTechnical\n\nFixed 9 Client Crashes\n\nFixed 5 Server Crashes\n\nFixed a Server Deadlock\n\nShip components should now correctly save and be stored in Long Term Persistence\n\n\n\n\nSiege of Orison Re-Activation\n\nRe-introduction of Siege of Orison into the PU. This re-activation will allow us to run Siege in 3.21.1 and later during specific times and dates when needed.\n\nMany, hugely impactful additions have been worked on for Siege of Orison since we last ran the event! These should make it a much more polished and intense event for all players, lawful and lawless.\n\nSiege now has a warning period for the event, when this initially starts there will be a 30 min warning where Dulli will say something is going down, this is to allow people to prep and accept the mission to know where its taking place\n\nThe lift from Orison to the rooftop will be disabled by default and only enabled when the event starts\n\nAll the shuttle call terminals require the lieutenant\u2019s code to be input one time to unlock\n\n- Example would be the shuttle from Easy to Medium islands should use Solanki Boss\u2019 code, this includes if you managed to unlock it from Medium island.\n- The only one that won\u2019t have a code is the broken shuttle from H to E island.\n\nThe barge now has a container that will prevent people from pushing into the barge beyond the first room. This becomes unlocked when all the previous Islands boss\u2019 have been complete\n\nIf you take a Siege Ship out of the area while the event is active we active self destruct that the player can not turn off\n\n- If you get back in the area it should disable the self-destruct\n- Once the IFFI on the barge is down, players will be free to take the ships as the Self-Distruct will be disabled\n- If you try and take your own ship into the area, you will be impounded back to \u201cthe last ATC the player was near\u201d\n\nThere have been changes under the hood to turrets and the way the IFFI interact\n\nIf a player commits a crime or attacks another player on the mission they will get a marker placed on them and players still in the mission will be allowed to kill them, with this they will see an objective to do with Nine tails sympathizers and how many have been killed. You will only see markers for sympathizers on the same island as you.\n\nWhen you kill the island lieutenant and loot the code you will get a marker on potential IFFI locations\n\nWe have new audio lines for the following\n\n- If the player approaches an island and the lieutenant is killed but the AA isn\u2019t disabled\n- If you are heading to an island and there are Ninetails sympathizers on that island\n- Along with one saying about more than 1\n- New mission success line\n- New line saying the lieutenant is dead and the iffi is optional they can move on\n- A line for the possible IFFI locations\n- Personal thank you to the player for doing the event\n- If a player kills another player everyone on that island gets informed, there is also a repeat line for this.\n\nFail reason strings have been added to all relevant objectives and the overall mission fails\n\n\n\n\n\n\n\n\nArena Commander 3.21.1 Patch Notes\n\nArena Commander has updated Ship Inclusions & Scoring in preparation for multi-crew gameplay.\n\nGame Mode Updates\n\nSingle Weapon Elimination: now featuring Railguns! Play now until November 19th & December 3rd til 10th only!\nTank Royale & Team Tank Battle: The TMBR Storm has been added to Tank Experimental Mode, available for those that own the vehicle.\n\n\nShip Inclusions Balance\n\nWe\u2019d like to collect analytics and feedback on a more inclusive allowed-vehicles-list for all game modes, allowing you to try non-meta strategies or practice modes like Vanduul Swarm with non-combat ships preparing you for attacks in the \u2018verse!\nDuel & Battle Royale will remain exclusive to Light & Medium Combat Ships.\n\nShip Additions to Game Modes\n\nAll Game Modes: AEGIS Avenger Titan, AEGIS Avenger Titan Renegade, DRAKE Buccaneer, Espiria Glaive, and Espiria Scythe\n\nSquadron Battle: AEGIS Eclipse, AEGIS Vanguard Harbinger, AEGIS Vanguard Hoplite, AEGIS Vanguard Sentinel, AEGIS Vanguard Warden, ANVIL C8 Pisces, ANVIL C8R Pisces Rescue, ANVIL C8X Pisces Expedition, ANVIL Gladiator, ANVIL Hurricane, ANVIL Valkyrie, ANVIL Valkyrie Liberator, ARGO MOLE, ARGO MOLE Carbon, ARGO MOLE Talus, CNOU Mustang Alpha, CNOU Mustang CitizenCon 2948 Edition, CNOU Mustang Beta, CNOU Mustang Delta, CNOU Mustang Gamma, CNOU Mustang Omega, CRUS A2 Hercules Starlifter, CRUS M2 Hercules Starlifter, CRUS Ares Star Fighter Inferno, CRUS Ares Star Fighter Ion, CRUS Mercury Star Runner, DRAKE Corsair, DRAKE Cutlass Red, KRIG P-52 Merlin, KRIG P-72 Archimedes. KRIG P-92 Archimedes Emerald, MISC Freelancer, MISC Freelancer DUR, MISC Freelancer MAX, MISC Freelancer MIS, ORIG 300i, ORIG 315p, ORIG 350r, ORIG 400i, ORIG 600i, ORIG 600i Executive Edition, ORIG 600i Touring, ORIG M50 Interceptor, RSI Aurora CL, RSI Aurora ES, RSI Aurora LN, RSI Aurora MR, RSI Constellation Andromeda, RSI Constellation Aquila, RSI Constellation Phoenix, RSI Constellation Phoenix Emerald, and RSI Constellation Taurus\n\nPirate\/Vanduul Swarm: AEGS Reclaimer and AEGS Reclaimer Best In Show Edition\n\n\nScoring Balance\n\nPreviously we scored based on overall ship ability, this led to multicrew vehicles having a very high base score which was acquirable from not only killing a fully crewed ship but from a pilot-only one too. We\u2019ve adjusted scoring to value the hull of the vehicle rather than the overall ability in preparation for Multicrew.\n\nWe\u2019ve also added scoring for ships which were previously unusable in Arena Commander due to requiring multicrew.\n\nThe following ship scoring has been adjusted:\n\n- AEGIS Avenger Titan: 1400 -> 1200\n- AEGIS Avenger Titan Renegade: 1400 -> 1200\n- AEGIS Avenger Warlock: 1700 -> 1500\n- AEGIS Gladius Valiant: 1900 -> 2000\n- AEGIS Hammerhead: 10000 -> 6000\n- AEGIS Reclaimer: 3200 -> 5000\n- AEGIS Redeemer: 4000 -> 3000\n- AEGIS Retaliator: 2300 -> 3000\n- AEGIS Sabre: 1800 -> 1500\n- AEGIS Sabre Comet: 1200 -> 1500\n- AEGIS Sabre Raven: 1800 -> 1300\n- AEGIS Vanguard Harbinger: 3000 -> 2500\n- AEGIS Vanguard Hoplite: 3000 -> 2500\n- AEGIS Vanguard Warden: 3400 -> 2800\n- ANVIL Carrack: 5000 -> 4000\n- ANVIL Hurricane: 4000 -> 3000\n- ANVIL Valkyrie: 3000 -> 2400\n- ANVIL Valkyrie Liberator: 3000 -> 2400\n- ARGO MOLE: 1500 -> 1000\n- ARGO MOLE Carbon: 1500 -> 1000\n- ARGO MOLE Talus: 1500 -> 1000\n- ARGO RAFT: 1500 -> 1000\n- CNOU Nomad: 1400 -> 1200\n- CRUS A2 Hercules Starlifter: 2800 -> 5000\n- CRUS C2 Hercules Starlifter: 2800 -> 3000\n- CRUS M2 Hercules Starlifter: 2300 -> 4000\n- CRUS Ares Star Fighter Inferno: 2300 -> 3000\n- CRUS Ares Star Fighter Ion: 2300 -> 3000\n- DRAKE Buccaneer: 1500 -> 1400\n- DRAKE Caterpillar: 3500 -> 2500\n- DRAKE Cutlass Blue: 2750 -> 2500\n- DRAKE Cutlass Red: 1750 -> 1500\n- DRAKE Cutter (All Variants): 1000 -> 800\n- ESPR Blade: 1800 -> 1900\n- ESPR Glaive: 2500 -> 2200\n- KRIG P-52 Merlin: 900 -> 1250\n- KRIG P-72 Archimedes: 600 -> 1000\n- MIRAI Fury LX: 900 -> 500\n- MIRAI Fury MX: 900 -> 750\n- MIRAI Razor: 900 -> 750\n- MIRAI Razor EX: 1000 -> 800\n- MIRAI Razor LX: 900 -> 750\n- MISC Hull-A: 1400 -> 750\n- MISC Prospector: 1500 -> 1000\n- MISC Starfarer: 3700 -> 3000\n- MISC Starfarer Gemini: 4000 -> 3000\n- ORIG 890 Jump: 5500 -> 4500\n- RSI Constellation (All Variants): 2500(~300) -> 2500\n- RSI Mantis: 1650 -> 1400\n- RSI Scorpius: 3500 -> 3000\n- RSI Scorpius Antares: 3200 -> 2500\n\nBack to top","de_DE":"Star Citizen Patch 3.21.1\nStar Citizen Alpha Patch 3.21.1 ist jetzt verf\u00fcgbar und wurde f\u00fcr die LIVE-Umgebung freigegeben! Der Patch sollte jetzt anzeigen: VERSION 3.21.1-LIVE.8892745.