SC Alpha 4.1.1 contains just over 200 bugfixes for issues occurring in 4.1.0, 61 of which originated from the Issue Council
Tap for Listed Bug Fixes
Fixed an issue causing previously equipped ship items to disappear when claiming a ship
Fixed an issue causing pilots getting stuck in freelook
Retrieving the OLP laser keycard while the prime button is raised should no longer prevent the OLP from firing or resetting
Fixed an issue causing the OLP control panel being unable to print laser keycards
Fixed an issue that caused some mining nodes on planet surfaces to be unscannable
Fixed an issue that caused the New Player Experience mission to occasionally not start on initial sign-in
Removing the keycard from the OLP terminal before pressing the button should no longer break the laser firing mechanic
Fixed an issue causing the Hijacked 890jump mission to get stuck at 0 but not complete
Destroying an ARGO ATLS should no longer give the player a CS3 Homicide Charge
Boxes should now consistently spawn during courier missions
Fixed multiple issues causing Elevators to not open, have missing doors, or block players from pressing the button to go to their destination
Starlancer liveries should now correctly show the names of their paints
Fixed an issue causing AI to become stuck idle in their spawn locations
Quantum Fuel should no longer revert back to previous states when transitioning between server authority zones
Fixed an issue causing the Quick Interact Option for loot to not be displayed unless approaching from very specific angles (Players will now be shown the closest interaction to them withing range)
Fixed an issue causing player ships to despawn when spawning a second ship in their hanger, even if it wasn’t on the landing pad
Firing a missile should no longer prevent the Gladius pilot from accessing their mobiGlas
Transitioning between server authorities should no longer change the tracked mission
Fixed multiple invulnerability points on the Gladiator Ship
Fixed an issue that caused players to get stuck with a “Repositioning Player” message
Fixed an issue causing the PAF Dish control terminal to not reset the card slots after streaming in the area after event resets
Fixed an issue causing the ATLS to teleport and kill the players when interacted with a tractor beam
The Defend Ship mission should no longer fail to spawn any AI when running the mission back-to-back
Fixed an issue causing vehicle landing gear to be left around the PU when the vehicle is destroyed
Fixed an issue causing some accounts to be unable to join a game server with the error code “60012”
First Person Radar should no longer be able to be used to scan to get AR markers and minimap markers
Klescher Prison Timer should no longer reset upon character death or rejoining the PU after a graceful exit
Fixed an issue causing Vehicle Renter To Textures to now show up on holographic MFDs
Players should no longer lose their previously equipped loadout upon leaving Klescher Rehabilitation Facility when respawn location is busted
Upon a Ship auto storing through leaving game or leaving hangar; on initial retrieval the Cargo should no longer disappear and lock the Cargo Grid from being used
Fixed an issue causing Non-stock components that are equipped to ships that have been claimed and stored will not persist upon entering a new patch
Fixed an issue causing a player account to get into state that is unable to respawn to chosen imprint location and respawns at nearest clinic instead
Eliminate Specific UGF missions should no longer fail when shooting at enemies at the mission site
Ursa Rover should no longer be missing its rear door and ramp
Instanced/Staging Hangars should no correctly Force Store/Close correctly when the Player Leaves via Elevator
Players should no longer get stuck with a black screen with current location of “INVALID LOCATION ID” on death
Fixed an issue causing players to sometime get matched with an inactive shard causing their character to become stuck and stowed on the shard
‘Checkmate Stroll’ Courier mission should now correctly have a designated drop off point
Courier missions to Pyro Stations Refinery should now correctly have delivery markers
Additional non-mission cargo submitted at the same time as mission cargo should no longer be lost
Quitting the game while having a weapon unholstered on the left backpack item port should no longer cause the weapon to be lost upon relog
