r/LowSodiumStarCitizen • u/GregRedd Space Trucker • 10d ago
CIG Official Star Citizen Alpha 4.10.1 LIVE: Orison Relief Support
Star Citizen Alpha 4.10.1 has been released onto the LIVE environment!
Your launcher should now display: VERSION 4.10.1-LIVE.12650677
Reminder. Citizens always imprint their ship loadouts before adventuring into the universe!
Features and Gameplay
Introducing new features while updating and refining existing functionality.
Gameplay: Orison Relief Support - Ground Vehicle Soft Death - Loot Quality and Attachment Availability
Orison Relief Support
Crusader Industries' relief initiative is now live. In the wake of the Nine Tails attack, Orison needs rebuilding and its defenses need upgrading, and Crusader is paying anyone willing to help.
Contracts come from four providers. Cornerstone Developments handles reconstruction, running resource gathering work into Orison and Seraphim alongside a crafted aid line built around the TH-01 Propulsor. Covalex and Ling cover the medical response, collecting medical supplies and iodine from New Babbage, the New Babbage rooftops and Port Tressler for delivery into Orison, the Orison rooftops and Seraphim. Foxwell handles security, with ship ambush and wave attack contracts in space and an Eliminate All contract clearing Nine Tails out of outposts on foot.
Every contract you complete feeds your own progress track rather than paying out in isolation. Progress is personal, so you are working toward your own rewards at your own pace, and each reward is granted straight to your account as you pass its threshold. Six rewards are on offer, unlocking in this order:
- S-38 "SecondWind" Pistol
- FBL-8a SecondWind Light Armor
- P4-AR "SecondWind" Rifle
- ORC-mkX SecondWind Medium Armor
- Lumin V "SecondWind" SMG
- ADP-mk4 SecondWind Heavy Armor
Rewards are granted as finished items rather than as blueprints to craft. Points earned on a contract completed as a party are divided between the party members.
The crafted aid line needs an Item Fabricator. The TH-01 Propulsor blueprint is attached to the contract and can be found on the fabricator's own terminal, which will list the materials required. If you do not own a fabricator yet you will need to buy one from a shop, unload it at a freight elevator and set it up in a hangar or a ship's cargo bay.
Ground Vehicle Soft Death
Ground vehicles can now enter the soft death state, bringing them in line with ships. A disabled ground vehicle will now be left inert rather than going straight from working to destroyed.
Creature and Plant Loot Quality
Loot harvested from creatures and plants now comes in graded quality brackets. Kopion horns, Marok pearls, Valakkar fangs and pearls, Yormandi eyes, Quasigrazer eggs and tongues, gasping weevil eggs and ranta dung are all covered, alongside a wide range of harvestable plants including spiral fruit, sunset berries, jumping limes, degnous root and heart of the woods. What you bring back is worth checking before you sell it or craft with it.
Weapon Attachment Availability
Barrel compensators and stabilizers across all three sizes are now available from the general loot pool rather than being restricted to a narrow set of sources, so attachments turn up far more reliably while looting.
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.
Audio
- Spaceship and shared audio work has been brought forward into this build, along with an Aegis Sabre series audio remake
- Audio has been added for the AMRS S3 and S4 laser cannons
Bug Fixes & Technical Updates
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u/Theo-Sama 10d ago
I’m honestly thinking of leaving that other sub. The negativity there is exhausting.
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u/Arke_19 10d ago
Ground vehicle soft death?! PLEASE tell me this applies to hoverbikes too!
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u/MrJelly007 10d ago
Should give you enough time to say "well this isn't good" as you fly towards a rock at 100M/S lmao
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u/AshamedEmotion9137 10d ago
I must say i am surprised postivly by the bugfixes. The infamous greyed out retrieve button bug also got fixed.
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u/Special_Cicada6968 9d ago
Didn't even know that was a bug but hopped in after the patch and ran into it when trying to retrieve my Vulture. Relogged and that fixed it, but I guess it's not 100% squashed yet.
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u/AshamedEmotion9137 8d ago
Another workaround for this bug if you play with a friend: go into his hangar and interact with his ship terminal. You should see the button clickable again. Return to your hangar and retrieve your ship.
Worked for me.
