Star Citizen Patch Notes: Patch 3.0

Star Citizen Patch Notes: Patch 3.0

Star Citizen Alpha Patch 3.0.0 is now available! Alpha 3.0.0 is our largest content release to date featuring numerous tech, core system updates, and new features. Players will have access to planetary surfaces for the first time on four moons (Yela, Daymar, and Cellin) along with an asteroid (Delamar). These new surfaces are expansive, with over 3 million square kilometers dotted with surface outposts and derelict ships. Additionally, we have added four new ships, our first dedicated surface vehicle (Ursa Explorer), the foundation of our revamped mission system with new missions, a completely new launcher and patcher system, and so much more!

Your launcher should should show “3.0.0-695052” as the client version. 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.

Important:

  • Many new features are present as a first implementation and still have numerous adjustments and tweaks to be made to bring them to full design specifications.
  • Many optimizations are still incoming and performance isn’t up to our standard as is.
  • With so many new systems coming online, there are likely to be numerous bugs left to smash and balance changes to hammer out.
  • We want you to be part of our open development! Report issues and bugs you encounter on our issue council: https://robertsspaceindustries.com/community/issue-council.

Key Game-play How Tos:

Ship Start Up: Approach the entry point of your ship, then press and hold “F” to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold “F” and select the “Flight Ready” prompt to run through complete ship start up. Alternatively, there are hotkeys available for quick start-up which you can find under “Advanced Controls Customization”

Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your “Comms” menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors).

Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the Starmap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by 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. Once you have a destination selected you can “set destination” on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press “B” to travel.

Changes to Default Keybindings: Controls now default to a “basic” mapping that only includes core functions and leaves many things unbound. The “basic” mapping is meant to be simplified controls for beginners. Players can then go through keybinds and bind how they wish or import an “advanced” binding from among several presets. Experienced players will most likely want to do one of those two things to gain full functionality. Advanced profiles can be found under Keybindings→Advanced Controls Customization→Control Profiles.

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.

Major Known Issues:

  • Persistent player location respawn is currently only working if the player returns to the same instance. This is not the intended final functionality.
  • The combat visor is an early, spartan prototype that is meant to give players core functionality. There’s still work remaining.

New Features

General Content

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.
  • 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.

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.

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.

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. If not in a server, whenever the party leader launches into a new server a partylaunch will automatically be generated for everyone.

Universe

Planetary Surfaces

  • We have implemented the first fully modeled, explorable planetary surfaces. These include three moons; Yela, Daymar, and Celin, 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.

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

  • Your character and ship’s persistence state is now being updated every few minutes and on logout. After death, you will respawn in the station you last visited. Visiting is determined by proximity. Additionally, players can now logout using ship beds. Entering a ship bed will present the player with a “logout” option that if used will persist the ship and player’s location. Upon return, the player will wake in their ship bed with their ship in the location of logout.

Air Traffic Control (ATC)

  • Landing and take off at larger 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 comms 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. To hail ATC, cycle one of your ship MFDs to the “Comms” panel and select the hail symbol for the desired port.

New Locations

  • Levski: Levski is a base built directly into the rock on the asteroid Delamar. 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 and they try to keep order best they can. Levski has the choice of numerous shops spread across multiple floors with many missions available. You can access Levski by foot, ship or ground vehicle.
  • 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).

Turret System

  • Updated Turrets: Turrets have been updated with the addition of targeting deadzones, movement ranges that prevent you from shooting your own ship, an updated UI, and a staggered fire mode.
  • Automated Turrets: You will find automated turrets defending Port Olisar, Security Post Kareah, and the various Comm Arrays. These turrets will automatically engage and fire at wanted criminals.

Kiosks

  • We have introduced shop Kiosks. The main variants of the Kiosk will be used for buying/selling commodities (cargo). 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.

Dynamic Inventories and Pricing

  • Locations have variable commodity pricing that will fluctuate over-time based on stock levels and restock rates. At the moment, this only effects cargo purchased at kiosks and is only present at major spawn locations (Levski, GrimHex, and Port Olisar).

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 or via the 3D radar Starmap on appropriate ships.
  • 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 and large objects with small objects in orbit drown out their detection capabilities at long ranges. This means 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 speed variant for moving around different orbital points of moons and small planetary bodies.
  • Quantum travel speeds, spooling time, 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, which itself can be earned by doing different types of missions or by your actions within the verse.
    • 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 including the ability to lock and unlock your ships to control access.