Star Citizen patch notes can sometimes miss fixes and feature additions from throughout the PTU cycle, as well as what never gets noted. I’ve combined the patch notes & fix lists from 4.10 PTU as well as information from in-game to bring you the FULL patch notes for the latest star citizen update
PTU Noted Implementations/Updates
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Additional Updates
Medic gun effective healing range increased from 1.5 meters to 2.5 meters
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Hydrogen Fuel Balance
Hydrogen fuel has been rebalanced to dramatically reduce the size of fuel tanks. The goals of this are to make the sizes more realistic to their ships, since SCU is a volume and the actual fuel should roughly match the size of the ship. In addition to this balancing fuel consumption rates have also been greatly reduced.
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Arlington Lever Action Rifle
Hey Space cowboys, we’ve got something special for those who love the wild side, a lever action rifle from Hedeby Gunworks! Hedeby Gunworks you may recall from their salvo frag pistol, for those unfamiliar it’s a high Calibur pistol that can be charged to freeze and shatter it’s ammo into fragments. Taking their shattering technology, this versatile rifle can shift between a DMR and a shotgun! Whenever you shift fire mode, you’ll also see the weapon itself shift and slide, allowing the projectile to shatter. You should be able to nicely 1 tap medium NPCs to the head and where better to do that in the new siege of orison! You can find the Arlington in Siege of Orison, along with it’s bespoke optic around the verse.
- Mag size: 20
- Weight: Average
- Firemodes: Single (DMR) / Single (Shotgun)
- Damage: 70 / 12.5 (8 Pellets)
- Projectile Velocity: 550 / 300
- Aim down Sight Time: 0.15
- RPM: 85
12344240
Orison Relief Support
Fresh off the recent NineTails raid on Orison, they are asking for support to rebuild and ensure all civilians effected are back on their feet. This set of missions will task the player with delivering materials, medical supplies, crafting helpful items, and more!
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Recco Battaglia returns
Recco Battaglia is back as one of the new in-person mission givers with three story missions that introduce players to Nyx, followed by a repeatable contracts. She is located in Levski inside of her workshop acting as a new instanced location. Recco’s story missions take you through industrial mining, missing person boarding, FPS gameplay, and locating special people for her. Each one of the 3 story missions are sequentially unlocked once you build a reputation with Recco. Doing all the story missions unlocks special rewards and new repeatable contracts for Recco.
Note: There is a known issue preventing Mission 2 completion, and as such mission 2 has been disabled in tonight’s publish. This will impact the narrative flow but will be re-enabled in a future publish. Additionally, there is a chance an instance might not load initially for Battaglia Mission 1 and require you to to select the Employment Center again for it to load.
Wikelo Updates
We have added 3 new Wikelo missions for Armour, Weapons and a new Ship. The Mission for the ship has changed, Wikelo will now give you a blueprint on accept and ask you to craft the item and return it to him so he can give you the ship
AI & Combat
AI combat balancing pass for Siege of Orison.
Continued conversion of CPU particles to GPU particles for improved performance
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Fixes only
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Recco Battaglia Story Missions
We have made the Battaglia story missions unlock sequentially one after the next without any rep gain required for easier testing.
Ship & Module Availability
Added/removed the following ships and modules to in-game shops:
- Added Greycat UTV to Pyro Station Dealerships and Astro Armada
- Removed Aurora Mk1’s from Shops
- Added Aurora Mk2 as a replacement to Mk1’s at locations where relevant
- Added Aurora Mk2 Cargo and Missile modules to various locations including cargo offices, pyro trader outposts, and Teach’s item kiosk
- Added Kruger L-22 Alpha Wolf to Astro Armada
- Added MISC Hull B to New Deal and Teach’s
- Added Drake Golem OX to Pyro Station Dealerships and New Deal
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Fixes only
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Quantum Drive Balance
We have balanced the acceleration and top speeds of all quantum drives and added variation to cooldown times, spool up times, and interdiction effect times. This should reduce the average travel time by roughly ~22% with the intention for small Quantum drives to have high acceleration but slow top speed and larger quantum drives to have slower acceleration but higher top speeds.
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Quantum Drive Spool Time Rebalance
Spool up times have been adjusted across all quantum drives, this includes most drives receiving a 2-3x longer spool up while a smaller amount have had their spool times reduced slightly.
Ballistic Gatling S3 Damage
Ballistic Gatling S3 damage increased to be effective against ships of the same size class as it was previously dealing insufficient damage to be viable in its intended role
- Projectile damage increased from 19 to 32
Recco Battaglia Story Mission Rewards
- Mining modules added to the component reward pool for Battaglia story mission ship rewards
- Ore pod rewards from Story Mission 3 now correctly appear in the crafting fabricator
Additional Updates
Performance Update: Off-screen particle emitters that were spawned as on-screen emitters now correctly expire and are deleted, preventing accumulation of invisible particles that were causing performance degradation over time
ADS no longer triggers on the fire extinguisher when right-clicking while firing; right-click now has no function while using the extinguisher, matching the correct design intent
Performance Update: Fire hazard VFX optimized to reduce CPU overhead
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Performance Update: VFX Texture Streaming
VFX texture streaming now works correctly, preventing 20ms frame stalls caused by particle textures loading synchronously rather than streaming.
Along with this, we’ve added new CVars for advanced users:
r_texturesStreamingVFXDesiredMips- (set in user.cfg, default 2) controls the minimum mip floor for VFX textures
e_ParticleTexturePreLoading- (default 0) enables a pre-load pass for VFX effects
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Client Performance Update: Frame Time Smoothing
Frame time smoothing behavior tightened to reduce delayed frame rate recovery after sustained performance spikes. This should result in a more responsive and consistent frame pacing.
