Spyke

10 From the Community | Missions, Maelstrom & More

Video description:

In this first episode, join us for updates on Mission System 2.0, Maelstrom, the new flight model, engineering gameplay, AI blades, suit lockers, medical respawning, and more. Find out what’s changing, what’s coming, and how we’re building toward the future of the ’verse.

[00:00] - Introduction
[00:38] - New Flight Model
[03:38] - Missions 2.0
[09:45] - Engineering
[14:05] - AI Blades
[14:55] - Storage for armors in ships
[18:33] - Maelstrom
[21:09] - Medical respawn and medical screen rework
[23:15] - Recurring issues with operations and sandbox activities
[28:08] - Why is there no storage for players in Siege of Orison
[32:56] - Logging back at the same location you logged out

View original on lemmy.world
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[Wave 1] 4.10.2 PTU Patch Notes

Post by Wakapedia-CIG. Most comments are against the change where NPC ships now have a modifier making damage more effective against them.

::: spoiler Tap for full post content

Alpha Patch 4.10.2 has been released and is now available to test on the PTU environment! Patch should now show: VERSION 4.10.2-PTU.12770507

  • Audience: Wave 1

  • Server Info: PTU Channel - US Only

  • Long Term Persistence: Enabled

Testing/Feedback Focus

  • Stability, Bugfixes, LTP between PTU releases

  • New Event missions in Stanton

  • TTK TTD Ship Balance (This is a TECH-PREVIEW within the normal PTU build for the weekend. This is not intended for 4.10.2 but will be a good way to test it!)

Features & Updates

New In-System Event

More balance and polish for the event. Event points are now split across mission types, and mission unlock progression has been rebalanced. Voice comms added across the patrol and support mission flows. Heavy armored enemies encountered during the event now have the correct armament and are appropriately tougher to bring down.

Weapon Audio

Continued mix pass across FPS weapon audio as part of the ongoing weapons audio refactor

Bug Fixes & Technical

Added new login stability updates. Players should no longer be incorrectly kicked with a "Duplicate Login" error when their client silently reconnects after a dropped connection. Previously a reconnect within a fraction of a second could be mistaken for a second machine and boot the player out of an active game session. This would make it look like you were kicked back to the main menu without explanation.

  • Potential Fix: Heavy Combat Hunter 3 helmet variants not applying the snoopy cap or necksock when equipped

  • Potential Fix: MISC Prospector tilting when retrieved from a hangar

  • Potential Fix: Crafting fabricator filtering the TH-01 Propulsor mission item under "Container" rather than "Missions"

  • Potential Fix: Event contracts not being available at certain locations around Stanton

  • Potential Fix: No voice comms playing throughout the event patrol and support mission flows

  • Potential Fix: Event patrol contracts completing prematurely before all objectives were reached

  • Potential Fix: Event shelf tag points facing the wrong direction, causing items to be placed incorrectly

  • Potential Fix: Event NPCs at pickup and dropoff locations standing static instead of moving around the platform

  • Potential Fix: Event delivery boxes offsetting in the player's hands when picked up from the rear

  • Potential Fix: Event progress tracker appearing in the mobiGlas Journal before the event was active

  • Potential Fix: Mirai Pulse and Pulse LX radar UI displaying inverted, with holographic dashboard UI positions adjusted

  • Potential Fix: Power Config MFD showing no tooltip when hovering over component icons; the tooltip now displays the component name and temperature

  • Potential Fix: Physicalized storage decals transitioning to a lower LOD too early across multiple vehicles

  • Potential Fix: RSI Constellation Phoenix piano not playing audio

  • Potential Fix: Arena Commander Kill Collector FPS players missing the holographic skull head during the Day of the Vara event

  • Potential Fix: Event salvage contract title containing a typo, and contract titles and descriptions requesting the wrong commodity

TTK Balancing Update Tech-Preivew

For this weekend's PTU build we are folding in the TTK balancing updates! This is just a test for the weekend and is not intended to arrive with 4.10.2 but this will be a great testbed for this!

