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Discussion in 'Star Citizen Public Discussion' started by Hyncharas, 19 May 2018.
This thread will be used to report on updates to Alpha-builds of Star Citizen after 3.1.0.
IFCS has been improved but is still in unfinished state.
ESP tuning is not ideal and we will be looking to improve this moving forward.
The top turret of the Reclaimer has been disabled pending fixes.
Temporarily disabled Star Marine in game loadout swapping pending future fixes.
Added a logout timer when logging out in range of other players.
Implemented the Character Customizer.
- Players will be required to create a character when attempting to access the “Universe” menu.
- Available to customize: Head, eye color, hairstyle, hair color, and skin tone.
- Once selections are made, players can “accept” or “revert” back to default.
- After a custom character is created, that character will be used for all game modes.
- Character’s can be changed after being accepted via the “Character Customization” tab on the “Universe” menu.
Safe/persistent logout locations: Major stations (Levski, GrimHex, Port Olisar). Note: These logout locations should persist between sessions.
Added the ability to earn virtue reputation for killing NPC pirates.
AI pilots interdicting players can now carry interdiction dampening devices. Those ships must be destroyed before the player can QT away.
Implemented service beacons.
Creating a beacon
- Locate “Create Beacon” on the far right of the Contract Manager of the MobiGlas.
- Select a “Beacon Type” and subsequent options.
Personal Transport: Destination, reputation requirements, payment offered.
Combat Assistance: Reputation requirements, payment offered.
-Created beacons can be viewed under the Beacons tab.
-Created beacons can be canceled at anytime.
Accepting a beacon
-Beacons can be found under the “Beacons” group of the “General” tab of the Contract Manager.
-Beacons will display beacon type, initiator’s name, and payment offered.
-Once accepted, you can cancel/withdrawl from the contract at anytime.
Completing a beacon
-Completed beacons will automatically move to the “History” tab.
-Transport beacons will automatically be completed based on the transport destination.
-Successfully completed beacons will automatically get a “positive” rating.
-Upon cancellation, players can “rate” the other party “positive” or “negative”.
Ships & Vehicles
Added: Tumbril Cyclone.
Added: MISC Razor.
Added: Nox Kue
Added: PRAR Distortion Scattergun including size 4(Salvation), size 5(Absolution), size 6(Condemnation).
Added: APAR Ballistic Scattergun including size 1(Havoc), size 2 (Hellion), and size 3 (Predator).
Added: KBAR 10-Series Greatsword (size 2)
Added: GATS Yellowjacket Ballistic Gatling (size 1)
Added: CF-557 Galdereen Repeater (size 5)
Added: Omnisky IX Laser Cannon (size 3)
Added: Gemini R97 shotgun.
Added visual change to better indicate when the player is in “focus mode” of interaction mode.
Replaced old combat markers with new 3D markers including target brackets, hit indication, and missile locks.
Added outline and further polish to target/self visor screens including additional hit effects for shields and hull areas.
Added an additional MFD screen to customize the view angles of the target/self visor screens.
Removed the port modification system from all vehicles.
There is now an interaction trigger to exit a usable (seat, stool, ect.).
Reduced the sideways sway of the camera during breathing.
Minor adjustments to options menu text to increase readability.
Updates to AI behavior relating to accuracy variability and missile usage, along with bug fixes.
Updated loading screens.
Expanded the interactable seating in GrimHex.
Increased the brightness of the interaction highlight on GrimHex’s elevator buttons.
Lock on interactions during quantum travel to prevent passengers from climbing out mid-travel.
Improved GrimHex audio ambience.
Expanded seating usables and updated some interaction points in Port Olisar.
Lowered the virtue cost for ramming and removed the virtue pentalyt for illegal parking.
Updated lighting within Levski hangars.
Updated the various shopkeepers with additional performance capture and dialogue.
Updated surface textures and topography of Crusader’s moons.
Expanded the “00” landing pad at Port Olisar to accommodate the Reclaimer.
Additional environmental missions added.
AI pilots may be feeling a bit chatty.
Updates to helmet lighting.
Polish to admin NPC animations.
When first opening the MobiGlas the contract maanger should now display the first mission.
When accepting a mission, the MobiGlas contract manager automatically displays that missions objectives.
Updated missions with additional dialogue.
Reduced the virtue penalty for criminal missions and added virtue reward for killing criminal players.
Expanded environmental missions.
