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Hello everyone,
Last week we released Star Citizen Alpha 3.2 to the live servers, marking our second successful quarterly release. Several new and updated ships were made available for pledge along with the release, and the MISC Prospector became a permanent addition to the RSI Store.
In the 72 hours since release, we’ve seen an incredible amount of community created content submitted to the Community Hub, and we encourage you all to check it out. We browse the Hub regularly, and it continues to be a powerful source of inspiration.
Now, with the release of Alpha 3.2, we look ahead at making improvements and refining the patch, so keep hitting the servers, report bugs to the Issue Council, and hit the feedback forum to share your thoughts on a specific item or feature.
We’ve also got another opportunity for you all to get creative and compete for some pretty epic prizes in our Origin 600i Commercial Contest. The Community team has been planning a wide variety of activities for you all to participate in throughout the year and into next, with no shortage of sweet prizes. So even if this contest isn’t for you, we’ve got some exciting stuff coming, with more ways for you to leave your mark on the Star Citizen universe. (Seriously, we’re doing more contests in 2018 than EVER before!)
Lastly, let me direct your attention to this week’s Community MVP, TexasSkulls, who updated their robust Trading App to accommodate Mining in Alpha 3.2. Congratulations!
With that, let’s see what’s going on this week:
Every week on Calling All Devs, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. Today, we address questions regarding multi-tools, keybdingins, and more. Watch the full episode here. As always: You can submit your questions for consideration in future episodes of Calling All Devs here.
Tuesday will be dedicated to bringing you an all new episode of Loremaker’s Guide to the Galaxy, this time exploring the Cano System.
On Wednesday, the US offices will be closed for Independence Day, but that won’t stop the content! Look out for an explosive screenshot contest on Twitter, and the release of our Drake Vulture Q&A.
Thursday will welcome another episode of Around the Verse where we’ll take a look at the latest Star Citizen news with a project update.
If somehow Around the Verse wasn’t enough to whet your appetite, buckle in: we’ll also be releasing the Monthly Studio Report for June this Thursday as well.
Lastly, make sure to tune in on Friday for another episode of Reverse the Verse, broadcast LIVE at 12PM Pacific on our Star Citizen Twitch channel. This week, we’ll sit down with Todd Papy to discuss all things Design, so keep an eye out on Spectrum for the questions gathering thread!
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it in this section. The highlighted content creator will be awarded with an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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TexasSkulls has created an application that records prices across all possible trading locations, then displays that information in a relevant way to help aspiring merchants maximize profit during their cargo runs. With the release of Alpha 3.2, Texas has updated the app to include Mining!
Please join us in congratulating TexasSkulls for being this week’s MVP!
Die Entwickler von Star Citizen geben den Alpha Patch 3.2.0 frei. Das Update fällt umfangreich aus - das Changelog liegt bereits vor. Demnach könnt ihr nach der Aktualisierung Bergbau betreiben und so Materialien sammeln. Zudem wird mit der Star Citizen…
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Today, we release our quarterly update to the Star Citizen Alpha Persistent universe, Alpha 3.2. In the new patch, Star Citizen players can use the Prospector ship’s mining arm to gather and sell resources harvested from the three moons, adding new gameplay and a huge resource to the game’s burgeoning economy. This economy comes into play in an entirely new way: 3.2 dramatically expands the number of items players can purchase at in-game kiosks with their hard earned in-game currency.
On the technical side, Alpha 3.2 dramatically improves upon the grouping system, delivering on the Star Citizen community’s most requested feature stemming from a vote in March of 2018. This new feature enables up to fifty players to travel the universe together as they enjoy the game’s more than thirty varying, procedurally-generated, mission types. NPC ship AI has also been improved with new behaviors that give in-game enemies a lot more teeth.
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Star Citizen Alpha 3.2 also adds several new flyable ships and playable weapons and armor, adding to its impressive stable of more than 60 ships and 300 in-game weapons, armor and character items. New playable items include:
One new ship weapon and three new personal weapons for players to unleash mayhem upon their enemies
Six updated “Legacy” armor suits created by various in-game entities that hearken back to years gone by
Kiosk systems – enabling players to purchase numerous in-game items using in-game currency, from remote locations across the Universe
In addition to the new flyable ships added in 3.2, the MISC Prospector has now been added as a permanent addition to the pledge store
And more!
And of course, you can read the comprehensive Alpha 3.2 Patch Notes here.
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Remember, while there’s a lot to explore in Alpha 3.2, the game is still just a portion of the Star Citizen experience! You can help the team improve future releases by reporting bugs and other issues using the Star Citizen Issue Council. The amazing feedback from Star Citizen backers is what has allowed us to interate on the PTU so quickly, and we’re eager for feedback about the Live release as well. You can access the Issue Council here.
Finally, we would be remiss if we did not thank our incredible community of PTU testers for helping make this patch the best it can be! Your dedication is exemplary of the UEE’s finest defenders!
Chris Roberts Traum von einem persistenten Sci-Fi-Universum mit Tausenden von Spielern ist zwar nicht - wie ursprünglich geplant und kommuniziert - 2014 erschienen, soll aber laut den Entwicklern noch in den nächsten Jahren tatsächlich Wirklichkeit…
Writer’s Note: The Knowledge of Good and Evil: Part Two was published originally in Jump Point 2.10. You can read Part One here.
“I know right. Debt ‘s debt.” Eve’ rat know that.
She stop cold. “You think that you are incurring a debt by staying here?”
“Ain’ I? Wha’ I’m suppose think? An I see one an’ ‘m null gon’ jus’ be here an’ . . . null tha’ . . . I won’ be your slave!” Start lookin for way out tha hall ta secure.
I stop cause Mom Super raise her hand. Slow like. Like she do ta quiet tha meal hall ‘fore meal. Hadn’ expected her ta be calm like tha’.
“If I gave a way to repay your debt, would you stay?”
Mom Super got wha’ she talk. Work got, ‘nough ta pay debt. Off some, an’ diff from Bazaar, lock tha’. Bes’ deal ‘m got ta stay with tha Sisters. Rules some, bu’ null like Blues or Bazaar Bosses got. ‘bout now ‘m start figure tha Sisters weren’ part tha Gov. If they’s Gov them give H-kit, like tha Gov.
Problem that. Big got problem when rat got no Hygiene. H-kit got thing like razor. Razor ta shave my head with. Razor I need an don’ have. Head gone ta fuzz a’ready. Tha’ mean ‘lot on streets. Mean rat got i’ in ‘em to go ‘gainst rhyme an’ honor. Mean might give up on tryin’. Creepers and slavers watch ta pounce on fuzz heads.
Walk out tha room an’ rage some ta Mom Super ta get razor. Mom Super ‘most yelled back. ‘fore ran off back ta my room.
‘magined her comin’ through tha door an chokin’ me. I seen creeper do tha’ once.
Mom Super got ask me straight later, “What would you do with a razor young one? Why do you need it so?”
Sisters an’ Mom Super don’ have null clue. I’m hoarse from yelling an wound tight. A’most missed tha ask.
“Wha’ ’m do?! Shave my damn head! Wha’ tha hell else Craz Oldie? Wha’ else i’ good for do with? You know how tha creepers like ‘em?”
“Your hair is a danger to you?” Mom Super ask.
“Hair too long an’ you be gone. Don’ sleep flat for creeps ta get at. Eat food paste or you waste. Know tha rhymes live long times. Stick ta’gether in bad weather. Hoardin’ creds will get you dead.”
Mom Super look ‘round at tha other three Sisters in tha door ta my room. One them reach in bag an’ pull out one sealed H-kit like tha kind I got from tha dispenser once month. Mom Super take i’ an’ hold i’ out ta me.
Snatch i’ null lookin’ at her an’ I head ta corner tha room an’ reflec on tha wall. Big reflec but I don’ need much an sit on floor. Back ta tha door but can see ‘em in the reflec. Them watchin’ as shave tha head fuzz quick like rats got do. Sisters standin’ in tha door outbound one-an-one til only Mom Super left.
“It’s a sad thing to see.” Mom Super say soft. “Red hair is very rare.”
Finish las’ pull move a’fore her sayin’ sunk in.
Turn an’ look at her. “Is?”
“Yes. Very.”
I don’ know, but tha’ look Mom Super got shake me cold for days.
* * *
Interestin’ now tha’ some Sisters would come an’ ask me if could fix some for ‘em. Each nex’ got harder thin’ ta fix. Sometime it some basic an’ big. Sometime it some complex an’ small. Air mover ta some bedrooms stopped. Solenoid switch on machine gone bad. Malfunct ligh’ in tha hallway. Sometimes, mobiGlas like tha kind spacer use. Other time some buggy engine. Eve’ time it got be some’ I neve’ seen or neve’ fix b‘fore. I think ta ‘self tha’ Sisters didn’ know tha’. ‘m learn them tech an’ gear while ‘m work.
Still ain’ got lock on angle Sister play ta. Got think ‘bout Bosses or creepers or slavers workin’ on some rat like. ‘magination come up with like wha’ ‘m hear on street ‘round Bazaar. Ain’ EZ ta stay smart ‘nough ta null trus’ thin’ tha’ sound like street gossip. Eve comin’ from me.
Got parts an’ gear ta fix for days when Mom Super show up a’ my shop.
“Follow me.” She say. Turnin’ she lead me down tha hall an’ back ta main floor and started headin’ ta big door ‘m null got through yet. “Your choice to remain here is a bold one, and you have proven good on your word and not tried to leave again. I believe we should make a gesture of good faith in return.”
