{"data":{"id":21330,"title":"Star Citizen Alpha 4.10.1","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/Patch-Notes\/21330-Star-Citizen-Alpha-4101","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/21330","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/21330","channel":"Transmission","category":"General","series":"Release Info","images":[{"id":45372,"name":"starcitizen-rsi-launcher-thumbnail.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/661a80667cda9c6450694c7a4130621f93c07375\/resize(1663,1663,cover,crop(1663,1663,0,0,JvFFVmatwWHVAenhK68zvnrCa6cNkim6hiZGw3d15mkj3CxKfwSUzLJCFYMMTTwZ1AzeKM1AXkuXC2JLwmBJPqP7TfrQ9jEyhZdNGwPFmoXQdxTVGJYxUDc4uNyT5VHSvZuDTaCHmg))\/90\/starcitizen-rsi-launcher-thumbnail.webp","alt":"","size":225962,"mime_type":"image\/webp","last_modified":"2026-09-16T13:41:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/45372","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/45372\/similar"},{"id":45373,"name":"patchnotes-feedback.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/630bc1da6eae0e46ad842b0718bbd01e438dc991\/resize(1130,1130,cover,crop(1130,1130,0,298,3W72119s5BjWMLzhaqndVmMTkw529w6dnpSMwP77vCvCKnXohaQQLUJPhGN6M2xRZHmzQvKMH3LJym27yLfrBFEn2Q78SpKbaDwGZJWWkrHzFrVvjQtW2r))\/90\/patchnotes-feedback.webp","alt":"","size":49456,"mime_type":"image\/webp","last_modified":"2026-09-16T13:41:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/45373","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/45373\/similar"},{"id":45374,"name":"patchnotes-spectrum-logo.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/4f3800548dbe6312d6d1db7a44762ac6f9a67f20\/resize(250,250,cover,crop(250,250,0,0,2FFvzA2zeqoVY7xdzjgPLMPd3QhaUVt5raNdzxHRxAwxC5goA3hy9838QP8nPQuerQ9TW4v4yuzZxBx2w5W3BPjdJbEhoAY7XG8ffzQqpDz8bnAoGEFRNXek513Wn))\/90\/patchnotes-spectrum-logo.webp","alt":"","size":4538,"mime_type":"image\/webp","last_modified":"2026-09-16T13:41:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/45374","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/45374\/similar"},{"id":45375,"name":"patchnotes-bugreport.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/982996d802352ecb5bdf40ff063f8dc2a1483e11\/resize(1266,1266,cover,crop(1266,1266,0,200,C3TZR1g81UNcYoFg8NLQ5xmK6uek6RmsPENwR2a1Xqbnyuxy86SHzwVmHpnNPjr2htizSBMp7GWN2wbPVWCRpxpkguhh6kkyGi1pryhEea8hQ9sRoqc2H6n))\/90\/patchnotes-bugreport.webp","alt":"","size":44000,"mime_type":"image\/webp","last_modified":"2026-09-16T13:41:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/45375","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/45375\/similar"},{"id":45376,"name":"sc-patch-4-10-soo-banner-16-9.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/9cf2a68ef1b1808b1d73049d0d7c50c026101ade\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResik6CkCMXFF3oRRsrXfmKuovyxzhDrshbt\/sc-patch-4-10-soo-banner-16-9.jpg","alt":"g-banner-advanced","size":5515789,"mime_type":"image\/jpeg","last_modified":"2026-08-17T08:36:42+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/45376","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/45376\/similar"}],"images_count":5,"translations":{"en_EN":"September 16th, 2026\nStar Citizen Alpha 4.10.1 LIVE\nOrison Relief Support\nStar Citizen Alpha 4.10.1 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.10.1-LIVE.12650677\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nBuild Info\n\nLong Term Persistence: LTP Preserved\n\nStarting aUEC: 20,000\n\nRSI Launcher\nDownload the launcher for Star Citizen to install and join the alpha.\n\nOccupying: That's a word that hasn't been associated much with Vanduul Known locally as Pinecone, this Expansive Dwarf Planet is situated on the further edge of the green band and is often overlooked when compared to Nyx II\n\nShare Feedback\nWant to discuss the latest Release? Look no further! Click the image above to talk about the latest build and share feedback over on Spectrum with our LIVE feedback threads.\n\nNoah waited a few moments before approachEngines the Stairwell that Kray disappeared into The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse\n\nJoin the Discussion\nTalk with other players and get many of the latest updates from devs and more over on the Spectrum threads and chatrooms Click the image above to join the discussion.\n\nA dozen confused Captain and medical staff watched him disappear into the jump-point Don't try and twist it. My heart breaks every time I hear about some Racers gettTrafficking blasted while on a run, but we all signed up for the job\n\nReport a Bug\nHead on over to our Issue Council by clinking the image above to report or reinforce issues you may be having while playing.\n\nProfessional Merchants often use all manner of technological subterfuge to slip their Engines past the eyes of Pilgrims or Captains The Imperator casually glanced at it\n\nFeatures and Gameplay\nIntroducing new features while updating and refining existing functionality.\n\n1. Gameplay: Orison Relief Support - Ground Vehicle Soft Death - Loot Quality and Attachment Availability\nOrison Relief Support\nCrusader Industries' relief initiative is now live. In the wake of the Nine Tails attack, Orison needs rebuilding and its defenses need upgrading, and Crusader is paying anyone willing to help.\n\nContracts come from four providers. Cornerstone Developments handles reconstruction, running resource gathering work into Orison and Seraphim alongside a crafted aid line built around the TH-01 Propulsor. Covalex and Ling cover the medical response, collecting medical supplies and iodine from New Babbage, the New Babbage rooftops and Port Tressler for delivery into Orison, the Orison rooftops and Seraphim. Foxwell handles security, with ship ambush and wave attack contracts in space and an Eliminate All contract clearing Nine Tails out of outposts on foot.\n\nEvery contract you complete feeds your own progress track rather than paying out in isolation. Progress is personal, so you are working toward your own rewards at your own pace, and each reward is granted straight to your account as you pass its threshold. Six rewards are on offer, unlocking in this order:\n\nS-38 \"SecondWind\" Pistol\n\nFBL-8a SecondWind Light Armor\n\nP4-AR \"SecondWind\" Rifle\n\nORC-mkX SecondWind Medium Armor\n\nLumin V \"SecondWind\" SMG\n\nADP-mk4 SecondWind Heavy Armor\n\nRewards are granted as finished items rather than as blueprints to craft. Points earned on a contract completed as a party are divided between the party members.\n\nThe crafted aid line needs an Item Fabricator. The TH-01 Propulsor blueprint is attached to the contract and can be found on the fabricator's own terminal, which will list the materials required. If you do not own a fabricator yet you will need to buy one from a shop, unload it at a freight elevator and set it up in a hangar or a ship's cargo bay.\n\n\n\nGround Vehicle Soft Death\nGround vehicles can now enter the soft death state, bringing them in line with ships. A disabled ground vehicle will now be left inert rather than going straight from working to destroyed.\n\n\n\n\nCreature and Plant Loot Quality\nLoot harvested from creatures and plants now comes in graded quality brackets. Kopion horns, Marok pearls, Valakkar fangs and pearls, Yormandi eyes, Quasigrazer eggs and tongues, gasping weevil eggs and ranta dung are all covered, alongside a wide range of harvestable plants including spiral fruit, sunset berries, jumping limes, degnous root and heart of the woods. What you bring back is worth checking before you sell it or craft with it.\n\n\n\n\nWeapon Attachment Availability\nBarrel compensators and stabilizers across all three sizes are now available from the general loot pool rather than being restricted to a narrow set of sources, so attachments turn up far more reliably while looting.\n\n\n\n\nHauling and Delivery Cargo Distribution\nThe way contract cargo is distributed across pickup locations has been reworked. Multi-pickup contracts now account for the SCU weight of each individual pickup when splitting a load, so cargo is spread across the markers the contract actually gives you instead of stacking into a single inventory, and percentile-based cargo amounts now resolve correctly.\n\n\n\n\nAudio\nSpaceship and shared audio work has been brought forward into this build, along with an Aegis Sabre series audio remake\n\nAudio has been added for the AMRS S3 and S4 laser cannons\n\nBug Fixes & Technical Updates\n\n\nFor a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nAlpha 4.10.1 closes 37 issues, with a focus on problems that could cost you an entire session. These include contract cargo spawning in the wrong location, vehicles that couldn\u2019t be retrieved from ASOP terminals, freight elevators getting stuck mid-transfer, and multiple exploits.\n\n16 of those 37 fixes came through the Issue Council, and each one includes a link to the original report. Your reports, confirmations, and reproduction steps help us reliably recreate issues and prioritize them alongside everything else.\n\nMany of the fixes in this patch were pinned down thanks to players providing detailed information from different angles. Thank you to everyone who took the time to contribute!\n\nClient Crashes: 3\n\nServer crashes: 2\n\n\n\n\nClient crashes fixed\nFixed a crash that could occur while characters and creatures were being animated on screen. The renderer could release a character's mesh while that same mesh was still being deformed for the frame being drawn.\n\nResolved a crash that occurred as an object registered itself with the system that tracks which part of the world it belongs to. If the object and its parent disagreed about what they were attached to, which could happen with items and components mounted on a ship, the mismatch would take the client down.\n\nFixed a crash while calculating an object's position, rotation and scale in the world, triggered by an object being left with an invalid transform.