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How does the role of branding shape the Persistent Universe? Grab your favorite Whamburger and join us for this episode of Inside Star Citizen as we navigate through how branding breathes immersion and narrative into every aspect it touches.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Coramor 2954
The universe is a daunting place, brimming with unavoidable danger, unfathomable weirdness, and violent confrontation. But taking on this savage galaxy is a little less scary when you’re doing it with someone you love.
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This Coramor, don’t rush headlong into the action alone. Grab your sweetheart, best bud, or most trusted coconspirator, get strapped up with special edition guns, armor, and ship paints, and take on the star system together.
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Grab an accomplice and log into Arena Commander for some jolly cooperation in this all-new 2v2 dogfight competition. Prove your partnership is better than the rest and earn an in-game limited-time Coramor Challenge Coin.
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Inspired by the traditional colors of Coramor, slap the Lovestruck paint scheme on your Argo workhorses and instantly heat up any jobsite, excavation, or rescue operation. And if you're looking to reconnect with an old fling, previous years Lovestruck paints and vehicles are available to pick up for a limited time.
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Where would you go, what would you do, and what would you wear on a first date in Stanton? Screenshot your Coramor rendezvous for the chance to win some steamy prizes.
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Whether it’s an exciting new romance or reigniting an old flame, from now through February 15, you can test-fly five iconic ships for free - the Nomad, 100i, 400i, Scorpius, and Prospector.
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Pursuits for Pairs
It's Coramor season! Whether it's your partner-in-crime, an org-mate, or your trusty co-pilot, Star Citizen is better together. Ready to jump in, arm-in-arm? We've put together a few tips and activities below that can be done with a co-pilot by your side.
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The 'verse is a dangerous place, so make sure you're fully equipped to take on the challenge. Stop by a local hospital in any major city and pick up some MedPens or ParaMed tools before you embark.
Don't forget food and water too. (Or just a ton of CRUZ Lux, we won't judge!)
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What's more fun than breaking rocks for their valuable ore? Breaking BIG rocks for their valuable ore. Whether you're getting a helping hand placing Optimax or harnessing the power of multiple crossed streams, mining can be even more lucrative with a partner.
Before you set out in search of an asteroid or boulder to crack open, swing by a refinery at one of the many Lagrange stations around the 'verse and pick up some mining gadgets, giving you the upper hand over the toughest and most unstable prospects.
Vehicles We Recommend: The Argo MOLE is the ship of choice for multi-crew mining in Alpha 3.22. Or, grab a pair of Prospectors if you both want to be in the pilot seat!
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Time to put those Multi-Tools to work. One of the newest career additions to the 'verse, salvaging derelict vessels of all sizes is a fantastic way to earn cold hard aUEC, and even more so with another set of hands.
Your tractor beam will be your best friend as you pull valuable components from their mounts, and this process goes much faster if you have two people moving parts to your cargo bay. Not to mention that two beams are better than one as you scrape the hulls and disintegrate the frames into commodities you can sell.
Vehicles We Recommend: The Aegis Reclaimer is the flagship multi-crew salvage vessel of the 'verse, but a pair of Drake Vultures will do the job just as well.
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As you progress through the ranks of the Bounty Hunter's Guild, the contracts available to you become increasingly harder to take down. Fight fire with fire and bring a co-pilot to lay down the law on the ne'er-do-wells of the Stanton system.
Vehicles We Recommend: Heavy fighters such as the RSI Scorpius or the Anvil Hurricane are perfect for two-player takedowns of the toughest bounties. Small multi-crew ships like the Drake Cutlass are also a great choice here, as some bounties potentially have valuables in their holds that you can "confiscate."
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Want to clean up a different kind of mess? Mercenary jobs can be tough, but it helps when you know someone has your back. From clearing out bunkers to liberating settlements, these missions are action-packed and full of loot to bring home.
Some of the most exciting missions take place in the skies of Crusader and involve taking on entrenched Nine Tails forces. To gain access to these missions, look for the Crusader Security Assessment mission in the Mercenary tab of your Contract Manager. This, along with working missions for Crusader Security, will unlock platform assault missions on Crusader's various points of interest.
Vehicles We Recommend: A sturdy multi-crew ship is perfect for mercenary missions, so a Crusader Mercury, Drake Cutlass Black, or RSI Constellation Andromeda work well here. Make sure you bring plenty of medical supplies and a healthy helping of personal ordnance as well.
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What better way to strengthen your bond than to commit crimes against the UEE? Life becomes much harder in the 'verse with a CrimeStat rating, so why not share it with someone?
There are a few avenues into a life of crime, but one of the most lucrative is the Breach and Steal mission, which has you track down a derelict pirate Reclaimer that's been seized by local security. The payout is huge, and the ship is full of gear that you can turn a nice profit on at a local fence.
Vehicles We Recommend: Cargo and combat proficiency are vital for a life of piracy, so we recommend the Drake Cutlass, Drake Corsair, or RSI Constellation Andromeda to keep you safe and secure as you take on more and more risk. And, of course, if player-piracy is more your speed, the RSI Mantis is a pirate's dream for its ability to snare ships out of quantum travel.
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From February 8 through 26, refer a friend and secure a Drake Dragonfly along with a special-edition Red Festival armor and weapon package for both of you.
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Outfit several popular Origin ships and vehicles with two all-new liveries paying homage to both 2954’s Year of the Dog in-game and 2024’s Year of the Dragon here in our current timeline. And, for additional prosperity, you can pick up previous years' Auspicious Red paints and vehicles for a limited time.
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Log into Arena Commander for a special new Kill Collector mode, and collect holographic challenge coins from your felled opponents. See how many you can get before your luck runs out. The top scorer in a round earns a limited-time Red Festival Challenge Coin!
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Find red envelopes across the system and turn them in for credits and prizes. Plus, receive your own special 2954 Year of the Dog envelope to display in your hangar for years to come if you visit Stanton during the Red Festival.
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Good luck has certainly smiled upon the 'verse this year, inspiring Origin to launch a surprise flash sale featuring limited stock of the legendary 890 Jump superyacht.
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Lunar New Year 2024 Referral Bonus
To ring in a prosperous new year as part of the Red Festival, we're inviting you to join in our Lunar New Year 2024 Referral promotion! When you refer a friend, you can receive a Drake Dragonfly, Red Alert Armor set with undersuit and backpack, plus a shotgun for free!
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PU Monthly Report
Welcome to January’s PU Monthly Report! Our teams kicked off the new year strong by making significant progress in a variety of areas including ships, locations, AI, and UI.
AI (Features)
AI Features began the year working on a key AI-driven initiative for Alpha 3.23. This involved a variety of improvements and new behaviors that required frequent discussions between various disciplines.