Ships & Vehicles
Updated glass shader on MFDs for the following ships: Vanguard, Cutlass, Prospector, 85x, Hornet F7C, Nox, Dragonfly, 300 series, M50, Prospector, Gladius.
Increased the power draw of the EMP when charging, increased the cooldown after use, lowered distortion damage.
Added new distortion values to all ship items capable of taking that kind of damage.
Increased the self-destruct timer length on ships that require multiple interactions to exit.
Increased the EM and IR signatures on countermeasures altered ship countermeasure sizes and loadouts to better reflect their relative signatures.
Reduces shield health, updates shields to operate as independent faces for regen, increased setback, lower regen and regen acceleration.
Adjusted countermeasure signal decay to reduce the need to spam CMs to divert missiles.
300 series: Increased the hardpoint size of all gun mounts: 325A: Nose S4, wing S3. Other 300 series: All mounts S3. Updated fuel usage and retuned atmospheric flight.
Updates to Glaive and 325a health.
Decreased the spread on the Sawbuck repeaters.
Ships now have variable radar ranges based on size and role.
Adjusted the effects of ESP.
Reorganized the default MFD screen layout on the Reliant.
Updates and polish to ship destruction VFX.
Art rework of the Omnisky series of laser cannons.
Cargo and Trading
Kiosks should now display first two digits after decimal place under buy/sell price.
Altered the despawn timer on cargo so it will persist for longer.
Various polish to box carry animations and placing.
Added a holo effect to held items when attemtping to “place” them so players aren’t visually blocked by the held item. Added a “quick place” mechanic where you can hold LMB to start placing (don’t need to select the place interaction).
Removed ejection ability from multiplayer modes.
Allowed the Prospector to be selected in race modes.
Players will now periodically gain lives during swarm modes.
Removed the interaction nodes for open/close exterior and lock/unlock ship in competitive multiplayer.
Reduced the health of Vanduul scavengers.
The Scorpion Gatling is can now be mounted on any size compatable hardpoint.
Increased ammo box round counts.
Rebalancing ammo drops around increased ammo box counts.
Vanduul swarm now has 9 waves and has had waves reworked.
The prior loadout customizer has been replaced with management system mirroring the PMA app of the MobiGlas, allowing players to use weapons and armor purchased in the universe in applicable game modes.
Various menu and MobiGlas audio fixes and improvements.
Updates and polish to visor displays including the addition of IR/EM signature.
Reworked the VMA and PMA along with Star marine and Arena Commander loadout managers.
The VMA should now function while in the hangar.
VMA and PMA now use RTT.
Improved character lighting, color, and brightness for the PMA.
Improved the planetside audio effects for all first person weapons.
Removed UI shake from weapon recoil animations.
Numerous performance tweaks.
Several crash fixes.
Clients should no longer get stuck on a black screen when failing to connect to a server.
Reduced the shaky graphics effect associated with SLI.
Universe, Cargo, and Shopping
Fixed missing helmet on a civilian in Grimhex.
Items being purchased should no longer have 999999999 UEC in their name field.
The internal geometry of the neck of the derelict Cutlass should no longer appear to lack any light.
Players should no longer occasionally get stuck after performing an emote.
The fan at Port Olisar’s Dumper’s Depot should now have spinning blades.
ATC at planetary outposts should now be able to detect when a ship is landed and avoid spawning vehicles in that location.
Medical supply boxes should no longer have “waste storage” written on them.
Mining machines at moon outposts should now have audio.
Fixed replaceme textured speakers found within Covalex.
Fixed Eslin not being seated at his station at Levski, therefore not appearing on ATC comms.
The interdiction effects should no longer began to play while the quantum drive is still spooling.
The elevators in GrimHex should now properly have button press audio.
Various tweaks to reduce excessive depth of field blurring.
Players should no longer be able to push players off of ASOP terminals they are using.
The mission marker should no longer appear huge when out of frame of the Starmap app.
The ring/checkpoint UI markers should no longer have a delayed update when passed through during a race.
Players should no longer be able to temporarily edit the text fields of an item they are purchasing.
Fix for missing mission markers and moved bounty missions away from Kareah for Eckhart.
Passengers should now properly see quantum effects when the ship they are riding in quantum travels.
Fix for hangars occasionally missing atmosphere.
The pet fish shop at Levski should now have collision for the shop counter.
NPCs should no longer slide on turns.
