Hello everyone,
Welcome to another Patch Watch! These posts shine a light on upcoming features, improvements, and fixes that may not appear on the Public Roadmap—but are updates we believe you'll find valuable.
Currently, Alpha 4.1.1 is in testing across all PTU waves and is gearing up for its imminent live release. So, let’s dive into some of the additional bits coming your way.
Refineries
We've made a number of targeted improvements to the mining gameplay loop in Alpha 4.1.1, including adjusting mining lasers and their modules, improving difficulty scaling, better minable distribution for FPS and vehicle mining, better ROC and ATLS GEO handling, and various bug fixes that you can review in recent Patch Notes.
Among these quality-of-life updates, refineries can now refine output directly into your local inventory, while ore bags now properly attach to cargo grids and freight elevators.
We're aware that ore bags are slightly bigger than 2 SCU, which can make them more difficult to place on certain cargo grids, but we have no immediate plans to adjust this. We have, however, fixed the refineries eating up your containers!
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Components Balance Pass
We've rebalanced ship components based on their class types in Alpha 4.1.1.
- Civilian: Average overall performance, with the benefit of low maintenance overheads.
- Competition: High performance and low weight, but with a trade-off of low durability, fewer options for power management, and the 'loudest' signatures across all classes.
- Industrial: Although heavy and power-hungry, this class excels in durability and heat management and also has lower maintenance costs.
- Military: Extremely durable and highly configurable, with the highest output of any class at the cost of significant signature emittance and power consumption.
- Stealth: Stealth components are the most fragile and their output is in the middle of the pack. However, they consume very little power, have lower minimum power consumption, and produce extremely low signature emissions. This reduced minimum consumption makes them more flexible for power management, allowing you to easily adjust their settings without overburdening your power pool.
There are also separate changes made to Shield Generators:
- Civilian: Average stats across the board. Reliable and easy to maintain.
- Competition: Excellent shield regeneration and a rather quick reboot after collapse, but with lower max health. Perfect for hit-and-run or short, reactive engagements.
- Industrial: The highest health pool among all classes. However, regeneration is slow and reboot time after collapse is long. It is best to tank a lot of incoming damage.
- Military: Strong in both health and regen, making it the go-to for direct combat. Downsides include a longer reboot after collapse.
- Stealth: The lowest health and regen rate but reboots extremely quickly. Great for skirmishes or situations where you need to get in and out fast.
New Wikelo Currency and Emporium Expanded
New rewards are available through Wikelo's missions! You’ll also find new items that our Banu friend is especially eager to collect:
- Juvenile Valakkar Fangs, collected from dead juvenile Valakkar.
- Guild Scrips, found on high-profile NPCs and in various interesting places.
- Ace Helmets, which can be collected from Ace Pilots that you have vanquished in 'patrol' and 'ambush' missions. The higher the difficulty, the greater the chance of spawning an Ace Pilot that can be looted for extra rewards!
Once you defeat an Ace Pilot, a voice line will suggest searching their body, where you can find three Guild Scrips. Wikelo, the Collector, values these scrips highly and offers exceptional rewards in return.
Also note that Wikelo's Emporium's upper floor is now open to the public. Have fun exploring this mysterious new space!
Improved Looting
We've polished the looting interaction: the "F" prompt will now smoothly appear on the closest available item or corpse you're looking at, without the need to wiggle around to find the right angle.
Accidental pickups that previously caused chaos, like dropping your fully-modded weapon into a pile of loot, should now be a thing of the past.
Argo RAFT
The Argo RAFT has received several changes, resulting in a slight adjustment to its cargo capacity. To improve loading and unloading, the three cargo arms have been replaced by a single cargo grid, now supporting 192 SCU.
Additionally, the old rail-style tractor-beam system has been relocated to the left, with operations controlled from the rear control room.
We're also actively addressing several recently reported issues such as the elevator, missing collision, tractor beam, missing thruster, faucet and more — thank you for your feedback!
Star Citizen
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Be respectful. No personal insults/bashing. Don’t be a dick.
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Useful links/tools/info
Official Links:
Other Links:
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Dev Tracker (Only works with Spectrum at the moment)
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Starchives (Query/Search all closed captions throughout all official videos)
Loadout Tools:
- Vehicle Loadout Tool (Erkul)
- Ship Performance Viewer (Includes a "RADAR detection calculator" which is great for checking stealth builds).
- FPS Loadout Finder/Loot Drop Calculator
- FPS Weapon Stats
Industrial Tools:
- Mining Locations and Scan Signatures (Regolith)
- Trading Tool and Player Marketplace (UEXCorp)
- Trading/Mining/Routing Tool (Gallog)
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These are definitely the two things I'm most hyped for. Probably my #1 cause of death is getting blasted by someone in a contested zone 'cause I thought I was alone and was trying to find the loot button lol.
Interaction prompt is the number 1 (necessary) improvement for me. I had SO MANY problems with trying to interacting with things it's not even funny. I hope the days of targeting objects outside my view are over.
Last night I was swearing at the game so hard, I was doing a loot run and trying to get away while NPCs were shooting at me and I'm just trying to get the hatch on the back of my ship to open lol.
Got away with it this time though!