Difference between revisions of "Star Citizen Alpha 3.7.0"

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{{PatchData|version=3.7.0|publishdate=2019-09-30|futurerelease=yes|Prev=Star Citizen Alpha 3.6.0|Next=Star Citizen Alpha 3.8.0}}
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{{PatchData|version=3.7.0|publishdate=2019-10-11|Prev=Star Citizen Alpha 3.6.2|Next=Star Citizen Alpha 3.7.1}}
  
'''Star Citizen Alpha 3.7.0''' is an upcoming [[Star Citizen]] update planned to be released around September 2019 (Q3). As per the [https://robertsspaceindustries.com/roadmap roadmap], the content in the update is subject to change.
+
[[File:Defender_-_x3_in_formation_over_world.jpg|right|500px]]
 +
'''Alpha Patch 3.7.0''' has been released and is now available! The launcher version number should read: VERSION 3.7.0- LIVE.3180042.
 +
=New Features=
 +
==Gameplay==
 +
* Added a voice activation option for [[VOIP]] transmission available in the [[FOIP]]/VOIP options menu.
 +
* Added ship [[rental kiosks]].
 +
** Ship rental kiosks can be found at [[Teasa Spaceport]] in [[Lorville]] ([[Vantage Rentals]]) and [[Riker Memorial Spaceport]] in [[Area18]] ([[Traveller Rentals]]). When renting, players can specify the duration (1, 3, or 30 days real time) with longer time being a better overall value. Rented ships are insured and customizable. The time remaining on the rental is shown on the [[mobiGlas]] and the [[ASOP terminal]].
  
== Characters ==
+
* Players can now [[Mining|mine small rocks]] for valuable commodities while on foot.
 +
** To mine minerals and crystals while on foot players will need the multi-tool plus a mining attachment, both can be found at Area18, Lorville, and [[Levski]]. Once equipped players will be shown a UI interface for mining laser strength and fracture window similar to the mining mechanic on the [[Prospector]]. Once the rock is fractured, valuable minerals will be broken off and can be hand collected and stowed in the player’s personal inventory.
  
==== '''Bounty Hunter Armor''' ====
+
* [[Harvestables|Harvestable objects]] can now be found and collected on various planetary bodies.
Implementing the armor set traditionally associated with bounty hunters and their ilk.
+
** Harvestable objects are valuable and can be stowed in the player’s inventory for later sale at commodity kiosks. Currently, harvestables can be found on the surface of [[Hurston]], [[Arial]], [[Aberdeen]] and [[Daymar]] as well as within all caves.
  
==== Character Customization System v2 ====
+
* Added a visor message that should notify the player if they are intentionally not respawned in a ship bed they had previously logged out of to help track down issues with bed logout.
Improvements to the character customization feature which includes iterations on the facial blending system and significant updates to the user interface and experience.
+
* Added: [[Personal Inventory|Player Personal Inventory]]
 +
** Player personal inventory can be accessed using [[interaction mode]] and selecting an activation dot in the player’s view or by using the “i” key. From there a radial menu will appear showing the overall storage available, the percentage fill, and what items are stored. The amount a player can carry is based on the type of armor they are wearing, with storage capacities shown on kiosks and shop displays. Players can also highlight and drop items as well as “store all” items in a carriable box, provided they are standing within the cargo grid of a vehicle. Both the cargo grid stored box and the inventory itself can be sold at commodity kiosks.
  
==== '''Glass Visor and HUD Improvements''' ====
+
* Added [[Caves|caves]] to Daymar, Hurston, and Aberdeen.
An overhaul to visor and helmet HUDs to provide a more intuitive and immersive experience.
+
* Caves can now be found on the above rocky moons and planet, each contain harvestables and FPS mineable resources.
  
== Locations ==
+
* [[ATC]] will now restrict landing privileges based on [[Crimestat|crimestat]].
 +
** Most major landing areas will now not grant landing privileges to anyone with a crimestat of one or more. [[GrimHEX|GrimHex]] will allow anyone to land, including those in stolen ships. [[Rest stop|Rest stops]], [[Port Olisar]], and Levski will allow anyone up to crimestat level three to land but will not allow stolen ships.
  
==== '''Rest Stop Space Station: Interior Variants''' ====
+
* New missing person “investigation” mission for caves.
Expanding the interior module and archetype libraries to achieve wider diversity for the interiors of space stations.
+
* Players can now share missions.
 +
** Accepted missions now have the “share” option, which shares the mission with all members of the player’s current party. Upon mission completion, the total payout is divided up among the party members.
  
