Star Citizen Alpha 3.22.1.9072370 LIVE Patch Notes

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Wakapedia-CIG

Star Citizen Patch 3.22.1

Alpha Patch 3.22.1 has been released and is now available to test on the LIVE Environment! Patch should now show: VERSION 3.22.1-LIVE.9072370.

It is strongly recommended that players delete their USER and Shader folders 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 FilesRoberts Space IndustriesStarCitizenLIVE. The Shader folders can be found here %localappdata%Star Citizen.

Characters in this new environment will be built from LTP data so items such as medpens, ammo, rentals, and refinery jobs will be lost.

Long Term Persistence: Enabled

Starting aUEC: 20,000

Known Issues

The San’tok.yai and X1 flight tuning is not fully complete and will require tuning in a later release The Final Boss NPC won’t spawn during the Illegal Retrieve Consignment Mission (Legal version still spawns correctly) Multivehicle – PU – Vehicles – When docking at a station the docking arm will not extend (STARC-86292) Stanton – Ship to Station Docking – Docking arm on LEOs does not disengage correctly, causing the ship to be impounded (STARC-49759) PU – Locations – Transit – Elevators – Elevator is missing, no carriage, mesh or doors and player falls through if they walk in (STARC-62581) PU – Multiweapon – Multiple weapons do not have recoil when shot (STARC-94529) PU – Locations / Missions / AI – Too many AI are spawning during the Additional Derelict missions (STARC-73170) PU – Stanton – Locations / UI – AR Marker showing your assigned hangar does not appear (STARC-83819) PU – Stanton – Actor Status / Medical / Respawn – Unable to move after respawning and long load times (STARC-81772) Multivehicle – PU – Vehicles / Physics – Vehicles with revised ground vehicle physics suffer excessive vibration at low speeds or when stopped (STARC-82528) PU – Stanton – RSI Constellation Series – Vehicles / Docking – Snub Fighter cannot request docking clearance (STARC-86519) PU – Stanton – Locations / Interactables / Actor – Comm Array – The insert interaction for the cryptokey occasionally lost (STARC-92241) PU – Stanton – Derelict Settlement – Multiple Locations – AI – AI are spawning together in group and they can be slow to leave their spawn points (STARC-95361) New Player Experience – Players can spawn with unintended armor on PU – Stanton – Actor – Players can become stuck in bed upon login (STARC-96822 Fixed in Later Build) PU – Stanton – Mining / UI – Player is unable to mine asteroids as scan info does not appear (STARC-97113) PU – Stanton – Starmap – Locations / UI – Multiple Derelict settlement’s QT markers are not present on the starmap as intended (STARC-96240) MULTIVEHICLE – PU – Vehicles / VFX – Vehicle debris detaches from the ship skeleton on hard death leaving floating VFX and art floating in mid-air (STARC-93866) PU – Controls – Keybindings – Double Key bind / Modifiers Not Working (STARC-94351)

Feature Updates

Gameplay

Gravlev Balance Updates

Updated acceleration restrictions to gravlev player height changes. Full Balance Pass for performance changes for all gravlev vehicles.

Distortion Temporary Changes

Distortion damage has been effectively removed from all item except power plants and dashboards. This is a temporary measure until we rework how distortion damage penetrates vehicle hulls. Shields now have a 75% to 95% resistance against distortion weapons (based on power triangle assignment).

Updated mining item descriptions and HUD to reference Inert Material Level instead of filtering Added a mild push impulse force on catastrophic shatter of mineables (with a smaller force for FPS variants)

Bug Fixes

Fixed an issue that could cause aUEC purchased ships to be lost from LTP after a patch

This LTP bug fix will take affect going into future updates but not going into 3.22.1. This issue was sometimes causing ships that were insurance claimed to become unsaved from LTP unless the ship was ASOP spawned and then restored into a location.

