Update:Star Citizen Alpha 4.10.0
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Star Citizen Alpha 4.10.0 - "Siege of Orison" is a major update for Star Citizen, bringing with it the return of Siege of Orison, and the addition of content Instancing to the verse.[1]
During the Star Citizen Live 'Tech Talk', it was announced that several features originally scheduled for release in Alpha 4.9.0 would be held back so foundational systems and long-standing bugs and issues could be resolved, moving features such as Instancing and the return of Siege of Orison to Alpha 4.10.0.
Official links
- Full patch notes
- Alpha 4.10: Siege of Orison – announcement
Patch notes
Star Citizen Alpha 4.10 has been released onto the LIVE environment! Your launcher should now display: VERSION 4.10.0-LIVE.12519617
Reminder. Citizens always imprint their ship loadouts before adventuring into the universe!
Gameplay
Siege of Orison V2
Siege of Orison returns as our first Instancing on Demand mission. The CDF is recruiting players to break the Nine Tails' grip on the Orison Inspiration Park Cluster, and this time you will do it inside a closed instance locked to you and your party, up to four players. A one-time introduction mission points you to the instance elevators near the Crusader showroom in Orison, and from then on the main mission accepts itself as you arrive.
The encounter is now a pure FPS mission. All three platforms have been reworked for tighter combat flow and clearer sightlines, and the Nine Tails have a new visual identity running from grunts through masked elites to bespoke boss armor.
Respawn checkpoints will help you keep progress throughout Siege of Orison and return you to your last checkpoint inside the instance rather than sending you back to Orison General. These medical bed respawn checkpoints are unlimited, so medgel is not consumed.
The Nine Tails have a full armor refresh supporting the updated Siege, giving the faction a clear visual hierarchy from grunt to commander: three unique heavy designs for the bosses, two captain and elite variants sharing a masked helmet across two colorways, and rebuilt grunt loadouts mixing existing light, medium and heavy pieces with civilian clothing, some now carrying Nine Tails tattoos
Completion of SoO pays aUEC, blueprints and a bespoke weapon skin, with further caches lootable in-mission.
Recco Battaglia Returns
Recco Battaglia arrives in the Persistent Universe as an in-person mission giver in Levski. A former miner who lost part of a leg saving coworkers in a dig site accident, she now runs resource logistics from behind a desk while missing life out in the field. Meet with her to start uncovering the pressures facing independent miners across Nyx.
Recco opens with three story missions that introduce you to the system, with further tiers of repeatable contracts unlocking as you work through them, spanning rock cracking, miner defense, missing persons and item recovery. Her rewards lean toward hardware and blueprints rather than straight credits, including mining modules, containers and ore pod blueprints you can take into the fabricator.
Wikelo Exchange Updates
Wikelo has three new exchanges available at his Emporium, offering a snow camo variant of the new BUL-H4 Super Heavy Armor, a matching skin for the Vendetta HMG, and a ship.
The ship exchange works differently than before. Wikelo now asks you to craft a special item for him rather than simply fetch and hand in many different items. To start this, read the signs in his showroom to see what he is offering and the specific item he wants in return, then take the contract from the sign itself. Wikelo then hands over a single-use blueprint for that item you will need to craft using a fabricator. Bring the finished article to his freight elevator and send it down. Once turned in, Wikelo's terminal asks whether you want the ship now or later. Choose later and it goes to your home hangar. Choose now and the landing pad lowers, sends your current ship home, and rises again with the new one. Note that you cannot store ships in Wikelo's hangar, and anything left there will be returned to your own.
Armor and weapon exchanges work the way they always have: gather what he asks for, load the elevator, and the reward comes back up on it. The difference is that you now keep a blueprint for whatever you earned, so you can make more of it yourself later.
Loot Generation & Drop Rates
There has been a full pass on loot boxes, weapon caches, and rarities around the PU. Weapon caches now hold more than double as much as before. Large weapon attachments have gone from a rare curiosity in common caches to a routine find, and rare caches can now drop the heavy machine gun with two to four magazines of matching ammunition, which previously could not appear at all.
General containers saw the largest change, now holding vastly much more than their old contents across every size preset. Rarity tables have been tightened so lower-tier junk no longer dilutes higher-tier pulls. MedGel now appears in medical loot and is close to guaranteed in rare medical containers, fuses are guaranteed in repair boxes, and the multitool in common medical loot has been weighted down.
Additional Gameplay Updates
- Added ore and commodity containers to the Long Term Persistence. This will not affect these going into 4.10 but any cargo obtained after 4.10 will persist into future builds. Currently, ore pods that come with ships are part of item recovery and not LTP so these will not persist contained ore but in-game purchased ones will.
Ships and vehicles
Hydrogen & Quantum Fuel Rebalance
Implementing balance updates for Quantum and Hydrogen fuel tanks, adjusting fuel capacities and consumption rates to better align with ship sizes and roles.
Hydrogen tank capacity is now considerably smaller across the fleet, and hydrogen consumption has been reduced alongside it, so effective flight time should be close to what it was before. Fuel prices have also substantially increased for both hydrogen quantum.
This update also rebalances refualling missions around the new tank values, with refuelling size tags added to ships and the spawn pools updated.
Vehicle Armor Update
Vehicle armor has changed in two ways. Destroyed armor no longer mitigates damage: the reduction multiplier had been applying unconditionally, so armor sitting at zero health still absorbed a share of every hit, amounting to a flat quarter of all incoming damage on the Gladius. Reduction now only applies while armor health is above zero. Damage dealt to the armor itself also now runs through the health component's own resistance rather than bypassing it, so how much punishment armor absorbs scales with its condition.
Pricing, Claims, & Availability
ASOP terminals handle claims and deliveries on a reclaim timer that scales with the value of the vehicle, so a light fighter comes back quickly while a capital hull takes considerably longer. Weapons and weapon racks now carry prices of their own, so what is fitted to a ship contributes to its claim cost. Terminals now also offer a paid expedite on both claims and deliveries, which accrues at twice the standard rate per aUEC spent and caps the fee at a tenth of the standard claim cost rate, making it a convenience charge rather than a way to buy past the system entirely. Repeat claims on the same ship will not cost progressively more.
