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Join us for a discussion with the Mission Design team to gain some early intel about a new upcoming Global Event and explore the unique features of the Cargo Hauling missions coming in Alpha 3.24.
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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 07:03:2024
REF: CIG UK, CIG DE, CIG LA, CIG TX,
FAO Squadron 42 Recruits.
Welcome to June’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including StarScript, cinematics, and narrative content.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Features)
Last month, AI Features supported AI Social in wrapping up their tasks for the usable system.
The ‘usable system’ describes how NPCs interact with machinery and other objects of the world. For example, an NPC running a janitor behavior will need to interact with several usables, such as a locker to equip a uniform, and cleaning equipment, like a mop and bucket. They will then need to move between spots and clean them, playing a mopping animation as they go. The usable system represents these different objects and has information about how NPCs use them, where they need to play animations to enter and exit the usable, and what custom logic to execute.
These systems often work with complex setups designed to implement complicated interactions for NPCs and, in some cases, the player too. Sometimes, a small change in one element of functionality can have a large knock-on effect on another use case. In addition, there are often specific situations that require specialized solutions. For example, usables often have complicated idle animations with specific pose requirements and should transition into an action or an exit animation at specific times.
AI (Tech)
June saw AI Tech fix several bugs related to NPCs using elevators. They also improved the functionality for usables scooching between different zones, such as transitioning between outside and inside elevator panels.
On the ship AI side, improvements were added to point-defense cannons that allows them to track and shoot missiles. They also made updates to allow NPCs to follow leaders in formation by utilizing a PID controller for matching leader speed and adjusting roll based on the leader and NPC ship orientation.
The team also worked on destructible-cover functionality. For each location, they had to determine whether destructible entities were part of the cover surface and register their destructible events. Based on those events, they can then regenerate the cover surface or adjust the locations’ height should it be required.
Bug fixing was also done for the AI and usable systems.
Animation
The Animation team continued to work on the look and feel of zero-g, including making it feel smoother and more exciting. They also worked on several player interaction animations, scenes for chapter one, and delivered final assets for the several chapters. Improvements were done on clothing usage for the player and NPCs too.
The team are currently progressing with cover-hit reactions, cover and stair usage, locomotion blending into useables, and more.
Regarding motion capture, a number of pick-ups were captured to smooth out various scenes. They also captured a few actions needed for one of the main life areas and made improvements to combat reloads.
For facial animation, the team continued to burndown chapter work and polish the final facial animations for several levels.
Gameplay Story
The Gameplay Story team continued a high production rate throughout June, adding extra audio and facial data to complete the last scene in one of the chapters.
They progressed through feedback and polish tasks, which involved improving the head and look-at in five different scenes, updating two start idles, a lighting fix, and polishing character finger movements.
They also delivered four new scenes, beginning with two characters walking down a staircase, around a corner, and through a bulkhead door. The second features six characters moving from a hangar to a brig via a cargo elevator, while the third features two individuals asking the player for help. The final scene has two characters working together on a unique engineering project.
Chapter 12 also received substantial updates. This involved adding an idle between major parts of one scene, using new mo-cap to improve navigation across a damaged environment, and using new p-cap to overhaul the introduction of another section.
Graphics & VFX Programming
Last month, the stability, performance, and memory usage of Vulkan continued to improve and is now much closer to being the default choice for SQ42 and the PU. The team have also been in contact with AMD, Nvidia, and Intel to diagnose and fix various driver issues.
The Global Illumination team worked across a variety of areas. For example, they improved radiance cache resolution, made stability improvements, and optimized various areas with Fidelity FX. They also provided rough-specular support, improved motion-and-depth-complexity handling for the screen-space light cache, and updated the cascaded light grid to allow for a greater range of global illumination.
Gas-cloud color-processing volumes were added to allow the artists to vary the appearance of large gas clouds as players traverse them.
Support for fire hazards continued, which involved adding directionality to the generalized burn and dirt shader effect for entities. This allows localized burning, such as on one side of a door. Visual improvements were also added to creatures, such as the ability to spawn decals from GPU particles.
Narrative
The Narrative team is nearly finished with the first pass of all the Galactapedia entries and have been taking a closer look at how the entries are triggered alongside the overall player experience. On the text front, the team swept through the various objectives across each level to make sure they provided succinct and clear guidance and accommodated any character limits.
Playthroughs with other teams continued as more of the content captured at the end of last year was implemented. As the levels solidify, slight adjustments are made, which sometimes require tweaks to the dialogue to accommodate, so scripts have been adjusted to reflect the updated flow.
Narrative also worked alongside the Audio team to add more ally and enemy voicepacks. These are now going through testing and validation.
Tech Animation
The Technical Animation team continued to invest in a wide range of tasks, facilitating improvements across both projects.
For example, work progressed on the ‘Put On, Take Off’ initiative, which is close to completion. These animations will soon be integrated into the game and will significantly enhance the realism of character interactions and provide a more engaging player experience.
Enhancements were also made to the Character Customizer, including the successful integration of new heads. This enhancement will offer players more variety and customization options, further enriching personalization.
“Our ongoing collaboration with the SST and Cinematics departments remains strong. The focus on ensuring the technical implementation of animations and scene content is of the highest quality is unwavering. This synergy is crucial in maintaining the seamless integration of animations and ensuring a top-tier visual experience for our audience. The achievements of the Technical Animation team this past month are a testament to their hard work and dedication. As we move forward, we are confident that we will continue to reach new heights and deliver exceptional content for our players.” Tech Animation Team
VFX
The VFX team supported Cinematics with major scenes across the campaign, finalizing particles, explosions, background weapon fire and timing, and destruction simulations. They’re currently working closely with other teams on improving environments, weapons, and vehicles to support the narrative and gameplay.
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This article originally appeared in Jump Point 7.12.
Aegis Dynamics Vulcan
INITIAL DEVELOPMENT
Like many Aegis Dynamics spacecraft, the Vulcan support ship has a long and storied history that stretches back several centuries to the height of the Messer era. In 2590, innovations in fuel refinement allowed ships to spend longer on the drift, so the UEEN requested proposals for a medium-sized support spacecraft with the flexibility to conduct both refueling and rearming operations. Given the military contracting process at the time, it was a foregone conclusion that Aegis would be awarded the project. Nevertheless, the Vulcan team opted to go beyond the military specification and develop what they referred to as a true ‘three R’ spacecraft: one capable of rearming, refueling, and repairing. Aegis’ designers reasoned that if they could deliver a ship capable of supporting smaller fighters and bombers (rapidly becoming a more important aspect of naval doctrine), they would have a chance at building something instrumental to the UEEN’s arsenal longer term.
