Star Citizen Alpha 3.12.0
Transmission General Release InfoContent
Star Citizen Patch 3.12.0b Hotfix
Alpha Patch 3.12.0b has been released onto the LIVE servers and is now available! Patch should now show: VERSION 3.12.0-LIVE.6787151.
Database Reset: NO
Long Term Persistence: Enabled
Starting aUEC: 20,000
Known Issues
When logging into some commodity and refinery kiosks, they can display incorrect Commodity Information and Prevent Sales
Workaround: Try other trade terminals at a different location. Test relogging and trying again. Area18 specifically will error and fail in the Admin Office trade terminals
Illegal drug terminals are missing from their intended locations in rest stops
Workaround: We have temporarily added Slam sell inventories to two junk sites in the PU
Selling commodities from personal Inventory causes a service error
Workaround: Make a commodity cargo box in a ship cargo grid and sell through the ship inventory.
The mission named “ A Very Difficult Task “ automatically completes when accepted
Select CRU series station external elevators are missing (CRU-L1 and CRU-L5)
Attempting to sell minerals in Prison results in a Processing screen and then a transaction failed message
The shopkeepers of both Live Fire Weapons and Garrity Defense are stood away from their desks
Being arrested with both utility slots occupied causes the player to respawn in prison with a broken multi-tool
Mission givers AI will break if a NPC sits in their designated seat before they do
Major Bug Fixes
Bounty Assessment missions should now show correctly again and let the player progress into further missions after a player does a character reset
After exiting Quantum Travel, the QT HUD on ships should no longer get stuck displaying while the QT drive is cooling down
Ground vehicles should no longer take intermittent damage during travel across the surface of low gravity moons
Players should now be able to activate mining consumables in the Mole using the inner thought UI
Players should no longer gain a crimestat after completing bounty missions
Fixed an issue causing ships to despawn after a player disembarks for a short duration
Contract popups should no longer contain “mission(Title)” instead of the intended text
Technical
Fixed 7 Client crashes
Fixed 2 Server crashes
Star Citizen Patch 3.12.0a Hotfix
Alpha Patch 3.12.0a has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6742772.
Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000
Feature Updates
Gameplay
Balance pass on mission payouts to make them more rewarding
Updated NorthRock group bounty price and made them local to systems
Changed it so if a bounty hunter kills a PVP bounty the mission is withdrawn rather than failed for any other hunter players with that mission
Added warning to refinery terminal letting players know that unselected materials from a ship will be discarded when creating a job
Interim pricing adjustment on restocking ship ordnance (Missiles, torpedoes, and Countermeasures)
Decreased min and max insurance claim wait times for non starter ships
Made interim tuning changes to EVA movement that will allow you to turn more easily and also arrest any spin caused by collision more quickly
Increased the drop shadow amount on the ship mining UI
Core Tech
Updated settings steps in options menu for tobii eye head ratio to 0.01
Major Bug Fixes
Ship Canopies should no longer open and close randomly without player input
Fixed an issue causing the Talon engines to overheat and ship to lose power when powering up.
Corrected the Constellation increase in hull health that came with 3.12.0 to the correct intended amounts
Holiday boxes should now be able to be sold
ASOP spawned ship assets should no longer load slowly when first connecting to a server
There should no longer be 2 AI NPC’s standing behind the guild office desk at mining shop on refinery decks
Fixed an issue that was causing some players to infinitely load while joining the PU
Fixed an issue causing players to sometimes get stuck on the splash screen when loading into the game
Fixed an issue causing some clients to not receive the full member list in global channel
Fixed an issue causing Shadows cast by the light from the Stanton star to pop in and out while in cities
The Talon weapon rack has should now have a prompt to close it after it has been opened
Fixed an issue causing some players to see a pixelated film grain when it was disabled
A blank contract available notification should no longer be displayed during game play
Fixed visarea issues when using turrets in most ships
Fixed the Pitch Ladder not being aligned properly in Mixed Mode
Lorville cinematic music should now play correctly
Player will now still send a video feed in a FOIP call if the player does not have a mic.
Miles Eckhart will no longer have a long pause after the player sits down
Fixed an issue causing certain keybinds to not be removable
Assaulting Vehicle infraction should no longer be applied instantly so that it can be forgiven
Numerous assets and structures should no longer fail to load in each of the classic race maps
Account resets should no longer sometimes fail and lead to ships being doubled in game
Fixed an issue in Arena Commander causing players to display on the same team.
Players should no longer be able to equip an extra weapon to the left wing on the Aegis Gladius in the VMA
Fixed an issue causing the 890j missions to not pay as much as intended
Fixed another issue causing blank contract available messages to appear on screen
There should no longer be placeholder text for the paints for the Talon and Talon Shrike in the VMA
Aegis Hammerhead BIS edition should now be available in game
Aegis Reclaimer BIS edition should now be available in game
Fixed an issue causing Arena Commander and Star Marine UI to be offset on widescreen monitors
Technical
Fixed 11 Client crashes
Fixed 7 Server crashes
Backend service optimizations
Star Citizen Patch 3.12.0
Alpha Patch 3.12.0 has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6705298.
It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.
Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000
New Features
Locations
Space Station Refinery Decks
Dedicated areas in Rest Stops that allow players to sell unrefined minerals, drop off mined materials to be refined, and buy or rent new mining equipment and ships.
Kiosks have been placed in the Refining decks that allow players to take their raw mixed ore from their mining ship and refine it. The player can use these kiosks to create multiple refining jobs which are persistent and complete over a period of time, based on quantity and complexity, and create refined ore that is more valuable than unrefined. There are different kinds of refining processes which produce different percentage yields depending on the type of resource being refined. Additionally, different refineries may have different proficiencies. Once one or multiple jobs are completed, the player can collect the refined materials into a ship with cargo capability and sell at a commodity kiosk, with most goods sell-able at major city ports. Now that we have a specific location where refining takes place in the ‘verse, most mineable transactions have been moved there. You can still sell unrefined ore at these locations, or choose to refine them. Levski will also purchase unrefined materials.
Spacescaping Stanton: Lagrange Point Updates
Updating all extra-planetary Lagrange point locations in the PU with improved visuals and first gas cloud implementation.
Gameplay
Reputation – T1
This system will introduce the first foundational system of reputation added to the game to track a player’s relationship with various entities, such as important NPCs and Organizations. This reputation is now stored in long term persistence so that it will remain through database wipes and character resets. Currently, reputation levels with an NPC or Organization are only seen through different dialogs or access to higher paying missions. We are working to add functionality to improve player visibility of reputation in a future update.
Mission Giver Reputation: All mission givers except Ruto (due to tech requirements for him being a hologram) have been updated to use the new reputation system. Doing missions for a Mission Giver will cause you to gain and lose reputation with them. They should react appropriately, playing different lines of dialogue based on your performance. If you fail too frequently, they will terminate their relationship with you and refuse to work with you missions for a set amount of time. With Alpha 3.12, no new missions have been added specifically for Mission Givers, however, we plan to add new missions in the future now that the reputation framework has been put in place.
Bounty and Assassination Missions: Many of the Bounty and Assassination mission chains have been updated to use the new Reputation System. In doing this restructure, Bounty missions were split into being given by 4 Local Bounty Departments, each with their own reputation, all presided over by a parent Bounty Hunters Guild. As you increase your reputation with the Bounty Hunters Guild and its children, you will unlock Certification missions. If you complete the Certification Missions, you will unlock a new tier of higher difficulty, higher payout Bounty Hunter missions. Keep an eye on your wallet when you complete bounty missions and you might notice that some organizations will include a little something extra if you have high reputation with them. This is the first of many “Perks” we intend to include. Assassination missions have all of the above, but there is only one Organization for them at this time: a one-man operation run by someone named Vaughn.
Weapon Zeroing – T0
This system provides the player with a way to change the zeroing on their weapon sights. This allows shots at further distances without having to alter aim to account for bullet drop. While in ADS, a player can manually or automatically change a the zeroing range on their scope. Aiming down sights will show the current zeroing setting, and if your scope supports it, a distance finder at your crosshair (max distance varies by scope). You can set your weapon zeroing manually or to the distance finder amount by pressing “page up” and reset zeroing to 0m by pressing “page down”.
Multi-Tool – Tractor Beam Implementation T0
Initial implementation of a Tractor Beam Device that attaches onto a Multi-Tool that allows a player to control an object at a small distance without physical contact. Its primary use is to quickly and remotely move smaller cargo and other physics based objects in gravity and zero-g. If in zero-g, it can also be used as a “grapple hook” by tethering to a large object (asteroids, space stations, ships, etc.) and pulling the player towards it. This includes a tractor beam UI that displays Force and Distance Gauge as well as indications if the tether is close to breaking. Players can rotate a tethered item by holding “R” and moving the mouse cursor. Players can get the new tractor beam attachment and the multi-tool at the new Refinery Decks or in various shops in the PU.
Ship Entry Identification
This feature adds dynamic AR markers onto a player’s display when in close proximity to your vehicle to aid in entry. These contextually change depending on whether the vehicle is landed or in space to only show valid entry methods. This feature is on by default but has the option to disable in the settings.
Ship Thruster Wind Volumes
Ship thrusters now create wind volumes when in use that will interact and blow away physics based objects, ships, and players.
Ships and Vehicles
New Ship: Esperia Talon
New Ship: Esperia Talon Shrike
Weapons and Items
New FPS Weapon: Gemini A03 Sniper Rifle
A versatile, semi-auto sniper rifle with the ability to fire quickly at the cost of accuracy. This weapon has an integrated scope and attachment points on the Barrel and Underbarrel. Players can currently buy this in game at Skutters in Grim HEX.
New FPS Weapon: Behring FS-9 LMG
Behring designed the FS-9 to be an overwhelming battlefield force. This light machine gun features a full auto mode that makes it ideal for laying down covering fire or holding back advancing enemies. The FS-9 is also acclaimed for its ability to maintain accuracy while unleashing sustained fire.
Feature Updates
Locations
Stanton System Planetary Improvements
Further improvements to planetary detail and assets which includes a detailed global painting pass with consideration to global climate data and improved cloud layer visuals. We are also refining how object presets are set up, to get a more natural and believable read, as well as introducing some new assets to the biome packs. Updating the remaining geology assets to the organic shader to utilize the latest features. Re-introducing the acidic biome for Hurston and Ariel with PlanetTechv4. Re-introducing the glossy/icy surfaces on Yela and Lyria. We are looking to showcase the above improvements for this release on the planets Hurston & microTech, as well as on the moons Cellin, Daymar, Wala,Yela, and Lyria.
Elevator Panel Updates
Replacing the existing Utilitarian elevator panel buttons with interactive screens.
Restricted Area Rework – Area18 / Lorville
Removal of landing splines at Area18 Spaceport and Lorville Spaceport and updating restricted flight areas around the spaceports.
Added Platinum Bays on the moon, Clio
Gameplay
Mining UI Refactor
This update adds a brand-new user interface for all mining-capable vehicles, which will provide the player with a clearer overview of what they are currently experiencing, including: Mining Consumables – What you have equipped, their current state and their duration. Cargo – Your cargo pods now show their contents and update in real-time as you extract materials from mineable deposits. Volatile Cargo – The health and estimated time that the cargo will last in your cargo pods before collapsing, and volatile cargo itself is highlighted in the UI so that you can’t miss it when you collect it. Flight UI – The current flight and gimble settings your ship has active are visible at all times. This new interface is built entirely using the new BuildingBlocks system which will allow for quicker development, iteration and testing of new features for the Mining System.
Rebalance pass on mineables, mining lasers, and mining consumables
Balance changes to aspects of mining due to the introduction of the new Refinery System. These changes will increase the potential for finding valuable materials and make mining more profitable at lower ends while providing more high-end multiplayer opportunities for multi-crew mining ships or the combined power of multiple smaller mining ships.
This is an ongoing balancing process that will continue to be tweaked and adjusted.
Mineables across the entire game have been tweaked to provide a higher maximum percentage of all materials held within them. Some Mineables now have valuable materials in them where they didn’t previously. Some lower-end valued materials now reduce Resistance of the Mineable, meaning that finding some present in a large, valuable deposit could actually be a benefit rather than a hindrance. Resistance and Instability curve scaling has been eased slightly to prevent huge spikes in difficulty in lower-end Mineables.
Mining Lasers have been overhauled to bring them in line with the new Mineables but also balance them out and make them all more viable choices. These include wide sweeping changes to power outputs, instability, resistance, shatter, charge rates, optimal charge window, and overcharge rates. The amount of consumable slots has been increased for most mining lasers.
With the rework to both Mineables and Mining Lasers in mind, Consumables needed to be looked at too to prevent them breaking the entire system. Consumables have all been rebalanced and include wide sweeping changes to duration, instability, charge rates, power level changes, optimal charge windows, and resistance. All consumables will now have 5 charges.
Wheeled vehicle and aiming improvements
Improving wheeled vehicle and aiming gameplay surrounding the Greycat ROC and other ground vehicles. To help get the wheeled vehicle and ship controls closer together, steering control scheme for wheeled vehicles now includes the option to turn on VJoy controls. The Greycat ROC mining arm will now follow the VJoy indication in Manual Gimbal Mode (Press “G” to swap). Added the ability to disable the auto-brake state of vehicles which would always activate if no forward / backwards inputs above 10% were added (Press “V” to turn off auto-braking). Added ability to “freeze” the aim vector in manual gimbal mode (RALT+G) in the Greycat ROC and all other driver/pilot controlled gimbals (the gimbal freeze will reset once the gimbal mode is changed again). Added more inversion settings for wheeled vehicle controls. Allowed non-explicit free look while look ahead is on. Added custom look ahead options for MGVs. Added separation of free look gimbal aiming in wheeled vehicles vs space vehicles. The Greycat ROC mining arm will now recenter before it is retracted and will no longer be completely offset after getting in and out of the vehicle.
Counter Measures v1.1
With these improvements to countermeasure gameplay, the amount of deployed countermeasures will play more of an important role in the chance of spoofing missiles. Single countermeasures will be less effective, but players will have the ability to choose how many should be fired with each burst. Different missiles will have varying degrees of countermeasure resilience. Flares have been renamed to Decoys and now have different modes to control how multiple launches work including Launch burst (tap H default) or Set and Launch Burst to send out multiple (hold H default). Default Decoy burst size is 1 and can Increase Burst Size (tap Right Alt + H) or Decrease Burst Size (tap Left Alt + H). Countermeasures have also had a sound effects rework.
Torpedo Attack, Counter-Balance and Behavior
A rebalance of the Size 9 Torpedoes. They are now much deadlier, with only a few direct hits required to bring down larger ships. This extra damage comes at the cost of speed.
Head Tracking Updates
We have made a few additions, updates, and fixes to head tracking to help increase usability for players.
New Features: Added a recalibration button that resets all head tracking devices internally (except TrackIR, but you can set it to the same button if desired). Added support for positional axes for cockpit and most other ship seats in first person. Added rotation and position support for external cameras (clamped to 1m in each dimension). Added separate button to enable/disable head tracking on external cameras (unbound by default). Added head rolling for FPS and ADS (including an option to automatically turn it off). Added a smoothing slider and a “forward” center deadzone for Faceware. Added head tracking option to toggle on or off position offsets in cockpits. Added additional head tracking limits for specific seats and beds.
Added support for Tobii head/eye trackers (“Tobii 4C” and “Tobii Eye Tracker 5”) and added options to set them up.
General Fixes: Actor head won’t snap from left to right if the head tracking angle is above 180 degrees. All mouse induced head movements will now be suppressed when head tracking is active. Removed the internal offset when the toggle is used (it will be using the internal device offset instead). Reshuffled the menu options for head tracking to make it clearer. Extended the available movement range in seats when headtracking is used. Fixed the auto recalibrate option.
Smaller Ship Input QOL Improvements
Moved vehicle exit actions to a delayed press (250ms). Added Game Setting option to switch exit seat actions as hold vs immediate press when using a turret / pilot seat. Moved vehicle eject to RALT+Y. Resorted IFCS movement actions. Fixed a couple of problems with smart toggle treatment. Various input quality of life improvements.
EVA Binding And Control QOL
Added roll inversion. Removed strafe inversion settings from mouse and keyboard. Removed unused pitch actions in EVA action map and code.
Look Ahead And Target Tracking Changes
We have made a few changes to how this is handled. We separated target tracking out to a “weak” version and a “strong” version. The weak version is now part of the normal look ahead process and does not produce a very strong movement to slightly help keep the target in view but also keep the HUD and other elements from being lost. The strong version is called “Padlock” now and will follow the target as much as possible. Removed binding to enable look ahead target tracking. Removed option to automatically enable look ahead target tracking. Added binding to enable padlock. Added option to automatically enable padlock (off by default).
Ordnance Replenishing – Updating Pricing of CryAstro vs Shops
We have now hooked up key ordnance on ships (Missiles/Decoy/Noise) in all Cry Astro/Landing service functionality to run through the shop service, allowing for proper pricing differentials between items when restocking your ships. This will also require some re-balancing for our current insurance and item prices. Overall, this is a major step forward towards getting a fully dynamic set of prices for the landing service functionality.