Instancing Infrastructure
DGS Manager configuration optimizations and additions to help improve stability during high instance load
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Fixes only
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Fixes only
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Recco Battaglia
New Story Rewards: Additional blueprint rewards added to Battaglia Story Mission 1, 2, and 3 reward pools
VR Feature Test
Fixed the G-Force blink effect showing differently between the left and right eye in VR, which was causing a disorienting visual mismatch; both eyes now use the same randomness seed based on the current frame ID
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Siege of Orison: Mendo Ren Balance
Mendo Ren’s accuracy was a bit much in previous PTU releases. We have done some accuracy and firing behavior updates in tonight’s PTU that should have a noticeable affect on the balance.
ASOP Terminal
Claim button labels now correctly display “Claim Insured Loadout” and “Claim Default Loadout” instead of showing a generic “Claim” label for both options
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Siege of Orison & Instancing Performance
Completed Siege of Orison instances are now marked for immediate cleanup once all players leave, rather than waiting for the full TTL to expire; this frees up server resources faster after mission completion
Further Geometry, material, and general performance polish
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Fixes only
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Instancing: Respawn Queue Handling
The respawn queue inside Siege of Orison instances has been moved directly to be handled inside the instance. This should make it so players can no longer get stuck in the medbed queue.
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Added New Ship: Kruger S65 Stingray
The Kruger S65 Stingray is now available in the Persistent Universe
If you’ve already put substantial time into testing the PTU, you may find the Stingray available immediately with today’s new build. If you’re just getting started with the PTU today, you can earn access by completing 3 Cargo Missions, completing Siege of Orison, or completing a Recco Battaglia Story Mission.
Access will be granted manually this time, so it may take some time to show up after you’ve completed one of the activities above. If you’ve done one of them and don’t see the Stingray right away, give it some time and check back later.
Experimental VR Updates
Water simulation and caustics now render correctly in VR, with the screen-space wobble effect reworked to be wave gradient based so it renders consistently in both eyes
Fixed underwater sun shadow banding and artifacts in VR caused by missing per-pixel dithering
Fixed hardware mouse cursor remaining hidden after navigating UI with a gamepad or D-Pad
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Kruger S65 Stingray
Armor health values updated following a balance pass
12497254 (RC1)
Fixes only
12497254 (RC2)
Fixes only
PTU Noted Fixes
- Potential Fix: Freight elevators no longer incorrectly show an exceeding capacity message when cargo is under the freight limit
- Potential Fix: Hangar doors now open correctly for the escort ship during ship battle missions
- Potential Fix: Players can no longer enter and fly the pirate Cutlass Black during Battaglia’s repeatable missions
- Potential Fix: Repeatable missions from Battaglia now repopulate more quickly after completion
- Potential Fix: Corrected duplicate fuel tank listings showing different prices for identical stats in shop terminals
- Potential Fix: Industrial resource gathering missions now complete correctly when any party member delivers the item to the Freight Elevator, not just the party leader
- Potential Fix: The Refuel Request mission now correctly progresses after reaching the beacon marker
- Potential Fix: Corrected the Data Decryptor Terminal incorrectly showing all data as processed during the smuggler intel mission
- Potential Fix: Vanduul fighters now correctly spawn on arrival during the Tactical Strike Group assist mission
- Potential Fix: The Nyx variant of the Bombing Run mission now correctly appears in mobiGlas
- Potential Fix: Restored visibility of the Central Hub door panel at the Tactical Strike Group location
- Potential Fix: The access card is now correctly returned to the player after inserting the Hard Drive during the Download Data repeatable mission
- Potential Fix: Docking no longer shows an erroneous Error message after completing a refueling mission
- Potential Fix: The escort ship now correctly appears after neutralizing hostiles during Escort Ships missions
- Potential Fix: Fixed freight elevators becoming stuck with doors closed and unable to raise or lower
- Potential Fix: Fixed a contract generation error affecting the Orison Relief Support small hauling contract
- Potential Fix: The escorted ship in Ship Battles V2 missions now properly leaves after hostiles are neutralized
- Potential Fix: Registered ATLS vehicles now correctly count toward Wikelo IKTI and GEO IKTI mission objectives
- Potential Fix: Ore Pods now correctly brick after the first insurance claim following a snapshot
- Potential Fix: Foxwell and Headhunter ship battle missions now award reputation to the correct scope
- Potential Fix: Refueling mission AI now correctly accepts the player’s docking request
- Potential Fix: QV Warehouse loot now correctly respawns or resets if looted without progressing the mission
- Potential Fix: Hostiles now correctly spawn for the Eliminate All mission at the Colonial XS Outpost in Pyro
- Potential Fix: Fixed party members on different servers getting blocked from abandoning shared missions they weren’t meant to receive
- Potential Fix: Fixed refuel beacons incorrectly reporting Transaction Failed despite fuel being delivered successfully
- Potential Fix: The People’s Alliance Idris now correctly repairs player vehicles during the Tactical Strike Group mission
- Potential Fix: The Command Module no longer incorrectly enters a claim state after editing its loadout in the VMA
- Potential Fix: Fixed the Highpoint Wilderness Specialists intro mission remaining stuck as accepted despite completed objectives
- Potential Fix: Shooting a refueling target now correctly fails the mission
- Potential Fix: The Full Strike mission at Tactical Strike Group no longer gets stuck at the Go To objective
- Potential Fix: Fixed Claim Mode being unavailable at a player’s home location
- Potential Fix: The Board Ship repeatable contract now correctly appears and can be accepted
- Potential Fix: Fixed a floating card visual on the Hull A
- Potential Fix: Corrected a spelling error in the RSI Aurora Mk I MR’s Disco livery name
- Potential Fix: Mining modules can now be equipped to the Drake Golem’s mining loadout
