Star Citizen 4.10.3 PTU opens to all waves with build 13055118, a bigger Vanduul Incursion pass and a reworked Skarnov

4.10.3 is open to everyone on the PTU now. CIG moved Alpha 4.10.3 to All Waves on Friday, and Wakapedia-CIG’s patch notes went up at about 2:28 PM ET. The game should show VERSION 4.10.3-PTU.13055118. It’s still the US-only PTU channel with long-term persistence on, and the test focus is the same as before: stability, LTP between PTU builds, the Vanduul Incursion missions and the LBCO Skarnov rifle. If you’re catching up, here’s our first Wave 1 story and the follow-up on Wednesday’s build.
Full list of changes: official 4.10.3 PTU patch notes on Spectrum (also on the RSI Devtracker).
The changes that matter most
You can actually get to the fight now, and get paid for it. The notes say players should now be able to quantum travel to the Shattered Blade Raid locations, and contracts now correctly award their blueprint rewards when you finish them. Those two were the big blockers for anyone trying to run the Vanduul Incursion content properly. CIG also did an AI pass across the incursion sites, with three distinct attack layers, custom corridor routing to spread the defenders out, and reworked loot drops. On top of that, the Vanduul load their armor properly now instead of showing up unclothed, and you can’t stun or tractor beam them anymore. Mauler health was also cut to offset its earlier weapon damage buff.
The Skarnov got a real rework. Per the official notes, energy damage per shot goes from 10 to 30, the electron chain jump range goes from 3.8m to 7.5m, and the rifle’s mass drops from 4.9 to 2.9 (the magazine goes from 1.12 to 1.05). The damage falloff floor had been set to 30 while base damage was only 10, so the minimum was higher than the base. It’s now 20 against a base of 30. The fun one: all ten of its firing report audio triggers were empty, so the rifle made no firing sound at all. They’re filled in now. The barrel port also takes energy barrels instead of only ballistic ones. Earlier in the week, designer ZacPreece_CIG had described the damage change as 27 to 30 and mentioned a damage bug. The official notes say 10 to 30, so I’m going with the notes.
The shop lockout and the Collector contract. Both are listed as potential fixes. One is a failed shop purchase timing out and then blocking every purchase after it until you changed servers. The other is the Collector intro contract not showing up in the contract manager, which blocked the whole Collector mission line. CIG also lists a potential fix for hostile AI ships in bounty and mercenary contracts sometimes not shooting back.
Other potential fixes cover mobiGlas landing services stuck on “Processing” or “Blocked,” duplicate cargo piling up in the freight elevator after Recover Cargo contracts, and autoland not completing “Land at LEO” in the New Player Experience. There’s new loading screen art too.
Still unknown: CIG hasn’t given a live date for 4.10.3, and since this is still a PTU build, numbers like the Skarnov’s can change before it goes live.
PPR take: This is the build where 4.10.3 starts to look like a patch I actually want to play. The shop purchase lockout has been one of those bugs that makes you just log off, and the Collector contract being blocked meant a whole mission line was off the table for some people. If both of those hold up on Live, that’s a big quality of life win. And a Skarnov that actually makes noise when you pull the trigger? About time…lol. Going from 10 to 30 damage with a longer chain jump is a huge swing on paper, so I’m curious whether it lands as a fun energy rifle or gets pulled back before Live. Either way, if you’ve been waiting for your wave, go jump in, hunt some Vanduul and send CIG your feedback while it still counts. o7
STAR-KRBQ-RNS9 gets you bonus starting credits.