Updated Constellation series handling and durability
Temporary re-balance to distortion weapons pending a more extensive update later
Adjusted all ground turrets to have a higher signature for faster player detection
Added axis inversions for EVA strafe axes, IFCS relative velocity limited, and IFCS relative acceleration limiter
Added button to reset velocity limited to SCM speed
Space brake is now an axis allowing for variable analog braking
Updated types of ships that UEE Security can spawn
Added new non directional shield hit communications in the ship computers
Added SFX ducking when Personal Inner Thought is open
Added Origin 100 series to ship dealerships in the PU
Ships and Vehicles
Increased the hydrogen fuel tank size on the Nomad
Increased the hydrogen fuel tank size on Mercury Star Runner
Brought Mercury Star Runner hull strength more in line with ships in its class
Reduced verbosity of some ship computer notifications
Increased gloss amount on Hammerhead hull
Increased thrusters and roll speed for the Drake Herald
Weapons and Items
Balance pass on all LMG FPS weapon damage, recoil, and bullet spread
Major Bug Fixes
Pitch Ladder should no longer display while sitting in non-pilot seats
Fixed an issue where decoupled space brake caused the velocity vector to change
Weapon SFX should now play correctly when vehicle weapons are fired
Ships landed at New Babbage and Lorville should now be able to be stored
Fixed an issue that could cause rest stop elevators to duplicate, making them inaccessible
Nightrunner Star Runner paint should now correctly change the color of the cockpit glass
Characters hands will no longer turn their flight stick/wheel in the opposite direction to the input being provided
Fixed an issue that caused weapons to twitch and move on a player when switching to 3rd person camera
Weather VFX should no longer be seen on visor when the player goes up the amphitheater stairs in New Babbage
Fixed an issue causing the Animus Missile Launcher to not let players equip a fresh magazine once the currently attached one was used
Nomad self destruct audio will no longer stop prematurely when self destructing the ship
Fixed an issue causing windows and glass displays in Lorville to become blurry when the player is very close to them
Fixed multiple missing building geometry assets while in transit to city gates in Lorville
Fixed an issue causing rock geometry to visually disappear when player is facing certain directions around Grim HEX
Fixed several areas around the edges of medium-sized hangars in Grim HEX that were missing breathable atmosphere
Fixed a section of missing railing in the New Babbage Skybridge
Ships landed at Platinum Bay landing pads should no longer display their location as UNINITIALIZED on Vehicle waypoint
Fixed an issue causing some deadzone settings to not save properly
Increased size of text boxes on commodity kiosks to fix large numbers overlapping
The Pirate Gladius variant should no longer be missing the Comms Menu on all its MFD Screens
Fixed an issue that caused liquid to not appear in drinks in the PU
Players should now see the correct cost when expediting a Nomad insurance claim
Fixed an issue that was causing players to sometimes be unable to see all or some party member markers
Players should now be able to access the main screen on the Fine Terminals when clicking onto the “Login As User” button
Fixed an issue causing Arena Commander and Star Marine matches to not cycle to the next game at the end of a match
Technical
Fixed 7 Client crashes
Fixed 5 Server crashes
Back to top
Alpha Patch 3.12.0b has been released onto the LIVE servers and is now available! Patch should now show: VERSION 3.12.0-LIVE.6787151.
Database Reset: NO
Long Term Persistence: Enabled
Starting aUEC: 20,000
Known Issues
When logging into some commodity and refinery kiosks, they can display incorrect Commodity Information and Prevent Sales
Workaround: Try other trade terminals at a different location. Test relogging and trying again. Area18 specifically will error and fail in the Admin Office trade terminals
Illegal drug terminals are missing from their intended locations in rest stops
Workaround: We have temporarily added Slam sell inventories to two junk sites in the PU
Selling commodities from personal Inventory causes a service error
Workaround: Make a commodity cargo box in a ship cargo grid and sell through the ship inventory.
The mission named “ A Very Difficult Task “ automatically completes when accepted
Select CRU series station external elevators are missing (CRU-L1 and CRU-L5)
Attempting to sell minerals in Prison results in a Processing screen and then a transaction failed message
The shopkeepers of both Live Fire Weapons and Garrity Defense are stood away from their desks
Being arrested with both utility slots occupied causes the player to respawn in prison with a broken multi-tool
Mission givers AI will break if a NPC sits in their designated seat before they do
Major Bug Fixes
Bounty Assessment missions should now show correctly again and let the player progress into further missions after a player does a character reset
After exiting Quantum Travel, the QT HUD on ships should no longer get stuck displaying while the QT drive is cooling down
Ground vehicles should no longer take intermittent damage during travel across the surface of low gravity moons
Players should now be able to activate mining consumables in the Mole using the inner thought UI
Players should no longer gain a crimestat after completing bounty missions
Fixed an issue causing ships to despawn after a player disembarks for a short duration
Contract popups should no longer contain “mission(Title)” instead of the intended text
Technical
Fixed 7 Client crashes
Fixed 2 Server crashes
Star Citizen Patch 3.12.0a Hotfix
Alpha Patch 3.12.0a has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6742772.
Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000
Feature Updates
Gameplay
Balance pass on mission payouts to make them more rewarding
Updated NorthRock group bounty price and made them local to systems
Changed it so if a bounty hunter kills a PVP bounty the mission is withdrawn rather than failed for any other hunter players with that mission
Added warning to refinery terminal letting players know that unselected materials from a ship will be discarded when creating a job
Interim pricing adjustment on restocking ship ordnance (Missiles, torpedoes, and Countermeasures)
Decreased min and max insurance claim wait times for non starter ships
Made interim tuning changes to EVA movement that will allow you to turn more easily and also arrest any spin caused by collision more quickly
Increased the drop shadow amount on the ship mining UI
Core Tech
Updated settings steps in options menu for tobii eye head ratio to 0.01
Major Bug Fixes
Ship Canopies should no longer open and close randomly without player input
Fixed an issue causing the Talon engines to overheat and ship to lose power when powering up.
Corrected the Constellation increase in hull health that came with 3.12.0 to the correct intended amounts
Holiday boxes should now be able to be sold
ASOP spawned ship assets should no longer load slowly when first connecting to a server
There should no longer be 2 AI NPC’s standing behind the guild office desk at mining shop on refinery decks
Fixed an issue that was causing some players to infinitely load while joining the PU
Fixed an issue causing players to sometimes get stuck on the splash screen when loading into the game
Fixed an issue causing some clients to not receive the full member list in global channel
Fixed an issue causing Shadows cast by the light from the Stanton star to pop in and out while in cities
The Talon weapon rack has should now have a prompt to close it after it has been opened
Fixed an issue causing some players to see a pixelated film grain when it was disabled
A blank contract available notification should no longer be displayed during game play
Fixed visarea issues when using turrets in most ships
Fixed the Pitch Ladder not being aligned properly in Mixed Mode
Lorville cinematic music should now play correctly
Player will now still send a video feed in a FOIP call if the player does not have a mic.
Miles Eckhart will no longer have a long pause after the player sits down
Fixed an issue causing certain keybinds to not be removable
Assaulting Vehicle infraction should no longer be applied instantly so that it can be forgiven
Numerous assets and structures should no longer fail to load in each of the classic race maps
Account resets should no longer sometimes fail and lead to ships being doubled in game
Fixed an issue in Arena Commander causing players to display on the same team.
Players should no longer be able to equip an extra weapon to the left wing on the Aegis Gladius in the VMA
Fixed an issue causing the 890j missions to not pay as much as intended
Fixed another issue causing blank contract available messages to appear on screen
There should no longer be placeholder text for the paints for the Talon and Talon Shrike in the VMA
Aegis Hammerhead BIS edition should now be available in game
Aegis Reclaimer BIS edition should now be available in game
Fixed an issue causing Arena Commander and Star Marine UI to be offset on widescreen monitors
Technical
Fixed 11 Client crashes
Fixed 7 Server crashes
Backend service optimizations
Star Citizen Patch 3.12.0
Alpha Patch 3.12.0 has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6705298.
It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.
Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000
New Features
Locations
Space Station Refinery Decks
Dedicated areas in Rest Stops that allow players to sell unrefined minerals, drop off mined materials to be refined, and buy or rent new mining equipment and ships.
Kiosks have been placed in the Refining decks that allow players to take their raw mixed ore from their mining ship and refine it. The player can use these kiosks to create multiple refining jobs which are persistent and complete over a period of time, based on quantity and complexity, and create refined ore that is more valuable than unrefined. There are different kinds of refining processes which produce different percentage yields depending on the type of resource being refined. Additionally, different refineries may have different proficiencies. Once one or multiple jobs are completed, the player can collect the refined materials into a ship with cargo capability and sell at a commodity kiosk, with most goods sell-able at major city ports. Now that we have a specific location where refining takes place in the ‘verse, most mineable transactions have been moved there. You can still sell unrefined ore at these locations, or choose to refine them. Levski will also purchase unrefined materials.
Spacescaping Stanton: Lagrange Point Updates
Updating all extra-planetary Lagrange point locations in the PU with improved visuals and first gas cloud implementation.
Gameplay
Reputation – T1
This system will introduce the first foundational system of reputation added to the game to track a player’s relationship with various entities, such as important NPCs and Organizations. This reputation is now stored in long term persistence so that it will remain through database wipes and character resets. Currently, reputation levels with an NPC or Organization are only seen through different dialogs or access to higher paying missions. We are working to add functionality to improve player visibility of reputation in a future update.
Mission Giver Reputation: All mission givers except Ruto (due to tech requirements for him being a hologram) have been updated to use the new reputation system. Doing missions for a Mission Giver will cause you to gain and lose reputation with them. They should react appropriately, playing different lines of dialogue based on your performance. If you fail too frequently, they will terminate their relationship with you and refuse to work with you missions for a set amount of time. With Alpha 3.12, no new missions have been added specifically for Mission Givers, however, we plan to add new missions in the future now that the reputation framework has been put in place.
Bounty and Assassination Missions: Many of the Bounty and Assassination mission chains have been updated to use the new Reputation System. In doing this restructure, Bounty missions were split into being given by 4 Local Bounty Departments, each with their own reputation, all presided over by a parent Bounty Hunters Guild. As you increase your reputation with the Bounty Hunters Guild and its children, you will unlock Certification missions. If you complete the Certification Missions, you will unlock a new tier of higher difficulty, higher payout Bounty Hunter missions. Keep an eye on your wallet when you complete bounty missions and you might notice that some organizations will include a little something extra if you have high reputation with them. This is the first of many “Perks” we intend to include. Assassination missions have all of the above, but there is only one Organization for them at this time: a one-man operation run by someone named Vaughn.
Weapon Zeroing – T0
This system provides the player with a way to change the zeroing on their weapon sights. This allows shots at further distances without having to alter aim to account for bullet drop. While in ADS, a player can manually or automatically change a the zeroing range on their scope. Aiming down sights will show the current zeroing setting, and if your scope supports it, a distance finder at your crosshair (max distance varies by scope). You can set your weapon zeroing manually or to the distance finder amount by pressing “page up” and reset zeroing to 0m by pressing “page down”.
Multi-Tool – Tractor Beam Implementation T0
Initial implementation of a Tractor Beam Device that attaches onto a Multi-Tool that allows a player to control an object at a small distance without physical contact. Its primary use is to quickly and remotely move smaller cargo and other physics based objects in gravity and zero-g. If in zero-g, it can also be used as a “grapple hook” by tethering to a large object (asteroids, space stations, ships, etc.) and pulling the player towards it. This includes a tractor beam UI that displays Force and Distance Gauge as well as indications if the tether is close to breaking. Players can rotate a tethered item by holding “R” and moving the mouse cursor. Players can get the new tractor beam attachment and the multi-tool at the new Refinery Decks or in various shops in the PU.
Ship Entry Identification
This feature adds dynamic AR markers onto a player’s display when in close proximity to your vehicle to aid in entry. These contextually change depending on whether the vehicle is landed or in space to only show valid entry methods. This feature is on by default but has the option to disable in the settings.
Ship Thruster Wind Volumes
Ship thrusters now create wind volumes when in use that will interact and blow away physics based objects, ships, and players.
Ships and Vehicles
New Ship: Esperia Talon
New Ship: Esperia Talon Shrike
Weapons and Items
New FPS Weapon: Gemini A03 Sniper Rifle
A versatile, semi-auto sniper rifle with the ability to fire quickly at the cost of accuracy. This weapon has an integrated scope and attachment points on the Barrel and Underbarrel. Players can currently buy this in game at Skutters in Grim HEX.
New FPS Weapon: Behring FS-9 LMG
Behring designed the FS-9 to be an overwhelming battlefield force. This light machine gun features a full auto mode that makes it ideal for laying down covering fire or holding back advancing enemies. The FS-9 is also acclaimed for its ability to maintain accuracy while unleashing sustained fire.
Feature Updates
Locations
Stanton System Planetary Improvements
Further improvements to planetary detail and assets which includes a detailed global painting pass with consideration to global climate data and improved cloud layer visuals. We are also refining how object presets are set up, to get a more natural and believable read, as well as introducing some new assets to the biome packs. Updating the remaining geology assets to the organic shader to utilize the latest features. Re-introducing the acidic biome for Hurston and Ariel with PlanetTechv4. Re-introducing the glossy/icy surfaces on Yela and Lyria. We are looking to showcase the above improvements for this release on the planets Hurston & microTech, as well as on the moons Cellin, Daymar, Wala,Yela, and Lyria.
Elevator Panel Updates
Replacing the existing Utilitarian elevator panel buttons with interactive screens.
Restricted Area Rework – Area18 / Lorville
Removal of landing splines at Area18 Spaceport and Lorville Spaceport and updating restricted flight areas around the spaceports.
Added Platinum Bays on the moon, Clio
Gameplay
Mining UI Refactor
This update adds a brand-new user interface for all mining-capable vehicles, which will provide the player with a clearer overview of what they are currently experiencing, including: Mining Consumables – What you have equipped, their current state and their duration. Cargo – Your cargo pods now show their contents and update in real-time as you extract materials from mineable deposits. Volatile Cargo – The health and estimated time that the cargo will last in your cargo pods before collapsing, and volatile cargo itself is highlighted in the UI so that you can’t miss it when you collect it. Flight UI – The current flight and gimble settings your ship has active are visible at all times. This new interface is built entirely using the new BuildingBlocks system which will allow for quicker development, iteration and testing of new features for the Mining System.
Rebalance pass on mineables, mining lasers, and mining consumables
Balance changes to aspects of mining due to the introduction of the new Refinery System. These changes will increase the potential for finding valuable materials and make mining more profitable at lower ends while providing more high-end multiplayer opportunities for multi-crew mining ships or the combined power of multiple smaller mining ships.
This is an ongoing balancing process that will continue to be tweaked and adjusted.
Mineables across the entire game have been tweaked to provide a higher maximum percentage of all materials held within them. Some Mineables now have valuable materials in them where they didn’t previously. Some lower-end valued materials now reduce Resistance of the Mineable, meaning that finding some present in a large, valuable deposit could actually be a benefit rather than a hindrance. Resistance and Instability curve scaling has been eased slightly to prevent huge spikes in difficulty in lower-end Mineables.
Mining Lasers have been overhauled to bring them in line with the new Mineables but also balance them out and make them all more viable choices. These include wide sweeping changes to power outputs, instability, resistance, shatter, charge rates, optimal charge window, and overcharge rates. The amount of consumable slots has been increased for most mining lasers.
With the rework to both Mineables and Mining Lasers in mind, Consumables needed to be looked at too to prevent them breaking the entire system. Consumables have all been rebalanced and include wide sweeping changes to duration, instability, charge rates, power level changes, optimal charge windows, and resistance. All consumables will now have 5 charges.
Wheeled vehicle and aiming improvements
Improving wheeled vehicle and aiming gameplay surrounding the Greycat ROC and other ground vehicles. To help get the wheeled vehicle and ship controls closer together, steering control scheme for wheeled vehicles now includes the option to turn on VJoy controls. The Greycat ROC mining arm will now follow the VJoy indication in Manual Gimbal Mode (Press “G” to swap). Added the ability to disable the auto-brake state of vehicles which would always activate if no forward / backwards inputs above 10% were added (Press “V” to turn off auto-braking). Added ability to “freeze” the aim vector in manual gimbal mode (RALT+G) in the Greycat ROC and all other driver/pilot controlled gimbals (the gimbal freeze will reset once the gimbal mode is changed again). Added more inversion settings for wheeled vehicle controls. Allowed non-explicit free look while look ahead is on. Added custom look ahead options for MGVs. Added separation of free look gimbal aiming in wheeled vehicles vs space vehicles. The Greycat ROC mining arm will now recenter before it is retracted and will no longer be completely offset after getting in and out of the vehicle.
Counter Measures v1.1
With these improvements to countermeasure gameplay, the amount of deployed countermeasures will play more of an important role in the chance of spoofing missiles. Single countermeasures will be less effective, but players will have the ability to choose how many should be fired with each burst. Different missiles will have varying degrees of countermeasure resilience. Flares have been renamed to Decoys and now have different modes to control how multiple launches work including Launch burst (tap H default) or Set and Launch Burst to send out multiple (hold H default). Default Decoy burst size is 1 and can Increase Burst Size (tap Right Alt + H) or Decrease Burst Size (tap Left Alt + H). Countermeasures have also had a sound effects rework.
