⚠️ [Evo NDA] Star Citizen Alpha 4.7 – PTU Patch Notes
Build: 4.7.0-PTU.11399345
Date: March 6, 2026 – 21:38
Audience: Evocati only (Wave 1 possible this weekend if the build validates)
Servers: PTU Channel – US only
Long Term Persistence (LTP): Enabled (please report early LTP issues between PTU builds)
Note: This patch does not include all intended features yet. Content will be added iteratively as it becomes available. Some features may be partially implemented and not ready for testing (and may be removed). Once features reach a playable state, they’ll be detailed in the notes and added to Testing Focus. Please report issues related to Testing Focus (and general gameplay) via Issue Council.
🎯 Testing / Feedback Focus
- Stability, bug fixes, LTP between PTU releases
- Operation Breaker Station and locations
- Inventory Rework inclusions
- Crafting / material distribution inclusions
- Engineering / vehicle armor updates
- Radar-based aim assist
🧯 Known Issues
Note: Music around the PU is disabled in this build.
- PU / ASOP / Locations: Hovering the mouse over a different vehicle in ASOP while attempting to deliver a specific vehicle may deliver the other vehicle instead.
- PU / ASOP / UI: Vehicle info can appear blank when requesting hangar delivery through ASOP.
- PU / Art / Lighting: Lighting is in the wrong state in multiple PU locations.
- Nyx/Levski / Transit: Going prone in a moving Limbo elevator carriage can cause the player to fall out of the carriage.
- Starmap / mobiGlas / UI: While in a cockpit, the Starmap is zoomed into the ship instead of showing the system/region.
- Nyx / RCD: Catalyst rack screen in the Warehouse Control Room is missing an interaction prompt.
- Nyx / RCD: Lasing Catalysts can’t be detached from the monorail.
- Nyx / RCD: Powercell loses collision and can no longer be attached to item ports after being detached from the monorail.
- Nyx / RCD: Printer hopper closes and the screen loses power after printing one lens.
- Nyx / RCD / Medical: Medical imprint cannot be set at Exclusive Medical Bay locations.
- Nyx / RCD: Breakable ice entity visibly remains intact after shooting icicles.
🕹️ Features & Gameplay
Gameplay
Operation Breaker Station – Polish
- Moved missions to the Ship Mining Contract category.
- Additional polish to location art, LOD, lighting, and audio.
🎒 Inventory Redesign
The inventory system has been fully redesigned to make managing and equipping items significantly faster and more intuitive.
Two-Panel Layout
- Inventory now uses a two-panel layout.
- Default: personal inventory on the left, nearby external inventory on the right.
- Panel contents are interchangeable.
- The same inventory can’t be open in both panels at once.
- If personal inventory is opened on both panels: left defaults to backpack, right to core inventory.
Nearby Inventories
- Nearby inventories (cargo containers, backpacks on the ground, bodies) are auto-detected when opening inventory.
- They appear as tabs across the top of the UI, allowing transfers without interacting with each container individually.
- Hovering a tab highlights the corresponding container in-world; if off-screen, an arrow indicates direction.
- Terminal inventories (item bank, freight elevator) are separate and not part of the nearby tab system.
- Two players cannot access the same inventory at the same time; the tab appears greyed out until available.
Equipment Panel & Paper Doll
- Equipment panel on the left shows your held item and holstered weapons/tools.
- Attachment slots are visible for the held item.
- Clicking a slot filters inventory panels to show items valid for that slot.
- The paper doll character view appears in the center; zoom with mouse wheel.
Moving & Equipping Items
- Drag & drop between panels, onto paper doll equipment slots, or toward your feet to drop.
- Right-click context menu: Equip, Open Inventory, Hold, Rename, Drop.
- Dragging from external inventory or paper doll into your personal inventory auto-places in priority order: Backpack → Core Inventory → Legs.
Search, Sort & Filter
- Search bar finds items by name within the currently displayed inventory.
- Sort by SCU size or item name.
- Category filters can show/hide item types.
Stack All
- “Stack All” combines all stackable items within an inventory in one action.
- Items must be truly identical (same stats and wear state).
🧰 Crafting
Crafting is now available, allowing players to use gathered materials to produce items via a new deployable machine called the Item Fabricator.
The Item Fabricator
- Placeable crafting station purchasable from refinery shops and retrieved through the freight elevator.
