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Update:Star Citizen Alpha 4.1.1

Star Citizen build released on 2025-05-13
(Redirected from Star Citizen Alpha 4.1.1)
Released
2025-05-13 - 4 days ago

Star Citizen Alpha 4.1.1 is a minor update for Star Citizen.[1]


Patch Notes

Features and Gameplay

Characters & AI

  • New Hairstyles - SC Alpha 4.1.1 brings in the addition of multiple new hairstyles to the PU for for player customization.

Locations

  • New Space POIs: Asteroid Cluster Mining Base - Added Dozens of new Asteroid Cluster Mining Base POIs around Stanton and Pyro used for missions such as the new Ship Battle V1 Mission Additions and more. These Asteroid Bases will have gameplay features such as turrets and gas tanks for use in the various missions but do not have an interior.
  • Additional Location Updates
    • Wikelo's Emporium second floor is now open to players with additional Set Dressing and Polish.
    • Increased Restricted zones and armistice around Area18 and the Convention Center.

Gameplay

Unattended Vehicle Quantum Travel

Added the ability for players to locate and directly quantum travel to their own, unattended vehicles in the PU. This update will allow players who have a ship that is not destroyed or in soft-death to be able to get back to their main capital ship in space when using a shuttle to get to planet surfaces or allow them to find their way back to their ship that they lost after dying.

Ship Battle Missions V1

This content delivery is focused around developing a new set of missions featuring ship combat. Each mission will have improved scenario design and leverage new technology to allow us to improve the narrative flow of missions. The goal is to deliver missions with superior scenario design and a greater level of polish and attention to detail.

Patrol Missions

  • The Patrol mission takes the player through a series of patrol points. Patrol missions will be offered by Foxwell Enforcement (Legal) and the Head Hunters (Illegal). At each point a semi-random event occurs and escalating ship archetypes may appear depending on mission difficulty and previous events. These missions are gated by location to reduce unnecessary travel time. If you are at Stanton 1 then all the missions you are offered will send you somewhere around Stanton 1. This is to reduce the need for excessive QT times and shift the balance of the QT/gameplay ratio towards engaging with content. Each level of difficulty also has a chance to spawn an Ace Pilot who is an elite member of the Frontier Fighters willing to die for their cause.
    Foxwell offer legal missions against criminals. These will not have a reputation structure and progression will instead be gated by completing early missions a number or times to unlock later ones. Currently any player without a crimestat will move up to the next rank after 5 of each completed mission until Very Hard and Extreme difficulties which will require 10 of the previous to unlock.
    Head Hunters offer illegal missions for Patrol. Any missions offered by Head Hunters in Stanton will be displayed in the Unverified tab and risk sending players against security forces and civilians, giving them a crime stat. They will award an increased amount to offset this risk. Head Hunters has an existing reputation structure, starting with Very Easy Rank 1 and escalating to Extreme at Rank 5+.

Ambush Missions

  • The addition of a new Ship Battle Mission type known as Ambush Missions. Players must reach a location, head to a spot where their signature will be masked, power down their ship and wait for the hostiles to arrive. Once their targets arrive, the player must attack and destroy all of them. Ambush missions are offered by Foxwell Enforcement (Legal) and the Head Hunters (Criminal). Foxwell offer legal missions against criminals. Any missions offered by Head Hunters in Stanton will be displayed in the Unverified tab and risk sending players against security forces and civilians, giving them a crime stat. They will award an increased amount to offset this risk.

