Soulcrush on the tech preview today. Womp womp

(Tuesday) We are currently testing multiple hotfixes for 4.3.0 LIVE which includes multiple crash fixes, A fix for overspawning of FPS AI in locations, and pirate swarm difficulty adjustments in final waves. We plan on running the hotfix channel tonight for the client side and testing the DGS side overnight with a possible maintenance downtime tomorrow to update all servers
(Wakaâs Day) Current goal for the week is to have 4.3.1 PTU testing start with Evocati as early as Thursday and opening up further waves by Friday.
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(Thorâs Day) We are currently putting together a new 4.3.1 build for a potential Evo publish later today.
@Leak News
EVOCATI: Star Citizen Alpha 4.3.1 PTU 10203674 Patch Notes
Audience: Evocati Only (Current NDA for Visuals and in game assets applies)
Mesh Configuration: 7:3:600
Features & Gameplay
- Gameplay
- Onyx Facilities
The Onyx Facilities used for the new investigation missions in 4.3.0 have been expanded to include mission content beyond the previous releases. This continues after completing the original Jorritâs missions with a new mission that delves you further into their story. Currently the entire Part 3 is not available in PTU as we work on getting it ready for release and will be available soon on PTU! - MedGel - Medical Respawn Resource
Medical bed respawning has undergone a significant change to their function to balance their use. Medical beds in ships will now require a resource that it uses to respawn players. This is a brand new MedGel resource that can be purchased in medical facilities as an item the player can store and manually use each time the medical beds needs refilling. Respawning will be quite demanding so make sure you top off your medical beds to make sure you have enough to respawn or you will be sent to your previous medical facility on death instead!
- Onyx Facilities
- Locations
- Dropships & Watch Towers
Dropships have been re-implemented into the persistent universe in Pyro. At various outposts across Pyro, dropships will spawn when the location population is reduced by a certain amount (ie they are killed). These dropships will spawn, land, deploy reinforcements and then leave. The reinforcements should exit the dropship and search the area for hostiles. They should be allied to the local population. At each location are watchtowers each of which has a terminal at the top. If the player disables all the terminals at a location then no dropships will spawn. There are also missions that require the player to disable all the watchtower terminals at a given location.
- Dropships & Watch Towers
(FrjĂĄdagr) Evocati has been testing the first 4.3.1 build overnight on PTU. We are currently building a new PTU release with the goal to go to Evocati for a couple hours and then open up to Wave 1 testers later tonight for the weekend.
[Evocati PTU] Star Citizen Alpha 4.3.1 PTU 10215753 Patch Notes
Audience: Evocati Only (Current NDA with the goal to open to Wave 1 in a couple hours)
Mesh Configuration: 7:3:600
Testing Focus
- Stability & Bugfixes
- Onyx Facilities Part 3 (Only partially in with further sections of Part 3 coming in a later 4.3.1 PTU build)
- MedGel - Medical Respawn Resource
- Dropships & Watch Towers
Features & Gameplay
Gameplay
-
Onyx Facilities
- The Onyx Facilities used for the new investigation missions in 4.3.0 have been expanded to include mission content beyond the previous releases. This continues after completing the original Jorritâs missions with a new mission that delves you further into their story.
-
MedGel - Medical Respawn Resource
- Medical bed respawning in ships has undergone a significant change to their function to balance their use. Ship Medical beds will now require a resource that it uses to respawn players and heal tier injuries. This is a brand new MedGel resource that can be purchased in medical facilities as an item the player can store and manually use each time the medical beds needs refilling. This resource does not come refilled on ship claim. Different tiers of medical beds will allow for differing amounts of respawns before needing to be filled. Respawning and healing tier injuries will be quite demanding so make sure you top off your medical beds to be sure you have enough for your next respawn or you will be sent to your home location on death instead.
Locations
- Dropships & Watch Towers
- Dropships have been re-implemented into the persistent universe in Pyro. At various outposts across Pyro, dropships will spawn when the location population is reduced by a certain amount (ie they are killed). These dropships will spawn, land, deploy reinforcements and then leave. The reinforcements should exit the dropship and search the area for hostiles. They should be allied to the local population. At each location are watchtowers each of which has a terminal at the top. If the player disables all the terminals at a location then no dropships will spawn. There are also missions that require the player to disable all the watchtower terminals at a given location.