Early prototypes would be completely different spacecraft compared to the models released three and a half centuries later. Early Vulcans lacked the BARD drones of the modern version, meaning that each of the three main processes had to be accomplished manually in a considerably more dangerous way. After a series of early accidents destroyed several Vulcans, engineers developed a process by which munitions were kept inert and then activated by remote once loaded. Early refueling using the Vulcan platform was a more difficult proposition. Spacecraft were required to maneuver extremely close and connect via external probe for the duration of fueling. Unlike with munitions, there was no option to make quantum fuel inert; crews were keenly aware of the increased danger during refueling. In ideal situations, refueling was done at a full stop. However, this was often not possible under combat conditions, earning Vulcan crews the genuine respect of fighter and bomber squads. However, repair was a comparatively simple process, with the ship’s rear compartment allowing the storage of repair tools and supplies that could be easily accessed by crewmen in external maneuvering suits.
As was common of support spacecraft at the time, the early Vulcans were completely unarmed and featured limited armor. As advances in process and military strategy improved over the decades, the Vulcan’s defensive capabilities would be reworked significantly.
The resulting ship, formally launched in 2594, impressed the UEEN on its formal review, prompting them to order nearly four times the number stated in the original proposal. As the ship found its place in active service, Aegis prioritized future development to keep it from becoming obsolete. Changes to the Vulcan platform happened rapidly as the company adapted to battlefield reports and worked to integrate the latest technology. Within a decade, the simple but dangerous ‘workshop’ concept for repair operations had been replaced with a formalized process using manipulator arms, while training for in-flight refueling had improved and significantly reduced casualties. Changes to all three of the Vulcan’s processes would occur regularly, supported by Aegis at every turn. The modern Vulcan took shape in 2895 with the adoption of Saga Datasystems BARD drones that standardized the ship’s support functions and significantly reduced danger. By using the soon-to-be industry standard drones instead of developing their own, the overall cost-per-unit of the Vulcan was reduced and Aegis entered into a strategically important relationship with an up-and-coming technology company.
THE VULCAN AT WAR
The Vulcan was first bloodied in 2603 during the early battles of the Second Tevarin War. By the start of the conflict, the spacecraft had been part of the UEEN inventory for almost ten years. There it had proven its worth in peacetime, supporting and expanding the range of convoys and patrols. Its first combat missions, however, did not go well. Tevarin forces quickly realized that they could reduce UEE effectiveness by targeting the slow and under-defended support ships. For the first six months of the war, Vulcan losses were significantly heavier than anticipated and a number of strike missions failed when returning bombers were unable to refuel and were destroyed by Tevarin fighters. These problems were solved by both manufacturing and doctrinal changes. Aegis developed a battlefield upgrade for early Vulcans that improved armor and added a defensive turret; changes that would speak to the eventual rework of the ship. The military itself adapted the ship’s role by operating Vulcans in groups of three: one for repair, one for rearming, and one for refueling. These trios were then assigned escort fighters, defending the ships when they came under attack and using their services in downtime.
The Vulcan saw no such problems when first pitted against the Vanduul. In early battles, the Vanduul seemed to have limited interest in targeting support ships at all, instead focusing on engaging fighters and taking others as scrap or prizes. Continued advances to the platform allowed the ships that first battled the Vanduul to be much more effective, both at their core roles and in defending themselves. With drones improving the ‘three Rs’, Vulcans were pressed into service in greater numbers than ever before, both in their traditional roles and as fleet support, with multiple Vulcans often assigned to closely follow destroyers and cruiser squadrons. In recent years, the UEEN has taken to deploying what they refer to as ‘ranged strike groups’ in an attempt to relieve pressure from the Vanduul. These strike groups consist of base-launched fighters and bombers supported by modern Vulcans to significantly extend their range and striking power, allowing them to deploy into enemy held territory to conduct raids. The strategy was developed around the idea of responding in kind to Vanduul anti-commerce raids and seems to be proving effective.
THE VULCAN AT PEACE
The Vulcan expanded beyond its original military role quickly due to the simplicity of the original design. Without military-grade weapons or advanced technologies like drones, the UEE saw little reason in preventing the sale of the design to corporate and private users. This gave the Vulcan its second life as a civilian support ship. Initial marketing was aimed at large corporations operating their own convoys that required support ships to operate safely. Aegis sold civilianized Vulcans in great numbers and, within five years, the design was a staple of well-trodden trade routes.
What Aegis could not have predicted was the ship’s ensuing popularity with so-called ‘wayfarers’. Initially started as an alliance between three hobbyist flying clubs in the late 29th century, wayfarer groups had become a kind of all-for-one do-gooder’s organization supporting independent spacecraft owners. The Vulcan provided exactly what they had been lacking: a uniform flagship capable of providing the kind of assistance they had previously been doggedly adapting civilian spacecraft to offer. Today, you can find these versatile and durable ships in most systems, whether they’re attached to companies, orgs, or as independent service providers.
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Happy Monday, everyone!
Alpha 3.24 Evocati testing is underway, and we’re making significant strides toward the highly-anticipated Cargo-themed patch. The team is working tirelessly and iterating on early feedback to ensure that the upcoming update is as robust as possible and we hope to open up to more waves soon.
Last week, Inside Star Citizen broke down our recent Server Meshing tests, covering the recent milestones in development. We also saw the return of the Jumptown Global Event; you have until Wednesday to test the waters and answer the age-old question, “Jumptown safe?” And, in case you missed it, we unveiled our collaboration with MTSIM on a special Star Citizen-branded flight chair series. Themed after RSI, Anvil, and Mirai, these chairs are available now.
July is shaping up to be another happening month as we gear up for Foundation Festival 2954, which commences this Friday. This event is a celebration of the truly welcoming and inclusive nature of our community, where experienced players enriched with knowledge and insights from their past adventures are always ready to share their wisdom with newcomers. Whether you’re a seasoned veteran or just starting out in the ’verse, Foundation Festival offers something for everyone, so get ready for the upcoming festivities!
Now, let's see what's going on this week
This Tuesday, the Narrative team brings us a new lore offering with Whitley’s Guide - Aegis Vulcan. Discover how the Vulture evolved from an unarmed and lightly armored Navy support craft into the ship it is today.
