Update:Star Citizen Alpha 3.0.0

Star Citizen Alpha Patch 3.0.0 is now available! Alpha 3.0.0 is our largest content release to date featuring numerous tech and core system updates. Players will have access to planetary surfaces for the first time on 3 moons (Yela, Daymar, and Cellin) along with an asteroid (Delamar). These new surfaces are expansive, with over 3 million square kilometers to explore, and dotted with surface outposts and derelict ships. Additionally we have added 4 new ships, our first dedicated ground vehicle (Ursa Explorer), the foundation of our revamped mission system with new missions, a completely new launcher and patcher system, and so much more! Since we have much to test with many features still being worked on, we will be doing focus waves of testing so we can nail down particular features and systems before moving on to the next.

KNOWN ISSUES
=New Features=
 * Content missing key elements:
 * User Interface
 * Insurance and Persistence
 * Internal Ship Docking
 * Comm System
 * Bugs, issues, and work arounds (W/A):
 * Texture streaming can sometimes halt, causing surfaces and features to look lower quality than intended.
 * Ship weapons lack convergence.
 * Items and ships placed in hangars are not persisting between sessions.
 * Hotkeys for power and shield allocation are currently not functioning correctly.
 * Ballistics leave “replace me” textures in Star Marine.
 * You can make claims on ships that are not lost, destroyed, or damaged.
 * Vehicle customizer app on wrong MobiGlas button and not yet functioning.
 * Repaired wings don’t always restore weapons.

Breathing, Stamina & Heart Rate
Oxygen Supply: Many areas, such as space or the moons of Crusader, do not have breathable atmospheres and are dangerous for characters unless they’re wearing a pressure suit. Most pressure suits are equipped standard with an oxygen tank. As you breathe, you will slowly consume the oxygen inside your tank. Your oxygen tank will automatically begin to refill once you are inside an area, station, ship or outpost with a breathable atmosphere. If your oxygen supply runs out, your pressure suit contains a small buffer of oxygen to provide you with a short amount of time to try to find an oxygen supply. If your suit is not sealed or you’re not wearing a helmet, you will not have this buffer. If you do not have any oxygen available, you will asphyxiate and quickly pass out. Stamina: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this higher demand, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Wearing heavier armor will increase how much effort it takes to do actions and will tire you out sooner. The more you exert yourself, the harder you breathe and the faster your oxygen supply will be depleted. Breathing: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this increased demand on your body, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Heart Rate Monitor: The heart rate monitor on your helmet’s HUD and in your mobiGlas functions as an exertion/stamina meter. As a character exerts themselves, their heart rate increases. If a character exerts themselves too much, they will enter a Hyperventilated state. This will restrict the actions that you can perform, and things like running, sprinting or vaulting will be blocked until you exit the Hyperventilated state. Heart rate and breathing can also effect recoil handling and aim. As your heart rate increases the character’s aim will begin to sway, ranging from a minor wobble to wild drifting. Once levels reach certain critical thresholds your vision will also begin to be effected, slowly dimming till it goes completely black. Once your heart rate returns to normal, so will your vision and movement. Wound System: Injury is now taken into account for status effects to a small degree including movement penalties for limb damage.

Hint System
Added the foundation of a new “hint system” which will allow players to learn about how to play the game whilst playing it and reduce the burden of having to consult an off-line resource. Interaction System

Interaction Mode
Holding down the [F] key will activate Interaction Mode – a contextual cursor will appear in the center of the screen, interaction points will highlighted, even from a distance. The parallax cursor movement allows selection of anything on screen with little head movement, while retaining full input control. Movement is limited to walking speed while in Interaction Mode. Holding the right mouse button enters into ‘focus’; the camera rotates and zooms in on the cursor location, putting it in the center of the screen. From here, the cursor behaves normally. Releasing right click returns to standard view. Left click confirms the selection, and the associated action begins. Releasing [F] will always immediately return to natural gameplay.

Inner Thought Prompt
When near enough to interact, the inner thought prompt will softly appear on the player screen, tilting towards the location of the interaction to help provide context to the inner thought text. The text will inform you of the action that will be performed upon interaction. Moving away, looking away, or having line of sight to the interaction point blocked will remove the inner thought prompt. The inner thought text will display on screen relative to the object of interaction, but will stay at a fixed size so it’s guaranteed readable. The ellipse below the text indicates that secondary options are available, and they can be accessed with the cursor or mouse wheel.

