Display MoreHappy Wednesday, everyone!
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Star Citizen 1.0
Following the reveal of Star Citizen 1.0 at CitizenCon 2954, we’re excited to introduce a new addition to Release View in the Public Roadmap. This column outlines the high-level objectives for the 1.0 persistent universe, offering a clear vision of where we’re headed. While it’s not a comprehensive list of every feature, it highlights the core goals that will shape the 1.0 experience.
This new column represents our development journey toward 1.0, allowing us to continuously release features and content ahead of, and leading into, the official 1.0 launch. As features/content are completed and ready for the next Live patch, they’ll migrate from the Star Citizen 1.0 column into a dedicated patch-specific column. This approach lets us deliver regular updates to Live servers while giving you a clearer picture of what to expect from the 1.0 experience overall.
Head over to Release View to see the full overview, and don’t miss the final panel of CitizenCon for an in-depth look at the path to Star Citizen 1.0.
Notable Changes for October 30, 2024
Release View
The following cards have been added to the Alpha 3.24 column on Release View:
MISC Starlancer MAX
Building, balancing, and implementing MISC's large multi-crew cargo ship, the MISC Starlancer MAX, into the game.
Argo CSV-SM
Building, balancing, and implementing Argo's flatbed hauling ground vehicle, the Argo CSV-SM, into the game.
RSI Polaris
Building, balancing, and implementing RSI's corvette, the Polaris, into the game.
Anvil Hornet F7C-R Ghost MkII
Building, balancing, and implementing Anvil's stealth fighter, the Hornet F7C-R Ghost MkII, into the game.
Anvil Hornet F7C-S Tracker MkII
Building, balancing, and implementing Anvil's pathfinding fighter, the Hornet F7C-S Tracker MkII, into the game.
Acidic Caves
Implementing the acidic cave archetype, coming to both the Pyro and Stanton systems. Adorned with luminous pools of water and dramatic stalactites and stalagmites, these caves provide a captivating setting for exploration, FPS missions, missing person missions, and more.
Rock Caves
Implementing the rock cave archetype, coming to both the Pyro and Stanton systems. Illuminated by bioluminescent mushrooms, these caves provide a unique atmosphere for exploration, FPS missions, missing person missions, and more.
Additional Player Customization
Following the release of the new character customizer in Alpha 3.23, this update adds additional hair and facial hair options, as well as face piercings.
Multi-Tool Updates
Bringing the multi-tool in line with Squadron 42, including adding additional functionality like cutting (for specific scenarios), repair, and updates like improved handling, integrated UI, and the use of batteries to operate it.
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Upon review of the support required for Server Meshing, Pyro and general stability of 4.0, we made the choice to temporarily remove several deliverables from the 4.0 release to free up necessary Engineering bandwidth to prepare for launch. This list includes Engineering Gameplay, Life Support, Fire Hazards & Fire Extinguishers, Charge and Drain and Transit Refactor. We're aware that many of you are looking forward to these features, especially Engineering Gameplay, but rest assured that we're committed to pulling these back in as soon as possible.
Meanwhile, several features that were planned for Alpha 4.0 have been pulled forward into Alpha 3.24.2, such as the new Vehicle HUDs and MFDs, Network, Additional Player Customization and the Multi-Tool updates, as those were far along enough for us to bring them to you all sooner, rather than later. Additionally, the addition of Resource Network allowed us to partially deliver on some of the core Engineering Gameplay functionality in the form of the updated Power Management MFDs, with more to come.
Therefore, the following cards have been removed from the Alpha 4.0 columns and will reappear in an incremental patch once we have more details on their timing.
Life Support
Implementing the first iteration of onboard life support systems in ships, which entails a ship component that generates breathable gas when turned on, and management of said life support component within the vehicle loadout manager.
Engineering
Allows players to manage, maintain and repair various ship systems. Players can assume different roles that each provide a unique gameplay loop. With Engineering Gameplay, players have to contend with item degradation, malfunctions, and power management.
Fire Hazard
Implementing the Fire Hazard system, which tracks fire & temperature on static and dynamic objects. For the initial release, fire will be set up on a select few vehicles.
Fire Extinguisher
All tasks required to implement functioning fire extinguishers in-game. This feature will work alongside the fire hazard system.
Solar Burst
Solar Bursts are dangerous natural disasters that happen regularly around older stars like Pyro. In these instances, the sun erupts with an high energy particle wave, generated from its surface, traveling at 15% the speed of light through the entire star-system. This dangerous high energy particle wave can be avoided by hiding behind other objects that are big enough.
Charge/Drain
Adding the ability for players to drain, store, and charge objects with power using the multi-tool. Includes the ability to overcharge objects and also remove distortion damage.
Transit System Refactor
Reworking the Transit System used for trams and elevators.
That's all for this week! Join the discussion on Spectrum.
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