Wednesday, we will see the latest Roadmap Update accompanied by its complementary Roadmap Roundup, so be sure to check that out for a glimpse of what’s coming down the road. We’ll also be reposting last week’s Squadron 42 Monthly Report newsletter as a comm-link.
Thursday’s Inside Star Citizen will have devs from the Mission Design team discussing the new Cargo-specific missions and Blockade Runner Global Event coming in Alpha 3.24.
On Friday, Star Citizen Live is a Q&A episode with the Mission Design team following up on the Star Citizen: Making Missions II episode and this week’s Inside Star Citizen. Due to scheduling this week, the episode will be recorded earlier but will air on Twitch at its usual time at 15:00 UTC / 8 am Pacific.You’ll also find our weekly RSI Newsletter in your inbox.
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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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.
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…
Tune in today for an update from members of our Core Technology Group as they discuss their latest milestones in our Server Meshing technology and delve into the recent tests and developments paving the way to Alpha 4.0!
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PU Monthly Report
Welcome to June’s PU Monthly Report! Many teams progressed with their final tasks toward Alpha 3.24, while others are forging ahead with work on exciting features and content for Alpha 4.0 (and in some cases beyond). Read on for all the details, and we’ll see you again this time next month.
AI (Features)
June saw AI Features improving the behaviors of grouped NPCS for a more consistent combat experience. To do this, they added an object representing the group that shares perception information about targets at the appropriate time. This allows the designers to tailor combat experiences to the specific demands of the mission by deciding who is and isn’t drawn into combat when it starts. It also allows them to ‘cheat’ a behavior for situations where communication between group members would be expected, e.g. via radio, preventing NPCs from doing a full first reaction when they would already know about the fight.
This is the first implementation of the system and the team will be playtesting and balancing it to make sure it presents a realistic but understandable challenge. Without the behavior, perception and entering combat would be more haphazard and not work well across the wide range of level and mission scenarios.
AI (Game Intelligence Development Tools)
June saw the creation of a new team within the AI group, Game Intelligence Development Tools (GIDT).
One of the team’s objectives is to focus on evaluating and improving tools and processes. For example, they’re currently working with AI Tech to improve the Apollo Subsumption editor with improved UX. Following a successful prototype, the team are currently implementing some of the features directly in-engine. This new visual paradigm is known as Apollo StarScript.
Other improvements include a new tool that enables the devs to group or ungroup task functions automatically, allowing them to easily add comments and visualize them when collapsed or expanded.
Another upcoming objective is to implement different service solutions for long-term AI functionalities, including the Quantum simulation, the Battle System, and the Commentator model.
AI (Tech)
June saw AI Tech optimizing parts of the Vision system used by NPCs, which involved moving parts of NPC-visibility-check computation to the client. This will help when there are multiple players on the same server, giving improvements to reaction time and frame rate.
They’re also investigating better ways to synchronize AI data between servers and clients in preparation for Server Meshing, which will allow for smoother transitions by keeping the same context when NPCs move from one server to another. As a test, they serialized more data into AI components, like path and movement requests.
On the ship AI side, functionality was added to point-defense cannons that allows them to track and shoot missiles. Improvements were also made to NPCs following leaders in formation by utilizing a PID controller for matching leader speed and adjusting roll based on the leader and NPC ship orientation.
Alongside this, the AI Tools team began unifying functionality and fixed bugs in preparation for the Apollo UI redesign.
Animation
The Animation team continued to fix technical issues with the kopion, animate assets, and create new animations for numerous creatures.
Art (Characters)
In June, the Character Art team progressed with three specialist armors, finalized the update to the utility armor, and supported requests for the Character Customizer. Art debt for looting items was worked on too.
The Character Concept Art team continued exploring designs for utility armors and completed handoff sheets for specialist armors, while the Hair team kicked off new beards and hairstyles.
Art (Ships)
Last month, the Ships team progressed with the RSI Polaris, getting close to finishing the interior for the greybox review. The exterior is heading toward final content, with the parallax occlusion mapping (POM) and lighting being completed. The RSI Zeus Mk II is also approaching its final content review.
Seven unannounced vehicles were worked on too. Four are approaching the whitebox review stage, two are heading toward greybox review, and the last is nearly finished.
Community
The Community team kicked off the month with May’s PU Monthly Report, alongside the Drake Ironclad Q&A.
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The Community team is currently preparing for the Alpha 3.24 release as well as the upcoming Foundation Festival and Ship Showdown events.
The Bar Citizen World Tour continued, with team members visiting local events to meet with the community and share new loot, including the new Hui’a Puzzle.
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The team also spent time with the vibrant community in Asia, where we recently had the pleasure of attending two unforgettable events. First, our team traveled to Taipei for an incredibly immersive Bar Citizen (the decor was awesome!). There, we were treated to a handful of excellent presentations, including a live demonstration and tutorial by Morphologis, a racing tournaments that had us all on the edge of our seats (and screaming at the top of our lungs), and even some lively singalongs of pirate shanties courtesy of Drake Interplanetary.
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Then, last Saturday, we had the privilege of connecting with our community in Shenzhen, China, at their largest gathering yet (over 2,000 attendees!). We participated in a lively Q&A session, enjoyed a variety of tournaments, giveaways, cosplay, and much more. Events like these, especially on the opposite side of the globe, serve as a powerful reminder of the diversity and global reach of our community. What's most inspiring is that our shared passion for the universe we are building transcends all language and cultural barriers – whether you're in Shenzhen, France, Antarctica (you never know) or anywhere else on the planet, a Bar Citizen event always feels like home among like-minded pilots.
“We kicked off another year of Bar Citizen events around the globe. As always, you all showed up in spades! It was wonderful meeting each and every one of you, hosting trivia challenges, enjoying good drinks, and great company. We can't wait to see you all again at upcoming events during PAX, TwitchCon, Gamescom, and more! So, if you're nearby, come on down and get your hands on an exclusive Hui'a! We would also like to say thank you to everyone supporting the development of Star Citizen and our recent updates, Tech Preview, and other PTU tests. We are committed to delivering a world-class game, for a world-class community, and your feedback is instrumentally important to us!” - Community Team
With CitizenCon 2954 less than four months away, the team is working hard to deliver the most packed and exciting event to date. The CitizenCon Cosplay Contest is also back, with the team planning to share more details closer to the event.
Core Gameplay
For Maelstrom, the development stream was recently published to the main internal branch. This provides a fresh set of features, such as a new unified-mesh-format grid with OC support per Maelstrom node for large vehicle destruction. It also provides tools to link gameplay events with destruction sequences, such as shatter, break, and integrity changes.