Reached tha door. Aft’ she look ove’ her shoulder a’ me she press hand ta tha door release. Pressure seal door slide back an out. Sisters coat norm block view ‘fore I got glint. This time Mom Super step back an’ ‘most push me in.
Light ‘m step into blind me some.
Null tha’ bright jus’ more ligh’ than tha hallway. ‘m look a tha floor. Dark metal like tha hall but cleaner. Null dus’. None jus’ cleaner eve’ thin’ clean. New? ‘bout when ‘m think tha’ my eyes a’just ta light an’ ‘m look up.
‘m couldn’ breath.
Three high a stack rows tall. Leas’ ten meters. Rows wide an’ so long can’ see ’tha end from tha door. Them got books like ‘m in pics. Neve’ see real ‘fore. Oldie info that. VID term, an’ storage media a more types than ‘m know. Figures how some Sisters spend days in here.
Jump some when Mom Super say some an’ break tha quiet.
“You can come in here at any time you’d like, young one. This Library is our most holy place, but the freedom to access knowledge is equally sacred to us. We have been remiss to keep this from you. We have all sorts of information here. What is kept in the Holy Vault is only for members of the Order under seal of the confessional, but all else is yours to explore. The door will now open for you and the Sisters are always willing to help if you need anything.”
“Won’ do much good ta me lady. Can’ read none.”
How come eve’ time Mom Super smile ta me like that an’ I say some she got cry?
She daz like got hit hard, “That’s . . . I had assumed . . . with your skills, I mean. We will have to . . . um . . . How foolish of me.”
Mom Super stared me like. Like ‘m ghos’ or some. She drop her head an’ say some ‘m null hear. When she look ta me ‘gain got look like she ragin’ ‘hind her eyes. Lady move from tha door an’ point ta hallway. She lead though ‘m couldn’ tell where we goin’.
Thought I know tha whole Hall by now bu’ Mom Super stop fron’ door I neve’ been ta. She open i’ an’ make like ‘m suppose ta go in. Small. Got desk an’ VID screen on tha wall. Maybe half size my room.
Mom Super walk ta screen an’ press button ‘n tha side. Flash an’ then i’ come on. Aft’ few boot screens, comp vid Human walk from tha side like ‘em come in ta room like real person do. Got see move top tha screen. Cam doin’ sweep tha place. Done lock on us.
“I’ve brought you a new student.” Mom Super say. ‘most hide her anger.
“Wha’ Lady got ta be rage ‘bout?” ‘m think. “Tha’ her didn’ know ‘m null read?”
Vid screen Lady star’ gabbin’, “A student. One to be taught. Very good. Where shall I begin?”
“The beginning.” Mom Super say.
“Well and good. And you are the pupil?”
Cam move jus’ ‘nough ta know lock on jus’ me now.
‘m look ta Mom Super an’ she jus’ lookin back ta me. Wet eyes some. Figure tha’ ‘m got ta answer.
‘m mos’ cold ta bone. School dead danger ta street rat. Gov Schools free bu’ you spend any ticks there an’ wouldn’ make ‘nough. Some rats starve cause ‘em null make deals.
Know ‘nough ta got numbers. Know ‘nough ta speak straight an’ crook. Know ‘nough ta fix gear. School learned? Like Up folk? Like my cot?
“Sure.” All ‘m think ta say.
Screen prog stat gab ‘gain, “Please sit student, we are about to begin.”
“The program will teach you if you choose to learn from it. It can go as fast or slow as you need. You may consider this part of your work for us as well.”
Tha’ las’ from Mom Super an’ she outbound.
Wha’ got Mom Super raged? An’ ‘m got ta listen ta comp prog? Hell. Teach prog got ta work righ’ then. Null got time ta think ‘bout danger a learnin’ too much. ‘m got new work from tha lady. I neve’ work like this in my life.
* * *
Found new kind of hunger in tha’ room. Sit in tha’ classroom for long stretches. Only leave ta eat or relieve myself. I spend hours more a day there than had ta.
I realize I been starved for information when I’m given more than I can handle but not as much as I want. I’m addict ta it and the drug is free. Learning is no debt. Maybe that why the bosses on the street don’t want rats ta get it. Teach program pushes me hard. It keep lessons comin’ as fast as I complete ‘em.
“High Impact Learning” what teach prog call it. Cumulative points, none percentages. Almost neve’ have to hear lectures. Everything a conversation.
English, Grammar, Ancient Earth History, Math, Biology, Psychology, Sex Ed, Mechanics, Social Studies, Interstellar Commerce, and Physical Activities all covered. Standard Ed for UEE. Even know what the UEE is now.
80 to 90 hours a week I work on my school. Would spend more if I didn’t need to eat an’ sleep so much. An’ Sisters still wan’ me ta fix gear. Got hard time ‘tween fix gear like ‘m good at an’ wan’ ta learn book work. Book work start ta win that. I write essays, I listen ta books, I track my health for PE. I even start going back into the library to read books for school.
So much time passes without my realizing.
Got back to the room one night and see myself in the mirror. I stare into it for almost an hour. I been missing the inches I’m growing up and hair I’m growing out. Shit.
It makes the girl looking back at me in the mirror even look like a girl. She looks like me, except with hair and tits. At first I’m scared to notice.
Tits are still small enough they’ll be easy to hide, but I have hair. Does hair mean what the street says it means? Hell, if I can keep street learning from mixing with book learning now. The impulse to shave it off in haste and fear grips me hard. I almost do it. Almost.
Instead, I dare myself to leave it. That seems to work. I dig through my hygiene kit for the comb I never use. I watch fixated as I pull the comb through my hair and feel the tug against my scalp. I’ve been moving it out of my eyes for how long? Crap. I null know. Been dealing with it but always absentmindedly. Never looking in the mirror. I look in the H-kit again and see the razor. Still in its wrapping. Back in the mirror I catch someone that looks like I’m supposed to but different. She has red hair. Touching it is like touching danger itself. It’s part of me. Maybe it’s a warning to the world that I’m more dangerous now.
I fall asleep to the feeling of hair on my neck. It’s warm. They never tell you about that part on the street. They don’t tell you a lot.
Education Levels pass by. I start out at level 3. Don’t even count the months. Day comes, night comes. Frustration and anger. Success and wonder. Don’t care much about how long it takes, the information is what matters. By the time I get to level 10 work, I’m doing the good stuff like tech.
Days do get long though. The Sisters spend most of their time in the Library. If too many of them are in the Library at one time the halls start to feel dead. That pulls me there. The library is the only place in the Hall that feels alive sometimes. Once I started to read some, I started going there and found that books can be alive all on their own. Sometimes the books even have people in them. Some alive. Some dead. Some real, others not. I get to watch those characters live, play, fight and win. The second time I close a book hiding tears, Mom Super catches me.
“You should take a break from the tragedies for a while I think, young one. You might try these for a spell,” she said leading me to a bookcase I hadn’t randomly selected for raiding yet. “They are not as intense but may be to your interests.”
She may be strange sometimes, but she can read me easy enough.
I look on the shelf she’s led me to and only see some old storage drives. They look ancient. “I don’t want to break them.”
“You won’t, dear, they are quite sturdy.”
With Mom Super’s blessing I take one down and over to the nearest terminal. Takes me a second to figure out the connectors and boot sequence for the thing. Old, like most things around here. I get it working and open the primary file. On it are technical manuals for COMM Tech and COMP Tech for a ship I’ve never heard of. Even ship drive schematics from only a hundred years ago. Tear down instructions, maintenance schedules, even revisioning logs from one version of a thing to the next explaining what changed and why.
Everything a spacer might want to know about her ship.
I’m still a gear rat, just with more skills now. It’s not tech to take apart, but I’ve been creating universes in my head for the books I read. I know I can do the same for this tech. That and all the tech jobs for the Sisters. I know how to fix a dead VID terminal from a hundred years ago, and I know how to imagine an’ make things real.
So I study. As I do, more technical data, notes wit helpful hints for using the terminal, even meals all start showing up at my new hermitage at the terminal in the Library. It’s infuriating. Who? What do I owe them? It’s touching. It’s dangerous not to know who I owe what, but I accept it all the same because I have a plan now. Anything that helps is worth taking. When I get out of here, I wont be just a gear rat. I’ll be a pilot.
On my own SHIP.
* * *
One day word comes that one of “our ships” has just entered the system and is returning. It takes me a second to remember that this isn’t a plot from a novel.
“We have ships?” I ask the Sister. “And that word is plural. The Sisters have more than one ship?”
I don’t get an answer, but she tells me that everyone is assembling in the entry hall. Normally, it’s a common side hallway. I’ve never seen anyone enter or leave as long as I’ve been here. It barely registers that the door is there as I join the Sisters in waiting.
Standing among so many people all in one place starts making me uncomfortable. I realize that I’m more used to being alone now. We all stand with the foremost in a semicircle facing the door. I make my way to the front to be near Mom Super. The Sisters close around us making sure not to give me a straight path out the only exit to the place. The door opens inwardly like it did that night years ago. Years. I shiver thinking about it.
A lone figure is standing outlined by dust and setting sunlight in the shadow being cast by something tall outside. A full face helmet covers her head and the rest of her is covered by a space suit. A sleek, black, beautiful, and expensive suit. I immediately try to take inventory of the suit and its status lights. It’s the gear rat in me still looking for something to fix and charge her for. Or maybe I just want one like it.
As my eyes try desperately to make out the suit better, I realize she’s carrying two metal cases. Each about one meter long and half a meter tall. They aren’t very thick, but they are obviously very important by the size of the locks on them.
She steps forward to meet Mom Super and puts down the cases beside herself as they come to a stop in front of one another. The door closes behind the newcomer and, once shut, she removes the helmet.
