{"data":{"id":19460,"title":"Star Citizen Monthly Report: August 2023","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19460-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19460","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19460","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":26651,"name":"STARCITIZEN_WHITE.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/y1f0boj8fak5rr\/source\/STARCITIZEN_WHITE.png","alt":"","size":73278,"mime_type":"image\/png","last_modified":"2021-02-03T06:54:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651\/similar"},{"id":31607,"name":"community1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/25ff06ae5579196349f4f84d50216fcf6572ecf1\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjdho9ZtFR1yJTV7WoLuDbryuqfV5b6skz\/community1.png","alt":"g-illustration","size":2636749,"mime_type":"image\/png","last_modified":"2023-09-13T22:46:19+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31607","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31607\/similar"},{"id":31609,"name":"community2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/668fd1657079e743b44612938bd93dd2980c4859\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResk7GqYvSh2Meh9Yed89kTcgxvwgCPV9abG\/community2.png","alt":"g-illustration","size":3620695,"mime_type":"image\/png","last_modified":"2023-09-13T22:46:21+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31609","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31609\/similar"},{"id":31611,"name":"ac1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/98dcc0a5470d3e8c0a4cf75ad424ad5f0847c65e\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseYwaq5UVcUXtGHjr7tDdzZyhMwufwKBze\/ac1.png","alt":"g-illustration","size":2509378,"mime_type":"image\/png","last_modified":"2023-09-13T22:46:22+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31611","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31611\/similar"},{"id":31613,"name":"ac3.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/70c31d65eba2e7c0e2f6b42f555aec0884b5d433\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseToXo2BKBBYCsoDjnWRDMF6i5VDF2K2tN\/ac3.png","alt":"g-illustration","size":2450580,"mime_type":"image\/png","last_modified":"2023-09-13T22:46:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31613","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31613\/similar"},{"id":31615,"name":"in-game-branding.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/1193f3af2a29e7cb7b6a91516478709972826634\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjHh4zD9DEa32Ys9ovLi8ZjHVvApVEf1JE\/in-game-branding.png","alt":"g-illustration","size":3561264,"mime_type":"image\/png","last_modified":"2023-09-13T22:46:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31615","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31615\/similar"},{"id":31617,"name":"locations.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/8436a982a81f68e2065aa1268e14d3f3528d0ab2\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskpZqoV2MDS9fLfrC5ozTBW4xMzsvjxU6a\/locations.png","alt":"g-illustration","size":2810982,"mime_type":"image\/png","last_modified":"2023-09-13T22:46:27+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31617","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31617\/similar"},{"id":31619,"name":"online-services.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/bffea6ba85144836da7a4120ec1f99e3437f0062\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResecxH2y3jQse5MovjXJKQnLEvk6j4gxSNz\/online-services.png","alt":"g-illustration","size":191381,"mime_type":"image\/png","last_modified":"2023-09-13T22:46:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31619","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31619\/similar"}],"images_count":18,"translations":{"en_EN":"PU Monthly Report\nAugust 2023\nAs we close in on Alpha 3.20\u2019s Live release, many teams are finalizing their work on the patch\u2019s various new features. Beyond the patch, significant progress is being made on content coming later in the year, so read on for the latest.\n\nAI (Features)\nLast month, AI reviewed perception to fix issues where NPCs wouldn\u2019t correctly recognize that a target had died or that they\u2019d seen a situation before. These issues led to various bugs, including the AI constantly calling for med-pens or remaining in combat after it had finished.\n\nThey also revisited cover usage, polishing various functionality and animations to ensure the feature works across a range of situations and environments.\n\nChanges and fixes were also made to the tactical point system, which is used to drive where the AI moves. This will help identify what needs to be adjusted when reviewing combat in new locations.\n\nBalancing was done for AI ammunition usage while maintaining reload and ammo-finding functionality to provide realistic and emergent behaviors and gameplay situations.\n\nThe team continued to review, revisit, and polish combat, including low and high-cover reload animations for different weapons and female animations converted from male assets. They also began developing animations for marine squad hand signals to sell group movement and combat.\n\nAI (Tech)\nLast month, AI Tech added undo-and-redo functionality to the Apollo Subsumption tool. They also began improving Subsumption data validation for better presentation and more explicit validation errors. This will allow the designers to iterate faster when creating or adjusting missions and behaviors.\n\nOn the boids feature mentioned in last month\u2019s report, AI Tech continued implementing base functionality to allow agents (rats, birds, etc.) to adopt different states, such as wandering, idling, or fleeing, and transition between them. They\u2019re currently looking for a low-cost solution to keep agents on terrain while moving.