The unified mesh format brings numerous improvements to the Vulkan pipeline and internal code coverage alongside a flexible pipeline to bake supplementary data required for Maelstrom destruction. The ability to link internal Maelstrom sequences to game logic advances the devs' ability to easily build complex destruction sequences. Further development will bring Maelstrom destruction entities past the existing legacy destruction and harden the existing pipeline.
Following a full task breakdown, implementation of the transit refactor began. This included setting up basic component and entity classes for destinations, gateways, and gateway peripherals. A new DebugGUI transport-network visualizer was created to assist the initial set up and inform Design of the setup of each transport network. The transit engineers also continued supporting the upcoming Alpha 3.24 release.
For Radar & Scanning, work was completed to allow FPS ping to be used from certain seats - the first being in vehicles that lack their own radar. Alongside this, the team resolved several issues when using an FPS radar within vehicle zones to detect things outside. Work continued on the highlighting effect caused by FPS ping, with the devs now able to apply different colors for different factors, such as hostility. Several other parameters were added to the highlight effect to allow the finetuning of visuals, including fade, timeout, occlusions, fill, and outline.
Support began for new vehicle brackets, including nameplate and distance, and parameters were added to control when and how they should show in different states, such as targeted and pinned. The removal of Scan Operator Mode started too, which will be replaced with ADS Scanning.
The team submitted the framework for a system that will allow Design to begin tagging which scan-producers specific radars run. For example, medical scanners may see health information, while police scanners can detect contraband. An improvement was made to the radar system, allowing faster scan speeds while maintaining performance. Support continued for radar with the Room Query System that allows the occlusion of people behind locked doors.
Finally for Radar & Scanning, a new mechanic was implemented - Delta Signatures. This mechanic has vehicles emit signatures when certain actions are performed, such as ping activation, the activation of quantum boost, and the changing of Master Modes. UI to notify players when they detect a delta signature was implemented too.
For Arena Commander, the team focused on the new frontend style, the FPS horde mode, and backend support.
The implementation of the frontend restyle is nearly complete, with the majority now utilizing the new style and art direction. Several feature requests were sent to the Service teams after review, including a way to query game module and mode population and additional information for friends lists, such as the game mode and map.
For the FPS horde mode, the team implemented the Subsumption mission alongside a way to define spawn wave data. Design will soon begin reviewing the map and marking it up for AI ahead of the spawn-closet engineers becoming available post-Alpha 3.24.
A playtest was conducted on an EVA-only map, Gundo. Due to limitations with the location causing balance concerns, this map will not be released and will instead be used for rapid in-situ developer iteration of the EVA system.
Finally, the team began improving how badges are defined in the game code. This is due to limitations of the system as more teams utilize it. Improvements include giving designers more control over badges and their information by moving what was previously hardcoded to DataForge as well as adding several quality-of-life improvements for developers.
Economy
The Economy team progressed with tasks for Pyro, including setting up the shops and sorting out any related issues.
They also continued implementing the effort-vs-reward algorithm so that mission rewards are balanced according to the risk and time invested by the player. Support was provided for the coming changes to cargo and cargo missions too.
As mentioned in last month’s report, the team worked to rebalance the prices for entire sets of items, including vehicle components (power plants, coolers, shields, quantum drives, weapons, etc.), FPS weapon attachments, ammunition, consumables, and commodities.
The team’s ongoing work involves a new economy for quantum and hydrogen fuel to ensure that refueling isn’t a chore while maintaining the narrative feel of a large universe with unique economies spread across different star systems.
They’re also creating player profiles to better understand how different careers gain and use resources.
Graphics, VFX Programming & Planet Tech
Last month, the stability, performance, and memory usage of Vulkan continued to improve and is now much closer to being the default choice for Star Citizen. The team have also been in contact with AMD, Nvidia, and Intel to diagnose and fix various driver issues.
The Global Illumination team worked across a variety of areas. For example, they improved radiance cache resolution, made stability improvements, and optimized various areas with Fidelity FX. They also provided rough-specular support, improved motion-and-depth-complexity handling for the screen-space light cache, and updated the cascaded light grid to allow for a greater range of global illumination.
Gas-cloud color-processing volumes were added to allow the artists to vary the appearance of large gas clouds as players traverse them. The team also made the first pass at hooking up the required VFX to jump points alongside a new shader for the tunnel and a bespoke lighting and shadowing solution for ships inside it.
Support for fire hazards continued, which involved adding directionality to the generalized burn and dirt shader effect for entities. This allows localized burning, such as on one side of a door. Visual improvements were also added to creatures, such as the ability to spawn decals from GPU particles.
A new managed-entity-region system was designed and entered development. The goal of this is to manage the lifetime of the many procedurally spawned entities, such as creatures and mineable rocks. This is critical to the introduction of persistent entities, server recovery, and server meshing, as these systems require very strict and careful management of entity lifetimes.
GPU terrain generation was implemented as a stepping stone to the team’s plans for fully GPU-generated virtualized terrain, which will be utilized in Planet Tech v5.
Finally, an efficient query mechanism is being designed and added to planets. This will be used by the new location-scatter tool that will help populate planets for Star Citizen 1.0.
In-Game Branding
The In-Game Branding team made significant progress across various projects throughout June, including new navigational signage for Pyro and graffiti for Ruin Station. They also started work on a new location alongside the Landing Zone team.
Interactables
June saw the Interactables team finishing off liquid containers, which will be used in the upcoming Blockade Runner missions. Hazardous containers were worked on too, with the team taking all sizes to final following destructibility tests.
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Lighting
The Lighting team focused on work for Alpha 4.0, including tasks for the new acidic cave archetype, Pyro station modules, and outpost locations.
They’re currently dialing in the atmospheres for all of Pyro’s planets and moons to give each a unique look and feel.
Locations
The Landing Zone team spent part of the month fixing bugs for cargo alongside adding to the variety of modules available for Pyro’s stations.
Alongside this, the Organics team progressed with asset creation for new biomes that will go on new planets in the future. They also closed out the acidic cave archetype.
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Narrative
One of the Narrative team’s bigger focuses in June was their continued support of the upcoming cargo gameplay, which included writing new mission text. The team also dedicated time toward Star Citizen 1.0, diving deeper into the new content that patch will bring. Part of this will fall onto Narrative Design, who further expand the presence of Social AI in the universe.
Additionally, Narrative began building out the lore and mission text for a future large-scale event mission. They also provided the Branding team with several company bios that will be used to flesh out style guides.