Long dark hair fall past the shoulders of a young looking woman with tired, teary eyes. As the normal dusk light settles in the hallway, she speaks.
“Mother Superior! I have returned in honor to my Oath, in honor to our order, and freely of my own choice. I bring the knowledge collected on my pilgrimage. Twice copied for us and again two more for our sisters of the other Hall. I return to my sisters the ship given me, the money given me plus a great sum more, and I return myself in hopes of peace and understanding among my sisters.”
The last words echo off the high walls and fall silent. Mom Super just steps forward and hugs the woman. Others attend to the cases. One case heads toward the meal hall. The other, handed to a Sister who heads to the library. As it opens to allow her and the second case in, I see her turn and head toward the Holy Vault, but the door closes before I can see how she gets in.
Other Sisters in the hall start talking about the new woman and calling her the Returned.
The Returned and Mom Super walk toward the meal hall together. It’s too early for dinner, but everyone is following them, so I do too. I catch more conversation about “the sacrament” as we fill the benches. The short table with five stools that normally sits empty next to the Mom Super now has the Returned at it with the case in front of her. She stands and bows slightly, first to Mom Super and then to the room of Sisters.
I think, “Since when do the Sisters bow?”
They’re a religious order, sure, but they aren’t like the Xeno Cults or Tech Worshipers. I always thought they used the religious angle so they’d be left alone.
The Returned unlocks the case with some sort of code, a key, and then a voice print. She opens it and reveals 20 blocks that look like data drives.
Mom Super Calls out, “The Holy Sacrament of New Knowledge.”
The Sisters all reply as one, “Thanks be to God.”
Each Sister produces a mobiGlas from their pocket and puts it on. I’ve seen some of these models before, worked on them. I haven’t seen so much tech gear in one place in years. It’s like watching flowers bloom as each one winks on.
Someone touches me. I jump.
I’m just on edge is all. This is a lot to take in. A Sister I don’t recognize had done it. Her newly revealed mobiGlas is running a boot sequence as she points to the front of the room. Mom Super, calling me over.
I approach Mom Super, and she begins to smile. Never a good sign. Things go craz when Lady does that. She reaches out a hand to me, “Take it young friend. We would not keep this moment from you.”
“What?”
She laughs a little.
“We’re going to share access to the information the Returned has brought us,” she says. “You may search for whatever you like, however you like. We ask only that you share what you find interesting. Just follow the lead of the Sisters. It has been some time since we had a guest present for the sacrament, but it is allowed.”
A weight falls into my outstretched hand. I know what I dream it to be, but what it can’t be.
“This is yours, young one. A testament to your hard studies that have made even the Sisters envious of your diligence.”
A slim black and blue case rests in my hands. Careful inspection shows no maker’s mark or logos. I open it like the treasure chest I know it is.
A mobiGlas. Top of the line model with a blue crystal scrawl along the side. The world starts to go fuzzy.
None. That danger. No! ‘m null cry! If I cry ‘m weak an’ tha ‘thers will . . . I look around through my tears. I see smiling Sisters with whom I have always been safe. Will always be safe. I still can’t let myself. I choke back the tears and look Mom Super in the face. Unable to meet her eyes fully.
“Uh, thanks,” is all I get out past the tightness of my throat. I turn and bolt to my seat; desperately not wanting to be the center of attention anymore.
The same Sister who nudged me earlier whispers that they will wait till I’m ready.
Sheer panic.
I fumble with the mobiGlas and finally get it turned on. In a moment a blinking cursor presents itself on the screen. Ready.
I look at Mom Super, out of breath. She nods.
Suddenly, I feel cold in the vastness of the information I have access to. So much; more than I could learn in a hundred lifetimes.
It takes hours listening to this or that thing a Sister finds or just pushing through one set of data or another. The hardwood benches normally don’t bother me, but four hours of economic reports, social news and statistics is a bit long to just sit around with my legs falling asleep. Mom Super got up then and dismissed us. Before I duck out to my room with my new prize, she calls me over.
Mom Super sets her face hard. Formal. I get a knot in my stomach just recognizing the look of it. “The advent of the Returned brings with it an authority second only to my own. Upon this authority, a proposal of change may be brought to the Sisters.”
Seems like Sister business. I stay out of that stuff. Old habit not to get tangled, that.
“It may not seem so in your situation, dear, but freedom is paramount to us. Free will and the right to choose are more important than choosing the right or moral thing.” she explained. “The information we gather empowers the choices we make. We even share our knowledge or collect private information at times. We choose what we share and what we do very carefully.”
“Even my speaking at your trial was a choice, young one.”
My heart skips a beat at that. We’ve never discussed that day or why I’m here. It’s an unspoken understanding. She doesn’t give answers to the questions I pretend I don’t have. Her eyes are holding back a sadness covered by a smile.
“I made my choice to interfere and bring you here. It upset many of the Sisters, but your being here has convinced the others of an ugly truth many of them do not want to learn.”
I try to look casual as one of my legs threatens to fall asleep again. “What’s that?” I ask, fearing the problem I know now I cause. Tha problem tha’ I am.
“That we have failed the people of this and other planets. That we are called to teach as well as learn. That our Order must teach the children of the streets, advocating for them as they themselves cannot. We must use what we learn and are told to help empower our fellow Humans.”
“Them can’ be taught Mom Super! What I mean is— that street rats teach each other that knowing too much is bad and will get you killed. They’re so scared, everyone believes the rhymes. Hell, there are even rhymes about not questioning the rhymes. And . . .”
She puts up her hand to stop me.
“Which is the sort of thing this Order does not know or understand fully, but you do.”
She takes a deep breath.
“I never intended to make you the focus of this effort of mine to reform the Order, but you have such unique gifts . . .”
Old Lady stops and stares at me. Her sadness is gone and something more like power burns in her eyes now.
“Will you help us create schools for these children?”
Rage, anger, joy, fear, panic, scheming, dread, hope and shock run through me as I consider what Mom Super just dropped in my lap.
“The choice is sacred. We, I, will think nothing different of you no matter your answer.”
Minutes pass and my mind races. Eventually two thoughts rise to the top of the internal chaos: Mom Super needs my help and if the rats learn the power of information, the street won’t own them anymore. They will have power like I never did. Maybe even like I have now.
An anger and a determination like I’ve never known rises in me and my skin bristles. I can pay my debt to the street, my debt to the Sisters, and the debt of every rat from Bazaar to Backtrack.
‘Unique gifts’ is what she called them. Yeah, those I’ve got. A sly grin spreads across my face.
I look Mom Super in the eye and recognize what’s in her eyes now because I feel it too.
“When do we start?”
* * *
I once thought getting to leave again would be a big deal to me, but it’s not. I never felt trapped at the convent. Well, not after I learned to read, anyway. The world makes more sense now, but it isn’t any different after reading about it.
Maybe that’s what happened to the Sisters. They started living in the Library too much, and Mom Super is trying to get them back into the real world.
We work out when and where the first ‘Street School’ day will be. Two Sisters and I gather in the entry hall to take the rail to Bazaar Street. I wear one of the Habit coats to try my best to blend in with the Sisters. The area around the convent isn’t luxury, but it’s not slums either. I see a Blue on the rail and flinch as he gives up his seat for one of the Sisters, like we’re important or something. Strange feelings creep on me the rest of the rail ride. By the time we get there I want off the rail car so much I almost miss how the Bazaar has changed.
The Sisters look to me and I take the hint: I’m supposed to lead them. I start for Work Row. Rats gather in Work Row when they are on hard times or young and looking to become Gear Rats. It’s just a bigger than normal alley, but it serves well enough. Lots of exits for it too. The way rats like it. The way looks different now that I’m taller, but I get us there without any wrong turns.
Seven or eight kids are sitting on ledges and crates. I turn to the Sisters and nod. They nod back, and we move to an area near the middle of the groups where one wall is mostly empty. One Sister pulls out a small projector and places it on the ground. The other moves next to her and connects her mobiGlas. Some of the rats move closer, curious about the tech. They scatter back as I move next to the projection on the wall and pull back my hood.
“We would like to teach you all whatever you want to know,” I say and try to look at as many of them as possible.
One of the older ones speaks up. “Ja Lady? An’ wha’ make think you gots some us rats wan’? An’ wha’ i’ cos’ us? Fancy Up tech you got ain’ free. Lock tha’. I Checked.”
A joke and challenge. What will it cost? How do I say it won’t cost them anything? Free translates to gullible. Why didn’t I think about this before now? I have to answer fast or they might all spook and leave.
“Because . . . ‘cause rat like you ain’ got wha’ we got teach. Know tha’ lock ‘cause ‘m was rat an’ Sisters taught me more than any rhyme. Null cos’. None debt. All i’ takes is time.” It’s hard to try and force what used to come so naturally to me and what I say is a poor combination of the slang and proper speech, but it might work.
The children look around to each other. I think I caught them more off-guard by how I said it then what I said.
“Tha’ craz. You some oldie rat?” A young one says next.
They’re talking! Don’t blow this.
“Oldie rat? Sure. Craz? None that. What you wan’ a know small-y?”
The young one that spoke goes and comes back with someone else, another child that looked sickly. The sickly one showed a lump on his skin.
“Wha’ tha’ oldie?”
It looked like a cyst or rash maybe, but it could be something worse. Shit. “Tha’ bad some. Gots go ta medics, but null do ‘t here. Bazaar Medics got ta pay off bosses. Ride rail three stop and go ta tha medic down the street ta left. Same like got here. Treat you free like medics here are s’pposed. Somethin’ obvious like this them got ta take in and go on it. Lock truth, that.”