- Potential Fix: Restored a missing thruster particle effect on the Grey’s Basher
- Potential Fix: Nose and ball-mounted vehicle weapons no longer lose their barrels after an insurance claim
- Potential Fix: Addressed vehicle balance tuning that had deteriorated across several ships over time
- Potential Fix: Restored the missing back ramp and ramp panels on the Crusader Hercules Starlifter (all variants)
- Potential Fix: Restored invisible power pips for Shields, Quantum, Tractor Beams, and Coolers on the Railen and Tyilui MFDs
- Potential Fix: The Tumbril Storm now correctly appears in the ASOP terminal
- Potential Fix: Fixed vehicles with shot-off parts getting stuck in infinite repair processing
- Potential Fix: Fixed a spot where players could fall out of the Gatac Tyilui by walking into the bottom of the cockpit glass
- Potential Fix: Fixed an issue where initiating a new docking request during an active procedure could detach the command module while it retained full control
- Potential Fix: The Drake Ironclad no longer loses collision on its pilot and command module after an SMP undock
- Potential Fix: Vehicle items on the Drake Ironclad no longer go offline after redocking following a power cycle during undock
- Potential Fix: Fixed missing interaction states preventing entry into the Hammerhead and Tiburon via elevators or cargo bay
- Potential Fix: The tractor beam no longer incorrectly grabs the Greycat ROC itself when trying to remove its Ore Pods
- Potential Fix: Bricked Ore Pods no longer remain fully functional
- Potential Fix: Fixed an issue where ship control inputs could stop registering entirely
- Potential Fix: Removed a collision volume blocking the roof access ladder on the Drake Ironclad series
- Potential Fix: Items no longer lose collision and drift away when placed at the RSI Polaris’s cargo lift
- Potential Fix: Removed an invisible collision wall in the first cargo module of the Drake Caterpillar series
- Potential Fix: Fixed external fuel pods on the MISC Starfarer stopping fuel acceptance after repeated transactions at the same station
- Potential Fix: Repair services no longer fail outright when a fuse is missing during the process
- Potential Fix: Subsequent docking attempts between two refueling vehicles no longer fail after the first successful one
- Potential Fix: Fixed being unable to allocate MFD power after storing and retrieving a ship with a Command Module
- Potential Fix: Fixed being unable to exit the pilot seat of the Argo MPUV Tractor via hotkey or the PIT wheel
- Potential Fix: Docked vehicles with a Command Module now correctly thrust to stay in place
- Potential Fix: The MISC Starfarer’s boom nozzle no longer auto-retracts when entering the captain seat
- Potential Fix: Fuel pods no longer require a specific orientation to attach to ships
- Potential Fix: Corrected mislabeled utility turrets on the Argo MOTH in the Vehicle Loadout Manager
- Potential Fix: Fixed sections of the Drake Ironclad (all variants) lacking breathable air
- Potential Fix: External fuel tanks on the MISC Starfarer can no longer be detached via console without first unlocking the item ports
- Potential Fix: Fixed being unable to restock countermeasures, ammunition, and missiles via the landing tab
- Potential Fix: Fixed the Retrieve button staying greyed out after exiting to menu mid-animation
- Potential Fix: Fixed hab room doors on the Railen and Tyilui snapping shut unnaturally when approached mid-close
- Potential Fix: Module is missing from F7CM/F7CM Heart seeker in VMA not allowing Hornet special varipuck mount or other top turrets to be equipped or removed
- Potential Fix: The Orison General Main Entrance Door does not open
- Potential Fix: Closed a gap next to the landing pad ventilation pathways at Distribution Centers that allowed players to clip out of the intended play space
- Potential Fix: Closed a gap in horizontal hangars at Nyx stations that allowed ships to clip through the station interior
- Potential Fix: Corrected the Sakura Sun Goldenrod Distribution Center using the wrong building assets
- Potential Fix: Added missing collision to exterior areas of Distribution Centers that allowed players to fall through the surface
- Potential Fix: Fixed an issue that could break ATC by returning to a hangar players had already exited
- Potential Fix: Fixed completely dark interior lighting in the habitation building prefab found at Stanton outposts
- Potential Fix: Fixed players spawning invisible and exiting beds through habitation walls at Orison and New Babbage
- Potential Fix: Fixed greyed-out elevator panels between the Hangar and Lobby at Grim HEX
- Potential Fix: Improved visibility of the airlock interaction prompt at Nyx QV Breaker Stations
- Potential Fix: Fixed players clipping between building seams at Astro Armada in Area18
- Potential Fix: Restored a missing floor section at Astro Armada in Area18
- Potential Fix: Fixed distorted hospital room number signage at New Babbage when viewed from a distance
- Potential Fix: Juvenile Valakkars now correctly reposition away from players after submerging
- Potential Fix: Fixed repeated streaming of Entity Spawners causing duplicated entities and physics intersections in Pyro
- Potential Fix: Fixed broken weapon attachment slots in the inventory system
- Potential Fix: Clicking “Carry” while holding an item in your hand causes the item in your hand to disappear
- Potential Fix: Crafted item stats now consistently display in item descriptions within inventory
- Potential Fix: Fixed being unable to equip weapons and armor through the FPS Loadout menu
- Potential Fix: Fixed invisible hands and feet caused by the Tailwind Flight Suit
- Potential Fix: Outlaw armor arm, core, and leg props no longer appear as interactable material spheres
- Potential Fix: Orison Medium armor arm, core, and leg props no longer appear as uninteractable material spheres
- Potential Fix: Fixed an item disappearing from a player’s hand when clicking Carry while already holding it
- Potential Fix: The refueling helpful-hints notification no longer lingers on the HUD and blocks other notifications after a death and respawn
- Potential Fix: Fixed the main menu becoming uninteractable after clicking Add Friends
- Potential Fix: Reduced excessive head wobble when the Camera Spring Movement setting is enabled
- Potential Fix: Fixed elevator carriages briefly overlapping when selecting Arrival Center multiple times, which could block players from leaving the transit dogleg
- Potential Fix: Fixed an error message about home location inventory setup that could block players from loading into the PU
- Potential Fix: Actor loses ability to be controlled by mouse movement inputs and cannot interact with anything upon loading into PU (hotfixed onto 4.9 LIVE)
- Potential Fix: Quantum Travel beacon markers not displaying correctly across multiple vehicles’ HUDs.