== AI ==
+
* New Star Marine Elimination Map: [[The Good Doctor]]
 +
** Radical [[Outsiders]] cult has taken over an old [[Terraforming|terraforming]] facility on [[Mya|Leir II]]. Join the Marine task force and attempt to take it back, or join the loyal cultists and defend the honor of the good doctor himself, [[Marcus Fayel|Dr. Marcus Fayel]].
  
==== '''NPC Improvements: Shopkeeper''' ====
+
==Ships and Vehicles==
Improvements to the Shopkeeper AI archetype, including additional interactions for the player as well as other NPCs. This will include passes from animation and audio.
+
* Added: Aegis [[Vanguard Harbinger]]
 +
* Added: Aegis [[Vanguard Sentinel]]
 +
* Added: RSI [[Mantis]] and player interdiction gameplay
 +
** From the pilot seat of the Mantis, players can activate a [[dampening field]] via interaction, labeled “[[QED]]”, which will prevent ships from quantum traveling if they are within a short range. You can also begin charging the quantum snare via interaction “Q Snare Charge”. Once charged, activate the snare with “Q Snare Initiate”. Once activated, an enforcement bubble of 20km will be put in place that will pull ships passing through out of quantum. When a ship is “snared”, the location of the snare will be shown to the pilot and all players within their party. The snared ship will have its quantum drive dampened within the bubble. Note, this is the location of the snare not the ship itself which can move from that position. Charging and maintaining the snare costs significant power and cooling resources
  
==== '''Ship AI: 3D Pathfinding v2''' ====
+
** An exclusion zone around major stations where the snare can be be activated has been put in place and activating the snare within monitored space is an imperial offense and will raise the player’s crimestat.
Building the foundational technology that allows AI to navigate in 3D space by utilizing the physics grid. The path search will be hierarchical and will use other factors alongside the physical data, such as the graph connection of QT points. The system will scale to the size of the universe and accommodate all content, including asteroid fields, planets, and space stations.
 
  
==== '''FPS Combat: Weapon Types''' ====
+
* Added: Banu [[Defender]]
Adding the ability for combat AI to engage the player using a wider variety of weaponry, react dynamically to both player behavior and the environment, and engage strategically and realistically.
+
** The Banu Defender has a special shield that is best operated by two people via advanced hardening mechanics. The best way to utilize this feature is with a co-pilot adjusting hardening on their [[MFD]] while the pilot focuses on flying and engaging enemies.
  
==== '''Advanced Gunship Defensive Maneuvers''' ====
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* Added a keybind “J” to manually toggle compatible ships into [[VTOL mode]], shifting the ships thrust orientation when desired.
Implementation and balancing of defensive maneuvers that gunship pilots will perform on detecting fire to prevent extensive damage to their vessel.
+
* Some small ships can now mount size 2 gimbals into size 1 hardpoints, allowing them to gimbal size 1 weapons. Those ships include the [[Aurora (series)|Auroras]], [[Mustang (series)|Mustangs]], [[P-52 Merlin|Merlin]], [[P-72 Archimedes|Archimedes]], [[85X|85x]], [[Nox]], [[Dragonfly]], and [[Prospector]].
 +
* Added new [[IFCS system]]: [[Proximity Assist]]
 +
** Proximity assist, which will now replace hover mode for near surface control, dampens ship acceleration when near surfaces to give the pilot better fine control and is enabled by default. Proximity assist can be disabled in the options menu.
  
==== '''NPC Improvements: Bartender''' ====
+
==Weapons and Items==
Improvements to the Bartender AI archetype, including additional interactions for the player as well as other NPCs. This will include passes from animation and audio.
+
* New Ship Weapon: [[Kroneg|'''Kroneg''']] [[FL-33 Laser Cannon|FL-Series Laser Cannons]].
 +
** With a steady hand and a sharp eye, there are few similarly classed laser cannons that can out perform Kroneg’s FL-Series. This versatile, high-yield weapon was constructed with newly designed compensators to deliver damage at long ranges.
  