“This month also saw another edition of Loremakers: Community Questions go live, so be sure to check it out and then add your own questions to the Narrative Team Ask A Dev Spectrum page for a chance to have your question answered next time.” Narrative Team
The team also published a fresh batch of Galactapedia entries alongside a story of Banu Divestment in honor of Alien Week.
Online Technology
In June, the Online Services team worked toward completing the Social Services backend overhaul. This will boost the performance and scalability of social functionalities, including chat, friends, and groups, and will enable the service to support a higher volume of concurrent users and requests. Additionally, it will simplify the integration of new features. For example, making things like creating and joining a party from within the Spectrum web portal possible.
The team also integrated a new version of Easy Anti-Cheat and will soon begin testing for false positives as well as testing the boot check feature on a limited sample size.
Furthermore, the team progressed with potential features for Alpha 4.0. This included significant overhauls to the mission and marker systems as well as the development of the player-trade functionality, which align with the overarching objective of achieving Server Meshing.
The Networking team continued to work toward the first version of Server Meshing. This included testing various configurations for the mesh and the underlying cloud infrastructure while capturing critical performance information to help finetune and target bottlenecks.
Tech Art/Animation
The Technical Animation team continued to invest in a wide range of long-term tasks, facilitating improvements across both projects.
For example, work progressed on the ‘Put On, Take Off’ initiative, which is close to completion. These animations will soon be integrated into the game and will significantly enhance the realism of character interactions and provide a more engaging player experience. Several creatures for Alpha 4.0 were finalized too.
Enhancements were also made to the Character Customizer, including the successful integration of new heads. This enhancement will offer players more variety and customization options, further enriching personalization.
“Our ongoing collaboration with the SST and Cinematics departments remains strong. The focus on ensuring the technical implementation of animations and scene content is of the highest quality is unwavering. This synergy is crucial in maintaining the seamless integration of animations and ensuring a top-tier visual experience for our audience. The achievements of the Technical Animation team this past month are a testament to their hard work and dedication. As we move forward, we are confident that we will continue to reach new heights and deliver exceptional content for our players.” Tech Animation Team
VFX
Last month, the VFX team supported teams on deliverables planned for Alpha 3.24 and 4.0, including the RSI Zeus Mk II.
VFX also supported Locations on new biome archetypes, including acidic caves, alongside new modules for Pyro.
Finally, VFX progressed with tasks for several upcoming features, such as fire hazards, the resource network, and Pyro.
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Subscriber Promotions
There’s a lot going on this July, with the Jumptown drug labs starting up again, Foundation Festival kicking off, and the beginning of everyone’s favorite vehicular face-off, Ship Showdown. If you need a breather, head out in the latest Ship of the Month and spend some quality time alone, ripping wrecks and getting paid for the pleasure. This month’s Flair takes inspiration from the lawless system of Pyro.
RRS Sunspike Combat Knife
Protect yourself from the dangers of lawless systems, or the wilds of your own backyard with this trusty blade.
Current Centurion-level Subscribers get this item as part of their subscriptions. This flair item is temporarily delayed and will be available in an upcoming patch.
Drake Corsair - Dying Star Paint
Originally commissioned in 2943 to celebrate the 450th anniversary of Pyro's discovery, the Dying Star livery has been modified from its original form with the addition of graffiti.
Current Imperator-level Subscribers get this item and the above Centurion-level itemas part of their subscriptions.
Drake Vulture - Dying Star Paint
Originally commissioned in 2943 to celebrate the 450th anniversary of Pyro's discovery, the Dying Star livery has been modified from its original form with the addition of graffiti.
This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store.
Drake Vulture: Answer no one, cut out the middleman, and throw caution to the wind. Rip wrecks like a pro and carve out your own place in the ever-expanding universe with this rough and rugged salvage machine.
Imperator Subscribers: Drake Corsair & Drake Vulture (with 24-month insurance)
Drake Corsair: Heed the call of uncharted space and harness the spirit of exploration with the Corsair, a worthy companion that supports you in battle, discovery, and delivery, wherever the winds of adventure steer you.
Drake Vulture: Answer no one, cut out the middleman, and throw caution to the wind. Rip wrecks like a pro and carve out your own place in the ever-expanding universe with this rough and rugged salvage machine.
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SUBSCRIBER
MERCHANDISE DISCOUNT
Two continuous discount levels are available to all Subscribers in the Merch Store. Centurion Subscribers receive a 10% off discount, while Imperator Subscribers receive 15% off. Take advantage of this perk and peruse the selection of available merchandise including jackets, hoodies, shirts, mugs, hats, mousepads, posters, stickers, and more. Check out the now.
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SUBSCRIBER STORE
All previous flair items going back to 2014 are available to pledge in the Subscriber Store. You can fill in any gaps, pick up store-only items, or grab extras to gift to non-Subscribers from the My Hangar section of your RSI profile.
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Hello everyone, xē'suelen
We hope you're having a stellar start to your week! On our side, the team is focused on Star Citizen Alpha 3.24 and beyond, recently completing a short playtest with our Evocati test group to collect early feedback. We'll spin up more playtests soon, so keep a close eye on Spectrum for updates. We're looking forward to opening up Alpha 3.24 to more testers, so that all of you can dive in and explore new features such as personal and instanced hangars, cargo-hauling missions, freight elevators, storage access, and more!
Looking back at last week, Inside Star Citizen provided insights into how the Level Design team blends gameplay elements with environments to create cohesive experiences. If you want to learn more, make sure to give it a watch!
For lore lovers like me, the Narrative team published loads of exciting new details in their latest Galactapedia update. Energy shields, scanners, cryopods, and the Krēl system just to name a few!
Lastly, we'd like to shine a bright spotlight on our vibrant community in Asia, where we recently had the pleasure of attending two unforgettable events. First, our team traveled to Taipei for an incredibly immersive Bar Citizen (the decor was awesome!). There, we were treated to a handful of excellent presentations, including a live demonstration and tutorial by Morphologis, a racing tournaments that had us all on the edge of our seats (and screaming at the top of our lungs), and even some lively singalongs of pirate shanties courtesy of Drake Interplanetary.
Then, last Saturday, we had the privilege of connecting with our community in Shenzhen, China, at their largest gathering yet (over 2,000 attendees!). We participated in a lively Q&A session, enjoyed a variety of tournaments, giveaways, cosplay, and much more. Events like these, especially on the opposite side of the globe, serve as a powerful reminder of the diversity and global reach of our community. What's most inspiring is that our shared passion for the universe we are building transcends all language and cultural barriers – whether you're in Shenzhen, France, Antarctica (you never know) or anywhere else on the planet, a Bar Citizen event always feels like home among like-minded pilots.