\n\n\n\nMissions\nHauling and cargo contracts\n\nFixed an issue where multi-pickup contract cargo could all sit in a single pickup location's inventory despite the contract showing several pickup markers STARC-202557\n\nResolved an issue where some hauling contracts would not spawn enough cargo at the collect locations STARC-217295\n\nFixed an issue where Covalex delivery contracts would not spawn the full amount of cargo for pickup STARC-206770\n\nThe three hauling and cargo fixes came out of larger distribution work for 4.10.1. Contract cargo distribution was reworked because the old code split a load across pickup locations without accounting for how much each individual pickup was actually carrying, so it could put everything in one place while still handing you several markers. Alongside that, percentile based cargo amounts were resolving incorrectly, cargo generation had an off by one error, and nothing validated that the number of dropoffs matched the number of pickups. Distribution now weights each pickup by its SCU, the percentile and off by one errors are fixed, and a mismatch between pickup and dropoff counts now raises an error rather than generating a contract you cannot finish.\n\nRefuelling contracts\n\nFixed an issue where the contract details listed the wrong amount of fuel, and introductory refuelling contracts asked for quantum fuel as well as hydrogen STARC-218420Introductory refuelling contracts were asking for quantum fuel as well as hydrogen, so the amount shown in the contract never matched the job in front of you. Those contracts now ask for hydrogen only.\n\n\n\nCorrected an issue where the refuelling interface displayed the wrong price per SCU of fuel\n\nOther mission content\n\nFixed an issue where the Tactical Strike Group Full Strike contract would not progress past the Go To Objective step STARC-218828The mission logic could not find the harvestable container it was looking for at the objective, so the step never registered as complete and the contract stalled there permanently.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison was equipped with the wrong heavy machine gun variant\n\n\n\nLocations and Environment\nStanton locations\n\nFixed an issue where armistice zones were missing throughout Orison STARC-217142Orison's armistice areas were being skipped while the game worked out which zones were active, which left the whole location without weapon restrictions. Area resolution has been corrected so the armistice zones apply again.\n\n\n\nPyro\n\nFixed an issue where the irradiated Valakkar egg would not appear at the Lazarus Complex STARC-192834The egg nursery was running on a reset cycle far longer than the window players were arriving in, so the egg was usually absent. The nursery now resets on a much shorter cycle.\n\n\n\n\n\nShips and Vehicles\nFlight, damage and components\n\nFixed an issue where most of the Drake Clipper's hull took no damage, and where the underside doors could not be damaged STARC-219126The Clipper's body had several overlapping collision shapes layered on top of each other, so incoming fire never resolved against the hull itself and the ship read as effectively invulnerable across most of its surface. The duplicates have been removed and the doors on the underside are now proper damageable parts.\n\n\n\nResolved an issue where ground vehicles were unable to enter the soft death stateGround vehicles had no disabled state at all, so they went straight from working to destroyed. They now have one, matching how ships behave.\n\n\n\nFixed a case where ship computer dialogue lines would not play while the player was in the pilot seat STARC-216621\n\nCorrected an issue where the vehicle compass read a different bearing in the pilot seat than it did on foot STARC-103033\n\nHangars, ASOP, and vehicle retrieval\n\nBoth fixes below share a root cause. A vehicle landed inside a hangar was not guaranteed to be put away when that hangar was stowed, streamed out or deleted, so it could be left in a state where neither the hangar nor the terminal considered it dealt with. Vehicles landed inside a hangar now always stow in all three of those cases, and a flag that was failing to clear properly has been fixed, which covered the remaining cases where a vehicle got stuck between being stored and a new ship being spawned.\n\nFixed an issue where the Retrieve button on ASOP terminals could become greyed out, leaving a vehicle impossible to spawn, retrieve or deliver STARC-214984\n\nResolved an issue where ships would stay stuck on \"moving to storage\" if the player streamed out of the hangar while it was still storing STARC-205267\n\nBoth of the Air Traffic Control fixes below trace to the same place. The keybinding and the comms call each looked up the nearest ATC contact for themselves, and the lookup used by the keybinding did not handle zone and instance roots correctly, so it frequently found nothing to talk to while the comms call worked fine. That lookup has been corrected, and the keybinding now reaches ATC in the same cases the comms call does.\n\nFixed an issue where the hotkey to request landing or takeoff from Air Traffic Control did nothing, while the comms call still worked STARC-217211\n\nResolved an issue where Air Traffic Control could not be contacted at all through its keybinding shortcut\n\nFixed a problem where the Kruger S-65 Stingray would spawn partly inside the hangar floor\n\nShip art and liveries\n\nFixed an issue where equipping certain liveries left the Aegis Sabre's landing gear showing a placeholder textureThe landing gear was built in a format that did not carry the material assignments the liveries needed. It has been rebuilt and its material IDs remapped, with a separate pass to stop overlapping surfaces flickering against each other.\n\n\n\n\n\nCargo and Freight Elevators\nFixed an issue where raising a freight elevator at its maximum capacity would leave it stuck in a transferring stateOpening the kiosk while an unstow request was still being processed queued a second request to open the inventory, and the platform was then left waiting on a transfer that never arrived. A guard now blocks that second request until the first has finished.\n\n\n\nResolved an issue where loading platform state recovery could snap the platform into a raised position with cargo still on it and the doors closed STARC-211125\n\nFixed a case where a delivery failure error would appear when storing cargo left on a freight elevator grid after exiting and returning to the gameThe platform and the server disagreed about the gravity acting on the cargo, which made the stored contents fail validation. The platform now rechecks gravity when the kiosk is opened.\n\n\n\n\n\nUI\nStarmap, markers, and navigation\n\nThese two came out of the same investigation. The orbital markers the router uses to plot a path around Stanton's star were disabled, so any route passing near the star failed outright rather than curving around it. Fixing that exposed a second case: the router was not generating points around a space station either, so a destination on the far side of the station you were sitting in would also refuse to set. Both now route correctly.\n\nFixed an issue where the Starmap would not plot a route around an obstructed path STARC-130415Large bodies sitting between you and your destination, including the Stanton star itself, were treated as hard blockers rather than something to route around, so no course would be set at all.\n\n\n\nResolved an issue where a quantum route could not be set from inside a station to a destination on the far side of it\n\nMain menu and front end\n\nFixed an issue where a line in the pause menu was out of place\n\n\n\nInventory and Items\nWeapons and attachments\n\nFixed an issue where weapon attachments were missing from the loot pool at Distribution Center delving sites and elsewhere\n\nArmor and clothing\n\nResolved an issue where the Nine Tails Shogun armor set had no tints available\n\nFixed an issue where the Nine Tails Shogun armor showed item boxes instead of the armor in inventory previews\n\nCorrected an issue where text on the legs of the September store armor read incorrectly\n\nProps and flair\n\nFixed an issue where the Bosco weapon display rack did not match its reference image\n\nCorrected a spelling error in the description of the M80 \"Beauty Is Power\" poster\n\n\n\n\n\n\n\n\n\nFixed by Hotfix Since 4.10.0 Went Live\nThe following 26 fixes reached the live environment a hotfixes in the weeks after 4.10.0 launched.\n\nServer stability\n\nFixed a server crash caused by a mission prop sitting in a player's inventory, which could hold a shard in a repeating crash loop for over an hour\n\nResolved a server crash where the same object could be queued for cleanup twice and deleted twice\n\nFixed a server crash while looking up a component that had already been released\n\nResolved a server crash when a ship's thruster was asked for its capacity while its flight system was being torn down\n\nFixed memory corruption caused by several parts of the game reading a weapon's fire modes at the same time as they were being cleared\n\nFixed a crash in the physics system when moving through areas exported before a newer collision check existed\n\nAdded a limit on how many loose items can be unstowed onto a freight elevator platform at once, which was capable of chain crashing a server\n\nResolved an issue where entering a vehicle could overwrite the previous driver without clearing them first, putting the client and server out of step\n\n\n\n\nDisconnects\n\nFixed a family of issues where a server node would shut down immediately and disconnect everyone on itThe server was accepting a confirmation that an object's layout was final without checking that the layout it had actually matched the one being confirmed. When they disagreed, the node exited rather than continuing. It now verifies the layout first. This covered several separate reports, including repeating shutdowns around the Nyx points of interest and a bad variable index on the ARGO MOLE's turrets.