Party Launch System
Added new command /partylaunch. If the party leader enters /partylaunch into the chat window in game, this will send a notification to each party member when the leader enters an instance that they can either accept or ignore. If accepted they will be put into Matchmaking system to join the leader. If the server doesn’t have enough space for the full party, all players in the party will be put back into Matchmaking to find another server.

New Locations
We have implemented the first fully modeled, explorable planetary surfaces. These include three moons; Yela, Daymar, and Cellin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system. Levski is a base built into the rock on Delamar, an asteroid hidden deep in an asteroid belt. The base was originally an active mining facility but after being left derelict for a number of years new residents moved in and it became a hotbed for political radicals & criminals. The main areas are controlled by various political groups with a strong anti UEE sentiment, they try to keep order best they can. Levski has the choice of numerous shops spread across multiple floors, many missions will be available (both illegal and legal) you can access Levski by; foot, ship or ground vehicle.

Planetary Motion
Planetary bodies now have rotational motion complete with dynamic day/night cycles.

Surface Outposts
Planetary surfaces are dotted with surface outposts representing a variety organizations and functions. Each outpost is unique and has its own power system and oxygen supply, many with usable Kiosks and landing pads with associated ASOP terminals.

Persistence and Insurance

 * Persistence
 * Ammo and missile persistence.
 * Ship damage state persistence.
 * Spawn location persistence (what location you left your ship at, what location your character was at).
 * Inventory Persistence – items, commodities and ships.
 * Insurance
 * At any point you are able to claim a replacement ship through the ship selection screen.
 * When you make a claim you will pay an initial % cost of the ship’s price as a deductible.
 * There will be additional multiplier of the deductible for each previous claim in the past 24 hours (real time).
 * Once deductible is paid, the ship will be processed and delivered to the station where the claim was made.
 * Processing time will vary depending on the size of the ship.
 * You can pay an additional fee to fast-track the processing.

Air Traffic Control (ATC)
Landing and take off at public facilities is now controlled by Air Traffic Control (ATC). The ATC acts as the connection between you and the landing tower using the MFD comm function in every ship. When attempting to land, you will open a communication channel to the tower and ask for permission. The tower then checks if all the requirements are fulfilled and will advise appropriately. Selecting a target location will happen via the MFD Comm System.

Shops

 * New items (clothing, armor, weapons, components) added to shop inventory.
 * Added Dumper’s Depot to major locations.

AI Subsumption
We have introduced the basics of subsumption. You should now see NPCs going about their daily lives at all 3 major landing zones (Grim Hex, Port Olisar, and Levski).

Kiosks
We have introduced shop Kiosks. The main variants of the Kiosk will be used for Buying/Selling General Items, Buying/Selling Commodities, and for General Landing Pad Services (Repair/Refuel/Restocking). The intention is that you will have separate inventories at each Station and Major Landing Zone. Kiosks will only be able to interact with items that are local to the shop’s location. The kiosk will be able to interrogate, and manipulate, any cargo, loadout, or the inventory of these local elements. By default, the kiosk will show everything you have access to in that location, but will be able to drill down to facilitate any specific ship, cargo manifest, or station storage.

Afterburner
There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you’re limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you’re not maneuvering and decoupled rotation is allowed while in AB idle.

Quantum Travel System

 * Quantum travel (QT) destinations are now selected via the MobiGlas Starmap app.
 * Whether or not an object can be targeted for QT is determined by the drive’s detection range and is based off gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station.
 * There’s now a short range quantum travel for moving around different orbital points of moons and small planetary bodies.
 * Quantum travel speeds, spooling, and cooldown times are variable based on the size and quality of the drive.

Mission System
The missions system has been revamped with new missions, mission givers, and greater variety. Each of the below missions has many variants and types, including lawful/unlawful, and many can be done in cooperation with other players. Some variants will require the player to gain a certain kind of reputation.
 * Delivery
 * Deploy
 * Recovery
 * AI Bounty Hunt
 * AI Assassination
 * Collection
 * Waste disposal
 * Patrol
 * Derelict investigation
 * Escort
 * Mission Givers
 * Ruto and Eckhart

Interdiction and Environmental Missions

 * AI now have the capability to interdict players during quantum travel, forcing them to drop out of quantum. In addition, there are random environmental encounters scattered throughout the verse.