Keep a close eye on our social media channels - now that we're back home, we're going to start sharing loads of pictures and videos from both events soon!
Now, let's see what's going on this week:
Today, we are thrilled to announce our newest collaboration with MTSIM on their exciting Flight Sim Chair project. Fans of RSI, Anvil, and Mirai will find today's announcement particularly exciting. Be sure to visit the official page to explore the chairs, their features, and more details!
Tuesday, return to Stanton's secret drug labs with Jumptown: pillage and plunder! Subscribers will also receive July's updates in both comm-link and newsletter forms.
Wednesday brings development updates, with June's Monthly Reports for Star Citizen (Comm-Link) and Squadron 42 (Newsletter).
This Thursday,Star Citizen Live invites the UK Networking team to discuss all those big Tech Preview tests from the last eight months, including how they went, what they learned, and how they're moving forward on our journey to Alpha 4.0. It's Dev Diary: Server Meshing!
On Friday's Star Citizen Live, Jorrit and Nick return to play the new cargo mission they created on last week's show. Don't forget to submit your questions for consideration on the Spectrum thread. The show starts at 8 am Pacific / 15:00 UTC on Twitch. You'll also find our weekly RSI Newsletter in your inbox.
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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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.
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ArcCorp (Stanton III) is a Super-Earth owned and terraformed by the ArcCorp corporation. In just 80 years, all of the terrain was sculpted, zoned, and built upon, leaving very little left for nature. SuBSynK captured the vibes of the city!
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…
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…
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…
What types of missions are just on the horizon? This week on Star Citizen Live, we have the mission and economy teams popping the hood open on how a contract is built, plus a discussion on what's next for delivery duties in Alpha 3.24.
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 does a sandbox game like Star Citizen approach level design? Join us today to explore how the Frankfurt Level Design team combines gameplay elements and environments to create cohesive game experiences.
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 June 26, 2024
Release View
The following cards have been added to Release View:
Argo MPUV Tractor
Building, balancing, and implementing Argo's utility vehicle, the MPUV Tractor, into the game.
RSI Ursa Medivac
Building, balancing, and implementing RSI's medical ground vehicle, the Ursa Medivac, into the game.
Aegis Sabre Firebird
Building, balancing, and implementing Aegis' medium missile fighter, the Sabre Firebird, into the game.
The following cards have passed their final review, and have been toggled to Committed for Alpha 3.23.2:
Item Banks
Adding Item Bank kiosks to the persistent universe, allowing players to retrieve and store FPS items at multiple locations.
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.
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.
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.
That's all for this week! No Progress Tracker updates this week as work continues on long-term planning. For further insights into the planning efforts of our production team, we invite you to review the latest Letter From the Chairman.
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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THE ARK, TAYAC SYSTEM
Welcome to June’s Galactapedia update roundup. This month, we take a deep dive into Corin, cover some of the ‘verse’s common types of tech, meet two UEE Navy squadrons, visit a couple of intriguing systems, and learn about a handful of recreational drugs. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
Corin – The heavily-guarded HQ of the UEE Marines.
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Happy Monday, everyone!
Last week, Inside Star Citizen returned from hiatus with guns toting, providing a load of firearm sneak peeks while introducing the Weapon Content team.
Weapons of all kinds are also required to fight off the ongoing XenoThreat invasion, which runs until June 25 (20:00 UTC) and allows you to earn a set of XenoThreat medium armor. Jump into the game, accept the ‘Overdrive Initiative’ priority mission, and defend the people of Stanton! We also want to say thank you for all the detailed feedback you've provided throughout the event. Our team is monitoring issues closely as they arise.
Meanwhile, the team is focused on preparing Star Citizen Alpha 3.24 for its upcoming release! We'll share more information soon as we gear up to deploy to the PTU servers for testing.
Now, let's see what's going on this week:
Tuesday brings the latest Galactapedia update from the Narrative team, further expanding our universe's lore.
On Wednesday,we'll publish our bi-weekly Roadmap Update and the complimentary Roadmap Roundup.
On Thursday, the Frankfurt Level Design team takes over Inside Star Citizen with a look at how they're taking the core concepts of level design, processing them through the experiences learned in the Stanton system, and applying them to new locations in Pyro.
On Friday, Star Citizen Live returns with another two-part game-dev feature exploring the process of creating new cargo-specific mission content for the upcoming Alpha 3.24. 'Making Missions II' starring Level Designer Jorrit De Locht starts at 8am Pacific / 15:00 UTC on twitch.tv/starcitizen.
Additionally, keep an eye out for the weekly RSI Newsletter, which will be sent directly to your inbox. For subscribers, the June issue of Jump Point will be published, including a detailed dive into the development of the Drake Ironclad.
Have a stellar week both in and out of the 'verse!
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
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.
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Daymar is an intriguing moon that has been the stage for numerous captivating community-driven events. EnrizeTV has made a very atmospheric introduction video about the location, which could potentially become the backdrop for your next adventure.
Check out the full documentary video on the Community Hub.
Top images from the Community 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…
We're back with a new format! Join us today as we introduce key members of the Weapon Content team while learning more about how they work together to create some of the best weapons in the 'verse, including a sneak peek at new upcoming weapons.
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…
Welcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. We’ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. All questions were edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team plans to do one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, September 17th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.
Question: Why haven’t there been any new ‘hero’ NPCs added in a while? Receiving missions through the mobiGlas feels impersonal and doesn't encourage exploration.
Answer: There have been a lot of discussions about NPCs lately as the team works with Design to craft the ultimate 1.0 experience while also looking beyond to future updates. We can't really get into specifics now, but yes, the general goal is to promote more interactions in order to help make the universe (and the mission providers) feel more alive. That being said, it's not a trivial thing to add characters to the game, so we've been trying to figure out how to approach this in a scalable way that we will be able to support beyond 1.0. Less on the mission front, but the Narrative team has also been taking a larger role in developing the Social AI behaviors in the PU. While the stories and characters slated for 1.0 are still being kept under wraps, we are aiming to start bringing improvements and personality to the various landing zones into patches sooner.
Question: Does the exploratory division of the Navy compete with the private sector? Are they just looking for strategic advantages & jump points or does it include general exploration? Are they looking for the Krell system? Have they given up on looking for the jump point to Oretani system? Why don't the Navy just pay contractors to do the work? If something is found, does High Command plan to keep it a secret? How many secret jump points are the Navy actively using? Is the UEEN Pathfinders Division the new name for the Navy Exploratory Division or are they the same thing?