\n\n\n\nClient crashes\n\nFixed a client crash in the graphics layer where a texture view could still be in use while it was being discarded, which surfaced after memory defragmentation was introduced\n\nPerformance\n\nResolved an issue where the audio thread could cause significant frame rate drops, and a related audio crash STARC-214091\n\nImproved memory handling for the system that partitions the world into regions, which was allocating and freeing far too often\n\nRestored optimization on a number of files where it had been accidentally left disabled\n\nMissions\n\nFixed an issue where Battaglia's second and third story contracts were never created on busy shards, leaving players with no follow-up after the first STARC-218134Mission generation was querying locations using stored identifiers that are not valid on every shard, and the caches backing those queries were not being cleared properly when a shard started up. Missions that depended on a Moraine base as their location were the most visible casualty.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison could take collision damage while being teleported between phases, and die instantly\n\nShips and vehicles\n\nFixed an issue where a vehicle with an expired idle timer was impounded again within seconds of every retrieval\n\nItems and interface\n\nFixed an issue where Super Heavy armor could not be unequipped to local inventory if anything was attached to it\n\nResolved an issue where the mech style footstep audio from the Super Heavy suit kept playing after the armor was unequipped STARC-213441\n\nFixed an issue where arrow key and gamepad D-pad navigation stopped working in mobiGlas, because a mouse position update sent every frame was clearing the keyboard focus one frame after each press\n\nVisuals\n\nFixed an issue where holograms could render incorrectly from certain angles when upscaling was enabled\n\nResolved several water issues, including simulation not running on ships and broken shading on water volumes and rivers","de_DE":"September 16th, 2026\nStar Citizen Alpha 4.10.1 LIVE\nOrison Relief Support\nStar Citizen Alpha 4.10.1 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.10.1-LIVE.12650677\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nBuild Info\n\nLong Term Persistence: LTP Preserved\n\nStarting aUEC: 20,000\n\nRSI Launcher\nDownload the launcher for Star Citizen to install and join the alpha.\n\nOccupying: That's a word that hasn't been associated much with Vanduul Known locally as Pinecone, this Expansive Dwarf Planet is situated on the further edge of the green band and is often overlooked when compared to Nyx II\n\nShare Feedback\nWant to discuss the latest Release? Look no further! Click the image above to talk about the latest build and share feedback over on Spectrum with our LIVE feedback threads.\n\nNoah waited a few moments before approachEngines the Stairwell that Kray disappeared into The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse\n\nJoin the Discussion\nTalk with other players and get many of the latest updates from devs and more over on the Spectrum threads and chatrooms Click the image above to join the discussion.\n\nA dozen confused Captain and medical staff watched him disappear into the jump-point Don't try and twist it. My heart breaks every time I hear about some Racers gettTrafficking blasted while on a run, but we all signed up for the job\n\nReport a Bug\nHead on over to our Issue Council by clinking the image above to report or reinforce issues you may be having while playing.\n\nProfessional Merchants often use all manner of technological subterfuge to slip their Engines past the eyes of Pilgrims or Captains The Imperator casually glanced at it\n\nFeatures and Gameplay\nIntroducing new features while updating and refining existing functionality.\n\n1. Gameplay: Orison Relief Support - Ground Vehicle Soft Death - Loot Quality and Attachment Availability\nOrison Relief Support\nCrusader Industries' relief initiative is now live. In the wake of the Nine Tails attack, Orison needs rebuilding and its defenses need upgrading, and Crusader is paying anyone willing to help.\n\nContracts come from four providers. Cornerstone Developments handles reconstruction, running resource gathering work into Orison and Seraphim alongside a crafted aid line built around the TH-01 Propulsor. Covalex and Ling cover the medical response, collecting medical supplies and iodine from New Babbage, the New Babbage rooftops and Port Tressler for delivery into Orison, the Orison rooftops and Seraphim. Foxwell handles security, with ship ambush and wave attack contracts in space and an Eliminate All contract clearing Nine Tails out of outposts on foot.\n\nEvery contract you complete feeds your own progress track rather than paying out in isolation. Progress is personal, so you are working toward your own rewards at your own pace, and each reward is granted straight to your account as you pass its threshold. Six rewards are on offer, unlocking in this order:\n\nS-38 \"SecondWind\" Pistol\n\nFBL-8a SecondWind Light Armor\n\nP4-AR \"SecondWind\" Rifle\n\nORC-mkX SecondWind Medium Armor\n\nLumin V \"SecondWind\" SMG\n\nADP-mk4 SecondWind Heavy Armor\n\nRewards are granted as finished items rather than as blueprints to craft. Points earned on a contract completed as a party are divided between the party members.\n\nThe crafted aid line needs an Item Fabricator. The TH-01 Propulsor blueprint is attached to the contract and can be found on the fabricator's own terminal, which will list the materials required. If you do not own a fabricator yet you will need to buy one from a shop, unload it at a freight elevator and set it up in a hangar or a ship's cargo bay.\n\n\n\nGround Vehicle Soft Death\nGround vehicles can now enter the soft death state, bringing them in line with ships. A disabled ground vehicle will now be left inert rather than going straight from working to destroyed.\n\n\n\n\nCreature and Plant Loot Quality\nLoot harvested from creatures and plants now comes in graded quality brackets. Kopion horns, Marok pearls, Valakkar fangs and pearls, Yormandi eyes, Quasigrazer eggs and tongues, gasping weevil eggs and ranta dung are all covered, alongside a wide range of harvestable plants including spiral fruit, sunset berries, jumping limes, degnous root and heart of the woods. What you bring back is worth checking before you sell it or craft with it.\n\n\n\n\nWeapon Attachment Availability\nBarrel compensators and stabilizers across all three sizes are now available from the general loot pool rather than being restricted to a narrow set of sources, so attachments turn up far more reliably while looting.\n\n\n\n\nHauling and Delivery Cargo Distribution\nThe way contract cargo is distributed across pickup locations has been reworked. Multi-pickup contracts now account for the SCU weight of each individual pickup when splitting a load, so cargo is spread across the markers the contract actually gives you instead of stacking into a single inventory, and percentile-based cargo amounts now resolve correctly.\n\n\n\n\nAudio\nSpaceship and shared audio work has been brought forward into this build, along with an Aegis Sabre series audio remake\n\nAudio has been added for the AMRS S3 and S4 laser cannons\n\nBug Fixes & Technical Updates\n\n\nFor a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nAlpha 4.10.1 closes 37 issues, with a focus on problems that could cost you an entire session. These include contract cargo spawning in the wrong location, vehicles that couldn\u2019t be retrieved from ASOP terminals, freight elevators getting stuck mid-transfer, and multiple exploits.\n\n16 of those 37 fixes came through the Issue Council, and each one includes a link to the original report. Your reports, confirmations, and reproduction steps help us reliably recreate issues and prioritize them alongside everything else.\n\nMany of the fixes in this patch were pinned down thanks to players providing detailed information from different angles. Thank you to everyone who took the time to contribute!\n\nClient Crashes: 3\n\nServer crashes: 2\n\n\n\n\nClient crashes fixed\nFixed a crash that could occur while characters and creatures were being animated on screen. The renderer could release a character's mesh while that same mesh was still being deformed for the frame being drawn.\n\nResolved a crash that occurred as an object registered itself with the system that tracks which part of the world it belongs to. If the object and its parent disagreed about what they were attached to, which could happen with items and components mounted on a ship, the mismatch would take the client down.\n\nFixed a crash while calculating an object's position, rotation and scale in the world, triggered by an object being left with an invalid transform.\n\n\n\nMissions\nHauling and cargo contracts\n\nFixed an issue where multi-pickup contract cargo could all sit in a single pickup location's inventory despite the contract showing several pickup markers STARC-202557\n\nResolved an issue where some hauling contracts would not spawn enough cargo at the collect locations STARC-217295\n\nFixed an issue where Covalex delivery contracts would not spawn the full amount of cargo for pickup STARC-206770\n\nThe three hauling and cargo fixes came out of larger distribution work for 4.10.1. Contract cargo distribution was reworked because the old code split a load across pickup locations without accounting for how much each individual pickup was actually carrying, so it could put everything in one place while still handing you several markers. Alongside that, percentile based cargo amounts were resolving incorrectly, cargo generation had an off by one error, and nothing validated that the number of dropoffs matched the number of pickups. Distribution now weights each pickup by its SCU, the percentile and off by one errors are fixed, and a mismatch between pickup and dropoff counts now raises an error rather than generating a contract you cannot finish.