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Star Citizen Alpha 3.23.0 PTU.9110651-9112469 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-PTU.9110651-9112469.

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\PTU.

Characters in this new environment will be built from LTP data so items such as medpens, ammo, rentals, and refinery jobs will be lost.
Server Info: US Only – PU Only (AC Disabled)
Audience: Evocati Only
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 hour from the start of the test (pending and unforseen issues)

  • Stability (Main Focus)
  • Full Character Customizer Revamp
  • EVA T2
  • New Loot Screen
  • New Visor / Lens
  • Backpack reloading
  • Ammo repooling
  • Dynamic Crosshair
  • Physical Shopping UI
  • Server Crash Recovery

Not Ready For Testing/Feedback

  • Master Modes
  • mobiGlas Rework
  • Starmap
  • Interior Map / Minimap
  • PIE / PIS and Default Item Actions
  • Freight Elevators
  • Hauling Missions
  • Reputation-based Hostility
  • And More

Known Issues

Players will want to avoid starting at Lorville due to ASOP terminal issues

  • PU – Stanton – Locations / Kiosk – ASOP / Fleet Manager – ASOP Terminal is unable to access list of available vehicles
  • 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

Characters

  • Character Customizer Revamp

The Character Customizer has been rebuilt from the ground up and includes multiple new ways to achieve the character look and style you’ve been dreaming of! This includes multiple new base head models, new hairstyles, new eyebrows, makeup, facial hair, character creation saving and retrieval, and more!

Gameplay

  • EVA T2

Bringing the full Squadron 42 EVA implementation into Star citizen for the first time, this greatly improved EVA system adds much needed control, animations, game-play, and finesse for players traversing zero-g from outside their ships

– Animations and Traversal: Player movement and position is a completely new experience with Star Citizen 3.23. The first thing players will notice is that they will no longer be vertical while maneuvering and instead be in more of a superhero pose. This pose gives much more flexibility with player maneuverability, rotations, and viewing angles while also feeling much more natural and overall more aesthetically pleasing to see! From this new pose, players will have full 360 horizontal rotations while body direction will remain constant, until thrusting in a direction. Slower EVA speeds are now enforced in interior spaces. Improve Strafe maneuverability. Made transition between gravity and no-gravity more robust. There are multiple new animation poses for no weapon, weapon (pistol, stocked, shouldered), grenades & consumable use, 1 and 2 handed items, and mobiGlas use.

– Fuel system & consumption: Players will now have a limited EVA fuel in their suits which makes planning trips into zero-g much more necessary. This adds support for EVA thrusters on undersuit, torso armour, and backpacks. In an emergency situation, if a player’s suit runs out of fuel, their suit will transfer oxygen supply to thrust when fuel supply is empty which could be the slight boost needed to survive. Suit oxygen replenishes quickly while in breathable atmosphere. Nitroxy Pens will resupply suit fuel and oxygen.

  • Visor & Lens HUD Rework

Converting SQ42 Player Visors over to Star Citizen. The Visor and Lens systems have now been updated to use Building Blocks for improved performance and flexibility. This updated system brings much needed user experience updates to adapt on the fly to the player’s situation in and out of combat.

  • FPS Loot Screen

Introducing a new screen for looting critical items quickly, allowing for more reliable inventory management in tense situations. With this update players can rapidly transfer items to their weapon, magazine, consumables, and throwables slots or transfer all into their backpack. Selecting loot option on a crate will bring up the new FPS looting interface while opening will bring up the original inventory window. Added button on top right of Inventory screens to swap between the new and old looting interface.

  • Physical Shopping UI

The way items in shops interact with players Augmented Reality has been updated to give clear and detailed information about the physical item they are browsing. Players will no longer need to hold “F” when approaching items on store shelves. Looking at an object while close to it, a new AR informational window will appear next to the objects in view with descriptions of what the item does, it’s stats, price, your current funds, and a new hold “B” to buy option.

  • Reload improvements

Reload Improvements have been integrated from Squadron 42 into Star Citizen. This includes many quality of life additions such as Ammo repooling and backpack reloading. Re-loading during tense situations has been overhauled to allow multiple reload types, allowing players to first reload from their equipment slotted magazines and then from their backpack/personal storage with a bit longer of a search time once those have been exhausted. Implemented similar functionality for Quick Select Wheel “From Inventory” rummaging. This new functionality includes UI on the player HUD to let the player know where their next reload will come from and how many overall munitions they have left in all personal inventories for the currently held weapon. Empty mags will now result in them being tossed away instead of being re-attached to your suit.

  • Dynamic Crosshair

Combat helmets now support the dynamic crosshair which allows for quicker target acquisition in close-quarter situations.