It’s time for TP4, we hope this time it will go well and also dearest apologies to everyone who participated in TP3, it was cursed. TP3 had multiple serious issues

  • Due to in issue in implementation, all shields had double their intended health values. This lead to an increased TTK - absolutely opposite to our goal. Props go out to the one player who noticed and commented under our post. There was also a slight issue in communication, we stated that in TP3 our goal is to “Increase TTK for PVP”, thereby we meant to increase it compared to TP2, NOT compared to live.

  • An error in data entry caused multiple shields to have crazy amounts of power pips causing them to not function in game.

  • We encountered a new bug that causes ships skip their over damage health pool. This means that instead of being disabled first, ships explode right away - 10 times earlier than they are supposed to. This made ships explode right after their shield is gone.

These issues were addressed mostly in the feedback we received for TP3. Other takeaways were however

  • Ballistics are still too strong

  • Even though ships have double the intended shield health, the TTK for large ships decreased.

  • Power pip assignment cannot be a mean of balancing ballistics at the moment as with current engineering functionality, players tend to max out their shields anyways

  • The AI Modifier is largely disliked - we have noted this, we are already discussing it

So for TP4 our main objective is to deliver a fixed and refined version of TP3

  • Shields have been adjusted to intended values, this should bring the TTK down again

  • Ballistic DMG has been decreased by 20% compared to TP3

  • AD4B, AD5B, Deadbold IV and Deadbolds V Aplha DMG has been provisionally nerfed by an additional 20% as their they have been called out as OP and impacted feedback

  • We looked closer into shield and health values of large and capital ships and adjusting their values generally they increased to match them closer to the 2/3 shield, 1/3 Armor and critical parts goal.

  • Energy and Ballistic Deflection has been adjusted.

  • AI Modifier has been decreased.

Unfortunately we were not able to fix the over damage bug yet. We currently have a 25-50% reproduction rate. However we still think that intel will be useful. Please keep that in mind during testing.

Overall compared to live we have the following changes - most of them could already be found in TP3

  • Shield Health +17%- +70%

  • Armor Health -20% - +100%

  • Alpha Damage +145% for Energy, +116% for Ballistics

  • Armor Deflection for Energy increased by +80%, for Ballistics +64%

Adjustment of Shield Resistance

  • 40-50% For Ballistic Damage depending on shield health and power pip assignment

  • 35-45% For Energy Damage depending on shield health and power pip assignment

Adjustment of Shield Absorption

  • 0-80% For Ballistic Damage depending on shield health

Slap Down Time increased by

  • +100% for when the shield is damaged - same as TP2

  • +70% for when the shield is broken

Other Updates

  • Shield Regeneration adjusted according to Health increase. Resulting in slower recharge than Live.

  • AI modifier added for PVE. AI ships take +20% Damage.

Thanks again for bearing with us on this journey, and we wish you a good time during testing.

Let us know what you think!

:::

[Wave 1] 4.10.2 PTU Patch Noteshttps://robertsspaceindustries.com/spectrum/community/SC/forum/190048/thread/star-citizen-alpha-4-10-2-ptu-patch-notes-1Open linkView original on lemmy.world
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Claim Free Pirate Week 2026 Flair (Challenge Coin)

Thanks to the hard work of some other players we have the full code to claim a free challenge coin reward to our accounts.

Claim your coins here:
https://robertsspaceindustries.com/en/comm-link/transmission/21285-Pirate-Week-2026

The code:
7-AQ42-0829-4567-15-RDFE4587-324-L6

Kudos to redditor u/-Mercurial_Me- for keeping his comment up to date with information as new hints were revealed.

View original on lemmy.world
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Star Citizen Alpha 4.10.1 LIVE Release Notes

Reading the full release notes, they are explaining in detail what some of the crashes were caused by, as well as what was causing a lot of the other bugs that were fixed.

Ground vehicles can now enter a soft deathed state instead of going immediately to being destroyed (that's definitely going to be helpful when racing on the go kart track).

Also, for anyone that likes cargo hauling contracts:

Hauling and Delivery Cargo Distribution

The way contract cargo is distributed across pickup locations has been reworked. Multi-pickup contracts now account for the SCU weight of each individual pickup when splitting a load, so cargo is spread across the markers the contract actually gives you instead of stacking into a single inventory, and percentile-based cargo amounts now resolve correctly.