- Potential Fix: Crosshair for mounted weapons remaining stationary while firing in the ARGO ATLS.
- Potential Fix: Party and proximity voice chat (VOIP) auto-connect and reconnect issues.
- Potential Fix: Quantum Travel beacon markers not displaying correctly across multiple vehicles’ HUDs.
- Potential Fix: Crosshair for mounted weapons remaining stationary while firing in the ARGO ATLS.
- Potential Fix: Party and proximity voice chat (VOIP) auto-connect and reconnect issues.
- Potential Fix: Fixed ore deposit kiosks always failing the transaction, preventing players from completing ore sales.
- Potential Fix: Fixed the inventory category filter menu getting stuck open, and ensured other context menus close properly when it is opened.
- Potential Fix: Fixed AI having delayed reactions to spotting players, and addressed missing reaction animations when AI perceive a threat.
- Potential Fix: Fixed an issue affecting NPCs at the Lorville landing zone gates that caused them to stand still.
- Potential Fix: Fixed smoke effects incorrectly playing during the Siege of Orison mission.
- Potential Fix: When dragging weapon attachments, the selection appears offset
- Potential Fix: Fixed the rummage pose animation on the Arlington rifle so the weapon’s magazine/arm displays correctly.
- Potential Fix: Fixed a performance issue related to tractor beam usage at an Orison-area location during Siege of Orison.
- Potential Fix: Fixed a VFX preloading issue affecting optimization.
- Potential Fix: Addressed an issue with the escape route fan in the Klescher Rehabilitation Facility not behaving correctly.
- Potential Fix: Corrected how mineable objects report their destruction, so the object destroyed is now identified correctly rather than being restricted to a mineable entity.
- Potential Fix: Addressed an issue where selecting Repair from Landing Services did not behave correctly for players who own multiple vehicles.
- Potential Fix: Freed up audio processing so more audio commands can be handled, and suppressed duplicate commands.
- Potential Fix: Claim timer for Insured and Free loadout is too long
- Potential Fix: Removed an outdated loot configuration.
- Potential Fix: Increased the mass of super heavy armor from 80kg to 160kg.
- Potential Fix: Filter overlaps during hover and selection interactions in the inventory UI
- Potential Fix: Fixed the mesh setup for the Neutron Cannon on the Vanduul Scythe.
- Potential Fix: Corrected the material setup so the command module works correctly with Ironclad materials. Note that this is a temporary fix.
- Potential Fix: Addressed an issue where Vanduul ships would not spawn during Bounty and Defend Ship missions.
- Potential Fix: Irradiated Adult Valakkar is missing its spit attack and cannot deal damage to playerPotential Fix: Instance entry barriers could block eligible players from passing through after respawning.
- Potential Fix: Entities in the exteriors of Pyro and Stanton stations now use a two-hour lifetime override for ship cleanup.
- Potential Fix: TH-01 Propulsor is not correctly physicalized, therefore cannot be delivered once crafted and can brick elevators.
- Potential Fix: Ship disappears when landing / leaving the Levski Hangar
- Potential Fix: Missing navmesh in Orison object containers. An intrusive NPC idle spot has also been removed from an Orison location.
- Potential Fix: Category filters in the inventory could overlap. An additional hover reset pass has been applied.
- Potential Fix: The actor clips through the habs wall due to an incorrect bed exit animation upon spawning in the habs
- Potential Fix: Sound effect issues with Battaglia and Super Heavy armour.
- Potential Fix: Issues with The Collector mission at Wikelos Emporium in the Stanton system not being able to be accepted.
- Potential Fix: Super Heavy armour — the ammo belt now uses the correct shader.
- Potential Fix: Super Heavy armour — an arm prop has been replaced with the correct core prop.
- Potential Fix: Super Heavy armour — a prop could incorrectly be interacted with and carried.
- Potential Fix: Streaming and performance problems at social stations
- Potential Fix: Loading barriers failing to behave correctly
- Potential Fix: Tripmine trigger lasers not being visible in Orison.
- Potential Fix: Transport elevator panels not correctly reflecting their locked state when updated from the UI.
- Potential Fix: Players being able to bypass Ironclad objectives.
- Potential Fix: The mission hard drive not behaving correctly during the Battaglia “Data Download” objective.
- Potential Fix: Incorrect travel to instance text displayed during the Battaglia Story 2 delivery objective.
- Potential Fix: Battaglia Story 1 objectives switching over too early
- Potential Fix: Battaglia repeatable mission flow not correctly identifying repeatable missions, along with an adjustment to the mission’s completion logic.
- Potential Fix: Battaglia mission instances being taken down too early.
- Potential Fix: Docking interaction problems with the refuelling arm on AI-controlled Starfarers.
- Potential Fix: Missing tint palette for female character inventory.
- Potential Fix: Items from a vehicle claim being delivered to the wrong inventory destination.
- Potential Fix: Unintended equip interactions occurring with keycards and drive entities.
- Potential Fix: Incorrect button orientation on the Origin M80.
- Potential Fix: Damage maps not applying to ASD repairable pipes when they take damage.