The Dynamic crosshair is a system which allows the crosshair to accurately represent to the player where the projectile will leave the barrel and hit. Unlike most first person shooters, our projectiles fire from the barrel, and when firing in hip mode this can make it difficult to judge just where bullet is going to land. The dynamic crosshair can help combat this issue with moving with the player when they move their mouse input around the screen. For example, if the player should move around the corner of a building, the crosshair will stick to the wall until the entire barrel has moved past the wall and will then appear in the foreground. We want the crosshair to be dynamic to your movement and actions. The crosshair is animated while you move and perform an actions to help the demonstrate the amount of spread your movement has on a projectile.

Players will have a choice of 2 options when it comes to the dynamic crosshair. Have it permanently off or have it permanently on screen when wearing any combat helmet. Players can decide to toggle the crosshair on and off via the settings options.

Combat Helmet Required: In terms of the lore of Star Citizen, the crosshair will appear on the players helmet visor via augmented reality. This means if they player does not have a combat helmet on, they will not be able to use this feature. Taking your helmet off or using a non-combat rated helmet will cause the dynamic crosshair to not display. In the PU, with there being multiple brand manufactures for helmets, there is an option for the crosshair to change it’s visible looks, based off the manufactures designs. The crosshair will not snap to different objects, since we are trying to add a level of AR realism, the crosshair should be responsive but soft float onto different objects.

Hit Markers: With the return of crosshairs, we also want to introduce a new hit marker back into the game. Currently we have a flash setup for the hit markers in game but 3.23 brings this over into building blocks. These hit markers are visible from both the hip and also in ADS mode. The new hit markers will have style and sound changes based on body, head, and kill shots. Hitmarkers are directly tied to the dynamic crosshair so if the player turns off the crosshair in the options or changes to a none combat helmet, they will not receive any hitmarkers for hitting their target.

Core Tech

  • Replication Layer Update

Over the course of the 3.23 patch cycle, the Replication Layer will be moved off of the game servers and set up as its own standalone service. In the short term, this allows for game servers to recover without disconnecting players so their progress will not be lost. During a crash, as message will display saying the server is recovering. In this phase, it could take as long as 2-5 minutes so please wait on this to complete and the replication layer will move everyone to the new server.

Bug Fixes

  • Fixed – PU – Stanton – Players receive Disconnection (CODE 30000) when attempting to enter the PU
  • Fixed – PU – Stanton – Shopping – All shops are missing items off the shelf and in kiosks
  • Fixed – PU – Stanton – Locations / POI / UGF – Missing Elevator
  • Fixed – PU – Stanton – Locations / AI / Animation – NPCs stand on furniture
  • Fixed – Anvil Hornet Series – PU – Vehicles / Audio – The Hornet Mk2 audio may use placeholder/other ship sounds
  • Fixed – Origin X1 ( All Variants ) – PU/AC – All Origin X1 Variants fail to spawn correctly when retrieved or the game mode starts
  • Fixed – GATAC Syulen – PU/AC – The Gatac Syulen fails to spawn correctly when retrieved or the game mode starts
  • Fixed – Drake Corsair – PU / AC – The Corsair fails to spawn correctly when retrieved or the game mode starts
  • Fixed – PU – Stanton – Locations / AI – Security Post Kareah – Spawn Closet – AI do not spawn inside Security Post Kareah
  • Fixed – PU – Inventory – When repeatedly pressing i to access inventory, the inventory HUD fails to display as well as the actor’s head may be missing
  • Fixed – PU – Locations / Missions / AI – Too many AI are spawning during the Additional Derelict missions
  • Fixed – PU – Mission Content / Mission Feature – Bounty does not complete after killing the target
  • Fixed – PU – Locations – Ariel (Stanton1a) – Many rock assets have physics proxies that can trap the player in a falling state when walking over them
  • Fixed – PU – Stanton – Multiple Locations – Some caves have gaps in geometry players can fall into
  • Fixed – PU – Stanton – Locations – Can’t open assigned hospital room’s door
  • Fixed – PU – Stanton – Animation – Art – Interactables – Player holds medical trays incorrectly, hands clipping through
  • Fixed – EXPLOIT – PU – Stanton – Locations – Hangars/Vehicles/Ships – Closed hangar doors of a hangar occupied by a ship will open when another ship collides with them
  • Fixed – PU – Client – Performance / Locations / Multi-vehicles / Vehicles – When flying large size ships near planet and moon surfaces, client performance will drop / degrade significantly
  • Fixed – PU – Mining / Refining – When attempting to get a quote, players receive the error “Something went wrong (Error code: 20)”
  • Fixed – PU – Stanton – Game Code / Character / Locations / Server Crash Recovery – Player stuck in bed after loading into PU after recovering from a server crash
  • Fixed – PU – Stanton – Server Crash Recovery / Missions – Accepted missions will be abandoned after the server has recovered from a crash
  • Fixed – PU – Performance – Inconsistent frametimes / stuttering during standard gameplay

Technical

  • Fixed 7 Client Crashes
  • Fixed 5 Server Crashes

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Guide

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