I try to give the sick one my rail pass. The other one shoves it away.
“We got creds ‘nough ta ride rails. Sure them gots ta go on it if we shows up, eve’ we rats?”
“Yes. Them gots ta work it. Lock sure.”
The eyes of the whole group judge me and my words for what feels like eternity. Finally the two depart, and the rest of our class stare at them as they go.
The old one pipes up again,”Wha’ else you got ta learn us rats Sister?”
Acceptance? At least for now. I paid our entry fee by helping those two. They’ll let us try. I choke back a memory as I wonder if I would have ever let the Sisters teach me if I’d still been on the street. We got some brave ones.
“Wha’ you want ta know?” I say through a smile.
* * *
Now, I leave the convent with a group of Sisters every week. Some street children, we don’t call them rats, have even made it a part of their routine to show up to school. Not every time of course; being too predictable can get you killed on the street. Some never come back again. Each time that happens, I have nightmares until I see one that has been missing for weeks return again. Never show my relief for fear of scaring them off by singling them out. Street children don’t use names, and even being recognizable is dangerous. Blending into the group protects everyone. I had to stop some Sisters who were developing nicknames and assigning numbers to the kids to track lessons. It would ruin everything if the kids knew they were being tracked with a name or number.
“Is that why you don’t have a name?” One of them asks me.
Direct dmg, that.
I try to recover but my shock was already apparent. I’ve never thought about that before.
“I don’t know,” is the best I can come up with. Then I change the topic back to school things.
To call it school is a bit of a stretch. The Sisters and I meet in a wide alley with some street children. We tried to start with basic language skills, but these kids are too practical for that. The teaching program I used is too rigid for them. The Children want information they can apply right away. So we just teach them what they want to learn or what we think might interest them: their legal rights if they get arrested. The going price for a part on the legitimate market. How to get a free rail pass or medic check. The way to count change and write numbers. The sort of thing a street child can use right now or use to get ahead. It seems to be working. They seem to like it more and are bringing others with them if they come.
The rhymes are the biggest obstacle to our efforts. When I was on the street I couldn’t go a day without one of them saving my life or helping me get by. All the street kids are going through the same sort of life that I had. Now an ‘Oldie Rat’ like me is asking them to forget what some of the rhymes say or even go against them? Sometimes, I hate myself, thinking it might get them hurt or killed.
Mom Super was right about needing my unique gifts too. Street slang is thick and almost incomprehensible to most of the Sisters. Sometimes I’m translating both directions. I’ve started teaching it to the more adventurous Sisters, but it’s slow and frustrating.
I don’t know how it happened, but one evening while working with a new child, teaching him about staying clean, I look up and all the other Sisters have left. We all tend to come as a group and leave as the day goes on. I’m one of the last most days, but I’ve never been alone. I didn’ know why bu’ that got me scared some.
When the lesson was finally done, I put the hood up on my coat and begin walking to the rail station. I’ve got this uneasy feeling, and I start to walk more quickly. I hear a sudden burst of noise to my left and turn my head to look at it, but the hood blocks my view. The verge of panic comes, and I move even faster. The train is there but as I approach the doors close and it pulls away. The next won’t be for 20 minutes.
I gasp for breath as I lean against the ticket kiosk.
What the hell? What am I afraid of? Walking around alone? My mind is just clear enough now to be angry at myself. At least one Street child must have seen my panic and will ask about it next week. Maybe it will even scare some away for a while. Am I really this stupid?
That thought carries me through the next few minutes. The sun is setting, but I try to relax as I wait.
Then someone walks up to me.
“Oh, you ‘lone, Sister? Ain’ i’ late?” the man says.
Strangers don’t just walk up to you in Bazaar Street.
“Or ‘hapse you ain’ Sister. Null tha’. is i’ rat. Yeah. Gear rat. Street rat eve’.” The man had taken another few steps towards me and stopped again when I backed away.
What did he say? All the panic of minutes ago shoots back into my mind and stiffens my spine. I don’ eve’ got a slag.
I turn to look at the man for the first time. He’s rough and poor looking, but better dressed than I’d expected. He is shaved but unremarkable. I see the shadow of a face I remember well.
Boss Dirk.
“Ya remember me? Got. I remember you, Rat. I remember that you owe me.”
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Hello everyone,
Last week the Public Test Universe opened to welcome First Wave testers as well as Concierge backers and Subscribers. New ships, grouping mechanics and the first iteration of mining could be tested, and according to some explosive clips out there, it seems you guys had a blast!
Now with the PTU being open for all testers since last night, this is the final phase before we can welcome Alpha 3.2 to live. So keep hitting our test servers, let us know in the Issue Council when you encounter bugs, and leave a reply in the feedback forum if you want to share your thoughts on a specific item or feature.
Check out last week’s Reverse the Verse for the latest about grouping mechanics, and remember to #MineResponsibly. Read the 3.2 PTU patch notes to see how mining works and watch the excellent mining tutorials that are out there, before jeopardizing your Prospector.
Lastly, let me direct your attention to this week’s Community MVP, NarayanN7, who created an incredible 600i cinematic. If you’re in awe, inspired and want to put your own Origin Jumpworks 600i into the spotlight, your turn will come soon! With the upcoming launch of Alpha 3.2, the community team prepared a ’600i commercial video contest’, which we’ll be launching in the coming days. Keep an eye out for the Comm-Link!
With that, let’s see what’s going on this week:
Every week on Calling All Devs, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted on by YOU. This week, we address questions regarding weapon components, firing ranges and the differences between piracy and griefing. Watch the full episode here. As always: You can submit your questions for consideration in future episodes of Calling All Devs here.
Tuesday will be dedicated to bringing you one of the serialized fiction stories that appeared in Jump Point but were never available to all backers before. Be prepared and read up on part one here.
Thursday brings a new episode of Bugsmashers, as well as an exciting new Squadron 42 Project Update in the latest installment of Around the Verse.
Lastly, make sure to tune in on Friday for another episode of Reverse the Verse, broadcast LIVE on our Star Citizen Twitch channel. Stay tuned for further information about who our special guests will be, what time we’ll go live, and keep an eye on Spectrum for the Questions Thread!
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it in this section. The highlighted content creator will be awarded with an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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NarayanN7 is taking us on a tour on board his 600i. The excellent camera work and music selection left everyone speechless. Well done!
Please join us in congratulating NarayanN7 for being this week’s MVP!
Check out the Origin 600i Cinematic on the community hub.
Ein neues Schiff des Weltraum-Onlinespiels Star Citizen hat die Community des MMORPGs EVE Online in helle Aufregung versetzt. Erinnert das Design doch stark an ein Raumschiff, das es auch in EVE Online gibt. Es gibt sogar Vorwürfe, dass das Design…
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Hello everyone,
Last week we showed a new PU Trailer at the PC Gaming show at E3, celebrated First Contact Day, and revealed the Drake Vulture. If you’re looking for more information on the Vulture, head over to spectrum, ask your questions, and upvote your favorites for our upcoming Q&A.
With that, let’s see what’s going on this week:
Every week on Calling All Devs, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted on by YOU. On today’s episode, we address questions regarding renting ships in-game and how insurance timers will work. You can watch the full episode here.
Every third Tuesday, we post a News Update feature, providing new fictional insight on the Star Citizen universe, and this week is no different. Look out for this, and check out previously released lore posts here.
Thursday will see an all-new episode of Around the Verse, with a Star Citizen PU update, a look at player grouping systems, and an all new episode of Loremaker’s Guide to the Galaxy, this time focusing on the Caliban system.
Lastly, on Friday, Content Manager Jared Huckaby will sit down with our developers to recap Around the Verse and discuss improvements to the player group experience in more detail. Keep an eye out in the General section of Spectrum for the question gathering post and then tune in on Twitch.tv/StarCitizen at 12pm PDT/7pm UTC for Reverse the Verse LIVE.
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Through the transition of how we air Around the Verse and Reverse the Verse, our MVP program had taken a bit of a hiatus. Fear not though as I’m excited to announce that it’s back! Every week, we’ll select one piece of content submitted to the Community Hub and highlight it in this section. The highlighted content creator will be awarded with an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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Tessien has taken a series of screenshots in the Star Citizen universe in 4k that definitely caught our eye. For that reason, Tessien is this week’s MVP!
Check out more of Tessien’s images on the community hub.
This week we take a look at two more weapons hitting the Persistent Universe in 3.2, get a Star Citizen project update, and finally find out what Drake Interplanetary has been plotting.
Auf der E3 war Star Citizen kein großes Thema, dennoch wurde ein neuer Trailer gezeigt mit frischen Gameplay-Szenen aus dem kommenden Weltraum-MMO. Zu sehen sind majestätische Raumstationen, verschiedene Planeten und sowohl Szenen in Raumschiffen aus…
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Hello everyone,
Last week the team published the Monthly Studio Report for May, bringing you insight into what all of our studios have been working on. Check it out if you haven’t yet to get yourself up to speed on new systems, ships and features for 3.2 and beyond.
Friday saw the Roadmap updated, where Network Bind Culling and FPS Combat AI moved from the 3.2 column to 3.3, meaning they’ll be added to the game with our Q3 Update. Check our latest Reverse the Verse show, available on YouTube, where Jared and Tyler explain why the decision was made to defer those aspects of 3.2 to 3.3.
This week marks the end of the Hercules promotion. There’s almost nothing this family of ships hasn’t faced, and no situation they can’t handle. The Crusader Industries Hercules Starlifter will be available in the pledge store until Wednesday, June 13 at 11:59pm PDT.
