#sc-patch-notes

:fallen_leaf: (Mánadagr) Current goals today

  • We are opening the TECH-PREVIEW later today to all backers for further Vulkan update testing. This will run overnight.
  • We are currently working on further 4.3.1 Client/DGS hotfixes for stability, Proximity assist multiplier miscalculation (10m/s), freight disappearing when storing a ship, and more.

:fallen_leaf: (Mánadagr) Current goals today

  • We ran into a blocking issue with the TECH-PREVIEW tonight and we’ll try again as soon as we can!

:fallen_leaf: (Mánadagr)

  • HOTFIX channel is currently open overnight for 4.3.1 LIVE client side hotfix testing.

:fallen_leaf: (Tysdagr) We are currently working on further DGS hotfixes to help with mission cargo inventories, RMC prices, and players not able to see the “hold M to rescue” text while incapacitated

:fallen_leaf: (Tysdagr) LIVE client has been updated with the latest 10310799 hotfix

:fallen_leaf: (Thor’s Day) Current Goals

  • We are currently branching 4.3.2 with the potential of an Evocati publish as early as tomorrow or by Monday next week.
  • We are currently working on and testing DGS side hotfixes for the LIVE environment for various fixes.

:fallen_leaf: (Frjádagr) A first wave of invites has just gone out to select players for a New Flight Model test.

ETF-testing-chat | Wakapedia-CIG: The testers chosen were fully from very specific analytics for the kind of feedback and testing for this one

:fallen_leaf: (Tysdagr) We are currently putting together a new 4.3.2 build for a potential Evocati Publish later today

:fallen_leaf: (Waka’s Day) We are currently putting together a new 4.3.2 build for a potential Evocati Publish later today

:fallen_leaf: (Thor’s Day) We are currently putting together a new 4.3.2 build for a potential Evocati Publish later today.

  • We are also currently testing multiple client LIVE hotfixes for Arena Commander

:alien_monster: 10330904 is now on the HOTFIX channel for client side testing and includes multiple Arena Commander fixes for rewards and player markers. <:scamMan:847502148464148531>

NDA EVO PTU Star Citizen Alpha 4.3.2 10380323 PTU Patch Notes

Audience: Evocati Only (Standard Evocati NDA)

Mesh Configuration: 7:3:600

Features & Gameplay

  • Gameplay
    • Structural Salvage Overhaul
      Structural salvage has undergone major changes to prep for future systems. This will affect all salvage mechanics for all ships and will increase complexity, adjust salvaging times and materials collected, and add refining as part of the flow for materials.

    • Ship Identity & Role Definitions
      Each salvage ship now has a distinct identity and specialized role:

      • Reclaimer: “Quantity over quality” - Fastest structural salvage processing, designed for large-scale operations
      • Vulture: “The Lone Wolf” - Balanced middle-ground ship, serves as reference point for all other ships
    • ► Technical Changes

      • Field Generation System
        • Increased Range: Fields have been increased by up to 60 meters from where they were before
        • Ship-Specific Fields: Each ship now generates differently sized fields matching their visual design
        • Repositioned Sweet Spots: Alignment sweet spots moved from dead center to ship-appropriate positions
      • Fracture Time Rebalancing
        • 5x Speed Differential: Massive performance gap between fastest and slowest ships
        • Speed Rankings (fastest to slowest): Reclaimer (fastest), Vulture (reference baseline)
      • Conversion Rate System
        • SCU per Cubic Meter optimization varies by ship
        • Current Live Rankings: Reclaimer (best available)
    • ► Field Alignment Sweet Spot Overhaul

      • Massive Multiplier Buffs
        • Reclaimer: 7x speed multiplier when properly aligned
        • Additional: Yield multipliers also improved for aligned positioning
      • Visibility & Mechanics
        • Sweet spots display +/- percentages on debris pieces
        • Easier with tractor beam ships, but possible through flight positioning
    • ► New Three-Tier Material System

      • Raw Material Types
        • Powder: Highest density, Lowest yield after refining, Fastest refinery processing time
        • Scraps: Medium density, Medium yield and processing time
        • Chunks: Lowest density, Highest yield after refining, Longest refinery processing time
      • Refinery Integration
        • All refinery decks can process these materials
        • Same end product: All materials refine into construction material
        • Workflow: Raw materials → Station inventory via freight elevator → Refinery processing
        • Time Design: Small ships get quick turnaround, large ships have extended processing but higher profits
  • ► Strategic Implications

    • Operational Models

      • Solo Players: Use small ships for immediate gratification and quick profits
      • Group Operations: Use Reclaimer for high-volume operations with delayed but substantial payouts
      • Mixed Operations: On-site salvage production with dedicated transport ships for raw materials
    • Economic Balance (incomplete for this Evocati build)

      • Crew Compensation: Reclaimer profits designed to support full crew payments
      • Session-Based vs. Delayed: Small ship profits available immediately, large ship profits require waiting periods
      • Volume vs. Efficiency: Trade-offs between processing speed and total yield
    • ► Future Integration (Crafting System)

      • Stepping Stone Design
        • Current system is not a placeholder but foundation for post-crafting implementation
        • When crafting arrives, ships will produce the actual material they are built off of
        • Refinery processing times and quality retention mechanics will remain consistent
        • Quality System: Chunks will retain material quality better than powder, affecting refining times
  • Additional Gameplay Updates

    • Balance update for FPS tractor beams for snappier movement, faster rotations, and longer break times
    • Updated “Sweep and Clear” missions to only display mission locations in the player’s local planetary system

