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[Evocati Playtest] Star Citizen Alpha 3.23.0 EPTU.9125941 Patch Notes

Star Citizen Alpha Patch 3.23.0

Alpha Patch 3.23.0 has been released to Evocati, and is now available to test!   Patch should now show: VERSION 3.23.0-EPTU.9125941-9126995.

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\EPTU. 

Characters in this new environment will be built from LTP data so items such as medpens, ammo, rentals, and refinery jobs will be lost.
Audience: Evocati – 4 hour playtest
Server Info: US Only – EPTU Channel – PU Only (AC Disabled) – Replication Layer/Recovery Enabled
Long Term Persistence: Enabled
Pledge Copy: Disabled
Starting aUEC: 15,000,000

The current build is under NDA (Talking about features and testing is allowed but no sharing of game video, screenshots, audio, files, or accounts outside of Evocati)
Please log out then back in on the issue council site to see the Evocati environment there. Please make sure to only select the Evocati 3.23 environment when creating IC reports while the builds are Evocati only

Please monitor etf-testing-chat in spectrum for updates and testing instructions.
Note: This patch does not contain all of the intended features, which will be added iteratively to the notes as they become available. Additionally, some features may be implemented in a partial state and as such are not ready for testing.  When those features reach a playable state they will be detailed on the notes and added to the “Testing Focus”.  Please issue council all issues related to those in testing focus and in general gameplay.

Testing/Feedback Focus

Note: This build will be up for roughly 4-5 hours from the start of the test (pending and unforseen issues)

  • Stability (Main Focus)
  • Full Character Customizer Revamp
  • mobiGlas Rework
  • Starmap / Interior Map / Minimap
  • EVA T2
  • New Loot Screen
  • New Visor / Lens
  • Full FPS Combat Refactor
  • Backpack reloading
  • Ammo repooling
  • Dynamic Crosshair
  • Physical Shopping UI
  • Server Crash Recovery

Not Ready For Testing/Feedback
Features listed below may be partially in but not in a state we are ready for bug reporting and feedback unless it causes the game to be unplayable.

  • Master Modes
  • PIE / PIS and Default Item Actions
  • Freight Elevators
  • Hauling Missions
  • Reputation-based Hostility
  • And More

Known Issues

Spawn closets are not spawning FPS AI correctly in this build so it will be tough to use those to spawn AI for testing the latest FPS changes

  • PU – Stanton – Locations – Graphics / Planet Tech – Underwater Wobble effect is present on the exterior of Lorville
  • PU – Stanton – Multiple Locations – AI – AI are spawning together in group and they can be slow to leave their spawn points
  • PU – Stanton – Locations – Multiple Locations – Transit – Elevators – Hab elevators can infrequently fail to spawn
  • PU – RL – Service Beacons / Missions – Service beacons cannot be created
  • PU – Stanton – Mission Content / UI – Mission markers are not shown to the player
  • PU – Stanton – Lorville – Female / AI – Females – There are no female social AI present around Lorville
  • PU – Interactions / UI – Panels become unresponsive, after highlighting interactables
  • PU – UI – NikNax / VLM – Liveries – All Liveries are missing volume information in NikNax and Vehicle Loadout Manager
  • PU – Performance – Inconsistent frametimes / stuttering during high concurrency due to DatabaseUnloading
  • RSI Constellation ALL Variations – PU – Vehicles / Interactions – Interaction prompt missing for pilot and co-pilot seats
  • Front end – UI / Locations – Inventory – Entitlement – Primary Residence location can be missing from the front end

Features and Gameplay

Locations

  • Overhauled Water

With Star Citizen 3.23 we have overhauled the water rendering and simulation engine. This affects all water in the verse, so oceans/rivers/lakes, watervolumes in landing zones and stations, water on ships like 890J. Water interaction wake scaled based on width of the ship.

AI

  • Full AI Ship Combat Balance Pass

With this update you should notice a difficulty increase in all AI piloted ships with multipliers being adjusted.

Gameplay

  • mobiGlas Rework

Reworking the mobiGlas system to use Building Blocks, which will also allow for easier development of mobiGlas apps. This update includes completely reworked overwall UI along with reworked Home, Starmap, Contract Manager, Mo trader, Niknax, Journal apps, and more.