Ordnance is markedly more expensive, with bombs up between 44 and roughly 310 percent depending on the munition and the smaller ones taking the steepest rises.
Shop stock has widened too: railguns are now carried at some item shops, Vendetta special ballistic magazines have been added to several layouts, and cargo containers can now be reclaimed through global item recovery.
Vehicle Weapon Rebalance
We have rebalanced and categorized the Size 4 ballistic gatlings which should now hit roughly 68 percent harder per round. Previously it had been inheriting the Size 3 gatling's ammunition and balancing class, which left it underpowered and, more importantly, unable to defeat armor a Size 4 weapon should defeat. Both are now corrected.
The Size 4 Ballistic Combine Cannon splash was reaching far wider than intended, so the explosive component has been removed outright, making it a direct-hit weapon. Direct damage has also been reduced by roughly 10%.
Additional Vehicle Updates
- The Kruger P-52 Merlin's center gun mount now has a gimbal and is now editable
- The Kruger L-22 Alphawolf was added to Astro Armada in Area18 along with the bespoke laser repeater
- The RSI Aurora Mk II has replaced the Mk I across shop inventories, on the showfloor at Teach's and New Deal along with adding the cargo and missile modules to shops.
- The MISC Hull B can now be purchased in New Deal and Teach's
- Drake Golem OX is now sold in Pyro station dealerships and New Deal
- GRIN UTV can be purchased from Astro Armada and Pyro station dealerships
Weapons and items
BUL-H4 Super Heavy Armor & Vendetta HMG
A new armor class and the weapon it was built around have arrived in the PU along with Siege of Orison. The BUL-H4 set is a single one-piece super heavy armor along with a BUL-H4 Helmet, and the H4-PBF Ammo Carrier backpack. This new armor trades mobility for defense and the ability to carry the heaviest weapon a player can yield.
That new weapon is Apocalypse Arms' Vendetta heavy machine gun. The Vendetta works together with the BUL-H4 armor and backpack to carry large amounts of munitions. The backpack is only capable of storing the new ammo munitions for the weapon. These can be reloaded by another player in your party by tractor beaming or hand placing a new one into the backpack.
Both the armor and the weapon can be obtained in game through Wikelo exchange rewards and through Siege of Orison. .
New FPS Weapon: HDGW Arlington Rifle
A new ballistic lever action rifle has been added to the PU. Its defining feature is a switchable fire mode, giving you two very distinct weapon gameplay options on the same frame with a DMR and shotgun mode. In DMR configuration it fires a single high damage round at 550 m/s, rewarding accuracy at range. In shotgun mode it fires eight pellets at 300 m/s, trading reach and precision for a higher total damage ceiling up close if every pellet connects. A new HDGW optic joins the attachment roster alongside it.
- Firemodes Single (DMR) Single (Shotgun)
- Damage 70 / 12.5 (8 Pellets)
- Projectile Velocity 550 (DMR) / 300 (Shotgun)
- Aim Down Sight Time 0.15 seconds
- RPM 85
- Mag Size 20
Additional Item and Shop Updates
- Commodity kiosks were removed from Platinum Bay and Dumpers Depot and replaced with item kiosks.
- Jump drives also gained shop display shelves at Dumper's Depot in Area18 and AR shopping cards
- HDTC clothing was added to the Makau and Aparelli shops, with shop inventories and mannequin displays updated to match
Core tech and audio
Instancing
Instancing arrives in the Persistent Universe, creating closed gameplay spaces that only you and your party occupy. Where content supports it, entering places you into a private copy of that space rather than the shared world. Siege of Orison is the first mission built on it, with Recco Battaglia's office as the second.
When going to enter an instance, the player will encounter a barrier that will mark the instance loading and will open up when ready. The party leader owns the instance. Entry checks that you meet its prerequisites, and players who are not eligible are prevented from entering or removed if they end up inside one. Respawn and checkpoint behavior is handled by the instance itself, so dying returns you to your last checkpoint inside it. If an instance cannot be created, you will now get a banner notification rather than the request silently failing.
Underpinning it is a new Instancing Broker backend service which creates, allocates and tears down instances, enforces per-instance player caps and manages how long an idle instance lives before it is reclaimed.
Server Load & Instance Scaling
Dynamic game server load balancing now calculates load from total frame time, which should reduce how often a server ends up overloaded or hits an out-of-memory condition, and mesh worker overflow capacity has been raised to handle instance scaling. Pyro and Stanton station exteriors were given a two hour override lifetime for stability, and inventory and stow context queries now run in parallel to help resolve the inventory data mismatches players have reported.
Performance & Streaming
A dedicated pass driven largely passby profiling Siege of Orison under load. The biggest single win came from removing a heavy contention stall between physics and rendering by writing physics meshes straight to the GPU buffer instead of through a staging buffer. A severe frame time spike in the AI event dispatcher has been resolved, and several expensive effects at the Orison locations, chiefly large refraction volumes and soft particles, have been reworked after profiling flagged them as significant drains.
On particles and streaming: CPU-driven effects have been moved to the GPU, fire hazard effects optimized, particle textures now stream as designed rather than loading at full resolution, particle library preloading fixed after silently failing on a bad path, blood decals reduced in size, and off-screen emitters now expire instead of accumulating in memory. Client performance at Levski has also undergone a performance polish pass.
Audio & Score
Siege of Orison has been given its own score, with separate ambient and combat layers, boss music, and a victory track on completion.
Refuelling has had a full audio pass covering the refuelling screen interface and spoken lines for the system. Hit marker audio has been refined following the vehicle armour feedback introduced in 4.9, the Grey's Market Basher has had its interior ambience implemented, and reverb has been corrected in several interiors where dialogue was sounding overly echoey.
On the technical side, audio processing bandwidth has been freed up so more queued commands get through, duplicate audio requests are now suppressed, and duplicate Air Traffic Control play events have been cleaned up.