Also, if you’ve got 3 minutes spare, make sure to head over to Spectrum and fill out the Pledge Store Interest Survey, hosted by Turbulent. It only takes 180 seconds and is your chance to have your voice heard, and help make the store a better, and more comprehensive experience. Thank you in advance!
With that, let’s see what’s going on this week:
Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted on by YOU. Don’t forget you can submit your questions for consideration each and every week here.
On Tuesday, the Lore Team will publish their weekly blog post. If you missed a post in the past, you can read up on all previously released lore posts here.
Thursday will see an all-new episode of Around the Verse, with a PU update and the Weapons Special Pt. II – double the fun with a double barrel sniper! Also: Citizens have reported transmission interruptions from Drake Interplanetary with the date 2018.06.14 on them. Perhaps they have something new to share on this week’s installment of Ship Shape?!
On Friday, Jared sits down with members of Drake’s design team to discuss the previous day’s reveal. We know how citizens can devour every… scrap… of information when it comes to these new additions to Star Citizen. Keep an eye out in the General section of Spectrum for the question gathering post and then tune in on Twitch.tv/StarCitizen at 9am PDT/4pm UTC for a special Reverse the Verse LIVE.
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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Terada takes a Razor for a spin. And another one. And another one. And another one.
Enjoy this stunning video and turn up the volume because this Razor LX quartet doesn’t stop at the setting sun.
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NarayanN7 won an Intel® Optane™900P SSD in one of our screenshot contests last month, redeemed the Sabre Raven code and started rolling. 7 pages of script and 27 hours of filming later, we can marvel at the ambitious project he called “The Chase.”
Welcome to Cloud Imperium Games’ Monthly Studio Report for May, bringing you insight into what all of our studios have been working on. This month, the team made updates to Alpha 3.1, and pushed forward on new systems, ships, and features for Alpha 3.2 and beyond. Work also progressed on various aspects of Squadron 42. With that said, let’s dig into the details.
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LOS ANGELES
VEHICLE FEATURES
The Vehicle Features Team’s primary focus this month was working on scanning for the mining feature and making improvements to turrets, both of which will appear in the Alpha 3.2 release. Regarding scanning, the team worked closely with VFX, UI, and other teams to develop the pinging, scanning, and blob work needed for the launch of this feature.
The team also completed the implementation of cameras on remote turrets that can be controlled by players, allowing them to focus their turret target on a ship to see its relevant status.
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The team, consisting of Vehicle Art, Systems Design, and Tech Art, developed vehicles for both Alpha 3.2 and subsequent releases. On the art side, the Anvil Hurricane completed its flight prep pass and has been handed off to the other vehicle disciplines for the 3.2 release. The Art Team has also wrapped up their pass on the Consolidated Outland Mustang Alpha and has begun working on its variants.
Work was also done on the greybox set-up for the Consolidated Outland Mustang Alpha, the RSI Constellation Phoenix, and the Anvil F8 Lightning.
Meanwhile, the Tech Art Team worked on their final flight prep passes, which included damage and landing gear compression on the Anvil Hurricane and the rest of the 3.2 ships: the Aegis Avenger, Aegis Eclipse, Origin 600i, and Vanduul Blade. Additionally, the team took a Tech Art pass in support of the MISC Prospector for the mining feature.
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GAMEPLAY FEATURES
The Gameplay Features Team is working with the Spectrum and Backend teams to sync to the new Spectrum architecture, which will allow players to view and manage their contacts in the mobiGlas Comms app. The team is placing the chat feature directly into the mobiGlas, so players can communicate using both the visor chat and the mobiGlas Comms app. In addition to this, Group creation, destruction, rules, and interaction are now being implemented and improved as the team works alongside Turbulent. The ability to invite contacts to groups by selecting them in interaction mode is being added, as is identifying contacts by name in your visor.
NARRATIVE
A wide variety of tasks kept the Narrative Team busy in May. The month kicked off with a release of a Loremaker’s Guide to the Galaxy segment focused on the Oso System. They also recorded episodes for several upcoming systems. They wrote and released three new lore pieces, including part one of the Subscriber exclusive short story Hostile Negotiations. May’s issue of Jump Point focused on the Crusader Hercules Starlifter, game optimization, a Galactapedia entry on whiskey, and more. Two older Jump Point features also received wide release on the site, including the tragic tale of the Lost Squad and part one of the serialized story The Knowledge of Good and Evil.
The Squadron 42 Team spent part of the month working with Production to organize work on the remaining narrative tasks and started tackling a handful of set dressing documents. These kickoff documents focus on specific areas of the game and list ideas for props that could be used to sell particular story moments.
The team also wrote procedural text for new PU mission types. They drilled down into the specifics of some upcoming locations, which included creating posters to be plastered around Lorville and other locations. They worked with other departments to organize and streamline game documentation essential to inter-office communication, and collaborated with the Community Team on Ciera Brun’s Journal of a Volunteer, which was featured on the Hercules Starlifter sales page.
CHARACTERS
The Character Art Team showcased their work on the Legacy Armor sets for both the Outlaws and Marines in an episode of Around the Verse (both of which will appear in Alpha 3.2).
A considerable amount of effort was put into multiple Squadron 42 characters along with new weapon concepts. The upcoming Mission Givers for PU outfits have made tremendous progress, as have the clothing collections for both Olisar and Hurston. The updated flight suit continues to be developed, and R&D on the pipeline for delivering character heads (including realistic hair for all characters) also received attention. And, as always, bugs were fixed for the Alpha 3.2 release.
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AUSTIN
DESIGN
The team put together features and fixes for Alpha 3.2 and pushed ahead on content for future releases. They refined the recipe system to prepare it for future implementation – early iterations will be simple, but will form the basis of a more complex system that allows players to get into the nuts and bolts of what makes items in the ‘verse tick.
Quantum Linking progressed nicely. Soon it will be synced with the Group System to allow for various interactions between local players and those in a party. Once done, groups can easily Quantum Jump to a shared destination together.
Spline jumps were added, which allow players to travel from one side of a celestial body to another. The team can adjust the parameters to ensure a smooth experience while still allowing for future iterations and tweaks by the Design Team.
With the animations of Battaglia and Klim added, focus has shifted to a pair of new mission givers. The team is also building out the Bartender character, with the goal of instilling a level of life and dynamic activity fitting of a real, hard-working mixologist.
BACKEND SERVICES
Feature creation and bug smashing kept Server Engineering busy in May. With the Persistence Cache being broken up and streamlined, several new features and services were created. Data Cache, Badge Service, GEID Broker, and Character Management Service were previously part of a larger Persistence Cache. They were broken out to allow for higher efficiency and scalability of the Backend Services, ensuring they work within the improved and more efficient Diffusion Service Architecture. The Generic Cache service can now be used by any other service to store data and contain persistence. The Persistence Item Cache grants game items for online players, and will organize and manage the associations of items between each other and provide optimized queries.
The team and Turbulent continue to modify the Gateway Service to support the bridge to Spectrum. This work ensures that Spectrum and Services won’t have trouble when Spectrum becomes integrated into the game. Work was also completed on creating a link from CMake generated services into WAF. Now, developers don’t need CMake to use services and can automate the process of building services using WAF for other developers to quickly integrate with their workflow.
ANIMATION
The PU Animation Team finished their previous set of Mission Givers and NPCs and handed them over to Design for implementation. A new set of Mission Givers is now being worked on, and research was done on the Bartender’s animations to bring as much life to this NPC as possible. They also collaborated with other teams to get the Vanduul fully functional and ready for motion capture.
The Ship Animation Team continued adding a modular system for entering and exiting seats and turrets. By breaking up the existing animations into sequences, the character can use any of the enter/exit templates to interact with any cockpit type. For example, there can now be an animation that uses the Aegis Gladius enter animation, but then has the player grab a dual-stick control scheme. Previously, the team was limited to only using the Gladius enter animation for cockpits that used one specific configuration. They can now use thousands of different combinations, granting more flexibility when creating new ships.
The Ship Animation Team focused on completing the new ships for the 3.2 release. They created new animations for the Origin 600i and the refactored Aegis Avenger, as well as the Aegis Eclipse, Anvil Hurricane, and the Vanduul Blade. Plus, they’ve been fixing various bugs for the 3.2 release. They’re very excited about the improvements made to the ship pipeline and are looking forward to the opportunities that it provides.
ART
Work continues with high polygon and flight-prep modeling of the Constellation Phoenix. In the last few weeks, the team focused on the exterior of the ship, getting it fully fleshed out and finishing the damage setup and LODs. They have also been getting the Constellation Emerald setup and modeled. Constellation variants share most of their parts with each other, but to accommodate the Emerald’s paint job, UV revisions of the original Constellation were required. Once the exterior is done, they will return to the interior to finish various parts such as the floor, guest quarters, and master bedrooms (and the all-important hot tub!).
The high poly and detail modeling phase is complete on the F8 Lightning, and the team have moved on to getting it flight-prep ready. The internal damage has been completed and work on LODs are next. Then they will concentrate on the last polish and efficiency pass before creating marketing material for the ship reveal.
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OPERATIONS
On the Publishing side, QA wrapped up the last of the 3.1 incremental patches by testing fixes and changes to IFCS. In addition, they tested the new Launcher updates and monitored both PTU and Live to report any new issues to the devs.
After the devs wrapped up work on 3.1, QA focused on updating test documentation and processes in preparation for 3.2, continued verifying bug fixes, tested new tool updates, and trained new hires. As the month progressed, more 3.2 features came online for QA testing. These features included Quantum Travel improvements, new ship testing, Item Kiosk shopping, PMA/VMA improvements, and ship & weapon Power Allocation.