Bug Fixes
- Potential Fix: ARGO MPUV Tractor - PU - Vehicles - The ARGO MPUV Tractor is unable to lift a full Cargo (STARC-176936)
- Potential Fix: Kruger L21 Wolf - PU - Vehicles - wolf canopy glass wear and tear causes wolf canopy increasingly difficult to see out of and fly (STARC-176946)
- Potential Fix: PU - Freight Elevator - Contested Zones - Submit-only Freight Elevators automatically close after opening (STARC-177354)
- Potential Fix: PU - Pyro - Contested Zones - Ruin Station / Orbituary - Locations / AI - No AI spawning within the Contested Zones (STARC-177712)
- Potential Fix: Aegis Reclaimer - PU / AC - Vehicles / Art - Template seats in Cafeteria (STARC-173365)
- Potential Fix: PU - ASD Delving - Locations / AI - Valakkar are respawning instantly (STARC-176846)
- Potential Fix: AC - Multiple Game Modes - Vehicle / PVP / FPS - Match wonât end after time ends (STARC-178161)
- Potential Fix: PU - Stanton - ASD - Onyx Facility - Art / Locations - Research Wing - There are a couple of unfinished template whitebox assets located in the Research wing that are present in a couple areas (STARC-176496)
- Potential Fix: ASD - Locations / AI - Onyx Research Wing has frozen rat-like NPCs on the floor (STARC-176497)
- Potential Fix: KRIG L-21 Wolf - PU - Vehicles - Wolf bespoke guns are listed as item_name on MFDs (STARC-177013)
- Potential Fix: RSI Polaris - PU - Vehicles - Polaris Elevator can Clip Through Ships (STARC-173491)
- Potential Fix: PU - ASD - Locations / Interactables - Onyx Facility Bounty Casket interaction prompts do not match accompanying action (STARC-176140)
- Potential Fix: PU - ASD - Missions / Vehicles / Quantum Travel - Calibrating and Quantum Traveling to Onyx Facility using âQuantum Beaconâ marker from deep space causes slow Quantum Travel (STARC-176204)
- Potential Fix: PU - Stanton - ASD Delving - Onyx Facility - Location / Mission Content - Maintenance Fabricator option âCambio SRTâ only creates a Cambio Canister (STARC-176604)
- Potential Fix: PU - ASD - Onyx Facility - SFX - Elevator doors lack sound effects (STARC-176229)
- Potential Fix: PU - Error - 41058 - Reason=âPlayer Query Failedâ and fails to load into PU (STARC-172650)
- Potential Fix: Multivehicle - PU - Vehicles / Radar - All vehicles with Radar on the MFD do not show what magnification the radar is at and only reads x1
- Potential Fix: Crusader Starlifter Series Some Variants - PU - Vehicles/ UI targeting - Pilot loses targeting brackets and pips when another crew member enters remote turret from gunner seat
- Potential Fix: PU - Stanton - ASD - Phase 2_M1 - UI / Mission Content - Mission Objective markers for the pipes do not appear after player enters engineering wing
- Potential Fix: PU - Ship Battles - Patrol - Missions / AI - Ace Pilot will have chance to be destroyed from soft death ship being destroyed
- Potential Fix: Multivehicle - PU - Art / Materials / Serial Numbers - Serial numbers are not appearing in their intended locations (includes: Gladius, Starlifters, Meteor, F7C MK2, Guardian, and Zeus)
- Potential Fix: Mission Content / Locations - Derelict Outposts - Derelict outposts are spawning emergent AI as well as mission AI
Technical
- Fixed 4 Client Crashes
- Fixed 9 Server Crashes
(MĂĄnadagr) We are currently putting together a new 4.3.1 PTU build for Wave 1 testers with the goal to open to all waves if build is viable a couple hours after release
[Wave 1 PTU] Star Citizen Alpha 4.3.1 PTU 10228504 Patch Notes
Audience: Wave 1 (We will assess all wave viability after a couple hours)
Mesh Configuration: 7:3:600
Testing Focus
- Stability & Bugfixes
- Onyx Facilities Part 3 (Only partially in with further sections of Part 3 coming in a later 4.3.1 PTU build)
- MedGel - Medical Respawn Resource
- Dropships & Watch Towers
- VOLT LMG âFresnelâ
- Ship Armor and Ballistic Damage changes
Features & Gameplay
Gameplay
- Onyx Facilities
- Onyx Facility Polish and Further Mission Inclusions for Science Wing that delves further into the story.
Ships and Vehicles
-
Armor and Ballistic Damage changes
- In order to enhance the overall ship ballistic weapons in game the team delivered these changes for the upcoming 4.3.1 patch:
- Base armor ballistic reduction damage has now been set to 40% across all ships (previously 50%) with some few exception that the team think required a specific unique tuning. This means that ballistic guns will be more effective across the board against all targets.
- Shield ballistic absorption reduction damage has now been set to 20% for all shields (previously 30%). This means that ballistic guns will be more effective across the board against all targets even when they have their shields up and running.
- Some Ground vehicles were missing the proper ballistic armor damage modifiers. This should be fixed now and every vehicle in game should respect the above new standards mentioned.
- In order to enhance the overall ship ballistic weapons in game the team delivered these changes for the upcoming 4.3.1 patch:
-
Gladius Flight changes
- After an initial metrics and feedback analysis post 4.3.0 the team decided to adjust Gladius performances further:
- Gladius Forward accelerations are now increased (from 13 Gs to 13.6 Gs)
- Gladius angular accelerations are now improved and should provide enhanced reactiveness to flight controls.