Admin NPCs should no longer become unresponsive after confiscating a box.
Opening the MobiGlas while transitioning into EVA should no longer cause your EVA thrusters to get stuck on.
Attempted fix for MobiGlas double trigger issue.
Fixed missing couch interactions at Cafe Musain.
ECN missions should now complete properly.
Joining a game with your party while having the contact list open should no longer leave you at the main menu.
Updates to the insurance system to fix player claim lockouts.
The 3D radar should now render correctly when on or near planetary surfaces.
If the player stays at the ASOP after making an insurance claim, the ship should now correctly be available once the timer reaches 0.
The ASOP terminals should now correctly display the cost of expediting insurance claims.
Weapon hardpoints should no longer be duplicated on the VMA menu.
Star Marine and FPS Gameplay
The ending game scoreboard in Star Marine should now correctly show the score.
Weapon audio should now propagate properly when on the surface of a rotating planetary body.
The player should no longer be blocked from firing during certain transitional animations (ADS or crouching).
Polished movement animations for player arms while moving crouched with a weapon drawn.
Players should no longer get stuck with the options menu open if they had it open when a Star Marine match ends.
Grenades should no longer occasionally be thrown as duds.
Limited the rotation of the FPS Orbit spectator camera in Star Marine to prevent clipping.
Combat emotes should no work when using a pistol or the railgun.
Teammates in Star Marine should no longer occasionally have enemy colored tags.
There should now be audio associated with the vital monitor to give a better indication of bleed out.
Players should no longer be missing the timer and score HUD element at the top of the screen in Star Marine.
The tracers for the Arclight Pistol should now render properly for the full distance.
Players should no longer get “savior” rewards in Star Marine elimination game mode
ADS toggle should now function correctly.
Ships, Vehicles, and Arena Commander
The Reliant should now have its HUD back.
The pilot’s thumbs on the 300 series flight yoke should no longer bend backwards relative to g-force.
Players should now properly die when their Sabre explodes.
Fixed harsh camera angle changes during acceleration/deceleration for Dragonfly.
The remote turret on the Super Hornet should no longer occasionally shoot through the cockpit.
The Vanguard’s various ship parts should no probably break up during ship destruction.
The Freelancer DUR should now be spawnable in the hangar.
The nose and cockpit of the Gladius should now break off properly when destroyed in zero-g.
The nose of the Buccaneer should now break off properly when destroyed in zero-g.
The cargo doors for the Starfarer should now have the proper associated audio.
The audio for the Caterpillar elevator and side doors should now match up to the animation.
The 3rd person camera for the Ursa passenger seat should no longer be alongside the rover.
The Command Module of the Caterpillar should now properly break off during ship destruction.
Hydrogen fuel should restore while the ship is off but still in motion.
Ship controls should now properly animate when strafing in the Hornet.
Fixed player zero-g collision issues that were making ship entry difficult.
The radar screens on the Buccaneer and Caterpillar should no longer be inverted.
Thrusters should no longer lose VFX after being repaired at Cryastro.
The Herald should now break up properly during ship destruction.
The Gladiator should now break up properly during ship destruction.
In single player and co-op swarm modes the player should now spawn close to wingmen.
The beds for the 300 series ships should now have proper audio.
The Dragonfly UI should now properly update to reflect when the ship has moved into SCM flight mode.
Entry into the Sabre Raven from zero-g should now work properly.
Fixes for various issues with entry/exit on the 85x.
Adjusted zero-g entry/exit animations for Scythe to fix timing off-set.
The passenger’s feet and ankles should no longer appear twisted in the Freelancer.
Modified the damage behavior in the 300 series to fix issues with break-up and fixed bugs with the 325a and 315p paint schemes.
Wanted indicators should now show properly on ship HUDs.
Ramming another of your own ships should no longer give you a wanted level.
Ship should no longer randomly change direction after activating Quantum Jump.
The MobiGlas should no longer become stuck open when rapidly using while in an EVA state.
Fixed the loop animation for weapon inspections so it operates cleanly.
Repeater ship weapons should no longer appear to lag behind, creating the impression of multiple projectiles.
Conversations with admins should now break properly when moving away.
The VMA should now be usable at GrimHex and Levski.
Hangar flair fish should now have proper naming.
Private matches of Arena Commander or Star Marine now require non-spectating players.
The pilot and copilot’s feet and hands should now align with the controls appropriately in the Starfarer.
