Alpha 4.7 is Live - Lemmy.World

Release comm-link [https://robertsspaceindustries.com/en/comm-link/transmission/21038-Alpha-47-Welcome-To-The-Rock] Patch notes [https://robertsspaceindustries.com/en/comm-link/Patch-Notes/21070-Star-Citizen-Alpha-47] ::: spoiler Features and Gameplay - Gameplay - Operation Breaker Stations - Inventory Rework - Crafting, Fabricator, and Blueprints - AI Overspawn Guard - Added Yormandi and Apex Irradiated Hunting Missions - Ships & Vehicles - RSI Aurora Mk II - Engineering Updates - Radar-Based Aim Assist - New Wikelo Ship Offerings - Additional Ship Updates - Characters & AI - New Player Hairstyles - Locations - People’s Service Stations - Weapons & Items - FPS Weapons Art Refactor - Implementing multiple outfit variants for the Claw Salamanders gang in Nyx - Added 2 handed tractor and salvage tool to more shops - Armor short names were added, giving armor pieces abbreviated display names for UI contexts in the inventory grid - Core Tech & Audio - Virtual Reality Updates (Experimental) - Screen Render Pass - New music added throughout the PU - Further entity count updates in Nyx to reduce unintended high amounts ::: ::: spoiler Bug Fixes & Technical Updates - Stability & Performance - Client Crash Fixes: 8 fixes - Server Crash Fixes: 9 fixes - Fixed a Main-Thread Deadlock - Gameplay & Missions - The Starmap should no longer be zoomed into the ship when in a cockpit instead of showing the system or region of space the player is in - Fixed an issue causing fire damage to players to be much lower than intended - Fixed an issue where some Industrial missions directed players to drop-off locations that did not have freight elevators available. - Fixed an issue where the Recover Cargo VIP Milestone mission displayed “Deliver 0/0 cargo” in the HUD objective tracker. - Fixed an issue where Industrial missions were incorrectly accessible to players on 4.6.0 LIVE prior to their scheduled release. - Fixed an issue where the material requirements listed in some Industrial mission objectives were incorrect. - Fixed an issue where some Industrial missions displayed a reward of 0 aUEC upon completion. - Fixed an issue where some Industrial missions paid out an incorrect reward amount upon completion. - Fixed an issue where FPS Mining cave markers near delivery locations only became visible when the player was within approximately 1 km. - Fixed an issue where mission objectives would register as completed but the mission itself would remain stuck in the accepted state rather than progressing to completion. This affected Hauling, Collect, and Recover Cargo missions as well as Industrial Salvage and Mining missions. - Fixed an issue where one of the Clean Air interstellar medium cargo haul missions had no listed rewards. - Fixed an issue where a Killship mission could fail to progress after the player engaged with enemies before completing the first objective. - Fixed an issue where enemy AI ships in Killship missions could spawn outside the designated action area. - Fixed an issue at the Nyx QV Station where the NPC carrying the Data Packet at the Polaris would fail to spawn. - Fixed an issue where Hauling contracts listed “Potential Wildlife Location” as the collection or delivery destination. - Fixed an issue at Wikelo’s Emporium Stations where the show floor doors remained stuck closed with “Opening Soon” even after completing The Collector intro mission. - Fixed an issue where players who repaired the Avenger Titan Renegade obtained through the Recover Cargo Milestone mission could become unable to use Jump Points to leave Nyx. - Locations & Environment - Fixed an issue where entering a Jump Gate tunnel as it was closing could place the player in an invalid black screen state, preventing them from loading back into the Persistent Universe. - Fixed multiple art culling issues at Levski where sections of walls in the XL Hangars, dressing assets near the Cargo Center, and structural art within the Cargo Center would disappear or pop into view at very short distances. - Fixed an art culling issue at the Nyx Social Stations where the Auxiliary Station entrance door would disappear at normal viewing distances. - Fixed a visual area issue causing side doors on the lower level of the Polaris at the Nyx Social Stations to render incorrectly. - Fixed an issue at Levski where decorative false door panels had visible open gaps around their control panel slots. - Fixed an issue at the ASD Delving facility where players would be automatically rescued and respawned back at the facility after being incapacitated in the field. - Fixed an issue causing ASD Delving Facility Phase 2 Mission to not progress after reaching the mission location - There should no longer be a chance the Terminal will say “Not Authorized” on download despite completing the required puzzle objective in ASD Delving Phase 3 - Fixed an issue at the Nyx QV Station where streaming the location out and back in would cause inventory to stop functioning. - Fixed an issue where the Density Manager could remove instanced hangars while they were still in use, causing players to lose access to their personal hangars. - Fixed an issue at the Nyx QV Station where Cargo Deck B’s freight elevator was obstructed by entities spawning within its obstruction zone. - Fixed an issue where external freight elevators were missing their obstruction bounds. - Fixed an issue where a ship’s cargo inventory was not visible at Commodity Kiosks unless the ship was physically stored at that location. - Fixed an issue where players were unable to select destination locations on Ore Sales and Refinement Processing kiosks. - Fixed an issue at Pyro Contested Zone locations where access doors could not be overridden. - Fixed an issue at Grim HEX where an incorrect bed exit animation caused the player character to clip through Hab walls on spawn. - Fixed an issue at the Nyx QV Station where bullets could pass through the glass window of the Registration room. - Vehicles - Fixed an issue where destroying a vehicle would incorrectly generate a duplicate collision field and a second set of weapon hardpoints at the wreck. - Switching from SCM to NAV mode should no longer cause the engines to turn off - Fixed an issue where ships were being physically displaced by the