  • Starmap Rework

Implementing the new and improved Starmap with improved visuals and usability, including easier search and trip planning functionality.

  • FPS Map System

Implementing a minimap for the HUD as well as interior maps for FPS gameplay, helping players stay oriented in close-quarter encounters.

  • Vehicle Targeting Keybind Updates

With 3.23 we are moving slightly towards the S42 scheme for targeting. This comes with a few keybind changes.
– T (short press): select target closest to crosshair and iterate forward (based on crosshair angle)
– T (long press): enable / disable auto targeting, it will pick the closest hostile in view (based on crosshair angle)
– R: Iterate subsystems (if available and target was scanned, based on angle from crosshair outwards)
– G: always swap gimbal mode
– E: turret gyro on / off
– LALT+R: disable subtargeting
– Added keybinds to magnify the aiming UI (none set by default)
– 4: Target closest ship targeting you and iterate (based on distance)
– 5: Target closest hostile ship and iterate (based on distance)
– 6: Target closest friendly ship and iterate (based on distance)
– 7: Target closest contact and iterate from there (based on distance)
– LALT+B (short press): Set BOMB target
– Default binding for turret ESP has been removed but can still be assigned.
– Ping – Tab (Will be the same for FPS when it’s ready)
– Scoreboard – F1 (Arena Commander)

  • Made Further Physical Shopping UI and UX Improvements

FPS Combat Overhaul

Due to the massive changes with FPS weapon balances and updates, it will have it’s own, devoted section for this release!

New scopes & Sights

  • Scopes and sights will no longer have blinding reflections on them
  • Optics Now increase Aim Down Sight Time (15% for 1x to 3x. 20% for 4x. However 8x and above remain the same due to being sniper exclusive with already long aim down sight times)
  • Scopes that are 8x and above will have a glint visible to players when a scope is targeting them 
  • Optic zoom has returned on multiple scopes
  • Armour will no longer block the players vision when aiming down sights 

Attachment Updates

  • Underbarrel Laser pointers now decrease spread by 12.5%

FPS Control Keybind Updates

  • Primary / Secondary weapon – 1 or 2 (can alternate)
  • Side arm – 3
  • Unarmed melee (fists) – 4
  • Cycle next / previous weapons – Mouse scroll wheel
  • Change movement speed – Left Alt + Mouse scroll wheel
  • Lean Left – Left Alt+Q
  • Lean Right – Left Alt+E
  • Multitool / gadget – G
  • Consumables (Medpen, etc) – Q
  • Throwables (Grenades, etc) – E
  • Equip melee (knife) – V
  • Weapon customise – X
  • Crouch – C
  • Prone – Left Ctrl

Note: Some of the above On Foot keybinds above are temporary and in the next build will be updated to the keybinds shown below following internal feedback.

  • Multitool / gadget – 5
  • Unarmed melee (fists) – 6
  • Lean Left – Q
  • Lean Right – E
  • Consumables (Medpen, etc) – 4
  • Throwables (Grenades, etc) – G
  • Weapon customise – J

FPS COMBAT
The overall intention for many combat updates in 3.23 is that the player is slowed down in firefights when committing to a fight but is still safe to retreat during a fight 

  • Adjustments have been made to make the overall experience more consistent 
  • Weapons should no longer get stuck in the falling pose 
  • Force reactions have been adjusted so FPS weapons will not cause staggers on any weapons
  • When moving diagonally, players will now use strafe movement values
  • Body mapping adjusted so shoulder shots will no longer count as headshots
  • Equipment will no longer block bullets (such as backpacks, weapons)
  • Bullets will no longer damage multiple body parts of a singular player (meaning if a shot went through the players arms and chest, it would damage the same target twice. It will still damage two different players as expected)
  • Naked damage multiplier on the player has been reduced by 50%
  • Attachments will work with new procedural Recoil 
  • Majority of weapons now feature new iron sights
  • New procedural Aim down sight Animations on all weapons
  • Spread has been fully removed from all ADS (some weapons still had it when they shouldn’t)
  • Various issues causing hit reg issues have been fixed

Major Weapon Balance Changes

Pistols

S38

  • Damage Increased by 50%
  • Magazine size increased from 15 to 20
  • New Procedural Recoil
  • New iron sight