Doors and Airlocks

 * Doors and airlocks have been updated with additional functionality.
 * Introduced basic ship security.

Item 2.0
First introduction of item 2.0 system for ships, including the following:
 * Power – Includes the ability to control how much power is generated by the power plants and is distributed to all of the other systems to use.
 * Heat – Includes the ability to monitor how much heat, EM, and IR the ship is generating, and the ability to temporarily reduce IR.
 * Shields – Includes the ability to monitor and adjust shield strength and repair behavior, and adjust power usage and performance.
 * Screen Switch Behavior – Includes the ability to switch between various screens on the same physical monitor.

Distortion Damage
Distortion damage has been completely revamped, reworked, and given a basic implementation with more to come later.
 * Distortion points
 * Offensive distortion points – this is a value on each distortion item that determines how many points it applies per use. (Each 3.0 distortion item is listed below)
 * Defensive distortion points – This is the number of points every powered item has to counter distortion damage. (Each 3.0 item that has distortion defence is listed below). All defensive points are blockers, meaning each point will completely stop one offensive point, if the item has a larger defense pool than the attack there is no effect, if it is smaller the power is removed.
 * Distortion damage types
 * Distortion fields:These will have fixed damage only, meaning each field has a static number of offensive distortion points is applies to any item within its radius. The number of points per field and the radius will be defined on the record of the item that generates the field.
 * Distortion projectiles: These will have fixed damage only, meaning each projectile will carry a static number of offensive distortion points and will apply them to the item that they hit. The number of points per projectile will be defined on the record of the item that fires the projectile.
 * Distortion items
 * Offense items:
 * Any ship: JOKR Distortion Cannon S1 (distortion projectiles)
 * Sabre Raven: 2x S4 MXOX TroMag EMP Pods (distortion fields)
 * Avenger Warlock: 1x Warlock EMP Module (distortion fields)
 * Defensive items
 * All power plants: The only item that can deal with distortion damage is a ship’s power plant, it has a pool of distortion blockers and any damage that is delivered to the ship will be piped straight to the power plant. The power plant either has a higher number of distortion blockers and nothing happens, or it has less and power is removed from all ship items.

Cargo and Commodities
Introduced the first implementation of cargo
 * Moving Small Items
 * Some items are transported in small, portable boxes.
 * They can be bought and sold at vendors.
 * These items are placed in/around the Stanton system’s wreckages and procedurally on planet surfaces.
 * They will be generated when destroying cargo-carrying ships.
 * 0.5m boxes can be lifted and moved using the existing hand-lifting system.
 * 1 SCU cargo cannot be lifted or moved.
 * Storing Small Items in the Cargo GridShips will have ‘Cargo Grids’ set up inside that governs how cargo is placed/secured within it.
 * Placing 0.5m boxes within the Cargo Grid will be considered ‘secured’ in the ship.
 * 0.5m boxes will align within the Cargo Grid.
 * Any loose items placed within the grid will not align to this.
 * Loose Items placed inside the Cargo Grid will be added to the ship’s ‘manifest’.
 * Items placed outside of the grid will therefore not be added to the ‘manifest’.
 * Items can be taken from one ship’s hold, carried to another ship and stored in its hold instead.
 * Buy/Sell Cargo through Market Vendors1 SCU crates full of a single commodity can bought and sold at vendors.
 * 0.5m boxes the player discovers, or recovers can be sold at vendors.
 * Commodities can be bought at a vendor in selected spots.
 * Players will walk up to the kiosk and use it to initiate an interaction.
 * Only the stock the vendor buys/sells will be listed and the price they want for each.
 * Transactions takes place entirely in the interface.

Star Marine

 * Armors
 * Added: Heavy outlaw (slaver).
 * Added: Heavy marine.
 * Consumables
 * Oxygen Capsule: Can be used to temporarily refill your suit oxygen supply.
 * Weapons
 * Added: Behring P8-SC SMG.