\n\nEs wird dringend empfohlen, die Ordner USER und Shader f\u00fcr den Public Client nach dem Patch zu l\u00f6schen, vor allem, wenn du merkw\u00fcrdige Probleme mit der Grafik deines Charakters oder Abst\u00fcrze beim Laden feststellst. Der USER-Ordner befindet sich (bei Standardinstallationen) unter C:\\Programme\\Roberts Space Industries\\StarCitizen\\LIVE. Die Shader-Ordner findest du unter %localappdata%\\Star Citizen.\n\nDatenbank zur\u00fccksetzen: YES\nLangfristige Persistenz: Aktiviert\nStart-AUEC: 20.000\n\n\nBekannte Probleme\n\nPU - Orte \/ Fahrzeuge - Wenn ein Schiff an einem Andockhafen spawnen soll, kann es passieren, dass das Schiff in die Geometrie des Andockhafens geschnitten wird.\n\nPU - Stanton - KI \/ Missionsinhalt - UGF-KI f\u00e4llt durch die Treppe \/ den Boden\n\nPU - Lorville - Standorte - Transit - HAB-Aufz\u00fcge - Es besteht die M\u00f6glichkeit, dass die HAB-Aufz\u00fcge nicht ankommen, wenn sie gerufen werden\n\nMultivehicle - PU - Fahrzeuge - Beim Andocken an einer Station f\u00e4hrt der Andockarm nicht aus\n\nPU - Stanton - Area18\/GrimHex - Standorte \/ Inventar \/ Respawn - Der Spieler verliert nach dem Tod in der Waffenstillstandszone die Ausr\u00fcstung und die ausger\u00fcsteten Gegenst\u00e4nde\n\nSRV Tow UI zeigt ung\u00fcltiges oder kein Ziel an, obwohl die Kriterien f\u00fcr ein g\u00fcltiges Ziel erf\u00fcllt sind, bevor man versucht, ein Schiff in QT zu schleppen\n\nMultifahrzeug - ASOP-R\u00fcckholung - Verschiedene Fahrzeuge spawnen mit Fl\u00fcgeln\/Triebwerken\/Landeausr\u00fcstung im \"fliegenden\" statt im \"gelandeten\" Zustand, wenn sie aus dem ASOP geholt werden\n\nMultivehicle - PU - Fahrzeuge \/ Usables - Aussteigen aus Sitzb\u00e4nken ignoriert Kollision\n\nAC \/ SM - Men\u00fcs - Schiffs- \/ Ausr\u00fcstungsverleih - Wenn du ein Schiff \/ Ausr\u00fcstung f\u00fcr 3 Tage mietest, werden falsche Mietzeiten angezeigt\n\nAC - Single Weapon Elimination - Weapon \/ FPS - Spieler, die einen Takedown durchgef\u00fchrt haben, verlieren ihre Waffe\n\nPU - Stanton - Halo - Desync \/ EVA \/ Fahrzeug \/ Schiffe - Spieler k\u00f6nnen desynchronisieren, wenn sie von einem Schiff zu einem anderen Schiff oder von einem EVA zu einem anderen Schiff wechseln\n\nPU - Missionen \/ Ruf - Data Heist - Die schweren Missionen erscheinen nicht, obwohl die Anforderungen erf\u00fcllt sind\n\nPU - Stanton - Standort - Seraphim - ASOP \/ Flottenmanager - Der Ladebildschirm des ASOP-Terminals wird nicht beendet\n\nPU - Shopping Kiosk - Der Fehler \"Ung\u00fcltiger Verkaufspreis\" tritt beim Verkauf bestimmter Gegenst\u00e4nde auf\n\nPU - Stanton - New Babbage - NPE - Standorte\/Design - Der Spieler bleibt in seinem hab's Bett stecken, wenn er das Tutorial neu startet, indem er das Hauptmen\u00fc verl\u00e4sst, w\u00e4hrend er tot ist, was den Spielfluss blockiert\n\n\nNeue Features\n\nGameplay\n\nSystem - Sicherheit - Schiffs\u00fcbertretung\n\nDas Innere der Schiffe der Spieler\/innen gilt jetzt als unerlaubte Zone f\u00fcr alle, die keine Erlaubnis zum Betreten haben. Die Erlaubnis wird \u00fcber das Partysystem erteilt, bis komplexere Systeme zur Verwaltung von Besatzung und Passagieren entwickelt werden. Spieler\/innen, die ein Schiff unerlaubt betreten, erhalten eine Warnung vor unerlaubtem Betreten und k\u00f6nnen vom Besitzer des Schiffes und jedem\/r Spieler\/in ihrer Gruppe angegriffen werden, ohne dass sie ein Verbrechen begehen m\u00fcssen. Nach dem Verlassen des Schiffes gibt es eine kurze Zeitspanne, in der feindliche Handlungen gegen den Unbefugten gerechtfertigt sind. Wenn der Spieler\/die Spielerin Zugang zu einem Schiff erh\u00e4lt, weil der Besitzer ein Feind ist, und der Timer f\u00fcr Feindseligkeit abl\u00e4uft, w\u00e4hrend er\/sie noch an Bord ist, hat er\/sie das Recht, an Bord zu bleiben, bis er\/sie das Schiff verl\u00e4sst. Sollten sie den ehemaligen Feind angreifen, k\u00f6nnen sie sich strafbar machen und rechtm\u00e4\u00dfig in Notwehr angegriffen werden. Sollten ehemalige Feinde sie angreifen, k\u00f6nnen sie Anklage erheben und rechtm\u00e4\u00dfig in Selbstverteidigung handeln. Mit diesem Update wird auch die Warnung entfernt, die alle Spieler\/innen in einem Schiff sehen, wenn eine neue Person beitritt. Dadurch wird es viel schwieriger zu erkennen, wann und von wem dein Schiff geentert wurde, bis eine visuelle Best\u00e4tigung erfolgt.\n\nMission - Verteidigen - Datendiebstahl\n\nEinf\u00fchrung von illegalen Missionen, bei denen der Spieler Orte infiltrieren muss, die von feindlichen NSCs verteidigt werden, um Terminals zu hacken. Die Spieler\/innen werden mit dieser Mission an einen Ort geschickt, um Daten von den Servern des Ortes zu retten\/zu stehlen. Sie m\u00fcssen sich durch Hacken oder \u00fcber den Techniker-ID-Chip (den sie vor Ort finden) Zugang zum Hauptterminal verschaffen und \u00fcber den Interaktionsbildschirm ihrem Missionsbetreuer Zugang gew\u00e4hren, der den Download einleitet. W\u00e4hrend des Downloads verteidigen sie das Terminal und die Server, wobei letztere zerst\u00f6rt oder \u00fcberhitzt werden k\u00f6nnen. Sobald genug Daten hochgeladen wurden, k\u00f6nnen sie das Gebiet verlassen und die Mission abschlie\u00dfen. Sie scheitern, wenn zu viele Server zerst\u00f6rt oder nicht genug Daten hochgeladen wurden.\n\nSchiffe und Fahrzeuge\n\nNeues Schiff hinzugef\u00fcgt: ARGO SRV\n\nNeues Schiff hinzugef\u00fcgt: Crusader C1 Spirit\n\nNeues Fahrzeug hinzugef\u00fcgt: Tumbril Storm\n\n\nFeature Updates\n\nStandorte\n\nDie Glanzwerte der Bildschirme um die wichtigsten Landezonen und die meisten Raumstationen wurden angepasst, um die Lichtblendung zu reduzieren.\n\nAu\u00dfenbeleuchtung der Seraphim Station Polnischer Pass\n\nAI\n\nFPS KI-Verhaltensintegration\n\nMit 3.21.1 haben wir einen Gro\u00dfteil des FPS-KI-Verhaltens aus Squadron 42 integriert. Diese Updates, an denen bisher au\u00dferhalb der Star Citizen Release-Builds gefeilt und gearbeitet wurde, werden den Schwierigkeitsgrad, die Reaktionszeiten, die Animationen, das Verhalten und andere Eigenschaften erheblich verbessern und den Kampf mit der KI zu einer viel gef\u00e4hrlicheren, aber lohnenderen Erfahrung machen.