==== '''NPC Improvements: Civilian''' ====
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*New FPS Weapon: [[Hedeby Gunworks|'''Hedeby''']] [[Salvo Frag Pistol]].
Improvements to the Civilian AI archetype, including additional interactions for the player as well as other NPCs. This will include passes from animation and audio.
+
** While the Salvo can be used as a normal pistol, Hedeby didn’t stop there. With a longer trigger pull, a freezing primer is injected into the chamber and when released, the heavy firing pin hits with enough force to pulverize the supercooled casing. Accidentally developed as an attempt to mitigate overheating, this charged fire option discharges a deadly spray of high-velocity fragments followed by an ear-shattering boom. The Salva Frag Pistol can be purchased at [[Livefire]] at Port Olisar, [[HUR-L2]], [[CRU-L1]], [[Skutters]], and [[Tammany and Sons]].
  
==== FPS: Cover Usage v1 ====
+
* Added additional weapon sight attachments and updated some of the current ones.
Expanding the tactic selection for the NPC-Human Combat to analyse the environment and detect, in absence of full cover, possible positions where they can engage enemies without being fully exposed to them. This includes objects such as small crates, which could potentially provide partial cover.
+
** Additional Attachments: [[NV-TAC]] [[Gamma|1x Gamma Projection Optic]], [[NV-TAC]] [[Gamma Duo|2x Gamma Duo Projection Optic]]. Reworked: [[NV-TAC]] [[Gamma Plus|3x Gamma Plus Projection Optic]], [[NV-TAC]] [[4x Telescopic Optic]], [[NV-TAC]] [[Delta (optics attachment)|1x Delta Reflex Optic]].
  
== Gameplay ==
+
* FPS combat [[AI]] will now prioritize targets based on distance, visibility, and incoming damage and should engage the player more aggressively.
 +
* Added new chat group and party interaction functionality.
 +
**  Chat groups can now be created in the commlink app and will persist between sessions. Chat groups are cross server, so anyone in game will see text from that group regardless which server they are on. Additionally, players can invite their entire current party into a group or invite an entire group into an existing party.
  
==== '''Refueling: Fuel Scooping''' ====
+
* Added new barrel and under-barrel [[Weapon attachment|weapon attachments]].
Improvements to how hydrogen intakes regenerate fuel. Takes into account environmental density and flight vectors when formulating the regeneration amount.
+
** New under-barrel attachments from [[ARMA]] including a flashlight, laser sight, suppressor, flash hider (hides muzzle flash), compensator (recoil reduction), and energy stabilizer (recoil reduction). Like other attachments, these can be found at shops that sell compatible firearms. Activate attachments with the “U” key. Note: Weapon descriptions give the compatible sizes for all available attachment slots.
  
==== '''Death Animation Improvements''' ====
+
* [[Flares]] can now be purchased at [[Conscientious Objects]] on Levski, [[Cubby Blast]] at [[Area18]], Tammany & Son’s at Lorville, and [[Live Fire]] at Port Olisar.
Combining updated ragdoll properties with the animation system to make the death reactions of players and NPCs more realistic. This will be achieved by blending death animations with physical ragdoll simulation.
+
** Flares can be equipped to utility slots, manually activated with the “use” interaction, thrown, and held.
  
==== '''Power System v2''' ====
+
* Added high inventory armor, the [[MacFlex Rucksack Core|MacFlex “Rucksack” Core]], is now available at Conscientious Objects on Levski, Cubby Blast at Area18, and Tammany & Son’s at Lorville.
Expanding the existing power system to provide systemic connected gameplay in environments and vehicles. Includes connecting the door, lighting, and lift systems to power and dealing with the impacts of EMP.
+
==Core Tech==
 +
* [[Arena Commander]] and the [[Persistent Universe]] now use separate ship databases.
 +
** Arena Commander and the Persistent Universe now maintain separate ship and item databases. The status of your ship in the persistent universe, including fuel state, damage state, and whether it is destroyed or not will have no impact on your ship setup in Arena Commander. Loadout customization is also specific to each game mode and is no longer transferable. Rented items and ships in the Arena Commander customization menu will only be available in that mode and vice versa for purchased or rented items and ships in the persistent universe.
  
==== '''PvP Bounties''' ====
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=Feature Updates=
Additions to gameplay to allow players to hunt other players with bounties on their heads.
+
==Characters==
  
==== '''Repair/Refuel/Restock Kiosks v1''' ====
+
* Updated [[character customizer]].
The service kiosk will receive a more flexible interface for players looking to purchase services and maintenance, including the repair, refueling, and restocking of their ships.
+
** The updated customer has been streamlined to create better flow. Players now start by selecting a gender and a base head. Other heads can then be blended with the base as a whole or as isolated features by selecting on either the left column or on the region the player wishes to customize on the head itself. Players can also randomize any selection (dice on bottom center of screen).
  
