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Nov 27th, 2019
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  1. Star Citizen Leaks -
  3. Star Citizen Patch 3.8.0
  4. Alpha Patch 3.8.0 has been released to Evocati, and is now available to test! Patch should now show: VERSION 3.8.0-PTU.3685322.
  6. 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\PTU.
  8. Database Persistence Wipe: YES
  10. The current build is under NDA
  12. Please monitor etf-megachat in spectrum for updates and testing instructions.
  14. USER.cfg settings:
  15. r_displaySessionInfo = 1
  17. Note: This patch does not contain all of the intended features, which will be added iteratively to the notes as they become available. Additionally, some features may be implemented in a partial state and as such are not ready for testing. When those features reach a playable state they will be detailed on the notes and added to the "Testing Focus". Features and content shown in Citizencon, including Microtech and the Pisces, are currently in a partial state as we are working on moving those into the 3.8 build. We expect this build to be highly unstable, but need to collect data on the largest offenders. WIth that in mind, we are focusing solely on stability and will collect feature feedback in a later build.
  19. This patch will be up for a limited focus window with a max of 24 hours.
  21. Testing Focus
  22. General gameplay and traversal.
  23. Known Issues
  24. If a player dies in the vicinity of Microtech, the server will crash. Work around: Please avoid Microtech for now.
  25. Spawning logic is currently not functioning correctly and as such logging out at locations that should persist the player, including the bed, are temporarily not working.
  26. Interacting with the Vanguard series ships causes a crash. Work around: Please do not use these ships.
  27. The Pisces spawns without its landing gear lowered.
  28. Patrol mission objectives do not updated after the player reaches the patrol area.
  29. Commodities can not be purchased at outposts.
  30. Hostile turrets will not fire on the player.
  31. Shopping kiosks are blank at all rest stops.
  32. Rest stop shops have no purchasable display items.
  33. Melee takedowns are not registered as kills vs AI targets.
  34. If a player has their ship despawned from the landing pad by ATC and retrieves another, they will sometimes be no longer able to retrieve the original ship.
  35. There is a large impact/smoke effect covering the screen when mining a ship deposit.
  36. Recovery ship data recorder mission does not update on arrival.
  37. Body and room temperature elements appear on the HUD, but will not be part of the 3.8 release.
  38. Replaceme elements may appear on planetary surfaces.
  39. Players can spawn with blood loss that can't be healed and get stuck in a death loop.
  40. There is no logout prompt for some 890 Jump beds.
  41. Ships can end up oriented sideways when quantum linking.
  42. New Features
  43. Locations
  44. Added MicroTech Planet including the exterior of New Babbage Landing Zone.
  45. Note, the interior of New Babbage is not completed and is unavailable.
  46. Added new Rest Stop interior variants.
  47. Players now have the ability to select their initial spawn location when it is their first time logging into the game.
  48. GrimHex armistice has been updated to allow non-lethal melee combat.
  49. Gameplay
  50. Added "impounding" function to the law system
  51. Players who incur landing infractions that cause their ship to be forcibly despawned will now see it as "impounded" rather than "stored" when they return to the ASOP terminal. Players can then see their infraction and either pay to have their vehicle removed from the impound or wait until the vehicle is released. Different jurisdictions have different fine amounts and impound times.
  52. Added melee combat including fist and knife fighting along with lethal and non-lethal takedowns.
  53. Players can now use various kinds of melee attacks including light attacks (tap LMB/RMB) and heavy attacks (hold LMB/RMB). Attacks are directional (LMB for left, RMB for right) and can be chained together for combinations. Players can block incoming attacks using LMB + RMB together and facing the incoming direction. In addition to blocking, dodging is also a defensive option and can be activated by double tapping "A" (dodge left), "D" (dodge right), or "S" (dodge backward). Players can also do "takedowns" if they melee from an undetected direction, usually behind the target, and can be initiated using the middle mouse button. For knife attacks/takedowns, players will need to use a combat knife which can be found at various FPS weapon shops and equipped into a utility slot. When unarmed, melee attacks will do non-lethal damage and takedowns are non-lethal, meaning they will render another player unconscious for a brief moment rather than kill them. Initiate knife combat stance with the "5" key and unarmed melee combat with the "0" key.
  54. Ship weapon convergence point when no target is active can now be manually set in the options menu.
  55. Added new mining vehicle attachment: Mining Laser Head.
  56. Laser heads are the mining component that is responsible for fracturing and extraction. These components can now be swapped and purchased, with different components offering different advantages and disadvantages when in use. Laser heads currently can have different instability dampening, resistance modifiers, extraction rates, power transfer rate, optimal charge rate, range, power consumption, heat generation, signature size, and wear characteristics.
  57. Added annunciator panels to some ships
  58. An additional UI panel has been added to some ships that displays various state driven ship conditions. Note, not all ships have these panels.
  59. Weapons and Items
  60. New FPS Weapon: Animus Missile Launcher
  61. Once target lock is achieved, the Animus launcher rapidly fires multiple missiles from its barrels, unleashing the kind of devastation that Apocalypse Arms is known for.
  62. New FPS Weapon: BEHR P6-LR - Ballistic Sniper Rifle
  63. The Behring P6-LR ballistic sniper rifle more than makes up for its slow rate of fire with a high powered 8mm round that's effective from long range. Featuring a scope with variable zoom modes and a barrel composed of a proprietary high-strength alloy, the P6-LR was designed to deliver when needed most.
  64. Core Tech
  65. Implemented server side object container streaming (SSOCS)
  66. Feature Updates
  67. Characters
  68. Moved Miles Eckhart to Lorville at MacIntyre & Victor's Bar.
  69. Increased the speed of most first person animations.
  70. Locations
  71. Updated planets and moons to Planetary Tech v4.
  72. AI
  73. Improved AI ship collision avoidance.
  74. Ships and Vehicles
  75. Updated third person camera/chase camera for ships for improved behavior and stability.
  76. Updated the size and scale of ship status visor displayed and moved some ships displays to exclusively MFD.
  77. Updated and rebalanced ship components (shields, powerplants, coolers, quantum drives.) around manufacturer characteristics so that each item is now unique with unique strengths and weaknesses related to their intended use.
  78. Weapons and Items
  79. Reduced the amount of shake on the Arrowhead when charging a shot.
  80. Major Bug Fixes
  81. NPC security at major stations should no longer occasionally get stuck in a combat ready pose.
  82. AI mission target ships should now consistently spawn for all related missions.
  83. Fixed an issue on multiple ships where a player could eva through landing gear without collision.
  85. Star Citizen Leaks -
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