AI (Tech)
AI Tech started 2024 picking up where they left off last year. For example, they added the ability for multiple NPCs to use ladders simultaneously when moving in the same direction, which completes the feature.
The transit system received upgrades to make the ‘UseTransit’ logic smoother and more robust when handling fails, retries, and fallbacks.
For NPCs using elevators, the flow was improved to create a more efficient sequence. For example, characters won’t be seen going back and forward anymore and will instead board the elevator directly, eliminating unnecessary waiting or interim positions.
The development of generating navigation mesh on planets continued, particularly close to poles, to support outpost locations with NPCs. To achieve this, a new ‘TileName’ system for planets was implemented, which translates position locations into terrain patch IDs for more accurate navigation around poles.
AI Tech also continued to support the designers with additional functionalities and quality-of-life fixes for Apollo. This included the ability to delete functions directly from the multi-graph view, enhanced clicking behavior when zoomed out far enough, improved menu options, and functionality to define shops in platforms.
For spaceship behaviors, the latest fixes and changes to the new pilot-combat behavior were included in the new Arena Commander mode added in Alpha 3.22.
The team are currently developing a new data-loading procedure for Subsumption data. This will allow stricter requirements on the data so they can immediately identify issues. This functionality will be enabled as an additional step when submitting for validation.
Alongside these highlights, AI Tech continued to support release builds and addressed numerous smaller improvements and bug fixes.
Art (Characters)
In January, the Character Art team completed the racing flightsuit and its helmet, and continued working on Headhunter outfits.
The Character Concept Art team began exploring legendary armors and worked on handoff sheets.
Art (Ships)
Last month, the RSI Zeus continued to progress through the greybox stage, with some areas moving slightly beyond. The team are currently focusing on finishing various areas, including the entrance ladder and engineering, while polishing previous areas to make them match the contemporary RSI style.
A previously announced vehicle completed its LOD0 phase, with the team also working on paints throughout January.
“Some areas have already made it through final content, and we hope to be completely hands off in a couple of weeks before moving on to additional promised content work.” Ship Art Team
The RSI Polaris is currently in greybox, with modular pieces done for the lifts, habs, corridors, and hangar.
An unannounced shipprogressed well, receiving an updated lighting pass, including POMs to meet the current visual standard, three different lighting states, standardized headlights, geo updates, and glows in the thrusters. It also received a material refactor and other updates.
Two variants continued development: One moved through greybox and began the LOD0 phase, while the other completed LOD0 and is awaiting its gate review. Several related bugs were also fixed.
Finally for Ship Art, gold-standard work on the Aegis Retaliator began.
Art (Weapons)
January saw the Weapons Art team redesigning and changing the dimensions of weapons optics. Improvements were also made to the FPS weapon wear map, while various animations were fixed for ship weapons.
Community
The Community team kicked off the new year by announcing the winners of the Luminalia Greeting Card Contest. They received hundreds of submissions from passionate backers who created wonderful pieces of art!
Community and other teams participated in the Daymar Rally organized by ATMO Esports. CIG’s Bike and Buggy teams performed alongside other players competing in the dirtiest race in the 'verse.
“The event was a blast, and participating in the Daymar Rally was a great way to enjoy Star Citizen with everyone, connect with the community, and compete in the greatest marathon in Stanton!” Community Team
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They then published the Arena Commander Schedule as a comm-link for better visibility. This will be updated every month so that everyone can discover the new game modes coming to Arena Commander.
The team also spent a considerable amount of time planning CitizenCon 2954... more information to come very soon!
Finally, members of the Community and development teams visited Spain last weekend for Bar Citizen Barcelona.
“We were humbled to see so many of you at the Space Cowboy, where we had lots of heartwarming chats and shared some special loot only available in Bar Citizens that CIG staff attend! The team is also happy to announce that the Bar Citizen World Tour continues in 2024! Just like before, we want to hear from you about where we should visit. Feel free to contact the Community team on Spectrum and they'll add it to the list of locations to consider. Read more about Bar Citizen World Tour 2024 here!”
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Economy
Last month, the Economy team completed a balance pass on the UEC prices of FPS weapons. They’re currently looking into the impact of structural salvage on the in-game economy.
Core Gameplay
To amplify efforts, the Character, Vehicle, Gameplay, and Arena Commander sections are no longer separate, as the Gameplay Features team was reorganized toward the end of the last year (including teams for SQ42, the PU, and Arena Commander) to operate as one unified Core Gameplay Pillar. As such, their progress will be reported under the ‘Core Gameplay Pillar’ moving forward.
Last month, the Core Gameplay teams continued porting some of the SQ42 features seen at CitizenCon to the PU, which included making many features multiplayer-compatible.
The porting efforts and remaining code work on recoil improvements and dynamic crosshair were completed and refined to give players the best experience possible. EVA was also ported over and now has more intuitive strafing behavior and multiplayer support.
For player interaction improvements, the team fixed various bugs. They’re currently making sure that the interaction prompt, default actions, and control hints all work together to make it clear what will happen when players interact with something. Master Modes testing and refinement is ongoing too, with several successful playtests and rounds of positive feedback.
The resource network and life-support features were further developed, the devs scoping out the remaining work needed for feature release and clearing important tech debt. They also continued to work on jump-point gameplay, including the procedurally generated tunnels and flow of entering the jump points.
Progress was also made on several tech initiatives in January. For example, support continued for Server Meshing and server-crash recovery. Notably, there were improvements to the usable code for robustness and reliability.
For Maelstrom (the dynamic-destruction system), the current workload involves evaluating existing setups and generating workflows to fit the new pipeline. The team have already started retrofitting existing systems, including improvements to allow ship landing gear to detach with maelstrom debris and simplifying the design markup for configuring item control within vehicles. These changes not only facilitate the new pipeline but improve on the implementation based on feedback.
The team also continued last year’s work on the transit system, preparing it for an upcoming refactor and completing work to ensure the current version is suitable for Server Meshing and Crash Recovery. This involved implementing a safe-recovery system for players who experience a server crash while inside moving transit. Engineering also continued refactoring the docking and landing systems, including a rewrite of the automatic dock/undock feature.
For the former Arena Commander Feature team, January’s focus was on transitioning to the Persistent Universe and becoming familiar with the workflow and systems. While the team's focus is now the PU, they’ll continue to maintain, improve, and provide regular content updates for Arena Commander, albeit with reduced velocity. That being said, the team finished work on three special events and formed a strike team to close out the Resource Network Experimental Mode.
January also saw two successful go/no-gos for Arena Commander: Grav Race, where players race grav-lev vehicles across five racetracks, and a major update to Master Modes, which includes a limited test of the new AI behaviors tailormade for Master Modes. Atmospheric maps were also added across all Master Modes game modes.