Leadership worked to better incorporate processes into the new development cycle. This includes dedicating testers to specific feature teams and having them create documentation and test cases. They have also been looking at new software to make testing more efficient as the game grows exponentially.
DevOps continued their work on the feature stream process and staging build system. Feature streams are a subset of the main development branches that allow the devs to maintain a tighter focus on specific features without their work interfering with others. DevOps was happy with the rollout, but it hasn’t been easy. The build system has grown so complex that minor updates and adjustments are risky, which is why they’re working closely with the Corp Tech team in Austin on a ‘staging’ build. This new environment will allow engineers to test changes in a safe location rather than apply them directly into the production environment.
The DevOps Publishing Team monitored the live service for stability and performance indicators, providing a constant flow of data to the dev teams. They also prepped the Evocoti and PTU servers for the next publishing cycle (which is right around the corner). The team provisioned more server capacity for all regions in anticipation of a very popular feature publish.
The Player Relations Team helped wrap up 3.1.4 this month, and have already started early preparations for 3.2 testing with the Evocati. The 3.1 publishes were the first of the quarterly testing cycle. It was a tremendous learning experience that will be used during further cycles.
The team was also proud to roll out over 80 articles to the new Knowledge Base – there have already been 25,000 visits in its first month. Players should check it out, as the team continues to add new ‘How To’ articles, patch notes, and live service notifications.
As always, Player Relations would like to remind and encourage everyone to use the Issue Council to help triage and rate bugs and functionality. The team uses this data to prioritize future updates. Plus, participation makes you eligible for earlier PTU waves.
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WILMSLOW & DERBY
ENGINEERING
The Actor Teams have been carrying on with the ‘pickup-and-carry’ work, now concentrating on reducing the animations required for the different combinations of item sizes, grip types, and player states. They did a rough calculation of all these combinations and it came out at roughly 1700 animations. However, with the sensible authoring of assets, combining animations in blend spaces, and layering up, the team should be able to get this down to under 100.
They’ve also been developing new animation time-warping technology using player knockdowns as their test case. The problem with something like a knockdown is that the time the character spends in the air varies based on the force and environment. Normally, you would play a looping animation, but this can look unnatural. This new method calculates the airtime and stretches a single animation to fill it. Used sparingly, it produces much better results, and the technique can also be used on other features like jumping.
The Social AI Team has got a test setup of a ‘usable’ now fully working with the new channels in Subsumption. A ‘use channel’ describes what you can do in a particular ‘usable’ – examples could be eat, drink, mend, and so on. This is a great milestone as the Subsumption setup simplifies how the designers create ‘usables’, whilst at the same time giving them much more flexibility.
The Vehicle Team has implemented the ability to under and overpower ship components, and hooked it into the vehicle’s MFD UI. For example, when you underpower your weapons, they fire slower or the projectiles have less energy. Similarly, your shields will be more effective if they have more power.
The Tools Team has been working on a new check-in request tool. As they get closer to a release, they lock down what does and what doesn’t go into the build to improve stability and reduce the risk of new bugs appearing. To help, they’ve been developing a new tool that can track all change requests and give a nice interface for the leads to be able to approve or reject changes. With the number of requests going into a build every day, the overhead of managing them was becoming very large. The hope is this new process will reduce the workload on the teams and production, as well as giving better visibility on what is and isn’t approved.
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The ships due for 3.2 have really come along with all the final polish and lighting work that’s gone into them this month. The Vanduul Blade has undergone a rework; mainly around the wings so that it can better accommodate weapons after it was decided the underslung position looked too ‘human’ and needed to be more aligned with the Vanduul aesthetic. It’s also had some extensive work done to the landing gear – previously the ship just rested on the wing tips, but with this change, the wing tips now deploy landing gear to accommodate compression under the weight of the ship. The team has continued to optimize the ship and make sure everything is done so they can switch focus to promo shots and trailers.
AUDIO
On the Audio Code side, the preload manager system was optimized to work asynchronously, so that the audio thread isn’t blocked when streaming audio assets. ‘Asynchronous caching’ was also addressed, which keeps audio events in memory after the game has finished with them. Thanks to this work, assets don’t need to be reloaded from the disk each time they’re needed, which will improve overall performance.
As well as bug fixing, debug info was added to the aforementioned preload manager. The music system was improved with a feature to add a further randomized recombination of tracks. The Audio Propagation and Room systems were extended to enable cheaper pressure lookups and allow for room and object-based reverb. Weapons 2.0 audio tech was worked on further, as were the IFCS 2.0 audio set-up and multithreading optimization. Finally, on the code side, the ATL build process was ported over to WAAPI to enable more incremental audio building, improving iteration times for everyone in the team.
In Dialogue, new content was delivered for Alpha 3.2 via an improved dialogue pipeline. Characters now have their vocal output processed in real-time through communication devices, via porting the audio and any local secondary sound and transmitting it much as one would find in the real world.
In Sound Design, the Scalpel sniper rifle underwent further work and is ready for final review. The FPS weapon system is ripe for refactoring and some work was done to improve quality and simplify the system. They also delivered sound design for the Gemini F55 LMG, the Klaus & Werner Demeco LMG, and the Associated Science & Development Distortion Repeater.
The shopping and mining kiosks were polished to increase responsiveness and synchronization. The mining mechanisms have been worked on extensively and are now ready for further implementation and iteration, with work on the fracture and tractor beams for the mining arm receiving a lot of attention. Hangars had some extra improvement work, and ambiance for the Lorville trash biome was prototyped.
On the ships front, the Origin 600i, Aegis Eclipse, Esperia Blade, and the Anvil Hurricane all had sound added for their thrusters, moving parts, and interiors. The conversion to IFCS 2.0 created a big project to bring everything in line with the modifications to that upstream system. Development of the ship-wide audio concept also continued, separating maneuvering and ‘cockpit feedback’ sounds from the thruster burn sounds, and adding more directionality towards rotation sounds. Room tones that react to ship handling and damage states were also added to the Constellation as a proof of concept. The new physics objects system had assets created to put it through its paces, which will give more behavioral fidelity across the game.
In Music, the Vanduul and Xi’an themes were pushed forward for Squadron 42. For the Persistent Universe, new music was created for derelict ship exploration (small, medium and large).
UI
The UI Team primarily focused on feature work for the Item Kiosks, Mining, and QT Linking. The Item Kiosks wireframes were signed off and later implemented into Flash and hooked up on the code side. The team is now finalizing additional branding skins for the terminals alongside bug fixes on the code now that the QA Team have started testing it. The HUD design for mining was finalized and implemented too. The team is also working on a Kiosk terminal that allows players to sell the refined ore gained from mining. Finally, the QT Linking Flash work has been completed in the UK, with the code hookup for this being tackled by engineers in the LA studio.
In addition, work progressed on improving the UI Tech, with the relevant TDDs being written and a proof of concept being created for the building blocks system. Finally, the team supported the Art Team by providing a generic utilitarian branding sheet to be used within the upcoming Rest Stops among other areas.
ANIMATION
Animation tackled the implementation pass for the trained combat set of FPS AI combatants. This included enter and exits from cover as well as combat actions like peeks, reloads, blindfire, and reloads. A previs pass on the untrained combat set was also completed this month. The team took raw motion capture to compare it to the trained set, so combatants would feel distinct and stay true to their character.
The team also worked on improving the looting system and added assets to improve the general look and feel of picking up objects, boxes, and items in Squadron 42 and the Persistent Universe. Work also continued on the weapon recoil improvements. As shown in the recent ATV, the team worked with design and code to develop the look and feel of all FPS weapons.
The team also made some important strides on the Vanduul animation, creating a behavior set to provide a visual guide on how they will move and operate in Squadron 42. Player locomotion sets have been updated to work with an entity-driven system to ensure that client and server animations are exactly the same. The team also made tweaks to some of the poses to allow for better blending between animations and minimize foot sliding.
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This month has seen a similar pattern to last, with the team supporting the ongoing Mining and Scanning sprints. The effects for both are coming along at a rapid pace, improving almost daily – as evidenced by the various WIP footage seen in recent weeks.
Ship VFX received plenty of attention in May, including the luxurious Origin 600i. Work continued on weapons VFX, with visual improvements to legacy ballistic guns, as well as general fix-ups required since the conversion to weapons 2.0 was completed by the Game Code and Systems Design Teams.
Collaboration with the Graphics Team also continued, with spline emitter tech coming along nicely. This continues to open up new ideas, and is likely to prove useful in unexpected areas, such as in Quantum Travel.
GRAPHICS
The Graphics Team worked on multiple features this month, the main focus being mining, which required the expansion of the ship damage-map system to work on new types of assets. It also required completely new visuals to show the cracking and heating of rocks. This work also allowed the team to diagnose and fix some long-standing bugs that should lead to improved texture details.
The multi-resolution gas cloud work is complete, making it possible to combine several gas clouds together at different resolutions and scales. Memory, however, is still the limiting factor, so the team compressed the density fields to just 8 bits per voxel (down from 32 bits). However, the shadowing data is still too large and can’t be compressed as easily. Therefore, research has started on various forms of deep shadow maps that work in 2.5D to try and avoid the memory and performance issues associated with full 3D lighting data.
The foundations of the new multilayer shader system are finished and focus has shifted to adding visual features to the shaders. The first being a new clear coat shading model to achieve convincing paint and anodized metals – both important for high-tech materials. The next is a texture mode called height-variance blending which allows for realistic blending of natural materials (e.g. rock/sand/grass). It supports per-pixel-control of the blend and crucially works at any distance with no aliasing, which is obviously critical with the scale of the game.
