Star Citizen Alpha 3.2.0 is out. The highlights of the new publicly available big update include basic mining, Quantum Linking and new flyable ships among other things!
Star Citizen Alpha 3.2.0 is now live and brings a number of new features, game systems and items to the Verse. The highlights of this update include the introduction of basic mining, quantum linking gameplay, four new ships you can purchase and fly around, new missions and more.
The first iteration of Mining allows you to scan for deposits via your Ship (using the ping mechanic) and find zones with rich fields. The mining process is further split into several phases. Fracturing is a new system that allows you to, well, blow up rocks. From the bits of rocks you can then extract ore, which can be later sold at GrimHex, Levski and Port Olisar at specific kiosks.
The Quantum Linking system allows you to form a party with the players you intend to play. This can be done from the lobby, from the InGame friends list or by simply interacting with the player directly infront of you. Once you are grouped, anyone from the team can activate their quantim drive and calibrate a course to any location. The data will automatically be send to the rest of the group members, provided they are within 10km range.
New outlaw and lawful missions “destroy probe” have been added. Further more the MobiGlas now shows mission objectives in order from from oldest to newest.
The Legacy Marine and Outlaw armors have had their appearances seriously upgraded and polished.
Four new flyable ships have bee added to the game. You can purchase them for real money. The Anvil Hurricane, Esperia Blade, Aegis Eclipse and Origin 600i Explorer made their first appearance in the Verse. Of course a ton of additions, updates and changes have been made to many of the older ships and their parts.
As it is the case with every update, bug fixes and quality of life improvements have not been forgotten.
Check the Full Patch Notes below for an in-depth look at what exactly is new or changed with Star Citizen Alpha 3.2.0.
NEW FEATURES
- Added sensitivity settings for xbox controller.
- Implemented new Groups System.
- Added the mining gameplay mechanic to the moons of Crusader (Daymar, Yela, and Cellin).
- Stores throughout the verse have been expanded with shopping kiosks that allow the player to directly purchase and equip items from a single interface.
- Dumper’s Depot now offers ship weaponry for sale, with different locations offering different styles of goods.
- Quantum Linking, or party based group quantum travel, is now enabled.
- Added orbital path generation for Quantum Travel, allowing more direct travel around planetary bodies to near surface destinations.
- Wanted value now goes up once the ship is despawned when illegally parking rather than immediately upon touch down.
- Added new clothing, the Port Olisar Collection, to Casaba at Port Olisar.
- Set-up new screens for comm array terminals.
- Added new outlaw and lawful “destroy probe” missions.
- Added: Anvil Hurricane.
- Added: Esperia Blade.
- Added: Aegis Eclipse.
- Added: Origin 600i Explorer.
- Ships now have scanner/ping functionality.
- Added remote turret camera view and controls to applicable ships
- Added an “overclock” feature to individual components available on the Power: Items MFD.
- Added: ASAD Distortion Repeaters (Size 1 – 3).
- Added: Kastak Arms Scalpel Sniper Rifle.
- Added: Klaus & Werner Demeco Light Machine Gun.
- Added: Gemini F55 Light Machine Gun.
- FPS weapons are now included in dynamic economy pricing.
- Added headshake on recoil.
- Added the Blade to Vanduul Swarm game mode.
- Master ships will not see newly logged in party members on the calibration HUD unless they exit and reenter the pilot seat.
FEATURES UPDATES
Feature Updates
- Updated loading screens for all game modes.
- Joystick can now control pitch/yaw while in free look.
- The chat window is now open by default and available in third person.
- Players should automatically get pulled out of Kiosk interaction when inactive for a period of time.
- Set-up new RTT screens on shopkeeper terminals.
- Quantum travel now has a calibration time, dependent on distance to destination, and a separate spooling time before becoming activatable.
- Improved quantum travel target alignment functionality.
- Minor visual updates to ASOP terminal screens at Port Olisar.
- Rebalanced pricing of goods and services throughout the verse.
- Mission objectives are now ordered on the MobiGlas for oldest to newest.
- Doubled mission rewards, decreased influx of goods to require large-scale shippers to be more dynamic in their routes.
- Updated comm array screen interactions.
- Updated legacy Marine armors and added them to armor shops.
- Updated legacy Outlaw armors and added them to armor shops.
- Updated glass PBR for helmets.
- Changed rolling when prone to state switching rather than push to hold.
- Adjusted weapon recoil and spread behavior.
- Added a lean system to FPS combat.
- Expanded the ability to pick up objects to more navigational states and contexts.
- Improved stop, initial step, and turn animations for the player avatar.
- Changed the weighting of the on foot 3rd person camera.
- Rebalanced recoil, spread, and damage for FPS weapons.
- Updated all ship weapons to new item system.
- Updated retro thruster art and animation on the M50.
- Added landing gear compression to Starfarer Base and Gemini.
- Complete Rework: Aegis Avenger including increase in base size, increase in hardpoint size, changes in default loadout, new animations, along with interior and exterior revamp.
- Updated the MISC Prospector to have a tractor/siphoning beam and a laser cutting beam for mining, as well as supporting animations.
- Own/Self status MFDs are now on and selectable for the Retaliator.
- Updated the visual effect of the Khartu-Al’s quantum travel.
- Update for cockpit animations of the Reclaimer.
- Shield health is now a single pool divided per face rather rather than individual pools.