\n\nRefuelling contracts\n\nFixed an issue where the contract details listed the wrong amount of fuel, and introductory refuelling contracts asked for quantum fuel as well as hydrogen STARC-218420Introductory refuelling contracts were asking for quantum fuel as well as hydrogen, so the amount shown in the contract never matched the job in front of you. Those contracts now ask for hydrogen only.\n\n\n\nCorrected an issue where the refuelling interface displayed the wrong price per SCU of fuel\n\nOther mission content\n\nFixed an issue where the Tactical Strike Group Full Strike contract would not progress past the Go To Objective step STARC-218828The mission logic could not find the harvestable container it was looking for at the objective, so the step never registered as complete and the contract stalled there permanently.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison was equipped with the wrong heavy machine gun variant\n\n\n\nLocations and Environment\nStanton locations\n\nFixed an issue where armistice zones were missing throughout Orison STARC-217142Orison's armistice areas were being skipped while the game worked out which zones were active, which left the whole location without weapon restrictions. Area resolution has been corrected so the armistice zones apply again.\n\n\n\nPyro\n\nFixed an issue where the irradiated Valakkar egg would not appear at the Lazarus Complex STARC-192834The egg nursery was running on a reset cycle far longer than the window players were arriving in, so the egg was usually absent. The nursery now resets on a much shorter cycle.\n\n\n\n\n\nShips and Vehicles\nFlight, damage and components\n\nFixed an issue where most of the Drake Clipper's hull took no damage, and where the underside doors could not be damaged STARC-219126The Clipper's body had several overlapping collision shapes layered on top of each other, so incoming fire never resolved against the hull itself and the ship read as effectively invulnerable across most of its surface. The duplicates have been removed and the doors on the underside are now proper damageable parts.\n\n\n\nResolved an issue where ground vehicles were unable to enter the soft death stateGround vehicles had no disabled state at all, so they went straight from working to destroyed. They now have one, matching how ships behave.\n\n\n\nFixed a case where ship computer dialogue lines would not play while the player was in the pilot seat STARC-216621\n\nCorrected an issue where the vehicle compass read a different bearing in the pilot seat than it did on foot STARC-103033\n\nHangars, ASOP, and vehicle retrieval\n\nBoth fixes below share a root cause. A vehicle landed inside a hangar was not guaranteed to be put away when that hangar was stowed, streamed out or deleted, so it could be left in a state where neither the hangar nor the terminal considered it dealt with. Vehicles landed inside a hangar now always stow in all three of those cases, and a flag that was failing to clear properly has been fixed, which covered the remaining cases where a vehicle got stuck between being stored and a new ship being spawned.\n\nFixed an issue where the Retrieve button on ASOP terminals could become greyed out, leaving a vehicle impossible to spawn, retrieve or deliver STARC-214984\n\nResolved an issue where ships would stay stuck on \"moving to storage\" if the player streamed out of the hangar while it was still storing STARC-205267\n\nBoth of the Air Traffic Control fixes below trace to the same place. The keybinding and the comms call each looked up the nearest ATC contact for themselves, and the lookup used by the keybinding did not handle zone and instance roots correctly, so it frequently found nothing to talk to while the comms call worked fine. That lookup has been corrected, and the keybinding now reaches ATC in the same cases the comms call does.\n\nFixed an issue where the hotkey to request landing or takeoff from Air Traffic Control did nothing, while the comms call still worked STARC-217211\n\nResolved an issue where Air Traffic Control could not be contacted at all through its keybinding shortcut\n\nFixed a problem where the Kruger S-65 Stingray would spawn partly inside the hangar floor\n\nShip art and liveries\n\nFixed an issue where equipping certain liveries left the Aegis Sabre's landing gear showing a placeholder textureThe landing gear was built in a format that did not carry the material assignments the liveries needed. It has been rebuilt and its material IDs remapped, with a separate pass to stop overlapping surfaces flickering against each other.\n\n\n\n\n\nCargo and Freight Elevators\nFixed an issue where raising a freight elevator at its maximum capacity would leave it stuck in a transferring stateOpening the kiosk while an unstow request was still being processed queued a second request to open the inventory, and the platform was then left waiting on a transfer that never arrived. A guard now blocks that second request until the first has finished.\n\n\n\nResolved an issue where loading platform state recovery could snap the platform into a raised position with cargo still on it and the doors closed STARC-211125\n\nFixed a case where a delivery failure error would appear when storing cargo left on a freight elevator grid after exiting and returning to the gameThe platform and the server disagreed about the gravity acting on the cargo, which made the stored contents fail validation. The platform now rechecks gravity when the kiosk is opened.\n\n\n\n\n\nUI\nStarmap, markers, and navigation\n\nThese two came out of the same investigation. The orbital markers the router uses to plot a path around Stanton's star were disabled, so any route passing near the star failed outright rather than curving around it. Fixing that exposed a second case: the router was not generating points around a space station either, so a destination on the far side of the station you were sitting in would also refuse to set. Both now route correctly.\n\nFixed an issue where the Starmap would not plot a route around an obstructed path STARC-130415Large bodies sitting between you and your destination, including the Stanton star itself, were treated as hard blockers rather than something to route around, so no course would be set at all.\n\n\n\nResolved an issue where a quantum route could not be set from inside a station to a destination on the far side of it\n\nMain menu and front end\n\nFixed an issue where a line in the pause menu was out of place\n\n\n\nInventory and Items\nWeapons and attachments\n\nFixed an issue where weapon attachments were missing from the loot pool at Distribution Center delving sites and elsewhere\n\nArmor and clothing\n\nResolved an issue where the Nine Tails Shogun armor set had no tints available\n\nFixed an issue where the Nine Tails Shogun armor showed item boxes instead of the armor in inventory previews\n\nCorrected an issue where text on the legs of the September store armor read incorrectly\n\nProps and flair\n\nFixed an issue where the Bosco weapon display rack did not match its reference image\n\nCorrected a spelling error in the description of the M80 \"Beauty Is Power\" poster\n\n\n\n\n\n\n\n\n\nFixed by Hotfix Since 4.10.0 Went Live\nThe following 26 fixes reached the live environment a hotfixes in the weeks after 4.10.0 launched.\n\nServer stability\n\nFixed a server crash caused by a mission prop sitting in a player's inventory, which could hold a shard in a repeating crash loop for over an hour\n\nResolved a server crash where the same object could be queued for cleanup twice and deleted twice\n\nFixed a server crash while looking up a component that had already been released\n\nResolved a server crash when a ship's thruster was asked for its capacity while its flight system was being torn down\n\nFixed memory corruption caused by several parts of the game reading a weapon's fire modes at the same time as they were being cleared\n\nFixed a crash in the physics system when moving through areas exported before a newer collision check existed\n\nAdded a limit on how many loose items can be unstowed onto a freight elevator platform at once, which was capable of chain crashing a server\n\nResolved an issue where entering a vehicle could overwrite the previous driver without clearing them first, putting the client and server out of step\n\n\n\n\nDisconnects\n\nFixed a family of issues where a server node would shut down immediately and disconnect everyone on itThe server was accepting a confirmation that an object's layout was final without checking that the layout it had actually matched the one being confirmed. When they disagreed, the node exited rather than continuing. It now verifies the layout first. This covered several separate reports, including repeating shutdowns around the Nyx points of interest and a bad variable index on the ARGO MOLE's turrets.\n\n\n\nClient crashes\n\nFixed a client crash in the graphics layer where a texture view could still be in use while it was being discarded, which surfaced after memory defragmentation was introduced\n\nPerformance\n\nResolved an issue where the audio thread could cause significant frame rate drops, and a related audio crash STARC-214091\n\nImproved memory handling for the system that partitions the world into regions, which was allocating and freeing far too often\n\nRestored optimization on a number of files where it had been accidentally left disabled\n\nMissions\n\nFixed an issue where Battaglia's second and third story contracts were never created on busy shards, leaving players with no follow-up after the first STARC-218134Mission generation was querying locations using stored identifiers that are not valid on every shard, and the caches backing those queries were not being cleared properly when a shard started up. Missions that depended on a Moraine base as their location were the most visible casualty.