Alpha Patch 3.10.0 has been released and is now available! Patch should now show: VERSION 3.10.0-LIVE.5789362. Star Citizen Update 3.10 Adds New Flight Mechanics, Combat Improvements.
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\LIVE.
Adding the initial implementation of mobiGlas Variants which gives the player the ability to switch out their mobiGlas for another one with various colors. Players will be able to purchase these in-game at the new Factory Line shop in New Babbage on microTech.
Action that lets the player wipe their visor clear when it has become too obstructed by snow/rain/moisture. This action is available through the default keybind of ALT+X or through the Inner Thought menu.
Updating all ships to use the new SDF (Signed Distance Field) tech to greatly improve the visuals of atmospheric entry. This allows for dynamically changing effects that change based on ship shape, size, and orientation when entering atmosphere and allow for other players to see the ship effect from far away.
With this addition of Bartenders to the Persistent Universe, we are introducing the standard that all future vendors will be built from. The job of a Bartender is to serve drinks to the many bar patron’s of the Persistent Universe. They can take orders from players and serve anything from bottled beer from the fridges or draught beer from the tap, to making a hand-crafted whiskey and cola in front of their customer. When not serving drinks, Bartenders will be seen keeping their work environment tidy by wiping down counters, disposing of bottles, and polishing glasses, and chatting with patrons dynamically. This includes an overhaul to bars with more NPCs ordering drinks, using tables, and drinking. These improved bartenders will be serving up drinks in Wally’s bar in New Babbage, G-Loc bar in Area18, Cafe Musain in Levski, Old 38 in Grim HEX, and M&V Bar in Lorville.
Expanding the tactic selection of Combat AI to analyze 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.
Added 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.
We are introducing the first iteration of the player trading app, called mo.Trader, onto the mobiGlas. This first implementation will allow players to immediately send in-game aUEC and merits to another player regardless if they are on or offline, or on a different server. Transfers will be charged a percentage tax to complete the transaction.
Adding the initial functionality to allow players to interact with dead and unconscious characters, and move them. Whilst an actor is dragging they can equip, use and holster 1-handed weapons, i.e. pistols and knives (the dragging character holds onto the victim with their left hand, leaving the right hand free).
Thruster efficiency curves drastically change the way thrusters work in differing atmospheres. In atmosphere thrusters now lose efficiency and become much weaker. This is dependent on the ship and the thruster type to some degree, but ships are now much weaker when in atmospheres and cannot fly in the maneuverable way they used to.
Aerodynamics – Ships now have individually simulated aerodynamics surfaces that contribute various little forces to the motion of the ship. The result is both much more realistic and enjoyable to fly, and a significantly more detailed simulation. Expect lots of subtle, unique flight characteristics per ship that give them a lot more character. Ships with wings are now able to stall, do level turns, lose speed in tight turns, and various fancy aerodynamic features. The aerodynamic interaction with wind is now more detailed and expect wind to push and pull on ships in more complex ways. Ship aerodynamics will now change as you switch between configurations. Breakable parts now affect the aerodynamics, so break off a wing and the ship will not fly straight anymore.
Jerk – This is a core change to how ships move, both in space and in atmosphere that makes them much smoother and feel more weighty. Jerk is a measure how quickly the ship’s acceleration changes, and previously it was infinite. Now it’s a finite quantity that means thrusters do not respond immediately to changes in acceleration. Expect weightier feeling ships but with similar levels of maneuverability.
Ship systems will now suffer some consequences traveling at high speed, restricting some of the options that players will have which will encourage engagement at lower speeds. When flying above SCM speeds, weapon accuracy, gimbal assist speed, and missile lock speed will be negatively affected.