VR Support Updates (Experimental)
Head tracking now works everywhere in the game rather than only in specific contexts, and it keeps working during level loads so headset actions like resetting tracking or switching to theater mode remain available while you wait. Leaning forward no longer pushes your character upward or drifts the camera off centre, and a new visual effect now triggers when your head meets geometry instead of letting you push through it. The head boundary stays out of the way when you are lying down or in fly mode.
The stereo cursor has had a broad pass. It is now aligned to your body, so it holds still while you are riding an elevator, standing on a moving train or being pushed around by water, and it no longer disappears when passed over radar elements. Kiosks no longer walk your character into position when you interact with them, which was disorienting in a headset, and they no longer drop out when the game decides you have looked away.
On the rendering side, holograms and holo volumes now display correctly in VR, and water simulation and caustics have been reworked so they match between both eyes. The underwater screen wobble was previously calculated per eye and is now driven by the wave surface itself. Sun shadows underwater have per pixel dithering to remove banding, and a long standing issue where shadows would flicker and swim with the camera at certain angles has been resolved. The G force blink effect now stays in sync across both eyes.
OpenXR has been updated to version 1.1.60. Changing your headset resolution in your runtime settings now applies in real time without a restart, and on runtimes that support it the game detects when you put the headset on or take it off and switches mode automatically.
Stability and performance
For a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!
This release closes 479 bug fixes along with 47 crash and stability issues and 17 exploits.
- Client crashes: 20
- Server crashes: 20
- Affecting both client and server: 2
- Server hangs and deadlocks: 2
- Back End Service Crashes: 3
Client crashes fixed
- Fixed a graphics driver crash that could occur during rendering
- Resolved a crash while world objects were streaming in and out
- Fixed a crash while setting up the area of the world kept loaded around the player
- Resolved a crash while working out which room or area the player was standing in
- Fixed a crash while resolving an object's place in the world hierarchy
- Fixed a crash while completing an object spawn during level load
- Fixed a crash when checking whether an object still existed
- Fixed a crash while textures were being bound during rendering
- Resolved a crash while particle effects were being drawn
- Fixed a crash when interacting with objects in the world
- Fixed a crash while the mining laser was highlighting a distant deposit
- Resolved a crash when a part detached from a vehicle
- Fixed a crash while reading the list of available cargo box sizes
- Fixed a crash while recording performance data in the background
- Fixed several crashes caused by internal memory handling errors
- Resolved several crashes caused by internal threading errors
Bug fixes
Fixes reported through the Issue Council carry a link to the original report.
Thank you to everyone who filed and confirmed them!
Missions
Hauling and cargo contracts
- Fixed an issue where hauling missions would have no cargo to pick up at the collection location STARC-153267
- Corrected an issue where lowering mission cargo on the freight elevator platform and then raising it again would leave the platform permanently stuck on the kiosk's Transferring screen
- Fixed an issue where mission cargo was missing from the freight manager terminal STARC-179083
- Fixed an issue where the Cargo Hauling Opportunity mission with Ling Hauling did not have a cooldown after being abandoned
- Corrected an issue where multi location hauling contracts in Pyro could sometimes require only a single piece of cargo to be collected and delivered
- Resolved an issue where Cargo Services would not respond to hails, preventing players from requesting a cargo loading zone
- Fixed a case where the claim mode button would go missing or greyed out when exiting the freight manager while the freight elevator was moving
Bounty and combat contracts
- Resolved an issue where no hostiles would spawn for the Eliminate All mission at the Colonial XS Outpost in Pyro STARC-208452
- Fixed an issue where bounty targets had a chance to not spawn when the mission location was on a planet or moon surface
- Fixed an issue where security patrol contracts would not progress after all of the Neutralize Target ships were destroyed
- Fixed an issue where the Expel Outlaws contract at Sakura Sun Goldenrod would fail to complete properly
- Fixed an issue where too few hostiles would spawn during Expel Outlaws missions at Distribution Centers, leaving the objective counter stuck and blocking completion STARC-203817
- Fixed a problem where friendly NPCs in the Defend Bunker mission would despawn once the timer reached zero STARC-199505
- Fixed a case where Vanduul ships would not spawn upon arriving at the mission location during the Defend Ship bounty STARC-214846
Escort and ship battle contracts
- Fixed an issue where the hangar doors would not open for the escort ship, leaving it stuck outside and the contract unable to complete STARC-177903
- Fixed an issue where the escorted ship would not quantum travel away or head to the hangar after the hostile ships were neutralized STARC-210579
- Resolved an issue where the escorted ship would not appear after neutralizing the hostile ships during the Escort Ships mission
- Fixed an issue where the Foxwell and Hurston Ship Battle missions would award reputation to the wrong faction
Tactical Strike Group
- Fixed a case where Vanduul fighters would not spawn on arrival during the Tactical Strike Group mission
- Corrected an issue where the Vanduul Scythe could be found dormant and not flying when first encountered at the Vanduul tech smugglers station
- Fixed a problem where the Tactical Strike Group mission would not progress past the Go To objective
- Fixed an issue where the S12 station turrets during the Tactical Strike Group mission would fire on ships below their intended angle range
- Fixed an issue where the Vanduul-Tech Smugglers mission did not have its 60-minute cooldown after being accepted and then abandoned
Refuelling contracts
- Corrected an issue where the Refuel Request mission objective would not progress after reaching the beacon marker STARC-212494
- Fixed an issue where mission AI would not accept the player's docking request during ship refueling missions
- Fixed an issue where shooting the refueling target would not fail the mission
- Resolved an issue where mission giver Dina Deloit had no audio comms after a refueling contract was accepted
Mining and industrial contracts
- Fixed an issue where the Industrial Resource Gathering mission would not complete if a party member other than the leader delivered the item to the freight elevator