\n\nGameplay\n\nTraktorstrahl - T2 - Fahrzeug-Traktorstrahl\n\nMit der Version 3.21.1 wurden Fahrzeug-Traktorstrahlen und die M\u00f6glichkeit, Schiffe abzuschleppen, hinzugef\u00fcgt. Der Fahrzeug-Traktorstrahl bringt nicht nur den Traktorstrahl zu den Fahrzeugen, sondern erweitert auch den FPS-Traktorstrahl um weitere Funktionen und einen brandneuen, gr\u00f6\u00dferen, eigenst\u00e4ndigen Traktorstrahl, den die Spieler\/innen nutzen k\u00f6nnen.\n\nDieses Update beinhaltet viel Arbeit, um den Traktorstrahl mit Piloten und ferngesteuerten Gesch\u00fctzt\u00fcrmen auszustatten und vielen Schiffen, die dies zulassen, Funktionen hinzuzuf\u00fcgen. W\u00e4hrend die meisten Schiffe mit ferngesteuerten Gesch\u00fctzt\u00fcrmen ausgestattet sind, werden Schiffe wie die 315p und die Vulture \u00fcber einen von einem Piloten gesteuerten Traktorstrahl verf\u00fcgen. Da es sich um einen ersten Durchgang handelt, um Traktorstrahlen zu vielen Schiffen hinzuzuf\u00fcgen, befinden sich einige Traktorstrahlen nicht an der idealen Position f\u00fcr den beabsichtigten Zweck. Ein gutes Beispiel daf\u00fcr ist die Cutlass Blacks, deren Traktorstrahl das Innere des Schiffes nicht sehen kann. Ihre aktuelle Positionierung ist nicht endg\u00fcltig und wir planen, sie zu \u00fcberarbeiten, um ihre Position und Integration in zuk\u00fcnftigen Versionen weiter zu verbessern.\n\nAu\u00dferdem k\u00f6nnen Spezialschiffe wie der ARGO SRV einen Traktorstrahl benutzen, der es ihnen erm\u00f6glicht, Schiffe mit deaktivierten Schilden und Triebwerken durch den Weltraum, Atmosph\u00e4ren mit Schwerkraft und Quantenreisen zu ziehen. Abschleppkriminalit\u00e4t - Wir haben dies erweitert, sodass der rechtm\u00e4\u00dfige Besitzer des Schiffes die M\u00f6glichkeit hat, Anzeige zu erstatten oder nicht, wenn jemand sein Schiff abschleppt, ohne in der Gruppe zu sein. Wenn du die Schilde des abgeschleppten Schiffes wieder einschaltest, wird der Traktorstrahl des Schleppers sofort unterbrochen.\n\nZu den neuen, zus\u00e4tzlichen Funktionalit\u00e4ten geh\u00f6ren: Ein gr\u00f6\u00dferes, neues, eigenst\u00e4ndiges FPS-Traktorstrahl-Tool, ein Update der Balance aller Traktorstrahlen und das Hinzuf\u00fcgen verschiedener Gr\u00f6\u00dfen des Traktorstrahls, um unterschiedliche Massen oder Volumina greifen zu k\u00f6nnen. Mehrere Traktorstrahlen k\u00f6nnen auf einen Gegenstand einwirken und erm\u00f6glichen es mehreren Spielern, denselben Gegenstand zu manipulieren. Der R\u00fccksto\u00df beim Greifen wurde zu Traktorstrahlen hinzugef\u00fcgt. Eine neue, spezielle Traktorstrahl-Benutzeroberfl\u00e4che wurde implementiert. Zielentfernungsanzeige, Reichweitenbalken und Zeit\u00fcberg\u00e4nge zu Balken hinzugef\u00fcgt. Die Benutzeroberfl\u00e4che wurde aktualisiert, um den maximalen Winkel, die Ablenkung und die Statistiken anzuzeigen.\n\nVor\u00fcbergehender Schleppstopp f\u00fcr in der Mission gespawnte Schiffe\n\nEinige Missionen wurden aktualisiert, um die systemische Sandbox-Aktivit\u00e4t des Spiels nicht zu unterbrechen. Dies erfordert eine vor\u00fcbergehende Sperre f\u00fcr das Abschleppen von Schiffen, die in vielen verschiedenen Missionen gespawnt sind.\n\n- Wake of Disaster - Da wir diese Mission zu einem PVP-Erlebnis machen wollen, haben wir das Abschleppen f\u00fcr diese Schiffe nicht aktiviert, w\u00e4hrend wir das Design der Mission aktualisieren, um das gew\u00fcnschte Erlebnis zu erhalten und die systemische Sandbox-Aktivit\u00e4t nicht zu unterbrechen.\n\n- Vertuschung und illegale Bergung - Diese Missionen f\u00fchren zu Verbrechen, da du nicht die Erlaubnis hast, sie abzuschleppen, aber die Mission funktioniert trotzdem und wird korrekt abgeschlossen (bei Vertuschung kannst du sie weit genug von der Inspektionsstelle wegschleppen und die Mission wird abgeschlossen, da die Sicherheit das Schiff nicht finden kann).\n\n- Legale Bergung - Kann immer noch geschleppt werden, verursacht aber potenzielle Probleme mit dem Greifen. Wir arbeiten an einer L\u00f6sung f\u00fcr dieses Problem, aber wahrscheinlich wird es in 3.21.1 nicht mehr zu sehen sein.\n\nNeue Spielerfahrung - Neue Babbage\n\nWir haben ein umfassendes Update f\u00fcr die Mission \"New Player Experience\" und die Beschilderung durchgef\u00fchrt, um diese Funktion nach New Babbage zu bringen. Dieses Update beinhaltet viele \u00c4nderungen, damit die Mission besser durch New Babbage flie\u00dft, sowie das Hinzuf\u00fcgen von Gesch\u00e4ften, mehr Ortsschildern und eine komplette Aufpolierung der Beleuchtung in der Landezone.\n\nZus\u00e4tzliche Bodenradar-Empfindlichkeit\n\nEs wurde eine Bodenradarempfindlichkeit eingef\u00fchrt, damit verschiedene Radare Bodenfahrzeuge aus unterschiedlichen Entfernungen erkennen k\u00f6nnen. Au\u00dferdem k\u00f6nnen Bodenfahrzeuge im Raketenbedienungsmodus nun andere Bodenfahrzeuge anvisieren.\n\n\u00c4nderungen an der Balance von KI-Schiffsfrachtmanifesten\n\nDie Frachtmengen und -typen, die in verlassenen und KI-Schiffen in der PU spawnen, werden mithilfe eines neuen Verteilungsalgorithmus neu ausbalanciert.\n\nAnpassungen am Bodenradar\n\nDie Emissionen von Bodenfahrzeugen wurden erh\u00f6ht und die Bodenempfindlichkeit aller Schiffsradare verringert, so dass die Gesamtentfernung f\u00fcr Schiffe nicht beeinflusst wird, Bodenfahrzeuge sich aber aus gr\u00f6\u00dferer Entfernung sehen k\u00f6nnen.\n\nUGF Ledge, Deckung und Navigationsverbesserung Polnischer Pass\n\nSchiffe und Fahrzeuge\n\nFahrzeug-Scheinwerfer Refactor\n\nDie Star Citizen Beleuchtungs-Teams haben zusammengearbeitet, um die Scheinwerfer aller Fahrzeuge in der PU zu \u00fcberarbeiten. Dies wurde getan, um ein einheitliches Aussehen und eine einheitliche Funktionalit\u00e4t f\u00fcr alle Hersteller zu schaffen. Die Scheinwerferintensit\u00e4t, der Radius (Abstrahlwinkel) und die Farbe werden je nach Fahrzeuggr\u00f6\u00dfe und Hersteller eingestellt. Das bedeutet, dass jedes Fahrzeug in eine von sechs Gr\u00f6\u00dfenkategorien f\u00e4llt: von Gr\u00f6\u00dfe 1 mit 500 Metern Leuchtweite bis hin zu Gr\u00f6\u00dfe 6 mit 3000 Metern Leuchtweite.\n\nTeilweise Schiffsmassenbilanz\n\nTumbril Nova, Corsair, Vanguard, Caterpillar, Mole, Raft und Star Runners haben alle eine Balance ihrer tats\u00e4chlichen Massen im Universum erhalten. Mit diesem Update werden die Geschwindigkeiten und das Handling der aufgef\u00fchrten Schiffe leicht ver\u00e4ndert.\nTweaks f\u00fcr die Bewegung der Tumbril Nova\n\nDie minimale und maximale Gleisreibung und die Lenksteifigkeit wurden angepasst.\n\nDie Lebenspunkte des Kreuzfahrer-Geistesfl\u00fcgels wurden erh\u00f6ht.\n\nKerntechnologie\n\nMehrere Optimierungen der Client-Leistung vorgenommen\n\nMehrere physikalische \u00c4nderungen wurden vorgenommen, um zu verhindern, dass Spielerleichen durch Planetenoberfl\u00e4chen fallen, wenn sie mit Geschwindigkeit fallen\n\nOptimierungen der Serverleistung f\u00fcr Schiffstr\u00fcmmer\n\n\nGro\u00dfe Fehlerbehebungen\n\nEin Problem wurde behoben, das dazu f\u00fchrte, dass Hab-Aufz\u00fcge h\u00e4ufig nicht spawnen konnten.