impact force of incoming ballistic weapon fire. - Fixed an issue where SureGrip Tractor Beam components could not be repositioned using another tractor beam. - Fixed an issue where some or all MFD displays across multiple ships would appear blank. - Fixed an issue where selectable elements within mobiGlas tabs had small dead zones that made interacting with them unreliable. - Fixed an issue where pressing the missile launch count key in SCM-MSL mode was incorrectly toggling SCM-GUN gimbal mode on and off. - Fixed an issue on the RSI Aurora where the female player character’s animation appeared offset when entering or exiting the vehicle bed. - RSI Aurora LX atmosphere reentry effects should no longer be backwards - Fixed an issue on the RSI Apollo where the nose section was not registering damage independently and was routing all impact damage to the main body instead. - Fixed an issue on the RSI Constellation Phoenix Emerald where the cockpit windshield was not visible as transparent when viewed from outside the ship. - Fixed an issue on the Aegis Hammerhead where the ship’s cross-section values for the X and Y axes were swapped. - Fixed an issue on the AEGS Idris M where the S10 Destroyer Mass Driver turret was missing its visual geometry. - Fixed an issue on the ANVIL Paladin where visible gaps were present inside the interior beside the lower bridge door walls. - Fixed an issue on the Anvil Asgard where the Clean Air Green paint scheme displayed incorrect colors in the Vehicle Modification App. - Fixed an issue on the MISC Starlancer MAX where players could fall through the ground at the gap between the cargo bay ramp and the surface. - Fixed an issue on the MISC Starlancer TAC where the rear ramp appeared as a disconnected element in the Engineering Screen 3D map preview when toggling it open or closed. - Fixed an issue on the Drake Clipper where the cargo ramp clipped slightly into the vehicle chassis when retracted. - Fixed an issue on the Argo Moth where the pilot would lose control of the ship when the exterior cargo bay was completely full. - Fixed an issue on the Argo Moth where the co-pilot’s seat could take priority of flight controls over the pilot. - Fixed an issue on the Argo Moth where the ship would stop automatically ejecting cargo after entering Quantum Travel. - Fixed an issue on the Argo Moth where hull salvage was occurring at an incorrect rate. - Fixed an issue on the Argo Moth where salvage disintegration visual effects were rotated and misaligned. - Fixed an issue on the Argo Moth where floating sparks appeared incorrectly in the cargo bay while the ship was in an emergency state. - Fixed an issue on the Argo Moth where the crew elevator interior lost lighting when viewed from certain angles. - Fixed an issue on the Argo Moth where the player character’s shadow rendered incorrectly in the habitation room. - Characters & Items - Fixed an issue causing AI characters to remain stuck in a cowering state instead of resetting to normal behavior - Fixed an issue where a helmet-mounted torch was displaying on the incorrect side of the helmet on certain helmet models. - Fixed an issue where a ballistic rifle variant could fail to function due to missing ammunition parameters. - Fixed an issue where the FPS Mining Multitool’s contextual power increase hint did not indicate that [Alt] also needed to be held. - Zenith “Landslide” Laser Sniper Rifle should no longer be incorrectly labeled as a base variant - UI & Technical - Medical Beeping should no longer continuously play after being healed when in third person camera - Fixed an issue where the “Get Up Coffee (Decaf)” item displayed an oversized image card in the quick buy interface. - Fixed an issue where the seat interaction prompts for Gunner and Pilot positions appeared mirrored when approaching from the front. - Fixed an issue at Wikelo’s Emporium where The Collector’s contract recipe text overlapped with HUD objective text. - Fixed an issue at Wikelo’s Emporium where “Armor and Weapon” was incorrectly listed as a requirement under the “Very Good Customer” reputation rank despite not being needed to unlock those contract types. - Fixed an issue at Wikelo’s Emporium where The Collector’s Shiny Builder Suit Contract required more Recombinant Regolith items than intended. - Fixed an issue in the Engineering Screen where placeholder text was appearing in the component error list. ::: ::: spoiler Known Issues & Information Note: The Stack All button will be temporarily disabled for LIVE (Manual stacking will still work and we have a fix in the works for this issue and intend on re-enabling it as soon as possible) Current mineral sale prices for Savrilium have been increased greatly for 4.7 with the intent on lowering this price in a future build while increasing the amount mined to bring the amount earned back to even. - The front hangar elevator of the 890j has been temporarily disabled pending further fixes - Multi-System - PU - ASOP Terminal / Locations - Moving the mouse cursor over a different vehicle in the ASOP when attempting to deliver a specific vehicle will deliver the different vehicle instead - Multi-System - PU - ASOP Terminal / UI - There is a chance that a blank information of the Vehicle may appear on Hangar Delivery Request using the ASOP Terminal - PU - Nyx/Levski - Transit - Going prone whilst in a moving Limbo Elevator Carriage, will cause the player to fall out of the carriage - PU - Starmap / MobiGlas / UI - Starmap is zoomed into the ship when in a cockpit instead of showing the system or region of space in - PU - Inventory Rework - UI - Inventory does not update Capacity and Space changes in Personal Inventory - PU - Stanton - UI - Party marker does not show party members’ names and distance - PU - Nyx - Levski - Grand Barter - Locations / Collision - Some Shop Floors Missing Collision - Multilocation - PU - Locations - Art / GFX - Vulkan - While Settings are Set to Low, Surfaces of Moons and Planets Won’t Render and Art Assets May Be Distorted/Pixelated - Multi-Location - PU - Stanton - Shopping / Cargo / Locations - Buying any commodity locks buying others until they are removed via the Freight Elevator - PU - Pyro - Contested Zones - Locations / Loot Generation - No Loot Crates spawning in Contested Zones :::