Torpedo Attack, Counter-Balance and Behavior
A rebalance of the Size 9 Torpedoes. They are now much deadlier, with only a few direct hits required to bring down larger ships. This extra damage comes at the cost of speed.
Head Tracking Updates
We have made a few additions, updates, and fixes to head tracking to help increase usability for players.
New Features: Added a recalibration button that resets all head tracking devices internally (except TrackIR, but you can set it to the same button if desired). Added support for positional axes for cockpit and most other ship seats in first person. Added rotation and position support for external cameras (clamped to 1m in each dimension). Added separate button to enable/disable head tracking on external cameras (unbound by default). Added head rolling for FPS and ADS (including an option to automatically turn it off). Added a smoothing slider and a “forward” center deadzone for Faceware. Added head tracking option to toggle on or off position offsets in cockpits. Added additional head tracking limits for specific seats and beds.
Added support for Tobii head/eye trackers (“Tobii 4C” and “Tobii Eye Tracker 5”) and added options to set them up.
General Fixes: Actor head won’t snap from left to right if the head tracking angle is above 180 degrees. All mouse induced head movements will now be suppressed when head tracking is active. Removed the internal offset when the toggle is used (it will be using the internal device offset instead). Reshuffled the menu options for head tracking to make it clearer. Extended the available movement range in seats when headtracking is used. Fixed the auto recalibrate option.
Smaller Ship Input QOL Improvements
Moved vehicle exit actions to a delayed press (250ms). Added Game Setting option to switch exit seat actions as hold vs immediate press when using a turret / pilot seat. Moved vehicle eject to RALT+Y. Resorted IFCS movement actions. Fixed a couple of problems with smart toggle treatment. Various input quality of life improvements.
EVA Binding And Control QOL
Added roll inversion. Removed strafe inversion settings from mouse and keyboard. Removed unused pitch actions in EVA action map and code.
Look Ahead And Target Tracking Changes
We have made a few changes to how this is handled. We separated target tracking out to a “weak” version and a “strong” version. The weak version is now part of the normal look ahead process and does not produce a very strong movement to slightly help keep the target in view but also keep the HUD and other elements from being lost. The strong version is called “Padlock” now and will follow the target as much as possible. Removed binding to enable look ahead target tracking. Removed option to automatically enable look ahead target tracking. Added binding to enable padlock. Added option to automatically enable padlock (off by default).
Ordnance Replenishing – Updating Pricing of CryAstro vs Shops
We have now hooked up key ordnance on ships (Missiles/Decoy/Noise) in all Cry Astro/Landing service functionality to run through the shop service, allowing for proper pricing differentials between items when restocking your ships. This will also require some re-balancing for our current insurance and item prices. Overall, this is a major step forward towards getting a fully dynamic set of prices for the landing service functionality.
Updated Constellation series handling and durability
Temporary re-balance to distortion weapons pending a more extensive update later
Adjusted all ground turrets to have a higher signature for faster player detection
Added axis inversions for EVA strafe axes, IFCS relative velocity limited, and IFCS relative acceleration limiter
Added button to reset velocity limited to SCM speed
Space brake is now an axis allowing for variable analog braking
Updated types of ships that UEE Security can spawn
Added new non directional shield hit communications in the ship computers
Added SFX ducking when Personal Inner Thought is open
Added Origin 100 series to ship dealerships in the PU
Ships and Vehicles
Increased the hydrogen fuel tank size on the Nomad
Increased the hydrogen fuel tank size on Mercury Star Runner
Brought Mercury Star Runner hull strength more in line with ships in its class
Reduced verbosity of some ship computer notifications
Increased gloss amount on Hammerhead hull
Increased thrusters and roll speed for the Drake Herald
Weapons and Items
Balance pass on all LMG FPS weapon damage, recoil, and bullet spread
Major Bug Fixes
Pitch Ladder should no longer display while sitting in non-pilot seats
Fixed an issue where decoupled space brake caused the velocity vector to change
Weapon SFX should now play correctly when vehicle weapons are fired
Ships landed at New Babbage and Lorville should now be able to be stored
Fixed an issue that could cause rest stop elevators to duplicate, making them inaccessible
Nightrunner Star Runner paint should now correctly change the color of the cockpit glass
Characters hands will no longer turn their flight stick/wheel in the opposite direction to the input being provided
Fixed an issue that caused weapons to twitch and move on a player when switching to 3rd person camera
Weather VFX should no longer be seen on visor when the player goes up the amphitheater stairs in New Babbage
Fixed an issue causing the Animus Missile Launcher to not let players equip a fresh magazine once the currently attached one was used
Nomad self destruct audio will no longer stop prematurely when self destructing the ship
Fixed an issue causing windows and glass displays in Lorville to become blurry when the player is very close to them
Fixed multiple missing building geometry assets while in transit to city gates in Lorville
Fixed an issue causing rock geometry to visually disappear when player is facing certain directions around Grim HEX
Fixed several areas around the edges of medium-sized hangars in Grim HEX that were missing breathable atmosphere
Fixed a section of missing railing in the New Babbage Skybridge
Ships landed at Platinum Bay landing pads should no longer display their location as UNINITIALIZED on Vehicle waypoint
Fixed an issue causing some deadzone settings to not save properly
Increased size of text boxes on commodity kiosks to fix large numbers overlapping
The Pirate Gladius variant should no longer be missing the Comms Menu on all its MFD Screens
Fixed an issue that caused liquid to not appear in drinks in the PU
Players should now see the correct cost when expediting a Nomad insurance claim
Fixed an issue that was causing players to sometimes be unable to see all or some party member markers
Players should now be able to access the main screen on the Fine Terminals when clicking onto the “Login As User” button
Fixed an issue causing Arena Commander and Star Marine matches to not cycle to the next game at the end of a match
Technical
Fixed 7 Client crashes
Fixed 5 Server crashes
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Star Citizen Patch 3.12.0
Der Alpha Patch 3.12.0 wurde veröffentlicht und ist nun verfügbar! Der Patch sollte jetzt anzeigen: VERSION 3.12.0-LIVE.6705298.
Es wird den Spielern dringend empfohlen, ihren USER-Ordner für den Public-Client nach dem Patch zu löschen, vor allem, wenn ihr seltsame Probleme mit der Charaktergrafik oder Abstürze beim Laden habt. Der USER-Ordner befindet sich (bei Standardinstallationen) unter C:\Programme\Roberts Space Industries\StarCitizen\LIVE.
Datenbank-Reset: YES
Long Term Persistence (Langzeitpersistenz): Enabled
Start aUEC: 20,000
Bekannte Probleme
Wenn du dich in die Terminals an TDDs einloggst, können sie falsche Wareninformationen anzeigen und Verkäufe verhindern Workaround: Probiere andere Handelsterminals an einem anderen Standort aus. Teste die Neuanmeldung und versuche es erneut.
Esperia Talon hat Leistungsprobleme bei normalem Gebrauch in der Schwerkraft Workaround: Gehe nicht sofort nach dem Start auf Vollgas, um dem Triebwerk Zeit zu geben, sich aufzubauen
Der Spieler kann durch den Planeten fallen, wenn er sich einloggt Der Besuch des Ortes nach dem Neustart führt dazu, dass der Spieler auf der Oberfläche von Hurston spawnen kann Das Schiffshimmel kann sich ohne Benutzereingabe öffnen und schließen Es ist möglich, dass der Spieler beim Versuch sich einzuloggen einen Timeout erleidet Einige Clients erhalten nicht die vollständige Mitgliederliste im globalen Kanal Die Augen des Spielers sind im Video extra reflektierend. Ausgewählte Außenaufzüge von Stationen der CRU-Serie fehlen (CRU-L1 und CRU-L5) Die Ladenbesitzer von sowohl Live Fire Weapons als auch Garrity Defense stehen von ihren Schreibtischen weg Verhaftet zu werden, wenn beide Utility-Slots besetzt sind, führt dazu, dass der Spieler mit einem kaputten Multi-Tool im Gefängnis respawnt. Spieler sehen möglicherweise doppelte Allgemeine Chatkanäle in ihrem MobiGlasveredelungskiosk Es fehlt eine Warnmeldung, die den Spieler warnt, dass Materialien, die nicht zur Veredelung ausgewählt wurden, verworfen werden
Neue Features
Orte
Raumstation Raffinerie Decks Spezielle Bereiche in Raststätten, die es Spielern ermöglichen, unraffinierte Mineralien zu verkaufen, abgebaute Materialien zum Raffinieren abzugeben und neue Bergbauausrüstung und Schiffe zu kaufen oder zu mieten.
In den Raffineriedecks wurden Kioske platziert, die es den Spielern ermöglichen, ihr rohes, gemischtes Erz von ihrem Bergbauschiff zu nehmen und es zu raffinieren. Der Spieler kann diese Kioske nutzen, um mehrere Veredelungsaufträge zu erstellen, die persistent sind und über einen bestimmten Zeitraum, basierend auf Menge und Komplexität, abgeschlossen werden und veredeltes Erz erzeugen, das wertvoller ist als unveredeltes. Es gibt verschiedene Arten von Raffinierungsprozessen, die je nach Art der zu raffinierenden Ressource unterschiedliche prozentuale Ausbeuten produzieren. Zusätzlich können verschiedene Raffinerien unterschiedliche Ausbeuten haben. Sobald ein oder mehrere Aufträge abgeschlossen sind, kann der Spieler die veredelten Materialien in einem Schiff mit Frachtkapazität sammeln und an einem Warenkiosk verkaufen, wobei die meisten Waren in den Häfen der großen Städte verkauft werden können. Da wir nun einen bestimmten Ort haben, an dem die Veredelung im 'Verse stattfindet, wurden die meisten abbaubaren Transaktionen dorthin verlegt. Du kannst an diesen Orten immer noch unraffiniertes Erz verkaufen, oder dich für die Raffination entscheiden. Levski wird auch unraffinierte Materialien kaufen.
Spacescaping Stanton: Lagrange-Punkt-Updates Aktualisierung aller außerplanetarischen Lagrange-Punkt-Standorte in der PU mit verbesserter Optik und erster Gaswolken-Implementierung.
Gameplay
Ruf - T1 Dieses System führt das erste grundlegende System des Rufs ein, das dem Spiel hinzugefügt wird, um die Beziehung eines Spielers zu verschiedenen Entitäten, wie wichtigen NSCs und Organisationen, zu verfolgen. Dieser Ruf wird nun in einer Langzeitpersistenz gespeichert, so dass er auch bei Datenbank-Löschungen und Charakter-Resets erhalten bleibt. Derzeit wird der Ruf eines NSCs oder einer Organisation nur durch verschiedene Dialoge oder den Zugang zu besser bezahlten Missionen sichtbar. Wir arbeiten daran, in einem zukünftigen Update Funktionen hinzuzufügen, die die Sichtbarkeit des Rufs für Spieler verbessern.
Ruf des Missionsgebers: Alle Missionsgeber mit Ausnahme von Ruto (aufgrund der technischen Voraussetzungen für ihn als Hologramm) wurden aktualisiert, um das neue Rufsystem zu nutzen. Wenn du Missionen für einen Missionsgeber erledigst, gewinnst und verlierst du Ruf bei ihm. Sie sollten entsprechend reagieren und verschiedene Dialogzeilen basierend auf deiner Leistung abspielen. Wenn du zu oft versagst, werden sie ihre Beziehung zu dir beenden und sich weigern, für eine bestimmte Zeit mit dir Missionen durchzuführen. Mit der Alpha 3.12 wurden keine neuen Missionen speziell für Missionsgeber hinzugefügt, allerdings planen wir, in Zukunft neue Missionen hinzuzufügen, jetzt wo das Reputations-Framework eingeführt wurde.
Kopfgeld- und Attentatsmissionen: Viele der Kopfgeld- und Assassinen-Missionsketten wurden aktualisiert, um das neue Rufsystem zu nutzen. Im Zuge dieser Umstrukturierung wurden die Kopfgeldmissionen in 4 lokale Kopfgeldabteilungen aufgeteilt, die jeweils ihren eigenen Ruf haben und alle von einer übergeordneten Kopfgeldjägergilde geleitet werden. Wenn du deinen Ruf bei der Kopfgeldjägergilde und ihren Kindern erhöhst, wirst du Zertifizierungsmissionen freischalten. Wenn du die Zertifizierungsmissionen abschließt, schaltest du eine neue Stufe von Kopfgeldjäger-Missionen mit höherem Schwierigkeitsgrad und höherer Auszahlung frei. Behalte deinen Geldbeutel im Auge, wenn du Kopfgeldmissionen abschließt. Du wirst vielleicht bemerken, dass einige Organisationen ein kleines Extra anbieten, wenn du einen hohen Ruf bei ihnen hast. Dies ist der erste von vielen "Perks", die wir vorhaben, einzubauen. Attentatsmissionen haben alle der oben genannten Punkte, aber es gibt nur eine Organisation für sie zu diesem Zeitpunkt: eine Ein-Mann-Operation, die von jemandem namens Vaughn geführt wird.
Waffennullstellung - T0 Dieses System bietet dem Spieler die Möglichkeit, die Nullstellung der Waffenzielgeräte zu verändern. Dies ermöglicht Schüsse auf weitere Entfernungen, ohne dass das Ziel verändert werden muss, um den Geschossabfall zu berücksichtigen. Im ADS kann der Spieler manuell oder automatisch den Nullstellungsbereich seines Zielfernrohrs ändern. Wenn du dein Zielfernrohr nach unten richtest, wird die aktuelle Nullstellung angezeigt und, falls dein Zielfernrohr dies unterstützt, ein Entfernungsmesser im Fadenkreuz (die maximale Entfernung variiert je nach Zielfernrohr). Du kannst die Nullstellung deiner Waffe manuell oder auf den Entfernungsmesserwert einstellen, indem du "Seite hoch" drückst und die Nullstellung auf 0m zurücksetzen, indem du "Seite runter" drückst.
Multi-Tool - Traktorstrahl-Implementierung T0 Anfängliche Implementierung eines Traktorstrahl-Geräts, das an einem Multi-Tool angebracht wird und dem Spieler erlaubt, ein Objekt aus geringer Entfernung ohne physischen Kontakt zu kontrollieren. Er dient in erster Linie dazu, kleinere Fracht und andere physikbasierte Objekte in der Schwerkraft und in der Schwerelosigkeit schnell und ferngesteuert zu bewegen. In der Schwerelosigkeit kann er auch als "Greifhaken" verwendet werden, indem er sich an ein großes Objekt (Asteroiden, Raumstationen, Schiffe, etc.) bindet und den Spieler zu ihm hinzieht. Dies beinhaltet ein Traktorstrahl-UI, das Kraft- und Entfernungsmesser anzeigt sowie Hinweise, wenn das Tether kurz vor dem Brechen ist. Spieler können einen gefesselten Gegenstand drehen, indem sie "R" halten und den Mauszeiger bewegen. Spieler können den neuen Traktorstrahl-Aufsatz und das Multi-Tool in den neuen Refinery Decks oder in verschiedenen Shops in der PU erhalten.
Schiffseinstiegs-Identifikation Dieses Feature fügt dynamische AR-Marker auf dem Display des Spielers hinzu, wenn er sich in der Nähe deines Fahrzeugs befindet, um den Einstieg zu erleichtern. Diese ändern sich kontextabhängig, je nachdem, ob das Fahrzeug gelandet oder im Weltraum ist, um nur gültige Einstiegsmethoden anzuzeigen. Diese Funktion ist standardmäßig aktiviert, kann aber in den Einstellungen deaktiviert werden.
Schiffsdüsen-Windvolumen Schiffsdüsen erzeugen nun Windvolumen, wenn sie benutzt werden, die mit physikbasierten Objekten, Schiffen und Spielern interagieren und sie wegblasen.
Schiffe und Fahrzeuge
Neues Schiff: Esperia Talon Neues Schiff: Esperia Talon Shrike Waffen und Gegenstände
Neue FPS-Waffe: Gemini A03 Scharfschützengewehr Ein vielseitiges, halbautomatisches Scharfschützengewehr mit der Fähigkeit, schnell zu feuern, auf Kosten der Genauigkeit. Diese Waffe hat ein integriertes Zielfernrohr und Befestigungspunkte am Lauf und Unterlauf. Spieler können es derzeit im Spiel bei Skutters in Grim HEX kaufen.
Neue FPS-Waffe: Behring FS-9 LMG Behring hat die FS-9 entwickelt, um eine überwältigende Kraft auf dem Schlachtfeld zu sein. Dieses leichte Maschinengewehr verfügt über einen Full-Auto-Modus, der es ideal macht, um Deckungsfeuer zu geben oder anrückende Feinde aufzuhalten. Das FS-9 wird auch für seine Fähigkeit gelobt, die Genauigkeit beizubehalten, während es anhaltendes Feuer entfesselt.