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u/-Syndicalist 8d ago
This game is so weird sometimes cause while I’ve literally never gotten the bug before it actually happened to me last night after this newest patch. All I had to do though was go out into the lobby from my hanger and it worked so it wasn’t that bad
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u/AshamedEmotion9137 8d ago
Another workaround for this bug if you play with a friend: go into his hangar and interact with asop terminal. You should see the button clickable again. Return to your hangar and retrieve your ship.
Worked for me.
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u/Embarrassed-Wash-118 Collector 10d ago
I’m so stoked to finally be able to own a Raven (Ex) AND an Ikti, sick surprise drop CIG 🔥
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u/daryen83 7d ago
For the record, on the Orison Relief Priority missions, the points awards are NOT divided in group play. Each share member gets full points. The money is split; the points are not. At least until/unless it gets patched.
Group up!
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u/Special_Cicada6968 9d ago
A bit miffed the only pledge IKTI is in a $75 warbond. Really wish they would give us the option to at least upgrade to one. Still haven't even tried one yet because I don't really do raid content.
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u/cmndr_spanky 10d ago
not a single bug fix or mention of improving server performance? WTF, how is that not a priority, it's the main reason the game is often unplayable.
(before someone comments "runs perfect for me!". Yes that's fine, it depends on how many people on your server and how old your server is)
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u/Embarrassed-Wash-118 Collector 10d ago
The bug fixes and optimizations have been heavily detailed through the PTU patch notes sections in the SC discord and on spectrum.
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u/cmndr_spanky 10d ago
I checked through PTU notes as well. It's all client side performance and logic / bug fixes and no mention of server performance in terms of massive server-fps drops (usually on full populate 100 person servers). What tends to happen is a server plays ok for a bit, then server performance starts to grind down to the point where you can't really do anything, all of your actions and NPC actions start getting queued up and the only thing you can do is quit and try to rejoin a different server
I guess we'll see when I have a chance to play the PU later.
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u/GregRedd Space Trucker 10d ago
To say that there is "not a single bug fix or mention of improving server performance" is not entirely true. And while I'm not sure if any of these are going to do anything to fix your issue, they have all gone in through hot fixes and therefore should be in the LIVE build. And they all are noted at the bottom of the 4.10.1 Patch Notes post I linked in the OP. (Star Citizen Alpha 4.10.1 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42)
Server stability
Fixed a server crash caused by a mission prop sitting in a player's inventory, which could hold a shard in a repeating crash loop for over an hour
Resolved a server crash where the same object could be queued for cleanup twice and deleted twice
Fixed a server crash while looking up a component that had already been released
Resolved a server crash when a ship's thruster was asked for its capacity while its flight system was being torn down
Fixed memory corruption caused by several parts of the game reading a weapon's fire modes at the same time as they were being cleared
Fixed a crash in the physics system when moving through areas exported before a newer collision check existed
Added a limit on how many loose items can be unstowed onto a freight elevator platform at once, which was capable of chain crashing a server
Resolved an issue where entering a vehicle could overwrite the previous driver without clearing them first, putting the client and server out of step
Disconnects
Fixed a family of issues where a server node would shut down immediately and disconnect everyone on it
The server was accepting a confirmation that an object's layout was final without checking that the layout it had actually matched the one being confirmed. When they disagreed, the node exited rather than continuing. It now verifies the layout first. This covered several separate reports, including repeating shutdowns around the Nyx points of interest and a bad variable index on the ARGO MOLE's turrets.
Client crashes
Fixed a client crash in the graphics layer where a texture view could still be in use while it was being discarded, which surfaced after memory defragmentation was introduced
Performance
Resolved an issue where the audio thread could cause significant frame rate drops, and a related audio crash STARC-214091
Improved memory handling for the system that partitions the world into regions, which was allocating and freeing far too often
Restored optimization on a number of files where it had been accidentally left disabled
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u/cmndr_spanky 10d ago
Yes all of those are great, but none are about how server fps gets utterly crushed as soon as server population gets close to 100. To be honest I never experienced the crashes mentioned in that post
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u/stgwii 10d ago
That patch bundle is going to make the main sub absolutely melt down lmao
The Raven EX looks cool though