Answer: Exploration is an interesting facet of the ‘verse. There are a lot of great observations here across all those questions, so we’ll try to tackle it piece by piece.
First, we’re not 100% sure where the terms “Navy Exploratory Division” or UEEN Pathfinders Division came from. If you have a link to a source, please send it our way. We’ve mentioned Exploratory Squadrons in the Whitley’s Guide for the Terrapin, as well as the UEE Exploratory Services in the introduction of the Idris Corvette. There have also been broad mentions of military pathfinders throughout the years, but we also generically refer to explorers of all stripes as “pathfinders.”
The UEE Exploratory Services are not a branch of the military. The department is tasked with both discovering new systems and surveying those discovered by private pathfinders to evaluate whether it is viable for colonization or another purpose. In their primary function of general exploration, the UEE pathfinders do compete with private sector pathfinders, but exploration is a tricky business and it’s a big universe – so there’s plenty of room for everyone. Some of the pathfinders working for both the UEE and private companies might be freelance, but most organizations would also employ their own staff.
The military in general also operate pathfinding patrols, and are usually involved in exploring systems that have intrinsic military value, such as ones that lead into known Vanduul systems. Any such jump points would absolutely be kept secret, so there’s no telling how many are in use.
As far as the Krell system is concerned, we can neither confirm nor deny. If the UEE were to be looking for it, they wouldn’t be doing it publicly, as it would likely antagonize our Xi’an friends. Lastly, regarding the Oretani system, enough time has passed that there’s not as much enthusiasm around the search for it, so it’s likely that most efforts have died down, but there’s always hope.
Question:In what state do Vanduul leave the planets they've harvested? Will the environment ever recover?
Answer: When the Vanduul Harvesters are finished with a planet, all that’s left is a scarred, barren world. It is highly likely these planets will never recover their vibrancy. It’s a core part of the tragedy of a Vanduul attack – that these targeted worlds are doomed to exist only as reminders of the Vanduul’s cruelty and voraciousness. To make matters worse, the Vanduul Clans use the resources they gather to fuel their continued advance and produce more weapons of war. Some terraforming scientists have been studying the possibility of revitalizing these worlds should the UEE retake them, but to date it remains beyond the current capabilities. That said, planets that have only partially harvested do have some hope of recovery which helps to drive some of the urgency of the war effort to push back the Vanduul.
Question: Is there a universal language for traffic signs across the UEE?
Answer: We’re not the best team to tackle this, so we reached out to Art Director of Visual Identity, Nicolas Fortin. Here’s what he had to say in answer:
"We have started on a convention for safety signage in general, but there is still quite a lot of work to do on this front.
At the moment we are designing these signs with a local flavor approach while doing our best to maintain a certain level of consistency throughout Stanton... Pyro will have a different feel of course, as would other star systems.
There is a lot of legacy material in the game that we have to compose with too but the plan and intention is to bring more structure and consistency to these types of assets in game."
So, there you have it. Narrative works closely with branding to help review these signs and make sure they’re recognizable, while still feeling distinct, to our far-future setting.
Question:Where is the Imperator? Four years into her term and there's been little word of what she's doing. Is she aware of what's happening in Stanton / Pyro? XenoThreat? Did she get her AI legislation through the Senate?
Answer: While Imperator Addison has been busy, the administration has been met with frustration as many of their initiatives have encountered roadblocks. Probably the most noticeable change in the Empire so far has been the continued improvement of xeno-diplomatic relations, which are viewed as stronger than ever before. On the technology front, the ”Better Today Act'' to allow additional AI research did pass but in a heavily modified form that deeply weakened the proposed initiative. One major change was that a senate committee has to approve all AI research and so for they have only approved one project relating to improving intersystem communication.
The growing crime issue has drawn much of the Imperator’s attention away from other campaign goals, and she is stuck in a difficult place of maintaining the war against the Vanduul while trying to protect the people of the Empire. Her desired expansion of the Education budget was put on hold in favor of allocating additional resources to security spending. Additionally, recent reports have begun to indicate that there may be some unforeseen issues with the regen technology that would not only be a significant blow to her administration but Humanity itself. We will have to keep an eye out to see how that story develops…
Question: What was the relationship between the Messer Regime and the various unions/guilds? Many authoritarian governments, in their pursuit of keeping the working class oppressed, have chosen to significantly weaken or dissolve any existing guilds and unions. In Star Citizen organizations such as the United Resource Workers fought for workers' rights for centuries before Ivar Messer installed himself as the first Imperator. How did he and his successors deal with them and vice versa?
Answer: The Messer regime definitely used their power and authority to control and influence unions and guilds across the UEE. One example established in lore involves the Interstellar Transport Guild (ITG). Founded in 2391, the ITG fought and defended hauler’s rights for over a century before Ivar Messar came to power. Yet, the guild came under fire in the early 2690s when haulers in Terra filed a series of lawsuits that exposed a massive corruption scandal where ITG officials secretly funneled member dues to pro-Messer political candidates and organizations.
This subversive influence of the ITG illustrates how the Messer regime probably dealt with most of the major, established unions. Allowing entrenched pro-worker organizations to exist and operate provided their members the illusion of power. In reality, Messer sycophants and spies would infiltrate or be installed into these groups to monitor and control their actions. Then, during some particularly dark periods, guild members classified by the regime as ‘agitators’ would be offered special jobs, or simply easily tracked, only to ‘disappear’ or fall victim to some unfortunate fate.
While it was advantageous for the Messer regime to keep legacy unions around, they also used their influence to crush groups trying to establish themselves. Many of these new labor organizations had their origins in or around Terra. To keep them from spreading, the Messer regime went on the offensive in both overt and covert ways. They banned certain organizations by labeling them as fronts for gangs or the Xi’an. On the secretive side of things, the Truth and Reconciliation Commission of 2806 exposed that the regime threatened to reduce the government contracts awarded to major companies, like Aegis and CDS, if any of their operations worked with these newer labor groups.
Question:The Whitley's Guide on the Vulture mentions that:
“In 2932, an Aegis Dynamics Reclaimer, the General Dogsbody, made history with the single most profitable salvage mission in human history when it discovered and recovered a failed 22nd-century colony ship adrift in deep space.”
22nd Century implies a date looking like 21XX; however, Artemis -- the most famous of the interstellar colony ships -- launched in 2232. Was it intended for the discovery to have been a failed 23rd-century colony ship? Or were there other colony ships (interstellar OR only interplanetary in nature) launched before Artemis?