Feature-Updates
Orte
Stanton System Planetary Improvements Weitere Verbesserungen der planetaren Details und Assets, die einen detaillierten globalen Painting Pass mit Berücksichtigung der globalen Klimadaten und verbesserter Wolkenschichtvisualisierung beinhalten. Wir verfeinern auch die Objektvoreinstellungen, um eine natürlichere und glaubhaftere Darstellung zu erreichen, sowie einige neue Assets in den Biome-Packs. Wir aktualisieren die verbleibenden Geologie-Assets auf den organischen Shader, um die neuesten Features zu nutzen. Wiedereinführung des sauren Bioms für Hurston und Ariel mit PlanetTechv4. Wiedereinführung der glänzenden/eisigen Oberflächen auf Yela und Lyria. Wir wollen die oben genannten Verbesserungen in dieser Version auf den Planeten Hurston und MicroTech, sowie auf den Monden Cellin, Daymar, Wala, Yela und Lyria zeigen.
Aufzugspanel-Updates Ersetzen der bestehenden utilitaristischen Aufzugspanel-Knöpfe durch interaktive Bildschirme.
Überarbeitung der Flugbeschränkungsgebiete - Area18 / Lorville Entfernung der Landeplines am Area18 Spaceport und Lorville Spaceport und Aktualisierung der Flugbeschränkungsgebiete um die Spaceports.
Platinbuchten auf dem Mond hinzugefügt, Clio Gameplay
Mining UI Refactor Dieses Update fügt eine brandneue Benutzeroberfläche für alle bergbaufähigen Fahrzeuge hinzu, die dem Spieler einen klareren Überblick über das gibt, was er gerade erlebt, darunter: Bergbau-Verbrauchsmaterialien - Was du ausgerüstet hast, ihren aktuellen Zustand und ihre Dauer. Fracht - Deine Frachtkapseln zeigen nun ihren Inhalt an und werden in Echtzeit aktualisiert, wenn du Materialien aus abbaubaren Lagerstätten extrahierst. Flüchtige Ladung - Die Gesundheit und die geschätzte Zeit, die die Ladung in deinen Frachtkapseln verbleibt, bevor sie kollabiert, und die flüchtige Ladung selbst wird in der Benutzeroberfläche hervorgehoben, damit du sie nicht übersehen kannst, wenn du sie einsammelst. Flug UI - Die aktuellen Flug- und Gimble-Einstellungen deines Schiffes sind jederzeit sichtbar. Dieses neue Interface ist komplett mit dem neuen BuildingBlocks-System aufgebaut, was eine schnellere Entwicklung, Iteration und das Testen neuer Features für das Mining System ermöglicht.
Rebalance-Pass auf Miningables, Mining-Laser und Mining-Verbrauchsmaterialien Balance-Änderungen an Aspekten des Bergbaus aufgrund der Einführung des neuen Refinery-Systems. Diese Änderungen werden das Potenzial, wertvolle Materialien zu finden, erhöhen und den Bergbau auf niedrigeren Ebenen profitabler machen, während sie gleichzeitig mehr High-End-Multiplayer-Möglichkeiten für Bergbauschiffe mit mehreren Besatzungen oder die kombinierte Macht mehrerer kleinerer Bergbauschiffe bieten.
Dies ist ein fortlaufender Balancing-Prozess, der weiterhin optimiert und angepasst werden wird.
Mineables im gesamten Spiel wurden überarbeitet, um einen höheren maximalen Prozentsatz aller darin enthaltenen Materialien bereitzustellen. Einige Mineables haben nun wertvolle Materialien in sich, wo sie vorher nicht waren. Einige weniger wertvolle Materialien reduzieren nun den Widerstand des Mineables, was bedeutet, dass es eher von Vorteil als von Nachteil sein kann, wenn einige davon in einer großen, wertvollen Lagerstätte vorhanden sind. Die Skalierung der Widerstands- und Instabilitätskurve wurde leicht abgeschwächt, um riesige Schwierigkeitssprünge in den niedrigwertigen Mineables zu verhindern.
Die Minenlaser wurden überarbeitet, um sie mit den neuen Mineables in Einklang zu bringen, aber auch, um sie auszubalancieren und sie zu einer brauchbaren Wahl zu machen. Dazu gehören weitreichende Änderungen an der Ausgangsleistung, der Instabilität, dem Widerstand, dem Zerschmettern, den Aufladungsraten, dem optimalen Aufladungsfenster und den Überladungsraten. Die Anzahl der Verbrauchsmaterial-Slots wurde für die meisten Mining-Laser erhöht.
Im Hinblick auf die Überarbeitung der Minenlaser und der Minenlaser mussten auch die Verbrauchsmaterialien überarbeitet werden, um zu verhindern, dass sie das gesamte System zerstören. Alle Verbrauchsmaterialien wurden neu ausbalanciert und beinhalten weitreichende Änderungen in Bezug auf Dauer, Instabilität, Aufladungsraten, Energiestufen, optimale Aufladungsfenster und Widerstand. Alle Verbrauchsmaterialien haben nun 5 Aufladungen.
Verbesserungen am Radfahrzeug und Zielen Verbesserung des Radfahrzeug- und Zielspiels rund um den Greycat ROC und andere Bodenfahrzeuge. Um die Steuerung des Radfahrzeugs und des Schiffs näher zusammenzubringen, enthält das Steuerungsschema für Radfahrzeuge nun die Option, die VJoy-Steuerung einzuschalten. Der Bergbauarm der Greycat ROC folgt nun der VJoy-Anzeige im manuellen Gimbal-Modus (drücke "G" zum Wechseln). Es wurde die Möglichkeit hinzugefügt, den Auto-Brems-Status von Fahrzeugen zu deaktivieren, der sich immer aktivieren würde, wenn keine Vorwärts-/Rückwärts-Eingaben über 10% hinzugefügt werden (Drücke "V", um die Auto-Bremsung auszuschalten). Es wurde die Möglichkeit hinzugefügt, den Zielvektor im manuellen Gimbal-Modus (RALT+G) im Greycat ROC und allen anderen fahrer-/pilotengesteuerten Gimbals "einzufrieren" (der Gimbal-Freeze wird zurückgesetzt, sobald der Gimbal-Modus wieder geändert wird). Weitere Inversionseinstellungen für Fahrzeugsteuerungen mit Rädern hinzugefügt. Erlaubt nicht-expliziten freien Blick, während der Blick nach vorne eingeschaltet ist. Benutzerdefinierte Look Ahead Optionen für MGVs hinzugefügt. Es wurde eine Trennung der Gimbalsteuerung bei Radfahrzeugen und Raumfahrzeugen hinzugefügt. Der Greycat ROC Mining Arm wird nun wieder zentriert, bevor er eingefahren wird und ist nicht mehr komplett versetzt, nachdem man in das Fahrzeug ein- und ausgestiegen ist.
Gegenmaßnahmen v1.1 Mit diesen Verbesserungen am Gegenmaßnahmen-Gameplay wird die Anzahl der eingesetzten Gegenmaßnahmen eine wichtigere Rolle für die Chance spielen, Raketen zu spoilern. Einzelne Gegenmaßnahmen werden weniger effektiv sein, aber die Spieler werden die Möglichkeit haben, zu wählen, wie viele mit jedem Stoß abgefeuert werden sollen. Verschiedene Raketen werden unterschiedliche Grade der Widerstandsfähigkeit von Gegenmaßnahmen haben. Flares wurden in Decoys umbenannt und haben nun verschiedene Modi, um zu kontrollieren, wie Mehrfachabschüsse funktionieren, einschließlich Launch Burst (Standardeinstellung durch Tippen auf H) oder Set and Launch Burst, um mehrere abzuschießen (Standardeinstellung durch Halten von H). Die Standardgröße des Decoy-Bursts ist 1. Du kannst die Größe des Bursts erhöhen (tippe auf Rechts Alt + H) oder verringern (tippe auf Links Alt + H). Countermeasures haben auch eine Überarbeitung der Soundeffekte erhalten.
Torpedo-Angriff, Konter-Balance und Verhalten Ein Rebalancing der Torpedos der Größe 9. Sie sind nun viel tödlicher, wobei nur wenige direkte Treffer nötig sind, um größere Schiffe zu zerstören. Dieser zusätzliche Schaden geht auf Kosten der Geschwindigkeit.
Updates für die Kopfverfolgung Wir haben einige Ergänzungen, Updates und Korrekturen an der Kopfverfolgung vorgenommen, um die Benutzerfreundlichkeit für die Spieler zu erhöhen.
Neue Features: Es wurde ein Rekalibrierungsknopf hinzugefügt, der alle Head-Tracking-Geräte intern zurücksetzt (außer TrackIR, aber du kannst ihn auf denselben Knopf setzen, wenn du möchtest). Unterstützung für Positionsachsen für das Cockpit und die meisten anderen Schiffssitze in der ersten Person wurde hinzugefügt. Unterstützung für Rotation und Position für externe Kameras hinzugefügt (auf 1m in jeder Dimension geklemmt). Separate Schaltfläche zum Aktivieren/Deaktivieren der Kopfverfolgung für externe Kameras hinzugefügt (standardmäßig ungebunden). Head Rolling für FPS und ADS hinzugefügt (einschließlich einer Option, um es automatisch abzuschalten). Schieberegler zur Glättung und eine "nach vorne" gerichtete mittlere Totzone für Faceware hinzugefügt. Kopfverfolgungsoption hinzugefügt, um Positionsoffsets in Cockpits ein- oder auszuschalten. Zusätzliche Head Tracking Limits für bestimmte Sitze und Betten hinzugefügt.
Unterstützung für Tobii Kopf-/Augentracker ("Tobii 4C" und "Tobii Eye Tracker 5") wurde zugefügt und Optionen für deren Einstellung hinzugefügt.
Allgemeine Fixes: Der Kopf des Schauspielers schnappt nicht mehr von links nach rechts, wenn der Kopf-Tracking-Winkel über 180 Grad liegt. Alle mausinduzierten Kopfbewegungen werden nun unterdrückt, wenn die Kopfverfolgung aktiv ist. Der interne Offset wurde entfernt, wenn der Toggle verwendet wird (es wird stattdessen der interne Geräteoffset verwendet). Die Menüoptionen für das Headtracking wurden umstrukturiert, um sie übersichtlicher zu gestalten. Der verfügbare Bewegungsbereich in Sitzen wurde erweitert, wenn Headtracking verwendet wird. Die Option zur automatischen Neukalibrierung wurde korrigiert.
Kleinere Schiffseingabe-QOL-Verbesserungen Fahrzeugausstiegsaktionen wurden auf ein verzögertes Drücken (250ms) verschoben. Es wurde eine Spieleinstellungsoption hinzugefügt, mit der die Ausstiegsaktion als Halten oder sofortiges Drücken eingestellt werden kann, wenn ein Geschützturm/Pilotensitz verwendet wird. Der Fahrzeugauswurf wurde auf RALT+Y verschoben. IFCS-Bewegungsaktionen wurden zurückgesetzt. Ein paar Probleme mit der Smart-Toggle-Behandlung wurden behoben. Verschiedene Verbesserungen der Lebensqualität der Eingaben.
EVA Bindung und Kontroll-QOL Roll-Inversion hinzugefügt. Strafe-Inversion-Einstellungen von Maus und Tastatur entfernt. Ungenutzte Pitch-Aktionen in der EVA-Aktionskarte und im Code entfernt.
Look Ahead und Target Tracking Änderungen Wir haben ein paar Änderungen an der Handhabung vorgenommen. Wir haben die Zielverfolgung in eine "schwache" Version und eine "starke" Version aufgeteilt. Die schwache Version ist nun Teil des normalen Look Ahead Prozesses und erzeugt keine sehr starke Bewegung, um das Ziel ein wenig im Blick zu behalten, aber auch um das HUD und andere Elemente nicht zu verlieren. Die starke Version heißt jetzt "Vorhängeschloss" und wird dem Ziel so weit wie möglich folgen. Die Bindung zur Aktivierung der vorausschauenden Zielverfolgung wurde entfernt. Option zur automatischen Aktivierung der vorausschauenden Zielverfolgung wurde entfernt. Bindung zum Aktivieren des Vorhängeschlosses hinzugefügt. Option hinzugefügt, um das Vorhängeschloss automatisch zu aktivieren (standardmäßig ausgeschaltet).
Auffüllen von Geschützen - Aktualisierung der Preise von CryAstro vs. Shops Wir haben nun die wichtigsten Geschütze auf den Schiffen (Raketen/Decoy/Noise) in allen CryAstro/Landing Service Funktionen an den Shop Service gekoppelt, um die richtigen Preisunterschiede zwischen den Gegenständen beim Auffüllen deiner Schiffe zu ermöglichen. Dies wird auch ein Re-Balancing für unsere aktuellen Versicherungs- und Item-Preise erfordern. Insgesamt ist dies ein großer Schritt vorwärts in Richtung eines voll dynamischen Preises für den Landungsservice.
Aktualisiertes Handling und Haltbarkeit der Constellation-Serie Vorübergehendes Re-Balancing der Distortion-Waffen in Erwartung eines umfangreicheren Updates zu einem späteren Zeitpunkt Alle Bodentürme wurden so angepasst, dass sie eine höhere Signatur für eine schnellere Erkennung durch den Spieler haben Hinzugefügt wurden Achsenumkehrungen für EVA-Strafe-Achsen, IFCS-Relativgeschwindigkeitsbegrenzer, und IFCS relativer Beschleunigungsbegrenzer Button zum Zurücksetzen der Geschwindigkeitsbegrenzung auf SCM-Geschwindigkeit hinzugefügt Die Weltraumbremse ist nun eine Achse, die ein variables analoges Bremsen ermöglicht Aktualisierte Schiffstypen, die die UEE Security spawnen kann Neue ungerichtete Schildtrefferkommunikation in den Schiffscomputern hinzugefügt SFX-Ducking, wenn Personal Inner Thought geöffnet ist Origin 100-Serie zu den Schiffshändlern in den PU Ships and Vehicles hinzugefügt
Die Größe des Wasserstofftanks auf dem Nomad wurde erhöht Die Größe des Wasserstofftanks auf dem Mercury Star Runner wurde erhöht Die Hüllenstärke des Mercury Star Runner wurde an die der Schiffe seiner Klasse angepasst Die Ausführlichkeit einiger Schiffscomputer-Benachrichtigungen wurde reduziert Der Glanz der Hammerhead-Hülle wurde erhöht Die Schubdüsen und die Rollgeschwindigkeit des Drake Herald wurden erhöht Waffen und Gegenstände
Balance Pass bei allen LMG FPS Waffen, Rückstoß und Geschossverteilung
Größere Fehlerbehebungen
Pitch Ladder sollte nicht mehr angezeigt werden, wenn man auf Nicht-Piloten-Sitzen sitzt Ein Problem wurde behoben, bei dem die entkoppelte Weltraumbremse dazu führte, dass sich der Geschwindigkeitsvektor änderte Waffen-SFX sollten nun korrekt abgespielt werden, wenn Fahrzeugwaffen abgefeuert werden Schiffe, die in New Babbage und Lorville gelandet sind, sollten nun gelagert werden können Ein Problem wurde behoben, das dazu führen konnte, dass sich die Aufzüge von Raststätten duplizierten, Die Farbe des Nightrunner Star Runner sollte nun korrekt die Farbe des Cockpitglases ändern. Die Hände des Charakters drehen den Flight Stick/das Rad nicht mehr in die entgegengesetzte Richtung der Eingabe. Ein Problem wurde behoben, das dazu führte, dass die Waffen auf dem Spieler zuckten und sich bewegten, wenn man in die 3rd-Person-Kamera wechselte. Wetter-VFX sollten nun nicht mehr auf dem Visor zu sehen sein, wenn der Spieler die Amphitheater-Treppe in New Babbage hinaufgeht. Ein Problem wurde behoben, durch das der Animus-Raketenwerfer den Spieler kein neues Magazin mehr bestücken ließ, wenn das aktuelle Magazin aufgebraucht war. Der Ton der Nomad-Selbstzerstörung stoppt nicht mehr vorzeitig, wenn das Schiff sich selbst zerstört.Ein Teil des fehlenden Geländers in der New Babbage Skybridge wurde behoben Schiffe, die auf den Landeplätzen der Platinbucht gelandet sind, sollten ihre Position nicht mehr als UNINITIALISIERT auf dem Wegpunkt des Fahrzeugs anzeigen Ein Problem wurde behoben, das dazu führte, dass einige Deadzone-Einstellungen nicht richtig gespeichert wurden Die Größe der Textboxen auf den Warenkiosken wurde erhöht, um zu verhindern, dass sich große Zahlen überlappen Die Piraten-Gladius-Variante sollte nicht mehr das Kommunikationsmenü auf allen MFD-Bildschirmen vermissen Ein Problem, das dazu führte, dass Flüssigkeit in Getränken in der PU nicht angezeigt wurde Spieler sollten nun die korrekten Kosten sehen, wenn sie einen Nomad-Versicherungsanspruch geltend machen Ein Problem wurde behoben, das dazu führte, dass Spieler manchmal nicht alle oder einige Gruppenmitglieder-Markierungen sehen konnten Spieler sollten nun in der Lage sein, den Hauptbildschirm auf den Fine-Terminals aufzurufen, wenn sie auf den "Als Benutzer einloggen"-Button klicken Ein Problem wurde behoben, das dazu führte, dass Arena Commander- und Star Marine-Matches am Ende eines Matches nicht zum nächsten Spiel wechselten Technische
7 Client-Abstürze behoben 5 Server-Abstürze behoben Zurück zum Anfang
Der Alpha Patch 3.12.0 wurde veröffentlicht und ist nun verfügbar! Der Patch sollte jetzt anzeigen: VERSION 3.12.0-LIVE.6705298.