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison could take collision damage while being teleported between phases, and die instantly\n\nShips and vehicles\n\nFixed an issue where a vehicle with an expired idle timer was impounded again within seconds of every retrieval\n\nItems and interface\n\nFixed an issue where Super Heavy armor could not be unequipped to local inventory if anything was attached to it\n\nResolved an issue where the mech style footstep audio from the Super Heavy suit kept playing after the armor was unequipped STARC-213441\n\nFixed an issue where arrow key and gamepad D-pad navigation stopped working in mobiGlas, because a mouse position update sent every frame was clearing the keyboard focus one frame after each press\n\nVisuals\n\nFixed an issue where holograms could render incorrectly from certain angles when upscaling was enabled\n\nResolved several water issues, including simulation not running on ships and broken shading on water volumes and rivers","zh_CN":"September 16th, 2026\nStar Citizen Alpha 4.10.1 LIVE\nOrison Relief Support\nStar Citizen Alpha 4.10.1 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.10.1-LIVE.12650677\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nBuild Info\n\nLong Term Persistence: LTP Preserved\n\nStarting aUEC: 20,000\n\nRSI Launcher\nDownload the launcher for Star Citizen to install and join the alpha.\n\nOccupying: That's a word that hasn't been associated much with Vanduul Known locally as Pinecone, this Expansive Dwarf Planet is situated on the further edge of the green band and is often overlooked when compared to Nyx II\n\nShare Feedback\nWant to discuss the latest Release? Look no further! Click the image above to talk about the latest build and share feedback over on Spectrum with our LIVE feedback threads.\n\nNoah waited a few moments before approachEngines the Stairwell that Kray disappeared into The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse\n\nJoin the Discussion\nTalk with other players and get many of the latest updates from devs and more over on the Spectrum threads and chatrooms Click the image above to join the discussion.\n\nA dozen confused Captain and medical staff watched him disappear into the jump-point Don't try and twist it. My heart breaks every time I hear about some Racers gettTrafficking blasted while on a run, but we all signed up for the job\n\nReport a Bug\nHead on over to our Issue Council by clinking the image above to report or reinforce issues you may be having while playing.\n\nProfessional Merchants often use all manner of technological subterfuge to slip their Engines past the eyes of Pilgrims or Captains The Imperator casually glanced at it\n\nFeatures and Gameplay\nIntroducing new features while updating and refining existing functionality.\n\n1. Gameplay: Orison Relief Support - Ground Vehicle Soft Death - Loot Quality and Attachment Availability\nOrison Relief Support\nCrusader Industries' relief initiative is now live. In the wake of the Nine Tails attack, Orison needs rebuilding and its defenses need upgrading, and Crusader is paying anyone willing to help.\n\nContracts come from four providers. Cornerstone Developments handles reconstruction, running resource gathering work into Orison and Seraphim alongside a crafted aid line built around the TH-01 Propulsor. Covalex and Ling cover the medical response, collecting medical supplies and iodine from New Babbage, the New Babbage rooftops and Port Tressler for delivery into Orison, the Orison rooftops and Seraphim. Foxwell handles security, with ship ambush and wave attack contracts in space and an Eliminate All contract clearing Nine Tails out of outposts on foot.\n\nEvery contract you complete feeds your own progress track rather than paying out in isolation. Progress is personal, so you are working toward your own rewards at your own pace, and each reward is granted straight to your account as you pass its threshold. Six rewards are on offer, unlocking in this order:\n\nS-38 \"SecondWind\" Pistol\n\nFBL-8a SecondWind Light Armor\n\nP4-AR \"SecondWind\" Rifle\n\nORC-mkX SecondWind Medium Armor\n\nLumin V \"SecondWind\" SMG\n\nADP-mk4 SecondWind Heavy Armor\n\nRewards are granted as finished items rather than as blueprints to craft. Points earned on a contract completed as a party are divided between the party members.\n\nThe crafted aid line needs an Item Fabricator. The TH-01 Propulsor blueprint is attached to the contract and can be found on the fabricator's own terminal, which will list the materials required. If you do not own a fabricator yet you will need to buy one from a shop, unload it at a freight elevator and set it up in a hangar or a ship's cargo bay.\n\n\n\nGround Vehicle Soft Death\nGround vehicles can now enter the soft death state, bringing them in line with ships. A disabled ground vehicle will now be left inert rather than going straight from working to destroyed.\n\n\n\n\nCreature and Plant Loot Quality\nLoot harvested from creatures and plants now comes in graded quality brackets. Kopion horns, Marok pearls, Valakkar fangs and pearls, Yormandi eyes, Quasigrazer eggs and tongues, gasping weevil eggs and ranta dung are all covered, alongside a wide range of harvestable plants including spiral fruit, sunset berries, jumping limes, degnous root and heart of the woods. What you bring back is worth checking before you sell it or craft with it.\n\n\n\n\nWeapon Attachment Availability\nBarrel compensators and stabilizers across all three sizes are now available from the general loot pool rather than being restricted to a narrow set of sources, so attachments turn up far more reliably while looting.\n\n\n\n\nHauling and Delivery Cargo Distribution\nThe way contract cargo is distributed across pickup locations has been reworked. Multi-pickup contracts now account for the SCU weight of each individual pickup when splitting a load, so cargo is spread across the markers the contract actually gives you instead of stacking into a single inventory, and percentile-based cargo amounts now resolve correctly.\n\n\n\n\nAudio\nSpaceship and shared audio work has been brought forward into this build, along with an Aegis Sabre series audio remake\n\nAudio has been added for the AMRS S3 and S4 laser cannons\n\nBug Fixes & Technical Updates\n\n\nFor a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nAlpha 4.10.1 closes 37 issues, with a focus on problems that could cost you an entire session. These include contract cargo spawning in the wrong location, vehicles that couldn\u2019t be retrieved from ASOP terminals, freight elevators getting stuck mid-transfer, and multiple exploits.\n\n16 of those 37 fixes came through the Issue Council, and each one includes a link to the original report. Your reports, confirmations, and reproduction steps help us reliably recreate issues and prioritize them alongside everything else.\n\nMany of the fixes in this patch were pinned down thanks to players providing detailed information from different angles. Thank you to everyone who took the time to contribute!\n\nClient Crashes: 3\n\nServer crashes: 2\n\n\n\n\nClient crashes fixed\nFixed a crash that could occur while characters and creatures were being animated on screen. The renderer could release a character's mesh while that same mesh was still being deformed for the frame being drawn.\n\nResolved a crash that occurred as an object registered itself with the system that tracks which part of the world it belongs to. If the object and its parent disagreed about what they were attached to, which could happen with items and components mounted on a ship, the mismatch would take the client down.\n\nFixed a crash while calculating an object's position, rotation and scale in the world, triggered by an object being left with an invalid transform.\n\n\n\nMissions\nHauling and cargo contracts\n\nFixed an issue where multi-pickup contract cargo could all sit in a single pickup location's inventory despite the contract showing several pickup markers STARC-202557\n\nResolved an issue where some hauling contracts would not spawn enough cargo at the collect locations STARC-217295\n\nFixed an issue where Covalex delivery contracts would not spawn the full amount of cargo for pickup STARC-206770\n\nThe three hauling and cargo fixes came out of larger distribution work for 4.10.1. Contract cargo distribution was reworked because the old code split a load across pickup locations without accounting for how much each individual pickup was actually carrying, so it could put everything in one place while still handing you several markers. Alongside that, percentile based cargo amounts were resolving incorrectly, cargo generation had an off by one error, and nothing validated that the number of dropoffs matched the number of pickups. Distribution now weights each pickup by its SCU, the percentile and off by one errors are fixed, and a mismatch between pickup and dropoff counts now raises an error rather than generating a contract you cannot finish.\n\nRefuelling contracts\n\nFixed an issue where the contract details listed the wrong amount of fuel, and introductory refuelling contracts asked for quantum fuel as well as hydrogen STARC-218420Introductory refuelling contracts were asking for quantum fuel as well as hydrogen, so the amount shown in the contract never matched the job in front of you. Those contracts now ask for hydrogen only.