- Fixed an issue where the Scan Area marker would remain after an asteroid was scanned, with the Mine marker only appearing after returning to the area
Investigation and delving
- Corrected an issue where the mission objective directing players to the Research Wing would not appear until they had already gone there STARC-198596
- Fixed an issue where the card or drive was not accepted at the freight elevator and would instead be sent to the player's storage STARC-201723
- Fixed a problem where the transit hangar elevator at the Onyx ASD facility could not be called, blocking mission progress
Creature contracts
- Fixed an issue where the Highpoint Wilderness Specialists intro mission would remain listed as active even after its objectives were completed STARC-200926
- Resolved an issue where irradiated Valakkars would not emerge from the ground after the egg was placed in the pylon
Contract manager and mobiGlas
- Fixed an issue where no contracts would appear in the mobiGlas STARC-205628
- Fixed an issue where the PvP bounty tab was missing from the mobiGlas, so no further PvP bounties appeared even when a Klescher escapee was present
- Fixed an issue where Headhunters ship battle missions appeared in the Verified section of the Contracts app instead of the Unverified section
Other mission content
- Fixed an issue where a Warehouse Key would stop working after being removed from inventory, preventing it from being used in the warehouse elevator STARC-214914
- Resolved an issue where the tutorial would not update after taking the elevator to the lobby in Area18 STARC-201934
- Corrected an issue where loot in the QV Warehouse would not respawn or reset if a player looted the cargo without progressing the mission STARC-206402
- Fixed an issue where satellites were missing around comm arrays for the Destroy Satellite mission STARC-206479
- Fixed an issue where the default generated code for a prison keypad would not work STARC-181643
- Fixed a problem where the safe item in the FTL Delivery intro mission displayed placeholder text while held on a tractor beam
- Fixed an issue where the mission progress bar could complete early before all enemies had been neutralized
- Corrected an issue where party members on a different server could accept a shared mission and then be unable to abandon it
Ships and vehicles
Ship power and survivability
- Fixed a case where players would suffocate inside a hangar even with their ship's life support active and helmet removed STARC-200446
- Fixed an issue where the Drake Ironclad, Ironclad Assault, and Caterpillar would report their powerplant offline and refuse power allocation after being stored and retrieved STARC-204561
- Fixed an issue where power allocation to ship items could flicker on and off
- Fixed a problem where the MISC Freelancer MIS, DUR, and MAX had lower critical health values than the base MISC Freelancer
- Fixed an issue where the Aopoa San'tok.yai would explode when its critical health reached zero instead of becoming disabled
Fuel systems and docking
- Fixed an issue where fuel nozzle components were missing and could not be equipped in the vehicle loadout manager STARC-183964
- Fixed an issue where fueler ships would lose the fuel stored in their fuel pods when the ship was stored STARC-207340
- Resolved an issue where external fuel tanks could be detached from the console or fuel pod terminals without first unlocking the ship
- Fixed an issue where fuel pods had to be oriented in a very specific way before they would attach to the ship
- Corrected an issue where the MISC Starfarer and MISC Starlite could not dock with another refueling ship after one successful docking
- Fixed an issue where starting a new docking request during an existing docking procedure would detach the command module while still leaving the pilot in full control of the host vehicle
- Corrected an issue where some external fuel pods would stop accepting fuel after repeated refueling at the same station STARC-204757
- Fixed a problem where the docking UI would display "Error" immediately after a refueling mission was completed
ASOP, claims and hangars
- Fixed an issue where rented ships would not show up on the ASOP terminal STARC-205894
- Fixed an issue where equipped nose and ball turret weapons would lose their barrels after an insurance claim STARC-206352
- Resolved an issue where a ship retrieved while it was initiating quantum travel could fly into the hangar door once the elevator finished raising STARC-206457
- Fixed an issue where naming a ship, melting it, or upgrading its package would delete any non-stock items fitted to it, including paints STARC-33553
- Resolved an issue where retrieving a ship from the ASOP lobby would initially send the player to an empty hangar instance
- Fixed a problem where the Drake Command Module would show as needing a claim after its loadout was edited, blocking further retrievals from the ASOP terminal
- Fixed a case where customizing or melting a ship through the Pledge Store while it was in a claim state would block access to its attached paints and modules
- Fixed an issue where ore pods would keep working after the first insurance claim following a snapshot, when they should have been disabled
- Fixed an issue where the TMBL Storm was missing from the ASOP terminal
- Fixed an issue where the lobby ASOP terminal would incorrectly show a ship as needing to be claimed even though it was already stored at the station STARC-152514
- Fixed a case where a vehicle's medical bed would still work after an insurance claim should have disabled it
- Resolved an issue where a player could end up with multiple active hangars and ships if a party member remained in the elevator or hangar
- Fixed an issue where some vehicles had to be claimed rather than delivered the first time a player logged in STARC-213936
- Fixed an issue where the "Claim Insured Loadout" cooldown was not enforced, delivering the vehicle instantly while the timer was still counting down
- Fixed a case where mined ores would disappear after storing the vehicle STARC-205924
Modules and loadout manager
- Fixed an issue where medical modules bought with aUEC would fail to attach to the RSI Apollo Triage, leaving them without collision and impossible to enter
- Fixed a case where mining pods were not available in loadout mode
- Fixed an issue where the F7CM and F7CM Heartseeker's special top turret mount could not have weapons equipped or removed in the vehicle loadout manager STARC-207395
- Fixed a problem where the missile storage on the RSI Constellation Mk V and RSI Perseus incorrectly appeared as missile racks in the Vehicle Loadout Manager
Cargo handling
- Fixed an issue where players could not enter the Hammerhead or Tiburon through the elevators or cargo bay
- Fixed an issue where items would lose collision and drift away when placed on the RSI Polaris's cargo lift