Es wird den Spielern dringend empfohlen, ihren USER-Ordner für den Public-Client nach dem Patch zu löschen, vor allem, wenn ihr seltsame Probleme mit der Charaktergrafik oder Abstürze beim Laden habt. Der USER-Ordner befindet sich (bei Standardinstallationen) unter C:\Programme\Roberts Space Industries\StarCitizen\LIVE.
Datenbank-Reset: YES
Long Term Persistence (Langzeitpersistenz): Enabled
Start aUEC: 20,000
Bekannte Probleme
Wenn du dich in die Terminals an TDDs einloggst, können sie falsche Wareninformationen anzeigen und Verkäufe verhindern Workaround: Probiere andere Handelsterminals an einem anderen Standort aus. Teste die Neuanmeldung und versuche es erneut.
Esperia Talon hat Leistungsprobleme bei normalem Gebrauch in der Schwerkraft Workaround: Gehe nicht sofort nach dem Start auf Vollgas, um dem Triebwerk Zeit zu geben, sich aufzubauen
Der Spieler kann durch den Planeten fallen, wenn er sich einloggt Der Besuch des Ortes nach dem Neustart führt dazu, dass der Spieler auf der Oberfläche von Hurston spawnen kann Das Schiffshimmel kann sich ohne Benutzereingabe öffnen und schließen Es ist möglich, dass der Spieler beim Versuch sich einzuloggen einen Timeout erleidet Einige Clients erhalten nicht die vollständige Mitgliederliste im globalen Kanal Die Augen des Spielers sind im Video extra reflektierend. Ausgewählte Außenaufzüge von Stationen der CRU-Serie fehlen (CRU-L1 und CRU-L5) Die Ladenbesitzer von sowohl Live Fire Weapons als auch Garrity Defense stehen von ihren Schreibtischen weg Verhaftet zu werden, wenn beide Utility-Slots besetzt sind, führt dazu, dass der Spieler mit einem kaputten Multi-Tool im Gefängnis respawnt. Spieler sehen möglicherweise doppelte Allgemeine Chatkanäle in ihrem MobiGlasveredelungskiosk Es fehlt eine Warnmeldung, die den Spieler warnt, dass Materialien, die nicht zur Veredelung ausgewählt wurden, verworfen werden
Neue Features
Orte
Raumstation Raffinerie Decks Spezielle Bereiche in Raststätten, die es Spielern ermöglichen, unraffinierte Mineralien zu verkaufen, abgebaute Materialien zum Raffinieren abzugeben und neue Bergbauausrüstung und Schiffe zu kaufen oder zu mieten.
In den Raffineriedecks wurden Kioske platziert, die es den Spielern ermöglichen, ihr rohes, gemischtes Erz von ihrem Bergbauschiff zu nehmen und es zu raffinieren. Der Spieler kann diese Kioske nutzen, um mehrere Veredelungsaufträge zu erstellen, die persistent sind und über einen bestimmten Zeitraum, basierend auf Menge und Komplexität, abgeschlossen werden und veredeltes Erz erzeugen, das wertvoller ist als unveredeltes. Es gibt verschiedene Arten von Raffinierungsprozessen, die je nach Art der zu raffinierenden Ressource unterschiedliche prozentuale Ausbeuten produzieren. Zusätzlich können verschiedene Raffinerien unterschiedliche Ausbeuten haben. Sobald ein oder mehrere Aufträge abgeschlossen sind, kann der Spieler die veredelten Materialien in einem Schiff mit Frachtkapazität sammeln und an einem Warenkiosk verkaufen, wobei die meisten Waren in den Häfen der großen Städte verkauft werden können. Da wir nun einen bestimmten Ort haben, an dem die Veredelung im 'Verse stattfindet, wurden die meisten abbaubaren Transaktionen dorthin verlegt. Du kannst an diesen Orten immer noch unraffiniertes Erz verkaufen, oder dich für die Raffination entscheiden. Levski wird auch unraffinierte Materialien kaufen.
Spacescaping Stanton: Lagrange-Punkt-Updates Aktualisierung aller außerplanetarischen Lagrange-Punkt-Standorte in der PU mit verbesserter Optik und erster Gaswolken-Implementierung.
Gameplay
Ruf - T1 Dieses System führt das erste grundlegende System des Rufs ein, das dem Spiel hinzugefügt wird, um die Beziehung eines Spielers zu verschiedenen Entitäten, wie wichtigen NSCs und Organisationen, zu verfolgen. Dieser Ruf wird nun in einer Langzeitpersistenz gespeichert, so dass er auch bei Datenbank-Löschungen und Charakter-Resets erhalten bleibt. Derzeit wird der Ruf eines NSCs oder einer Organisation nur durch verschiedene Dialoge oder den Zugang zu besser bezahlten Missionen sichtbar. Wir arbeiten daran, in einem zukünftigen Update Funktionen hinzuzufügen, die die Sichtbarkeit des Rufs für Spieler verbessern.
Ruf des Missionsgebers: Alle Missionsgeber mit Ausnahme von Ruto (aufgrund der technischen Voraussetzungen für ihn als Hologramm) wurden aktualisiert, um das neue Rufsystem zu nutzen. Wenn du Missionen für einen Missionsgeber erledigst, gewinnst und verlierst du Ruf bei ihm. Sie sollten entsprechend reagieren und verschiedene Dialogzeilen basierend auf deiner Leistung abspielen. Wenn du zu oft versagst, werden sie ihre Beziehung zu dir beenden und sich weigern, für eine bestimmte Zeit mit dir Missionen durchzuführen. Mit der Alpha 3.12 wurden keine neuen Missionen speziell für Missionsgeber hinzugefügt, allerdings planen wir, in Zukunft neue Missionen hinzuzufügen, jetzt wo das Reputations-Framework eingeführt wurde.
Kopfgeld- und Attentatsmissionen: Viele der Kopfgeld- und Assassinen-Missionsketten wurden aktualisiert, um das neue Rufsystem zu nutzen. Im Zuge dieser Umstrukturierung wurden die Kopfgeldmissionen in 4 lokale Kopfgeldabteilungen aufgeteilt, die jeweils ihren eigenen Ruf haben und alle von einer übergeordneten Kopfgeldjägergilde geleitet werden. Wenn du deinen Ruf bei der Kopfgeldjägergilde und ihren Kindern erhöhst, wirst du Zertifizierungsmissionen freischalten. Wenn du die Zertifizierungsmissionen abschließt, schaltest du eine neue Stufe von Kopfgeldjäger-Missionen mit höherem Schwierigkeitsgrad und höherer Auszahlung frei. Behalte deinen Geldbeutel im Auge, wenn du Kopfgeldmissionen abschließt. Du wirst vielleicht bemerken, dass einige Organisationen ein kleines Extra anbieten, wenn du einen hohen Ruf bei ihnen hast. Dies ist der erste von vielen "Perks", die wir vorhaben, einzubauen. Attentatsmissionen haben alle der oben genannten Punkte, aber es gibt nur eine Organisation für sie zu diesem Zeitpunkt: eine Ein-Mann-Operation, die von jemandem namens Vaughn geführt wird.
Waffennullstellung - T0 Dieses System bietet dem Spieler die Möglichkeit, die Nullstellung der Waffenzielgeräte zu verändern. Dies ermöglicht Schüsse auf weitere Entfernungen, ohne dass das Ziel verändert werden muss, um den Geschossabfall zu berücksichtigen. Im ADS kann der Spieler manuell oder automatisch den Nullstellungsbereich seines Zielfernrohrs ändern. Wenn du dein Zielfernrohr nach unten richtest, wird die aktuelle Nullstellung angezeigt und, falls dein Zielfernrohr dies unterstützt, ein Entfernungsmesser im Fadenkreuz (die maximale Entfernung variiert je nach Zielfernrohr). Du kannst die Nullstellung deiner Waffe manuell oder auf den Entfernungsmesserwert einstellen, indem du "Seite hoch" drückst und die Nullstellung auf 0m zurücksetzen, indem du "Seite runter" drückst.
Multi-Tool - Traktorstrahl-Implementierung T0 Anfängliche Implementierung eines Traktorstrahl-Geräts, das an einem Multi-Tool angebracht wird und dem Spieler erlaubt, ein Objekt aus geringer Entfernung ohne physischen Kontakt zu kontrollieren. Er dient in erster Linie dazu, kleinere Fracht und andere physikbasierte Objekte in der Schwerkraft und in der Schwerelosigkeit schnell und ferngesteuert zu bewegen. In der Schwerelosigkeit kann er auch als "Greifhaken" verwendet werden, indem er sich an ein großes Objekt (Asteroiden, Raumstationen, Schiffe, etc.) bindet und den Spieler zu ihm hinzieht. Dies beinhaltet ein Traktorstrahl-UI, das Kraft- und Entfernungsmesser anzeigt sowie Hinweise, wenn das Tether kurz vor dem Brechen ist. Spieler können einen gefesselten Gegenstand drehen, indem sie "R" halten und den Mauszeiger bewegen. Spieler können den neuen Traktorstrahl-Aufsatz und das Multi-Tool in den neuen Refinery Decks oder in verschiedenen Shops in der PU erhalten.
Schiffseinstiegs-Identifikation Dieses Feature fügt dynamische AR-Marker auf dem Display des Spielers hinzu, wenn er sich in der Nähe deines Fahrzeugs befindet, um den Einstieg zu erleichtern. Diese ändern sich kontextabhängig, je nachdem, ob das Fahrzeug gelandet oder im Weltraum ist, um nur gültige Einstiegsmethoden anzuzeigen. Diese Funktion ist standardmäßig aktiviert, kann aber in den Einstellungen deaktiviert werden.
Schiffsdüsen-Windvolumen Schiffsdüsen erzeugen nun Windvolumen, wenn sie benutzt werden, die mit physikbasierten Objekten, Schiffen und Spielern interagieren und sie wegblasen.
Schiffe und Fahrzeuge
Neues Schiff: Esperia Talon Neues Schiff: Esperia Talon Shrike Waffen und Gegenstände
Neue FPS-Waffe: Gemini A03 Scharfschützengewehr Ein vielseitiges, halbautomatisches Scharfschützengewehr mit der Fähigkeit, schnell zu feuern, auf Kosten der Genauigkeit. Diese Waffe hat ein integriertes Zielfernrohr und Befestigungspunkte am Lauf und Unterlauf. Spieler können es derzeit im Spiel bei Skutters in Grim HEX kaufen.
Neue FPS-Waffe: Behring FS-9 LMG Behring hat die FS-9 entwickelt, um eine überwältigende Kraft auf dem Schlachtfeld zu sein. Dieses leichte Maschinengewehr verfügt über einen Full-Auto-Modus, der es ideal macht, um Deckungsfeuer zu geben oder anrückende Feinde aufzuhalten. Das FS-9 wird auch für seine Fähigkeit gelobt, die Genauigkeit beizubehalten, während es anhaltendes Feuer entfesselt.
Feature-Updates
Orte
Stanton System Planetary Improvements Weitere Verbesserungen der planetaren Details und Assets, die einen detaillierten globalen Painting Pass mit Berücksichtigung der globalen Klimadaten und verbesserter Wolkenschichtvisualisierung beinhalten. Wir verfeinern auch die Objektvoreinstellungen, um eine natürlichere und glaubhaftere Darstellung zu erreichen, sowie einige neue Assets in den Biome-Packs. Wir aktualisieren die verbleibenden Geologie-Assets auf den organischen Shader, um die neuesten Features zu nutzen. Wiedereinführung des sauren Bioms für Hurston und Ariel mit PlanetTechv4. Wiedereinführung der glänzenden/eisigen Oberflächen auf Yela und Lyria. Wir wollen die oben genannten Verbesserungen in dieser Version auf den Planeten Hurston und MicroTech, sowie auf den Monden Cellin, Daymar, Wala, Yela und Lyria zeigen.
Aufzugspanel-Updates Ersetzen der bestehenden utilitaristischen Aufzugspanel-Knöpfe durch interaktive Bildschirme.
Überarbeitung der Flugbeschränkungsgebiete - Area18 / Lorville Entfernung der Landeplines am Area18 Spaceport und Lorville Spaceport und Aktualisierung der Flugbeschränkungsgebiete um die Spaceports.
Platinbuchten auf dem Mond hinzugefügt, Clio Gameplay
Mining UI Refactor Dieses Update fügt eine brandneue Benutzeroberfläche für alle bergbaufähigen Fahrzeuge hinzu, die dem Spieler einen klareren Überblick über das gibt, was er gerade erlebt, darunter: Bergbau-Verbrauchsmaterialien - Was du ausgerüstet hast, ihren aktuellen Zustand und ihre Dauer. Fracht - Deine Frachtkapseln zeigen nun ihren Inhalt an und werden in Echtzeit aktualisiert, wenn du Materialien aus abbaubaren Lagerstätten extrahierst. Flüchtige Ladung - Die Gesundheit und die geschätzte Zeit, die die Ladung in deinen Frachtkapseln verbleibt, bevor sie kollabiert, und die flüchtige Ladung selbst wird in der Benutzeroberfläche hervorgehoben, damit du sie nicht übersehen kannst, wenn du sie einsammelst. Flug UI - Die aktuellen Flug- und Gimble-Einstellungen deines Schiffes sind jederzeit sichtbar. Dieses neue Interface ist komplett mit dem neuen BuildingBlocks-System aufgebaut, was eine schnellere Entwicklung, Iteration und das Testen neuer Features für das Mining System ermöglicht.
Rebalance-Pass auf Miningables, Mining-Laser und Mining-Verbrauchsmaterialien Balance-Änderungen an Aspekten des Bergbaus aufgrund der Einführung des neuen Refinery-Systems. Diese Änderungen werden das Potenzial, wertvolle Materialien zu finden, erhöhen und den Bergbau auf niedrigeren Ebenen profitabler machen, während sie gleichzeitig mehr High-End-Multiplayer-Möglichkeiten für Bergbauschiffe mit mehreren Besatzungen oder die kombinierte Macht mehrerer kleinerer Bergbauschiffe bieten.
Dies ist ein fortlaufender Balancing-Prozess, der weiterhin optimiert und angepasst werden wird.
Mineables im gesamten Spiel wurden überarbeitet, um einen höheren maximalen Prozentsatz aller darin enthaltenen Materialien bereitzustellen. Einige Mineables haben nun wertvolle Materialien in sich, wo sie vorher nicht waren. Einige weniger wertvolle Materialien reduzieren nun den Widerstand des Mineables, was bedeutet, dass es eher von Vorteil als von Nachteil sein kann, wenn einige davon in einer großen, wertvollen Lagerstätte vorhanden sind. Die Skalierung der Widerstands- und Instabilitätskurve wurde leicht abgeschwächt, um riesige Schwierigkeitssprünge in den niedrigwertigen Mineables zu verhindern.
Die Minenlaser wurden überarbeitet, um sie mit den neuen Mineables in Einklang zu bringen, aber auch, um sie auszubalancieren und sie zu einer brauchbaren Wahl zu machen. Dazu gehören weitreichende Änderungen an der Ausgangsleistung, der Instabilität, dem Widerstand, dem Zerschmettern, den Aufladungsraten, dem optimalen Aufladungsfenster und den Überladungsraten. Die Anzahl der Verbrauchsmaterial-Slots wurde für die meisten Mining-Laser erhöht.
Im Hinblick auf die Überarbeitung der Minenlaser und der Minenlaser mussten auch die Verbrauchsmaterialien überarbeitet werden, um zu verhindern, dass sie das gesamte System zerstören. Alle Verbrauchsmaterialien wurden neu ausbalanciert und beinhalten weitreichende Änderungen in Bezug auf Dauer, Instabilität, Aufladungsraten, Energiestufen, optimale Aufladungsfenster und Widerstand. Alle Verbrauchsmaterialien haben nun 5 Aufladungen.
Verbesserungen am Radfahrzeug und Zielen Verbesserung des Radfahrzeug- und Zielspiels rund um den Greycat ROC und andere Bodenfahrzeuge. Um die Steuerung des Radfahrzeugs und des Schiffs näher zusammenzubringen, enthält das Steuerungsschema für Radfahrzeuge nun die Option, die VJoy-Steuerung einzuschalten. Der Bergbauarm der Greycat ROC folgt nun der VJoy-Anzeige im manuellen Gimbal-Modus (drücke "G" zum Wechseln). Es wurde die Möglichkeit hinzugefügt, den Auto-Brems-Status von Fahrzeugen zu deaktivieren, der sich immer aktivieren würde, wenn keine Vorwärts-/Rückwärts-Eingaben über 10% hinzugefügt werden (Drücke "V", um die Auto-Bremsung auszuschalten). Es wurde die Möglichkeit hinzugefügt, den Zielvektor im manuellen Gimbal-Modus (RALT+G) im Greycat ROC und allen anderen fahrer-/pilotengesteuerten Gimbals "einzufrieren" (der Gimbal-Freeze wird zurückgesetzt, sobald der Gimbal-Modus wieder geändert wird). Weitere Inversionseinstellungen für Fahrzeugsteuerungen mit Rädern hinzugefügt. Erlaubt nicht-expliziten freien Blick, während der Blick nach vorne eingeschaltet ist. Benutzerdefinierte Look Ahead Optionen für MGVs hinzugefügt. Es wurde eine Trennung der Gimbalsteuerung bei Radfahrzeugen und Raumfahrzeugen hinzugefügt. Der Greycat ROC Mining Arm wird nun wieder zentriert, bevor er eingefahren wird und ist nicht mehr komplett versetzt, nachdem man in das Fahrzeug ein- und ausgestiegen ist.