LH86

  • Damage increased by 24%
  • Recoil adjusted to be more consistent

Salvo Frag Pistol

  • Damage increased from by 6%
  • Additional pellets and spread increase now interpelates as opposed to needing to be fully charged for additional benefits
  • Min distance for damage drop from 25 to 30 metres
  • Min damage increased from to near damage cap
  • Min multiplier of charge mode decreased by 41%
  • Damage multiplier of charge mode decreased by 12.5%
  • Removed cooldown for firing after a charged shot
  • No longer causes knockdown / staggers

Arclight

  • Iron sight improved

Koda

  • Damage increased by 25%
  • Min damage increased by 75%
  • 3 shot mediums, 4 shot heavies (to the chest)

Yubarev

  • Damaged incresed by 90%
  • Zoom time increased from 0.15 to 0.185

Rifles

P4AR

  • Ammo count increased from 30 to 40
  • Damge increased by 11%
  • Recoil adjusted to be more consistent
  • Aim down sight speed increased from 0.33 to 0.25
  • Removed all spread from ADS
  • Iron sight improved

S71

  • min damage increased by 75%
  • projectile speed increased 100%
  • Recoil adjustments (smoother)
  • Aim down sight time decreased from 0.375 to 0.275
  • Iron sight improved
  • now defaultly uses iron sights

Gallant

  • Recoil adjusted to be more consistent
  • Damage increased by 27%
  • Iron sight improved
  • projectile speed increased by 100%

Karna Rifle

  • Recoil adjusted to be more consistent & Overall Recoil Reduction
  • Damge increased by 7%
  • Ammo count increased from 30 to 35
  • Removed all spread from ADS
  • Alt fire damage multiplier increased by 100%
  • Iron sight improved

SMG
With item blocking being removed SMGs are now even more powerful as they’re typically in CQC envrioments to compensate for this SMG recoil should be more consistent when firing leading to their range being increased

P8SC

  • Recoil Adjusted to be more consistent
  • Iron sight improved

C54

  • Recoil Adjusted to be more consistent
  • Recoil return should be more smooth
  • Max spread reduced 66%
  • Iron sight improved
  • Magazine size increased from 40 to 50

Lumin V

  • damage increased from by 35%
  • burst delay decreased by 11%
  • Recoil overhaul to pull consistently to the left
  • Max spread reduced by 90%
  • Iron sight improved

Custodian

  • Damage reduced by 11.5%
  • Recoil made to be more consistent
  • Aim down sight time increased from 0.156 to 0.2
  • Iron sight improved
  • Min spread increased drastically
  • Due to the custodians higher ammo count players are holding hip fire down in CQC as opposed to aiming which causes the custodian to be over represented in the SMG area

LMG

FS9

  • Damage reduced by 3.3%
  • ADS spread has been removed from this weapon (leftover from 3.22)
  • Aim down sight time decreased from 0.44 to 0.4
  • spread increased
  • Iron sight improved
  • Recoil adjusted to be more consistent

F55

  • damage increased by 25%
  • Now fires only after a wind up has finished
  • Fires at full fire rate after spin up
  • New Procedural Recoil
  • Spin up time increased from 0.4 to 0.5
  • Spin down time reduced from 0.95 to 0.15
  • Spread min & max increased drastically
  • Iron sight improved

Demenco

  • Damage increased from by 15%
  • Recoil adjusted to be more consistent
  • Iron sight improved

Shotguns
Shotguns now when aiming down sight have a tighter spread 

BR2

  • Shotgun Spread Reduced
  • Damage increase by 150%
  • Minmimum damage increased drastically
  • Aim down sight time adjusted from 0.175 to 0.35
  • Spread has been changed to a consistent 6
  • Pellet count decreased from 12 to 10
  • Iron sight improved

R97

  • Damage increased by 33%
  • Aim down sight time adjusted from 0.175 to 0.29
  • Spread min and max adjusted for smaller mins and larger maxes

Ravager-212 Twin Shotgun

  • Force reaction reduction
  • Shotgun Spread Reduced
  • Damage reduced by 7%
  • Min damage increased by 380%
  • New procedural Recoil, it will no longer have a barrel offset between shots meaning you can tap as quickly as possible, this was changed because players wouldn’t understand they had to wait for the barrel to reset before firing again 