Ships

 * General
 * Added hit reactions.
 * Added damaged and emergency interior states.
 * Added compressed landing gear.
 * Hydrogen fuel is now required for normal ship operation. Running out will result in the loss of engine power.
 * New
 * RSI Constellation Aquila
 * MISC Prospector
 * Aopoa Nox
 * Drake Dragonfly
 * Aegis Sabre Raven
 * Reworked
 * Cutlass Black

Vehicles

 * New
 * RSI Ursa Rover

Components
Addition of the quantum drive as an customizable component.
 * Gravlev System.
 * Shield Emitters, Coolers, and Power Plants have returned with new functionality.
 * Added Quarreler Laser Cannon (Size 3).

Animations

 * Greatly expanded the number of usable items (benches, stools, ect) that can be interacted with by both players and NPCs.

Appearance

 * Clothing
 * New clothing and clothing variants have been added.

Gear

 * Armor
 * Armor now consists of modular pieces.
 * Added: Heavy Marine Armor.
 * Added: Heavy Slaver Armor.
 * Added: RSI Explorer Flight Suit.
 * Weapons
 * Added: Apocalypse Arms Scourge Railgun.
 * Added: Behring P8-SC.
 * Added: Custodian SMG

Personal Manager App

 * Using this app, you are able to select individual areas of clothing, armor, and items to change, add or remove from the players character. To do this select one of the options by double clicking “LMB” to open up the list of items the user has collected for that area. Once the area has been selected, the model with zoom in on the area to show the items in detail. By double-clicking “LMB” on the individual item, the amount displayed from the inventory will go down and add to the equipped value on the left. Equipping an item may open up further ports for the user to equip more items such as Grenades, Gadgets and Magazines. Once the item is equipped the you can Save and Apply these changes to your character. In order for changes to be seen in game you must select the ‘Apply Changes’ button. By selecting ‘Inventory’ along the top you can also see a list of items collected on your adventures for use i.e. Medipens, Pistols etc. These items can be attached to various parts of armour to stock up.

StarMap App

 * You will be able to navigate the various rings in the Starmap which display the orbital rotations of the areas to explore. You can use the right mouse button to move the Starmap around, and the left to rotate and select areas. Use the mousewheel to zoom in and out and double-click on planets to center and zoom into them. Once zoomed in on a planet or moon you will see x, y and z positions mapped out to quantum travel to, making it easier to decide which side of the planet to go to.

Contract Manager App

 * Use this app to check available missions, track/untrack accepted missions, and view your mission history.

New Ship Multiple Selectable MFD featuring Render to Texture (RTT)

 * Heat – System – Signals
 * The same signals readout as the Power MFD.
 * IR Suppression – This button toggles suppressing the IR signal multiplier (which temporarily reduces your IR signal) at the cost of all items (and thus, the entire ship via the Heat Sink) heating rapidly. When IR Suppression is active, you should see that IR starts to drop down, and Heat starts to creep up toward its overheat value.System
 * System IR Suppression – All groups are suppressed. This overrides any groups below.
 * System IR Suppression – All groups are suppressed. This overrides any groups below.
 * IR Levels – Shows the IR levels of each item category.
 * Heat – Items
 * On Button – This denotes the on/Off state of the item.
 * Item Name – Reorder alphabetically by item name (all categories).
 * Item Name – Item Name.
 * Distortion Damage – Appears when distortion damage is received, and disappears when there is none.
 * Item Type – Reorder by cycling item type (all categories). This is a list of available types:
 * Power Plant (power in this case is power generated)
 * Cooler (no heat, but for health/wear indication)
 * Shield Generator
 * Gun
 * Main Thruster
 * Maneuvering Thruster
 * Quantum Drive
 * Jump Drive
 * Radar
 * Power – The current item power usage.
 * Heat – The current heat the item is generating.
 * Health – How much health each item has remaining.
 * Wear – How much wear each item has remaining.
 * Power – System
 * On Button – Turns all power plants on/Off.
 * Power Throttle
 * Throttle – This throttles the connected Power Plants’ maximum power output.
 * Throttle Max – This is the 100% value for the Power Plants maximum power output.
 * Throttle Stealth – This is an updating bar which denotes the Stealth value that Throttle is set to when the Stealth Button is pressed (see below).
 * Power Usage – Currently generated power.
 * Power Required – Required power by all items.
 * Power Deficiency – Amount of required power minus the currently generated power. Only appears when the power plants aren’t able to supply enough required power.
 * Stealth – This button sets the Throttle to the Stealth value, which is the sum on Power value of all connected items that are on, plus a small reserve value (10% to start). As individual items will be able to be turned off, this bar will move up and down as the Stealth value changes. Once the Stealth Button has been activated and the Throttle value reduced, you may then readjust the Throttle to suit your needs or adjust the Power Priority Triangle to work with the reduced power output.
 * Power Priority Triangle – Moving the indicator on the Power Priority Triangle adjusts the percentage of power that is distributed to the three major systems (Shields, Weapons, and Thrusters) if total power requested is larger than available power generated. Nudging toward one system should add to it, and take proportionally to the other systems.
 * Groups – Each group (Shields, Weapons, Thrust) are represented by icons.
 * Priority – Percentages for each group. These should total 100%; dead center of the triangle should indicate 33% on each corner of the triangle.
 * Power Deficiency – If any group isn’t receiving its requested power, it is indicated by an icon.
 * Signals: Heat – As the point of throttling power to items is to control your ship’s signals, they are indicated here.
 * Heat – Total heat generated by items.
 * Heat Capacity – Total heat capacity available to the ship.
 * EM – Current total EMsignature.
 * IR – Current total IR signature.