\n\n\n\nCorrected an issue where the refuelling interface displayed the wrong price per SCU of fuel\n\nOther mission content\n\nFixed an issue where the Tactical Strike Group Full Strike contract would not progress past the Go To Objective step STARC-218828The mission logic could not find the harvestable container it was looking for at the objective, so the step never registered as complete and the contract stalled there permanently.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison was equipped with the wrong heavy machine gun variant\n\n\n\nLocations and Environment\nStanton locations\n\nFixed an issue where armistice zones were missing throughout Orison STARC-217142Orison's armistice areas were being skipped while the game worked out which zones were active, which left the whole location without weapon restrictions. Area resolution has been corrected so the armistice zones apply again.\n\n\n\nPyro\n\nFixed an issue where the irradiated Valakkar egg would not appear at the Lazarus Complex STARC-192834The egg nursery was running on a reset cycle far longer than the window players were arriving in, so the egg was usually absent. The nursery now resets on a much shorter cycle.\n\n\n\n\n\nShips and Vehicles\nFlight, damage and components\n\nFixed an issue where most of the Drake Clipper's hull took no damage, and where the underside doors could not be damaged STARC-219126The Clipper's body had several overlapping collision shapes layered on top of each other, so incoming fire never resolved against the hull itself and the ship read as effectively invulnerable across most of its surface. The duplicates have been removed and the doors on the underside are now proper damageable parts.\n\n\n\nResolved an issue where ground vehicles were unable to enter the soft death stateGround vehicles had no disabled state at all, so they went straight from working to destroyed. They now have one, matching how ships behave.\n\n\n\nFixed a case where ship computer dialogue lines would not play while the player was in the pilot seat STARC-216621\n\nCorrected an issue where the vehicle compass read a different bearing in the pilot seat than it did on foot STARC-103033\n\nHangars, ASOP, and vehicle retrieval\n\nBoth fixes below share a root cause. A vehicle landed inside a hangar was not guaranteed to be put away when that hangar was stowed, streamed out or deleted, so it could be left in a state where neither the hangar nor the terminal considered it dealt with. Vehicles landed inside a hangar now always stow in all three of those cases, and a flag that was failing to clear properly has been fixed, which covered the remaining cases where a vehicle got stuck between being stored and a new ship being spawned.\n\nFixed an issue where the Retrieve button on ASOP terminals could become greyed out, leaving a vehicle impossible to spawn, retrieve or deliver STARC-214984\n\nResolved an issue where ships would stay stuck on \"moving to storage\" if the player streamed out of the hangar while it was still storing STARC-205267\n\nBoth of the Air Traffic Control fixes below trace to the same place. The keybinding and the comms call each looked up the nearest ATC contact for themselves, and the lookup used by the keybinding did not handle zone and instance roots correctly, so it frequently found nothing to talk to while the comms call worked fine. That lookup has been corrected, and the keybinding now reaches ATC in the same cases the comms call does.\n\nFixed an issue where the hotkey to request landing or takeoff from Air Traffic Control did nothing, while the comms call still worked STARC-217211\n\nResolved an issue where Air Traffic Control could not be contacted at all through its keybinding shortcut\n\nFixed a problem where the Kruger S-65 Stingray would spawn partly inside the hangar floor\n\nShip art and liveries\n\nFixed an issue where equipping certain liveries left the Aegis Sabre's landing gear showing a placeholder textureThe landing gear was built in a format that did not carry the material assignments the liveries needed. It has been rebuilt and its material IDs remapped, with a separate pass to stop overlapping surfaces flickering against each other.\n\n\n\n\n\nCargo and Freight Elevators\nFixed an issue where raising a freight elevator at its maximum capacity would leave it stuck in a transferring stateOpening the kiosk while an unstow request was still being processed queued a second request to open the inventory, and the platform was then left waiting on a transfer that never arrived. A guard now blocks that second request until the first has finished.\n\n\n\nResolved an issue where loading platform state recovery could snap the platform into a raised position with cargo still on it and the doors closed STARC-211125\n\nFixed a case where a delivery failure error would appear when storing cargo left on a freight elevator grid after exiting and returning to the gameThe platform and the server disagreed about the gravity acting on the cargo, which made the stored contents fail validation. The platform now rechecks gravity when the kiosk is opened.\n\n\n\n\n\nUI\nStarmap, markers, and navigation\n\nThese two came out of the same investigation. The orbital markers the router uses to plot a path around Stanton's star were disabled, so any route passing near the star failed outright rather than curving around it. Fixing that exposed a second case: the router was not generating points around a space station either, so a destination on the far side of the station you were sitting in would also refuse to set. Both now route correctly.\n\nFixed an issue where the Starmap would not plot a route around an obstructed path STARC-130415Large bodies sitting between you and your destination, including the Stanton star itself, were treated as hard blockers rather than something to route around, so no course would be set at all.\n\n\n\nResolved an issue where a quantum route could not be set from inside a station to a destination on the far side of it\n\nMain menu and front end\n\nFixed an issue where a line in the pause menu was out of place\n\n\n\nInventory and Items\nWeapons and attachments\n\nFixed an issue where weapon attachments were missing from the loot pool at Distribution Center delving sites and elsewhere\n\nArmor and clothing\n\nResolved an issue where the Nine Tails Shogun armor set had no tints available\n\nFixed an issue where the Nine Tails Shogun armor showed item boxes instead of the armor in inventory previews\n\nCorrected an issue where text on the legs of the September store armor read incorrectly\n\nProps and flair\n\nFixed an issue where the Bosco weapon display rack did not match its reference image\n\nCorrected a spelling error in the description of the M80 \"Beauty Is Power\" poster\n\n\n\n\n\n\n\n\n\nFixed by Hotfix Since 4.10.0 Went Live\nThe following 26 fixes reached the live environment a hotfixes in the weeks after 4.10.0 launched.\n\nServer stability\n\nFixed a server crash caused by a mission prop sitting in a player's inventory, which could hold a shard in a repeating crash loop for over an hour\n\nResolved a server crash where the same object could be queued for cleanup twice and deleted twice\n\nFixed a server crash while looking up a component that had already been released\n\nResolved a server crash when a ship's thruster was asked for its capacity while its flight system was being torn down\n\nFixed memory corruption caused by several parts of the game reading a weapon's fire modes at the same time as they were being cleared\n\nFixed a crash in the physics system when moving through areas exported before a newer collision check existed\n\nAdded a limit on how many loose items can be unstowed onto a freight elevator platform at once, which was capable of chain crashing a server\n\nResolved an issue where entering a vehicle could overwrite the previous driver without clearing them first, putting the client and server out of step\n\n\n\n\nDisconnects\n\nFixed a family of issues where a server node would shut down immediately and disconnect everyone on itThe server was accepting a confirmation that an object's layout was final without checking that the layout it had actually matched the one being confirmed. When they disagreed, the node exited rather than continuing. It now verifies the layout first. This covered several separate reports, including repeating shutdowns around the Nyx points of interest and a bad variable index on the ARGO MOLE's turrets.\n\n\n\nClient crashes\n\nFixed a client crash in the graphics layer where a texture view could still be in use while it was being discarded, which surfaced after memory defragmentation was introduced\n\nPerformance\n\nResolved an issue where the audio thread could cause significant frame rate drops, and a related audio crash STARC-214091\n\nImproved memory handling for the system that partitions the world into regions, which was allocating and freeing far too often\n\nRestored optimization on a number of files where it had been accidentally left disabled\n\nMissions\n\nFixed an issue where Battaglia's second and third story contracts were never created on busy shards, leaving players with no follow-up after the first STARC-218134Mission generation was querying locations using stored identifiers that are not valid on every shard, and the caches backing those queries were not being cleared properly when a shard started up. Missions that depended on a Moraine base as their location were the most visible casualty.