Some other tasks included optimizations to the rendering in the editor, a holographic effect for use within Squadron 42, and improved temporal anti-aliasing stability.
ENVIRONMENT ART
The Environment Art Team started the final pass of the Common Element Utilitarian Hangars. The most critical aspect of this was the setup of the master material to give the artists a fully functional set of textures to pull from when taking the assets to final quality. Each piece used in the hangars will now go through its final art pass where, amongst other things, it will have its finished UVs, textures, custom normals, LODs, and physics proxies. There are lots of assets to get up to final quality, but when complete, the hangars will be considered finished from an Environment Art perspective.
Alongside this, work has been done to get future locations ready for production when the bulk of the Environment Team moves onto them later in the year.
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The QA Team continued daily maintenance of their numerous checklists as well as Subsumption, Editor, and Page Heap regression. Additionally, they took some time to be trained by the Engine Team to better understand how to interpret a callstack, which will ultimately lead to quicker and more reliable bug assignments.
A new quick smoke checklist for the client was setup to provide the Design Team with an overview for specific systems in the Persistent Universe, such as AI turrets and their functionality. With the new checklist in place, when asked for the current state of a system worked on exclusively in the DE office, QA will be able to provide information much faster.
QA has also been working closely with the Cinematics Team to provide specifically requested support and set up test levels for easier reproduction and a quicker turnaround. Testing on a potential Test Case Management Software candidate was also started to determine if this new software would allow QA to more efficiently manage and track our test cases and reports.
SYSTEM DESIGN
The team added mechanics for NPCs to use grenades to flush their opponents out of cover if they remain stationary for too long. Also, more work was done on improving the way the NPCs react to incoming grenades – they now use a navmesh to determine where they can safely escape to. Combat ships now know how to fight as proper gunships and not just fighters. For example, if a ship with numerous turrets engages you, it may fly around while its turrets track you down, as opposed to flying directly at you.
Regarding Vanduul combat, a lot of work was done to previz the way they fight. The emphasis was to make them as different from Humans as possible, so players have a completely different experience when fighting the Vanduul. The team is happy with the current results and are approaching full production for the Vanduul enemies. General population NPCs are also being experimented with as the team tests small, almost cinematic vignettes that the player can experience as they walk around major landing zones. Mining is also progressing as it approaches the bug fixing and polishing phase.
ENVIRONMENT ART
The Environment Art Team continued their push on Hurston, and the second group of ecosystems had their first pass completed. One of the newest ecosystems is the Wasteland Biome, which was first shown during CitizenCon 2017 and will cover a large part of the surface of Hurston. The team took the time to properly update the Wasteland biome to take advantage of the newest planet tech completed this year. The second biome that received proper attention this month was the Strip Mining ecosystem, which too can be found around Hurston. Lorville is also moving forward, with the artists spending their time focusing on the various areas the player will be able to visit, refining the shapes and architecture, adding materials, lights, and assets to further bring these areas to life.
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TECH ART
The Tech Art Team continued to improve the deformation algorithms and asset pipeline of the v2 character customization system. Since the underlying tech for facial/head customization is working as intended now, the focus has shifted towards polishing the corresponding assets (head morph targets, head attachments such as hair and beards, etc.). R&D work on the technical foundations for body customization of both male and female characters has begun. Besides developing suitable deformation methods, the team also needs to determine what range of body shapes they can support without introducing clipping artifacts, and which body types they want to support from an artistic perspective. Time was also spent fixing existing bugs and improving the usability of the internal character editor, Character Tool.
For FPS weapons, they supported the Gemini Light Machine Gun, which is now ready for its final review and sign off.
They also completed Tech Animation work, such as implementing multiple animations into Mannequin for the Cinematics Team, improving the Playblast Tool to speed up reviewing, and improving the binder process to map animations from MotionBuilder onto our Maya rig.
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They also completed Tech Animation work, such as implementing multiple animations into Mannequin for the Cinematics Team, improved the Playblast Tool to speed up the process of creating playblasts for reviewing purposes, and worked on improving the binder process to map animations from MotionBuilder onto our Maya rig.
AI
The AI Team worked on adjusting the AI components with the new API to allow a safer construction in different threads – it’s a fundamental step towards fully achieving Object Container Streaming. The Actor code has always been very dependent on Lua (it’s not easy to make a thread safe with good performance), so all the AI components are now being moved to either be fully C++ or Dataforge components. They also worked on a few core functionalities for Subsumption. Subsumption Missions can now define Event Callbacks: missions can receive and send Subsumption events and logic can be written to be executed in association with specific events as described by designers. This functionality is part of the overall effort to support designers in creating more modular missions, and enforce correct communication between modules that can preserve thread safety and avoid a ‘spaghetti code-like’ logic. They also extended the functionality of supporting multiple Mission Objectives for each Mission module. They continued work on improving the way ‘usables’ are defined and executed: designers can now create behavior logic associated with the different use channels of each usable type. For example, assuming there is a usable bed that might expose the following use channels: ‘Sleep’, ‘Rest’, ‘WatchTV’, ‘SitOnBed’. When an NPC uses a ‘use channel’, it will effectively use some logic written by the designers in a similar way to Subsumption functions: this allows a more modular definition of the actions allowed when interacting with a usable maintaining the context of the behavior that is currently running.
Human combat is progressing with improvements in the grenade handling during combat, so fighters can now react to incoming grenades and try to duck to reduce the damage received by explosions. Vanduul AI progress is also continuing along in the prototype phase. For Ship AI, take-offs and landings have gone through a small refactor to allow AI behaviors to utilize designer placed splines to be more robust and deliver a more cinematic effect. Work was also completed on improving the validation of the navmesh during spawning: this allows designers to easily request spawning of characters in reachable areas where there are multiple navmeshes present.
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The Lighting and Enviroment teams have been working closely to add new whitebox-level lighting to the Lorville landing zone. The goal is to start blocking in a basic mood and ensure the entire location is lit consistently without areas that are unnaturally bright/dark while maintaining visibility along the critical player path. Alongside this, they’ve been continuing work with the Rest Stop’s modular lighting. They also recently received some updated holo-advertising assets from the Props Team in the UK and started to explore how these can drastically influence the lighting and mood wherever they are placed.
As the Hangars common element starts to move into the final art stage, they’ve been experimenting with some variations of lighting for each module, which have similar benefits and drawbacks to the Rest Stops modular system. Each module must be somewhat independently lit so that it looks consistent in every configuration. They also built a new test environment for the Character Team where they can balance skin and armor assets in a completely neutral lighting scene for greater consistency across our wide range of characters.
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WEAPONS
The Weapons Team completed a full polish of the Gemini F55 Light Machine Gun, Klaus & Werner Demeco LMG, and Kastak Arms’ Scalpel sniper rifle in preparation for the 3.2 release.
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LEVEL DESIGN
The PU Level Design team spent a large amount of time working on flagship landing zones, pushing the ways in which they use procedural technology for layouts. They’re currently looking into customizing the various entry points into Lorville, as well as adding content for the immediate areas around the city. Time was spent revisiting Area18 to revamp and fully integrate it into the universe, taking advantage of the new procedural tools in place.
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CINEMATICS
The Cinematics Team worked with the Level Designers on newly created whitebox levels to implement scenes that had not yet been featured in the game. They were brought to an initial implementation stage called PreVis to give visibility on runtime length, coverage of space, as well as the environmental interaction each scene requires. The process is important so that scenes taking place on a traversal path from A to B feel properly paced when level designers lay down paths. It also gives everyone working on a level an early preview of the narrative in that specific level. Since Squadron 42 is a narrative-heavy game, getting that in as early as possible helps ensure everything will work as intended.
The Cinematic Animators have been doing R&D on a sophisticated bit of performance capture manipulation called ‘feather blending’. This technique allows drastic changes to performance capture if needed, so animators can decide from which bone to ‘feather in’ the original performance capture on top of. In addition, they can add an additional animation of him holding his pilot helmet in his left hand at his hip and dial in a certain LookAt-range, so he can look at the player. In total, that means combining 3-4 different separate clips of animation at any given time and blending them seamlessly for a convincing result. The team also went back to a level that has a large cinematic and started overhauling the planet setup and vistas to the latest workflow standards. That level also includes Squadron 42’s way of customizing your character, so work was completed on some assets that will be at the core of that process.
ENGINE
The Engine Team generally work on several areas at the same time and this month was no exception. One long term task that was completed was the refactoring of the Entity Component Scheduler. The system is responsible for managing the ‘update frequency’ of the game logic. As more and more features were added over time, its design degenerated, resulting in a hard to use system. With the refactoring complete, each aspect of the scheduler is now orthogonal to each other, making the code easier to maintain and extend. They also decoupled the ‘IN_RANGE’ and ‘IS_VISIBLE’ events from their component updates, which allows components to receive and react to those events without having their update logic depend on them. More features are planned to be added to the scheduler over time.
The team also spent time improving the threading system. For the background job manager, they added a Fiber-based system. As the system was used more and more for Object Container Streaming, they took the time to clean up all out-threading primitives. Now all those are Fiber-aware, allowing them to schedule another job when a background job is blocked and thus a more efficient resource usage. In the same code area, they adjusted the scheduler to not block on submission to improve runtime performance by preventing the main thread stalling when submitting numerous jobs simultaneously. They also gave some focus to Object Container Streaming, making the 3DEngine loading code thread safe, allowing us to load large parts of our game world in the background. They made several improvements to the shader build pipeline and infrastructure code, started work on the vertex animation processing refactor and optimization (moving it to the GPU), and continued work on the telemetry system, amongst numerous other things.