- Potential Fix: Volume and levelling inconsistencies in Battaglia and Pilot dialogue.
- Potential Fix: Streaming and performance problems at social stations
- Potential Fix: Loading barriers failing to behave correctly
- Potential Fix: Tripmine trigger lasers not being visible in Orison.
- Potential Fix: Transport elevator panels not correctly reflecting their locked state when updated from the UI.
- Potential Fix: Players being able to bypass Ironclad objectives.
- Potential Fix: The mission hard drive not behaving correctly during the Battaglia “Data Download” objective.
- Potential Fix: Incorrect travel to instance text displayed during the Battaglia Story 2 delivery objective.
- Potential Fix: Battaglia Story 1 objectives switching over too early
- Potential Fix: Battaglia repeatable mission flow not correctly identifying repeatable missions, along with an adjustment to the mission’s completion logic.
- Potential Fix: Battaglia mission instances being taken down too early.
- Potential Fix: Docking interaction problems with the refuelling arm on AI-controlled Starfarers.
- Potential Fix: Missing tint palette for female character inventory.
- Potential Fix: Items from a vehicle claim being delivered to the wrong inventory destination.
- Potential Fix: Unintended equip interactions occurring with keycards and drive entities.
- Potential Fix: Incorrect button orientation on the Origin M80.
- Potential Fix: Damage maps not applying to ASD repairable pipes when they take damage.
- Potential Fix: Volume and levelling inconsistencies in Battaglia and Pilot dialogue.
- Potential Fix: Hauling missions generating no cargo at the collection point, preventing mission completion
- Potential Fix: Cargo missing from the freight manager terminal at hauling pickup locations
- Potential Fix: Double-clicking equippable items in the inventory failing to equip them to empty slots, requiring manual drag and drop
- Potential Fix: Starmap markers becoming non-interactive after rotating the map by clicking and dragging
- Potential Fix: Siege of Orison instance object container bounds expanding indefinitely due to AI ships not stopping at the end of their flight path, causing increasing performance degradation over a session
- Potential Fix: “Deliver Medical Aid” missions were not appearing in the mobiGlas contract manager for Orison Relief Support mission
- Potential Fix: IKTIs (Argo ATLS mounts) being incorrectly removed by the Hartmoore Platform restricted area during Siege of Orison, preventing players from using them during combat
- Potential Fix: Siege of Orison Island 2 comms lines for “Deactivate Hartmoore Inverters” triggering in the wrong order
- Potential Fix: Siege of Orison instance zone events incorrectly emitting into the parent zone’s restricted areas, causing unintended triggers outside the instance
- Potential Fix: Battaglia Story Mission 1 scan area objective not completing after a player died, respawned, and re-streamed into the mission area
- Potential Fix: Battaglia Story Mission 1 not triggering a mission failure when the Caterpillar or its power plant was destroyed during Phase 2
- Potential Fix: Wikelo-earned ATLS GEOs and IKTIs not counting as valid mounts for the Collector “Make Jumpy ATLS Shoot” objective; the recipe now uses a base ATLS with additional components
- Potential Fix: Aegis Hammerhead Nightbreak livery obscuring rear turret visibility due to incorrect material ID on the turret interior glass
- Potential Fix: Jericho Rocket Pod rockets being invisible with no visible trail or VFX until the moment of impact
- Potential Fix: Mirai Guardian MX laser damage resistance values not updated to the correct standard following the Vehicle Armor feature introduction, making it incorrectly vulnerable to energy weapons
- Potential Fix: Players unable to call the Siege of Orison instance elevator after stale instance entries accumulated in the Transport Manager, blocking mission access entirely; stale instances are now cleaned up automatically
- Potential Fix: Foxwell Enforcement intro missions incorrectly spawning Siege of Orison Juggernaut Elite Nine Tails enemies instead of standard Nine Tails combatants
- Potential Fix: Klescher Prison “Inmate Maintenance Opportunity” contract accepting with no objectives listed and no way to complete it
- Potential Fix: ASOP vehicle list showing a ship as unavailable or displaying incorrectly, causing the ship status to appear wrong
- Potential Fix: Commodity cargo and contracted cargo containers not being tracked for long-term persistence
- Potential Fix: Party members experiencing widespread desync during Siege of Orison, affecting loot boxes, AI, and mission state simultaneously
- Potential Fix: AI desyncing from their positions during combat in Siege of Orison, appearing to teleport or freeze for other players in the party
- Potential Fix: Remy Kettle incorrectly spawning at the Orison Landing Pad during Orbageddon, breaking the boss encounter
- Potential Fix: Delivering the hard drive and talking to Battaglia not completing Battaglia Story Mission 2 even when she plays the correct acknowledgement dialogue
- Potential Fix: Battaglia Story Mission 1 Phase 2 progress bar not advancing when quantum traveling away from the Caterpillar while within trigger range, leaving the mission stalled until returning
- Potential Fix: Battaglia Story Mission 2 and Story Mission 3 reappearing in the contract manager after already being completed, allowing them to be accepted again
- Potential Fix: Players not respawning at their last checkpoint after dying in Siege of Orison, instead being sent to Orison General or their home location
- Potential Fix: Siege of Orison instance elevator being recalled to the Shuttle Station when another player called it while it was already in transit
- Potential Fix: Destroy Satellite missions having no satellites spawned around the Comm Arrays, making them impossible to complete
- Potential Fix: Battaglia Story Mission 3 blueprints awarded as rewards unable to be crafted due to material assignments missing
- Potential Fix: Battaglia Story Mission 3 “Talk to Battaglia” objective not updating correctly if the player abandoned then re-accepted the mission while already inside the instance, leaving the marker pointing at Levski with no way to progress
- Potential Fix: Nyx Dungeon (RCD) mission not progressing after activating the Power Core, blocking mission completion