Fundamental changes to how targets are tracked on and off your screen with UI updates to improve the visibility of locked, tracked, and pinned targets which includes: New UI for the TVI, PIP, indicator, range indication, firing indication, assisted gimbals, and fixed gunsight. New UI for targets including the return of orientation style brackets, orientation arrows, and motion ribbons, many of which are able to be turned on or off in the game options. We have also added more comprehensive target pinning and the sharing of pins within the same ship channel for better target communication for crewed vessels. Targeting keybinds have been completely redone to allow for maximum customizability which includes the ability to cycle and target nearest for friendlies, hostiles, attackers (those who have you targeted), as well as all available targets. There is an automatic selection of “best” target system, based on your view cone. Once selected, a target can be locked or pinned. Locked targets display additional targeting information (distance, ribbon trail, direction). Unlocked targets that move offscreen/outside the cone lose the selection and a new target is selected. Hostile, friendly, and all targets within the forward cone can be cycled as well. Locked targets that move offscreen/outside the cone retain their selection.
NOTE: These changes involve a significant keybind rework and it is strongly advisable that you go through your keybinds in detail, rebinding where appropriate or re-familiarizing with the default setup. More information on the specific keybind changes can be found here.
Electron is a new FPS damage type that consists of energy, distortion, and stun. When a target is hit with electron damage they become charged and if the target receives a secondary hit while charged it will create an electron detonation that can chain to nearby targets. The size of this detonation is dependent on the initial and subsequent damage values on the target.
New mission added into Klescher Rehabilitation Facility for prisoners to earn merits by repairing oxygen dispensers that can randomly malfunction in the mines.
By focusing on the essentials of terrestrial-based mining, Greycat Industrial designed their hardworking, no-nonsense ROC (Remote Ore Collector) to complement the miners who use it. From its precision gimbaled mining arm to its all-terrain wheels, this solo-operated vehicle shows how important it is to have the right tool for the job.
The Greycat Industrial ROC is a ground vehicle designed to mine larger crystalline mineral nodes that are just beyond the reach of a hand tool. This single seat vehicle is small enough to be transported in ships such as the Cutlass Black, Freelancer and Valkyrie allowing you to take it to the newly added mineables that are scattered around planet and moon surfaces in the PU.
Adding the initial in-game purchasable ship paints to shops in the ‘verse. These are purchased with in-game aUEC from Dumper’s Depot and Omega Pro shops and can be applied using the ship loadout manager in your mobiGlas.
The Atzkav is a unique precision sniper rifle from Lightning Bolt Co. Once the charging handle is engaged, it accurately fires a charged electron to deal significant energy damage that spreads to nearby conductive targets. This special pulse effect also leaves a residual charge in the strike area that increases damage delivered by subsequent electron shots. Alongside the rifle’s special firing capabilities, the Atzkav is best known for its distinct barrel that crackles with energy when powering its next shot. Currently, this can be acquired at Skutters in Grim HEX.
Engineering excellence only scratches the surface of the distinct Yubarev pistol. Former merc turned weapon manufacturing mogul Irina Arkadova oversaw every aspect of the weapon, imbuing it with power, practicality, and panache. Featuring a classic woodgrain grip and cutting edge barrel design, the Yubarev fires a charged electron shot that impacts not only your target, amplifying the charge with each hit, but can spread to additional conductive targets in range.
Easy to handle and a beauty to behold with its purple accented styling, the C54 is a sleek and precisely balanced SMG from Gemini. Its lightweight polymer frame and ergonomic design makes it ideal for close quarter engagements. The C54 is capable of firing 10mm rounds on full auto to provide maximum support and target saturation to ensure that any engagement ends quick.
We are introducing a new mechanic to planets that causes the temperature to rise and fall with the day and night cycle. This means that planets should be warmer during the day and cooler during the night.
These updates are to make Grim HEX a complete landing zone. The main changes include new location-branded utilitarian hangars accessible by the main hub with 2 large and 1 extra-large hangar to allow larger ships to land.
Full replacement of the current New Babbage Hangars to the new High Tech Hangars.
Introducing new shops to New Babbage such as a novelty Kiosk in the New Babbage spaceport interior which will sell souvenirs and knick-knacks such as Pico the Penguin plushies. Also coming to New Babbage is The Factory Line, a flagship store for microTech, which sells their top of the line products, such as mobiGlas case variants, simpods, a new microTech cryptokey, and other various pieces of tech.
