Star Citizen Alpha Patch 3.22.0 Alpha Patch 3.22.0 has been released and is now available to test on the LIVE Environment! Patch should now show: VERSION 3.22.0-LIVE.9003376. It is strongly recommended that players delete their USER and Shader folders 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. The Shader folders can be found here %localappdata%\Star Citizen. Short Term Database Reset: Yes Long Term Persistence Data Base Reset: No Starting aUEC: 20,000 Known Issues The San'tok.yai and X1 flight tuning is not fully complete and will require tuning in a later release AC - Player can get stuck in "Exiting to Menu" message when attempting to exit any offline mode in AC (Workaround: Open the console with ~ and type 'quit' and hit enter) The Final Boss NPC won't spawn during the Illegal Retrieve Consignment Mission (Legal version still spawns correctly) PU - Actor / UI - Character spawned headless with EVA crosshair always on screen Multivehicle - PU - Ships / Vehicles / Weapons - Missiles, Bombs, and Torpedo's disappear immediately after traveling a short distance from the player PU - Stanton - Underground Facility / UGF - AI - AI enemies get stuck in a walking animation Stanton - Tractor Beam / Physics / Cargo - Sometimes when utilizing the tractor beam to move cargo within a ship, the cargo will snap outside of the ship Stanton - Spawn Closet - Mission Content / AI - Enemy AI can spawn out of bounds of their intended spawn points Stanton - Mission Feature - UGF missions - Remaining hostiles AI not spawning in UGF bunker mission Pu - Vehicles - Repair services - Unable to repair vehicles that have been soft deathed Multivehicle - PU - Vehicles - When docking at a station the docking arm will not extend PU - Stanton - ASOP / Fleet Manager - ATC - When retrieving a ship it may spawn outside the hangar it is assigned to PU - Stanton - Area18/GrimHex - Locations / Inventory / Respawn - Player loses loadout and equipped items after dying in the armistice zone Multivehicle - PU - Vehicles / UI - Vehicle HUD - When the missiles charge the UI does not update to reflect when they are ready to be fired PU - Stanton - Actor - Player Spawning - Multiple Locations - When multiple players attempt to log in to the same location at the same time they may be assigned the same bed; those that spawn in after the initial player will be stuck Origin 890 Jump - PU - Vehicles - Fleet Manager - When a vehicle is landed in the hangar of the 890J, the 890J can no longer stow correctly via ASOP/Fleet Manager or on logout PU - Tractor Beam / Physics - When multiple players interact with the same cargo container using a Tractor Beam, those players' tractor beams may no longer work correctly on that container Multivehicle - PU/AC - Vehicles / Weapons / Ship Components - All energy-based weapons state "0/0" in Ammo count on naturally spawned ships and cannot fire Multivehicle - Vehicles / UI - Inner Thought - Player cannot exit the ship by using the "Exit Seat" option in PIT New Features Locations Additional Derelict Settlements Inclusion of 15 new Derelict Settlements with both mission gameplay, social elements, and shops. These new inhabited settlements are spread throughout the wildernesses of Hurston and microTech using the Rastar tool with a larger, expanded library of new and existing assets. Some locations are accessible via the Starmap while other new settlements are more discrete and appear behind missions. All NPCs at these locations are neutral, making up a population of independent civilians and members of the Dusters faction and have been updated to use the new hair tech and faction clothing. New Hurston Locations Include: Zephyr, Maker’s Point, Ludlow, Pickers Field, Finn’s Folly, Weeping Cove, Cutter’s Rig, and Rappel. New MicroTech Locations Include: Frostbite, Razor’s Edge, Bloodshot Ridge, Harper’s Point, Astor’s Clearing, Moreland Hills, and Dunboro. Gameplay Salvage: Structural Implementing the ability to transform large chunks of metal salvaged from ships into a refinable material. Structural salvage is the next step in the salvage profession. Initially, It will bring additional functionality to the two salvage ships, The DRAKE Vulture and AEGIS Reclaimer. It will allow players to convert full ships into the resources RMC and Construction Components that can be sold or used to craft multiple items using the filler station. It will also bring an update to the way material is stored on the salvage ships. It will introduce the concept of “internal storage” which is a buffer in the ship that will fill. This buffer storage size will depend on the size of the salvaging ship with the Reclaimer getting a 240 SCU buffer while the Vulture receives a 13 SCU buffer. Once full, the buffer storage needs to be emptied using the filler station. For Reclaimer owners, the salvage mode is only operable from the co-pilot seat. The Reclaimer salvage terminal can now export size 1, 2, 8, and 16 SCU cargo containers. Salvage Functionality is now split into multiple segments after entering Salvaging Mode (Default Keybind: M): Hull Scraping (Default Keybind: G): The Current Salvage System to remove the hull from ships. If the Hull is not scraped off the material is lost in the process when moving onto steps 2-3. Fracturing Mode (Default Keybind: RightAlt+W): This mode will break up intact ships or derelicts into smaller pieces Disintegration (Default Keybind: RightAlt+S): This mode will generate the resource from the broken down pieces To start Fracturing Mode on a ship, point to the ship you want to fracture and enter Fracturing mode. Once fracture mode has been started, the ship will then break apart in a certain period of time based on the size of the ship. To Start Disintegration Mode, point to the newly fragmented parts of a ship and engage the Disintegration mode to break apart the chunks and collect them into the salvage buffer storage of your ship. Fracture/Disintegration field salvage speed is linearly proportional base on position and distances. Once the salvage material fills the buffer storage, have the filler station fill a commodity box and move to the ship's cargo grid. Inventory: Openable Cargo Containers 3.22 adds openable cargo containers, allowing players to be able to store commodities and items in. These new 1, 2, 4, and 8 SCU containers can be purchased and sold through shops and dropped from your location inventory into your ship cargo grid. These new cargo containers allow contents to be sold individually, as well as the containers themselves, in which case any unsold contents will be sent to the inventory the container is being held in. This also includes work for tractor beams that will make it so cargo is locked onto cargo grids when the ship is locked by the door integrity. Meaning as long as the integrity is sufficient, cargo cannot be removed from cargo grids except by the owner or party members. It is considered a law infraction if Stolen off a cargo grid in a Monitored Zone. Ships and Vehicles Added New Ship: Aopoa San'tok.yāi Added New Vehicles: Origin X1, X1 Velocity, and X1 Force Added New Ship: Drake Cutter Rambler