- Updated the Drake Herald with landing gear compression.
- Expanded the flight ready interaction set triggers to prevent overlap with door interactions on the Hornet series.
- Lowered power plant output to create meaningful consequences to power allocation.
- Rebalanced heat generation and cooling to create more meaningful consequences to components and ship functioning.
- Reduced the shield and power plant available slots on the Sabre.
- Increased passive and active power draw for ship weapons.
- Set up shield generator power use to be proportional to the amount of shield energy required.
- Updated ship atmospheric terminal velocities to correct some ships being able to exceed them.
- Lowered base IR and EM signatures for all ships.
- Enabled paints in the VMA and setup the Aurora to equip its various paint schemes.
- Repositioned and centered the HUD on the Sabre.
- Increased the range of AMRS Scatterguns, range and damage of APAR scatterguns, and increased the spread of all scatterguns.
- Updated Reliant to only carry 1 size 3 gun rather than 2.
- Retuned boost scale of Razor and variants to match other ships and made variants closer to base model.
- Refactored and full balance pass on G-force induced stress effects to increase clarity of, range, and fix missing elements.
- Quantum drive now uses full power when spooling/traveling.
- Resized the 85x flight HUD.
- Lighting update for the Starfarer series.
- Temporarily removed ammo pickups from Arena Commander pending a fix for ammo drops not working.
BUG FIXES
- Reskinned multiple jackets to fix t-shirt clipping issues.
- The top thrusters on the Dragonfly should now rotate.
- Outposts should no longer have ATC communication or landing assignment.
- The landing system should no longer report the ship as landed too far from the surface/pad.
- The punk hair style should no longer having missing LODs from certain angles/distances.
- Weapons rented with REC should no longer be usable in the Persistent Universe.
- Fix for item ports on the vehicle manager app (VMA) sometimes showing isolated text.
- Corrected Terrapin thruster orientation issues.
- EVA entry into the Prospector should no longer get the character stuck in a falling state.
- Limited excessive field of view changes in director’s camera controls.
- Added missing countdown timers for self destruct in the Constellation series.
- Background stars should no longer appear in front of the planet on Dying Star.
- HUD warnings in the P52-Merlin should now be the proper color.
- Players should now show up on the FPS radar consistently.
- Automated turrets at Comm Arrays should now function properly.
- Grenade audio should now be effected by pressurization.
- The player should now be able to look around while crawling forward.
- The player’s pistol will now fire in the direction its facing while crawling.
- Control should now be locked when entering quantum travel, preventing arrival spin out.
- Modified internal collisions for the Ursa Rover to prevent the player form clipping through the roof.
- The player should no longer snag or hitch when transition between interior/exterior of ships.
- The shields should now properly cover the Khartu-Al and Reliant in their various flight modes.
- Fixed an issue where the persistent universe loading screen was shown on game boot up.
- Temporarily removed explosive damage from the Combine Cannon to fix issues with hit prediction.
- Players should no longer be missing their ankles when wearing Waylite shoes.
- Players should no longer be able to mount weapons on utility slots not intended for them.
- Unbinding fire group 1 should now work properly.
- Squadron Battle UI should no longer appear at the top of the screen after dying in free flight.
- Fixed an issue where the power triangle hotkeys were incorrectly calling other keys causing unintended results.
- Keybinds are now tied to hardware IDs to fix windows reordering.
- Fixed an issue where two players bed logging out at the same time would disabling the logout prompt for one.
- Players should no longer log back in at PU origin after bed logout in certain ships.
- Gravity on the landing pads in Arena Commander free flight should now be more consistent.
- Players should now be able to be killed by grenades when within the physics grid of a ship.
- Fixed a small gravity gap near point B on Station Demien.
- The Khartu’s lateral thrust show now work properly when in landing configuration.
- The start line graphic for Arena Commander race modes should now properly swap from stop to go at the start of a race.
- The manned turret of the Gladiator should now rotate properly.
- Fixed an issue where ships couldn’t self destruct in racing modes.
- Ship and spawn locations should persist after bed logout, even if the player changes regions/servers.
- Corrected damage type for size 2 Tarantula ballistic cannon to only physical.
- Removed accidental damage bonus for R97 shotgun.
- Small lights on the Sabre series should no longer glow during forward acceleration.
- Fixed an issue where players could get stuck in the door of the Prospector.
- Fix for vehicle aim/look controls not accounting for roll.
- “Track” on ASOP terminals should now work properly.
- Fixed an issue where shields were missing audio effects.
- Fixed an issue with the ADS animation of the R97 shotgun.
- Fixed some flipped decals on the Starfarer exterior.
- The left side, rear thrusters on the Vanguard should no longer have exhaust firing in the wrong direction.
- Players should no longer occasionally spawn into Arena Commander without their flight suit helmet.
- Gimbal lock should no longer prevent manned turrets from moving.
- Eslin, the Levski ATC guy, should be properly at his station.
- The manned turret of the Reclaimer should now function properly.
- Crashing while carrying a box should no longer attach that box to the player’s hand.
- Players should no longer start Star Marine matches with their weapon holstered.
- The Terrapins weapons should no longer appear to constantly jitter.
- Fixed 7 crashes.
- Various performance tweaks.
- GPU Crash Fix.
- Various graphical fixes for flickering when using SLI.