Fixed an issue causing players to sometimes not receive the reward from completing Wikelo’s Intro Mission
Ping value should now show correctly when scanning with the Drake Golem
The Drake Golem pilot seat should no longer cause the player’s legs to clip through when seated
Kopion targets for certain Kill Animals missions should no longer be incorrectly labeled as Maroks in the Contract Manager and Mission Objectives
The MISC Hull-C should no longer be immune to distortion
The MISC Hull-C elevator should no longer appear black when lowered
The Lucky Break Deadhead helmet should no longer cause the entire screen to become distorted
The MISC Starlancer Max engineering section should no longer be missing atmosphere
The Crusader Hercules Starlifter should no longer shift off balance when opening the ramp
The Anvil Valkyrie bottom turret glass color should no longer be incorrect
The Bartenders should no longer walk around and take player drinks and drink them
Fixed an issue causing the Anvil F8C Lightning engines to have audio while powered off
Technical Updates
- Fixed 8 Client Crashes
- Fixed 9 Server Crashes
- Fixed a Mainthread Deadlock
Complete known issues list can be found here:
https://support.robertsspaceindustries.com/hc/en-us/sections/360002667153-Known-Issues
Tap for Smaller List of Known Issues
- Multivehicle - PU - Vehicles / Quantum Travel - Ships streaming in or streaming out locations on a quantum travel jump has performance drops and frame freezing
- Multivehicle - PU - Vehicles / Target lock - target lock is unlocked at random radar for targets is dropped
- Multivehicle - PU - Vehicles / Target lock - target attacker stops working when a target lock is lost due to locking range or radar dropped
- PU - mobiGlas - Asset Manager / NikNax - mobiGlas / Inventory / UI - The Assets Manager / NikNax app gets stuck at infinite loading and never loads assets
- PU - Multivehicle - Vehicle Components / Bed Logout - Bedlogging in ships can break Quantum Markers
- Anvil Valkyrie Series - PU - Vehicles / Components / Weapons - Valkyrie series is missing its mounted door turrets
- PU - Mining / Saddlebag / Cargo Grid - Argo and MISC Saddlebags do not snap to the Argo RAFT’s Cargo Grid
- PU - New Babbage / Brentworth Care Center - UI / Medical Screens - Check-in medical kiosk is stuck on “Checking availability” loading screen
- PU - Stanton - microTech - New Babbage - Brentworth Care Center - Medical / Locations - The medical kiosks have an infinite load and do not check players into rooms
- PU - Locations / UI / Shopping Kiosk - Delivery location when purchasing any item is missing if the Player doesn’t change the location in the drop down
- PU - Ship Battles - Ace Pilot/Assault - Proximity Tracker - Action Area - Logic fails to continue when over 20km away from the tracked object or Action Area Origin
- PU - Jump Points - Room System / Atmosphere / Vehicles - Jump Tunnels - Player will begin asphyxiating inside their vehicle at the end/after exiting the Jump Tunnel when travelling to both Stanton and Pyro
- Graphics - UI - Shadows not casting in 3d Comms Call RTT window
And here’s the list of new stuff and changes for completion’s sake:
- New Hairstyles
- New Space POIs: Asteroid Cluster Mining Base
- Wikelo’s Emporium second floor is now open to players with additional Set Dressing and Polish
- Increased Restricted zones and armistice around Area18 and the Convention Center
- Unattended Vehicle Quantum Travel
- Ship Battle Missions V1:
- Patrol Missions
- Ambush Missions
- Gilly’s Advanced Combat Gauntlet Missions
- Hunt The Polaris
- Mission Refactor Updates:
- PVP Bounties
- Repair Missions
- Animal Missions
- Party member markers now override visible parent icon (at lower priority than Player marker)
- Argo Raft Cargo Improvements
- Capital Ship Flight Adjustments
- Ship Turret Munitions Increase
- Ship Weapon Recoil Reactions and Audio
- Additional Ship & Vehicle Updates
- Military and Stealth Component Rebalance
- Disabled proximity assist by default
- Swapped top Polaris turrets to staggered fire by default
- Improved muzzle effects of all turrets used by the Polaris
- Increased max range of Polaris S6 turret guns
- Polaris Turret VFX Polish
- Added on / off Toggles for Ship Speed Limiter
- RAFT Thruster Retuning after its latest Cargo Update
- Anvil Valkyrie: Greatly increased all around hull and joint health. Further thrust capacity increases but with a very slight max speed adjustment.