Gilly's Advanced Combat Gauntlet Missions

  • These new Foxwell combat progression style missions from Gilly send players through multiple scenarios of ship vs ship combat.
    Players are tasked with an implicit mission chain where we introduce new challenges and let the player figure their way through things rather than hold their hand every step of the way. The missions are intended to be for players who already know how to fly and are at least somewhat familiar with the game, but don’t necessarily engage in much, if any, ship combat at all.
    There are 8 total scenarios to unlock and progress through with increasing difficulty and complexity.
    1. Single Targets
    2. Multiple Targets
    3. Target Priority
    4. Target Stealth
    5. Missiles and Countermeasures
    6. Multi-Crew Targets
    7. Corvette with Escorts
    8. Capital Ship Encounter

Hunt The Polaris

  • Hunt The Polaris is a new server wide mission in Stanton that will be a somewhat random but regularly occurring mission. The reward given is split between all participants who help complete it.
    A Polaris has been stolen by the Frontier Fighters during Fleet Week. The player must chase it across Stanton engaging in various encounters along the way. Eventually it reaches a potential transient wormhole and there it faces its final stand.
    The mission is offered by the CDF.
Mission Refactor Updates

Multiple previous missions have now been updated for server meshing and have been added back into the PU This includes: Repair Missions and Animal Missions.

Additional Gameplay Updates

Party member markers now override visible parent icon (at lower priority than Player marker).

Ships

  • Argo Raft Cargo Improvements - The ARGO RAFT has undergone a few changes that have resulted in a hefty change to it cargo capacity. This is due to the design change on how we want to handle loading and unloading cargo. The 3 arms of the RAFT has been retired in favour of a single grid that supports 192 SCU cargo capacity instead of the previous 96 SCU. In addition due to this change the old style of rail style tractor beam would not function and has now found a new home on the left side framing this station is controlled from the rear control room.
  • Capital Ship Flight Adjustments - Adjusted the flight tuning and made large decreases to angular speed capacities for the Polaris, 890j, and Reclaimer to give capital sized ships a greater sense of size and mass, aligning it more closely with its intended roles.
  • Ship Turret Munitions Increase - Greatly increased turret and main weapon capacitor ammunitions across many ships with turrets.
    This includes the Redeemer, Retaliator, Reclaimer, Gladiator, Carrack, Starlifter(s), Valkyrie, Star Runner, Caterpillar, Corsair, Cutlass Black & Steel, 400i, 600i, 890 Jump, Starfarer, Polaris, and Hammerhead.
  • Ship Weapon Recoil Reactions and Audio - We're testing out recoil and updated audio for a few vehicle weapons in this release which will visually affect the player when firing certain ship weapons. An option to scale the effects of the recoil and to disable them has been added.
    The following weapons have been equipped with recoil:

Additional Ship & Vehicle Updates

  • Military and Stealth Component Rebalance
  • Disabled proximity assist by default
  • Swapped top Polaris turrets to staggered fire by default
  • Improved muzzle effects of all turrets used by the Polaris
  • Increased max range of Polaris S6 turret guns
  • Polaris Turret VFX Polish
  • Added on / off Toggles for Ship Speed Limiter
  • RAFT Thruster Retuning after its latest Cargo Update
  • Anvil Valkyrie: Greatly increased all around hull and joint health. Further thrust capacity increases but with a very slight max speed adjustment.
  • Added S3, S5, and S10 bombs to Convention Center and Centermass at Area18/New Babbage

Weapons & Items

  • New FPS Weapon: Volt Submachine Gun - Quartz SMG - Verified Offworld Laser Technologies (VOLT) proudly announces the release of their latest innovation: the Quartz SMG.
    The Quartz delivers a devastating continuous energy beam, boasting some of the highest DPS available for an FPS weapon. However, operators should be aware that sustained fire rapidly leads to overheating. Much like the Parallax Rifle, the Quartz's performance is directly impacted by environmental temperatures — colder environments allow for longer bursts, while hotter climates will lead to overheating much quicker.
    The Quartz SMG can be found at Hathor Outposts and Hathor space stations.

FPS Balance Passes

  • Ripper SMG
    • Full damage range increased from 20 to 22.5
    • Damage Fall off now starts at 22.5 and scales to 0 at 35m
  • Karna
    • Min spread increased from 0.1 to 1
    • Max spread increased from 5.5 to 7
    • Spread per shot increased from 1.37 to 1.8
    • Reduced alt fire projectile speed bonus from 2.5 to 1.75 (1500 -> 1050, inline with snipers)
  • Gallant
    • Adjusted headcam shake to make the weapon feel 'smoother' to fire
    • Damage increased from 19 to 21
  • ParaMed Medical Device
    • The Paramed is now is used in the pistol slot. The idea around this change is not only to make pulling the medgun out easier (using a pistol keybind that does not conflict with multi-tool) but to also offer some more choice in taking a pistol vs a medical device.