Devastator Shotgun

  • Damage increased by 26%
  • Damage range drop off increased by 300%
  • Spread tightened 
  • pellet count increased from 10 to 12
  • damage multiplier is now 1.35 when fully charged
  • No longer causes staggers / knockdowns
  • Pellet count increased by 66%
  • Aim down sight time adjusted from 0.175 to 0.35

Deadring

  • Damage increased by 80%
  • Min damage increased by 50%

Snipers
Due to the changes with projectiles no longer dealing damage to the same character multiple times, snipers will no longer one shot on a body shot (still hits multiple players)

  • Snipers in general now have a more drastic projectile drop
  • No sniper scopes are able to auto zero anymore
  • Zeroing ranges have been adjusted on sights

P6LR

  • No longer causes staggers / knockdowns
  • Firerate decreased by 45%
  • Damage increased by 11%
  • Fall off adjusted (will 1 shot medium heads till 300m)
  • New Procedural Recoil
  • Spread adjusted drastically
  • aim down sight time increased from 0.45 to 0.55

A03

  • New Procedural Recoil
  • Damage reduced by 15%
  • aim down sight time increased from 0.23 to 0.435

Scapel Sniper RIfle

  • Damage increased by 5%
  • Aim down sight time adjusted from 0.23 to 0.4
  • projectile speed increased by 105%
  • Scapel should now be far more consistent as both projectiles fire at the same time meaning the recoil position now no longer effects where the 2nd projectile lands
  • Min damage increased by 125%
  • ksar sniper is fast, deadly but cannot deal with targets as effectively over 150m compared to the P6LR

Atzkav Sniper Rifle

  • Force reactions Reduced
  • Damage increased by 20%
  • Projectile Speed decreased by 50%
  • Aim down sight time adjusted from 0.23 to 0.52
  • damage drop minimum range increased to 350
  • Spread increased by 50%

Arrowhead

  • Charge Damage now interpolates
  • Charge timer reduced from 2 to 0.5
  • Charge now increases projectile speed by 5x

Special

  • Explosions hit multiple body parts so 5.5 to 10 is still a dramatic increase

Grenade Launcher

  • Min radius increased from 0.25 to 2
  • Max Radius Increased from 3 to 6
  • Damaged increased from 14.2 to 16.5

Railgun

  • Explosion min radius increased from 0.75m to 5m
  • Max radius increased from 2.5m to 8m
  • Damage increased from 5.5 to 10
  • Damage to ships remains the same

Grenades

  • Min Radius increased from 0.25 to 3
  • Max Radius Decreased from 7 to 4.25
  • Damage increased by 43%

Bug Fixes

  • Fixed – PU – Gamewide – Player’s Flashlight is not functioning
  • Fixed – PU – Graphics – Choosing ” Vulkan ” as a graphics renderer and relaunching the game will cause the game to either be a static black screen or crash
  • Fixed – PU – Stanton – Locations / Kiosk – ASOP / Fleet Manager – ASOP Terminal is unable to access list of available vehicles and ships
  • Fixed – PU – UI – Vehicle / Marker – Ships are missing their name and hangar number marker when spawned
  • Fixed – PU – Character Customizer – Highlighting a selecting features from the top 2 library heads is inconsistent
  • Fixed – PU – Actor – EVA / Interaction / Weapons – Player is sometimes unable to interact with weapons when dropped in EVA
  • Fixed – PU – Stanton – mobiGlas – Contracts – UI / Missions – The Share button is not available in the Contracts for all shareable missions
  • Fixed – PU – Actor / UI – Loot Inventory UI – Helmet slot is missing from the players Loot UI
  • Fixed – PU – Actor – Loot Inventory – Attempts to equip items from inventory into Loot UI slots can result in states where the targeted item goes missing
  • Fixed – Stanton – Multi-Vehicle – Ships / Vehicle / Game Code / Salvage – The active Salvage Mode Settings do not persist when a Ship is Stored and Retrieved causing issues
  • Fixed – Anvil Hornet MK2 – Vehicle / Loadout – Art – Placeholder cap does not reappear after unequipping turret
  • Fixed magazines sticking to left hand while backpack reloading

Technical

  • Fixed 5 Client Crashes
  • Fixed 4 Server Crashes

Patch News

Patch Watch

Guide

New ship & vehicle

Patch List

EVOCATI

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