\n\nStatuseffekte f\u00fcr medizinische Stifte sollten nicht mehr nach 15 Sekunden abklingen (erh\u00f6ht auf 15 Minuten)\n\nEin Problem wurde behoben, das dazu f\u00fchrte, dass Spieler unmittelbar nach Abschluss einer UGF-Mission als Eindringlinge eingestuft wurden, wodurch Gesch\u00fctzt\u00fcrme alle Schiffe in der N\u00e4he der Einrichtung zerst\u00f6rten\n\nEin Problem wurde behoben, das dazu f\u00fchrte, dass Spieler keine Einladungen verschicken oder Kontakten im Hauptmen\u00fc beitreten konnten, bevor sie eine Gruppe im persistenten Universum betraten.\n\nLadenbesitzer in der PU sollten nicht mehr in die falsche Richtung schauen oder weit von ihrem Schreibtisch entfernt sein\n\nDie Arme der KI-Wache sollten nicht mehr w\u00e4hrend der Leerlauf-Animation in den Hangars in ihren K\u00f6rper einrasten.\n\nEin Problem wurde behoben, das dazu f\u00fchrte, dass die EVA-Triebwerke des Raumanzugs manchmal eingeschaltet blieben, w\u00e4hrend man au\u00dferhalb des EVA herumlief.\n\nEddie Parr und andere Barkeeper-KIs sollten keine Animationsprobleme mehr haben, wenn sie sich im Leerlauf befinden oder einem Spieler einen Drink zubereiten.\n\nDer Aufzug im Stratus-Geb\u00e4ude in Orison sollte sich nicht mehr abrupt um 180 Grad drehen, wenn er sich bewegt.\n\nMissionsziele sollten nun korrekt angezeigt werden, wenn du dich in entfernten Gesch\u00fctzt\u00fcrmen befindest.\n\nEin Problem wurde behoben, durch das der zugewiesene Hangar-AR-Marker manchmal nicht angezeigt wurde.\n\nInventarcontainer wie Rucks\u00e4cke und Beine sollten nicht mehr f\u00e4lschlicherweise als 0% gef\u00fcllt angezeigt werden, wenn sie Gegenst\u00e4nde enthalten\n\nFahrzeugtr\u00fcmmer, die sich bei schwerem Tod vom Schiffsskelett l\u00f6sen, sollten nicht l\u00e4nger schwebende, unbewegliche Tr\u00fcmmer wie Schiffsleitern und Fahrwerke erzeugen, die in der Luft schweben\n\nDas Waffenschrank-Bedienfeld in Origin 400i sollte nicht mehr als nicht lokalisierte Variable gekennzeichnet sein.\n\nDie Super Hornet sollte nicht mehr die Gier- und teilweise Nicksteuerung verlieren, wenn der Bugturm in VMA entfernt wird.\n\nDie Aktivierung des Auto-Gimbal sollte nicht mehr dazu f\u00fchren, dass die Konvergenz der Festfl\u00fcgelkanone zu eng eingestellt wird.\n\nDie MISC Reliant kann nun nicht mehr in den vertikalen Flugmodus wechseln.\n\nFracht-UI-Marker aus dem Inneren deines Schiffes sollten nicht mehr auf deinem HUD erscheinen und es durcheinander bringen, wenn du fliegst.\n\nEin Problem wurde behoben, das dazu f\u00fchrte, dass einige Schiffsaufzugsanimationen nach dem Erreichen der Etage desynchronisiert wurden.\n\nEs wurde ein Problem behoben, das dazu f\u00fchrte, dass Spieler die Fehlermeldung \"Failed to find Match\" erhielten, wenn sie versuchten, mehrere Arena Commander-Spielmodi zu starten\n\nDas Cockpitlicht der 600i sollte nicht mehr \u00fcberm\u00e4\u00dfig hell sein.\n\nDie Ger\u00e4usche des F8C-Haupttriebwerks sollten nun korrekt funktionieren.\n\nDer Steuerkn\u00fcppel sollte nun korrekt animiert werden, wenn der Spieler die Crusader Spirit Varianten steuert\n\nDie Leiter des Drake Caterpillar Command Access Rooms sollte nun korrekt funktionieren\n\nBeutecontainer sollten nicht mehr vom Entit\u00e4tsdichte-Manager gel\u00f6scht werden, was dazu f\u00fchrte, dass sie vor den Spielern despawnten\n\nEin Problem wurde behoben, das dazu f\u00fchrte, dass die Mirai Fury LX nicht im Arena Commander angezeigt wurde.\n\nTraktorstrahl\/Rettungsstrahl-VFXs sollten nun korrekt zwischen den Clients synchronisiert werden\n\nDie Sprungsitze im ARGO MPUV-Transporter sollten nun voll interaktiv sein.\n\nDas Spawning des HoverQuad-Fahrzeugs, das leicht im Boden stecken bleibt, wurde behoben.\n\nDie Scheinwerfereinheit der Amboss-Ballista sollte nicht mehr vor der Leuchte schweben und Licht ausstrahlen, wenn sie deaktiviert ist\n\nNetzgebundene Container sollten nicht mehr am Verkauf gehindert werden und netzferne Container sollten nicht mehr verkleinert oder am Verkauf gehindert werden\n\nVisarea-Probleme mit den W\u00e4nden von Rastst\u00e4tten behoben\n\nDas Lorville Room System sch\u00fctzt die Spieler nicht mehr vor extremen Wetterbedingungen\n\nDie S\u00f6ldnermission \"Illegale \u00dcberwachung entdeckt\" sollte Spieler nicht mehr zum Sicherheitsposten Kareah als Missionsort schicken, so dass SPK ihnen gegen\u00fcber feindlich gesinnt ist und auf ihr Schiff schie\u00dft\n\nLadenbesitzer in der PU sollten nicht mehr manchmal in die falsche Richtung \/ weg von ihren Tischen schauen\n\nSpieler sollten nun in der Lage sein, andere Servicebaken zu empfangen oder zu akzeptieren, nachdem ihre Servicebake aufgegeben\/abgebrochen\/abgelehnt wurde\n\nTechnisches\n\n9 Client-Abst\u00fcrze behoben\n\n5 Server-Abst\u00fcrze behoben\n\nEinen Server Deadlock behoben\n\nSchiffskomponenten sollten nun korrekt gespeichert und in Long Term Persistence abgelegt werden\n\n\n\n\nRe-Aktivierung der Belagerung von Orison\n\nWiedereinf\u00fchrung von Siege of Orison in die PU. Diese Reaktivierung erm\u00f6glicht es uns, Belagerung in 3.21.1 und sp\u00e4ter zu bestimmten Zeiten und an bestimmten Tagen durchzuf\u00fchren.\n\nSeit dem letzten Event haben wir an vielen, sehr wichtigen Neuerungen f\u00fcr die Belagerung von Orison gearbeitet! Dadurch wird das Event f\u00fcr alle Spieler, egal ob gesetzestreu oder gesetzlos, noch besser und intensiver.\n\nBei der Belagerung gibt es jetzt eine Vorwarnzeit f\u00fcr das Event. Wenn es anf\u00e4ngt, gibt es eine 30-min\u00fctige Vorwarnung, in der Dulli sagt, dass etwas passieren wird, damit die Leute sich vorbereiten und die Mission annehmen k\u00f6nnen, um zu wissen, wo sie stattfindet.\n\nDer Aufzug von Orison zum Dach ist standardm\u00e4\u00dfig deaktiviert und wird erst aktiviert, wenn das Ereignis beginnt.\n\nAlle Shuttle-Ruf-Terminals erfordern die einmalige Eingabe des Codes des Leutnants, um sie zu entsperren.\n\n- F\u00fcr das Shuttle von der Leichten zur Mittleren Insel muss beispielsweise der Code von Solanki Boss eingegeben werden, auch wenn du es von der Mittleren Insel aus geschafft hast, es freizuschalten.\n- Nur das kaputte Shuttle von der Insel H zur Insel E hat keinen Code.\n\nDie Barkasse hat jetzt einen Container, der verhindert, dass Leute nach dem ersten Raum in die Barkasse dr\u00e4ngen. Dieser wird freigeschaltet, wenn du alle vorherigen Insel-Bosse erledigt hast.\n\nWenn du ein Belagerungsschiff aus dem Gebiet bringst, w\u00e4hrend das Ereignis aktiv ist, wird die Selbstzerst\u00f6rung aktiviert, die der Spieler nicht abschalten kann\n\n- Wenn du in das Gebiet zur\u00fcckkehrst, sollte die Selbstzerst\u00f6rung deaktiviert werden.\n- Sobald die IFFI auf der Barkasse ausgeschaltet ist, k\u00f6nnen die Spieler die Schiffe \u00fcbernehmen, da die Selbstzerst\u00f6rung deaktiviert ist.\n- Wenn du versuchst, dein eigenes Schiff in das Gebiet zu bringen, wirst du zum letzten ATC, in dessen N\u00e4he der Spieler war, zur\u00fcckgeschickt.\n\nUnter der Haube gibt es \u00c4nderungen an den Gesch\u00fctzt\u00fcrmen und der Art und Weise, wie die IFFI interagieren\n\nWenn ein Spieler ein Verbrechen begeht oder einen anderen Spieler in der Mission angreift, erh\u00e4lt er eine Markierung und Spieler, die noch in der Mission sind, d\u00fcrfen ihn t\u00f6ten. Du siehst nur Markierungen f\u00fcr Sympathisanten, die sich auf der gleichen Insel wie du befinden.