==== '''Bounty Mission NPC Improvements''' ====
+
* Updated flashlight projection.
Additions to the space bounty mission type that allow hunted NPCs to use quantum travel to evade the player.
+
* Updated stamina usage to increase sprint time and regeneration rates.
 +
* Visual polish to [[Tecia Pacheco|Pacheco’s]] outfit.
 +
==Locations==
 +
* Updated Arial’s height-map distribution.
 +
* Temporarily removed rest stop [[HUR L2]].
 +
* Removed the Argo from Area18’s spaceport.
 +
==AI==
 +
* Improved AI combat ship behavior for more dynamic target selection and engagement based on relevant threats.
 +
==Gameplay==
 +
* Adjusted [[misdemeanor]] fine values including a significant reduction in [[illegal parking fee]].
 +
* Improved the chat interface and multiple channel support for VOIP/FOIP.
 +
* Updated all mission rewards to better balance risk and time.
 +
* Temporarily disabled [[Escort style mission|escort style missions]].
 +
* Made [[crimestat]] restrictions more lenient for mission offerings.
 +
* Updated AI service beacons with new sequenced waves of enemies, more challenging opponents, and kill rewards.
 +
* Reworked and reintroduced the level 5 crimestat mission.
 +
* Temporarily removed several city locations from the delivery system.
 +
* Adjusted the position of some of the [[No-fly zone|no-fly zones]] around horizontal hangars at Area18.
 +
* Updated tablet grip template so players can turn items like computer blades in their hand.
 +
* Updated [[Pirate Swarm]].
 +
* Pirate swarm has been updated to 10 waves and now has a new suite of opponent ships and a challenging final wave.
  
==== '''Physical Inventories''' ====
+
==Ships and Vehicles==
Design and implementation of a localized physical inventory system (with persistence and limitations), allowing for a more immersive and realistic experience.
+
* Improved the fuel consumption of the [[890 Jump]].
 +
* Increased [[CryAstro]] refueling rates for larger ships.
 +
* Reworked audio for [[EMP]].
 +
* Fixed assisted gimbals so it only requires the firing solution to be in the cone as originally intended.
 +
* Updated usables in the 890 Jump.
 +
* Updated the nose array on the [[Hoplite]] to [[BRVS Ballistic Repeater]]s.
 +
* Changed the exterior paint on the Hoplite.
 +
* Adjusted 890’s health pool so it has more hull durability.
 +
* Slightly increased engine trails to increase motion readability.
 +
* Updated the [[Arrow]] to only have one shield generator as originally intended.
 +
==Weapons and Items==
 +
* Rebalanced recoil for the '''[[Kastak Arms]]''' [[Karna Plasma Rifle|Karna]]
 +
* Removed size 1 and 3 [[Tachyon cannon|Tachyon cannons]] and size 2 Tachyon cannons can now only be equipped to the Banu Defender.
 +
==Major Bug Fixes==
 +
* The [[Vanguard]] should no longer lose shields and cooling if it loses the left wing.
 +
* [[Delivery mission|Delivery missions]] should now complete more consistently.
 +
* Fixed scope magnification values on existing sight attachments.
 +
* Capture points going toward neutral should no longer continue to do so if no one is in the capture zone for [[Last Stand]].
 +
* Fixed numerous issues with the pistol aim pose.
 +
* Storing the hacking chip should be consistent with stow behavior of other hand held items.
 +
* The character flashlight should now move with the character’s head while in free look.
 +
* There should no longer be a gap in collision between the sky bus and the platform at Area18.
 +
* There should no longer appear to be blurring inside of ships during quantum travel.
 +
* The 890 Jump should now have countermeasures.
 +
* Port Olisar turret UI markers should no longer appear to float away.
 +
* Fixed 2x gravity around [[underground facilities]].
 +
* Outlaws in Star Marine should now be able to equip armor other than light.
 +
* The [[Gladius]] should no longer have shield holes.
 +
* Fixed an issue where physical damage wasn’t penetrating the 890’s shields.
 +
* The 890 should no longer consume fuel more than intended.
 +
* Players should no longer be able to generate UEC by exploiting ship refueling.
 +
* The [[Reliant (series)|Reliant]] should be able to hold [[handheld cargo]].
 +
* NPC service beacons should no longer spam the player.
 +
* Missile detach VFX should no play properly.
 +
* FPS weapon hits should now register properly inside the 890’s hangar bay.
 +
* The options menu should no longer get stuck on when selected from the character customizer.
 +
* Ships should no longer quantum travel into [[Daymar]] and explode when spline jumping from between 2000 and 2500 meters.
 +
* Targeting and missile brackets should now appear properly for all ground vehicles.
  