- Fixed an issue where salvage autoloaders would default to producing 1 SCU crates regardless of the minimum size setting when auto-eject was on STARC-198065
Repair and landing services
- Fixed an issue where players could not restock countermeasures, ammunition, or missiles from the landing services tab STARC-210582
- Fixed an issue where selecting a ship repair would not immediately block other landing services from being selected
- Resolved an issue where ships with landing gear mounted beneath their thrusters could not be repaired once those thrusters were destroyed STARC-215165
- Fixed an issue where repair services would fail to complete if one or more of a ship's fuses were missing
- Corrected an issue where a ship with parts shot off could get stuck processing indefinitely and become impossible to repair
- Fixed a case where a size 3 radar component could be removed from its component bay using a tractor beam
Turrets and ship weapons
- Resolved an issue where a ship's weapon and power allocation could not be increased even when power pips were available STARC-169063
- Fixed a case where energy weapons were not dealing their intended increased damage to shields, causing fights to take longer than intended
- Fixed an issue where the entry animation for the Mercury Star Runner's lower turret played incorrectly, leaving the seat rotated 90 degrees
- Fixed a problem where the size 7 ballistic gatling on the Crusader Ares Inferno would not damage the armor of large ships such as the Aegis Hammerhead
- Fixed an issue where the size 5 "War" cannon on the Vanduul Scythe's left wing would not fire
- Fixed an issue where the Drake Ironclad, Ironclad Assault, and Caterpillar would stop firing thrusters and sink to the ground after a Command Module docked with them
- Fixed an issue where players could lose ship control with no inputs registering
- Fixed an issue where a bright flash would cover the screen when starting and ending quantum travel in the Drake Clipper
Ship HUD and displays
- Fixed a case where the visual marker showing component damage would disappear once the targeted ship component was destroyed
- Fixed an issue where the shield penetration or no-damage marker could incorrectly appear when shooting shields with laser weapons
- Fixed an issue where an oversized blue crosshair would appear and obstruct the view when entering precision targeting mode
- Fixed an issue where cockpit buttons on all Aegis Avenger variants could still be triggered after moving the Inner Thought cursor onto a nearby MFD
- Resolved an issue where the critical component list on the ship MFD Diagnostics screen had inconsistent spacing between entries
- Fixed an issue where no marker appeared to confirm a ship kill after destroying another vehicle
- Fixed a problem where the "No Damage" hitmarker was missing when firing at a ship inside an armistice zone
- Resolved an issue where the Argo ATLS GEO IKTI's focus display showed placeholder text instead of the correct mount focus STARC-196381
- Fixed a case where the annunciators were missing from the pilot seat dashboard in the Aegis Retaliator
Ship audio
- Fixed a problem where ship fire alarms could not be heard
- Resolved Vehicle flyby sound effects missing on several ships
- Fixed an issue where an engine shut-off sound could be heard when exiting a ship
- Fixed an issue where the ship armor damage sound would incorrectly play while salvaging a vehicle
Ship art and interiors
- Fixed an issue where the Crusader Hercules Starlifter's back ramp and ramp panels were missing
- Fixed a case where several vehicles would spawn with their emergency lighting active
- Fixed an issue where the Drake Caterpillar's first cargo module had an invisible wall blocking movement
- Resolved an issue where the Esperia Prowler Utility's Harmony, Occelus, Wanderer, and Luminary tints would lose their surface detail on the nose up close
- Fixed an issue where the MISC Hull A's tail thrusters were offset from their intended position
- Fixed a problem where the RSI Ursa Medivac's interior side door panel was misplaced and clipped through the wall
- Fixed an issue where the Aegis Eclipse's headlights were not centered and projected light to the right side of the ship
- Corrected an issue where the text on the right tractor operator seat button was misaligned with the rest of the button
- Fixed an issue where green orbs would appear on either side of the Basher's cockpit interior
- Corrected an issue where the interaction points for the gadget and pistol slots on the Gatac Railen, Tyilui, and Syulen weapon racks were offset
Argo MPUV
- Fixed an issue where players could not exit the Argo MPUV Tractor's pilot seat using the seat exit hotkey or interaction wheel STARC-204086
MISC Starfarer
- Fixed a case where the MISC Starfarer's boom arm was missing its nozzle STARC-204394
- Corrected an issue where the MISC Starfarer's boom nozzle would automatically retract when entering the captain's seat STARC-204922
MISC Starlite
- Fixed an issue where the MISC Starlite's refueling nozzle could not be deployed, preventing it from docking with ships that needed fuel STARC-207678
- Fixed a case where detail on the wall by the MISC Starlite's bed would abruptly disappear when viewed from a distance
- Resolved an issue where the interaction point for the MISC Starlite's entry screen was slightly misaligned from the panel
Drake Ironclad
- Fixed a case where the Drake Ironclad would lose collision with its pilot and command module after undocking
- Fixed a problem where some parts of the Drake Ironclad did not have breathable air
- Fixed a case where the Drake Ironclad's items would remain offline after re-docking following a power cycle during undocking
- Resolved an issue where the Drake Ironclad's 'Open Cargo Bay' and 'Headlight On' dashboard buttons did not work
- Fixed a problem where part of the Drake Ironclad's damaged geometry would clip through the rolltop door while it was fully open
- Fixed an issue where flair items for the Drake Ironclad and Drake Ironclad Assault displayed incorrect names in the Vehicle Loadout Manager
- Corrected an issue where invisible collision blocked the roof access ladder shaft on the Drake Ironclad
- Fixed an issue where the Drake Ironclad would explode when its critical health reached zero instead of becoming disabled
- Resolved an issue where the Drake Ironclad's command station seat used the turret screen layout, leaving out the velocity, master mode, countermeasure, and radar displays
Aegis Idris
- Fixed an issue where the Idris's laser would visually hit a ship without causing any damage
- Fixed an issue where the People's Alliance Idris would not repair the player's ship, with the repair showing as progressing but never being applied
Aegis Hammerhead
- Fixed an issue where the Hammerhead's Nightbreak livery obscured visibility from the rear turret STARC-215666
- Resolved an issue where the Aegis Hammerhead's cockpit elevator would rise back up after quantum travel even if it had been lowered beforehand
Origin M80