Gegenmaßnahmen v1.1 Mit diesen Verbesserungen am Gegenmaßnahmen-Gameplay wird die Anzahl der eingesetzten Gegenmaßnahmen eine wichtigere Rolle für die Chance spielen, Raketen zu spoilern. Einzelne Gegenmaßnahmen werden weniger effektiv sein, aber die Spieler werden die Möglichkeit haben, zu wählen, wie viele mit jedem Stoß abgefeuert werden sollen. Verschiedene Raketen werden unterschiedliche Grade der Widerstandsfähigkeit von Gegenmaßnahmen haben. Flares wurden in Decoys umbenannt und haben nun verschiedene Modi, um zu kontrollieren, wie Mehrfachabschüsse funktionieren, einschließlich Launch Burst (Standardeinstellung durch Tippen auf H) oder Set and Launch Burst, um mehrere abzuschießen (Standardeinstellung durch Halten von H). Die Standardgröße des Decoy-Bursts ist 1. Du kannst die Größe des Bursts erhöhen (tippe auf Rechts Alt + H) oder verringern (tippe auf Links Alt + H). Countermeasures haben auch eine Überarbeitung der Soundeffekte erhalten.
Torpedo-Angriff, Konter-Balance und Verhalten Ein Rebalancing der Torpedos der Größe 9. Sie sind nun viel tödlicher, wobei nur wenige direkte Treffer nötig sind, um größere Schiffe zu zerstören. Dieser zusätzliche Schaden geht auf Kosten der Geschwindigkeit.
Updates für die Kopfverfolgung Wir haben einige Ergänzungen, Updates und Korrekturen an der Kopfverfolgung vorgenommen, um die Benutzerfreundlichkeit für die Spieler zu erhöhen.
Neue Features: Es wurde ein Rekalibrierungsknopf hinzugefügt, der alle Head-Tracking-Geräte intern zurücksetzt (außer TrackIR, aber du kannst ihn auf denselben Knopf setzen, wenn du möchtest). Unterstützung für Positionsachsen für das Cockpit und die meisten anderen Schiffssitze in der ersten Person wurde hinzugefügt. Unterstützung für Rotation und Position für externe Kameras hinzugefügt (auf 1m in jeder Dimension geklemmt). Separate Schaltfläche zum Aktivieren/Deaktivieren der Kopfverfolgung für externe Kameras hinzugefügt (standardmäßig ungebunden). Head Rolling für FPS und ADS hinzugefügt (einschließlich einer Option, um es automatisch abzuschalten). Schieberegler zur Glättung und eine "nach vorne" gerichtete mittlere Totzone für Faceware hinzugefügt. Kopfverfolgungsoption hinzugefügt, um Positionsoffsets in Cockpits ein- oder auszuschalten. Zusätzliche Head Tracking Limits für bestimmte Sitze und Betten hinzugefügt.
Unterstützung für Tobii Kopf-/Augentracker ("Tobii 4C" und "Tobii Eye Tracker 5") wurde zugefügt und Optionen für deren Einstellung hinzugefügt.
Allgemeine Fixes: Der Kopf des Schauspielers schnappt nicht mehr von links nach rechts, wenn der Kopf-Tracking-Winkel über 180 Grad liegt. Alle mausinduzierten Kopfbewegungen werden nun unterdrückt, wenn die Kopfverfolgung aktiv ist. Der interne Offset wurde entfernt, wenn der Toggle verwendet wird (es wird stattdessen der interne Geräteoffset verwendet). Die Menüoptionen für das Headtracking wurden umstrukturiert, um sie übersichtlicher zu gestalten. Der verfügbare Bewegungsbereich in Sitzen wurde erweitert, wenn Headtracking verwendet wird. Die Option zur automatischen Neukalibrierung wurde korrigiert.
Kleinere Schiffseingabe-QOL-Verbesserungen Fahrzeugausstiegsaktionen wurden auf ein verzögertes Drücken (250ms) verschoben. Es wurde eine Spieleinstellungsoption hinzugefügt, mit der die Ausstiegsaktion als Halten oder sofortiges Drücken eingestellt werden kann, wenn ein Geschützturm/Pilotensitz verwendet wird. Der Fahrzeugauswurf wurde auf RALT+Y verschoben. IFCS-Bewegungsaktionen wurden zurückgesetzt. Ein paar Probleme mit der Smart-Toggle-Behandlung wurden behoben. Verschiedene Verbesserungen der Lebensqualität der Eingaben.
EVA Bindung und Kontroll-QOL Roll-Inversion hinzugefügt. Strafe-Inversion-Einstellungen von Maus und Tastatur entfernt. Ungenutzte Pitch-Aktionen in der EVA-Aktionskarte und im Code entfernt.
Look Ahead und Target Tracking Änderungen Wir haben ein paar Änderungen an der Handhabung vorgenommen. Wir haben die Zielverfolgung in eine "schwache" Version und eine "starke" Version aufgeteilt. Die schwache Version ist nun Teil des normalen Look Ahead Prozesses und erzeugt keine sehr starke Bewegung, um das Ziel ein wenig im Blick zu behalten, aber auch um das HUD und andere Elemente nicht zu verlieren. Die starke Version heißt jetzt "Vorhängeschloss" und wird dem Ziel so weit wie möglich folgen. Die Bindung zur Aktivierung der vorausschauenden Zielverfolgung wurde entfernt. Option zur automatischen Aktivierung der vorausschauenden Zielverfolgung wurde entfernt. Bindung zum Aktivieren des Vorhängeschlosses hinzugefügt. Option hinzugefügt, um das Vorhängeschloss automatisch zu aktivieren (standardmäßig ausgeschaltet).
Auffüllen von Geschützen - Aktualisierung der Preise von CryAstro vs. Shops Wir haben nun die wichtigsten Geschütze auf den Schiffen (Raketen/Decoy/Noise) in allen CryAstro/Landing Service Funktionen an den Shop Service gekoppelt, um die richtigen Preisunterschiede zwischen den Gegenständen beim Auffüllen deiner Schiffe zu ermöglichen. Dies wird auch ein Re-Balancing für unsere aktuellen Versicherungs- und Item-Preise erfordern. Insgesamt ist dies ein großer Schritt vorwärts in Richtung eines voll dynamischen Preises für den Landungsservice.
Aktualisiertes Handling und Haltbarkeit der Constellation-Serie Vorübergehendes Re-Balancing der Distortion-Waffen in Erwartung eines umfangreicheren Updates zu einem späteren Zeitpunkt Alle Bodentürme wurden so angepasst, dass sie eine höhere Signatur für eine schnellere Erkennung durch den Spieler haben Hinzugefügt wurden Achsenumkehrungen für EVA-Strafe-Achsen, IFCS-Relativgeschwindigkeitsbegrenzer, und IFCS relativer Beschleunigungsbegrenzer Button zum Zurücksetzen der Geschwindigkeitsbegrenzung auf SCM-Geschwindigkeit hinzugefügt Die Weltraumbremse ist nun eine Achse, die ein variables analoges Bremsen ermöglicht Aktualisierte Schiffstypen, die die UEE Security spawnen kann Neue ungerichtete Schildtrefferkommunikation in den Schiffscomputern hinzugefügt SFX-Ducking, wenn Personal Inner Thought geöffnet ist Origin 100-Serie zu den Schiffshändlern in den PU Ships and Vehicles hinzugefügt
Die Größe des Wasserstofftanks auf dem Nomad wurde erhöht Die Größe des Wasserstofftanks auf dem Mercury Star Runner wurde erhöht Die Hüllenstärke des Mercury Star Runner wurde an die der Schiffe seiner Klasse angepasst Die Ausführlichkeit einiger Schiffscomputer-Benachrichtigungen wurde reduziert Der Glanz der Hammerhead-Hülle wurde erhöht Die Schubdüsen und die Rollgeschwindigkeit des Drake Herald wurden erhöht Waffen und Gegenstände
Balance Pass bei allen LMG FPS Waffen, Rückstoß und Geschossverteilung
Größere Fehlerbehebungen
Pitch Ladder sollte nicht mehr angezeigt werden, wenn man auf Nicht-Piloten-Sitzen sitzt Ein Problem wurde behoben, bei dem die entkoppelte Weltraumbremse dazu führte, dass sich der Geschwindigkeitsvektor änderte Waffen-SFX sollten nun korrekt abgespielt werden, wenn Fahrzeugwaffen abgefeuert werden Schiffe, die in New Babbage und Lorville gelandet sind, sollten nun gelagert werden können Ein Problem wurde behoben, das dazu führen konnte, dass sich die Aufzüge von Raststätten duplizierten, Die Farbe des Nightrunner Star Runner sollte nun korrekt die Farbe des Cockpitglases ändern. Die Hände des Charakters drehen den Flight Stick/das Rad nicht mehr in die entgegengesetzte Richtung der Eingabe. Ein Problem wurde behoben, das dazu führte, dass die Waffen auf dem Spieler zuckten und sich bewegten, wenn man in die 3rd-Person-Kamera wechselte. Wetter-VFX sollten nun nicht mehr auf dem Visor zu sehen sein, wenn der Spieler die Amphitheater-Treppe in New Babbage hinaufgeht. Ein Problem wurde behoben, durch das der Animus-Raketenwerfer den Spieler kein neues Magazin mehr bestücken ließ, wenn das aktuelle Magazin aufgebraucht war. Der Ton der Nomad-Selbstzerstörung stoppt nicht mehr vorzeitig, wenn das Schiff sich selbst zerstört.Ein Teil des fehlenden Geländers in der New Babbage Skybridge wurde behoben Schiffe, die auf den Landeplätzen der Platinbucht gelandet sind, sollten ihre Position nicht mehr als UNINITIALISIERT auf dem Wegpunkt des Fahrzeugs anzeigen Ein Problem wurde behoben, das dazu führte, dass einige Deadzone-Einstellungen nicht richtig gespeichert wurden Die Größe der Textboxen auf den Warenkiosken wurde erhöht, um zu verhindern, dass sich große Zahlen überlappen Die Piraten-Gladius-Variante sollte nicht mehr das Kommunikationsmenü auf allen MFD-Bildschirmen vermissen Ein Problem, das dazu führte, dass Flüssigkeit in Getränken in der PU nicht angezeigt wurde Spieler sollten nun die korrekten Kosten sehen, wenn sie einen Nomad-Versicherungsanspruch geltend machen Ein Problem wurde behoben, das dazu führte, dass Spieler manchmal nicht alle oder einige Gruppenmitglieder-Markierungen sehen konnten Spieler sollten nun in der Lage sein, den Hauptbildschirm auf den Fine-Terminals aufzurufen, wenn sie auf den "Als Benutzer einloggen"-Button klicken Ein Problem wurde behoben, das dazu führte, dass Arena Commander- und Star Marine-Matches am Ende eines Matches nicht zum nächsten Spiel wechselten Technische
7 Client-Abstürze behoben 5 Server-Abstürze behoben Zurück zum Anfang
Star Citizen Patch 3.12.0b Hotfix
Alpha Patch 3.12.0b has been released onto the LIVE servers and is now available! Patch should now show: VERSION 3.12.0-LIVE.6787151.
Database Reset: NO
Long Term Persistence: Enabled
Starting aUEC: 20,000
Known Issues
When logging into some commodity and refinery kiosks, they can display incorrect Commodity Information and Prevent Sales
Workaround: Try other trade terminals at a different location. Test relogging and trying again. Area18 specifically will error and fail in the Admin Office trade terminals
Illegal drug terminals are missing from their intended locations in rest stops
Workaround: We have temporarily added Slam sell inventories to two junk sites in the PU
Selling commodities from personal Inventory causes a service error
Workaround: Make a commodity cargo box in a ship cargo grid and sell through the ship inventory.
The mission named “ A Very Difficult Task “ automatically completes when accepted
Select CRU series station external elevators are missing (CRU-L1 and CRU-L5)
Attempting to sell minerals in Prison results in a Processing screen and then a transaction failed message
The shopkeepers of both Live Fire Weapons and Garrity Defense are stood away from their desks
Being arrested with both utility slots occupied causes the player to respawn in prison with a broken multi-tool
Mission givers AI will break if a NPC sits in their designated seat before they do
Major Bug Fixes
Bounty Assessment missions should now show correctly again and let the player progress into further missions after a player does a character reset
After exiting Quantum Travel, the QT HUD on ships should no longer get stuck displaying while the QT drive is cooling down
Ground vehicles should no longer take intermittent damage during travel across the surface of low gravity moons
Players should now be able to activate mining consumables in the Mole using the inner thought UI
Players should no longer gain a crimestat after completing bounty missions
Fixed an issue causing ships to despawn after a player disembarks for a short duration
Contract popups should no longer contain “mission(Title)” instead of the intended text
Technical
Fixed 7 Client crashes
Fixed 2 Server crashes
Star Citizen Patch 3.12.0a Hotfix
Alpha Patch 3.12.0a has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6742772.
Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000
Feature Updates
Gameplay
Balance pass on mission payouts to make them more rewarding
Updated NorthRock group bounty price and made them local to systems
Changed it so if a bounty hunter kills a PVP bounty the mission is withdrawn rather than failed for any other hunter players with that mission
Added warning to refinery terminal letting players know that unselected materials from a ship will be discarded when creating a job
Interim pricing adjustment on restocking ship ordnance (Missiles, torpedoes, and Countermeasures)
Decreased min and max insurance claim wait times for non starter ships
Made interim tuning changes to EVA movement that will allow you to turn more easily and also arrest any spin caused by collision more quickly
Increased the drop shadow amount on the ship mining UI
Core Tech
Updated settings steps in options menu for tobii eye head ratio to 0.01
Major Bug Fixes
Ship Canopies should no longer open and close randomly without player input
Fixed an issue causing the Talon engines to overheat and ship to lose power when powering up.
Corrected the Constellation increase in hull health that came with 3.12.0 to the correct intended amounts
Holiday boxes should now be able to be sold
ASOP spawned ship assets should no longer load slowly when first connecting to a server
There should no longer be 2 AI NPC’s standing behind the guild office desk at mining shop on refinery decks
Fixed an issue that was causing some players to infinitely load while joining the PU
Fixed an issue causing players to sometimes get stuck on the splash screen when loading into the game
Fixed an issue causing some clients to not receive the full member list in global channel
Fixed an issue causing Shadows cast by the light from the Stanton star to pop in and out while in cities
The Talon weapon rack has should now have a prompt to close it after it has been opened
Fixed an issue causing some players to see a pixelated film grain when it was disabled
A blank contract available notification should no longer be displayed during game play
Fixed visarea issues when using turrets in most ships
Fixed the Pitch Ladder not being aligned properly in Mixed Mode
Lorville cinematic music should now play correctly
Player will now still send a video feed in a FOIP call if the player does not have a mic.
Miles Eckhart will no longer have a long pause after the player sits down
Fixed an issue causing certain keybinds to not be removable
Assaulting Vehicle infraction should no longer be applied instantly so that it can be forgiven
Numerous assets and structures should no longer fail to load in each of the classic race maps
Account resets should no longer sometimes fail and lead to ships being doubled in game
Fixed an issue in Arena Commander causing players to display on the same team.
Players should no longer be able to equip an extra weapon to the left wing on the Aegis Gladius in the VMA
Fixed an issue causing the 890j missions to not pay as much as intended
Fixed another issue causing blank contract available messages to appear on screen
There should no longer be placeholder text for the paints for the Talon and Talon Shrike in the VMA
Aegis Hammerhead BIS edition should now be available in game
Aegis Reclaimer BIS edition should now be available in game
Fixed an issue causing Arena Commander and Star Marine UI to be offset on widescreen monitors
Technical
Fixed 11 Client crashes
Fixed 7 Server crashes
Backend service optimizations
Star Citizen Patch 3.12.0
Alpha Patch 3.12.0 has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6705298.
It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.
Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000
New Features
Locations
Space Station Refinery Decks
Dedicated areas in Rest Stops that allow players to sell unrefined minerals, drop off mined materials to be refined, and buy or rent new mining equipment and ships.
Kiosks have been placed in the Refining decks that allow players to take their raw mixed ore from their mining ship and refine it. The player can use these kiosks to create multiple refining jobs which are persistent and complete over a period of time, based on quantity and complexity, and create refined ore that is more valuable than unrefined. There are different kinds of refining processes which produce different percentage yields depending on the type of resource being refined. Additionally, different refineries may have different proficiencies. Once one or multiple jobs are completed, the player can collect the refined materials into a ship with cargo capability and sell at a commodity kiosk, with most goods sell-able at major city ports. Now that we have a specific location where refining takes place in the ‘verse, most mineable transactions have been moved there. You can still sell unrefined ore at these locations, or choose to refine them. Levski will also purchase unrefined materials.
Spacescaping Stanton: Lagrange Point Updates
Updating all extra-planetary Lagrange point locations in the PU with improved visuals and first gas cloud implementation.