== Ships and Vehicles ==
+
==Known Issues==
  
==== AEGIS Vanguard Harbinger ====
+
* Invisible rocks are present on the surfaces of planetary bodies and can sometimes block FPS mineable resources.
Building, balancing, and implementing the [[Vanguard Harbinger]] into the game.
+
* Kiosks and terminals are flickering.
 
+
** Caution: Could negatively impact those sensitive to flashing screens.
==== AEGIS Vanguard Sentinel ====
+
* REC rentals for Star Marine fail to process but still subtract REC.
Building, balancing, and implementing the [[Vanguard Sentinel]] into the game.
+
* [[Interdiction|Interdictions]] can happen twice in a row and sometimes spawn an asteroid very close to the player.
 
+
* [[Quantum travel]] target selection does not always update when aligned.
==== Drake Cutlass Red Rework ====
+
* Quantum travel sometimes doesn’t work when too close to group members.
Building, balancing, and implementing the [[Cutlass Red|medical variant]] into the game.
+
** Workaround: Spread out from other group members, then quantum travel or spool and go one at a time.
 
+
** Workaround: Aim the nose of the ship away from the marker, and then retarget the marker to reset.
== Weapon and Items ==
+
* The quantum travel HUD will vanish if the player exits the seat while in quantum travel.
 
+
* The Combine cannon does function correctly in multiplayer.
==== '''Apocalypse Arms Animus Missile Launcher''' ====
+
* Player’s can’t quantum travel in the Banu Defender with a copilot seated.
Designing and creating the [[Apocalypse Arms]] [[Animus Missile Launcher]]. Includes asset creation, animation, and balancing.
+
* Ultra wide aspect ratios cause misalignment for personal inventory and Skyline icons.
 
+
* Missile countermeasures are not working consistently.
==== '''Behring GP-33 Grenade Launcher''' ====
+
* [[Distortion damage]] does not apply correctly.
Designing and creating the [[Behring]] [[GP-33 Grenade Launcher]]. Includes asset creation, animation, and balancing.
+
* Duplicates of ship system components can appear listed in the [[VMA]] which, when equipped, will not function.
 
+
* In Star Marine’s [[OP Station Demien]] level, enemy indicators can sometimes be seen through walls.
==== '''Hedeby Salvo Frag Pistol''' ====
+
* Players may experience a stall when loading and firing weapons in Star Marine.
Designing and creating the [[Hedeby]] [[Salvo Frag Pistol]]. Includes asset creation, animation, and balancing.
+
* AI ships can get stuck and not continue on their route.
 
+
* NPC beacons will sometimes display an incorrect distance.
==== '''Kroneg FL-33 Laser Cannon''' ====
+
* Attempting to quantum travel to destinations from orbit of [[ArcCorp (planet)|ArcCorp]] or its moons may result in the player colliding with the surface.
Designing and creating the [[Kroneg]] [[FL-33 Laser Cannon]] ship weapon. Includes asset creation, animation, and balancing.
+
* Ships can spin excessively out of control when their wing is clipped.
 
+
* Landing illegally and having your ship despawn while a mission box is inside will break mission progress.
== Core Dev Tech and Systems ==
 
 
 
==== '''Procedural Asteroids v2''' ====
 
Continued development of the underlying tech that determines the shape, distribution, and appearance of asteroid fields. Adding volumetric fog elements, mineable entities, and ring patterns.
 
 
 
==== '''Large-Scale Shadow Improvements''' ====
 
Improvements to the shadow system to allow multiple large-scale shadow maps as opposed to the single large-scale map we currently use. Includes support for large-scale shadows to be dynamic for use on capital ships.
 
 
 
==== '''Planetary Ground Fog Tech''' ====
 
Planetary ground fog will create varying layers of fog on top of planetary terrain to further intensify local ambiance and create a sense of visual depth.
 
 
 
==== '''Performance Optimization''' ====
 
General optimization and engine improvements to increase stability and performance for players. Includes the investigation and resolution of possible memory leaks and performance spikes.
 
 
 
==== '''Improved Terrain Shadows'' ====
 
Large scale terrain shadows will significantly increase the range in and over which shadows from terrain are being cast. In addition, it will allow rendering of soft terrain shadows and penumbra areas which is important to capture sun sets. The shadow algorithm provides data in a way that will allow fairly efficient integration into other rendering algorithms at a later stage to further improve quality and realism.
 