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison could take collision damage while being teleported between phases, and die instantly\n\nShips and vehicles\n\nFixed an issue where a vehicle with an expired idle timer was impounded again within seconds of every retrieval\n\nItems and interface\n\nFixed an issue where Super Heavy armor could not be unequipped to local inventory if anything was attached to it\n\nResolved an issue where the mech style footstep audio from the Super Heavy suit kept playing after the armor was unequipped STARC-213441\n\nFixed an issue where arrow key and gamepad D-pad navigation stopped working in mobiGlas, because a mouse position update sent every frame was clearing the keyboard focus one frame after each press\n\nVisuals\n\nFixed an issue where holograms could render incorrectly from certain angles when upscaling was enabled\n\nResolved several water issues, including simulation not running on ships and broken shading on water volumes and rivers","fr_FR":"September 16th, 2026\nStar Citizen Alpha 4.10.1 LIVE\nOrison Relief Support\nStar Citizen Alpha 4.10.1 has been released onto the LIVE environment!\nYour launcher should now display: VERSION 4.10.1-LIVE.12650677\n\nReminder. Citizens always imprint their ship loadouts before adventuring into the universe!\n\nBuild Information\nBuild Info\n\nLong Term Persistence: LTP Preserved\n\nStarting aUEC: 20,000\n\nRSI Launcher\nDownload the launcher for Star Citizen to install and join the alpha.\n\nOccupying: That's a word that hasn't been associated much with Vanduul Known locally as Pinecone, this Expansive Dwarf Planet is situated on the further edge of the green band and is often overlooked when compared to Nyx II\n\nShare Feedback\nWant to discuss the latest Release? Look no further! Click the image above to talk about the latest build and share feedback over on Spectrum with our LIVE feedback threads.\n\nNoah waited a few moments before approachEngines the Stairwell that Kray disappeared into The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse\n\nJoin the Discussion\nTalk with other players and get many of the latest updates from devs and more over on the Spectrum threads and chatrooms Click the image above to join the discussion.\n\nA dozen confused Captain and medical staff watched him disappear into the jump-point Don't try and twist it. My heart breaks every time I hear about some Racers gettTrafficking blasted while on a run, but we all signed up for the job\n\nReport a Bug\nHead on over to our Issue Council by clinking the image above to report or reinforce issues you may be having while playing.\n\nProfessional Merchants often use all manner of technological subterfuge to slip their Engines past the eyes of Pilgrims or Captains The Imperator casually glanced at it\n\nFeatures and Gameplay\nIntroducing new features while updating and refining existing functionality.\n\n1. Gameplay: Orison Relief Support - Ground Vehicle Soft Death - Loot Quality and Attachment Availability\nOrison Relief Support\nCrusader Industries' relief initiative is now live. In the wake of the Nine Tails attack, Orison needs rebuilding and its defenses need upgrading, and Crusader is paying anyone willing to help.\n\nContracts come from four providers. Cornerstone Developments handles reconstruction, running resource gathering work into Orison and Seraphim alongside a crafted aid line built around the TH-01 Propulsor. Covalex and Ling cover the medical response, collecting medical supplies and iodine from New Babbage, the New Babbage rooftops and Port Tressler for delivery into Orison, the Orison rooftops and Seraphim. Foxwell handles security, with ship ambush and wave attack contracts in space and an Eliminate All contract clearing Nine Tails out of outposts on foot.\n\nEvery contract you complete feeds your own progress track rather than paying out in isolation. Progress is personal, so you are working toward your own rewards at your own pace, and each reward is granted straight to your account as you pass its threshold. Six rewards are on offer, unlocking in this order:\n\nS-38 \"SecondWind\" Pistol\n\nFBL-8a SecondWind Light Armor\n\nP4-AR \"SecondWind\" Rifle\n\nORC-mkX SecondWind Medium Armor\n\nLumin V \"SecondWind\" SMG\n\nADP-mk4 SecondWind Heavy Armor\n\nRewards are granted as finished items rather than as blueprints to craft. Points earned on a contract completed as a party are divided between the party members.\n\nThe crafted aid line needs an Item Fabricator. The TH-01 Propulsor blueprint is attached to the contract and can be found on the fabricator's own terminal, which will list the materials required. If you do not own a fabricator yet you will need to buy one from a shop, unload it at a freight elevator and set it up in a hangar or a ship's cargo bay.\n\n\n\nGround Vehicle Soft Death\nGround vehicles can now enter the soft death state, bringing them in line with ships. A disabled ground vehicle will now be left inert rather than going straight from working to destroyed.\n\n\n\n\nCreature and Plant Loot Quality\nLoot harvested from creatures and plants now comes in graded quality brackets. Kopion horns, Marok pearls, Valakkar fangs and pearls, Yormandi eyes, Quasigrazer eggs and tongues, gasping weevil eggs and ranta dung are all covered, alongside a wide range of harvestable plants including spiral fruit, sunset berries, jumping limes, degnous root and heart of the woods. What you bring back is worth checking before you sell it or craft with it.\n\n\n\n\nWeapon Attachment Availability\nBarrel compensators and stabilizers across all three sizes are now available from the general loot pool rather than being restricted to a narrow set of sources, so attachments turn up far more reliably while looting.\n\n\n\n\nHauling and Delivery Cargo Distribution\nThe way contract cargo is distributed across pickup locations has been reworked. Multi-pickup contracts now account for the SCU weight of each individual pickup when splitting a load, so cargo is spread across the markers the contract actually gives you instead of stacking into a single inventory, and percentile-based cargo amounts now resolve correctly.\n\n\n\n\nAudio\nSpaceship and shared audio work has been brought forward into this build, along with an Aegis Sabre series audio remake\n\nAudio has been added for the AMRS S3 and S4 laser cannons\n\nBug Fixes & Technical Updates\n\n\nFor a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!\n\n\n\n\nAlpha 4.10.1 closes 37 issues, with a focus on problems that could cost you an entire session. These include contract cargo spawning in the wrong location, vehicles that couldn\u2019t be retrieved from ASOP terminals, freight elevators getting stuck mid-transfer, and multiple exploits.\n\n16 of those 37 fixes came through the Issue Council, and each one includes a link to the original report. Your reports, confirmations, and reproduction steps help us reliably recreate issues and prioritize them alongside everything else.\n\nMany of the fixes in this patch were pinned down thanks to players providing detailed information from different angles. Thank you to everyone who took the time to contribute!\n\nClient Crashes: 3\n\nServer crashes: 2\n\n\n\n\nClient crashes fixed\nFixed a crash that could occur while characters and creatures were being animated on screen. The renderer could release a character's mesh while that same mesh was still being deformed for the frame being drawn.\n\nResolved a crash that occurred as an object registered itself with the system that tracks which part of the world it belongs to. If the object and its parent disagreed about what they were attached to, which could happen with items and components mounted on a ship, the mismatch would take the client down.\n\nFixed a crash while calculating an object's position, rotation and scale in the world, triggered by an object being left with an invalid transform.\n\n\n\nMissions\nHauling and cargo contracts\n\nFixed an issue where multi-pickup contract cargo could all sit in a single pickup location's inventory despite the contract showing several pickup markers STARC-202557\n\nResolved an issue where some hauling contracts would not spawn enough cargo at the collect locations STARC-217295\n\nFixed an issue where Covalex delivery contracts would not spawn the full amount of cargo for pickup STARC-206770\n\nThe three hauling and cargo fixes came out of larger distribution work for 4.10.1. Contract cargo distribution was reworked because the old code split a load across pickup locations without accounting for how much each individual pickup was actually carrying, so it could put everything in one place while still handing you several markers. Alongside that, percentile based cargo amounts were resolving incorrectly, cargo generation had an off by one error, and nothing validated that the number of dropoffs matched the number of pickups. Distribution now weights each pickup by its SCU, the percentile and off by one errors are fixed, and a mismatch between pickup and dropoff counts now raises an error rather than generating a contract you cannot finish.\n\nRefuelling contracts\n\nFixed an issue where the contract details listed the wrong amount of fuel, and introductory refuelling contracts asked for quantum fuel as well as hydrogen STARC-218420Introductory refuelling contracts were asking for quantum fuel as well as hydrogen, so the amount shown in the contract never matched the job in front of you. Those contracts now ask for hydrogen only.\n\n\n\nCorrected an issue where the refuelling interface displayed the wrong price per SCU of fuel\n\nOther mission content\n\nFixed an issue where the Tactical Strike Group Full Strike contract would not progress past the Go To Objective step STARC-218828The mission logic could not find the harvestable container it was looking for at the objective, so the step never registered as complete and the contract stalled there permanently.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison was equipped with the wrong heavy machine gun variant\n\n\n\nLocations and Environment\nStanton locations\n\nFixed an issue where armistice zones were missing throughout Orison STARC-217142Orison's armistice areas were being skipped while the game worked out which zones were active, which left the whole location without weapon restrictions. Area resolution has been corrected so the armistice zones apply again.