- Fixed an issue where removing the Origin M80's right powerplant with a tractor beam while entering via the ramp would cause it to clip through the component bay
- Fixed an issue where the Origin M80's top fuel port and housing floated above the ship
- Fixed an issue where textures would flicker along the edges of the Origin M80's rear component bays while they were open
Gatac Railen and Tyilui
- Fixed an issue where players could fall out of the Gatac Tyilui by walking into the bottom of the cockpit glass
- Fixed a problem where the doors to the hab room on the Gatac Railen and Tyilui would snap shut unnaturally if approached while closing
- Resolved an issue where the power allocation indicators for shields, quantum drive, tractor beams, and coolers were invisible on the Railen and Tyilui's cockpit displays STARC-212415
- Corrected an issue where the first and second lines of text on the Railen and Tyilui's communication screen would run together STARC-212395
- Fixed an issue where the interaction point for the Gatac Railen and Gatac Tyilui main elevator sat underneath the elevator panel
- Fixed an issue where the tractor operator seats on the Gatac Railen had mismatched button text for the tractor turret
- Fixed an issue where the door would not close behind a player entering the Railen or Tyilui's manned turrets
- Resolved an issue where a gap would appear above the bridge door on the Railen and Tyilui after it opened
- Corrected an issue where the entry elevator button on the Gatac Railen and Gatac Tyilui was tilted at the wrong angle
- Fixed an issue where parts of the Gatac Railen and Gatac Tyilui would disappear when standing beside the recreation area bathroom, letting players see through the ship
- Resolved an issue where a red light would appear on the Gatac Tyilui's middle component bay doors when moving from the bridge to the elevator
- Fixed a problem where the lower bathroom door panels on the Gatac Railen and Gatac Tyilui became misaligned at a distance, letting players see through them
- Resolved an issue where the bottom half of the Gatac Railen's docking collar was lit inconsistently and appeared lighter than the surrounding hull
- Fixed a case where shadows on the steps leading to the Gatac Tyilui's cargo hold would pop in and out at close range
- Fixed an issue where the Gatac Railen and Gatac Tyilui were missing their quantum travel trails when travelling around planets
- Corrected an issue where the Gatac Railen was missing its aerodynamic wingtip trails while flying in atmosphere
- Fixed an issue where smoke would float in mid-air inside the Gatac Tyilui's hangar during an emergency state
- Fixed an issue where the quantum travel effects on the Gatac Railen and Gatac Tyilui were positioned too far forward on the hull
- Fixed a case where geometry could be seen clipping through the patterned outer panels on both sides of the Gatac Tyilui
Argo MOTH
- Resolved an issue where the Argo MOTH's bottom middle salvage turret head would not work when the turret was powered on
- Fixed a case where all of the Argo MOTH's utility turrets were labeled "Top Left" in the vehicle loadout manager STARC-200028
- Fixed an issue where the lights in the Argo MOTH's cargo bay would change shape when viewed from the floor
Greys Basher
- Fixed an issue where the "Fixed" text overlapped the wear icon on the Greys Basher's Diagnostics screen
- Fixed an issue where the Greys Basher's left joystick would clip through the landing gear controls on the dashboard when pushed forward
- Fixed an issue where a ladder marker appeared on the left side of the Greys Basher despite the vehicle having no ladder
- Fixed a case where one of the Greys Basher's middle landing gears would clip through the hangar floor after the vehicle was retrieved
- Resolved an issue where the player's character appeared very dark or black during the enter and exit animations on the Greys Basher
- Corrected an issue where the player character's legs would clip through the pilot seat of the Greys Basher
- Resolved an issue where parts of the Greys Basher would clip through the pilot canopy when it was opened
- Fixed an issue where the Greys Basher's exterior visibly changed detail levels when viewed from around fifty meters away
- Resolved an issue where a "Danger" decal on the back right of the Greys Basher's mohawk was reversed
- Fixed a problem where the Greys Basher's fuel port audio played from the center of the ship rather than from the fuel port
- Resolved an issue where the Greys Basher's damaged geometry could be seen clipping through the exterior of the vehicle
- Fixed a case where a yellow wire on the front left of the Greys Basher ended abruptly and could be seen through
- Fixed an issue where the geometry beneath the Greys Basher's mohawk appeared black and clipped incorrectly
Drake Golem
- Resolved an issue where mining modules could not be equipped to the Drake Golem's mining loadout STARC-214392
- Corrected an issue where the Drake Golem would spawn with its mining arm and laser showing as critically damaged on the HUD STARC-206536
RSI Aurora
- Fixed a problem where the RSI Aurora MR's Disco livery was misspelled as "Auorora" STARC-200615
- Corrected an issue where a small hole was present in the interior roof of the RSI Aurora LX
Locations and environment
Stanton locations
- Fixed an issue where the Orison General main entrance door would not open STARC-213446
- Fixed an issue where a section of flooring was missing at Astro Armada in Area18 STARC-204417
- Resolved an issue where AI could not perform their usual activities at multiple gates in Lorville
- Fixed an issue where placeholder marker objects were visible on the meadows of microTech
- Corrected an issue where an area of the level in the staircase of the Metroloop Station at The Commons would render incorrectly
- Fixed an issue where some interior walls and floors at New Deal in Lorville appeared pitch black
- Fixed a problem where an invisible AI doctor could be found at the front desk of Olympus Principal Insurance in New Babbage
- Fixed an issue where several hangars in New Babbage were missing their door surrounds
- Fixed an issue where a desk used at Security Post Kareah and Area18's Empire Health Services was missing collision
- Fixed an issue where players could clip between building seams at Astro Armada in Area18 STARC-204998
- Fixed an issue causing audio propagation to be broken at Orison
Pyro
- Corrected an issue where a contested zone airlock would not cycle, preventing players from entering the contested zone in Pyro
- Fixed an issue where a gate on the main path of Orbituary's Contested Zone would not open automatically, blocking access to the Rewards Room
- Fixed a problem where an area inside Colonial Outposts' central room would render incorrectly in Pyro STARC-192116
- Corrected an issue where part of the Fallow Field in Pyro clipped through a rock
- Fixed a case where fighting Kopions inside a contested zone would cause station security to turn hostile toward the player