After last month’s successful tests, the team began implementing ‘streaming bubbles’ across all Arena Commander locations for improved performance and easier map setup. Additionally, they continued to refactor several UI systems to Building Blocks, improving the overall UI.
Finally for Core Gameplay, the team worked on a wide range of features for the upcoming cargo update. This includes new cargo freight elevators, instanced hangars, personal hangar persistence, commodity trading changes and associated commodity kiosk updates, cargo grid improvements, hover trolley support, hauling mission support, and more.
This is a significant endeavor that involves working closely with teams across CIG including, UI, Design, Art, Animation, Narrative, and Core Tech to deliver on the full vision.
“So far, we are right in the thick of building out core functionality and establishing pipelines, with early prototyping proving out functionality and providing input for iteration. There is still much work to come, but progress has been solid to date.” Core Gameplay Pillar
In-Game Branding
Alongside the Environment team, In-Game Branding continued integrating branding elements into the new distribution centers.
The development of Pyro’s outposts continued too, with attention on finalizing signage to enhance visibility and communication.
Live Tools
The Live Tools team developed and implemented several new features to assist the Player Support teams. They’re currently ensuring that the Network Operation Center becomes easier to use and meets the evolving needs of the different users.
In addition, the team is further improving other internal development tools and providing the necessary help and maintenance.
Locations (EU)
EU Sandbox 1 continued to develop the upcoming Distribution Centers, while Sandbox 2 worked on location markup for the new Starmap and high-tech and colonial cargo elevators.
Progress was made toward Pyro’s initial release. This involved finalizing the placement of outposts and integrating content, such as the new ‘defend’ mission.
Alongside this, the Landing Zone team continued to work on the Cargo feature, including freight and ship elevators for hangars.
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Locations (Montreal)
Montreal’s Locations team began the year closing out mandates, starting new ones, and planning for 2024. For example, they closed out the final bug fixing for additional derelict settlements and kicked off the whitebox for building interiors. They also continued their work on the Distribution Centers mandate.
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Mission Design
Mission Design continued to fix Siege of Orison for the live release, tackling many long-standing issues using new evidence. Work also continued on Blockade Runner, including finishing iteration cycles and fixing bugs.
Numerous quality-of-life fixes were also made and planning was done for future releases.
Narrative
The Narrative team came back from the holiday break to multiple large-scale initiatives that will add more story and character content into the game. They also met with the various design teams to generate text for some of the systemic missions being introduced in upcoming patches.
The team then looked back to the existing lore and science of other planets and moons to make adjustments based on gameplay needs.
“This back and forth is crucial to aligning the established lore to maximize fun game loops, like resource gathering, as well as endeavors undertaken by the Environment team.” Narrative Team
On the Narrative Design front, the team continuing examining existing behaviors and looking for ways to fix bugs and pops while building a more comprehensive system based on what was learned during Squadron 42’s development. The first initiative is building a general civilian line set to populate larger spaces. The team is also looking at updating the tourist behavior to accommodate large-scale events like Invictus and IAE.
Another volley of lore posts hit the website in January too – a Whitley’s Guide on MISC’s unique Reliant lineup, a Portfolio on Pyrotechnic Amalgamated, which dives into the history of the famed mining company, and finally a Galactapedia article exploring Humanity’s perilous connection with AI development.
R&D
In January, further progress was made on the temporal render mode for atmosphere and clouds. Among other things, ghosting around cloud fringes was reduced. Also, a code interface was implemented to allow gas clouds to hook into the temporal reconstruction process, as R&D would like to explore the possibility of sharing this render pass. This will allow gas clouds to benefit from associated performance improvements as well.
Furthermore, the support in capturing and extracting auxiliary call stacks for memory corruptions (specifically, double deletes and write after free events) mentioned in last month's report was implemented on both the engine and tool sides, with its integration into Sentry currently being investigated by Turbulent.
UI
In January, a Building Block framework was worked on for the freight elevator UI. This was accompanied by the ongoing creation of art mockups to ensure a visually cohesive experience. A user-experience (UX) pass is also underway for the freight elevator and Resource Network mandates. Additionally, wireframes were crafted for the commodity kiosk UX, while attention was given to enhancing the overall user experience within the item shop.
VFX
Last month, the VFX team focused on fixing ‘log spam’ that had built up over time. This involved solving minor data errors that don’t break the game but can be problematic to devs working in the editor if too many accumulate. For example, a missing texture referenced by a particle effect.
They also continued to support several locations, including the latest version of Siege of Orison and a few Pyro outposts.
Web Platform
Last month, a new Launcher team was created to enhance the user experience of the RSI launcher. Their first major focus is the development of Launcher 2.0, which will bring a fresh UI design and up-to-date technology to support the Star Citizen community. The Evocati community was given the first version of the new launcher to assess the sign-in, download, verify, launch, and game library location features. Testing will continue up to its release to the wider community.
Alongside this, the Content Experience team worked on a simple image component to provide an efficient solution for image management. With features like lazy loading, customizable formatting, and centralized control, it streamlines performance, scalability, and flexibility. Its easy integration and prevention of content shifting make it an essential tool for maintaining a unified image-handling approach.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for February 7, 2024
Release View
Replication Layer Update
Testing continues for this important update to the persistent universe's back end database. This release will remain fluid in regards to timing as edge cases are solved and performance is optimized. With this publish, we're moving this card to the Alpha 3.23 column, but keep an eye on Spectrum and the Tech Preview channel for the latest on the Replication Layer.
The following card has been added to Release View, targeting a release in the Alpha 3.22 patch cycle:
Arena Commander: Gravlev Racing
Introducing a new Experimental Mode to Arena Commander featuring Grav-lev vehicles racing through 5 new maps: The Snake Pit, The Snake Pit (Reverse), Clio Islands, Rivers Edge & Shifting Sands.
The following cards have been added to Release View, targeting a release in the Alpha 3.23 patch cycle, currently slated for April 2024:
Starmap Rework
Implementing the new and improved Starmap with improved visuals and usability, including easier search and trip planning functionality.
mobiGlas Rework
Reworking the mobiGlas system to use Building Blocks, which will also allow for easier development of mobiGlas apps. This update includes reworked Home, Maps, Contract Manager, and Journal apps.
FPS Map System
Implementing a minimap for the HUD as well as interior maps for FPS gameplay, helping players stay oriented in close-quarter encounters.
Personal and Instanced Hangars
Creating new tech that creates an instance of the player's hangar to allow for uninterrupted management of cargo, inventory, and vehicles. Personal hangars are found at the player's home location and allow for customization and organization of the hangar interior.
Freight Elevators
Implementation of systems and content for players to physically load and unload cargo to and from their ships by conveying cargo to and from hangars, landing pads, garages, and docking collars.