 * Power – Items
 * On Button – This turns individual power plants on/Off. Please note that the only items that can be turned on and off from this page are power plants. All other items are only observable in their on/off states.
 * Item Name
 * Item Name
 * Distortion Damage – Appears when distortion damage is received, and disappears when there is none.
 * Item Type – Reorder by cycling item type (all categories). This is a list of available types:
 * Power Plant (power in this case is power generated)
 * Shield Generator
 * Gun
 * Main Thruster
 * Maneuvering Thruster
 * Quantum Drive
 * Jump Drive
 * Radar
 * Avionics
 * Power – For power plants, power generation. For all other items, item power usage.
 * Heat – The current heat the item is generating.
 * Health – How much health each item has remaining.
 * Wear – How much wear each item has remaining.
 * Item Group
 * Power
 * Shields
 * Weapons
 * Thrusters
 * Shields – Systems
 * On Button – Turns all shield emitters and shield generators on/Off.
 * Shield Generator Throttle – This works exactly like the Power Throttle in all other MFDs and throttles Power for the shield generators.
 * Shield Status – As before, a top-down (for front, back, left, and right) and side (top and bottom) shield health is displayed. Face repair is represented by the highlighted bar, and each face’s health is indicated by the value next to it.
 * Top – Represents the health to front, back, left, and right.
 * Side – Represents the health to top and bottom.
 * Face Priority – Dragging the pip toward a face moves priority toward that face. Increasing face priority both increases the rate at which it is repaired when damaged, and also redistributes health toward it when the shields are healthy.
 * Top – Represents the face priority to front, back, left, and right.
 * Side – Represents to the face priority to top and bottom.
 * Face Hardening – Selecting a face temporarily gives it extra resistance, allowing you to brace for damage to a particular face.
 * Standby – This button turns off the actual shield temporarily to allow it to repair more quickly at the cost of not having the shields on while this is happening.
 * Shields – Items
 * On Button – This turns individual shield generators on/Off.
 * Item Name – Reorder alphabetically by shield generator name.
 * Item Name – Shield Generator name.
 * Distortion Damage – Appears when distortion damage is received, and disappears when there is none.
 * Type – Item Type Icon
 * Power – Shield generator power usage.
 * Heat – The current heat the shield generator is generating.
 * Health – How much health each shield generator has remaining.
 * Wear – How much wear each shield generator has remaining.
 * Weapons – System
 * On Button – Turns all weapons and missiles on/Off.
 * Weapon Group On Button- This turns all weapons in the weapon group on/Off.
 * Weapon Group Number – Weapon Group 1 or 2.
 * Weapon Group Throttle – This works exactly like the Power Throttle in all other MFDs and throttles Power for that Weapon Group.
 * Weapons Number – Number of weapons in that Weapon Group.
 * Missiles On Button – This turns all missiles on/Off.
 * Missiles Icon
 * Missiles Number – Number of missiles left.
 * Weapons – Items
 * On Button – This turns individual weapons on/Off.
 * Item Name.
 * Item Name – Weapon Name
 * Distortion Damage – Appears when distortion damage is received, and disappears when there is none.
 * Weapon Group – The Weapon Group number (there are two). Clicking this specific element switches the fire group to the other fire group (there are currently two fire groups).
 * Ammo Type
 * Ammo
 * Remaining Ammo – Ammo remaining in current reload.
 * Reloads – Ammo reloads remaining.
 * Power – Gun power usage. This will be useful for showing you how much power each gun requires to use.
 * Heat – The current heat the item is generating.
 * Health – How much health each gun has remaining.
 * Wear – How much wear each gun has remaining.