- Potential Fix: Players getting stuck at an infinite standby gate in the Siege of Orison dogleg when joining a party that already had an active instance, caused by the instance Broker not being streamed in on the correct DGS before the loading barrier lowered
- Potential Fix: Armistice zone missing from the Battaglia Employment Center and dogleg at Levski
- Potential Fix: Preliminary bounty intro missions spawning no target AI
- Potential Fix: Hull-C automated cargo loading not initiating when stationary inside a loading zone
- Potential Fix: Ship power allocation unable to be increased via the engineering MFD even when power pips were available
- Potential Fix: Hauling missions with multiple pickup locations placing all cargo in a single location inventory despite showing separate pickup markers
- Potential Fix: Kopions being attacked in a Contested Zone turning the entire station security hostile toward the player
- Potential Fix: Ships retrieved via ASOP while in a quantum travel state flying into the hangar door when the elevator animation completed
- Potential Fix: Orison Relief Support “Delivery Pilot” contract showing placeholder text in the mission details description
- Potential Fix: Siege of Orison intro mission remaining available to accept in the mobiGlas after the player had already arrived at the Arrival Center
- Potential Fix: Ballistic Gatling S5 weapon incorrectly trying to apply vehicle tint, causing a visual error on the weapon model
- Potential Fix: Prison keypad default generated access code not working, blocking escape missions
- Potential Fix: Collision missing on the Siege of Orison dogleg staircase after transitioning to the main instance, causing players to fall through the floor
- Potential Fix: Battaglia failing to recognize the player as a valid entity when they walked into her office, causing her not to react or trigger dialogue
- Potential Fix: Salvage missions not awarding any reputation to the player’s salvage faction standing after completion
- Potential Fix: Nine Tails NPCs in Siege of Orison carrying externally attached magazines and medpens not intended for their loadouts, contributing to performance overhead from excess entity attachments
- Potential Fix: Package Recovery missions completable by delivering only one package instead of all required packages
- Potential Fix: Contested Zone final loot room hangars incorrectly rescuing downed players
- Potential Fix: All active Siege of Orison instances simultaneously collapsing and becoming unphysicalized, causing all players inside to fall to their deaths
- Potential Fix: Players crossing from the dogleg transition instance into the main Siege of Orison instance not transitioning correctly on the server side, causing desync and damage when moving through the barrier
- Potential Fix: Siege of Orison Command Center entrance airlock not resetting after a player died and respawned inside it, permanently blocking other players from entering
- Potential Fix: Battaglia Story Mission 2 “Emergency: Blinding Hope in Trouble” not appearing in the mobiGlas after completing Story Mission 1
- Potential Fix: Collision missing at the Battaglia office exit in Levski which could cause players to fall through the floor when leaving
- Potential Fix: Siege of Orison dogleg staircase missing collision after transitioning to the main instance, causing players to fall through
- Potential Fix: Loot boxes not spawning at multiple locations
- Potential Fix: Freight elevator platform getting permanently stuck showing “Transferring…” after lowering mission cargo and then attempting to raise it again
- Potential Fix: Players able to clip through pinched collision proxies in various locations due to an aggressive tunnelling prevention algorithm; the tunnelling prevention logic has been disabled pending a rework
- Potential Fix: Refueling missions showing 0 SCU of hydrogen required in the contract description for some Rank 3 Urgent Convoy Refuel missions
- Potential Fix: Battaglia Story Mission 2 hook audio line playing when accepting the mission instead of the correct mission accept line
- Backend Update: Fixed an issue with entitlement auto-delivery failing silently when the server connection was never established; delivery now retries correctly and failed batches are reported as errors rather than successes
- Backend Update: Mission system now waits for the Remote World Entity System to be ready before syncing player state, preventing mission state mismatches on login
- Potential Fix: Mendo Ren becoming unkillable during the final phase of the Siege of Orison boss fight due to an AI mission flow issue blocking her death state from triggering
- Potential Fix: Siege of Orison mission not automatically accepting when players entered the instance, requiring manual mobiGlas acceptance to begin
- Potential Fix: Siege of Orison AI enemies missing and the location not resetting correctly when repeating the mission after a previous completion
- Potential Fix: ARGO ATLS IKTI getting stuck underground after falling from a great height
- Potential Fix: Context popup window in the inventory appearing offset on widescreen resolutions due to incorrect UI scaling
- Potential Fix: Keycard Elite enemies and Boss NPCs in Siege of Orison being cleaned up by the density manager as if they were regular NPCs, causing them to despawn before players could kill them and obtain their keycards
- Potential Fix: Siege of Orison instance elevator becoming uncallable from the dogleg after the assigned DGS crashed and recovered
- Potential Fix: Incorrect comms audio line triggering after resetting the first node on the 8th floor of Solanki Platform, playing the wrong audio cue for players
- Potential Fix: Ships unable to auto-dock to the Starfarer for AI beacon refueling missions due to fuel nozzle collisions blocking the docking process; nozzle collisions are now disabled during docking
- Potential Fix: Battaglia playing her “busy” dialogue line when approached to accept Story Mission 3, before the mission had even been accepted
- Potential Fix: Battaglia Story Mission 1 “Hostiles Eliminated” counter jumping back to 0% when players entered or exited the Command Module or left and returned to the ship during the Board Ship phase
- Potential Fix: Claim screen not appearing when delivering a vehicle for the second time in the same session
- Potential Fix: Character customizer buttons and tabs becoming unresponsive after clicking, requiring a relog to restore functionality