- Fixed an issue where repeatedly loading and unloading an area in Pyro could cause spawned objects to duplicate and collide with each other
- Resolved an issue where an invisible collider was hindering player movement in the Orbituary contested zone in Pyro
- Fixed an issue where large rocks would clip through or block buildings during Stormageddon in Pyro
Nyx and Levski
- Fixed an issue where ships would disappear when landing at or leaving the Levski hangar STARC-186319
- Fixed an issue where the mining laser sound effect would loop endlessly after leaving and re-entering the room in the Rock Cracker
- Fixed an issue where a loud mechanical noise could be heard when returning to a previously completed QV Breaker Station on a new contract
- Fixed a case where geometry could incorrectly disappear around the Customs lobby elevators leading to the hangars at Levski
- Fixed an issue causing low frame rates at Levski
- Fixed an issue where the interaction prompt on airlock access door panels at Nyx's QV Breaker Stations could only be seen from certain angles
- Fixed an issue where the door panel at the Central Hub was not visible during the Tactical Strike Group mission in Nyx
- Fixed an issue where ships could clip through a gap in horizontal hangars inside Nyx stations
- Resolved an issue where players could get stuck in an area of the Atrium at Nyx social stations with no way to climb back out
- Fixed a case where exterior geometry from the hangar interior would visibly clip into the elevator at Levski
- Corrected an issue where raised collision on the Tactical Strike Group landing pad in Nyx made players appear to float above it
- Fixed a problem where players could jump over railings in the side corridor from the Grand Barter at Levski and fall out of bounds
- Fixed an issue where players could jump over the railing in the Observation room at Levski and fall out of bounds
- Fixed an issue where players could jump over the railing in the Stabiliser room at Levski and fall out of bounds
- Fixed an issue where some local inventory kiosks were floating above the floor at Mercy Hospital on Levski
- Corrected an issue where there was a visible gap next to the doorway outside the Stabiliser room at Levski
Distribution centres and outposts
- Fixed an issue where placeholder textures could be seen on a section of a Distribution Center
- Fixed a problem where the Sakura Sun Goldenrod Workcenter Distribution Center used the wrong buildings, taken from the Greycat Production Complex
- Resolved an issue where an invisible collision blocked movement inside the security surveillance room at the Sakura Sun Goldenrod Workcenter
- Fixed an issue where the interior of the habitation building found at Stanton outposts was completely dark
- Fixed an issue where the slanted walls in distribution centre lobbies would turn see-through when players jumped towards them
Hangars, elevators and transit
- Fixed a problem where the hangar-to-lobby elevator panels at Grim HEX would be greyed out and fail to call the elevator
- Fixed an issue where returning to a hangar after already exiting it could break Air Traffic Control
Lazarus Complex
- Fixed an issue where the Specimen Cache Room doors at the Lazarus Complex would remain open even after resetting two hours later
- Resolved an issue where the Lazarus Complex garages had duplicated structures, causing flickering door panels and an extra industrial battery slot
- Fixed an issue where the transit at Lazarus Complex was not aligned with the platform, preventing players from stepping off onto it
Other locations
- Fixed a case where players could clip through walls when jumping from a railing while carrying an item STARC-180512
- Fixed an issue where damage decals would not apply correctly to repairable pipes
- Resolved an issue where loot crates would not spawn in Pyro's contested zones STARC-199114
- Fixed an issue where no loot crates would spawn at a number of other locations
- Fixed an issue where players could pass through the exterior of the Tactical Strike Group asteroid base's central core STARC-207190
- Fixed a case where a medical loot crate was floating in the Yormandi arena
- Fixed an issue where rocks in the connecting walkway at Grim HEX would render incorrectly while a door was open
- Corrected an issue where some interiors at Stratus were missing collision, causing players to get stuck or clip through and fall out
- Fixed an issue where several spots around Cousin Crow's were missing collision
Inventory and items
Inventory interface
- Fixed an issue where newly equipped gear and looted items would appear black in their inventory slots STARC-204772
- Fixed an issue where some item names would display as placeholder text in the local inventory STARC-204507
- Fixed an issue where multiple players could open a dead NPC's inventory at the same time
- Fixed a problem where items could not be placed from inventory unless the inventory was closed and reopened first
- Fixed an issue where players could not equip weapons and armor using the FPS loadout menu
- Fixed an issue where using quick equip could result in two items being equipped at once
- Fixed a case where the inventory would not automatically update after claiming new items
- Resolved an issue where the Quick Loot UI was missing the item description box for items inside containers
- Fixed an issue where the inventory filter would overlap other elements when hovering or selecting STARC-200139
- Fixed a problem where several item thumbnails appeared oversized and offset compared to other items in the inventory
- Fixed a case where the selection area appeared offset when dragging weapon attachments on the loot screen
Item persistence and storage
- Fixed an issue where armor and items would disappear after being released from Klescher Rehabilitation Facility
- Resolved an issue where a player's primary residence could sometimes be missing their stored items
- Fixed an issue where players could be blocked from loading into the Persistent Universe by an error setting up their home location inventory
Armor
- Corrected an issue where the Tailwind flight suit caused the wearer's hands and feet to become invisible STARC-204483
- Fixed a case where the Orison Medium armor arms, core, and legs appeared as plain spheres that could not be interacted with
- Fixed an issue where Outlaw armor pieces appeared as plain grey spheres when spawned and could not be picked up once dropped
- Corrected an issue where some variants of the Arden helmet were missing their neck cowl STARC-190202
- Resolved an issue where the RSI Pembroke backpacks used different colors in game than the ones shown on the store STARC-117269
- Fixed an issue where the Pembroke Graphite edition backpack appeared black and gold in game instead of silver and gold
- Fixed an issue where the QRT medium helmet's hose would remain visible even when not paired with the QRT core armor
- Fixed an issue where carried armor pieces hovered near the player's right hand instead of being held in both hands