Core Tech

  • Synchronize Party Launch - Updating the Party Launch feature to have better functionality for server queues.
    When party leader joins PU from the front end, party launch notifications are now sent as soon as the Party Leader joins a Shard Queue so that the party is all queued at the same time. Previously, the party launch notifications were taking place after the party leader transitions into PU so this will make the process much cleaner for parties when there is a longer queue. Along with this, party launch UI notifications are now displayed. If party leader cancels a Join Queue, party members still in queue will also get a cancel (with UI notification indicating the party leader canceled queue).
  • 3D Comms Notification Building Blocks Update - Updating Comms calls with new 3D building blocks updates, passing the character's face and animations through to the viewers during many missions and other communications.
  • Additional Core Tech
    • Made numerous Network Performance Optimizations to help reduce interaction delays

Bug Fixes

SC Alpha 4.1.1 contains just over 200 bugfixes for issues occurring in 4.1.0, 61 of which originated from the Issue Council

  • Fixed an issue causing previously equipped ship items to disappear when claiming a ship
  • Fixed an issue causing pilots getting stuck in freelook
  • Retrieving the OLP laser keycard while the prime button is raised should no longer prevent the OLP from firing or resetting
  • Fixed an issue causing the OLP control panel being unable to print laser keycards
  • Fixed an issue that caused some mining nodes on planet surfaces to be unscannable
  • Fixed an issue that caused the New Player Experience mission to occasionally not start on initial sign-in
  • Removing the keycard from the OLP terminal before pressing the button should no longer break the laser firing mechanic
  • Fixed an issue causing the Hijacked 890jump mission to get stuck at 0 but not complete
  • Destroying an ARGO ATLS should no longer give the player a CS3 Homicide Charge
  • Boxes should now consistently spawn during courier missions
  • Fixed multiple issues causing Elevators to not open, have missing doors, or block players from pressing the button to go to their destination
  • Starlancer liveries should now correctly show the names of their paints
  • Fixed an issue causing AI to become stuck idle in their spawn locations
  • Quantum Fuel should no longer revert back to previous states when transitioning between server authority zones
  • Fixed an issue causing the Quick Interact Option for loot to not be displayed unless approaching from very specific angles (Players will now be shown the closest interaction to them withing range)
  • Fixed an issue causing player ships to despawn when spawning a second ship in their hangar, even if it wasn't on the landing pad
  • Firing a missile should no longer prevent the Gladius pilot from accessing their mobiGlas
  • Transitioning between server authorities should no longer change the tracked mission
  • Fixed multiple invulnerability points on the Gladiator Ship
  • Fixed an issue that caused players to get stuck with a "Repositioning Player" message
  • Fixed an issue causing the PAF Dish control terminal to not reset the card slots after streaming in the area after event resets
  • Fixed an issue causing the ATLS to teleport and kill the players when interacted with a tractor beam
  • The Defend Ship mission should no longer fail to spawn any AI when running the mission back-to-back
  • Fixed an issue causing vehicle landing gear to be left around the PU when the vehicle is destroyed
  • Fixed an issue causing some accounts to be unable to join a game server with the error code "60012"
  • First Person Radar should no longer be able to be used to scan to get AR markers and minimap markers
  • Klescher Prison Timer should no longer reset upon character death or rejoining the PU after a graceful exit
  • Fixed an issue causing Vehicle Renter To Textures to now show up on holographic MFDs
  • Players should no longer lose their previously equipped loadout upon leaving Klescher Rehabilitation Facility when respawn location is busted
  • Upon a Ship auto storing through leaving game or leaving hangar; on initial retrieval the Cargo should no longer disappear and lock the Cargo Grid from being used
  • Fixed an issue causing Non-stock components that are equipped to ships that have been claimed and stored will not persist upon entering a new patch
  • Fixed an issue causing a player account to get into state that is unable to respawn to chosen imprint location and respawns at nearest clinic instead
  • Eliminate Specific UGF missions should no longer fail when shooting at enemies at the mission site
  • Ursa Rover should no longer be missing its rear door and ramp
  • Instanced/Staging Hangars should no correctly Force Store/Close correctly when the Player Leaves via Elevator
  • Players should no longer get stuck with a black screen with current location of "INVALID LOCATION ID" on death
  • Fixed an issue causing players to sometime get matched with an inactive shard causing their character to become stuck and stowed on the shard
  • 'Checkmate Stroll' Courier mission should now correctly have a designated drop off point
  • Courier missions to Pyro Stations Refinery should now correctly have delivery markers
  • Additional non-mission cargo submitted at the same time as mission cargo should no longer be lost
  • Quitting the game while having a weapon unholstered on the left backpack item port should no longer cause the weapon to be lost upon relog
  • Fixed an issue causing players to sometimes not receive the reward from completing Wikelo's Intro Mission
  • Ping value should now show correctly when scanning with the Drake Golem
  • The Drake Golem pilot seat should no longer cause the player's legs to clip through when seated
  • Kopion targets for certain Kill Animals missions should no longer be incorrectly labeled as Maroks in the Contract Manager and Mission Objectives
  • The MISC Hull-C should no longer be immune to distortion
  • The MISC Hull-C elevator should no longer appear black when lowered
  • The Lucky Break Deadhead helmet should no longer cause the entire screen to become distorted
  • The MISC Starlancer Max engineering section should no longer be missing atmosphere
  • The Crusader Hercules Starlifter should no longer shift off balance when opening the ramp
  • The Anvil Valkyrie bottom turret glass color should no longer be incorrect
  • The Bartenders should no longer walk around and take player drinks and drink them
  • Fixed an issue causing the Anvil F8C Lightning engines to have audio while powered off

