The next patch for PC space game Star Citizen is now available, and it's a big one. Patch 1.1.0 introduces "significant changes" to the first-person universe game--including new features, tweaks, and more--developer Cloud Imperium Games explains in a post on its website.
After applying the update, players will get to experience Star Citizen's new damage system, zip around the new universe in new ships, and try out the Free Flight multiplayer mode, among other things.
The update also fixes a variety of issues, including one bug where a character would sometimes spawn with their helmet on backwards. Check out the full Star Citizen 1.1.0 patch notes, courtesy of Cloud Imperium Games, below.
Star Citizen's 1.1.0 patch is so significant that players must uninstall Star Citizen completely and delete any files that remain before they can download the new patch.
Star Citizen, a crowdfunded game, has raised nearly $76 million so far.
STAR CITIZEN 1.1.0 PATCH
Additions:
Gameplay
Ships
Components
User Interface
Environment
Balance/Tweaks:
Gameplay
Ships
Components
User Interface
Fixes:
(PTU) – Denotes an issue from PTU that was fixed
Gameplay
Ships
Components
User Interface
Known Issues:
Gameplay
Ships
Components
User Interface
Environment
More...
After applying the update, players will get to experience Star Citizen's new damage system, zip around the new universe in new ships, and try out the Free Flight multiplayer mode, among other things.
The update also fixes a variety of issues, including one bug where a character would sometimes spawn with their helmet on backwards. Check out the full Star Citizen 1.1.0 patch notes, courtesy of Cloud Imperium Games, below.
Star Citizen's 1.1.0 patch is so significant that players must uninstall Star Citizen completely and delete any files that remain before they can download the new patch.
Star Citizen, a crowdfunded game, has raised nearly $76 million so far.
STAR CITIZEN 1.1.0 PATCH
Additions:
Gameplay
- Added Free Flight Multiplayer
- Added backend functionality for IFCS to turn off when a ship lands
- Added Landing/Docking mode to Free Flight (engaged using N)
- Added ability for ships to request landing permission in Free Flight (engaged using middle mouse button while Landing/Docking is active)
- Added Automatic Approach landing mode to Free Flight (engaged using M when in range of a landing zone after having been given permission to land)
- Added groundwork tech for new ship damage state system
- Added the Rental Equipment Credits system. Our community team have a walkthrough here
- Added a system for ships to generate turbulence when using their thrusters to hover over something
Ships
- Gladius is now combat ready
- Added new ship damage state system to the Gladius
- Retaliator is now hangar ready
Components
- Added Aurora SXSW paint skin
- Redesigned ballistic weapons so they have their own loadouts which will allow them to automatically be attached with ammunition
User Interface
- Added a visual overheat warning to the HUD to accompany the auditory warning
- Added identifier numbers to the end of non-unique Vanduul in Vanduul swarm
- Added HUD element to display status of ESP toggle (no keybinding option yet but it can be turned on and off in the Main Menu)
- Added HUD element to display when landing gear is deploying and deployed
- Added an altimeter for Landing/Docking mode to show ships how far away from the platform the ship is
- Added Rental Equipment Credits to scoreboard (the total value of credits earned is not calculated until the match is over)
- Added ping value to scoreboard (currently doesn’t work)
- Added custom sensitivity curves to control options
- Added backend support to allow the creation of subgroups within subgroups in control options
Environment
- Added Simpod to hangar (replaces ship cockpit arena commander menu)
- Added Xian ship miniature
- Added Khartu-Al ship miniature
Balance/Tweaks:
Gameplay
- Increased number of landing platforms in Free Flight to 8
- Changed friendly fire system – Pilots now receive “Infractions” for doing an amount of friendly fire damage in a short space of time. Too many of these causes them to be kicked from the game
- Comstab is less aggressive in how quickly it decelerates the ship which will lead to some drift
- Scoreboard is now bound to the tab key
- Freelook is now bound right ctrl+tab
- Crouch is now bound to ctrl
- G-safe now limits based on ship velocities rather than set points
Ships
- Adjusted handling for multiple ship families
- Updated lighting system for 300 series
- 300 series have had their wing mount size changed to the correct value of size 2
- Aurora headlights system updated to use multiple light sources
- Hornets have had their ball turret weapon mount size changed to the correct value of size 2
- Hornets now fold their wings back while landing
- The Cutlass have had their turret weapon mount size changed to the correct value of size 2
- M50 can now mount size 2 weapons on its wings if it is not using gimbals
- Mustang nose turret adjusted to hold size 1 weapons
Components
- Replaced Mass Driver Cannon fire sound with something more appropriate for a 60mm Ballistic (was laser)
- Gimbaled weapon mounts have been adjusted so that they now hold weapons that are one size smaller than the mount
- Fixed mounts are now a part of the ship and allow weapons equal to the slot size to be attached to the ship without the need of an additional equipment
- Adjusted damage and heat per shot for Sledge II to normalize it vs other size 1 weapons
- Adjusted missile mass to a more realistic value
- Rattler second stage rockets are slightly faster and have better acceleration
User Interface
- Removed Arena Commander UI from all ship cockpits (available through Simpod and escape menu)
- Removed landing pads from ship radar sphere unless ship is in landing mode
- G-safe light deactivates when boost is held down
- Self-destruct is now a customizable binding