::: spoiler Tap for full spectrum post text

https://robertsspaceindustries.com/spectrum/community/SC/forum/190048/thread/star-citizen-alpha-4-10-1-live-release-notes/9136697


Star Citizen Alpha Patch 4.10.1 LIVE

Alpha Patch 4.10.1 has now been released onto the LIVE Environment! Launcher should now show: VERSION 4.10.1-LIVE.12650677.
Important Build Info

  • Long Term Persistence: Preserved
  • Starting aUEC: 20,000

This Spectrum post is an abridged version of the notes. For the full in-depth details, please visit the main notes at the link below!

Star Citizen Alpha 4.10.1 LIVE Release Notes

Features and Gameplay

Gameplay

► Orison Relief Support
► Ground Vehicle Soft Death
► Creature and Plant Loot Quality
► Weapon Attachment Availability
► Hauling and Delivery Cargo Distribution

Bug Fixes and Technical Updates

Alpha 4.10.1 closes 37 issues, with a focus on problems that could cost you an entire session. These include contract cargo spawning in the wrong location, vehicles that couldn’t be retrieved from ASOP terminals, freight elevators getting stuck mid-transfer, and multiple exploits.
16 of those 37 fixes came through the Issue Council, and each one includes a link to the original report. Your reports, confirmations, and reproduction steps help us reliably recreate issues and prioritize them alongside everything else.
Many of the fixes in this patch were pinned down thanks to players providing detailed information from different angles. Thank you to everyone who took the time to contribute!

  • Client Crashes: 3
  • Server crashes: 2

:::

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Updates to Game Access - FAQ

Looks like we have some clarifications about what's happening to pledges with the upcoming changes.

https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/updates-to-game-access-faq

::: spoiler Tap for entire post message by BigTO-CIG

Updates to Game Access - FAQ

Hey y'all,

We recently posted about a new Game Library system in the Updates to Pledge Gifting and Game Access, and understandably, many of you had follow-up questions. We’ve rounded up the most common ones below, clarified a few points, and outlined some changes we’ve made thanks to your feedback.

When does this take effect?

October 1st, 2026. That is the official date. If you have seen October 8th quoted anywhere, it is from a superseded version of the announcement and is not correct.

From October 1st, one pledge per game on your account will automatically be marked as protected. You'll then have until November 1st, 2026, to change which pledge is protected, giving you more control over the selection.

Which pledges on my account will be protected?

To make sure you can never accidentally melt or gift away a game you own, one pledge on your account is designated as the protected Game Access pledge for each game you own: Star Citizen and Squadron 42. A protected pledge cannot be melted or gifted. That is the only change. It stays in your Hangar, and you keep everything in it.

Up to two pledges may be protected, one per game. If a single pledge grants both games, that one pledge protects both. We always protect as few pledges as possible.

The protected pledge is chosen automatically for each game:

  • If you have a pledge granting that game, which already cannot be melted, such as a High Admiral VIP reward, that pledge is protected. Nothing changes for you.
  • Otherwise, your oldest pledge granting that game is protected.

Every other pledge remains exactly as meltable and giftable as it is today. The protected pledge will be clearly marked in your Hangar so you can see which pledge is protected and why.

Can I choose which pledge is protected?

Yes. While we initially planned for the system to automatically protect the pledge we felt most backers would prefer, many of you told us you would rather make that choice yourselves. Thanks to your feedback, you’ll be able to change which pledge is protected between October 1st and November 1st, 2026.

  • You may move protection to any other pledge on your account that grants the same game. Protection is selected per game, so if one pledge currently protects both Star Citizen and Squadron 42, you can move protection for one game to a different pledge and keep the other where it is.
  • Any pledge granting the game can be selected, including one you buy back or purchase during the window.
  • The automatically selected pledge is locked from October 1st. It stays locked until you move protection to another pledge. At that moment the new pledge becomes protected and the previous one returns to being meltable and giftable.
  • You can change your selection as many times as you like during the window.
  • You make the change from the My Gear page in your Hangar. We will not send a separate reminder before November 1st, so make your choice during the window.
  • On November 1st, the selection is final and cannot be changed.
  • A pledge that already cannot be melted or gifted, such as a VIP reward, stays un-meltable regardless. You can still move Game Access protection off it, but there is no advantage in doing so.