The Ursa Rover should now have collision sounds when driving into objects.
Selecting a new ship before the last one has finished loading should no longer cause the VMA to display an incorrect loadout.
Cargo bay VFX should no longer appear to float when the lift is lowered.
Debug yellow text should no longer appear when prompted for vault opportunities.
Zoom should no longer reset at motion when using the Arrowhead Sniper Rifle.
Various fixes for destruction VFX bugs including stationary body left behind after explosion, ship bits looking whole after destruction, and improper detachments.
Fixed lighting issues on derelict Caterpillar exterior.
Fixed missing Dragonfly HUD.
Scythe and M50 turbulence has been reduced near landing pads.
The 325A should now be able to load and have its default missiles.
The Avenger ejection seat should once again function properly.
Lowered landing turbulence on the Reliant Kore.
Spawned ships should now be read-only in the VMA.
“Waiting for players” and other critical message lines should now appear properly in Arena Commander and Star Marine game modes.
Races should now properly have checkpoint HUD indicators.
Players should no longer spawn on top of one another at the start of an Arena Commander game.
Ships in Arena Commander should now spawn with shields full.
Inbound missile alerts should correctly expire after a missile is evaded.
Removed exit to interior interaction on the Avenger Warlock.
Reticle mode (toggle) should now function correctly.
Shortened insurance timers and lowered the costs of expedite fees.
Expedite fees are now flat and do not increase with usage.
Fix for “replace me” spheres in Skutters at GrimHex.
Killing an enemy ship in Arena Commander using self destruction should now award a kill.
The Razor’s shield should now cover the ship properly.
The Ursa Rover’s shield should now affect the entire vehicle.
Fix for floating towers and buildings around Levski.
Boost/afterburner should now apply their intended modifiers to acceleration.
The MobiGlas should now be centered for all apps.
The quantum dampening visual effect should no longer vanish when the carrying ship is hit with weapon fire.
Fixed tearing and clipping on one of the player shirts.
Venture Executive armor should no longer appear in rainbow colors.
Bottom segments of the mohawk hairstyle should no longer be attached to the neck.
Players who join late into Last Stand Star Marine matches should no longer see captured points as neutral.
Fixed cspawnMsg fatal error crash.
Fixed 6 crashes.
Fixed a loading Stanton disconnect issue.
Entity rotation performance tweak.
Fixed video memory leak.
Players should now respawn in their ship or best available location following a disconnect or client crash
Now when a player logs out in their ship bed or the client crashes, the next time you connect, the game will attempt to log you back into your most recent ship and location. Your ship will despawn after 10 minutes has elapsed if the ship is empty. If the player attempts to reconnect after this timeout, the player should respawn back in the ship in the best bed/seat available the next time the player connects, assuming the ship has not been destroyed.
Added the Gemini ballistic shotgun and magazine to PU shops.
Increased number of instances of each mission type.
Ships and Vehicles
Mission Objective Markers were adjusted to not overlap with its location on the Star Map.
Fixed rotating elevators in hangars that were rotating in place, causing players to get stuck.
Fixed missing animation events for Admin NPCs.
The rear elevator on the Reclaimer should no longer be unlocked all the time.
The loading screen should no longer finish too early and cause an audio corruption.
Fixed bounty hunt missions not completing properly or having correct naming.
When switching game modes the loading screen should no longer show the previous mode.
Ships should no longer duplicate on the ASOP terminals after making a claim.
Fixed AI pirates and security spawning on top of one another when comm arrays are switched on/off.
Fixed an issue where outpost markers would disappear after landing on the surface of a planetary body.
Search prompts on corpses now stop displaying after being activated
Fixed multiple memory leaks.
Fixed 8 crash events incuding several server crashes.
Various performance tweaks.
Fixed 3 client crashes.
Fixed 9 potential server crash causes.
Fixed 2 fatal error crashes.
Fixed a memory crash.
Ships and Vehicles
IFCS has been refactored.
Fixes for IFCS instability.
Fixes for Gravlev hover mode and smoother transition between HOV and SCM.
Changed acceleration algorithm to transient.
Improved atmospheric simulation to support drag and gravity in motion control calculations.
Adjusted large ship acceleration for take off and surface to orbit transition to compensate for gravity.
Note: You may be required to orient rear thrusters in such a way to maximize lift off acceleration. For large ships with multiple thruster orientations, such as the Reclaimer, you will want to gain altitude in landing mode and reorient your ship vertically once moving into SCM/AB to push into orbit.