Universe

 * Increased player-cap to 50.

Menu

 * Added FOV scale to menu.

Audio

 * New low ammo audio.
 * New ship weapon audio.
 * New ship engine audio.

Graphical

 * New “Fog” VFX.
 * New Debris Motion.
 * New Quantum Travel VFX.
 * New Ship Destruction VFX.
 * New Ship “trails” VFX.
 * New layered ship weapon impacts.

Optimizations
=Feature Updates=
 * Added additional serialization.
 * Improved emitter update performance.

ASOP Terminals

 * Added ship selector with more information.

Shops

 * Adding Magazines and Grenades to Cubby Blast.
 * Added new armors/weapons to Garrity Defense.
 * Added new clothing to various stores.

Missions

 * Many new job contracts available via the Mission Manager App.
 * Split “wanted” and “criminality” reputations.
 * Only players at wanted level 3 should appear hostile.

CrimeStat

 * Reworked, but still basic implementation of crimes and criminality.
 * Split “wanted” and “criminality” reputations.
 * Only players at wanted level 3 should appear hostile.

Grim Hex

 * Additional props.
 * Updated art assets.
 * Moved ASOP terminals to main railing.

Ships & Vehicles

 * General
 * Updated with new hit reactions.
 * Updated ship entry and interaction animations.
 * Drake Cutlass Black: Complete Rework.
 * RSI Aurora Series: Complete Rework.
 * Aegis Avenger
 * Updated dashboard.
 * Aegis Vanguard
 * Cockpit rework.
 * Aegis Sabre
 * Cockpit display rework.
 * Aegis Gladius
 * Cockpit display rework.
 * HUD update.
 * Anvil Gladiator
 * Separated art for pilot/copilot geometry.
 * Drake Herald
 * Rescaled self-destruct timer.
 * Vanduul series
 * Updated lighting.
 * Merlin
 * Updated lighting.
 * MISC Reliant
 * Updated lighting.
 * Drake Caterpillar
 * Added airlock hole for EVA hatch.
 * Ship Weapons
 * Updated animations.
 * Knightbridge Arms series: Complete Rework.
 * Klaus and Werner Repeater Series: Complete Rework.

Armors

 * Armor and equipment weight now alters run speed and stamina drain.
 * Light/Medium/Heavy armor piece damage reduction balancing.

Weapons

 * New P8-SC SMG available.
 * Tweaks and balance changes across all weapons.

Arena Commander
Scoring rework.

Animations

 * Updated jumping.
 * Updated pistol animations.

Gear

 * Equipment Weight
 * Equipment weight now influences actor state and run speed.
 * Weapons
 * Complete art rework: Devastator 12 Shotgun.
 * Complete art rework: Arrowhead Sniper Rifle.
 * Complete art rework: P4-AR Assault Rifle.
 * Complete art rework: Arclight Pistol.
 * Complete art rework: Gallant Rifle.
 * Complete art rework: Gemini L86.

Menu

 * Reskinned “Contacts” page.

Keybindings and Controls

 * Tweaked controls for turrets for improved experience.
 * Added joystick mappings for EVA and FPS.
 * Added joystick mappings for interaction mode.
 * Added gamepad mappings for interaction mode.
 * Added ADS zoom in and out for gamepad.

Audio

 * Updated internal ship audio.
 * Updated quantum travel audio.
 * Updated shopping UI audio.
 * Updated collision audio.