Item Bank & Unique Item Recovery
Adding Item Bank kiosks to the persistent universe, allowing players to retrieve and store FPS items at multiple locations. This addition will also allow players to retrieve lost account-bound items, such as subscriber flair.
New Missions - Cargo Hauling
Making use of the Freight Elevators feature, this mission type will have players hauling large quantities of cargo to earn both aUEC and reputation.
Dynamic Crosshair
Combat helmets now support the dynamic crosshair which allows for quicker target acquisition in close-quarter situations.
EVA T2
Improved EVA controls and animations for smoother traversal in Zero-G. Introduces limited EVA fuel and encourages the use of zero-G push/pull and the Multi-Tool's tractor beam.
FPS Loot Screen
Introducing a new screen for looting critical items quickly, allowing for more reliable inventory management in tense situations.
New Character Customizer
Implementing an overhaul of the player character creator for Star Citizen, including a new user interface and additional customization options.
Visor & Lens HUD Rework
Converting the Visor and Lens systems to Building Blocks for improved performance and flexibility.
Distribution Centers
Creating new traversable areas offering gameplay opportunities in corporate industrial environments. This initial release includes the surface levels of the facilities, with underground areas coming in a later update.
Dynamic Event: Blockade Runner
Introducing a new dynamic event that involves a criminal faction (Nine Tails) locking down an LEO and L1/L2 rest stops. Players must run the blockade and purchase and sell a percentage of Quantanium before time runs out.
Reputation - Hostility
Adding a new feature to the Reputation system where players will encounter AI that are either friendly or hostile based on their reputation with the organization the AI belong to. This also includes different friendly-fire thresholds and defense responses.
Player Interaction Experience
Implementing the updated Player Interaction Experience; a holistic array of complimentary features and systems, all related directly to the player. Player status, item status, environment status, as well as interactions with both the game world and the objects within it, are covered under these systems.
Master Modes
Implementing new modes to vehicles to manage their speed, components, and role-specific functions. This release introduces the NAV and SCM modes, as well as a complete re-tuning of all ships.
That's all for this week! No Progress Tracker updates this week as work continues on long-term planning.
Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
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Subscriber Promotions
February’s an action-packed month in the ‘verse courtesy of the return of both Coramor and the Red Festival. This month’s flair embraces both holidays with themed hab posters and exclusive pink weapons. In addition, to keep you suitably tooled up for all the excitement, we’re giving all subscribers access to Anvil’s fearsome little pocket rocket, the Arrow, while Imperator subs can also hit the hardest in the Crusader Ares series.
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Happy Monday, everyone!
In case you missed it last week, our weekly shows have returned with an epic splash! In an effort to shake things up, we offered an early preview of what's in store for this season on Inside Star Citizen in the recent live episode of Star Citizen Live. We divulged our upcoming feature list for Alpha 3.23, with Jared managing to beat me to the punch for the upcoming roadmap update. Missed the show? Check out the VOD to catch up on what's coming!
we're thrilled to announce that both Red Festival and Coramor will kick off this week – yes, concurrently! Whether you're ringing in the new year or celebrating new love, we have numerous ways for you to immerse yourself in the festivities. Additionally, a Free Fly and Referral Bonus are launching too, making this an opportune moment to dive into the 'verse with a friend.
Last but certainly not least, we had an incredible time visiting the Spanish community in Barcelona last weekend. The energy and passion was absolutely off the charts. We'd like to congratulate the organizers for putting together such an epic event, and thank them for welcoming us! Oh, and when we say it was a high energy event... we mean it!
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Now, let's see what's going on this week:
This Tuesday, Subscribers will get their monthly update via Comm-Link and Newsletter.
On Wednesday, the Roadmap Updates return! We'll have our first update of the year with our usual accompanying Roundup. Also on Wednesday, we'll publish January's Monthly Reports, with the Squadron 42 report arriving via newsletter.
Thursday, Inside Star Citizen takes a detour on our Road to Alpha 3.23 and explores the ever expanding role of Branding in our persistent universe, and how it's being used to shape and conform not just the way our developers work, but corporate and faction life in the Stanton and Pyro systems respectively.
Thursday also kicks off not one, but TWO events for Star Citizen. Celebrate the new year with love as both Red Festival and Coramor begin! These events also kick off our next Free Fly and Referral Bonuses, so its the perfect time to get your friends, your family, your pets, and your mailman into the game!
On Friday, Star Citizen Live returns to the classic Meet the Devs format to discuss the personal history of two of our most tenured executives: Chief Publishing Officer John Erskine and Vice President of Corporate Technology Mike Jones LIVE and in studio, where they'll share stories about themselves and from CIG's earliest days. Jared says it's about as far from last week's show as you can imagine, so take that as you will. We'll also deliver our Weekly Newsletter to your inboxes.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, 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 here. The highlighted content creator will be awarded 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 the chance to see it here!
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Even though its Red Festival and Coramor season, Fillian decided to get ahead and create this incredible medley of sea shanties for Stella Fortuna, but with a Star Citizen Twist!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Want to know what features are coming to Alpha 3.23? Join us for the first Star Citizen Live of the year as we discuss what you can expect to release with our next patch.
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This Month in Star Citizen
Star Citizen Alpha 3.22.0a was just released and there's more excitement lined up for the next month! February is filled to the brim with thrilling content, both in the 'verse and out, so we wanted to bring you up to speed. Read on...
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Join the Civilian Defense Force today! Head over to the once idyllic Orison and fight back against the Nine Tails gang's campaign of violence. Play your part before Siege of Orison ends on February 5th.
Click here for all the info you need to survive the Nine Tails gang’s campaign of violence, including a mission rundown and tips from the designers themselves.
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Inside Star Citizen is returning with its first episode that will focus on the feature content of our upcoming Alpha 3.23, with a look at new EVA mechanics and the updated Personal Interaction System.
Star Citizen Live is also back with an All About Alpha 3.23 special where we'll be discussing the broad scope of work for the next patch.
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This year, our Bar Citizen World Tour will continue with our team members visiting local events in your area. We have been in touch with many of the Community Bar Citizen Organizers who have been planning events all around the world, and we are excited to announce that our first stop will be in Barcelona, Spain on February 3rd.
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Love is in the air as Coramor, our in-lore Valentine's Day equivalent, returns to Star Citizen this year with some exciting new additions that are sure to win your heart. Participate in our screenshot contest by showing us where you would take your date in the 'verse, and you could win a vehicle that you'll absolutely adore.
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We are saying goodbye to 2023 and starting 2024 with a fresh adventure at the Red Festival 2954. As is tradition throughout the UEE, the Banu have hidden red envelopes across Stanton and are offering a variety of red and gold ship paints to tempt good fortune in the coming year.