 
 
==== '''Atmosphere Tech Improvements''' ====
 
Improvements to the atmosphere will include various stability improvements to reduce certain artifacts that are currently visible at different view position. Includes incorporation of additional density layers to capture effects like an ozone layer at high altitudes that will result in more natural looking skies at sun set on planets. General improvements in color reproduction will also be investigated.
 
  
 
== See Also ==
 
== See Also ==
 +
* {{RSI|ref=no|url=https://robertsspaceindustries.com/comm-link//17296-Star-Citizen-Alpha-370|text=Star Citizen 3.7.0 Patch Notes}}
 
* {{RSI|ref=no|url=https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen|text=Star Citizen Roadmap}}
 
* {{RSI|ref=no|url=https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen|text=Star Citizen Roadmap}}
 +
* {{RSI|ref=no|url=https://robertsspaceindustries.com/comm-link/transmission/17252-Alpha-37-Into-The-Depths|text=Alpha 3.7 - Into the Depths}}
  
 
{{BaseSEO}}
 
{{BaseSEO}}

Latest revision as of 19:49, 22 October 2019

Released (2019-10-11 - 36 days ago)
Defender - x3 in formation over world.jpg

Alpha Patch 3.7.0 has been released and is now available! The launcher version number should read: VERSION 3.7.0- LIVE.3180042.

New Features

Gameplay

  • Players can now mine small rocks for valuable commodities while on foot.
    • To mine minerals and crystals while on foot players will need the multi-tool plus a mining attachment, both can be found at Area18, Lorville, and Levski. Once equipped players will be shown a UI interface for mining laser strength and fracture window similar to the mining mechanic on the Prospector. Once the rock is fractured, valuable minerals will be broken off and can be hand collected and stowed in the player’s personal inventory.
  • Harvestable objects can now be found and collected on various planetary bodies.
    • Harvestable objects are valuable and can be stowed in the player’s inventory for later sale at commodity kiosks. Currently, harvestables can be found on the surface of Hurston, Arial, Aberdeen and Daymar as well as within all caves.
  • Added a visor message that should notify the player if they are intentionally not respawned in a ship bed they had previously logged out of to help track down issues with bed logout.
  • Added: Player Personal Inventory
    • Player personal inventory can be accessed using interaction mode and selecting an activation dot in the player’s view or by using the “i” key. From there a radial menu will appear showing the overall storage available, the percentage fill, and what items are stored. The amount a player can carry is based on the type of armor they are wearing, with storage capacities shown on kiosks and shop displays. Players can also highlight and drop items as well as “store all” items in a carriable box, provided they are standing within the cargo grid of a vehicle. Both the cargo grid stored box and the inventory itself can be sold at commodity kiosks.
  • Added caves to Daymar, Hurston, and Aberdeen.
  • Caves can now be found on the above rocky moons and planet, each contain harvestables and FPS mineable resources.
  • ATC will now restrict landing privileges based on crimestat.
    • Most major landing areas will now not grant landing privileges to anyone with a crimestat of one or more. GrimHex will allow anyone to land, including those in stolen ships. Rest stops, Port Olisar, and Levski will allow anyone up to crimestat level three to land but will not allow stolen ships.
  • New missing person “investigation” mission for caves.
  • Players can now share missions.
    • Accepted missions now have the “share” option, which shares the mission with all members of the player’s current party. Upon mission completion, the total payout is divided up among the party members.