Known Issues

  • Multivehicle - PU - Vehicles / Quantum Travel - Ships streaming in or streaming out locations on a quantum travel jump has performance drops and frame freezing
  • Multivehicle - PU - Vehicles / Target lock - target lock is unlocked at random radar for targets is dropped
  • Multivehicle - PU - Vehicles / Target lock - target attacker stops working when a target lock is lost due to locking range or radar dropped
  • PU - mobiGlas - Asset Manager / NikNax - mobiGlas / Inventory / UI - The Assets Manager / NikNax app gets stuck at infinite loading and never loads assets
  • PU - Multivehicle - Vehicle Components / Bed Logout - Bedlogging in ships can break Quantum Markers
  • Anvil Valkyrie Series - PU - Vehicles / Components / Weapons - Valkyrie series is missing its mounted door turrets
  • PU - Mining / Saddlebag / Cargo Grid - Argo and MISC Saddlebags do not snap to the Argo RAFT's Cargo Grid
  • PU - New Babbage / Brentworth Care Center - UI / Medical Screens - Check-in medical kiosk is stuck on “Checking availability” loading screen
  • PU - Stanton - microTech - New Babbage - Brentworth Care Center - Medical / Locations - The medical kiosks have an infinite load and do not check players into rooms
  • PU - Locations / UI / Shopping Kiosk - Delivery location when purchasing any item is missing if the Player doesn't change the location in the drop down
  • PU - Ship Battles - Ace Pilot/Assault - Proximity Tracker - Action Area - Logic fails to continue when over 20km away from the tracked object or Action Area Origin
  • PU - Jump Points - Room System / Atmosphere / Vehicles - Jump Tunnels - Player will begin asphyxiating inside their vehicle at the end/after exiting the Jump Tunnel when travelling to both Stanton and Pyro
  • Graphics - UI - Shadows not casting in 3d Comms Call RTT window

References

  1. Star Citizen Alpha 4.1.1 - Release notes. Patch Notes - Comm-Link. Retrieved 2025/05/16