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Need a few more friendlies on your wing? February brings our latest Free Fly, so let all your prospective pilots know that they can jump into the 'verse at no cost.
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To ring in a prosperous new year as part of the Red Festival, we're inviting you to join in our Lunar New Year 2024 Referral promotion! Our latest referral bonus will give you and the new players you refer a Drake Dragonfly Black, the Red Alert Armor set with undersuit and backpack, plus a shotgun for free!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
How will the new EVA mechanics and updates to the Personal Interaction System dramatically change the way you interact and traverse the 'verse in Alpha 3.23? Join us for our first Inside Star Citizen episode of the year to find out!
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THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we visit the Bacchus, Geddon, and Gliese systems, meet navjumper Toshi Aaron and musician Sindo Guerrero, and dive into the history of the UEE’s ban on artificial intelligence. Join the Spectrum thread for any discussion or feedback.
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Xē'suelen, hi everyone o7
Nicou reporting in after a week off, as I have completed my move to the CIG studios in Manchester (They look wonderful; We can't wait to show you the office!), and with me I bring... Content!
Last week was eventful for those who closely follow the development of Star Citizen:
Alpha Live 3.22.0a was released to the LIVE servers, and it came with several bug fixes for Siege of Orison, updates to the San'tok.yai, increased damage output and health of defense turrets around the PU, and more.
Siege of Orison is back until February 5; Get ready to dive into an action-heavy adventure that has turned the once-idyllic city of Orison into a nightmare!
Tech Preview channel: Replication Layer + Server Crash Recovery was tested this week-end. As planned, the server crashed (We're professionals, don't try this at home), and after a few short minutes, the recovery process worked and allowed players to continue their adventures as if nothing had happened. Thanks to everyone who helped us stress-test the channel, we have gathered lots of Data that will be put to good use that will bring improvements for the next set of playtests.
We've also shared more stories about the system Pyro and its discoverer: Pyrotechnic Amalgamated. Yes, more Lore!
The Verse At War 2° Edition community event is back on February 3-4; This time in a big way with the presentation of Germany, United Kingdom, France, and Spain as Nations in the playoff to see which pilots are currently the top in Star Citizen. If you are not participating, you can enjoy the show on Twitch thanks to Arkvenger, and other participant-streamers.
Finally, members of our Community and Development teams will be in Spain this upcoming weekend for Bar Citizen Barcelona. Word on the street is they are bringing lots of sweet loot that you will NOT want to miss! Join us at the Space Cowboy on Saturday, February 3!
Now, let's see what's going on this week:
This Tuesday, Lore enthusiasts will nibble on the new Galactapedia Update; At least I know I will!
Thursday, your beloved Inside Star Citizen returns with its first episode dedicated to the feature content of our upcoming Alpha 3.23, with a gorgeous and exciting look at new EVA mechanics and the updated Personal Interaction System, both of which aim to dramatically change the way you interact with and traverse the 'verse.
On Friday, the weekly Star Citizen Live is back with an All About Alpha 3.23 special (at the BEGINNING of the quarter? Really? Jared has gone mad!) where we'll be discussing the broad scope of work for Star Citizen's next patch. It's a week of shows you won't want to miss. And the weekly RSI Newsletter will be delivered right to your inboxes.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, 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 here. The highlighted content creator will be awarded 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 the chance to see it here!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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This portfolio originally appeared in Jump Point 11.02.
Tromo Nivelin insisted he wasn’t a gambler. Born into a family that struggled to eke out a living, he claimed he only took calculated risks, but none would be more daring than pouring his life savings into launching Pyrotechnic Amalgamated in 2409. Rich beyond his wildest dreams at the age of thirty after the sale of a data management company he founded with a friend in university, Nivelin wasn’t one to rest on his laurels. He spent years courting investors for a new venture, Pyrotechnic Amalgamated, but most financiers looked at the crowded mining field, and Nivelin’s inexperience in it, and passed. Nivelin remained undeterred against the advice of family and friends. He didn’t know it at the time, but this high risk, high reward move would set the tone for the company; one that saw Pyrotechnic Amalgamated achieve incredible highs, including the discovery of two systems, before the accumulated risk finally dragged it down.
NO RISK, NO REWARD
According to Nivelin, the discovery of Vega in 2402 was the key moment that inspired him to found Pyrotechnic Amalgamated. Newly rich and in search of a new business venture, discussions with his husband, a lawyer representing a mining concern fighting for the rights to a massive claim on Selene (Vega III), opened Nivelin’s eyes to the profit potential that an untapped piece of the frontier could offer. Meanwhile, some of his fondest childhood memories were joining his aunt on mining runs that endeared him to the profession and sparked an obsession with geology. Nivelin spent two years researching the industry and assessing its business practices. He identified several areas where his prospective company could forge a strategic advantage, but he refused to specify them in the business plan to ensure potential investors wouldn’t steal and implement them elsewhere. After years of searching for investors, only a few had agreed to back his venture, so Nivelin, in 2409, made the bold call to self-fund the rest of it. The risk was massive but his timing couldn’t have been better.
Humanity discovered Virgil in 2412 and fast-tracked the terraforming of the first planet due to favorable conditions. To encourage private investment, the United Nations of Earth (UNE) allowed mining companies early access to prospect the system and bid on mining rights. Rather than employing the systemic scan-grid technique (popular with most mining organizations due to its thoroughness), Pyrotechnic Amalgamated prospecting ships were outfitted to scan in the style of explorers – covering as much area as possible during their first pass before honing in on small anomalies for further investigation. Other companies mocked the Pyrotechnic Amalgamated ships speeding across the system, but their unique approach allowed them to identify and ultimately underbid on several lucrative locations. The windfall profits from these claims enabled the company to expand and reinvest in technologies that kept them on the cutting edge for decades. As Humanity entered a golden age of expansion in the mid-25th century, no mining company was better positioned to explore these systems and identify viable claims than Pyrotechnic Amalgamated.
Despite these successes, Nivelin’s ultimate goal was to discover a system, believing that finding one would be enough to sustain the company for centuries and establish its name in history. He created an exploration division, whose sole purpose was to find new jumps, and required all company and contracted ships to share their flight data with it. He would retire in 2457 without achieving this dream but the systems he put in place would eventually pay off.
In 2469, the crew of the company tanker Roustabout noticed a gravitational anomaly while crossing Cano and filed a detailed report with the exploration division. It remained overlooked until 2493 when CEO Cecile Uchiha ordered legacy flight records be reassessed to factor in recent scientific advancements in jump point detection. By then, Pyrotechnic Amalgamated fortunes had soured after its pioneering exploration and scanning practices had become widespread within the industry. Losing its competitive advantage and exhausting several profitable veins left Pyrotechnic Amalgamated in a precarious position. Industry insiders believed the company would need a miracle to survive. This decades old flight data from Roustabout would provide it.