UGF Elevators should no longer go missing Fixed an issue causing the Klesher elevator to not be present for players exiting prison Mercury Star Runner AI in HRT Bounty Hunter missions should no longer spawn as civilians The “Perform Treatment” text should now appear correctly when using the treatment menu in medical beds Fixed an issue causing the “Target Attackers” hotkey to not select the target that is target locking onto you Fixed an issue causing some hostile AI drop their weapon when entering combat Emitting flares/decoys from large ships should no longer cause massive server hitching Distortion damage should no longer cause severe performance decreases proportionate to ship size Esperia Blade should no longer be missing its personal storage Toggling the Engine of Ground Vehicles should no longer cause the Engine SFX to Play at full volume, even when idle Fixed an issue causing invulnerable areas around weapon Syulen hardpoints The Proximity sensor doors on the Drake Corsair should now properly respond to players Fixed an issue causing the Reclaimer bridge to fill up with fog when quantum traveling to MIC L1 The interior ambient machinery audio volume should no longer be overly loud in the Hercules Starlifter Fixed an issue causing the ROC Mining Laser to not be able to be activated Fixed an issue causing all energy-based weapons to show “0/0” in Ammo count on ships and not be able to fire Fixed an issue that could cause Refinery Kiosks to be stuck at “Signing out” Player tractor beans should no longer fail to work on a container if multiple players interact with the same cargo container using a Tractor Beam at the same time Players should no longer be able to land ships at the transit platforms of the Lorville Central Business District, blocking access to the entire area Fixed an issue causing the small windmill towers around the derelict settlements to be missing collision

Technical

Fixed 5 Client Crashes Fixed 4 Server Crashes Fixed a Server Deadlock

Arena Commander 3.22.1 Patch Notes

New Experimental Mode: Grav Race

Feel the rush in this exciting new Experimental Mode featuring Grav-lev vehicles racing through 5 new maps: The Snake Pit, The Snake Pit (Reverse), Clio Islands, Rivers Edge & Shifting Sands.

Master Modes: 3.22.1 Update

Master Modes is testing becomes more important than ever in Arena Commander 3.22.1 with another large update to this special test of the upcoming system.

New Game Mode: Master Modes: Pirate Swarm (Special AI Test)

We are conducting a very special test of brand-new AI behaviours, focusing on closer engagements and more aggressive traits. Tuned specifically for Master Modes. Play through 13 waves, experience 1v1s and new wingmen. Although the waves are different regular Pirate Swarm will remain active for comparison with the current AI behaviours.

This mode replaces Master Mode: Endless Vanduul Swarm

Atmospheric Maps

We have enabled atmospheric maps across all Master Mode game modes to assist in testing Master Modes in more environments. It is important to note that this patch does NOT include the “Control Surfaces” atmospheric flight model demonstrated at Citizen Con 2953.

New Ships

A wider selection of ships has been introduced to all Master Modes tests.

– P-52, Snub Interceptor

– Gladius, Light Fighter

– Buccaneer, Medium Interceptor

– Super Hornet F7C-M, Medium Fighter

– Vanguard Warden, Heavy Fighter

– Constellation Andromeda, Medium Gunship

– Hammerhead, Anti-Fighter Corvette*

*Excluded from Master Modes: Classic Race

More Details

– Adjusted capacitor tunings

– Rotational buffs under boosting now depend on capacitor assignment

– Retuned shield strength

– All fighters now utilize “bubble” shields.

HP changes

– Slightly reduced health of Buccaneer

– Slightly reduced health of Super Hornet

Engines

– Set pitch yaw limiters to ellipsoid in Master Modes

– Rotational speed and acceleration modifiers for boosting are now dependent of the capacitor assignment (50% to 100%)

– Capacitor assignment will not affect the boost burn times unless you are flying an interceptor

– Reduced overall pool but increased regen by 50%.

– No regen difference in NAV vs SCM mode for boost capacity

– Adjusted regen delays (Snubs: 0.25s, LF: 0.5s, MF: 0.75s, HF: 1s, Connie: 2s, Hammerhead: 3s)

– Slightly reduced rotation rates of F7CM and Vanguard

Shields

– Shield regen overall has been reduced

– S1 and S2 shield generators turned into bubbles for now

– S2 shields are weaker (due to the bubble)

– Capacitor assignment has now a much bigger impact on the resistance (energy 0% to 50%, Ballistics 0% to 25%)

– Shield reserve pool in NAV made can now hold 100% of the shield generator’s health)

Weapons

– Reduced regen delays (0.25s for anti-fighter, 0.5s for unspecialized)

– Reduced ammo speed of all MM weapons, P-52 ammo increased

– Added custom KRIG gun for P-52 Merlin

– Removed heat from Master Modes energy weapons

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