Gameplay
Reputation – T1
This system will introduce the first foundational system of reputation added to the game to track a player’s relationship with various entities, such as important NPCs and Organizations. This reputation is now stored in long term persistence so that it will remain through database wipes and character resets. Currently, reputation levels with an NPC or Organization are only seen through different dialogs or access to higher paying missions. We are working to add functionality to improve player visibility of reputation in a future update.
Mission Giver Reputation: All mission givers except Ruto (due to tech requirements for him being a hologram) have been updated to use the new reputation system. Doing missions for a Mission Giver will cause you to gain and lose reputation with them. They should react appropriately, playing different lines of dialogue based on your performance. If you fail too frequently, they will terminate their relationship with you and refuse to work with you missions for a set amount of time. With Alpha 3.12, no new missions have been added specifically for Mission Givers, however, we plan to add new missions in the future now that the reputation framework has been put in place.
Bounty and Assassination Missions: Many of the Bounty and Assassination mission chains have been updated to use the new Reputation System. In doing this restructure, Bounty missions were split into being given by 4 Local Bounty Departments, each with their own reputation, all presided over by a parent Bounty Hunters Guild. As you increase your reputation with the Bounty Hunters Guild and its children, you will unlock Certification missions. If you complete the Certification Missions, you will unlock a new tier of higher difficulty, higher payout Bounty Hunter missions. Keep an eye on your wallet when you complete bounty missions and you might notice that some organizations will include a little something extra if you have high reputation with them. This is the first of many “Perks” we intend to include. Assassination missions have all of the above, but there is only one Organization for them at this time: a one-man operation run by someone named Vaughn.
Weapon Zeroing – T0
This system provides the player with a way to change the zeroing on their weapon sights. This allows shots at further distances without having to alter aim to account for bullet drop. While in ADS, a player can manually or automatically change a the zeroing range on their scope. Aiming down sights will show the current zeroing setting, and if your scope supports it, a distance finder at your crosshair (max distance varies by scope). You can set your weapon zeroing manually or to the distance finder amount by pressing “page up” and reset zeroing to 0m by pressing “page down”.
Multi-Tool – Tractor Beam Implementation T0
Initial implementation of a Tractor Beam Device that attaches onto a Multi-Tool that allows a player to control an object at a small distance without physical contact. Its primary use is to quickly and remotely move smaller cargo and other physics based objects in gravity and zero-g. If in zero-g, it can also be used as a “grapple hook” by tethering to a large object (asteroids, space stations, ships, etc.) and pulling the player towards it. This includes a tractor beam UI that displays Force and Distance Gauge as well as indications if the tether is close to breaking. Players can rotate a tethered item by holding “R” and moving the mouse cursor. Players can get the new tractor beam attachment and the multi-tool at the new Refinery Decks or in various shops in the PU.
Ship Entry Identification
This feature adds dynamic AR markers onto a player’s display when in close proximity to your vehicle to aid in entry. These contextually change depending on whether the vehicle is landed or in space to only show valid entry methods. This feature is on by default but has the option to disable in the settings.
Ship Thruster Wind Volumes
Ship thrusters now create wind volumes when in use that will interact and blow away physics based objects, ships, and players.
Ships and Vehicles
New Ship: Esperia Talon
New Ship: Esperia Talon Shrike
Weapons and Items
New FPS Weapon: Gemini A03 Sniper Rifle
A versatile, semi-auto sniper rifle with the ability to fire quickly at the cost of accuracy. This weapon has an integrated scope and attachment points on the Barrel and Underbarrel. Players can currently buy this in game at Skutters in Grim HEX.
New FPS Weapon: Behring FS-9 LMG
Behring designed the FS-9 to be an overwhelming battlefield force. This light machine gun features a full auto mode that makes it ideal for laying down covering fire or holding back advancing enemies. The FS-9 is also acclaimed for its ability to maintain accuracy while unleashing sustained fire.
Feature Updates
Locations
Stanton System Planetary Improvements
Further improvements to planetary detail and assets which includes a detailed global painting pass with consideration to global climate data and improved cloud layer visuals. We are also refining how object presets are set up, to get a more natural and believable read, as well as introducing some new assets to the biome packs. Updating the remaining geology assets to the organic shader to utilize the latest features. Re-introducing the acidic biome for Hurston and Ariel with PlanetTechv4. Re-introducing the glossy/icy surfaces on Yela and Lyria. We are looking to showcase the above improvements for this release on the planets Hurston & microTech, as well as on the moons Cellin, Daymar, Wala,Yela, and Lyria.
Elevator Panel Updates
Replacing the existing Utilitarian elevator panel buttons with interactive screens.
Restricted Area Rework – Area18 / Lorville
Removal of landing splines at Area18 Spaceport and Lorville Spaceport and updating restricted flight areas around the spaceports.
Added Platinum Bays on the moon, Clio
Gameplay
Mining UI Refactor
This update adds a brand-new user interface for all mining-capable vehicles, which will provide the player with a clearer overview of what they are currently experiencing, including: Mining Consumables – What you have equipped, their current state and their duration. Cargo – Your cargo pods now show their contents and update in real-time as you extract materials from mineable deposits. Volatile Cargo – The health and estimated time that the cargo will last in your cargo pods before collapsing, and volatile cargo itself is highlighted in the UI so that you can’t miss it when you collect it. Flight UI – The current flight and gimble settings your ship has active are visible at all times. This new interface is built entirely using the new BuildingBlocks system which will allow for quicker development, iteration and testing of new features for the Mining System.
Rebalance pass on mineables, mining lasers, and mining consumables
Balance changes to aspects of mining due to the introduction of the new Refinery System. These changes will increase the potential for finding valuable materials and make mining more profitable at lower ends while providing more high-end multiplayer opportunities for multi-crew mining ships or the combined power of multiple smaller mining ships.
This is an ongoing balancing process that will continue to be tweaked and adjusted.
Mineables across the entire game have been tweaked to provide a higher maximum percentage of all materials held within them. Some Mineables now have valuable materials in them where they didn’t previously. Some lower-end valued materials now reduce Resistance of the Mineable, meaning that finding some present in a large, valuable deposit could actually be a benefit rather than a hindrance. Resistance and Instability curve scaling has been eased slightly to prevent huge spikes in difficulty in lower-end Mineables.
Mining Lasers have been overhauled to bring them in line with the new Mineables but also balance them out and make them all more viable choices. These include wide sweeping changes to power outputs, instability, resistance, shatter, charge rates, optimal charge window, and overcharge rates. The amount of consumable slots has been increased for most mining lasers.
With the rework to both Mineables and Mining Lasers in mind, Consumables needed to be looked at too to prevent them breaking the entire system. Consumables have all been rebalanced and include wide sweeping changes to duration, instability, charge rates, power level changes, optimal charge windows, and resistance. All consumables will now have 5 charges.
Wheeled vehicle and aiming improvements
Improving wheeled vehicle and aiming gameplay surrounding the Greycat ROC and other ground vehicles. To help get the wheeled vehicle and ship controls closer together, steering control scheme for wheeled vehicles now includes the option to turn on VJoy controls. The Greycat ROC mining arm will now follow the VJoy indication in Manual Gimbal Mode (Press “G” to swap). Added the ability to disable the auto-brake state of vehicles which would always activate if no forward / backwards inputs above 10% were added (Press “V” to turn off auto-braking). Added ability to “freeze” the aim vector in manual gimbal mode (RALT+G) in the Greycat ROC and all other driver/pilot controlled gimbals (the gimbal freeze will reset once the gimbal mode is changed again). Added more inversion settings for wheeled vehicle controls. Allowed non-explicit free look while look ahead is on. Added custom look ahead options for MGVs. Added separation of free look gimbal aiming in wheeled vehicles vs space vehicles. The Greycat ROC mining arm will now recenter before it is retracted and will no longer be completely offset after getting in and out of the vehicle.
Counter Measures v1.1
With these improvements to countermeasure gameplay, the amount of deployed countermeasures will play more of an important role in the chance of spoofing missiles. Single countermeasures will be less effective, but players will have the ability to choose how many should be fired with each burst. Different missiles will have varying degrees of countermeasure resilience. Flares have been renamed to Decoys and now have different modes to control how multiple launches work including Launch burst (tap H default) or Set and Launch Burst to send out multiple (hold H default). Default Decoy burst size is 1 and can Increase Burst Size (tap Right Alt + H) or Decrease Burst Size (tap Left Alt + H). Countermeasures have also had a sound effects rework.
Torpedo Attack, Counter-Balance and Behavior
A rebalance of the Size 9 Torpedoes. They are now much deadlier, with only a few direct hits required to bring down larger ships. This extra damage comes at the cost of speed.
Head Tracking Updates
We have made a few additions, updates, and fixes to head tracking to help increase usability for players.
New Features: Added a recalibration button that resets all head tracking devices internally (except TrackIR, but you can set it to the same button if desired). Added support for positional axes for cockpit and most other ship seats in first person. Added rotation and position support for external cameras (clamped to 1m in each dimension). Added separate button to enable/disable head tracking on external cameras (unbound by default). Added head rolling for FPS and ADS (including an option to automatically turn it off). Added a smoothing slider and a “forward” center deadzone for Faceware. Added head tracking option to toggle on or off position offsets in cockpits. Added additional head tracking limits for specific seats and beds.
Added support for Tobii head/eye trackers (“Tobii 4C” and “Tobii Eye Tracker 5”) and added options to set them up.
General Fixes: Actor head won’t snap from left to right if the head tracking angle is above 180 degrees. All mouse induced head movements will now be suppressed when head tracking is active. Removed the internal offset when the toggle is used (it will be using the internal device offset instead). Reshuffled the menu options for head tracking to make it clearer. Extended the available movement range in seats when headtracking is used. Fixed the auto recalibrate option.
Smaller Ship Input QOL Improvements
Moved vehicle exit actions to a delayed press (250ms). Added Game Setting option to switch exit seat actions as hold vs immediate press when using a turret / pilot seat. Moved vehicle eject to RALT+Y. Resorted IFCS movement actions. Fixed a couple of problems with smart toggle treatment. Various input quality of life improvements.
EVA Binding And Control QOL
Added roll inversion. Removed strafe inversion settings from mouse and keyboard. Removed unused pitch actions in EVA action map and code.
Look Ahead And Target Tracking Changes
We have made a few changes to how this is handled. We separated target tracking out to a “weak” version and a “strong” version. The weak version is now part of the normal look ahead process and does not produce a very strong movement to slightly help keep the target in view but also keep the HUD and other elements from being lost. The strong version is called “Padlock” now and will follow the target as much as possible. Removed binding to enable look ahead target tracking. Removed option to automatically enable look ahead target tracking. Added binding to enable padlock. Added option to automatically enable padlock (off by default).
Ordnance Replenishing – Updating Pricing of CryAstro vs Shops
We have now hooked up key ordnance on ships (Missiles/Decoy/Noise) in all Cry Astro/Landing service functionality to run through the shop service, allowing for proper pricing differentials between items when restocking your ships. This will also require some re-balancing for our current insurance and item prices. Overall, this is a major step forward towards getting a fully dynamic set of prices for the landing service functionality.
Updated Constellation series handling and durability
Temporary re-balance to distortion weapons pending a more extensive update later
Adjusted all ground turrets to have a higher signature for faster player detection
Added axis inversions for EVA strafe axes, IFCS relative velocity limited, and IFCS relative acceleration limiter
Added button to reset velocity limited to SCM speed
Space brake is now an axis allowing for variable analog braking
Updated types of ships that UEE Security can spawn
Added new non directional shield hit communications in the ship computers
Added SFX ducking when Personal Inner Thought is open
Added Origin 100 series to ship dealerships in the PU
Ships and Vehicles
Increased the hydrogen fuel tank size on the Nomad
Increased the hydrogen fuel tank size on Mercury Star Runner
Brought Mercury Star Runner hull strength more in line with ships in its class
Reduced verbosity of some ship computer notifications
Increased gloss amount on Hammerhead hull
Increased thrusters and roll speed for the Drake Herald
Weapons and Items
Balance pass on all LMG FPS weapon damage, recoil, and bullet spread
Major Bug Fixes
Pitch Ladder should no longer display while sitting in non-pilot seats
Fixed an issue where decoupled space brake caused the velocity vector to change
Weapon SFX should now play correctly when vehicle weapons are fired
Ships landed at New Babbage and Lorville should now be able to be stored
Fixed an issue that could cause rest stop elevators to duplicate, making them inaccessible
Nightrunner Star Runner paint should now correctly change the color of the cockpit glass
Characters hands will no longer turn their flight stick/wheel in the opposite direction to the input being provided
Fixed an issue that caused weapons to twitch and move on a player when switching to 3rd person camera
Weather VFX should no longer be seen on visor when the player goes up the amphitheater stairs in New Babbage
Fixed an issue causing the Animus Missile Launcher to not let players equip a fresh magazine once the currently attached one was used
Nomad self destruct audio will no longer stop prematurely when self destructing the ship
Fixed an issue causing windows and glass displays in Lorville to become blurry when the player is very close to them
Fixed multiple missing building geometry assets while in transit to city gates in Lorville
Fixed an issue causing rock geometry to visually disappear when player is facing certain directions around Grim HEX
Fixed several areas around the edges of medium-sized hangars in Grim HEX that were missing breathable atmosphere
Fixed a section of missing railing in the New Babbage Skybridge
Ships landed at Platinum Bay landing pads should no longer display their location as UNINITIALIZED on Vehicle waypoint
Fixed an issue causing some deadzone settings to not save properly
Increased size of text boxes on commodity kiosks to fix large numbers overlapping
The Pirate Gladius variant should no longer be missing the Comms Menu on all its MFD Screens
Fixed an issue that caused liquid to not appear in drinks in the PU
Players should now see the correct cost when expediting a Nomad insurance claim
Fixed an issue that was causing players to sometimes be unable to see all or some party member markers
Players should now be able to access the main screen on the Fine Terminals when clicking onto the “Login As User” button
Fixed an issue causing Arena Commander and Star Marine matches to not cycle to the next game at the end of a match
Technical
Fixed 7 Client crashes
Fixed 5 Server crashes
Back to top
Alpha Patch 3.12.0b has been released onto the LIVE servers and is now available! Patch should now show: VERSION 3.12.0-LIVE.6787151.
Database Reset: NO
Long Term Persistence: Enabled
Starting aUEC: 20,000
Known Issues
When logging into some commodity and refinery kiosks, they can display incorrect Commodity Information and Prevent Sales
Workaround: Try other trade terminals at a different location. Test relogging and trying again. Area18 specifically will error and fail in the Admin Office trade terminals
Illegal drug terminals are missing from their intended locations in rest stops
Workaround: We have temporarily added Slam sell inventories to two junk sites in the PU
Selling commodities from personal Inventory causes a service error
Workaround: Make a commodity cargo box in a ship cargo grid and sell through the ship inventory.
The mission named “ A Very Difficult Task “ automatically completes when accepted
Select CRU series station external elevators are missing (CRU-L1 and CRU-L5)
Attempting to sell minerals in Prison results in a Processing screen and then a transaction failed message
The shopkeepers of both Live Fire Weapons and Garrity Defense are stood away from their desks
Being arrested with both utility slots occupied causes the player to respawn in prison with a broken multi-tool
Mission givers AI will break if a NPC sits in their designated seat before they do
Major Bug Fixes
Bounty Assessment missions should now show correctly again and let the player progress into further missions after a player does a character reset
After exiting Quantum Travel, the QT HUD on ships should no longer get stuck displaying while the QT drive is cooling down
Ground vehicles should no longer take intermittent damage during travel across the surface of low gravity moons
Players should now be able to activate mining consumables in the Mole using the inner thought UI
Players should no longer gain a crimestat after completing bounty missions
Fixed an issue causing ships to despawn after a player disembarks for a short duration
Contract popups should no longer contain “mission(Title)” instead of the intended text
Technical
Fixed 7 Client crashes
Fixed 2 Server crashes
Star Citizen Patch 3.12.0a Hotfix
Alpha Patch 3.12.0a has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6742772.
Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000
Feature Updates
Gameplay
Balance pass on mission payouts to make them more rewarding
Updated NorthRock group bounty price and made them local to systems
Changed it so if a bounty hunter kills a PVP bounty the mission is withdrawn rather than failed for any other hunter players with that mission
Added warning to refinery terminal letting players know that unselected materials from a ship will be discarded when creating a job
Interim pricing adjustment on restocking ship ordnance (Missiles, torpedoes, and Countermeasures)
Decreased min and max insurance claim wait times for non starter ships
Made interim tuning changes to EVA movement that will allow you to turn more easily and also arrest any spin caused by collision more quickly
Increased the drop shadow amount on the ship mining UI
Core Tech
Updated settings steps in options menu for tobii eye head ratio to 0.01
Major Bug Fixes
Ship Canopies should no longer open and close randomly without player input
Fixed an issue causing the Talon engines to overheat and ship to lose power when powering up.