PYROMANIA
It didn’t take long for the exploration ship dispatched by Pyrotechnic Amalgamated to discover the new jump point and take preliminary scans of the system. Insiders claim that CEO Uchiha screamed in celebration upon receiving news of the discovery, and then screamed in frustration upon seeing that the system suffered from unpredictable solar flares. Still, significant mineral deposits on Pyro II and the presence of water and a breathable atmosphere on Pyro III convinced Uchiha to direct executives to devise a plan to assess and exploit the system.
Pyrotechnic Amalgamated registered its discovery with the UNE and named the system in honor of both the company and the system’s volatile star. CEO Uchiha lobbied the UNE to claim the system, which would open the floodgates of government subsidies and resources to police and make living and traveling across it more manageable. Yet, government officials decided the unstable sun was too dangerous and decided not to claim it, leaving those responsibilities to anyone who wanted to work the system. Pyrotechnic Amalgamated immediately established operations on the system’s most substantial mining deposits and bolstered its security forces to strongly “discourage” others from developing their own. While most mining sites were on Pyro II, the company built a majority of the staging sites, processing centers, and habitation encampments on the more hospitable Pyro III. Still, the looming threat of solar flares made Pyrotechnic Amalgamated reluctant to establish a permanent headquarters on either planet, forcing the company to adopt a radical and expensive alternative.
Construction began on MacEwan Station in 2506. Named in honor of the Roustabout watch officer who noticed the gravitational anomaly, the station was designed to be a massive and awe-inspiring operational hub for the company. Yet, it wasn’t long before this ambition clashed with reality. Construction-cost overruns, disappointing mining profits from Pyro II, and a downturn within the wider mining industry combined to drag down the company’s bottom line. In late 2508, CEO Uchicha slowed construction of the station due to liquidity issues and seriously considered abandoning it until another discovery convinced her otherwise.
RUINOUS
In 2510, a Pyrotechnic Amalgamated security force hunting an outlaw crew ran deep space scans that returned an unusual result. The company dispatched an exploration ship that discovered a jump into a new system. Scans showed a promising asteroid belt but no habitable planets. Financially strained, Pyrotechnic Amalgamated decided not to pursue interests in the system. They registered it with the UNE under the name Nivelin and used the finder’s fee to fill the budget shortfall in constructing MacEwan station.
Construction on MacEwan Station was completed in 2512. It streamlined mining and supply operations for the company’s operations within the system, and provided an additional revenue stream from the sale of fuel, food, and other supplies to independent miners traveling to and from Nivelin. The discovery of the Terra system in 2516 and a jump from it to Pyro also boosted traffic to the station. Meanwhile, Pyrotechnic Amalgamated attempted to capitalize on its proximity to Terra by bidding on mining rights to several sites in the system. But, in a now infamous incident, the company wildly overbid for the Arroyo lode after data from a faulty scanner convinced executives that it was worth ten times its true value. Then, in 2539, a jump was discovered from Nivelin to Gurzil, placing it in the middle of the brewing Human-Xi’an cold war. The government quickly restricted access to the system and renamed it Hadrian. The loss of civilian access to the system noticeably reduced traffic to MacEwan Station.
By 2542, many of the company’s mines within Pyro had become significantly depleted, and aggressive attempts to find significant deposits elsewhere were unsuccessful. The loss of traffic to MacEwan station also meant that the station’s operational costs exceeded what Pyrotechnic Amalgamated made in the system that year. The company attempted to sell the station to the government, pitching it as the perfect resupply hub for Hadrian, but failed to secure a deal.
Pyrotechnic Amalgamated spent the 2550s shrinking its workforce, reducing its areas of operation, and liquidating assets to stay afloat. Following the First Tevarin war, as shield tech advancements from the Tevarin made their way to civilian ships, there was a glimmer of hope that the company could leverage the tech to access and mine parts of the system that were previously too dangerous. Yet, the new shield tech also meant outlaws could more easily survive and thrive within the system. Having drastically reduced its security forces as a cost-saving measure, Pyrotechnic Amalgamated ships found themselves under constant attack, which made exploiting those meager and hard to reach resources not worth the cost. In its desperate last days, the company stripped anything of value from MacEwan Station and abandoned its operations there, leaving the station in ruins; the name Ruin Station was bestowed upon it by outlaws and squatters. In 2563, the company finally declared bankruptcy, but would not be forgotten thanks to the discovery of the system that shares its name.
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Happy Monday, everyone!
Thank you to everyone who has been jumping into the PTU to test our latest 3.22 build, which comes with much needed fixes as well as improvements for Siege of Orison. There's still some work to be done, and our team is full-bore on this update to get it into your hands as soon as possible. The team is also hard at work on our next major update, Alpha 3.23, which we'll be talking about more in the very near future.
In case you missed it, the filthiest race in the 'verse zoomed and zipped across the deserts of Crusader's second moon. We're of course talking about the Daymar Rally, and with a record number of participants, this was one for the history books! Missed the action? Check out the VOD on ATMO esports' Twitch channel.
Looking a little further into the future, we wanted to give an early heads up that our team will be in attendance for Bar Citizen Barcelona on February 3! Head over to barcitizen.sc for all the details, and we hope to see many of you there!
Now, let's see what's going on this week:
Tuesday, the Narrative team has the latest Portfolio lore post, first appearing in Jump Point 11.02. Pyrotechnic Amalgamated revolutionized the search for resources and discovered two systems, but managing their namesake system would be their ruin.
Friday has our latest Weekly Newsletter, headed straight to your inbox.
Inside Star Citizen and Star Citizen Live are taking one more week off this week. We also wanted to include this note from Jared "Disco Lando" Huckaby regarding the return of our evergreen programming like ISC and SCL:
Thanks Jake and hi all! ISC and SCL are coming back on February 1st/2nd this year and I wanted to take a few moments to talk about a change in our scheduling for 2024 that reflects the ongoing changes to our development in what promises to be the biggest year yet for Star Citizen.
While we're still going to be releasing on Thursdays and broadcasting LIVE on Fridays, we are no longer going to be programming on the standard quarterly cadence we've used since ISC began, which has been a pretty rigid ten weeks on, three weeks off, rinse and repeat sort of affair. In this new year of exciting challenges and anticipated releases, once ISC comes back on February 1st, it will continue to run until 3.23 comes out, however many weeks that may be. We'll then take a week or two off and come right back with the ongoing cadence until the next major patch comes out, and so on and so on.