\n\nWenn du den Inselleutnant t\u00f6test und den Code pl\u00fcnderst, erh\u00e4ltst du eine Markierung f\u00fcr m\u00f6gliche IFFI-Standorte\n\nWir haben neue Audiozeilen f\u00fcr Folgendes\n\n- Wenn der Spieler sich einer Insel n\u00e4hert und der Leutnant get\u00f6tet wird, aber die Flak nicht deaktiviert ist\n- Wenn du dich auf eine Insel begibst und sich dort Ninetails-Sympathisanten aufhalten\n- Zusammen mit einem Hinweis auf mehr als 1\n- Neue Zeile zum Missionserfolg\n- Eine neue Zeile, die besagt, dass der Leutnant tot ist und die IFFI optional ist und sie weiterziehen k\u00f6nnen\n- Eine Zeile f\u00fcr die m\u00f6glichen IFFI-Standorte\n- Pers\u00f6nliches Dankesch\u00f6n an den Spieler f\u00fcr die Teilnahme am Event\n- Wenn ein Spieler einen anderen Spieler t\u00f6tet, wird jeder auf der Insel dar\u00fcber informiert, es gibt auch eine Wiederholungszeile daf\u00fcr.\n\nDie Gr\u00fcnde f\u00fcr das Scheitern wurden allen relevanten Zielen und der gesamten Mission hinzugef\u00fcgt\n\n\n\n\n\n\n\n\nArena Commander 3.21.1 Patch Notes\n\nArena Commander hat die Schiffseinschl\u00fcsse und die Punktevergabe aktualisiert, um das Spiel mit mehreren Crews zu erm\u00f6glichen.\n\nSpielmodus-Updates\n\nEinzelwaffen-Eliminierung: jetzt auch mit Railguns! Spielt nur noch bis zum 19. November und 3. bis 10. Dezember!\nPanzer Royale & Team Tank Battle: Der TMBR Storm wurde dem Panzer-Experimentiermodus hinzugef\u00fcgt und ist f\u00fcr alle verf\u00fcgbar, die das Fahrzeug besitzen.\n\n\nSchiffseinschl\u00fcsse Balance\n\nWir m\u00f6chten Analysen und Feedback zu einer umfassenderen Liste der erlaubten Fahrzeuge f\u00fcr alle Spielmodi sammeln, damit du auch Nicht-Meta-Strategien ausprobieren oder Modi wie den Vanduul-Schwarm mit Nicht-Kampfschiffen \u00fcben kannst, um dich auf Angriffe im Verse vorzubereiten!\nDuell und Battle Royale werden weiterhin exklusiv f\u00fcr leichte und mittlere Kampfschiffe sein.\n\nSchiffserweiterungen in den Spielmodi\n\nAlle Spielmodi: AEGIS Avenger Titan, AEGIS Avenger Titan Renegade, DRAKE Buccaneer, Espiria Glaive und Espiria Scythe\n\nSchwadronenkampf: AEGIS Eclipse, AEGIS Vanguard Harbinger, AEGIS Vanguard Hoplite, AEGIS Vanguard Sentinel, AEGIS Vanguard Warden, ANVIL C8 Pisces, ANVIL C8R Pisces Rescue, ANVIL C8X Pisces Expedition, ANVIL Gladiator, ANVIL Hurricane, ANVIL Valkyrie, ANVIL Valkyrie Liberator, ARGO MOLE, ARGO MOLE Carbon, ARGO MOLE Talus, CNOU Mustang Alpha, CNOU Mustang CitizenCon 2948 Edition, CNOU Mustang Beta, CNOU Mustang Delta, CNOU Mustang Gamma, CNOU Mustang Omega, CRUS A2 Hercules Starlifter, CRUS M2 Hercules Starlifter, CRUS Ares Star Fighter Inferno, CRUS Ares Star Fighter Ion, CRUS Mercury Star Runner, DRAKE Corsair, DRAKE Cutlass Red, KRIG P-52 Merlin, KRIG P-72 Archimedes. KRIG P-92 Archimedes Emerald, MISC Freelancer, MISC Freelancer DUR, MISC Freelancer MAX, MISC Freelancer MIS, ORIG 300i, ORIG 315p, ORIG 350r, ORIG 400i, ORIG 600i, ORIG 600i Executive Edition, ORIG 600i Touring, ORIG M50 Interceptor, RSI Aurora CL, RSI Aurora ES, RSI Aurora LN, RSI Aurora MR, RSI Constellation Andromeda, RSI Constellation Aquila, RSI Constellation Phoenix, RSI Constellation Phoenix Emerald, und RSI Constellation Taurus\n\nPiraten\/Vanduul-Schwarm: AEGS Reclaimer und AEGS Reclaimer Best In Show Edition\n\n\nPunkte-Bilanz\n\nBisher haben wir nach der Gesamtf\u00e4higkeit des Schiffes gewertet, was dazu f\u00fchrte, dass Multicrew-Fahrzeuge eine sehr hohe Basispunktzahl hatten, die man nicht nur durch das T\u00f6ten eines Schiffes mit voller Besatzung, sondern auch durch das T\u00f6ten eines Schiffes mit nur einem Piloten erhalten konnte. In Vorbereitung auf Multicrew haben wir die Wertung so angepasst, dass der Rumpf des Fahrzeugs und nicht die Gesamtf\u00e4higkeit bewertet wird.\n\nAu\u00dferdem haben wir Punkte f\u00fcr Schiffe hinzugef\u00fcgt, die in der Arena Commander bisher unbrauchbar waren, weil sie eine Mehrfachbesatzung ben\u00f6tigten.\n\nDie folgenden Schiffswertungen wurden angepasst:\n\n- AEGIS Avenger Titan: 1400 -> 1200\n- AEGIS Avenger Titan Renegade: 1400 -> 1200\n- AEGIS Avenger Warlock: 1700 -> 1500\n- AEGIS Gladius Valiant: 1900 -> 2000\n- AEGIS Hammerhead: 10000 -> 6000\n- AEGIS Reclaimer: 3200 -> 5000\n- AEGIS Redeemer: 4000 -> 3000\n- AEGIS Retaliator: 2300 -> 3000\n- AEGIS Sabre: 1800 -> 1500\n- AEGIS Sabre Comet: 1200 -> 1500\n- AEGIS Sabre Raven: 1800 -> 1300\n- AEGIS Vanguard Harbinger: 3000 -> 2500\n- AEGIS Vorhut Hoplite: 3000 -> 2500\n- AEGIS Vanguard Warden: 3400 -> 2800\n- ANVIL Carrack: 5000 -> 4000\n- ANVIL Hurricane: 4000 -> 3000\n- ANVIL Valkyrie: 3000 -> 2400\n- ANVIL Valkyrie Liberator: 3000 -> 2400\n- ARGO MOLE: 1500 -> 1000\n- ARGO MOLE Carbon: 1500 -> 1000\n- ARGO MOLE Talus: 1500 -> 1000\n- ARGO RAFT: 1500 -> 1000\n- CNOU Nomad: 1400 -> 1200\n- CRUS A2 Hercules Starlifter: 2800 -> 5000\n- CRUS C2 Hercules Starlifter: 2800 -> 3000\n- CRUS M2 Hercules Starlifter: 2300 -> 4000\n- CRUS Ares Star Fighter Inferno: 2300 -> 3000\n- CRUS Ares Star Fighter Ion: 2300 -> 3000\n- DRAKE Buccaneer: 1500 -> 1400\n- DRAKE Caterpillar: 3500 -> 2500\n- DRAKE Cutlass Blau: 2750 -> 2500\n- DRAKE Cutlass Rot: 1750 -> 1500\n- DRAKE Cutter (Alle Varianten): 1000 -> 800\n- ESPR Klinge: 1800 -> 1900\n- ESPR Glaive: 2500 -> 2200\n- KRIG P-52 Merlin: 900 -> 1250\n- KRIG P-72 Archimedes: 600 -> 1000\n- MIRAI Fury LX: 900 -> 500\n- MIRAI Fury MX: 900 -> 750\n- MIRAI Razor: 900 -> 750\n- MIRAI Razor EX: 1000 -> 800\n- MIRAI Razor LX: 900 -> 750\n- MISC Hull-A: 1400 -> 750\n- MISC Prospector: 1500 -> 1000\n- MISC Starfarer: 3700 -> 3000\n- MISC Starfarer Gemini: 4000 -> 3000\n- ORIG 890 Jump: 5500 -> 4500\n- RSI Constellation (Alle Varianten): 2500(~300) -> 2500\n- RSI Mantis: 1650 -> 1400\n- RSI Scorpius: 3500 -> 3000\n- RSI Scorpius Antares: 3200 -> 2500\n\nZur\u00fcck zum Anfang","zh_CN":"Star Citizen Patch 3.21.1\nStar Citizen Alpha Patch 3.21.1 is now available and has been released to the LIVE environment! Patch should now show: VERSION 3.21.1-LIVE.8892745.\n\nIt 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.