ENGINE TOOLS
The Engine Tools Team continued working on improving the general game editor stability and usability. New tools were added for designers to improve their workflows, including a new console implementation to easier parse the engine/game logging for warnings and errors, also adding better support for the massive amount of console variables and commands they currently have. Console variables and commands can now be filtered and saved out as favorites and shared between designers.
On top of that, a tool called the Window Outliner was added to make it easier for designers to setup, save, and share their favorite toolsets. Another tool, called the Universe Outliner, was added to better scale with the amount of content inside the universe, which replaces the entity outliner from Lumberyard, including additional information for Subsumption. The level layer handling was also replaced by the Layer Outliner, again for scalability and workflow improvement reasons.
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BUILD ENGINEERING
Flexibility was added for the engineers to produce QATR test builds, either by building their code changes against major builds already distributed to the company, or against their own time. This was an engineer request as it gives them more freedom when building changes and handing off for QA verification. A bug in incremental linking was fixed which allowed us to reduce our output PDB file size by almost 50%, taking it down from 2.5GB for debugging StarCitizen.exe to 1.25Gb. They put finishing touches on unifying the DevOps codebases that are used by TryBuild and the main build system, Transformer, so that there can be one umbrella that covers the continuous integration monitoring. This codebase unification also leverages the tech in the Transformer main build system, which has a more straightforward layout in designing both tasks and jobs.
VFX
The VFX Team worked closely with the Graphics Programmers, Gameplay Programmers, Designers, and Environment Artists on the resource mining feature to create an entire suite of new effects. There’s a primary mining beam which heats up and fractures the rock. There are also effects that play on the surface of the rock to show it being cracked apart. After the rock is destroyed, an explosion effect is parameterized based on how well you did; if you add too much power, you get a much larger explosion than a successful operation. After you break the rock, a secondary extraction mode uses a tractor beam to collect the minerals into your cargo hold.
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PLATFORM: TURBULENT
The team at Turbulent made some massive leaps in development for group services with several Spectrum releases to PTU, and provided platform support for the Community Team.
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On May 24th a new release of Spectrum hit the PTU. This very early patch includes a ‘Friends’ implementation, allowing you to send requests and manage your contacts. Using this early rudimentary version, the team discovered functionality bugs and system limitations, and has been refactoring code to optimize the experience.
Currently, the Spectrum Team is in sprint 4 of 4, which is all about the notifications system. The notifications system will provide the necessary alerts for receiving and sending friends requests. This is the last missing piece to get the friends system feature complete. Calling all Spectrocati, expect a full release on PTU within the month.
RSI PLATFORM
On May 25th, a new European Union Law came into effect, protecting the use of personal data. Turbulent made substantial changes on the backend side to create new tools, ensuring that CIG was compliant with the new rules that came into effect.
The Backend Team also produced new tools for the roadmap. A new Import Console has been created on the backend so that production leads can now easily import all their Jira tasks without any requirements from the Platform Team. This has made the review and publishing of the Roadmap faster and much more efficient.
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Turbulent supported the Starlifter launch, designing the page, and publishing the posts from Ciera Brun and Operation Sword of Hope. They really enjoyed working on this project as it included an exciting twist, and reading all of the community stories made it all more rewarding.
Turbulent’s Front-End and Design Teams have been working on building a page to host the FanKit. The Fankit is still being built, and will include a series of wallpapers, logos, possible 3D models, and audio. It will be an excellent tool for our community to build their personal fan projects, not to mention give out some exclusive items.
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The team launched the Knowledge Base on May 10th, and the Player Relations Team has currently built over 82 articles with FAQs, known issues in patch releases, and many other self-help articles. Based on page views since release, the team already knows that the Knowledge Base has had a positive impact on the community, which will continue as the number of articles increases. Last week when RSI Platform unexpectedly experienced server downtime, the Knowledge Base jumped into action to get a post out and inform the community.
They also released a new series of Contact Us forms that will help optimize and prioritize requests. Ultimately, this will help Player Relations react faster to urgent matters.
GROUP SERVICES
Turbulent has been asked to participate in the build of game code for the Groups services, and the Backend Team has been working furiously to build it. The team has been concentrating on an API service to setup group invitations system and the concept of leadership within a group.
The two releases of the Groups service were completed last month, which included all the necessary calls for the invitations. The system is being implemented and tested by US gameplay teams. The next iterations of the service release will include a call for group leadership.
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Taking into account player feedback and constructive input during Evocati and PTU phases, the Community Team supported a successful publish of Alpha 3.1.4 to the Persistent Universe, with improvements to Gravlev, flight controls, and more.
The public unveiling of the Crusader Industries Hercules was celebrated with a story contest where more than 500 contenders competed to win an M2 military variant. Make sure to check out all the Hercules stories, available to read on Spectrum, which feature the ship in everything from cargo runs to epic space battles.
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The team ran several screenshot contests, in concert with an Intel Streamer Promotion, giving away three Intel® Optane™900P SSDs. If you haven’t seen them already, head over to Spectrum now and check out the beautiful entries depicting the themes of space combat, scenic vistas, and lifestyle.
Also in May, another contest was held, aimed at helping new pilots jump into the verse by giving an overview of the Star Marine and Arena Commander game modes. In this contest, content creators had the chance to win game packages and leave their mark on the Star Citizen website as the winning entries will be added to the How To Play section.
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Subscribers received limited edition finishes for their Devastator shotguns this month, continuing a series of weapon finishes exclusive to subscribers and commemorating the Imperial Cartography Center.
The Community Team is excited to announce a direct and organized process for creators to invite official CIG representatives to their podcasts, videos, streams, and talk shows, as the Invite a Developer form is now live and integrated into the ticket system. Check out the FAQ to find out more.
And don’t forget: on October 10th, the entire CIG team will celebrate current and future developments of Star Citizen and Squadron 42 at the Long Center in Austin, Texas. The first wave of CitizenCon tickets is gone, but stay tuned in the coming months for further details and more chances to get tickets.
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Hello everyone,
I hope you all had a stellar weekend. The team has been hard at work and focused on the remaining tasks at hand in preparation for the release of Alpha 3.2. We’re just as eager as all of you to get this one out and explore the new content it brings.
Are you the competitive type? Maybe you want to find a way to immortalize yourself within the ‘Verse? If so, what you read next is a solid recipe for hype. The Community team has been quietly planning a wide variety of activities for you all to participate in throughout the year and into next, all coupled with some sweet prizes. I am confident when I say that we’ve got some really exciting opportunities coming for you to leave your mark in the Star Citizen universe.
To reiterate last week’s message, CitizenCon 2948 tickets will be available again in the near future if you haven’t picked one up already. Make sure to follow us on Twitter, or subscribe to our newsletter to find out when the next phase of ticket sales will be available.
With that, let’s see what’s going on this week:
Monday is another all-new episode of Calling All Devs, this time with questions about life support, updates to the Phoenix and Freelancer, and some sort of signal interrupti—
Tuesday will introduce another News Update feature, providing new fictional insight on the Star Citizen universe. As a reminder for the lore fanatics out there, you can see the 2018 lore schedule here.
Fast forward to Thursday, get ready for an all new episode of Around the Verse, this time focusing on a PU update, weapons, and another fresh segment of Bugsmashers!.
If ATV wasn’t enough for you, fear not. Thursday will also bring one of my favorite pieces of content we release: the Monthly Studio Update. Prepare your kettle and get ready for another information overload.
Lastly, make sure to tune in on Friday for another episode of Reverse the Verse, broadcast live on our Star Citizen Twitch channel. Stay tuned for further information about who our special guests will be, what time we’ll go live, and keep an eye on Spectrum for the Questions Thread!
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. This week, we address questions on life support, updates to the Phoenix and Freelancer and some sort of signal interrupti—
You can submit your questions for consideration in future episodes of Calling All Devs here.
Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. This week, we address questions on why ships come dirty, the status of player-facing ship modularity and UI visibility updates.
You can submit your questions for consideration in future episodes of Calling All Devs here
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Hello Citizens,
Last Friday, MISC reflects on its 50 year legacy and looks to the future of speed, both on and off the track, with the release of limited-edition Razor chassis. You can still pick up Warbond versions for a limited time here.
Help us make the How to Play section of the Star Citizen website even better, starting with Star Marine and Arena Commander. Take part in the contest for a chance to win prizes and leave your mark on the official Star Citizen website.
Lastly, CitizenCon 2948 tickets will be available again in the near future if you haven’t picked one up already. Make sure to follow us on Twitter, or subscribe to our newsletter to find out when the next phase of ticket sales will be available.
With that, let’s see what’s going on this week:
Monday is a holiday for US and UK offices, but we’re still releasing a brand new episode of Calling All Devs. Each and every week, developers across our 5 offices answer community-voted questions from our Spectrum Thread.
Tuesday is lore day! The Lore Team will publish another in-fiction story to help cure your craving for more Star Citizen lore. Check out previously published lore posts here.
Thursday, sees a Ship Shape with a focus on the Aegis Eclipse, as well as an exciting new Squadron 42 Project Update in the newest episode of Around the Verse.
Lastly, make sure to tune in on Friday at 12PM PDT / 7PM UTC for another episode of Reverse the Verse, broadcasted live on our Star Citizen Twitch channel. Stay tuned for further information about who our special guests will be and keep an eye on Spectrum for the Questions Thread!
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
Cloud Imperium Games bietet für das kommende Weltraum-MMORPG Star Citizen ein neues Paket an. Dieses enthält 117 Raumschiffe und diverse Extras. Für dieses Paket müsst ihr satte 27.000 Dollar bezahlen. Kaufen könnt ihr es euch aber nicht einfach so,…