Gravlev speed limit is now only limited by planar velocity.
Improved transition between HOV and SCM modes for gravlev.
Retuned ESP to better fit the IFCS changes.
Multiple players should no longer spawn into the same EZ Hab room.
Fixed a bug with boost/afterburner where boost was heavily over-performing on some ships.
Recovering from a crash should no longer present the player with an empty ship list at ASOP terminals
Fixed 3 fatal error crashes.
Fixed a fatal error crash on exit.
Memory leak fix.
Alpha Patch 3.2.0 has been released and is now available! Patch should now show: LIVE-796019
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.
The game economy is very much still in flux and as such pricing for goods, services, as well as rewards for missions are in experimental phases.
Your account UEC wallet should now be available in game.
Added sensitivity settings for xbox controller.
Implemented new Groups System.
Group members can be added from the contact list of the MobiGlas, the contact list of the main menu, or by direct interaction (F) with a player.
AR Markers will appear for all party members.
All party members will be granted access to each other’s ships.
A party chat channel is created on the contact app of the MobiGlas.
Added the mining gameplay mechanic to the moons of Crusader (Daymar, Yela, and Cellin).
Mining Gameplay (using basic keybindings)
Prospecting for Deposits: To scan for deposits, use the “ping” mechanic. Enter the ship’s scanning mode (TAB) then hold and release LMB to scan. Any minable deposits will appear highlighted with a UI box for distant zones of deposits and specific markers for closer rocks. Note: A ping will also temporarily increase passive radar detection range..
Scanning Deposits: While in scanning mode (TAB), place the crosshair over the mineable rock to gain more information. Alternatively, enter mining mode (M) and aim the mining reticle at the rock you wish to scan/mine. Your ship will automatically begin the scanning process and reveal the contents of the rock.
Fracturing: Use LMB to activate the ship’s mining laser. Keep the “Rock Energy Level” inside the optimal window (green) by adjusting the “Laser Throttle” using the mouse wheel. Once the “Rock Energy Level” is inside the optimal window the “Fracturing Sensor” bar will begin to increase and once at 100% the rock will break apart into smaller chunks. Chunks that can be further shattered/mined will highlight orange when targeted whereas chunks that are now extractable will highlight purple.
When the “Rock Energy Level” bar exceeds the optimal window and goes into the red, the “Overcharge Sensor” bar will begin to increase. If the “Overcharge Sensor” bar goes to 100%, the rock will explode violently damaging the your ship and destroying all extractable material.
Extracting Ore: To extract ore from the purple highlighted bits of rock, switch from “Fracture Mode” to “Extraction Mode” using RMB, then using LMB to activate the extraction tractor beam. The “Cargo Capacity” bar will begin to increase as the ore is extracted to the ship’s cargo.
Selling Ore: Ore can be sold at GrimHex, Levski, and Port Olisar at specific kiosks located near the Admin Clerk desks. Interact with these kiosks (F), select the Prospector from the top left ship drop down menu then select “Sell to Refinery”.
Stores throughout the verse have been expanded with shopping kiosks that allow the player to directly purchase and equip items from a single interface.
Dumper’s Depot now offers ship weaponry for sale, with different locations offering different styles of goods.
Grimhex: Energy ship weapons, weapon mounts, power plants, and quantum drives.
Levski: Missiles, missile racks, and coolers.
Port Olisar: Ballistic ship weapons, weapon mounts, and shields.
Quantum Linking, or party based group quantum travel, is now enabled.
Quantum Linking Gameplay
1. Form a party with the players you intend to link with. This can be done from the main lobby, from the friends list in game (F11 to bring up, RALT to activate cursor), or from in game by interacting (F) with the player directly.
2. Anyone within the party can activate their quantum drive (B) to spool and calibrate to any location and anyone who calibrates will automatically send their calibration data to any other members in the party who are within 10km.
3. After the group settles on a destination that one of the players has calibrated to, everyone needs to align to that same destination and spool their drives.
4. The initial Calibrator should see a list of members of his party on his Calibration UI and their spool status (the little empty circle next to their name that fills when they start to spool) along with a status for party alignment (circle and name will highlight).
5. Once everyone is spooled and aligned, the Calibrator holds “B” to initiate quantum travel and everyone who is aligned, spooled, and within 10km of the Calibrator will enter the jump as a group.