- Holotable now sorts items based on type, subtype (where applicable) and name
- Holotable can now be interacted with after pressing F (no longer need to press tab)
- Changed importing custom control setups so that it allows the entire default profile to be overridden based on forum feedback
Fixes:
(PTU) – Denotes an issue from PTU that was fixed
Gameplay
- REC now reports to the website(PTU)
- Ships are now able to take off if a pilot reenters a seat after they land using automatic approach(PTU)
- Fixed multiple issues where landing a ship would prevent it from being able to take off(PTU)
- Fixed issue where using AMD crossfire would cause the new damage state system to display incorrectly(PTU)
- Fixed an issue that was causing AI pilots to misjudge the position of a ship they were trying to avoid
- Fixed final kill alert sound playing any time a ships is destroyed after a pilot reaches 13000 points in battle royale
- Fixed a bug where calculated torque was occasionally incorrect causing instability in the ship
- Fixed issue that was causing thrusters to twitch back and forth
- Fixed Vanduul missiles skipping their flight phase in Coop Vanduul Swarm
- Enemy and friendly NPC ships are now spawning correctly in Dying Star Vanduul Swarm(PTU)
- Fixed an issue that was causing time played to be reported incorrectly
- Fixed an issue where opening the holotable after equipping certain weapons would cause the game to crash(PTU)
- Increased distance that ships will deploy their landing gear to prevent them from pushing themselves off the landing platform(PTU)
- Fixed an issue where passengers entering a ship while the pilot is still sitting in the cockpit will cause the pilot to go through the same animations(PTU)
- Characters should now die when hitting collision at high speed instead of going through it(PTU)
- Fixed an issue where using HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably
- Fixed issue where character will sometimes spawn with the helmet on backwards
Ships
- 300 series have their starboard cooling components back
- 350r now respawns without damaging its components
- 350r center of mass was in the wrong location and has been corrected*
- Mustang Beta will no longer have one of the doors in the cabin float above it if it’s used
- Mustang variant ships were using the incorrect thrusters(PTU)
- Retaliator now appears in the hangar(PTU)
Components
- Fixed several shield generators having visible one sided geometry in the holotable
- Adjusted weapon tech setup that was preventing the 9-Series Longsword from animating when fired
- MaxOx NN-13 Neutron Cannon has had its name corrected
- Tigerstriek is no longer missing collision
User Interface
- Fixed an issue that was causing the game client to steal mouse focus when loading into the hangar
- Fixed an issue that was causing the scoreboard to appear when modifier keys were pressed with the tab button
Known Issues:
Gameplay
- Network divergence can cause situations where it appears like a ship is not taking damage when the shots are actually missing
- A combination of sprinting and shaking the mouse can cause the character to clip through a number of game objects
- Sprinting and jumping into walls will sometimes cause the character to fall out of the game world
- Weapons fire can appear offset from weapon muzzle when fired while moving
- Entering or exiting a ship will cause other clients to see the character T-pose
- Characters rolling while prone is not seen by other clients
- Characters will sometimes fail to animate correctly when exiting the pilot seat after landing
- Lateral G-Force head animation is too fast which causes the camera to jerk around while strafing
Ships
- All ships aside from the Hornet are missing ship trails when carrying a Core
- Multiple ships will sometimes tilt back when landing on landing platforms
- 300i jitters after having landed on a landing pad
- Aurora intakes aren’t displaying paint
- Aurora are not showing lateral G-force animations for the character
- Avenger has some doors that cannot be opened in multiplayer
- Entering the back seat of the Gladiator plays the animation for entering the front seat.
- Freelancer loading ramp has no collision
- Cutlass isn’t attaching its Trireme thrusters for its default loadout
- Cutlass Trireme thrusters are not able to be attached in the holotable (this will be left this way until they are ready for use)
- Character is sunk into the seat when sitting in the Cutlass Blue and Red
- There will sometimes be an invisible block of collision in the cargo area of the Cutlass after landing the ship
- Freelancer loading ramp has no collision
- Freelancer main thrusters are missing
- Multiple objects in the Retaliator are missing use prompts
- Retaliator maneuvering thrusters are not in landing mode when in the hangar
Components
- User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions
- Rattler Cluster missile second stage rockets will all use the same trajectory
- Missiles aren’t inheriting velocity from the ship that launches them
- Seal Corporation shield generators will not be visible when equipped to Hornets
User Interface
- Lag pips will drop out with increased distance depending on how quickly a ship is approaching their target (only happens within a few hundred meters)
- Scoreboard is not able to be opened when in spectator mode
- Shield hardpoint in the holotable is too small for Mustangs and 300 series
- Ship status HUD for Gladius will display damage incorrectly
- Missiles have a small portion of the ship targeting UI on them after being launched
- Multiple in game items and ships are missing text and are displaying their internal names
- Paint objects in the holotable are placeholders
- Loading back into a lobby will reset the ship selection to its default (sometimes this doesn’t happen visually but still happens on the backend)
- Power throttle doesn’t work
Environment
- There are several locations in the hangars where the character can fall out of the world
More...