- Potential Fix: Irradiated Valakkars at the Lazarus Complex teleporting to unexpected positions during combat, caused by the AI defaulting to raw planet pathfinding when no navmesh path was available
- Potential Fix: Tiburon fuel port positioned inside the ship geometry, preventing other ships from connecting to it for refueling
- Potential Fix: Super Heavy H4-PBF Ammo Carrier showing weapon and ammo item slots in the inventory UI when the player was carrying it, as if it were a wearable armor piece
- Potential Fix: Expel Outlaws contract at Sakura Sun Goldenrod failing validation and not appearing in the mobiGlas
- Potential Fix: Instance elevator becoming uncallable from the dogleg after the overworld DGS crashed and recovered, caused by the Transport Manager not re-adding existing instances on gaining authority after a crash recovery
- Potential Fix: Remy Kettle not teleporting or spawning for the second phase of the Siege of Orison boss fight after being defeated in the first phase
- Potential Fix: Siege of Orison boss fight reactors opening after a server crash recovery before the player had actually killed Mendo Ren, bypassing the intended completion requirement
- Potential Fix: Fusebox lever animations not aligning with the lever handle during interaction for both male and female characters
- Potential Fix: Ore selling at commodity kiosks failing with “Failed Entity Query: Failed Awaiting Manual Delivery to Freight Elevator” due to the transaction price computed on the client not matching server validation
- Potential Fix: Loose cargo placed on a cargo grid not being detected by the freight elevator and being lost when the location de-streamed, caused by the loading platform not initializing correctly before gravity was set
- Potential Fix: Battaglia Story Mission 3 Data Drive being obtainable from any Covalex locker rather than only the specific locker opposite Battaglia’s office; delivery lockers are now validated by tag before the pickup is permitted
- Potential Fix: Aegis Redeemer unable to dock with a Starfarer for AI beacon refueling contracts due to an incorrect fuel controller and ATC configuration
- Potential Fix: Starfarer and Starlite consuming their own internal fuel tanks during ship-to-ship refueling instead of drawing from external fuel pods, and providing internal fuel to the refueling target
- Potential Fix: Hijacked 890 Jump mission spawning a second hostile 890 Jump as an enemy ship in addition to the target vessel
- Potential Fix: Security Post Kareah keycode terminal rendering completely blank, preventing players from entering the boss datapad code to unlock the facility
- Potential Fix: Multiple ASOP terminal kiosks at Levski showing blank actions and no ship management options
- Potential Fix: Vehicles purchased with aUEC-priced modules lacking collision on the installed component, causing players to fall through or clip into installed items
- Potential Fix: Inventory UI tabs and buttons becoming unresponsive after clicking in the character customizer, requiring a relog to restore interaction
- Potential Fix: Inventory tab buttons and controls appearing offset at 1440p on 32:9 ultrawide resolutions
- Potential Fix: Undocking from a ship mid-refuel causing external fuel tanks on the Starfarer to dump their entire fuel load rather than retaining it
- Potential Fix: Instance elevator on the Orison platform suddenly becoming uncallable for all party members, caused by authority assignment messages being dropped during entity streaming and hierarchy changes; multiple edge cases in the authority propagation system have been addressed
- Potential Fix: QV Breaker Stations in the Nyx Dungeon having no collision, causing players and items to fall through the floors and walls
- Potential Fix: MISC Starlite fuel nozzle failing to deploy, blocking it from docking with recipient ships for refueling contracts
- Potential Fix: Siege of Orison Command Center entrance airlock not resetting after a player died and respawned inside it, permanently sealing the entrance for all other players; additional fix covering the case where a player dies while the airlock is in the process of opening
- Potential Fix: Mouse clicks, weapon fire inputs, and UI button presses being lost or stuck, caused by a raw mouse input optimization incorrectly dropping legacy input events; the optimization has been reverted pending a rework. (This also restores significantly improved input reliability for players running under Wine/Proton)
- Potential Fix: ATC landing and takeoff hotkey not working, requiring players to use the comms menu instead
- Potential Fix: Buying any commodity at a kiosk locking the player out of purchasing additional commodities until the first purchase was removed via the freight elevator
- Potential Fix: Ships with landing gear connected beneath destroyed thrusters unable to be repaired at a repair terminal, as the transaction manager was incorrectly rejecting items that were parented to other items in the same repair request
- Potential Fix: Keycards carried by Nine Tails Elite NPCs spawning inside armor item slots rather than the backpack slot, making them invisible and impossible to loot without stripping the NPC’s armor first
- Potential Fix: Fusebox lever animation inclusion file missing, causing the lever up and down animations to not play at runtime despite the animation data being present
- Potential Fix: Commodity kiosk showing the wrong delivery subtype in certain transactions, causing incorrect delivery destination selection
- Potential Fix: Mendo Ren sliding down the balcony railings during the boss encounter and falling out of the arena
My Original Draft Script
Patch day is here again in Star Citizen, and along with Siege of Orison, Instancing and yes that superheavy armour CIG knew would print money as a monthly bundle, there’s also a lot more fixes, balancing and sneaky changes, so here’s a speedrun summary of the main patch notes, talking points and things that slipped in from the shadows.
To make sure all of this information is as accurate as possible, I have checked and verified these changes throughout PTU right up to the release candidate build.
For those that got THIS thumbnail, yes, for me the most significant change in 4.10 is something that CIG didn’t even include in the notes. Yes they said commodities will now persist, but what they didn’t mention was that the QUALITY does to. So now there’s actually a reason to look for higher quality ores when mining.