- Fixed an issue where dropped armor arms, cores, and legs were offset from the player's hands while being carried
- Fixed a case where the G-suit loadout was not available in all flight combat modes STARC-204867
- Resolved an issue where a Greycat helmet displayed "Placeholder" as its name
- Fixed an issue where the Venture Core Envy armor showed placeholder text in place of its item description
Clothing
- Fixed an issue where players could see through the back of Combat Clothing while falling or running at certain camera angles
- Fixed a problem where a pair of pants had an incorrectly rotated holster attachment point
- Fixed an issue where a pair of shoes would appear as a box instead of feet when equipped
- Fixed an issue where part of the Bellator Jacket Goldsmith would protrude from the back while moving
- Fixed a case where t-shirts and sweaters worn under the male Black Bomber Jacket would clip through the bottom of the jacket
Weapons and attachments
- Resolved an issue where weapon attachment slots would not accept attachments
- Sniper scope glint should no longer be missing
- Fixed an issue where the Binoculars' optic could incorrectly drop as loot
- Fixed an issue where certain weapons appeared blurry and low quality at range, including their inventory and Item Fabricator thumbnails
Crafting and blueprints
- Fixed an issue where a crafted item's stats would not always display in its description while inside an inventory STARC-206468
- Fixed a case where the RediMake item fabricator had no available blueprints
- Fixed an issue where crafting would consume an entire stack of gemstones instead of only the amount the recipe required STARC-200943
- Resolved an issue where the CBH-3 Helmet Aqua blueprint was missing from the blueprint list in the RediMake Item Fabricator
FPS and combat
AI behaviour
- Fixed an issue where hostile AI could remain stuck in the room they spawned in even when the door was open
- Fixed an issue where some AI at Pyro's Rundown Stations would not leave the room they spawned in
- Fixed an issue where some combat NPCs in the Pyro Contested Zones would spawn without weapons or armor
- Resolved an issue where AI manning the turrets in Cargo Decks A and B would sit idle and not shoot at players
- Fixed a problem where hostiles manning the turrets throughout the Onyx Facility Site-B Lab would not shoot at players
Creatures
- Fixed an issue where adult and juvenile Irradiated Valakkar could relocate unexpectedly around the Lazarus Complex STARC-202403
- Corrected an issue where the Irradiated Adult Valakkar was missing its spit attack and could not damage players
- Fixed an issue where juvenile Valakkars would not move away from players after submerging
- Resolved an issue where several creatures would display a placeholder name when ping-scanned from a vehicle
- Fixed an issue with the Apex Valakkar laser audio looping forever
FPS weapons and gadgets
- Fixed an issue where players could not place a mining gadget on an asteroid while in EVA
- Fixed a case where players could not hold their breath while aiming down sights with any weapon
- Resolved an issue where weapon heat buildup could behave inconsistently between uses
- Corrected an issue where the Kastak Arms grenade could not be rotated while being inspected, leaving the pose completely static
- Resolved an issue where the muzzle flash on the Gemini F55 LMG was oriented incorrectly and did not line up with the weapon
- Fixed an issue where the CQ7 Bullpup's magazine was held incorrectly and would clip through the player's hands when inspected
- Corrected an issue where the explosion on red explosive canisters was very small and difficult to see, especially in bright areas
Player movement and camera
- Resolved an issue where lever animations were out of sync with the player's hand
- Fixed a case where camera movement would wobble excessively with Camera Spring Movement enabled
UI
mobiGlas
- Resolved an issue where the Send button in the mobiGlas Wallet app would become unresponsive after a transfer until the app was closed or a new amount entered
- Fixed a case where the Citizens for Prosperity logo was incorrect in the reputation tab of the mobiGlas
- Fixed an issue where the Vox Populi section of the mobiGlas Journal app was not updated with news after patch 4.7.0 STARC-215518
- Fixed a case where the minimap would not display the route to a waypoint STARC-131916
- Fixed an issue where clicking a tracked mission on the Starmap would zoom in too far on the mission location
- Fixed an issue where floors near the Grand Barter at Levski were missing their map data and did not appear on the map
- Resolved an issue where the Persistent Universe and Arena Commander options were missing from the Main Menu
- Fixed a case where players could be disconnected with a location error after a long wait STARC-177979
Economy
- Fixed an issue where players could not start a work order using the refinery kiosk STARC-189584
- Fixed a problem where selling ore through a commodity kiosk would fail with an error message STARC-214870
- Corrected an issue where the Ore Deposit kiosk at Klescher Rehabilitation Facility would show a Transaction Failed message when exchanging gemstones for merits STARC-127424
- Resolved an issue where duplicate fuel tank listings had different prices despite identical stats in the shop terminal STARC-205946
- Fixed an issue where the total cost shown in the player trade UI was displayed incorrectly
- Corrected an issue where the command module of ships such as the Drake Ironclad was listed as a placeholder entry on commodity kiosks
Social
- Fixed an issue where a party connection notification would incorrectly appear when a party member's connection moved to a different server after a crash recovery STARC-170842
- Fixed a case where the party marker did not show party members' names and distance STARC-191377
- Fixed an issue where clicking Add Friends from the main menu would make the UI unresponsive
- Resolved an issue where images could be posted in text chat STARC-214103
- Fixed an issue where the full titles of some mission givers would be cut off in the Comms window
- Fixed a case where players could no longer hear each other on proximity comms after moving several kilometers apart and regrouping
Roadmap deliverables
| Characters | |
| Mission Giver: Recco Battaglia |
|
| Super Heavy Combat "BUL-H4" Armor |
|
| Core Tech | |
| Instancing |
|
| Item Recovery: Ship Loadout Improvements |
|
| Gameplay | |
| Siege of Orison |
|
| Fuel Tanks and Consumption Rebalance |
|
| Ships and Vehicles | |
| New Wikelo Ships Offerings (4.10.0) |
|
| Kruger Stingray |
|
| Weapons and Items | |
| Apocalypse Arms "Vendetta" HMG |
|
| Hedeby Gunworks "Arlington" Lever Action Rifle |
|
| Hedeby Gunworks S2 Optic |
|
Media
- Star Citizen Alpha 4.10: Siege of Orison – YouTube
- Inside CIG: Siege of Orison – YouTube
References
- ↑ Roadmap Roundup - June 17, 2026. Transmission - Comm-Link. Retrieved 2026-06-17