Added orbital path generation for Quantum Travel, allowing travel around planetary bodies to near surface destinations.
Wanted value now goes up once the ship is despawned when illegally parking rather than immediately upon touch down.
Added new clothing, the Port Olisar Collection, to Casaba at Port Olisar.
Set-up new screens for comm array terminals.
Added new outlaw and lawful “destroy probe” missions.
Ships & Vehicles
Added: Anvil Hurricane.
Added: Aopoa Blade.
Added: Aegis Eclipse.
Added: Origin 600i explorer.
Ships now have scanner/ping functionality.
To enter scanning mode, press “TAB”. Hold LMB to charge a ping pulse. Press “V” narrow the ping focus and “C” to widen it.
Added remote turret camera view and controls to applicable ships
Remote turret control stations can now enter this view via the interaction system. Implemented on Ursa Rover, 600i, and the Super Hornet.
Added an “overclock” feature to individual components available on the Power: Items MFD.
To overclock, go to the power MFD and select the “Items” tab. From there, you will be able to “Power” off individual items as well as “Overclock”. You are also shown a power bar for each. For some of your components, overclocking will increase their performance at a steep power cost.
Added: ASAD Distortion Repeater.
Added: Kastak Arms Scalpel Sniper Rifle.
Added: Klaus & Werner Demeco Light Machine Gun.
Added: Gemini F55 Light Machine Gun.
FPS weapons are now included in dynamic economy pricing.
Added headshake on recoil.
Added the Blade to Vanduul Swarm game mode.
Updated loading screens for all game modes.
Joystick can now control pitch/yaw while in free look.
The chat window is now open by default and available in third person.
Players should automatically get pulled out of Kiosk interaction when inactive for a period of time.
Set-up new RTT screens on shopkeeper terminals.
Quantum travel now has a calibration time, dependent on distance to destination, and a separate spooling time before becoming activatable.
Press the quantum travel key once (B) to activate spooling, which will bring up local possible destinations (some long range travel, such as to Delamar, will still require StarMap interface). Aligning the nose of your ship with the intended destination will automatically began the calibration process. Once complete, push and hold “B” to begin quantum travel.
Improved quantum travel target alignment functionality.
Minor visual updates to ASOP terminal screens at Port Olisar.
Rebalanced pricing of goods and services throughout the verse.
Mission objectives are now ordered on the MobiGlas for oldest to newest.
Doubled mission rewards, decreased influx of goods to require large-scale shippers to be more dynamic in their routes.
Updated comm array screen interactions.
Ships & Vehicles
Updated retro thruster art and animation on the M50.
Added landing gear compression to Starfarer Base and Gemini.
Complete Rework: Aegis Avenger including increase in base size, increase in hardpoint size, changes in default loadout, new animations, along with interior and exterior revamp.
Updated the MISC Prospector to have a tractor/siphoning beam and a laser cutting beam for mining, as well as supporting animations.
Own/Self status MFDs are now on and selectable for the Retaliator.
Updated the visual effect of the Khartu-Al’s quantum travel.
Update for cockpit animations of the Reclaimer.
Shield health is now a single pool divided per face rather rather than individual pools.
Updated the Drake Herald with landing gear compression.
Expanded the flight ready interaction set triggers to prevent overlap with door interactions on the Hornet series.
Lowered power plant output to create meaningful consequences to power allocation.
Rebalanced heat generation and cooling to create more meaningful consequences to components and ship functioning.
Reduced the shield and power plant available slots on the Sabre.
Increased passive and active power draw for ship weapons.
Set up shield generator power use to be proportional to the amount of shield energy required.
Updated ship atmospheric terminal velocities to correct some ships being able to exceed them.
Lowered base IR and EM signatures for all ships.
Enabled paints in the VMA and setup the Aurora to equip its various paint schemes.
Repositioned and centered the HUD on the Sabre.
Increased the range of AMRS Scatterguns, range and damage of APAR scatterguns, and increased the spread of all scatterguns.
Updated Reliant to only carry 1 size 3 gun rather than 2.
Retuned boost scale of Razor and variants to match other ships and made variants closer to base model.
Refactored and full balance pass on G-force induced stress effects to increase clarity of, range, and fix missing elements.
Quantum drive now uses full power when spooling/traveling.
Resized the 85x flight HUD.
Lighting update for the Starfarer series.
Temporarily removed ammo pickups from Arena Commander pending a fix for ammo drops not working.