Ships and Vehicles

  • Added: Aegis Vanguard Harbinger
  • Added: Aegis Vanguard Sentinel
  • Added: RSI Mantis and player interdiction gameplay
    • From the pilot seat of the Mantis, players can activate a dampening field via interaction, labeled “QED”, which will prevent ships from quantum traveling if they are within a short range. You can also begin charging the quantum snare via interaction “Q Snare Charge”. Once charged, activate the snare with “Q Snare Initiate”. Once activated, an enforcement bubble of 20km will be put in place that will pull ships passing through out of quantum. When a ship is “snared”, the location of the snare will be shown to the pilot and all players within their party. The snared ship will have its quantum drive dampened within the bubble. Note, this is the location of the snare not the ship itself which can move from that position. Charging and maintaining the snare costs significant power and cooling resources
    • An exclusion zone around major stations where the snare can be be activated has been put in place and activating the snare within monitored space is an imperial offense and will raise the player’s crimestat.
  • Added: Banu Defender
    • The Banu Defender has a special shield that is best operated by two people via advanced hardening mechanics. The best way to utilize this feature is with a co-pilot adjusting hardening on their MFD while the pilot focuses on flying and engaging enemies.
  • Added a keybind “J” to manually toggle compatible ships into VTOL mode, shifting the ships thrust orientation when desired.
  • Some small ships can now mount size 2 gimbals into size 1 hardpoints, allowing them to gimbal size 1 weapons. Those ships include the Auroras, Mustangs, Merlin, Archimedes, 85x, Nox, Dragonfly, and Prospector.
  • Added new IFCS system: Proximity Assist
    • Proximity assist, which will now replace hover mode for near surface control, dampens ship acceleration when near surfaces to give the pilot better fine control and is enabled by default. Proximity assist can be disabled in the options menu.

Weapons and Items

  • New Ship Weapon: Kroneg FL-Series Laser Cannons.
    • With a steady hand and a sharp eye, there are few similarly classed laser cannons that can out perform Kroneg’s FL-Series. This versatile, high-yield weapon was constructed with newly designed compensators to deliver damage at long ranges.
  • New FPS Weapon: Hedeby Salvo Frag Pistol.
    • While the Salvo can be used as a normal pistol, Hedeby didn’t stop there. With a longer trigger pull, a freezing primer is injected into the chamber and when released, the heavy firing pin hits with enough force to pulverize the supercooled casing. Accidentally developed as an attempt to mitigate overheating, this charged fire option discharges a deadly spray of high-velocity fragments followed by an ear-shattering boom. The Salva Frag Pistol can be purchased at Livefire at Port Olisar, HUR-L2, CRU-L1, Skutters, and Tammany and Sons.
  • FPS combat AI will now prioritize targets based on distance, visibility, and incoming damage and should engage the player more aggressively.
  • Added new chat group and party interaction functionality.
    • Chat groups can now be created in the commlink app and will persist between sessions. Chat groups are cross server, so anyone in game will see text from that group regardless which server they are on. Additionally, players can invite their entire current party into a group or invite an entire group into an existing party.
  • Added new barrel and under-barrel weapon attachments.
    • New under-barrel attachments from ARMA including a flashlight, laser sight, suppressor, flash hider (hides muzzle flash), compensator (recoil reduction), and energy stabilizer (recoil reduction). Like other attachments, these can be found at shops that sell compatible firearms. Activate attachments with the “U” key. Note: Weapon descriptions give the compatible sizes for all available attachment slots.
  • Added high inventory armor, the MacFlex “Rucksack” Core, is now available at Conscientious Objects on Levski, Cubby Blast at Area18, and Tammany & Son’s at Lorville.

Core Tech

  • Arena Commander and the Persistent Universe now use separate ship databases.
    • Arena Commander and the Persistent Universe now maintain separate ship and item databases. The status of your ship in the persistent universe, including fuel state, damage state, and whether it is destroyed or not will have no impact on your ship setup in Arena Commander. Loadout customization is also specific to each game mode and is no longer transferable. Rented items and ships in the Arena Commander customization menu will only be available in that mode and vice versa for purchased or rented items and ships in the persistent universe.

Feature Updates

Characters

  • Updated character customizer.
    • The updated customer has been streamlined to create better flow. Players now start by selecting a gender and a base head. Other heads can then be blended with the base as a whole or as isolated features by selecting on either the left column or on the region the player wishes to customize on the head itself. Players can also randomize any selection (dice on bottom center of screen).
  • Updated flashlight projection.
  • Updated stamina usage to increase sprint time and regeneration rates.
  • Visual polish to Pacheco’s outfit.

Locations

  • Updated Arial’s height-map distribution.
  • Temporarily removed rest stop HUR L2.
  • Removed the Argo from Area18’s spaceport.

AI

  • Improved AI combat ship behavior for more dynamic target selection and engagement based on relevant threats.

Gameplay

  • Adjusted misdemeanor fine values including a significant reduction in illegal parking fee.
  • Improved the chat interface and multiple channel support for VOIP/FOIP.
  • Updated all mission rewards to better balance risk and time.
  • Temporarily disabled escort style missions.
  • Made crimestat restrictions more lenient for mission offerings.
  • Updated AI service beacons with new sequenced waves of enemies, more challenging opponents, and kill rewards.
  • Reworked and reintroduced the level 5 crimestat mission.
  • Temporarily removed several city locations from the delivery system.
  • Adjusted the position of some of the no-fly zones around horizontal hangars at Area18.
  • Updated tablet grip template so players can turn items like computer blades in their hand.
  • Updated Pirate Swarm.
  • Pirate swarm has been updated to 10 waves and now has a new suite of opponent ships and a challenging final wave.

