The 4.3.2 Patch notes are now visible to the public.
Evo has begun testing on the next update.
Tap any section below for those particular patch notes.
Star Citizen Alpha Patch 4.3.2
Alpha Patch 4.3.2 has been released to Evocati to test! Patch should now show: VERSION 4.3.2-PTU.10380323.
- Audience: Evocati Only (Standard Evocati NDA)
- Server Info: PTU Channel
- Long Term Persistence: Enabled
- Mesh Configuration: 7:3:600
- Starting aUEC: 15,000,000
spoiler Testing Focus
- Stability & Bugfixes
- Structural Salvage Update (no feedback thread until Econ Balance is done) :::
Known Issues
The issues below are meant to help give a better indication on things that may happen during gameplay and do not always occur 100% of the time.
- PU - Stanton - ASD - Location / Respawn Screen - Player will be rescued and respawn back at the facility after being incapacitated
- Multi-Location - PU - Pyro - AI / Locations - Turrets at Farro Data Centers are not firing
- ARGO ATLS - PU - Mounts / Cargo / Tractorbeam - The ATLS is unable to pull cargo off a ship's cargo grid after it is moved from place of origin to new location
- PU - Stanton / Pyro - Armor / Loot Box / Inventory / Actor - Equipment and armor dropped on the ground will be suspended in mid-air making them unable to be interacted with
Features & Gameplay
Gameplay
Structural Salvage Update
Structural salvage has undergone major changes to prep for future systems. This will affect all salvage mechanics for all ships and will increase complexity, adjust salvaging times and materials collected, and add refining as part of the flow for materials.
Ship Identity & Role Definitions
Each salvage ship now has a distinct identity and specialized role:
- Reclaimer: "Quantity over quality" - Fastest structural salvage processing, designed for large-scale operations
- Vulture: "The Lone Wolf" - Balanced middle-ground ship, serves as reference point for all other ships
► Technical Changes
Field Generation System
- Increased Range: Fields have been increased by up to 60 meters from where they were before
- Ship-Specific Fields: Each ship now generates differently sized fields matching their visual design
- Repositioned Sweet Spots: Alignment sweet spots moved from dead center to ship-appropriate positions
Fracture Time Rebalancing
- 5x Speed Differential: Massive performance gap between fastest and slowest ships
- Speed Rankings (fastest to slowest): Reclaimer (fastest), Vulture (reference baseline)
Conversion Rate System
- SCU per Cubic Meter optimization varies by ship
- Current Live Rankings: Reclaimer (best available)
► Field Alignment Sweet Spot Overhaul
Massive Multiplier Buffs
- Reclaimer: 7x speed multiplier when properly aligned
- Additional: Yield multipliers also improved for aligned positioning
Visibility & Mechanics
- Sweet spots display +/- percentages on debris pieces
- Easier with tractor beam ships, but possible through flight positioning
► New Three-Tier Material System
Raw Material Types
All structural salvage now produces raw materials requiring refinery processing:
Powder: Highest density, Lowest yield after refining, Fastest refinery processing time.
Scraps: Medium density, Medium yield and processing time.
Chunks: Lowest density, Highest yield after refining, Longest refinery processing time.
Refinery Integration
- All refinery decks can process these materials
- Same end product: All materials refine into construction material
- Workflow: Raw materials → Station inventory via freight elevator → Refinery processing
- Time Design: Small ships get quick turnaround, large ships have extended processing but higher profits
► Strategic Implications
Operational Models
- Solo Players: Use small ships for immediate gratification and quick profits
- Group Operations: Use Reclaimer for high-volume operations with delayed but substantial payouts
- Mixed Operations: On-site salvage production with dedicated transport ships for raw materials
Economic Balance (incomplete for this Evocati build)
- Crew Compensation: Reclaimer profits designed to support full crew payments
- Session-Based vs. Delayed: Small ship profits available immediately, large ship profits require waiting periods
- Volume vs. Efficiency: Trade-offs between processing speed and total yield
► Future Integration (Crafting System)
Stepping Stone Design
- Current system is not a placeholder but foundation for post-crafting implementation
- When crafting arrives, ships will produce the actual material they are built off of
- Refinery processing times and quality retention mechanics will remain consistent
- Quality System: Chunks will retain material quality better than powder, affecting refining times
Additional Gameplay Updates
- Balance update for FPS tractor beams for snappier movement, faster rotations, and longer break times
- Updated “Sweep and Clear” missions to only display mission locations in the player's local planetary system
Bug Fixes
- Potential Fix: Multivehicle - PU - Vehicles - Cargo - Freight/Cargo onboard vehicles disappears upon storage + retrieval. (STARC-179612)
- Potential Fix: PU - ASD Delving - Phase2_M3 - Missions / mobiGlas / UI - "Retrieve Seismic Data" mission not completing despite all objectives being completed (STARC-177383)
- Potential Fix: PU - Inventory / Locations / Network / Backend Services - Inventory experiences excessively long delays and can appear unavailable when pending moves queue gets stuck (STARC-153286)
- Potential Fix: ORC-mkX Core Series - PU - Armor - UI / Inventory - Narrative - ORC-mkX Core Armor series mislabeled as Light Armor in the Item Description on the Inventory UI (STARC-171919)
- Potential Fix: Anvil Asgard - PU / AC - Vehicles / Turrets - Top missile turret can be easily destroyed (STARC-169523)
- Potential Fix: PU - Ship Battles V1 - Missions - Patrol - Search and Destroy - The "Ping" marker for empty locations during the Search and Destroy module does not update after being pinged (STARC-168798)
- Potential Fix: PU - Medbed - Respawn Screen / Vehicles / Medical Screens - Tier 1 medical bed maximum distance respawn is incorrect (STARC-179887)
- Potential Fix: PU - Missions / AI / Locations - Mercenary - UGF - Lots of Guard AI spawning at lawful UGFs (STARC-175680)
- Potential Fix: PU - Stanton / Pyro - Personal Inventory / Local Inventory / Inventory - While attempting to drop, transfer and/or equip items, there's a chance for it to return to the inventory where it’s from (STARC-173295)
- Potential Fix: RSI Apollo ( All Variants ) - PU - Vehicles - Apollo engine exhaust trail vfx asymmetric (STARC-179781)
- Potential Fix: Aegis Retaliator - PU – Stanton – Vehicles / UI – Unable to open Front and Rear Module doors inside the vehicle (STARC-168327)
- Potential Fix: PU - Location - Art - Executive hangar crates are see through and art is incomplete textures (STARC-173191)
- Potential Fix: PU - Missions / AI - DC - Remaining AI missing during Distribution Center FPS mission
- Potential Fix: PU - Missions - Eliminate All - Eliminate All missions are not completing after all AI have been eliminated
- Potential Fix: PU - Locations / Audio - Transit / SFX - Elevator doors do not have any SFX (STARC-180139)
- Potential Fix: ANVL Hawk - PU - Vehicles - Hawk Prisoner Bay Pod Missing (STARC-179007)
Technical
- Fixed 3 Client Crashes
- Fixed 3 Server Crashes
Oh that's nice. But which role will the Fortune have?
My guess is it will be below average. So worse than the Vulture.