I'm assuming that you did not intend to solve the mystery of the Artemis as a side note in Whitley's Guide... so perhaps we could know more about the other colony ships that were sent, and especially the one that was found here?
Answer: Your instincts are right. Artemis is not the colony ship found and salvaged by General Dogsbody. Artemis was but one of several colony ships Humanity sent into deep space in the late 22nd and early 23rd centuries. Prior to Nick Croshaw becoming the first person to successfully survive a roundtrip through a jump point in 2271, these ventures were seen as Humanity’s best chance at expanding our footprint in the universe. While the Artemis remains the most famous due to the ship being monitored and piloted by Janus, which at the time was the most complex AI system ever created by Humans. The ship’s sudden disappearance fourteen years prior to the expected date led to widespread speculation that the AI was at fault which galvanized anti-AI attitudes and legislation that persists to this day in the UEE. For this reason, Artemis is still remembered in the current UEE and spotlighted by the lore.
The lore hasn’t focused much on the other colony ships, but it’s a potentially rich area for us to dig into. The exact number launched remains a mystery due to several factors, including lost records due to data corruption. Also confusing the matter is that these colony ships were sent by a variety of corporate interests and individual nations in an era before the creation of the United Nations of Earth. Details about most of these ships, including their intended destinations, reasons for going, crew manifests, and supplies onboard, have been lost to time and would hamper the chances of their eventual discovery.
Question: Is there a space station the People's Alliance lives in? Do they have any sort of militia or navy? Have they built anything beyond Levski?
Answer: The People's Alliance notably inhabit the asteroid base of Levski, which was the site of their proposed 'new society' established to escape from the authoritarianism of the Messers.
They would have a security force to help protect Levski, but in keeping with their general ethos, it would be a purely defensive force and probably use lethal force as a last resort. As we start diving into the Nyx as a system, fictionally it would make sense that they would have settlements outside of Levski in the system to help sustain themselves whether its mining outposts or the like, but we'll have to keep you posted.
Question: Is it intended for this faction to have any representation outside of Nyx, and can we expect to see any info on them prior to or upon release of Nyx?
Answer: Our current intention is for the Moraine to remain specific to Nyx. They serve as a solid counterpoint to the People’s Alliance and occupy an interesting part of the “system geography” through their headquarters on the Glaciem Ring in Nyx. In addition, with their intense family focus, it’s unlikely the Moraine would grow so large as to expand beyond Nyx. Expect to see more of them as we work towards the system’s release in game.
Answer: For the most part, stormwals don't have predators. Like the blue whale on Earth, they are so enormous that it takes a huge amount of effort to kill them. Predators don't really like putting more work into killing than they put into eating. Humans, who have the benefit of ships and weapons to do the job for them, are about the only things out there that prey on stormwals. Let's hope that they don't end up hunting them to extinction.
There ARE creatures out there that eat stormwals, if you'd like a little more insight into Crusader's food chain. When a stormwal dies of old age or injury, the internal mechanisms that keep it afloat slowly break down, and it begins a gradual descent into the crushing depths of Crusader. Scavengers, zooplankton, kiami, and other organisms begin to feed off the dead stormwal as it falls. This in turn causes a spike in reproductive activity. It's a real boon to the ecosystem.
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Happy Monday, everyone!
The community has truly stirred up a hornet's nest with the Overdrive Initiative over the past few weeks, and now XenoThreat is striking back with full force. They have deployed extensively into the Stanton system, and we need your help to drive them back through the jump gate! Keep an eye on your contracts manager for a priority mission from Rowena Dulli, and come prepared for a tough fight. For more information, visit the XenoThreat Incursion landing page.
This weekend, we kicked off another year of Bar Citizen events to come around the globe, starting with five incredible meetups near our studios. As always, you all showed up in spades! It was wonderful meeting each and everyone one of you, hosting trivia challenges, enjoying good drinks, and great company. We can't wait to see you all again at future events!
Not near one of our studios? We have quite a few events scheduled throughout the rest of the year, from Taipei to Washington DC, PAX to TwitchCon, and more! So, if you're nearby, come on down and get your hands on a Hui'a!
Now, let's see what's going on this week:
Tuesday's lore update is our next edition of Loremakers: Community Questions. The Narrative Team answers your questions about the mesmerizing Stormwals, the UEE Navy's exploration efforts, Imperator Addison's work in office, and more.
Thursday marks the return of Inside Star Citizen! This week, we meet key members of the Weapon Content team and learn about their different roles and how they work together to create some of the awesome FPS weapons (and more!) in the 'verse, along with a look at what's next.
Friday we'll have our next episode of Star Citizen Live, with the broadcast starting at 8 AM Pacific / 3 PM UTC. Guests and topics to be confirmed later this week. You'll also receive our Weekly Newsletter in your inbox.
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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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.
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We're all inspired by Yela's beautiful rings, and Pawmy was no exception! They've created an amazing rendition of Crusader's moon as a gouache painting.
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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Star Citizen hat ein neues Event spendiert bekommen. Mit Assault on Stanton sind die Xenothreat-Outlaws zurück und sorgen für Unruhe im Stanton-System. Als Spieler müsst ihr euch der Civilian Defense Force anschließen und den üblen Schurken ein für alle Mal das Handwerk legen.
Ein neuer Trailer zeigt erstes Gameplay aus dem Event - und das lässt Star Citizen fast wie einen waschechten Taktik-Shooter erscheinen. Die Gefechte auf einem gekaperten Raumschiff sind knackig inszentiert. Die im Trailer gezeigten Spieler aus dem Roleplaying-Squad UEE Pathfinders halten strikte militärische Disziplin und gehen als eingespieltes Team vor. So gelingt es ihnen, die gestohlene Fracht von den Xenothreats zurückzuerobern und deren Raumschiff von innen heraus zu zerstören.
Auf der Webseite von Star Citizen könnt ihr mehr über das aktuelle Event erfahren. Alle weiteren Infos rund um die Weltraum-Sim findet ihr bei uns: Unter anderem bieten wir euch gemeinsam mit Star-Citizen-Experte Knebel einen Ausblick auf Release-Version 1.0 und erklären euch, warum Patch 4.0 ein wichtiger Meilenstein für das Spiel gewesen ist.
Tune in today to watch the Vehicle Team take the concept creation of the RSI Hover-Chopper from last week's episode into the next phase: handling feedback!
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…