- After an initial metrics and feedback analysis post 4.3.0 the team decided to adjust Gladius performances further:
-
Missiles damage radius adjustments
- The team adjusted and increased the missile explosion radiuses to help with the overall missile effectiveness. These changes involve all missile from S1 to S7:
- S01: 1 - 2m
- S02: 1.5 - 2.5m
- S03: 2.5 - 3.5m
- S04: 2.5 - 5m
- S05: 3.5 - 5m
- S07: 4.5 - 7m
- Additionally, the proximity explosion fuse has been set to 0.5m for Missile and Torpedoes of all sizes.
- The team adjusted and increased the missile explosion radiuses to help with the overall missile effectiveness. These changes involve all missile from S1 to S7:
Weapons and Items
-
VOLT LMG âFresnelâ
- The engineers at VOLT crafted the Fresnel LMG to bring a powerful energy weapon to the frontlines. Initiate the fight with a rapid spray of deadly blasts, but as the weapon heats up, the shots become slower and more powerful - naturally providing a controlled finish to the combat encounter. But a weapon of this magnitude demands a strong foundation; operators are encouraged to fire from a crouching position to allow for better recoil management.
- The VOLT LMG is the first LMG that has been released in a while and has been given some extra love in terms of future proofing the design intent of LMGs:
- Is able to use S3 optics
- Crouch and prone each have their own recoil reduction modifiers making braced operators have far less recoil
- Features itâs own âsuper heavyâ sway profile which means the weapon has a delay to resetting itâs sight on targets upon horizontal / vertical aiming movement
- VOLT LMG Stats:
- Volt LMG mags and weapon are very heavy (150% heavier than FS9)
- Damage: 6.85 â 54.8
- Projectile Velocity: 110
- Aim down Sight Time: 0.43
- RPM: 550 â 82.5
- Mag size: 165
- Recoil: Stance Sensitive
-
Other FPS updates
- Added FPS Weapons Shop to Lorville Security Tower
- Updated medium (Rifles) aiming sway feel to make weapons feel heavier
- Reduced parallax on NVTAC branded scopes making them bounce less when firing
Bug Fixes
- Potential Fix: PU - Freight Elevator - Server Error while a player is using a Freight Elevator kiosk causes that kiosk to kick the player out, preventing them using it, until it is streamed out and back in
- Potential Fix: Idris series - PU - Tier 3 medical beds are missing from medical room
- Potential Fix: Vehicle- Multivariant / Mirai Guardian Series - Bedlog - Getting out of Guardian beds from bedlog causes actor to animate to the wrong side of the bed and clip out of the ship
- Potential Fix: Idris Series - PU - Idris Tier 1 medical bed has refill station for medical goop behind the medical bed not correctly positioned (STARC-178944)
Technical
- Fixed 1 Client Crash
- Fixed 1 Server Crash
Wakapedia-CIG
Goal is 6pm CDT for All waves if the build is viable
All waves open
(Tysdagr) We are currently putting together a new TECH-PREVIEW build for an updated Vulkan Integrations timed playtest later today for all backers. (will be using 4.2.x features)
NDA Evocati Playtest: Tech-Preview Playtest - Vulkan Integration
Audience: Evocati (Will assess for all backers within 1hr of testing)
Vulkan Improvements Integration
- This update brings the Vulkan improvements done in Squadron 42 into the Star Citizen builds. This has gone through many further iterations since the previous Vulkan Tech-Preview with Evocati the other week.
- Graphics and Engine Optimizations from SQ42: The game should just be more performant in certain situations.
- Vulkan has been enabled as the default option and you shouldnât need to âsetâ anything. Make sure to let the shaders compile before joining the PU.
- You will have the option to switch back to DX11 in the menu if you want to compare tech (will require a client re-start)
Fixes and updates since the previous TECH-PREVIEW with Evocati
- Add support for DLAA (DLSS) and FSR to be used at native res for anti-aliasing
- Reduced video memory usage of the renderer
- Video Memory UI Bar & Info in the Graphics settings was redesigned for better clarity
- Pop-Ups now appear if estimated video memory usage gets above recommended / available when changing graphics settings
- Improved accuracy of Auto-Detect of graphics settings that happens when booting the game for the first time
- Fixed various bugs which caused us to underestimate the video memory usage estimation in the options menu, which could lead to players picking too high settings for their GPU and degrading performance
- Free unused memory after Optimizing Shaders step is completed
- Additional error checking and logging for Vulkan on startup
- Fixes for multiple GPU Crashes across all hardware vendors
- Fixed GPU Usage for Display differing from picked Renderer GPU in some scenarios
- Fixed sun shadows flickering at various locations
- Fixed a crash with rendering the inventory
Tech Preview greenlit. Will be Evocati NDA for 1hr before opening to All Waves