I'm a Concierge VIP. Will my oldest game package be locked?

VIP status by itself does not grant game access. The High Admiral VIP reward in your Hangar does. Since March 18th, 2022 that reward includes Star Citizen, and backers who held Squadron 42 before that date also have it in their reward. The reward already cannot be melted or gifted.

Because we always protect an unmeltable pledge first, your VIP reward automatically becomes the protected pledge for any game it includes. Your purchased packages keep their normal melt and gift options.

For a game your VIP reward does not include, the standard rule applies to that game only.

You can still move protection to one of your purchased packages during the window, but there is no advantage in doing so. Your VIP reward can never be melted or gifted anyway, so moving protection only locks a package that would otherwise stay meltable and giftable.

I no longer own a game package. Do I need to buy one before this goes live?

No, provided you still have game access on October 1st, 2026. Your protection is created from whatever grants your access at that moment, including VIP rewards and backer rewards.

One important note: until October 1st, the current rules apply. If you melt or gift the only pledge granting you a game before then, you lose access exactly as you would today. If a pledge is your only source of game access, hold on to it until the protection is in place.

I gifted a pledge that was never claimed. Could it become my protected pledge?

Only if it is your sole source for a game. An unclaimed gift stays in your Hangar and still counts as your game access. We always prefer a pledge you own outright. If a pending gift pledge is the only pledge granting that game, we first cancel the pending gift so it can no longer be claimed, then protect it. If you have another pledge granting that game, we protect that one, and your pending gift stays claimable.

Does a pledge I restore through Buy Back keep its original date?

No. A restored pledge takes the date it was restored, so automatic selection treats it as your newest pledge. Buying back an old starter pack will not cause it to absorb the lock automatically. That said, you can still select the pledge you want to lock. During the change window, you may manually choose a restored pledge as your protected pledge.

Can I still upgrade my protected pledge?

Yes. A protected pledge can be upgraded with CCUs exactly as today. It stays protected, and its contents stay yours.

Do referral rewards, giveaway packs, or subscriber rewards count?

Yes, if they include game access. If such a pledge is the oldest one granting a game, it may be selected. If it is not the one you want protected, you can change the selection during the window. :::

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Bigmatt - We Cracked New Siege of Orison’s Secret Container | Star Citizen 4.10

There's a container with a 4-digit keypad in Siege of Orison (4.10). In the original Siege of Orison, the containers required keypads. A player named Globy was lucky enough to guess the correct code within a few tries and an Easter egg audio played out from the mission giver. When Siege was brought back again later on, another Easter egg was included that referenced Globy's name on a datapad.

Some hints for those trying to figure out the code for themselves:

::: spoiler Hint 1

It's not only about what's in the new Siege.

The code isn't something you can just work out by looking at the new container or current 4.10 mission.There's some history involved. :::

::: spoiler Hint 2

Password generated from all your codes...

In the old Siege materials, there's a line explaining that passwords were using digits from "all your codes." That wording matters. :::

::: spoiler Hint 3

There is more in that video... (Globy's original upload) [Besides the 3 codes entered to unlock the container].

Don't only look at the numbers he enters in the keypad. Look at everything visible in that footage. :::

::: spoiler Hint 4

1452 is the "key"

You should now have five 4-digit numbers in order:
7395
8837
1480
3269
1452

And "1452" matters twice. It was the answer to the old original Siege. But for this puzzle, think of it less as an answer and more as an instruction, a key. :::

::: spoiler Answer...? Using the numbers in the same order as Hint 4. Use 1452 as the row to look at. C1, R1 C2, R4 C3, R5 C4, R2

The keycode is 7257 :::

::: spoiler Final Answer The code is random every time.
They just got statistically lucky after attempting so many different theories. :::

View original on lemmy.world
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Updates to Pledge Gifting and Game Access (Starting in October)

Big T-O (CIG):

Updates to Pledge Gifting and Game Access

Hey there,

As we continue preparing for the launch of Squadron 42 and progressing toward Star Citizen 1.0, we’re taking the next step with a new Game Library system that gives games a clear, permanent place within each account. As part of this transition, we’re making updates to pledge gifting and game access. We’re sharing these details early so everyone knows what to expect when the changes take effect in October.

