Status: Hotfix Channel Currently OPEN
Latest LIVE Client CL: 12519617 (12535871 on HOTFIX channel)
Latest LIVE DGS CL: 12519617 (12535871 on select shards)
► 8.27.2026: Hotfix 12535871 is now on the HOTFIX channel and select shards on LIVE
This client and server hotfix for the LIVE environment includes fixes for audio thread framerate issues (linux), water shading and buffer issues with ships, upscaling issues for holographics, super heavy armor cannot be unequipped to local inventory, Mendo Ren falling off the balcony during encounter as well as taking damage from the world and dying randomly after teleport, and further client and server crash and stability fixes.
Teams also have ongoing investigations for the current long interaction delays with many systems in the game and we will update once we have more news.
Status: Hotfix Channel Currently CLOSED
Latest LIVE Client CL: 12545750
Latest LIVE DGS CL: 12519617 (12545750 rolled out to most servers and continuing expanding)
► 8.28.2026: Hotfix 12545750 now on LIVE
Client Side Fix for Super Heavy Combat Armor Sound Effects Playing after Unequiping
https://issue-council.com/projects/STAR-CITIZEN/issues/STARC-213441
Hybrid Side updates for multiple top crashes will be rolling out over time tonight and throughout the weekend to help with the most hit stability issues.
(Wednesday) We are currently preparing further hotfixes for client/server/service fixes for a HOTFIX channel release later today
(This Topic relates to the Discord conversation here)
Status: Hotfix Channel Currently OPEN
Latest LIVE Client CL: 12545750 (12568521 on HOTFIX channel)
Latest LIVE DGS CL: 12545750 (12568521 testing on select servers)
►9.2.2026: Client/DGS/Service Hotfix 12568521 - Client side on HOTFIX channel
Today’s hotfix in testing covers client, server, and service updates and fixes including:
- Client: D-pad navigation fix (should help with macros/voice attack)
- Server: Fix for vehicles with an expired idle timer impounding again seconds after retrieval
- Server: Mendo Ren sliding off railing in SoO
- Service: Fixes for Story 2 and 3 Battaglia contracts not creating properly
Alpha Patch 4.10.1 has been released and is now available to test on the PTU environment! Patch should now show: VERSION 4.10.1-PTU.12578875
- Audience: All Waves
- Server Info: PTU Channel - US Only
- Long Term Persistence: Enabled
Testing/Feedback Focus
- Stability, Bugfixes, LTP between PTU releases
- Orison Relief Support
Features & Updates
New Event: Orison Relief Support
In the wake of the Nine Tails attack on Orison, Crusader Industries is hosting a relief initiative to help rebuild the affected regions and upgrade their defenses. Players can take on a rotating slate of contracts through the mobiGlas and earn points toward a shared reward track that unlocks blueprints for new weapons and armor along the way.
Contract Types include:
- Construction Aid (Cornerstone Developments): gather and deliver construction resources to Orison or Seraphim Station
- Medical Aid Hauling (Covalex): collect medical supplies and iodine from New Babbage or Port Tressler and deliver them to Orison or Seraphim
- Medical Aid Delivery (Ling): collect medical supplies and iodine from New Babbage or its rooftops and deliver them to Orison or the Orison rooftops
- Crafted Aid (Cornerstone Developments): craft and deliver a batch of prototype thrusters
- Ship Ambush (Foxwell): intercept and destroy hostile ships threatening supply lines
- Ship Wave Attack (Foxwell): defend against waves of hostile ships in space combat
- Eliminate All (Foxwell): clear out remaining Nine Tails from targeted outposts in FPS combat
Completing contracts earns points toward a single shared reward track. Rewards are distributed as blueprints unlocked along the track rather than individual mission payouts, covering three new FPS weapons and three new armor pieces.
Bug Fixes & Technical
Tonight’s 4.10.1 build includes all the previous hotfixes don’t in 4.10.0 including the latest nvidia driver crash fix.
An item limit has been added to the freight elevator platform to prevent the simultaneous unstowing of more cargo than the platform can handle, preventing server-side instability during high-volume cargo operations
- Potential Fix: Armistice zones not active anywhere at Orison, allowing players to be freely attacked throughout the location; a zone system optimization has been applied and the issue is now being monitored for resolution
- Potential Fix: Tactical Strike Group Full Strike missions not progressing past the initial “Go To Objective” phase
- Potential Fix: Drake Clipper hull taking no damage across most of its surface due to multiple geometry proxies on the body and doors not being set up as individual parts; doors on the underside now correctly detach when destroyed
- Potential Fix: Ground vehicles not entering soft death state when critically damaged, instead continuing to operate or destroying outright
- Potential Fix: Ships delivered to personal hangars landing on the elevator platform incorrectly, causing the landing gear to clip through the floor when the ship detached from the elevator
- Potential Fix: Refueling contract details in the mobiGlas showing the incorrect aUEC per SCU price for fuel
- Potential Fix: Refueling intro missions listing quantum fuel as a required fuel type instead of hydrogen only
- Potential Fix: Odyssey II Undersuit Alpha missing its necksock, causing a gap between the helmet and undersuit collar
- Potential Fix: Weapon attachments missing from loot at DC Delving and other locations
The current build with the nvidia crash fix will be moving from the HOTFIX channel to LIVE in 10 mintutes
We are also going to be taking down the current 4.10.1 PTU at the same time
Thanks to everyone who participated in the first Tech Preview to improve the current weapon balancing.