- Added S3, S5, and S10 bombs to Convention Center and Centermass at Area18/New Babbage
- New FPS Weapon: Volt Submachine Gun - Quartz SMG
- FPS Balance Passes
- Synchronize Party Launch
- 3D Comms Notification Building Blocks Update
- Made numerous Network Performance Optimizations to help reduce interaction delays
I’d just like to put on record that I hate the med gun change (it’s moved to the pistol slot so now you have to choose between the two). Doubly so because of the stupid arguments CIG is going with:
- to make it easier to pull out (you could give as separate key binds for each item slot like a proper PC game FFS)
- to give as more choice (I don’t even know where to start with this one)
I really hope this will be rolled back - these constant decisions to pander to purely FPS players (you know, those who are going to run with two long rifles on the backs and don’t need a pistol anyway) are really tiring for a game with CITIZEN in a title.
That’s my only complaint for now, lets hope the rest of the patch softens the blow a bit.
to make it easier to pull out (you could give as separate key binds for each item slot like a proper PC game FFS)
Yes, putting in a backpack now or an armor piece and having to manually swap it out with the pistol is sooooooooo much easier! Why didn’t I think of that before!? All this time I was just hitting a hotkey and having it come out, when what I could have been doing is opening a menu and dragging items around!
Easy!™©®
…ughhh
The whole explanation is extremely stupid - if you have both tool slots filled (med gun + tractor beam) using the tool key bind would cycle between the two instead of swapping to the one you want every time, now you don’t have to worry about it! Too bad they were the ones who made it work that way in the first place (same with long weapons).
It’s like… come on! You know these key binds are bad, we know these key binds are bad (and we’ve been shouting about it for months now) - why not fix the damn thing instead of coming up with ridiculous solutions wrapped in corpo speak.
CIG can be so boneheaded some times it really makes me wonder if the game will end up in a state I’ll want to keep playing after 1.0. It would suck if 13+ years of waiting ended up with something I hate.
Yeah, the best way to handle it right now is to use the medical attachment for your multitool and have a medgun in your backpack (in case you need to treat any major injuries).
I really wish they had made the choice between the multi-tool and the medgun instead of the pistol and the medgun.
As long as that actually works. I’ve seen tons of people reporting multitool with med attachment doesn’t even work most of the time so we’ll see how it fares with 4.1.1.
That said, this makes the whole decision to change the med gun slot even more asinine - you can’t have med gun and pistol! But you can have this slightly weaker (not) med gun and pistol, that’s alright. ARGHHHH, whatever… I’m not gonna whine anymore, I’ll stick to asking them to revert the change on Spectrum.
Yeah, it definitely works. Most people don’t realize that you need to have the attachment and also equip the ammo for the multi tool.
The only attachment broken right now is the oxytorch cutter attachment (well, if you get one that was equipped to an NPC then it will work).
I have the attachment and ammo loaded and it’s never worked for me. My current setup is to just keep the med gun & ammo on my ship in the pistol storage, use med pens for quick healing in the field and use the med gun when I get back for more serious things.
There could definitely be a bug (as always in this game).
I know for equipping the ammo I always have to use the “Customize” option on the multi-tool. One time I tried equipping the ammo to my armor and then “reloading” the multi-tool. However, in a previous version, the animation would play out but the medical canister would never actually load into the tool. I’ve just stuck with the customize option ever since (out of habit).
They have also changed the keybind for healing yourself from the “B” key to the right mouse button.
I don’t doubt you since I haven’t tried it myself but the reports I saw were about it not working with both attachment and ammo in the multi tool.
I’ll just stick to the med gun personally. If they don’t want me to use the pistol I’ll just load up like a stupid space marine they want everyone to be apparently.