What this means for you is that we'll no longer be cutting away to our hiatuses a week or two before the patch releases like we've done in the past, and there may be a week or two in the middle of a month where we don't publish/broadcast so we can still take care of the important maintenance tasks we normally do during the prior hiatuses, but most importantly the way our new schedule works out, it means there will now be more episodes of ISC produced this year than previously, covering more topics and more aspects of our lives in game development than ever before, and everyone here on the ISC Team is excited to tackle the added challenge.
SCL will remain the bastion of ascerbic Disco it's always been. There's nothing to be done about that. Sorry.
All in all, just as I stated at the end of last year's final show, I've never been more excited about the prospects of 2024, and we're looking forward to the extra shows not just for more chances to cover the features and such, but more chances to explore new and different types of stories than we've done in the past, about aspects of game development we haven't covered before, too.
We'll see you when we return next week. Back to you, Jake.
Thanks Jared! We're excited for our shows to return, see you all next week!
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, 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 here. The highlighted content creator will be awarded 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 the chance to see it here!
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Its_Cozy had many an adventure in Stanton with their trusty compatriots, Pico and the Drake Corsair. They put together a cinematic recollection of their travels in an amazing machinima mixed with gameplay.
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IN CASE YOU MISSED IT
Welcome back, intrepid traveler. It’s a new year brimming with new adventures, new discoveries, and new opportunities.
And what better way to start than with the latest vehicles from the galaxy’s top manufacturers - nasty fighters armed to the teeth, industrial behemoths, scrappy salvagers, lightning-fast snubs, and unique alien conversions, just to name a few.
If you’re curious about the new ships and ground vehicles released throughout 2023, you’re in the right place.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Squadron 42 Monthly Report
This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.
TO: SQUADRON 42 RECRUITS
SUBJ: DEVELOPMENT UPDATE 01:10:2024
REF: CIG UK, CIG DE, CIG LA, CIG TX
FAO Squadron 42 Recruits.
Welcome to November/December’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including birds and rodents, the Starmap, and Fortune’s Cross.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Features)
Through November and December, AI Features continued to develop a key combat encounter by improving locomotion and simplifying weapon firing to use the same Subsumption control nodes as Human AI agents.
Vanduul combat encounters were also iterated on, with the team fixing issues with enemies entering combat and moving into melee range. They also implemented Vanduul death animations using re-targeted core directional Human animations, which were then further polished. The Vanduul execution takedown window was improved and telegraphed correctly to ensure players have the opportunity to escape.
A range of other combat areas were worked on too, including changes to the tactical target query system, which can now spread targeting across a group but prioritize the player.
A new cover tactical position query term was finished, allowing non-line-of-sight cover posture queries, and an issue was fixed with characters in flow-graph-controlled non-combat custom assignments not going into combat after exiting the assignment.
Tech-debt work was done on firing validation to ensure that it better encapsulates the new debug render improvements, while synced melee attacks were connected to the AI melee combo system so that follow-up attacks can be data-driven. This is used in a boss encounter to drive a follow-up synced weak attack if the previous one fails.
Finally for AI Features, the team implemented a new invulnerability system to allow AI to take damage but not go below a specific threshold. This is used to script the various damage-induced stages of a boss fight without making the character completely invulnerable.
AI (Tech)
At the end of the year, AI Tech progressed with features and support for release builds. For boids, they’re close to finalizing the first iteration that will allow the designers to place fish, rodents, and birds in the environment. Recent updates include rules to avoid dangerous areas or actors, transition rules that will detect weapons fired/bullets hit, and the ability to switch from idle/wandering to a fleeing rule set. The team also further iterated on killing boids agents and how they transition from an animation-driven state to ragdoll. For birds, they extended the number of wandering states. For example, besides flying, birds can also walk after a landing transition. Synchronization between the server and client is currently being worked on.
Effort was also put into optimizing and improving various features, including the pathfinder algorithm, collision-avoidance system, navigation system, and Subsumption loading logic.
For Apollo tools, AI Tech continued to support the designers with additional functionality, including the ability to create PNG files from behaviors, improved readability for Subsumption flowgraph nodes, and improved undo/redo actions.
Several existing features were polished and finalized, including NPCs utilizing trolleys, which received improved collision avoidance. This was achieved by updating the PID controller logic and how it’s used for path following when NPCs are pushing trolleys.
For AI using ladders, new functionality was added. For example, NPCs can now check if the ladder is available and will only use it if free or another NPC is climbing it in the same direction. In case the ladder is being used the opposite way, NPCs will find a free spot at the top or bottom and wait.
On the ship AI side, the team improved and extended spline functionality. This involved allowing ships to move along a spline while staying orientated toward the target and moving to the beginning of a spline that’s already moving (e.g. a spline attached to a different ship).
Toward the end of the year, AI Tech started to look for a better solution to generating navigation mesh on planets, as the current implementation could be faster and has problems generating navigation mesh close to planetary poles (which is affecting some outpost locations and their associated NPCs). This is currently in progress and an update will be provided in a future report.
Animation
The Animation teams worked on player skill level animations, such as takedowns, vaulting, mantling, and exercise, and continued developing first-select animations to show off the unique aspects of the game’s weapons. They also continued to develop the combat AI sets, including a unique boss fight.
The Social team worked alongside Level Design to add life across various chapters, which was supported by the Mo-cap team.
On the facial side, the devs continued to develop facial content for the cast characters and combat and social AI that drive the narrative.
Features (Gameplay)
Gameplay Features spent time toward the end of the year looking at what’s needed to implement some of their SQ42 features into the PU, including additional requirements not needed for the single-player campaign. Most features are moving over smoothly, though the new mobiGlas requires work to support existing apps not found in SQ42.
The Starmap is currently being polished, with fixes for labels and better transitioning between the solar system and mini-map views. This was adapted to work well on the 2D vehicle multi-function-display screens, which will need to support multiple solar systems when Pyro comes online. There were also developments using mini-map rendering inside the Starmap holosphere for the new landing UI so players can see the walls, floors, and ceilings in their ship’s radar when coming in to land.
The character customizer was polished, including better rendering for the head library grid. The team also experimented with a different UI for face sculpting and made other general usability improvements. They're currently looking at ways to better serialize the data and reduce size requirements.
The SQ42 frontend received polish, with saved game profiles now displaying the relevant customized character and a dynamically changing environment depending on progress.
Gameplay Story
A big focus for Gameplay Story during November was the Fortune’s Cross level, including a scene featuring an NPC talking to the player with branching dialogue.
“This is quite typical of many of our scenes apart from the fact it is taking place on a moving escalator! Whilst looking into this, we decided to take responsibility for getting the NPC to traverse all four escalators in the level. This was quite a technical challenge that required a lot of difficult investigation. However, with some help from Design, we were able to get the character to seamlessly enter and exit all four escalators whilst they are moving.” Gameplay Story Team
Alongside this, the team worked on a range of scenes across various chapters, using new mo-cap, updating poses, and fixing problems.