\n\nDatabase Reset: YES\nLong Term Persistence: Enabled\nStarting aUEC: 20,000\n\n\nKnown Issues\n\nPU \u2013 Locations \/ Vehicles \u2013 When spawning a ship at a Docking Port, the ship can spawn clipped into the docking port geometry\n\nPU \u2013 Stanton \u2013 AI \/ Mission Content \u2013 UGF AI falling through the stairs \/ floor\n\nPU \u2013 Lorville \u2013 Locations \u2013 Transit \u2013 HAB Elevators \u2013 There is a chance that the HAB elevators do not arrive when called\n\nMultivehicle \u2013 PU \u2013 Vehicles \u2013 When docking at a station the docking arm will not extend\n\nPU \u2013 Stanton \u2013 Area18\/GrimHex \u2013 Locations \/ Inventory \/ Respawn \u2013 Player loses loadout and equipped items after dying in the armistice zone\n\nSRV Tow UI shows invalid or no target despite meeting the criteria for a valid target prior to attempting to tow a ship in QT\n\nMultivehicle \u2013 ASOP Retrieval \u2013 Various vehicles spawn with wings\/engines\/landing gear in their \u201cin-flight\u201d state instead of their \u201clanded\u201d state when retrieved from ASOP\n\nMultivehicle \u2013 PU \u2013 Vehicles \/ Usables \u2013 Exiting bench seats ignores collision\n\nAC \/ SM \u2013 Menus \u2013 Ship \/ Equipment Rental \u2013 Renting a ship \/ Equipment for 3 days display incorrect rental times\n\nAC \u2013 Single Weapon Elimination \u2013 Weapon \/ FPS \u2013 Player who has takedown performed on them has their gun despawned\n\nPU \u2013 Stanton \u2013 Halo \u2013 Desync \/ EVA \/ Vehicle \/ Ships \u2013 Players can desync when transitioning to or from EVA from one ship to another ship\n\nPU \u2013 Missions \/ Reputation \u2013 Data Heist \u2013 The hard missions are not appearing despite meeting the requirements\n\nPU \u2013 Stanton \u2013 Location \u2013 Seraphim \u2013 ASOP \/ Fleet Manager \u2013 The ASOP terminal loading screen will not end\n\nPU \u2013 Shopping Kiosk \u2013 \u201cInvalid Sell Price\u201d error occurs while selling specific items\n\nPU \u2013 Stanton \u2013 New Babbage \u2013 NPE \u2013 Locations\/Design \u2013 The player will be stuck in their hab\u2019s bed if they restart the tutorial by quitting to main menu whilst dead, blocking flow\n\n\nNew Features\n\nGameplay\n\nSystem \u2013 Security \u2013 Ship Trespass\n\nThe interior of players\u2019 ships are now considered trespass zones for those without permission to enter. Permission will granted via the party system until more complex systems for managing crew and passengers is created. Players trespassing aboard a ship will see a Trespass Warning and can be attacked by the owner of the ship and any player in their party without fear of committing a crime. This timer has a brief period after they exit the ship to where hostile actions against the trespasser are warranted. If the player is allowed access to a ship due to the owner being a hostile, then the hostile\u2019s hostility timer runs out whilst still aboard, they retain the right to remain aboard until they leave. Should they attack former hostile they would be able to receive crimes and be lawfully attacked in self defense. Should former hostile attack them, they would be able to press charges and be lawfully act in self defense. This update also removes the warning that all players see in a ship when a new person joins, making it much more difficult to tell when your ship has been boarded and by whom until visual confirmation has been made.\n\nMission \u2013 Defend \u2013 Data Heist\n\nImplementing unlawful missions that task the player with infiltrating locations defended by hostile NPCs to hack terminals. Players with the mission will be sent to a location to help recover\/steal data from servers at the location. They will need to access the main-terminal via hacking or Technicians ID chip (found at the location) and give access via interaction screen to their mission handler who will initiate the download. During the download they will defend the terminal and servers, the latter of which can be destroyed or overheated. Once enough data has been uploaded they will be able to leave the area completing the mission. They will fail if too many servers have been destroyed or not enough data has been uploaded.\n\nShips and Vehicles\n\nAdded New Ship: ARGO SRV\n\nAdded New Ship: Crusader C1 Spirit\n\nAdded New Vehicle: Tumbril Storm\n\n\nFeature Updates\n\nLocations\n\nAdjusted Gloss Values of Screens Around Major Landing Zones and Most Space Stations to Reduce Light Glare\n\nSeraphim Station Exterior Lighting Polish Pass\n\nAI\n\nFPS AI Behavior Integration\n\nWith 3.21.1 we have integrated in much of the FPS AI behavior from Squadron 42. These updates, that have been polished and worked on outside of Star Citizen release builds until now, will vastly improve overall difficulty, reaction times, animations, behaviors, and other traits and make combat with them a much more dangerous but rewarding experience.\n\nGameplay\n\nTractor Beam \u2013 T2 \u2013 Vehicle Tractor Beam\n\nThe inclusion of Vehicle tractor beams and the ability to tow ships has been added to 3.21.1. The vehicle tractor beam feature will not only bring the Tractor Beam to the vehicles but also will extend the FPS tractor beam by adding more functionality and adding a brand new, larger standalone Tractor beam for players to use.\n\nThis update includes much work to add Pilot and Remote turret controlled tractor beams and functionality to lots of ships that allow them. While most ships will have remote turret controlled, ships such as the 315p and Vulture will have Pilot controlled tractor beams. As this is a first, initial pass to add tractor beams to many ships, some tractor beams are not in ideal locations for the intended use, a prime example of this is the cutlass blacks who\u2019s tractor beam cannot see the interior of the ship. There current positioning is not final and we do plan to revisit them to make further improvements to there locations and integrations in future releases.\n\nWe have also included the ability for specialized ships like the ARGO SRV to use towing tractor beams, allowing them to grab onto and pull ships that have their shields and engines disabled through space, atmospheres with gravity, and through quantum travel. Towing Crime \u2013 We have expanded this so the legal owner of the ship will have the ability to press charges or not when someone tows their ship without being in the party. Turning back on the shields of the towed ship will immediately cut off the towing tractor beam.\n\nNew, additional functionalities will include: A larger, new standalone FPS Tractor beam tool, an update to the balance of all tractor beams and adding different sizes of the tractor beam to allow different masses or volumes to be grabbed. Allowing for multiple tractor beams to affect a single item and allow multiple players to manipulate the same object. Added Grappling Recoil to Tractor Beams. Implemented a new, dedicated tractor beam UI. Added target distance indicator, added Range Bar, added time transitions to bars. UI updates to display max angle, deflection, and stats.\n\nTemporary Towing Halt for Mission Spawned Ships\n\nSome missions have been updated to not break the systemic sandbox activity of the game. This requires a temporary block on towing ships that have spawned for many different missions.\n\n- Wake of Disaster \u2013 Due to the intention of making this a PVP experience we have not enabled towing on these mission ships while we update the design of the mission to keep the experience we want and not break systemic sandbox activity, we are working on a design to allow us to enable towing currently.\n\n- Cover-up and Illegal salvage \u2013 These will give crimes as you wont have permission to tow them however the mission will still work and resolve correctly (Cover-up you can drag them far enough away from the inspection site and the mission will complete as security can\u2019t find the ship).