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Star Citizen Alpha Patch 4.3.2 Alpha Patch 4.3.2 has been released to Evocati to test!

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 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

Author: Fhexy
Published 07:56 03.10.2025