But obviously for CIG the headline for 4.10 is instancing tech being properly introduced, utilised by the 3 new recco battaglia storyline missions and Siege of Orison, which is returning as a permanent mission. There is however an Orison relief event that will most likely be arriving a couple of weeks after 4.10 goes live. This event will only award blueprints with no known permanent rewards
You can get light, medium & heavy armour as well as an s38, lumin and P4 all in a secondwind paint and if you have a moth you can complete it in no-time by just filling up your grid and buffers
Over in Nyx, Recco now has 3 narrative missions. If you’ve already seen my full contracts guide, there’s nothing new with these, as they are meant to introduce you to those repeatable mission types. What IS new though are the Deluge, Clearcut & Overrun mining module blueprints and the expanded ore bags that you get for completing the 3rd mission “Idea for Isaac”. You’ll be awarded the blueprints for a drake mining bag with 20 SCU capacity for your Golem and for the Prospector and MOLE, 15 SCU capacity bags
Fuel Changes
So you might have heard about quantum fuel “nerfs”, honestly it doesn’t matter. Yes, all ships have been adjusted back to a more understandable quantum fuel range, but the engine efficiency has also been adjusted. The MAIN thing to focus on, In my opinion is that quantum travel times have been reduced pretty significantly. No longer do I have time to get up and go and make a coffee whilst travelling across Pyro or Nyx. If however you like to obsess over the minutae of the numbers, then check the diffs on SpViewer or a similar site.
FPS
- The medgun has had it’s healing range increased from 1.5 to 2.5 metres
- The aforementioned new mining modules, outside of the blueprints from Recco the Deluge has the potential to appear in loot boxes
- The CQ7 Bullpup rifle has also had some tweaking too, it now has a much more gentle curve into it’s Y pattern recoil
- The Arlington Lever-Action rifle arrives along with the Myers 4 times optic from Hedeby Gunworks.
- It comes in 3 different styles, the stock chrome and varnished wood for that sleek look, my personal favourite tacti-cool black “Widowmaker”, with more powdery metal and a blend of the two in the “Gamekeeper”. The rifle takes 20 round magazines and has two firing modes, DMR is the default, with hitting B to change mode retracting the barrel to put it in buckshot shotgun mode.
- It can be found in Siege of Orison’s locked shipping containers as well as being carried by certain 9Tails in Siege & Bunkers
- the Myers 4x optic also being lootable in the usual containers
- Remember the superbright volt flashlight that can’t be turned off? Well good news! There’s now a laser sight that functions in the same way, it’s basically a red sniper glint that can’t be turned off
- Fire extinguishers no longer allow you to aim down sights
- Mounted gatling cannons got an audio pass, if you want to check it out either grab a cutlass steel or there’s o m ne not too far into Siege!
- There’s been some pretty widescale changes to carrying capacity of armour, but as is ever important to remember, armour doesn’t have data linked tooltips, so going on tooltip alone is not advisable! CStone’s item finder when updated should accurately display the final values. Most types saw significant increases to core capacity and reductions to leg capacity.
- Destructable barrels are next on the explosives block, following the increase to frag grenades, tripmines and the grenade launcher in 4.9, this patch sees those little red chappies have a 233% mass increase, 40% maximum explosion radius and a 450% increase to explosive power
- Irradiated adult & Apex valakkar now have the potential for their own distinct behaviours. They were sharing the same motive list as their non-spicy relatives, but they now have their own records
- Meanwhile, Juvenile valakkar have had their view distance reduced by 30% so shouldn’t pop-up and engage when you’re two postcodes away anymore. Whilst the adults have seen an increase in sight range and field of view.
Salvage
- The salvation’s cinch variations now have unique names, the small Hart module and medium Comer should now remove any confusion of having 3 different Cinch blueprints
- The Hart has a speed of 0.8, with a 1 metre radius delivering 100% scraping efficiency
- And the Comer 0.7 speed, 1.5meter radius and 80% efficiency
- But that’s not all in the salvage department, there’s also been some tweaking for other scraper heads
- Trawler has dropped from 65% to 60% efficiency
- Abrade goes from 70% to 90%
- And the Cinch gets a 0.1 speed increase with a bump to 100% efficiency
Instancing
Instancing is here! And someone clearly anticipated there being a problem spinning up an instance for Siege of Orison as when Standby is displayed preventing you from entiring, there’s a collection of fidget toys available with a basketball, wowblast toy guns and a picoball so you and your chums can pass the time.
Instancing relies on parts of the server meshing tech and from observations hopping between instances, it currently places you on an existing server that can support it, each shard is made up of 10 servers.
Ships For Sale
- The Aurora Mark 1 has been removed from in—game shops, with the Mark 2 now being available instead
- You can also now buy the modules, with the missile module being available from Cousin Crows in Orison and the Cargo module purchasable from Teach’s & cargo decks. The patch notes did also mentioned pyro trader outposts, but after wasting a lot of time checking out various places, I couldn’t find which ones.
- Astro armada now sells the Alpha wolf for aUEC as well as the Greycat UTV for, the latter also being available at Pyro dealershps along with the Golem Ox finally!
- New deal has the Ox too, along with the Hull B
Ships
- Fixes for the hull c loading zones have been noted, but I don’t have one on PTU to verify so good luck!
- The particularly perplexing Polaris power pip problem has apparently been resolved. Again I don’t have a Polaris so can’t personally verify, but from global and the testing chats, Polaris owners seem pretty happy again.
- Talking of power problems, the Ironclad still has some issues in the parasite department, with power states incorrectly reporting in the command module. There’s also still the crazy lag when in quantum.
- The C788’s that were made great again
Wikelo
Everyone’s least favourite Banu now has his variant of the Superheavy armour and Vendetta HMG available to trade for the usual costs, take the base item plus a favour and there you go
On the ship front, the Wikelo clipper contract is available from the board on the upper level. This will grant a metamaterial blueprint that needs 30 centiSCU of Ouratite at 800 minimum quality & half an scu of Stileron at 700 quality.
The ATLS IKTI GEO trade should finally work, the requirements have been changed to ask for a base ATLS instead of a Geo and instead of an IKTI you now need 5 irradiated apex valakkar fangs