Updated glass PBR for helmets.
Changed rolling when prone to state switching rather than push to hold.
Adjusted weapon recoil and spread behavior.
Added a lean system to FPS combat.
Leaning left and right is activated by using the Q and E keys respectively.
Expanded the ability to pick up objects to more navigational states and contexts.
Improved stop, initial step, and turn animations for the player avatar.
Changed the weighting of the on foot 3rd person camera.
Rebalanced recoil, spread, and damage for FPS weapons.
Fixed 7 crashes.
Various performance tweaks.
GPU Crash Fix.
Various graphical fixes for flickering when using SLI.
Reskinned multiple jackets to fix t-shirt clipping issues.
The top thrusters on the Dragonfly should now rotate.
Outposts should no longer have ATC communication or landing assignment.
The landing system should no longer report the ship as landed too far from the surface/pad.
The punk hair style should no longer having missing LODs from certain angles/distances.
Weapons rented with REC should no longer be usable in the Persistent Universe.
Fix for item ports on the vehicle manager app (VMA) sometimes showing isolated text.
Corrected Terrapin thruster orientation issues.
EVA entry into the Prospector should no longer get the character stuck in a falling state.
Limited excessive field of view changes in director’s camera controls.
Added missing countdown timers for self destruct in the Constellation series.
Background stars should no longer appear in front of the planet on Dying Star.
HUD warnings in the P52-Merlin should now be the proper color.
Players should now show up on the FPS radar consistently.
Automated turrets at Comm Arrays should now function properly.
Grenade audio should now be affected by pressurization.
The player should now be able to look around while crawling forward.
The player’s pistol will now fire in the direction its facing while crawling.
Control should now be locked when entering quantum travel, preventing arrival spin out.
Modified internal collisions for the Ursa Rover to prevent the player form clipping through the roof.
The player should no longer snag or hitch when transition between interior/exterior of ships.
The shields should now properly cover the Khartu-Al and Reliant in their various flight modes.
Fixed an issue where the persistent universe loading screen was shown on game boot up.
Temporarily removed explosive damage from the Combine Cannon to fix issues with hit prediction.
Players should no longer be missing their ankles when wearing Waylite shoes.
Players should no longer be able to mount weapons on utility slots not intended for them.
Unbinding fire group 1 should now work properly.
Squadron Battle UI should no longer appear at the top of the screen after dying in free flight.
Fixed an issue where the power triangle hotkeys were incorrectly calling other keys causing unintended results.
Keybinds are now tied to hardware IDs to fix windows reordering.
Fixed an issue where two players bed logging out at the same time would disabling the logout prompt for one.
Players should no longer log back in at PU origin after bed logout in certain ships.
Gravity on the landing pads in Arena Commander free flight should now be more consistent.
Players should now be able to be killed by grenades when within the physics grid of a ship.
Fixed a small gravity gap near point B on Station Demien.
The Khartu’s lateral thrust show now work properly when in landing configuration.
The start line graphic for Arena Commander race modes should now properly swap from stop to go at the start of a race.
The manned turret of the Gladiator should now rotate properly.
Fixed an issue where ships couldn’t self destruct in racing modes.
Ship and spawn locations should persist after bed logout, even if the player changes regions/servers.
Corrected damage type for size 2 Tarantula ballistic cannon to only physical.
Removed accidental damage bonus for R97 shotgun.
Small lights on the Sabre series should no longer glow during forward acceleration.
Fixed an issue where players could get stuck in the door of the Prospector.
Fix for vehicle aim/look controls not accounting for roll.
“Track” on ASOP terminals should now work properly.
Fixed an issue where shields were missing audio effects.
Fixed an issue with the ADS animation of the R97 shotgun.
Fixed some flipped decals on the Starfarer exterior.
The left side, rear thrusters on the Vanguard should no longer have exhaust firing in the wrong direction.
Players should no longer occasionally spawn into Arena Commander without their flight suit helmet.
Gimbal lock should no longer prevent manned turrets from moving.
Eslin, the Levski ATC guy, should be properly at his station.
The manned turret of the Reclaimer should now function properly.
Crashing while carrying a box should no longer attach that box to the player’s hand.
Players should no longer start Star Marine matches with their weapon holstered.
The Terrapins weapons should no longer appear to constantly jitter.
Master ships will not see newly logged in party members on the calibration HUD unless they exit and reenter the pilot seat.