Corrected the Constellation increase in hull health that came with 3.12.0 to the correct intended amounts
Holiday boxes should now be able to be sold
ASOP spawned ship assets should no longer load slowly when first connecting to a server
There should no longer be 2 AI NPC’s standing behind the guild office desk at mining shop on refinery decks
Fixed an issue that was causing some players to infinitely load while joining the PU
Fixed an issue causing players to sometimes get stuck on the splash screen when loading into the game
Fixed an issue causing some clients to not receive the full member list in global channel
Fixed an issue causing Shadows cast by the light from the Stanton star to pop in and out while in cities
The Talon weapon rack has should now have a prompt to close it after it has been opened
Fixed an issue causing some players to see a pixelated film grain when it was disabled
A blank contract available notification should no longer be displayed during game play
Fixed visarea issues when using turrets in most ships
Fixed the Pitch Ladder not being aligned properly in Mixed Mode
Lorville cinematic music should now play correctly
Player will now still send a video feed in a FOIP call if the player does not have a mic.
Miles Eckhart will no longer have a long pause after the player sits down
Fixed an issue causing certain keybinds to not be removable
Assaulting Vehicle infraction should no longer be applied instantly so that it can be forgiven
Numerous assets and structures should no longer fail to load in each of the classic race maps
Account resets should no longer sometimes fail and lead to ships being doubled in game
Fixed an issue in Arena Commander causing players to display on the same team.
Players should no longer be able to equip an extra weapon to the left wing on the Aegis Gladius in the VMA
Fixed an issue causing the 890j missions to not pay as much as intended
Fixed another issue causing blank contract available messages to appear on screen
There should no longer be placeholder text for the paints for the Talon and Talon Shrike in the VMA
Aegis Hammerhead BIS edition should now be available in game
Aegis Reclaimer BIS edition should now be available in game
Fixed an issue causing Arena Commander and Star Marine UI to be offset on widescreen monitors
Technical
Fixed 11 Client crashes
Fixed 7 Server crashes
Backend service optimizations
Star Citizen Patch 3.12.0
Alpha Patch 3.12.0 has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6705298.
It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.
Database Reset: YES
Long Term Persistence: Enabled
Starting aUEC: 20,000
New Features
Locations
Space Station Refinery Decks
Dedicated areas in Rest Stops that allow players to sell unrefined minerals, drop off mined materials to be refined, and buy or rent new mining equipment and ships.
Kiosks have been placed in the Refining decks that allow players to take their raw mixed ore from their mining ship and refine it. The player can use these kiosks to create multiple refining jobs which are persistent and complete over a period of time, based on quantity and complexity, and create refined ore that is more valuable than unrefined. There are different kinds of refining processes which produce different percentage yields depending on the type of resource being refined. Additionally, different refineries may have different proficiencies. Once one or multiple jobs are completed, the player can collect the refined materials into a ship with cargo capability and sell at a commodity kiosk, with most goods sell-able at major city ports. Now that we have a specific location where refining takes place in the ‘verse, most mineable transactions have been moved there. You can still sell unrefined ore at these locations, or choose to refine them. Levski will also purchase unrefined materials.
Spacescaping Stanton: Lagrange Point Updates
Updating all extra-planetary Lagrange point locations in the PU with improved visuals and first gas cloud implementation.
Gameplay
Reputation – T1
This system will introduce the first foundational system of reputation added to the game to track a player’s relationship with various entities, such as important NPCs and Organizations. This reputation is now stored in long term persistence so that it will remain through database wipes and character resets. Currently, reputation levels with an NPC or Organization are only seen through different dialogs or access to higher paying missions. We are working to add functionality to improve player visibility of reputation in a future update.
Mission Giver Reputation: All mission givers except Ruto (due to tech requirements for him being a hologram) have been updated to use the new reputation system. Doing missions for a Mission Giver will cause you to gain and lose reputation with them. They should react appropriately, playing different lines of dialogue based on your performance. If you fail too frequently, they will terminate their relationship with you and refuse to work with you missions for a set amount of time. With Alpha 3.12, no new missions have been added specifically for Mission Givers, however, we plan to add new missions in the future now that the reputation framework has been put in place.
Bounty and Assassination Missions: Many of the Bounty and Assassination mission chains have been updated to use the new Reputation System. In doing this restructure, Bounty missions were split into being given by 4 Local Bounty Departments, each with their own reputation, all presided over by a parent Bounty Hunters Guild. As you increase your reputation with the Bounty Hunters Guild and its children, you will unlock Certification missions. If you complete the Certification Missions, you will unlock a new tier of higher difficulty, higher payout Bounty Hunter missions. Keep an eye on your wallet when you complete bounty missions and you might notice that some organizations will include a little something extra if you have high reputation with them. This is the first of many “Perks” we intend to include. Assassination missions have all of the above, but there is only one Organization for them at this time: a one-man operation run by someone named Vaughn.
Weapon Zeroing – T0
This system provides the player with a way to change the zeroing on their weapon sights. This allows shots at further distances without having to alter aim to account for bullet drop. While in ADS, a player can manually or automatically change a the zeroing range on their scope. Aiming down sights will show the current zeroing setting, and if your scope supports it, a distance finder at your crosshair (max distance varies by scope). You can set your weapon zeroing manually or to the distance finder amount by pressing “page up” and reset zeroing to 0m by pressing “page down”.
Multi-Tool – Tractor Beam Implementation T0
Initial implementation of a Tractor Beam Device that attaches onto a Multi-Tool that allows a player to control an object at a small distance without physical contact. Its primary use is to quickly and remotely move smaller cargo and other physics based objects in gravity and zero-g. If in zero-g, it can also be used as a “grapple hook” by tethering to a large object (asteroids, space stations, ships, etc.) and pulling the player towards it. This includes a tractor beam UI that displays Force and Distance Gauge as well as indications if the tether is close to breaking. Players can rotate a tethered item by holding “R” and moving the mouse cursor. Players can get the new tractor beam attachment and the multi-tool at the new Refinery Decks or in various shops in the PU.
Ship Entry Identification
This feature adds dynamic AR markers onto a player’s display when in close proximity to your vehicle to aid in entry. These contextually change depending on whether the vehicle is landed or in space to only show valid entry methods. This feature is on by default but has the option to disable in the settings.
Ship Thruster Wind Volumes
Ship thrusters now create wind volumes when in use that will interact and blow away physics based objects, ships, and players.
Ships and Vehicles
New Ship: Esperia Talon
New Ship: Esperia Talon Shrike
Weapons and Items
New FPS Weapon: Gemini A03 Sniper Rifle
A versatile, semi-auto sniper rifle with the ability to fire quickly at the cost of accuracy. This weapon has an integrated scope and attachment points on the Barrel and Underbarrel. Players can currently buy this in game at Skutters in Grim HEX.
New FPS Weapon: Behring FS-9 LMG
Behring designed the FS-9 to be an overwhelming battlefield force. This light machine gun features a full auto mode that makes it ideal for laying down covering fire or holding back advancing enemies. The FS-9 is also acclaimed for its ability to maintain accuracy while unleashing sustained fire.
Feature Updates
Locations
Stanton System Planetary Improvements
Further improvements to planetary detail and assets which includes a detailed global painting pass with consideration to global climate data and improved cloud layer visuals. We are also refining how object presets are set up, to get a more natural and believable read, as well as introducing some new assets to the biome packs. Updating the remaining geology assets to the organic shader to utilize the latest features. Re-introducing the acidic biome for Hurston and Ariel with PlanetTechv4. Re-introducing the glossy/icy surfaces on Yela and Lyria. We are looking to showcase the above improvements for this release on the planets Hurston & microTech, as well as on the moons Cellin, Daymar, Wala,Yela, and Lyria.
Elevator Panel Updates
Replacing the existing Utilitarian elevator panel buttons with interactive screens.
Restricted Area Rework – Area18 / Lorville
Removal of landing splines at Area18 Spaceport and Lorville Spaceport and updating restricted flight areas around the spaceports.
Added Platinum Bays on the moon, Clio
Gameplay
Mining UI Refactor
This update adds a brand-new user interface for all mining-capable vehicles, which will provide the player with a clearer overview of what they are currently experiencing, including: Mining Consumables – What you have equipped, their current state and their duration. Cargo – Your cargo pods now show their contents and update in real-time as you extract materials from mineable deposits. Volatile Cargo – The health and estimated time that the cargo will last in your cargo pods before collapsing, and volatile cargo itself is highlighted in the UI so that you can’t miss it when you collect it. Flight UI – The current flight and gimble settings your ship has active are visible at all times. This new interface is built entirely using the new BuildingBlocks system which will allow for quicker development, iteration and testing of new features for the Mining System.
Rebalance pass on mineables, mining lasers, and mining consumables
Balance changes to aspects of mining due to the introduction of the new Refinery System. These changes will increase the potential for finding valuable materials and make mining more profitable at lower ends while providing more high-end multiplayer opportunities for multi-crew mining ships or the combined power of multiple smaller mining ships.
This is an ongoing balancing process that will continue to be tweaked and adjusted.
Mineables across the entire game have been tweaked to provide a higher maximum percentage of all materials held within them. Some Mineables now have valuable materials in them where they didn’t previously. Some lower-end valued materials now reduce Resistance of the Mineable, meaning that finding some present in a large, valuable deposit could actually be a benefit rather than a hindrance. Resistance and Instability curve scaling has been eased slightly to prevent huge spikes in difficulty in lower-end Mineables.
Mining Lasers have been overhauled to bring them in line with the new Mineables but also balance them out and make them all more viable choices. These include wide sweeping changes to power outputs, instability, resistance, shatter, charge rates, optimal charge window, and overcharge rates. The amount of consumable slots has been increased for most mining lasers.
With the rework to both Mineables and Mining Lasers in mind, Consumables needed to be looked at too to prevent them breaking the entire system. Consumables have all been rebalanced and include wide sweeping changes to duration, instability, charge rates, power level changes, optimal charge windows, and resistance. All consumables will now have 5 charges.
Wheeled vehicle and aiming improvements
Improving wheeled vehicle and aiming gameplay surrounding the Greycat ROC and other ground vehicles. To help get the wheeled vehicle and ship controls closer together, steering control scheme for wheeled vehicles now includes the option to turn on VJoy controls. The Greycat ROC mining arm will now follow the VJoy indication in Manual Gimbal Mode (Press “G” to swap). Added the ability to disable the auto-brake state of vehicles which would always activate if no forward / backwards inputs above 10% were added (Press “V” to turn off auto-braking). Added ability to “freeze” the aim vector in manual gimbal mode (RALT+G) in the Greycat ROC and all other driver/pilot controlled gimbals (the gimbal freeze will reset once the gimbal mode is changed again). Added more inversion settings for wheeled vehicle controls. Allowed non-explicit free look while look ahead is on. Added custom look ahead options for MGVs. Added separation of free look gimbal aiming in wheeled vehicles vs space vehicles. The Greycat ROC mining arm will now recenter before it is retracted and will no longer be completely offset after getting in and out of the vehicle.
Counter Measures v1.1
With these improvements to countermeasure gameplay, the amount of deployed countermeasures will play more of an important role in the chance of spoofing missiles. Single countermeasures will be less effective, but players will have the ability to choose how many should be fired with each burst. Different missiles will have varying degrees of countermeasure resilience. Flares have been renamed to Decoys and now have different modes to control how multiple launches work including Launch burst (tap H default) or Set and Launch Burst to send out multiple (hold H default). Default Decoy burst size is 1 and can Increase Burst Size (tap Right Alt + H) or Decrease Burst Size (tap Left Alt + H). Countermeasures have also had a sound effects rework.
Torpedo Attack, Counter-Balance and Behavior
A rebalance of the Size 9 Torpedoes. They are now much deadlier, with only a few direct hits required to bring down larger ships. This extra damage comes at the cost of speed.
Head Tracking Updates
We have made a few additions, updates, and fixes to head tracking to help increase usability for players.
New Features: Added a recalibration button that resets all head tracking devices internally (except TrackIR, but you can set it to the same button if desired). Added support for positional axes for cockpit and most other ship seats in first person. Added rotation and position support for external cameras (clamped to 1m in each dimension). Added separate button to enable/disable head tracking on external cameras (unbound by default). Added head rolling for FPS and ADS (including an option to automatically turn it off). Added a smoothing slider and a “forward” center deadzone for Faceware. Added head tracking option to toggle on or off position offsets in cockpits. Added additional head tracking limits for specific seats and beds.
Added support for Tobii head/eye trackers (“Tobii 4C” and “Tobii Eye Tracker 5”) and added options to set them up.
General Fixes: Actor head won’t snap from left to right if the head tracking angle is above 180 degrees. All mouse induced head movements will now be suppressed when head tracking is active. Removed the internal offset when the toggle is used (it will be using the internal device offset instead). Reshuffled the menu options for head tracking to make it clearer. Extended the available movement range in seats when headtracking is used. Fixed the auto recalibrate option.
Smaller Ship Input QOL Improvements
Moved vehicle exit actions to a delayed press (250ms). Added Game Setting option to switch exit seat actions as hold vs immediate press when using a turret / pilot seat. Moved vehicle eject to RALT+Y. Resorted IFCS movement actions. Fixed a couple of problems with smart toggle treatment. Various input quality of life improvements.
EVA Binding And Control QOL
Added roll inversion. Removed strafe inversion settings from mouse and keyboard. Removed unused pitch actions in EVA action map and code.
Look Ahead And Target Tracking Changes
We have made a few changes to how this is handled. We separated target tracking out to a “weak” version and a “strong” version. The weak version is now part of the normal look ahead process and does not produce a very strong movement to slightly help keep the target in view but also keep the HUD and other elements from being lost. The strong version is called “Padlock” now and will follow the target as much as possible. Removed binding to enable look ahead target tracking. Removed option to automatically enable look ahead target tracking. Added binding to enable padlock. Added option to automatically enable padlock (off by default).
Ordnance Replenishing – Updating Pricing of CryAstro vs Shops
We have now hooked up key ordnance on ships (Missiles/Decoy/Noise) in all Cry Astro/Landing service functionality to run through the shop service, allowing for proper pricing differentials between items when restocking your ships. This will also require some re-balancing for our current insurance and item prices. Overall, this is a major step forward towards getting a fully dynamic set of prices for the landing service functionality.
Updated Constellation series handling and durability
Temporary re-balance to distortion weapons pending a more extensive update later
Adjusted all ground turrets to have a higher signature for faster player detection
Added axis inversions for EVA strafe axes, IFCS relative velocity limited, and IFCS relative acceleration limiter
Added button to reset velocity limited to SCM speed
Space brake is now an axis allowing for variable analog braking
Updated types of ships that UEE Security can spawn
Added new non directional shield hit communications in the ship computers
Added SFX ducking when Personal Inner Thought is open
Added Origin 100 series to ship dealerships in the PU
Ships and Vehicles
Increased the hydrogen fuel tank size on the Nomad
Increased the hydrogen fuel tank size on Mercury Star Runner
Brought Mercury Star Runner hull strength more in line with ships in its class
Reduced verbosity of some ship computer notifications
Increased gloss amount on Hammerhead hull
Increased thrusters and roll speed for the Drake Herald
Weapons and Items
Balance pass on all LMG FPS weapon damage, recoil, and bullet spread
Major Bug Fixes
Pitch Ladder should no longer display while sitting in non-pilot seats
Fixed an issue where decoupled space brake caused the velocity vector to change
Weapon SFX should now play correctly when vehicle weapons are fired
Ships landed at New Babbage and Lorville should now be able to be stored
Fixed an issue that could cause rest stop elevators to duplicate, making them inaccessible
Nightrunner Star Runner paint should now correctly change the color of the cockpit glass
Characters hands will no longer turn their flight stick/wheel in the opposite direction to the input being provided
Fixed an issue that caused weapons to twitch and move on a player when switching to 3rd person camera
Weather VFX should no longer be seen on visor when the player goes up the amphitheater stairs in New Babbage
Fixed an issue causing the Animus Missile Launcher to not let players equip a fresh magazine once the currently attached one was used
Nomad self destruct audio will no longer stop prematurely when self destructing the ship
Fixed an issue causing windows and glass displays in Lorville to become blurry when the player is very close to them
Fixed multiple missing building geometry assets while in transit to city gates in Lorville
Fixed an issue causing rock geometry to visually disappear when player is facing certain directions around Grim HEX
Fixed several areas around the edges of medium-sized hangars in Grim HEX that were missing breathable atmosphere
Fixed a section of missing railing in the New Babbage Skybridge
Ships landed at Platinum Bay landing pads should no longer display their location as UNINITIALIZED on Vehicle waypoint
Fixed an issue causing some deadzone settings to not save properly
Increased size of text boxes on commodity kiosks to fix large numbers overlapping
The Pirate Gladius variant should no longer be missing the Comms Menu on all its MFD Screens
Fixed an issue that caused liquid to not appear in drinks in the PU
Players should now see the correct cost when expediting a Nomad insurance claim
Fixed an issue that was causing players to sometimes be unable to see all or some party member markers
Players should now be able to access the main screen on the Fine Terminals when clicking onto the “Login As User” button
Fixed an issue causing Arena Commander and Star Marine matches to not cycle to the next game at the end of a match
Technical
Fixed 7 Client crashes
Fixed 5 Server crashes
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- CIG ID
- 17927
- Channel
- Transmission
- Category
- General
- Series
- Release Info
- Comments
- 63
- Published
- 5 years ago (2020-12-18T00:00:00+00:00)