We have reviewed the numerous feedback and formulated the following key takeaways from our first balancing approach
TTK
- Lowering the TTK for fighters has generally been achieved, however it has been noted that the increase of alpha damage for dogfights weapons also lowers the TTK on large ships which was against our original goal
- Even tough we have received positive feedback for the lower TTK for PVE it was noted that for PVP it is too unforgiving now
Ballistic vs Energy Weapons
- The approach chosen to equal out to the two weapon types has not been successful even though it seemed promising in A/B testing scenarios.
- Issues with the overall concept of ballistics bypassing shield and Armor have been noted
Generally it is to say that this first test addressing this issue has already been very insightful for us on how to solve the problem in the best way possible.
Going forward, we will continue with more testing in tech previews. Goal is to nail down the big picture first - lowering TTK for fighters, increasing TTK for multicrew and capital ships. Finding a proper balance between Ballistic and Energy weapons. This also means that for now we will not addressing details in the balancing work.
In this new tech preview, we have REVERTED ALL PREVIOUS CHANGES. Aim is to see if we can achieve similar previous results in a more optimal way
TTK
- Shield health has been reduced by 50% across all ships
- Armor health has been reduced by up to 50% for small ship sizes, while it has been increased for ships above size 5 up to 40%
- For now we will continue with our previous target TTK as it proves a good fit for PVE - as soon as we have a solid basis for the balancing we aim to increase it again for PVP only
Ballistic vs Energy Weapons
- Shield generation speed has been reduced by 50%
- Shield regeneration delay has been increased by 100%
- Shield absorption for ballistic projectiles has been increased to a minimum of 40% and maximum of 80% - depending on power pip distribution
- Shield and partly Armor nerf will still work in favour for energy weapons
- Theory: Increasing slap down time of the shield and their regen speed will make shields less daunting to fight. Once they are down they likely stay down, making it less of a hustle to play with an Energy weapon. By increasing the shield absorption, ballistic weapons will do noticeably less damage while the shield is still up, encouraging the use of multiweapon loadouts.
Values chosen on this balancing pass may seem drastic, however this is done on purpose. Our aim is to see how changing certain values directly influences the game dynamics. We are partially following the “double or halve” approach - if we hit a ceiling for one of our levers, that is a good thing. We do not expect this balancing version to solve all issues.
Again we appreciate your feedback on this endeavor and thank you all for testing with us!
Crash Fixes
2 Client Crashes Fixed: I’m testing listing out client crash technical reasons in case one of them happens to be a frequent specific crash a player is hitting constantly.
- Potential Fix: Client crash in Matrix34_tpl::Determinant(). This is a UI interaction crash that could happen while moving the mouse over interactive UI (mobiGlas, kiosks, MFDs, the starmap, anything built on the Building Blocks system).
- Potential Fix: Client crash in CComputeSkinningStage::Execute(), This is a rendering crash tied to characters or creatures being removed from a scene such as NPCs despawning.
We will be going over the ICs for related bug fixes from today’s PTU build as well as discussions in this thread for issues that may be still occurring after a fix was put in.
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN
As always, we can’t thank you all enough for all your help!
Tonight’s build brings in a lot of updates to how the player hangar elevator retrieves and brings in ships. Let us know if you have any issues with ships failing to spawn, being offset on load, or any other issues encountered with retrieving and storing ships!
Features & Updates
Orison Relief Support
The event requirements for completion have been reduced by quite a lot in today’s ptu. Blueprints have been removed from the Orison Relief Support reward track and are now direct rewards granted to your account. These should be attributed to your PTU account only when completing on PTU.
Freight Elevator
An item limit has been added to the freight elevator platform to prevent unstowing more individual items than the platform can handle
Hauling Contract Distribution
Cargo distribution across multiple pickup locations now accounts for SCU weight per location, producing more sensible splits and percentile-based cargo amounts corrected
Added error reporting for contracts where dropoff and pickup counts do not match to help track down any further issues with these.
BUG FIXES & TECHNICAL
Shard Recovery
Players who become stuck unable to connect to a shard, either because that shard is isolated or because their spawn repeatedly fails, are now automatically diverted to a healthy shard rather than looping on the failing one. This one is a tough test on PTU due to its nature so please let us know if you run into any issues getting locked to a shard!
Performance
Improved audio thread handling to reduce frame rate drops caused by repeated thread initialization
Better memory management for zone partition object page lists, reducing frequent allocation cycles
- We have further logging and are testing changes with Battaglia Story 2 and Story 3 contracts never being created on populated shards. Testing these out in tonight’s build would be great
- Potential Fix: Ships Delivered in Personal Hangars are not Properly Positioned and can be damaged
- Potential Fix: ASOP Terminal unable to retrieve any vehicles due to a vehicle becoming permanently stuck in a “being stored” or “changing ships” state
- Potential Fix: Ships getting stuck in “Moving to Storage” when the player streamed out of the hangar while the storing animation was still playing
- Potential Fix: Freight elevator kiosk queuing a duplicate inventory request when opened while an unstow was still processing
- Potential Fix: Orison Relief Support Wave 1 not spawning all hostile AI ships, leaving the objective incompletable
- Potential Fix: Mendo Ren spawning without his correct weapon equipped
- Potential Fix: Ground vehicles not entering the soft death state when critically damaged
- Potential Fix: Drake Clipper taking no damage across most of its hull, with underside doors now correctly taking damage and detaching when destroyed
- Potential Fix: ATC landing and takeoff hotkey not working, requiring players to use the comms menu instead
- Potential Fix: Orison Relief Support ship spawn missions using an incorrect detach direction; mission balancing also adjusted
- Potential Fix: Contracted cargo losing its contracted status
- Potential Fix: Hauling contracts not refreshing their objective tokens
- Potential Fix: Vehicle pilot compass showing an incorrect bearing compared to the FPS compass