- Once placed in a hangar or base, it’s the hub for crafting and dismantling.
- The door must be closed before moving it with a tractor beam.
Blueprints
- Crafting is done through blueprints defining required materials and outputs.
- Players start with a set of default blueprints on their account.
- Additional blueprints can be earned as mission rewards and appear in the Fabricator once obtained.
- In 4.7, blueprint rewards are randomized across dozens of missions (Gilly, FPS, industrial missions), with some larger missions offering exclusive blueprint chances.
- Blueprints are account-bound and persist through death.
Material Quality
- All mining mineables now have a quality value (visible in mining UI, inventory, crafting UI).
- Quality persists through refining (Iron Ore → Iron retains quality).
- Quality directly influences crafted item stats: better inputs = better performance.
Crafting an Item
- Open the Fabricator and select a blueprint.
- Each blueprint shows required slots and which stats each slot influences.
- Assign materials manually or auto-fill with best/worst available.
- Double-click a material to place it in the first valid slot.
- Slots may have minimum quality requirements.
- Materials can be removed before confirming.
- Choose a delivery location: local inventory (if in range) or the machine’s cargo grid.
- Delivery location is remembered when switching blueprints.
- Crafted items show their crafted stats in the tooltip.
Crafting Queue
- Starting a craft takes you to the queue view.
- Separate queues for crafting and dismantling.
- Items can be moved between in-progress and pending, and delivery locations adjusted per item.
- History tab shows completed jobs.
Dismantling
- Items with a crafting recipe can be dismantled to recover materials.
- Player-crafted items return materials at the same quality used to craft them.
- Looted/non-crafted items return materials at a flat default quality.
Material Distribution Overhaul
A major update to ship and FPS mineable distribution aims to make specific resources easier to find (especially ship mineables).
- Pyro has increased chances for higher quality materials.
- Not final; distribution will change later with Planet Tech v5.
Ship mineables changes:
- All rocks are now 1 resource + inert.
- Resource SCU within rocks reduced across the board.
- Rule of thumb: the more valuable the resource, the smaller the SCU size (with drastic reductions for high-value materials).
- Janalite added to the surface of some planets and moons.
- Mineable locations updated on planet/moon starmap records.
🛡️ Engineering Gameplay
Shield Balance
- Increased overall shield health.
- Shield variances brought closer together.
- Energy weapons now deal more damage to shields.
Armor Balance
- Minimum damage threshold for projectiles to penetrate vehicle armor.
- Ship roles matter more for damaging heavily armored ships.
- Full-health armor blocks certain projectiles from damaging armor/ship/components.
- Once armor is lowered, smaller rounds can damage ship/components.
Life Support
- Increased Life Support cost to maintain atmosphere.
- Decreased exchange rates from Life Support to rooms.
- Decreased exchange rates between rooms.
Radar
- Assigned power affects aim assist.
- Increased power demand for all radars.
- Activation power is the same or lower.
- CS is only picked up on ping.
- New radar items added and should be available in-game.
🎯 Radar-Based Aim Assist
Aim Assist Range Now Tied to Installed Radar
Ship aim assist is now governed by the radar equipped in your vehicle instead of a uniform fixed distance.
- Effective window depends on radar model and power tier
- Defines min/max activation distances
- Upgrading radar extends engagement range
- Smaller/lower-powered radars provide assist at closer ranges
A retention buffer was added:
- Once aim assist locks within range, it remains active briefly beyond the listed maximum distance
- Prevents flickering when maneuvering near the edge of the engagement window
New Radar Variants Added
Many new radar variants were added across multiple manufacturers and ship sizes (S0–S3), expanding loadout customization.
- Each variant tuned with distinct aim assist range profiles
- Recon units tend toward longer windows
- Combat units tend toward tighter, more aggressive profiles
Manufacturers with new variants:
- Basilisk: new S1 & S2 combat models including Prophet and Cassandra
- CHCO: expanded S0–S4 lineup including FullSpec, BroadSpec, Observer variants across multiple grades
- Garuda/Gorenberg: new S0–S3 options including Tige, Vigilance, Savoir, Fidele, Resolu, Devoue
- Navegante: new S1 & S2 sensor arrays including SNSR5, SNSR7, and extended variants
- Wilon: new S0–S3 options including Abetti, Agrippa, Anysta, Capsulo, Socoria
Author: FhexyPublished 18:12 09.03.2026