Bug Fixes

  • Potential Fix: Multivehicle - PU - Vehicles - Cargo - Freight/Cargo onboard vehicles disappears upon storage + retrieval. (STARC-179612)
  • Potential Fix: PU - ASD Delving - Phase2_M3 - Missions / mobiGlas / UI - “Retrieve Seismic Data” mission not completing despite all objectives being completed (STARC-177383)
  • Potential Fix: PU - Inventory / Locations / Network / Backend Services - Inventory experiences excessively long delays and can appear unavailable when pending moves queue gets stuck (STARC-153286)
  • Potential Fix: ORC-mkX Core Series - PU - Armor - UI / Inventory - Narrative - ORC-mkX Core Armor series mislabeled as Light Armor in the Item Description on the Inventory UI (STARC-171919)
  • Potential Fix: Anvil Asgard - PU / AC - Vehicles / Turrets - Top missile turret can be easily destroyed (STARC-169523)
  • Potential Fix: PU - Ship Battles V1 - Missions - Patrol - Search and Destroy - The “Ping” marker for empty locations during the Search and Destroy module does not update after being pinged (STARC-168798)
  • Potential Fix: PU - Medbed - Respawn Screen / Vehicles / Medical Screens - Tier 1 medical bed maximum distance respawn is incorrect (STARC-179887)
  • Potential Fix: PU - Missions / AI / Locations - Mercenary - UGF - Lots of Guard AI spawning at lawful UGFs (STARC-175680)
  • Potential Fix: PU - Stanton / Pyro - Personal Inventory / Local Inventory / Inventory - While attempting to drop, transfer and/or equip items, there’s a chance for it to return to the inventory where it’s from (STARC-173295)
  • Potential Fix: RSI Apollo (All Variants) - PU - Vehicles - Apollo engine exhaust trail vfx asymmetric (STARC-179781)
  • Potential Fix: Aegis Retaliator - PU – Stanton – Vehicles / UI – Unable to open Front and Rear Module doors inside the vehicle (STARC-168327)
  • Potential Fix: PU - Location - Art - Executive hangar crates are see through and art is incomplete textures (STARC-173191)
  • Potential Fix: PU - Missions / AI - DC - Remaining AI missing during Distribution Center FPS mission
  • Potential Fix: PU - Missions - Eliminate All - Eliminate All missions are not completing after all AI have been eliminated
  • Potential Fix: PU - Locations / Audio - Transit / SFX - Elevator doors do not have any SFX (STARC-180139)
  • Potential Fix: ANVL Hawk - PU - Vehicles - Hawk Prisoner Bay Pod Missing (STARC-179007)

Technical

  • Fixed 3 Client Crashes
  • Fixed 3 Server Crashes

:alien_monster: Client Hotfix 10380617 is now on the LIVE channel includes multiple Arena Commander fixes for rewards and player markers.

:fallen_leaf: (Frjádagr) We are currently working on a new 4.3.2 PTU build with the intention of releasing right to Wave 1 with the potential of further waves shortly after

:alien_monster: Just got the 30 min heads up from RQA on the PTU build. We’ll be opening to Wave 1 on release of the latest build

Wave 1 PTU Star Citizen Alpha 4.3.2 10388608 Patch Notes - PTU Release

Audience: Wave 1 (Potential for more waves in a couple hours)

Mesh Configuration: 7:3:600

Features & Gameplay

  • Gameplay
    • Frontier Fighters Finale
      Frontier Fighters Finale is a limited time event where players complete missions for one of the two factions. The faction with the most contributed points acquired through completing missions will be declared the winner of this event.

      • Week 1: The Search Is On
        Week 1 features two mission archetypes that can an be done by either faction.

        • Eliminate Specific + Delivery
          In this mission, the player is tasked with Eliminating a high ranking member of the Frontier Fighters, collecting a datapad from the body, and then delivering the datapad to a specified location.
        • Missing Person + Delivery
          In this mission, the player is tasked with finding a dead member of the supported faction, taking a datapad they attempted to extract, and then delivering the datapad to a specified location.
      • Week 2: Pressure
        Week 2 features two mission archetypes that can be done by either faction.
        Week 1 missions are still available to play once the Week 2 missions unlock.

        • Ship Ambush
          In this mission, the player is tasked with ambushing Frontier Fighters.
        • Destroy Regen Locations
          In this mission, the player is tasked with going to a medical location and destroying Frontier Fighters medical storage canisters.
      • Week 3: Apprehend the Suspect
        Week 3 features one mission. This mission can be done by either faction.
        Week 1 and 2 missions are still available to play once the Week 3 missions unlock.

        • Hunt the Polaris
          This mission is of the existing archetype “Hunt the Polaris”. This is a multistage mission where players must work together to chase down and destroy a Frontier Fighters Polaris. This is a server-wide mission, meaning that players share the same mission instance. There are two versions of this mission, one for each faction.

Bug Fixes

  • Potential Fix: CFP vs HH - AI - Frontier Fighters are shooting each other
  • Potential Fix: PU - Missions - CFP vs HH - Phase 3 - Stop the Frontier Fighter’s Attack contract details are incorrectly describing siding with CFP when accepting HH contract (STARC-181329)
  • Potential Fix: PU - Animation - NPCs upon taking damage and dying will have their animations break and play multiple hit reactions on top of each other (STARC-179326)
  • Potential Fix: PU - Stanton - Missions / AI / Audio - Quantum Drive arrival of AI during missions is very loud
  • Potential Fix: Greycat MTC - PU - Vehicles / Interactables - An item placed on the Storage Rack of the MTC cannot be picked back up (STARC-168153)

Technical

  • Fixed 1 Server Crash

Wakapedia-CIG: We are testing a hotfix for the Vulkan crash but no news yet