\n\n\n\nPyro\n\nFixed an issue where the irradiated Valakkar egg would not appear at the Lazarus Complex STARC-192834The egg nursery was running on a reset cycle far longer than the window players were arriving in, so the egg was usually absent. The nursery now resets on a much shorter cycle.\n\n\n\n\n\nShips and Vehicles\nFlight, damage and components\n\nFixed an issue where most of the Drake Clipper's hull took no damage, and where the underside doors could not be damaged STARC-219126The Clipper's body had several overlapping collision shapes layered on top of each other, so incoming fire never resolved against the hull itself and the ship read as effectively invulnerable across most of its surface. The duplicates have been removed and the doors on the underside are now proper damageable parts.\n\n\n\nResolved an issue where ground vehicles were unable to enter the soft death stateGround vehicles had no disabled state at all, so they went straight from working to destroyed. They now have one, matching how ships behave.\n\n\n\nFixed a case where ship computer dialogue lines would not play while the player was in the pilot seat STARC-216621\n\nCorrected an issue where the vehicle compass read a different bearing in the pilot seat than it did on foot STARC-103033\n\nHangars, ASOP, and vehicle retrieval\n\nBoth fixes below share a root cause. A vehicle landed inside a hangar was not guaranteed to be put away when that hangar was stowed, streamed out or deleted, so it could be left in a state where neither the hangar nor the terminal considered it dealt with. Vehicles landed inside a hangar now always stow in all three of those cases, and a flag that was failing to clear properly has been fixed, which covered the remaining cases where a vehicle got stuck between being stored and a new ship being spawned.\n\nFixed an issue where the Retrieve button on ASOP terminals could become greyed out, leaving a vehicle impossible to spawn, retrieve or deliver STARC-214984\n\nResolved an issue where ships would stay stuck on \"moving to storage\" if the player streamed out of the hangar while it was still storing STARC-205267\n\nBoth of the Air Traffic Control fixes below trace to the same place. The keybinding and the comms call each looked up the nearest ATC contact for themselves, and the lookup used by the keybinding did not handle zone and instance roots correctly, so it frequently found nothing to talk to while the comms call worked fine. That lookup has been corrected, and the keybinding now reaches ATC in the same cases the comms call does.\n\nFixed an issue where the hotkey to request landing or takeoff from Air Traffic Control did nothing, while the comms call still worked STARC-217211\n\nResolved an issue where Air Traffic Control could not be contacted at all through its keybinding shortcut\n\nFixed a problem where the Kruger S-65 Stingray would spawn partly inside the hangar floor\n\nShip art and liveries\n\nFixed an issue where equipping certain liveries left the Aegis Sabre's landing gear showing a placeholder textureThe landing gear was built in a format that did not carry the material assignments the liveries needed. It has been rebuilt and its material IDs remapped, with a separate pass to stop overlapping surfaces flickering against each other.\n\n\n\n\n\nCargo and Freight Elevators\nFixed an issue where raising a freight elevator at its maximum capacity would leave it stuck in a transferring stateOpening the kiosk while an unstow request was still being processed queued a second request to open the inventory, and the platform was then left waiting on a transfer that never arrived. A guard now blocks that second request until the first has finished.\n\n\n\nResolved an issue where loading platform state recovery could snap the platform into a raised position with cargo still on it and the doors closed STARC-211125\n\nFixed a case where a delivery failure error would appear when storing cargo left on a freight elevator grid after exiting and returning to the gameThe platform and the server disagreed about the gravity acting on the cargo, which made the stored contents fail validation. The platform now rechecks gravity when the kiosk is opened.\n\n\n\n\n\nUI\nStarmap, markers, and navigation\n\nThese two came out of the same investigation. The orbital markers the router uses to plot a path around Stanton's star were disabled, so any route passing near the star failed outright rather than curving around it. Fixing that exposed a second case: the router was not generating points around a space station either, so a destination on the far side of the station you were sitting in would also refuse to set. Both now route correctly.\n\nFixed an issue where the Starmap would not plot a route around an obstructed path STARC-130415Large bodies sitting between you and your destination, including the Stanton star itself, were treated as hard blockers rather than something to route around, so no course would be set at all.\n\n\n\nResolved an issue where a quantum route could not be set from inside a station to a destination on the far side of it\n\nMain menu and front end\n\nFixed an issue where a line in the pause menu was out of place\n\n\n\nInventory and Items\nWeapons and attachments\n\nFixed an issue where weapon attachments were missing from the loot pool at Distribution Center delving sites and elsewhere\n\nArmor and clothing\n\nResolved an issue where the Nine Tails Shogun armor set had no tints available\n\nFixed an issue where the Nine Tails Shogun armor showed item boxes instead of the armor in inventory previews\n\nCorrected an issue where text on the legs of the September store armor read incorrectly\n\nProps and flair\n\nFixed an issue where the Bosco weapon display rack did not match its reference image\n\nCorrected a spelling error in the description of the M80 \"Beauty Is Power\" poster\n\n\n\n\n\n\n\n\n\nFixed by Hotfix Since 4.10.0 Went Live\nThe following 26 fixes reached the live environment a hotfixes in the weeks after 4.10.0 launched.\n\nServer stability\n\nFixed a server crash caused by a mission prop sitting in a player's inventory, which could hold a shard in a repeating crash loop for over an hour\n\nResolved a server crash where the same object could be queued for cleanup twice and deleted twice\n\nFixed a server crash while looking up a component that had already been released\n\nResolved a server crash when a ship's thruster was asked for its capacity while its flight system was being torn down\n\nFixed memory corruption caused by several parts of the game reading a weapon's fire modes at the same time as they were being cleared\n\nFixed a crash in the physics system when moving through areas exported before a newer collision check existed\n\nAdded a limit on how many loose items can be unstowed onto a freight elevator platform at once, which was capable of chain crashing a server\n\nResolved an issue where entering a vehicle could overwrite the previous driver without clearing them first, putting the client and server out of step\n\n\n\n\nDisconnects\n\nFixed a family of issues where a server node would shut down immediately and disconnect everyone on itThe server was accepting a confirmation that an object's layout was final without checking that the layout it had actually matched the one being confirmed. When they disagreed, the node exited rather than continuing. It now verifies the layout first. This covered several separate reports, including repeating shutdowns around the Nyx points of interest and a bad variable index on the ARGO MOLE's turrets.\n\n\n\nClient crashes\n\nFixed a client crash in the graphics layer where a texture view could still be in use while it was being discarded, which surfaced after memory defragmentation was introduced\n\nPerformance\n\nResolved an issue where the audio thread could cause significant frame rate drops, and a related audio crash STARC-214091\n\nImproved memory handling for the system that partitions the world into regions, which was allocating and freeing far too often\n\nRestored optimization on a number of files where it had been accidentally left disabled\n\nMissions\n\nFixed an issue where Battaglia's second and third story contracts were never created on busy shards, leaving players with no follow-up after the first STARC-218134Mission generation was querying locations using stored identifiers that are not valid on every shard, and the caches backing those queries were not being cleared properly when a shard started up. Missions that depended on a Moraine base as their location were the most visible casualty.\n\n\n\nResolved an issue where the Nine Tails commander in Siege of Orison could take collision damage while being teleported between phases, and die instantly\n\nShips and vehicles\n\nFixed an issue where a vehicle with an expired idle timer was impounded again within seconds of every retrieval\n\nItems and interface\n\nFixed an issue where Super Heavy armor could not be unequipped to local inventory if anything was attached to it\n\nResolved an issue where the mech style footstep audio from the Super Heavy suit kept playing after the armor was unequipped STARC-213441\n\nFixed an issue where arrow key and gamepad D-pad navigation stopped working in mobiGlas, because a mouse position update sent every frame was clearing the keyboard focus one frame after each press\n\nVisuals\n\nFixed an issue where holograms could render incorrectly from certain angles when upscaling was enabled\n\nResolved several water issues, including simulation not running on ships and broken shading on water volumes and rivers"},"links_count":4,"comment_count":0,"created_at":"2026-09-16T18:00:00+00:00","created_at_human":"4 hours ago"},"meta":{"processed_at":"2026-09-16 22:31:20","valid_relations":["images","links"],"prev_id":21329,"next_id":21332}}