In December, Gameplay Story made several significant updates to scenes in chapter five. This involved using new mo-cap to improve how two characters meet and walk up stairs at the start of the chapter. New mo-cap was also used to animate four characters exiting a tram before six get on, which was a challenge for timing and space but works well.
The team also implemented a new dialogue-heavy three-person scene in the Shubin hangar and used additional mo-cap to make a key character walk to and from a meeting scene in chapter four.
Graphics & VFX Programming
At the end of 2023, the Graphics teams largely progressed with their longer-term tasks. For example, work continued on improving the visual quality of gas clouds through the addition of a directional occlusion effect. The gas-cloud-system output is also being unified with the planetary-cloud system so that the new cloud upscaling solution can be used by both.
The Global Illumination team added support for transparency via a dense view-frustum voxel grid of low-resolution probes along with a sparser zone-space grid of higher-resolution probes. Work is also ongoing to improve the representation of materials in the raytracing system.
Vulkan is reaching the final stages of development, with the team wrapping up the last of their rendering tech. Ongoing work is targeting reducing stutter by working on shader/PSO compilation caching and general performance polishing before the initial release.
The Planet Tech team continued wrapping up the water feature, focusing on robustness, memory usage, and performance. Alongside this, the Graphics team improved the water-edge effects against both the environment and visor/camera lens.
VFX Programming worked toward finishing off fire-hazard visuals, investigated networking support for the fire-hazard system, and added support for water VFX. On the tools side, support is being added for unique IDs associated with each particle effect to allow robust referencing and the reorganization of effects.
Level Design
Level Design’s Social Narrative team pushed on with Idris interstitials, prioritizing the med-bay and corridor sections and clearing out the backlog of bugs and tasks along with other miscellaneous blockers.
Chapter one’s Javelin social section was also a key focus. Though a comparatively small section of the chapter, as the opening of the game, it’s hugely important as it sets the scene for what’s to come. November featured multiple reviews and several rounds of feedback, which led to the team tweaking content and adding new mo-cap, with the latter making a significant difference in quality. In the past, mo-cap turnaround could be lengthy. However, thanks to the new on-site studio, content can be in-game within a matter of days.
Chapter four was also a focus, which involves an NPC leading the player through the social area of a rundown stopover station. There was also a concerted push on Archon Station, which has hundreds of background crew going about their daily business. This involved collaborating with the AI Content team, who have been striving to make the AI in these sections as convincing as possible.
Narrative
Toward the end of a busy year on SQ42’s development, the Narrative team continued to support the editorial selects for content shot in the summer and fall. Over the past two months, they worked with Production to assess all tasks that are currently assigned to the Narrative team to make sure they cover all known remaining work. These tasks might change based on continued development, but this process allows the team to figure out what they can jump into in 2024. The team also revised the script treatment to reflect any changes in the flow since the last version.
Narrative continued to define the collectibles that will be scattered throughout the levels. Some of these are a little more involved than others, but the team synced with Design and Art to understand the number and placement of the various objects.
“As more and more content makes its way into the game, reviews of the various levels with the other teams will be important to make sure the intended tone is coming through. The Social teams have been focusing on the larger social areas lately to make sure they feel populated and alive.” Narrative Team
Tech Animation
The Technical Animation team spent the end of the year on deliverables for the content teams across both projects.
These include an outfit manager that will pull together a full set of assets for any character outfit in-game, which will help the Animation teams author specific content.
Previously missing from the pipeline, physics proxy tools creation was added for an intuitive and streamlined way to create physicalized skeletons in Maya. An animation-events editor was also added to keep audio linked to animations across projects. New ADB diff tools also help the devs track and diagnose problems with complex XML format files that need historical context to be useful.
A replacement for a very old toolset that validates content being exported from Maya was created.
“We're now in a position to add to the tests and potentially change some low-level paradigms to enable exploration of new pipeline possibilities.” Technical Animation team
Additionally, Technical Animation authored and fixed more head assets, refined existing pipelines, continued developing engine animation systems, and ideated on additional ways to help them approach gold master.
VFX
In November and December, the VFX team continued to provide effects support for a variety of locations as well as some key cinematic sequences. They also continued to fine-tune water, including underwater effects.
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Happy Monday, everyone!
The teams are back in the studios, hard at work and tinkering to further improve your experience in Alpha 3.22: Wrecks to Riches, which is currently on our Live servers. We look forward to getting some fixes and quality-of-life updates in your hands shortly!
With the continuous improvements and updates to Arena Commander, we published a one-stop shop for all your Experimental Modes information needs last week, where you'll find, for example, the descriptions of the different Experimental Modes, achievements that can be unlocked, as well as the requirements needed to earn them. This new comm-link will also serve as the primary platform for our regular Experimental Modes rotation schedule updates, so don't forget to bookmark it to stay in the loop.
Mark your calendars for this Thursday,as every new ship released in 2023 will be available for a limited time for those who missed the releases or didn't have a chance to pick them up. You know, just In Case You Missed It.
This Saturday will see the return of the biggest community-driven racing event in the ‘verse, where hundreds of players compete in three divisions (Buggy, Truck, and Hover Bike) over a distance of 510 km. That's right, Citizens, THE filthiest race in the ‘verse, the Daymar Rally, is back! This highly-anticipated annual event is a spectacular showcase of skills and thrills, but don't expect a clean fight to the finish line, as this is a Weapons Free race and contestants have a license to kill.
Now, let's see what's going on this week:
Wednesday, we'll repost last week's Squadron 42 Monthly Report newsletter as a comm-link.
The Roadmap Update, Inside Star Citizen, and Star Citizen Live are still on break, but they'll be returning soon with your favorite deep dives into Star Citizen content!
Thursday will see the start of our In Case You Missed It promotion, where you'll have the opportunity to pick up any new ships released in 2023 that you missed out on.
Friday is National Popcorn Day, so grab yours to enjoy alongside ourweekly RSI Newsletter, coming to an inbox near you.
On Saturday, we're off to the races. Literally. Join us in cheering on all the participants competing in the annual event designed to test their skills, determination, and endurance across the dunes of Daymar! The live stream pre-show starts at 16:30 UTC.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, 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 here. The highlighted content creator will be awarded 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 the chance to see it here!
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Dough, moolah, ducats, dosh, cheddar, smackeroonies, bones, paper, coin. Whatever you call it, you need the in-game cha-ching to get the ba-blings. Voss_Evolved shares their tips and tricks in an informative and entertaining guide on how to get them fat stacks of aUEC by bounty-hunting.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…