Ships and Vehicles

  • Improved the fuel consumption of the 890 Jump.
  • Increased CryAstro refueling rates for larger ships.
  • Reworked audio for EMP.
  • Fixed assisted gimbals so it only requires the firing solution to be in the cone as originally intended.
  • Updated usables in the 890 Jump.
  • Updated the nose array on the Hoplite to BRVS Ballistic Repeaters.
  • Changed the exterior paint on the Hoplite.
  • Adjusted 890’s health pool so it has more hull durability.
  • Slightly increased engine trails to increase motion readability.
  • Updated the Arrow to only have one shield generator as originally intended.

Weapons and Items

  • Rebalanced recoil for the Kastak Arms Karna
  • Removed size 1 and 3 Tachyon cannons and size 2 Tachyon cannons can now only be equipped to the Banu Defender.

Major Bug Fixes

  • The Vanguard should no longer lose shields and cooling if it loses the left wing.
  • Delivery missions should now complete more consistently.
  • Fixed scope magnification values on existing sight attachments.
  • Capture points going toward neutral should no longer continue to do so if no one is in the capture zone for Last Stand.
  • Fixed numerous issues with the pistol aim pose.
  • Storing the hacking chip should be consistent with stow behavior of other hand held items.
  • The character flashlight should now move with the character’s head while in free look.
  • There should no longer be a gap in collision between the sky bus and the platform at Area18.
  • There should no longer appear to be blurring inside of ships during quantum travel.
  • The 890 Jump should now have countermeasures.
  • Port Olisar turret UI markers should no longer appear to float away.
  • Fixed 2x gravity around underground facilities.
  • Outlaws in Star Marine should now be able to equip armor other than light.
  • The Gladius should no longer have shield holes.
  • Fixed an issue where physical damage wasn’t penetrating the 890’s shields.
  • The 890 should no longer consume fuel more than intended.
  • Players should no longer be able to generate UEC by exploiting ship refueling.
  • The Reliant should be able to hold handheld cargo.
  • NPC service beacons should no longer spam the player.
  • Missile detach VFX should no play properly.
  • FPS weapon hits should now register properly inside the 890’s hangar bay.
  • The options menu should no longer get stuck on when selected from the character customizer.
  • Ships should no longer quantum travel into Daymar and explode when spline jumping from between 2000 and 2500 meters.
  • Targeting and missile brackets should now appear properly for all ground vehicles.

Known Issues

  • Invisible rocks are present on the surfaces of planetary bodies and can sometimes block FPS mineable resources.
  • Kiosks and terminals are flickering.
    • Caution: Could negatively impact those sensitive to flashing screens.
  • REC rentals for Star Marine fail to process but still subtract REC.
  • Interdictions can happen twice in a row and sometimes spawn an asteroid very close to the player.
  • Quantum travel target selection does not always update when aligned.
  • Quantum travel sometimes doesn’t work when too close to group members.
    • Workaround: Spread out from other group members, then quantum travel or spool and go one at a time.
    • Workaround: Aim the nose of the ship away from the marker, and then retarget the marker to reset.”
  • The quantum travel HUD will vanish if the player exits the seat while in quantum travel.
  • The Combine cannon does function correctly in multiplayer.
  • Player’s can’t quantum travel in the Banu Defender with a copilot seated.
  • Ultra wide aspect ratios cause misalignment for personal inventory and Skyline icons.
  • Missile countermeasures are not working consistently.
  • Distortion damage does not apply correctly.
  • Duplicates of ship system components can appear listed in the VMA which, when equipped, will not function.
  • In Star Marine’s OP Station Demien level, enemy indicators can sometimes be seen through walls.
  • Players may experience a stall when loading and firing weapons in Star Marine.
  • AI ships can get stuck and not continue on their route.
  • NPC beacons will sometimes display an incorrect distance.
  • Attempting to quantum travel to destinations from orbit of ArcCorp or its moons may result in the player colliding with the surface.
  • Ships can spin excessively out of control when their wing is clipped.
  • Landing illegally and having your ship despawn while a mission box is inside will break mission progress.

See Also