I jumped in last night for a bit to try out the updated inventory screen - can’t say I’m impressed so far. First impressions:

  • (Un)Equipping doesn’t work consistently. Sometimes it works by dragging items on/off the slots, other times by double click - neither works every time.
  • Can’t quick switch between item categories. I had to select category then deselect the previous one manually instead. If anyone knows a better way to do it, please tell me.
  • Items still use 3D models instead of picture icons which leads to situations where half of the items doesn’t render for a long time (30+ seconds) and the other half looks like Lego blocks due to low level of detail.
  • Item descriptions provide more info but they’re still using white text on semi-transparent background which means it can be difficult to read at times.
  • Item info can differ depending on item location (ex. stored undersuit displays EVA fuel field while equipped one doesn’t).
  • For whatever reason my inventory view has 5 (yes, five) mouse pointers. Only one of them is real and working so it slows down the interaction and adds to visual noise. Turned out to be a linux specific issue which can be fixed by adding pl_pit.forceSoftwareCursor = 0 to user.cfg.
  • You can’t (or at least I couldn’t) equip tools until I switched to the tools tab on my character, even when double clicking. I don’t know if it was a server issue or if that’s their attempt at making sure people don’t switch items by mistake but it’s yet another thing that slows down the experience.
  • We have both scrolling and pagination of item lists. Why?

Some of these issues are most likely server related, others not so much. UI team consistently releases systems which are pretty but mediocre to bad in terms of usability so the result is about what I expected. Too bad we’re still dealing with such issues this long into the project but hey, Chris wants eye candy, who cares about anything else.

Again, these are just first impressions. I’ll play a bit more over the weekend and try to get the hang of how everything works (that and hopefully server performance will improve by then). It’s just SC things, as usual.

Yeah the inventory was super slow for me too, especially in my home base where there are a lot of items. Also I thought the icons were pretty small so it was hard to see what was what sometimes. But it does look nice and like you say I’m sure the speed thing was mostly down to the servers being hammered on patch day. And I do really like that you can search the inventory now.

What I’d actually love would be an alternative layout for the inventory where it’s pretty much just a text list of items, and the 3D model/image shows up on the description tooltip when you hover over it.

As much as I’d like a list view I won’t be holding my breath on that, CIG seems to be allergic to tried and tested solutions - especially when it comes to the UI. I’d even take a static grid approach, so we could can arrange items for easier and faster use but nope, everything has to be dynamic and shift on its own.

I hope I’ll use to the quirks of this new screen as I spend more time with it, it’s just that the initial impressions left a lot to be desired. Made me a bit cranky about the whole thing.