Graphical

 * Exposure Improvements.
 * Specular Improvements.

Universe

 * Fixed LOD issues on Olisar.
 * Fixed delayed/missing music in Crusader.
 * Fixed missing purchasable items form ArcCorp.
 * Added proper collision to GrimHex shop window.
 * Fixed an issue where spawning a Freelancer in front of a Scythe would cause them to collide.
 * Fixed missing collision in Aeroview hangar.

Vehicles

 * Suspension should now work properly.

Ships

 * EMP Charges no longer have a chance to kill players.
 * Fixed some audio feedback issues.
 * Khartu-Al
 * Corrected several backward or missing decals.
 * Gladiator
 * Fixed exterior lighting.
 * Mustang Series
 * Corrected several backward or missing decals.
 * Fixed cracked glass appearance on cockpit from a distance.
 * Caterpillar
 * Fixed an issue with shadow flicker in cockpit.
 * 300 Series
 * Corrected several backward or missing decals.
 * Fixed some clipping geometry.
 * Fixed texture normals.
 * Vanguard series
 * Fixed a bug with Hoplite destruction VFX.
 * Vanduul
 * Fixed collision issues with Scythe and Glaive landing gear.
 * Starfarer
 * Player no longer t-poses when entering/exiting turret.
 * Constellation series
 * Reduced the interaction point size of ladders.
 * Resolved missing or quiet audio for fly by.

FPS

 * Fixed some issues with grenade markers.
 * Fixed players momentarily in aim pose during jump.
 * Projectiles sh ould now spawn in correct zone.
 * Fixed issue where players could use MediPen without reducing supply or without HUD updating.

Arena Commander

 * Fixed LOD issue on Dying Star central spire.
 * Fixed LOD issues for landing pads.

Star Marine

 * Visual Clean-ups for Star Marine: Demien.
 * Cleaned up issues with player lighting.
 * Fixed issue where all players were marked hostile for spectator.
 * Players no longer slide into hacking animation when interacting with terminals from side or back.
 * Removed grenade damage through barrier into spawn room.

General

 * Fixed issue where players were unable to join on friends if different regions are selected.
 * Fixed issue where if both players add each other to contacts they both appear as permanently offline.
 * Fixed an issue where only the first PTU account copy would get added to friends system.
 * Fixed an issue where loading into the universe would present no destinations after finishing a match of Arena Commander.
 * Fixed an issue where input recognition would fail when overlapping inputs.

Ships

 * Boost and afterner are additive rather than multiplicative
 * Quantum fuel tanks and consumption have been updated for new planet.ary distances.
 * Shield regen now has a “set-back” value rather than a static interupt.
 * Completely reworked armor. All ships now have armor to varying degrees with more combat focused ships having thicker armor and greater damage reduction. Armor now reduces incoming energy damage more than physical damage.
 * Adjusted shield and ship health values.
 * All ships have had their velocities, both linear and angular, increased.
 * Hydrogen fuel consumptions and regeneration has been reworked.
 * EMPs no longer effect the source ship.

FPS

 * Increased hip fire recoil.
 * Damage and spread balancing across all weapons.
 * Reduced procedural breathing sway effects in ADS.
 * Added damage reduction component to armor items.
 * Increased damage reduction of medium and heavy armors.
 * Increased movement speed difference between light and medium.

Bugs, Issues, and Work Arounds

 * Some ships may be spawning without items or without the ability to “flight ready”. W/A: If this happens please file an insurance claim to replace the ship.
 * Various actions can cause the player to holser their weapon (medipens, springting, vaulting, ect).
 * Changing loadouts on the Star Marine menu incosistent and often doesn’t work.
 * Score does not remain consistent in Star Marine if you leave and rejoin.
 * AI often fly out of bounds in Arena Commander.
 * Close proximity ship to ship passes cause a large FPS stutter.
 * Game mode and map images are not scaled correctly on the Arena Commander menu.
 * Pickups are inconsistent in Arena Commander.
 * The chatbox regularly goes away due to various actions (interacting with some objects, switching to 3rd person camera, ect). W/A: You can consistently bring back the chat window using “F12”.
 * IFCS has some control error under ship acceleration.
 * ESP isn’t functioning correctly, especially in lower framerates.