\n\n- Legal Salvage \u2013 Can still be tractored but causes potential greifing issues we are working on a resolution for this but likely wont see it in 3.21.1.\n\nNew Player Experience \u2013 New Babbage\n\nWe have done a full update on the New Player Experience mission and signage to bring this feature to New Babbage. This update includes many changes to make the mission flow better through New Babbage as well as the addition of shops, more location signage, and a full lighting polish pass to the landing zone.\n\nGround Radar Sensitivity Addition\n\nIntroduced radar ground sensitivity, so different radars can see ground vehicles from different ranges. This includes a full balance pass on ground vehicle emissions and also adds the ability for ground vehicles using Missile Operator Mode to target lock other ground vehicles.\n\nAI Ship Cargo Manifest Balance Changes\n\nRe-balancing the cargo amounts and types that spawn inside derelict and AI ships in the PU using a new distribution algorithm.\n\nGround Radar Adjustments\n\nIncreased ground vehicle emissions and reduced the ground sensitivity on all ship radars so the overall distance is unaffected for ships, but will allow ground vehicles to see each other from further away.\n\nUGF Ledge, Cover, and Navigation Improvement Polish Pass\n\nShips and Vehicles\n\nVehicle Headlight Refactor\n\nThe Star Citizen lighting teams have collaborated to carry out a headlight rework of every vehicle in the PU. This has been done to create a more consistent look and functionality across each manufacturer. The headlight intensity, radius (distance cast), and color will be set based on the vehicle size and manufacturer. This means each vehicle will fall into one of six size categories ranging from Size 1 with 500 meters of headlight cast distance, up to Size 6 with 3000 meters of headlight cast distance.\n\nPartial Ship Mass Balance\n\nTumbril Nova, Corsair, Vanguard, Caterpillar, Mole, Raft, and Star Runners have all had a balance pass on their actual masses in the universe. This update will make some slight changes velocities and handling to the ships listed.\nTumbril Nova Movement Tweaks\n\nAdjusted minimum and maximum track friction and steering stiffness.\n\nIncreased Crusader Spirit Wing Base Joint Health\n\nCore Tech\n\nMade Several Client Performance Optimizations\n\nPut in Multiple Physics Changes to Help Prevent Player Corpses Falling Through Planet Surfaces When Falling at Speed\n\nMade Server Performance Optimizations for Ship Debris\n\n\nMajor Bug Fixes\n\nFixed an issued causing Hab elevators to frequently fail to spawn\n\nStatus effects for medical pens should no longer wear off after 15 seconds (Increased to 15 minutes)\n\nFixed an issue causing players to be considered Trespassing immediately after completing a UGF mission, causing turrets to destroy any ships near the facility\n\nFixed an issue causing players to not be able to send invites or join in on contacts from the main menu until entering a party within the Persistent Universe\n\nShopkeepers throughout the PU can should no longer face the wrong way or be far away from their desk usables\n\nAI Guard arms should no longer clip into its body during the Idle animation in hangers only\n\nFixed an issue causing spacesuit EVA thrusters to sometimes remain on while while walking around outside of EVA\n\nEddie Parr and other Bartender AI should no longer have animation issues while idle and while preparing a player\u2019s drink\n\nThe elevator in the Stratus building in Orison should no longer abruptly turn 180 degrees when it moves\n\nMission objectives should now correctly display while in remote turrets\n\nFixed an issue sometimes causing the assigned hangar AR Marker to not appear\n\nInventory container items such as backpacks and legs should no longer incorrectly show as 0% filled when they contain items\n\nVehicle debris that detach from the ship skeleton on hard death should no longer create floating, immovable debris such as ship ladders and landing gear, floating in mid-air\n\nThe weapons locker UI panel in the Origin 400i should no longer be labeled as an unlocalized variable\n\nThe Super Hornet should no longer lose yaw and partial pitch control if the nose turret is removed in VMA\n\nEnabling auto-gimbal should no longer cause fixed wing gun convergence to be set too close\n\nFixed the MISC Reliant not being able to transform into its Vertical flight mode\n\nCargo UI markers from inside your ship should no longer appear on and clutter your HUD while flying\n\nFixed an issue causing some ship elevator animations to desync after reaching the floor\n\nFixed an issue that was causing players to get a \u201cFailed to find Match\u201d error message when attempting to launch multiple Arena Commander Game Modes\n\nThe 600i cockpit light should no longer be overly bright\n\nF8C main thruster sounds should now work correctly\n\nThe Yoke should now animate correctly when the player is piloting the Crusader Spirit variants\n\nThe Drake Caterpillar Command Access room ladder should now function correctly\n\nLoot containers should no longer be deleted by the entity density manager which caused them to despawn in front of players\n\nFixed an issue causing the Mirai Fury LX to not appear in Arena Commander\n\nTractor Beam\/Salvage Beam VFXs should now correctly sync across clients\n\nThe jump seats in the ARGO MPUV Transport should now have full interaction\n\nFixed the HoverQuad vehicle spawning slightly stuck in the ground\n\nAnvil Ballista headlight entity should no longer be floating in front of the light fixture and emitting light when disabled\n\nOn-grid Containers should no longer be barred from being sold and off-grid Containers should no longer be downsized in volume or blocked from being sold\n\nFixed Visarea issues with Rest Stop Hub Walls\n\nFixed the Lorville Room System not protecting players from extreme exterior weather conditions\n\nThe \u201cIllegal Surveillance Detected\u201d Mercenary mission should no longer send players to Security Post Kareah as the mission location causing SPK to be hostile to them and fire on their ship\n\nShopkeepers throughout the PU should no longer sometimes be seen facing the wrong way \/ away from their desks\n\nPlayers should now be able to receive or accept other service beacons after their service beacon has been abandoned \/ canceled \/ declined\n\nTechnical\n\nFixed 9 Client Crashes\n\nFixed 5 Server Crashes\n\nFixed a Server Deadlock\n\nShip components should now correctly save and be stored in Long Term Persistence\n\n\n\n\nSiege of Orison Re-Activation\n\nRe-introduction of Siege of Orison into the PU. This re-activation will allow us to run Siege in 3.21.1 and later during specific times and dates when needed.\n\nMany, hugely impactful additions have been worked on for Siege of Orison since we last ran the event! These should make it a much more polished and intense event for all players, lawful and lawless.