Updates made to all the height maps used on planets and moons to fully take advantage of their higher resolution. This will mean more detail can be utilized during the painting process.
Planet location re-drop following the Height maps quality update to make sure all landing zones, derelicts, underground facilities, and outposts are set correctly into the updated environments.
Added support for in-game oceans to react to flares and local lights using screen-space and cubemap reflection. Upgraded shading to include a Fresnel component and Sub-surface scattering term, and new shader features, to enhance the realism of oceans with improved refraction and additional detail layers. Added ability for ocean to react to wind conditions to increase or decrease wave turbulence.
This is a visual change to Quantanium nodes to give it a new, unique material that will differentiate it from other mineables.
Delivery Missions have been overhauled, including creating new multi-drop off delivery missions and drug running missions.
We are introducing changes to the Impounding mechanics currently present in the game. When blocking a landing pad on a vehicle without permission, a message will appear on the visor UI of all players aboard it which includes a timer that will count down until the vehicle is impounded. Different actions that cause a ship impounding, such as pad obstruction or reckless operation of vehicle, can now have different impounding times and fines.
We’ve reworked restricted areas around spaceports so they now have landing and take-off splines to guide you into, and out of, the allowed area of where you can land your ship. When requesting landing or taking off you will be required to fly down an assigned tunnel, which will show up as an AR 3D path in your HUD. Along with this, the distance at which restricted area warnings are displays on the ship HUD will now scale based on ship speed and direction of travel.
Rebuilding of our ship HUDs to use the new building blocks UI system. This includes updates to the design of TVI (Total Velocity Indicator) and reworked center targeting UI. Note: This change is currently not for ground vehicles and will be addressed in a future update.
Turrets have undergone a slew of changes to increase their usability. Turrets now have a fixed assist system, using weapon convergence to nudge weapons toward the target, while still rewarding precise aim and area targeting. In addition, we added a modifier for how much target acceleration is taken into account for PIP prediction. We now update the PIP purely on the velocity which gives us a much more stable firing solution and decreases the effects of network jitter of juking behavior.
NOTE: These turret usability improvements involve a significant keybind rework and it is strongly advisable that you go through your keybinds in detail, rebinding where appropriate or re-familiarizing with the default setup. More information on the specific keybind changes can be found here.
We have made updates to the default ESP settings. ESP radius and dampening effect is also now customizable in the options menu. We have added additional VJoy visibility and functionality settings to the option menu.
Score for kills in Star Marine has been doubled to 200. Increased score limit for Elimination to 5000 (up from 3000), and adjusted the score to REC conversion due to these changes.
Updates to the Origin M50 to improve the player experience. This includes making the landing gear compressible, updates to bring it to the new damage system, cockpit art improvements, and updating UI metrics.
We have setup some minor armor variation to ships. Ships designed to take punishment will now have slightly higher damage resistance (ex. Cutlass Blue). Stealthier ships will have signature reduction in armor, at the cost of some damage resistances.
Intake/Fuel tanks no longer fall off randomly with sing/engine detachment. Missile Pylon/S3 gun mounts swapped around to provide firepower when a wing is detached. Changed default missiles to a mix of standard IR/CS. Glass dirt/wear pass to help with pilot visibility.
Weapons changed from 4x size 2 (with size 1 installed) to 2x size 3 (with size 2 installed). Turrets updated to be 2x size 4 (manned) and 1x size 3 (remote). Glass dirt/wear pass to help with pilot visibility.
Increased turret from size 2 to 3, increased turret weapons from size 2 to size 3, default weapons changed from gimbaled size 2 to fixed size 3.
Updated flight performance. Weapon hardpoints increased in size from size 3 to size 4. Default equipped weapons changed from fixed size 2 to gimbaled size 3.
Visual rework of the original Sledge Series Mass Driver ship weapons. Players can buy these in-game at various shops in the PU.
Source = obertsspaceindustries
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