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Star Citizen Alpha 3.16 WAVE 1 PTU IS OUT NOW – What’s New?

Star Citizen Alpha 3.16 is now out to 1st Wave PTU which means evocati, chairman’s club and RSI Subscribers all have access. It doesn’t have all it’s updates yet but it’s getting there so what do we have?

The Gravlev Rework hovering vehicles (Nox, Dragonfly, ect.) have been heavily updated to improve the feel of driving along with greatly improved general stability and less glitchiness, and that should greatly improve the general experience of driving all around on hover bikes. This includes major updates to the physics model of the bikes, general stability improvements (i.e. not losing control), added turning, banking, and tilting around, and much faster speeds on bikes. Players can now adjust how far above the surface they are by holding space to go up or CTRL to go down. Doing this will make hovering vehicles that are closer to the ground go faster with more risk of collision and vehicles higher above the ground slower but with less risk of colliding with ground objects. They’ve added better powered on and off behavior for gravlev vehicles along with improved dismounting behaviors as the bike floats down. Falling from great heights no longer should destroy your bike as it’s cushioned on impact.

I think it’s going to be significantly better than the original gravlev in my opinion tho does need a bit of polish before the live build

They’ve apparently added Atmospheric Bounties to all Stanton (1,2,3,4), allowing the player to now fight AI bounty targets above planetary locations. These can be in areas above Caves, Derelicts, Junksites, Outposts, and UGFs. Tho I was unable to get these missions to appear when I tried earlier.

There have been Law system Improvements which have been much needed for a long time, tweaking some of the current system:

You can actually more readily defend other friends now, you can engage forces that are engaging a friendly as they are now hostile to your party effectively, without getting a crimestat, at least in some situations, they’ve removed the Aggravated Vehicular Assault Law as it’s no longer needed.

They now Display a victim’s (AI or Player) name in infraction notification: This was to help clear up confusion for players receiving infractions for things like GBH when their victim bled out several seconds after the fact.

They’ve Replaced & reduced the size of the trespass zones are around prison with updated versions that warns the player and gets them shot and removed the misdemeanor area completely. The felony trespass area is much smaller too, but should still keep bounty hunters from camping too close to the prison.

Criminals should receive a less forgiving friendly-fire allowance: If a player is already a criminal or has an active hostility timer, the friendly-fire allowance is tightened to ensure they don’t keep getting away with the first few shots.

All actors and AI will now see someone going over friendly fire thresholds as hostiles for the length of time they have any hostility toward other actors.

They’ve made a few changes to missile damage behavior with the law. Firing a locked missile should now max out the friendly-fire hostility duration. Currently locking missile only counts as a “hit”, but it will now render the ship as hostile for as long as a missile is locked. Once the missile is unlocked (without it being fired) it should only add a single “hit”. Fixed an issue that could cause missiles fired at AI to sometimes choose a random friendly target that was close which would cause the player to get an immediate crimestat.

They’ve also updated rep for Infiltrate and defend missions to not punish when a player abandon’s due to the spawn times or bugs.

We should see some JumpTown events being run over the next few days as well and once me and zin have played in one in the public build I’ll get a video up!

The little gift boxes around landing zones are worth 1000 aUEC each and you can grab loads around landing zones (thats in the 3.15.1 live build too). They respawn pretty quickly as well.

There are a load of fixes and optimizations however there are some known issues currently, some of which are pretty major blockers for a wider build:

  • Ships can explode after players exit them… thats an issue right there
  • There are multiple doors offering only close options, preventing exterior doors being opened (Including Grim HEX Hab doors)
  • Ships sometimes wont appear in the VMA app unless the player spawns the ship first then spawns a different ship after, only then the ship will appear in VMA
  • Cannot Repair, Refuel, Restock at some stations
  • Medical bed not healing injury
  • Character’s head, mobiGlas, and other equipment are missing after being released from Klescher
  • Bounty hunter mission may stall indefinitely if leaving the area before it updates on a slow server
  • EZHabs in Everus Harbor have no atmosphere and will asphyxiate players with no suit
  • Bed logging on a moon or planet – ship falls through surface
  • There is a high chance selling commodities at admin kiosks will fail
  • Hammerhead doors to turrets may not open for players if they leave the seat during QT, trapping them inside
  • The Emergency Elevators do not send a valid player to the hospital once the Admit Patients UI has been activated, remains stuck on “Checking Availability”
  • Multiple Heavy Armor Arms Clip/Partially Obscure some of the mobiGlas Icons
  • Weapon will not holster

So that’s your 3.16 PTU patch currently there is still more to add and fix there and we should see ALOT happening next week as all systems are potentially trying to get this patch out to live between the 17th – 24th of December imo.

A couple of other news things.

Celebrate Luminalia 2951 With Us!

Starting today you should checkout the Luminalia Calender on the RSI Website, each day there will be another little present from each door… check back each day until the 22nd to make sure you don’t miss out!

This Week’s Sneak Peek was off Mercy Hospital at Levski… I am certainly looking forward to it’s return when we have more Star Systems!