\n\nSiege now has a warning period for the event, when this initially starts there will be a 30 min warning where Dulli will say something is going down, this is to allow people to prep and accept the mission to know where its taking place\n\nThe lift from Orison to the rooftop will be disabled by default and only enabled when the event starts\n\nAll the shuttle call terminals require the lieutenant\u2019s code to be input one time to unlock\n\n- Example would be the shuttle from Easy to Medium islands should use Solanki Boss\u2019 code, this includes if you managed to unlock it from Medium island.\n- The only one that won\u2019t have a code is the broken shuttle from H to E island.\n\nThe barge now has a container that will prevent people from pushing into the barge beyond the first room. This becomes unlocked when all the previous Islands boss\u2019 have been complete\n\nIf you take a Siege Ship out of the area while the event is active we active self destruct that the player can not turn off\n\n- If you get back in the area it should disable the self-destruct\n- Once the IFFI on the barge is down, players will be free to take the ships as the Self-Distruct will be disabled\n- If you try and take your own ship into the area, you will be impounded back to \u201cthe last ATC the player was near\u201d\n\nThere have been changes under the hood to turrets and the way the IFFI interact\n\nIf a player commits a crime or attacks another player on the mission they will get a marker placed on them and players still in the mission will be allowed to kill them, with this they will see an objective to do with Nine tails sympathizers and how many have been killed. You will only see markers for sympathizers on the same island as you.\n\nWhen you kill the island lieutenant and loot the code you will get a marker on potential IFFI locations\n\nWe have new audio lines for the following\n\n- If the player approaches an island and the lieutenant is killed but the AA isn\u2019t disabled\n- If you are heading to an island and there are Ninetails sympathizers on that island\n- Along with one saying about more than 1\n- New mission success line\n- New line saying the lieutenant is dead and the iffi is optional they can move on\n- A line for the possible IFFI locations\n- Personal thank you to the player for doing the event\n- If a player kills another player everyone on that island gets informed, there is also a repeat line for this.\n\nFail reason strings have been added to all relevant objectives and the overall mission fails\n\n\n\n\n\n\n\n\nArena Commander 3.21.1 Patch Notes\n\nArena Commander has updated Ship Inclusions & Scoring in preparation for multi-crew gameplay.\n\nGame Mode Updates\n\nSingle Weapon Elimination: now featuring Railguns! Play now until November 19th & December 3rd til 10th only!\nTank Royale & Team Tank Battle: The TMBR Storm has been added to Tank Experimental Mode, available for those that own the vehicle.\n\n\nShip Inclusions Balance\n\nWe\u2019d like to collect analytics and feedback on a more inclusive allowed-vehicles-list for all game modes, allowing you to try non-meta strategies or practice modes like Vanduul Swarm with non-combat ships preparing you for attacks in the \u2018verse!\nDuel & Battle Royale will remain exclusive to Light & Medium Combat Ships.\n\nShip Additions to Game Modes\n\nAll Game Modes: AEGIS Avenger Titan, AEGIS Avenger Titan Renegade, DRAKE Buccaneer, Espiria Glaive, and Espiria Scythe\n\nSquadron Battle: AEGIS Eclipse, AEGIS Vanguard Harbinger, AEGIS Vanguard Hoplite, AEGIS Vanguard Sentinel, AEGIS Vanguard Warden, ANVIL C8 Pisces, ANVIL C8R Pisces Rescue, ANVIL C8X Pisces Expedition, ANVIL Gladiator, ANVIL Hurricane, ANVIL Valkyrie, ANVIL Valkyrie Liberator, ARGO MOLE, ARGO MOLE Carbon, ARGO MOLE Talus, CNOU Mustang Alpha, CNOU Mustang CitizenCon 2948 Edition, CNOU Mustang Beta, CNOU Mustang Delta, CNOU Mustang Gamma, CNOU Mustang Omega, CRUS A2 Hercules Starlifter, CRUS M2 Hercules Starlifter, CRUS Ares Star Fighter Inferno, CRUS Ares Star Fighter Ion, CRUS Mercury Star Runner, DRAKE Corsair, DRAKE Cutlass Red, KRIG P-52 Merlin, KRIG P-72 Archimedes. KRIG P-92 Archimedes Emerald, MISC Freelancer, MISC Freelancer DUR, MISC Freelancer MAX, MISC Freelancer MIS, ORIG 300i, ORIG 315p, ORIG 350r, ORIG 400i, ORIG 600i, ORIG 600i Executive Edition, ORIG 600i Touring, ORIG M50 Interceptor, RSI Aurora CL, RSI Aurora ES, RSI Aurora LN, RSI Aurora MR, RSI Constellation Andromeda, RSI Constellation Aquila, RSI Constellation Phoenix, RSI Constellation Phoenix Emerald, and RSI Constellation Taurus\n\nPirate\/Vanduul Swarm: AEGS Reclaimer and AEGS Reclaimer Best In Show Edition\n\n\nScoring Balance\n\nPreviously we scored based on overall ship ability, this led to multicrew vehicles having a very high base score which was acquirable from not only killing a fully crewed ship but from a pilot-only one too. We\u2019ve adjusted scoring to value the hull of the vehicle rather than the overall ability in preparation for Multicrew.\n\nWe\u2019ve also added scoring for ships which were previously unusable in Arena Commander due to requiring multicrew.\n\nThe following ship scoring has been adjusted:\n\n- AEGIS Avenger Titan: 1400 -> 1200\n- AEGIS Avenger Titan Renegade: 1400 -> 1200\n- AEGIS Avenger Warlock: 1700 -> 1500\n- AEGIS Gladius Valiant: 1900 -> 2000\n- AEGIS Hammerhead: 10000 -> 6000\n- AEGIS Reclaimer: 3200 -> 5000\n- AEGIS Redeemer: 4000 -> 3000\n- AEGIS Retaliator: 2300 -> 3000\n- AEGIS Sabre: 1800 -> 1500\n- AEGIS Sabre Comet: 1200 -> 1500\n- AEGIS Sabre Raven: 1800 -> 1300\n- AEGIS Vanguard Harbinger: 3000 -> 2500\n- AEGIS Vanguard Hoplite: 3000 -> 2500\n- AEGIS Vanguard Warden: 3400 -> 2800\n- ANVIL Carrack: 5000 -> 4000\n- ANVIL Hurricane: 4000 -> 3000\n- ANVIL Valkyrie: 3000 -> 2400\n- ANVIL Valkyrie Liberator: 3000 -> 2400\n- ARGO MOLE: 1500 -> 1000\n- ARGO MOLE Carbon: 1500 -> 1000\n- ARGO MOLE Talus: 1500 -> 1000\n- ARGO RAFT: 1500 -> 1000\n- CNOU Nomad: 1400 -> 1200\n- CRUS A2 Hercules Starlifter: 2800 -> 5000\n- CRUS C2 Hercules Starlifter: 2800 -> 3000\n- CRUS M2 Hercules Starlifter: 2300 -> 4000\n- CRUS Ares Star Fighter Inferno: 2300 -> 3000\n- CRUS Ares Star Fighter Ion: 2300 -> 3000\n- DRAKE Buccaneer: 1500 -> 1400\n- DRAKE Caterpillar: 3500 -> 2500\n- DRAKE Cutlass Blue: 2750 -> 2500\n- DRAKE Cutlass Red: 1750 -> 1500\n- DRAKE Cutter (All Variants): 1000 -> 800\n- ESPR Blade: 1800 -> 1900\n- ESPR Glaive: 2500 -> 2200\n- KRIG P-52 Merlin: 900 -> 1250\n- KRIG P-72 Archimedes: 600 -> 1000\n- MIRAI Fury LX: 900 -> 500\n- MIRAI Fury MX: 900 -> 750\n- MIRAI Razor: 900 -> 750\n- MIRAI Razor EX: 1000 -> 800\n- MIRAI Razor LX: 900 -> 750\n- MISC Hull-A: 1400 -> 750\n- MISC Prospector: 1500 -> 1000\n- MISC Starfarer: 3700 -> 3000\n- MISC Starfarer Gemini: 4000 -> 3000\n- ORIG 890 Jump: 5500 -> 4500\n- RSI Constellation (All Variants): 2500(~300) -> 2500\n- RSI Mantis: 1650 -> 1400\n- RSI Scorpius: 3500 -> 3000\n- RSI Scorpius Antares: 3200 -> 2500\n\nBack to top"},"links_count":0,"comment_count":32,"created_at":"2023-11-16T00:00:00+00:00","created_at_human":"2 years ago"},"meta":{"processed_at":"2026-04-25 14:00:53","valid_relations":["images","links","translations"],"prev_id":19601,"next_id":19603}}