Gifting Changes

The following changes will apply only to pledges purchased after the new gifting system takes effect in October. Existing pledges will retain their current gifting functionality.

  • Pledges intended as gifts must be designated as such at the time of purchase.
  • A pledge designated as a gift cannot be used by the purchaser.
  • Once the recipient has received the gifted pledge, it may be upgraded normally using CCUs.

Game Access

When the new Game Library system launches on October 1, 2026:

  • One eligible pledge on each account will be designated as its primary Game Access pledge. This will be the account’s non-meltable pledge, or, if no non-meltable pledges are present, its oldest pledge.
  • The primary Game Access pledge will become permanently associated with the account and cannot be melted or gifted.
  • Any ships or vehicles included in the pledge may still be upgraded normally using Cross-Chassis Upgrades (CCUs).
  • Additional game packages and duplicate game copies will continue to function normally and may still be gifted where eligible.

Looking Ahead

These updates are part of the broader work underway to create a clearer and more consistent account experience for Squadron 42 and Star Citizen. We’ll share any additional information as we approach the new Game Library system’s rollout in October.

Updates to Pledge Gifting and Game Access (Starting in October)https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/updates-to-pledge-gifting-and-game-accessOpen linkView original on lemmy.world
13

Improving the Live Experience

A ton of info in this post, and it's far too long to include everything in a single post, so I'll just include the intro here. The whole thing is worth a read as they do a deep dive on the issues and bug fixes and what was causing them.

Last month, we shared that we were changing the way we prioritize some of Star Citizen's most persistent problems. Today, we want to share an update on the progress we’ve made so far, the issues we’ve resolved, and the work that went into fixing them. 

We’re focusing on the problems that have the biggest impact on your experience. Instead of looking at bugs one at a time, we’re stepping back and focusing on the parts of the game you rely on every time you play, grouping bugs by the system they break. Your ship should be where you expect it to be. Your inventory should load. Your missions should work. These are basic expectations, and we know that when they fail, it does not matter how impressive the rest of the game is. If you cannot get your ship, lose the gear you were carrying, or spend 15 minutes trying to get past a connection error, that is the experience you remember. 

To keep focus on the player experience, we’ve handed ownership of identifying and prioritizing these issues to our Player Experience team. Alpha 4.10 has been the biggest application of this approach so far, and today we want to show you what that looks like.

Improving the Live Experiencehttps://robertsspaceindustries.com/en/comm-link/Comm-links/21300-Improving-The-Live-ExperienceOpen linkView original on lemmy.world
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Star Citizen | Inside CIG: Siege of Orison

A 35 minute deep dive on CIGs development process. We actually get to hear from Chris Roberts for a decent amount in this video.

Description from video:

In this episode of Inside CIG we follow the anticipated release of Alpha 4.10: Siege of Orison, dive into instancing technology, and take a look at all the challenges that come with bringing new experiences to the Star Citizen Live environment. How did Alpha 4.10 get to the finish line? Let’s find out.

Inside CIG is a series where we further uncover the realities of game development, show the journey of delivering a patch to the Star Citizen universe and its community. We meet the developers, listen in on critical conversations, learn more about the complexities of building the most ambitious space game ever and what it means as we head to 1.0.

Description about the video from "Improving the Live Experience":

Later today, we'll publish a pilot for a potential series we're calling Inside CIG, taking you behind the scenes of Alpha 4.10 to show you what this process actually looks like. You'll sit in on our meetings, spend time with developers at their desks as they work through issues and content you're testing in the PTU, and see how testing, telemetry, and your feedback come together as we work toward a Live release.

View original on lemmy.world
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