\n\nFor NPC audio perception, the team implemented new functionality for how audio stimuli is propagated. This involves using the room system and how rooms are connected to determine whether an audio event should be heard.\n\nThey also continued to improve navigation links. Firstly, how links connect navigation triangles from different zones, which wasn\u2019t working as intended. Secondly, they fixed how animations play when they begin and finish in different zones. For example, when NPCs jump to the ground from a hovering ship.\n\nFinally, investigation began into performance issues relating to the navigation system and pathfinder.\n\nAnimation\nIn August, the animators worked through a number of behavioral lines for background ambiance and flight. They also supported Tech Animation on creature skeletons that will eventually be used in the PU.\n\nArt (Characters)\nLast month, Character Art progressed with content for various upcoming events and assets for the Headhunters gang.\n\nAlongside this, the concept artists explored additional ideas for the Headhunters and worked on a medical outfit and handoff sheets for a new flightsuit.\n\nArt (Ships)\nLast month, Ship Art completed their work on the Tumbril Storm, though they\u2019re currently focussing on ongoing issues with the treads and how they appear. Two new variants of an existing vehicle were completed too.\n\nAn all-new ship progressed through whitebox, revealing various areas that require updating from the concept, including an increase to the interior space.\n\nThe Aopoa San'tok.y\u0101i is almost LOD0-complete; final updates are underway, including polishing the pilot compartment. The damage pass is also in progress while the rest of the LOD0 tasks are closed out. Once complete, the team will move on to paints.\n\nThe Origin X1 is currently awaiting whitebox review, though significant changes to item locations have already been made to maximize space. Modeling of the greybox geometry began too.\n\nCommunity\nAugust saw the return of Ship Showdown, an annual month-long event where the community champions their favorite vehicles by sharing original creations on the Community Hub and social media. The Community team hosted two contests in support of the event, rewarding the top 10 submissions from the Community Hub and the top three most creative videos on the official TikTok channel. After daily head-to-head battles between the top 16 ships, the Drake Corsair was crowned the Ultimate Champion of Ship Showdown 2953. Community also supported the Free Fly event, posted updates on the New Player Guide, and curated media on the Welcome Hub.\n\nEarly August saw the conclusion of the Arlington Gang Screenshot contest, where players submitted screenshots following the launch of the Mission Spotlight series.\n\nThe Community team then supported Tobii\u2019s 22nd anniversary alongside numerous community-driven events, including the Intergalactic Industry & Trade Fair, and the ATMO esports Fight or Flight tournament, which will conclude live at CitizenCon 2953.\n\nWith CitizenCon 2953 approaching, much of August was also spent ramping up preparations, with a focus on finalizing the details of the various presentations, venue layout and design, Cosplay Contest, Community Booths, and much more.\n\n\u201cIt's been four long years since we've had a physical CitizenCon, so whether you're joining us in Los Angeles or watching from home, we can't wait to celebrate our shared universe with you on October 21 and 22! Keep your eyes peeled, as we\u2019re finalizing some details and will share more information with you very soon!\u201d Community Team\n\nThe team continued to support dozens of evergreen publishes (such as this Monthly Report, the postmortem, etc.) alongside planning for a variety of future in and out-of-game engagements to come.\n\nLastly, the team attended Gamescom and a trio of Bar Citizen events in Cologne, Germany.\n\n\u201cThe turnout was unbelievable, eclipsing our Gamescom events in the past. We were so happy to meet so many of you, veteran backers and fresh pilots alike. We hope to see you all again soon!\u201d\n\nEconomy\nThe new Economy team planned their upcoming goals, including rebalancing cargo and the related experience. They also began building a tool to investigate the current state of cargo, which could be expanded to other areas of the in-game economy.\n\nFeatures (Arena Commander)\nThe Arena Commander Feature team polished and supported Alpha 3.20 while beginning stage two of the Arena Commander revitalization plan.\n\nAlongside patch work, the Engineering team supported the new top heads-up display, which will feature in all game modes from Alpha 3.20.\n\nThey also assisted the ongoing investigation into the return of Theaters of War. This involved identifying the steps needed to update the new spawning module with several unique Theaters of War features (such as spawn locations and multicrew) and bring them into other game modes.\n\nWork continued on the new Custom Lobbies feature (previously Private Matches), with several successful tests conducted. The team are currently focussing on finalizing the UI design and hooking up the various interactions. Engineering began restoring the Spectator Module too, which will allow players to spectate matches in Custom Lobbies and other modes. For example, spectating a player who has lost all their respawns in a PvE game mode.\n\nDesign enhanced several outlines for upcoming updates and scouted locations from the PU and beyond for use in Arena Commander. They also began investigating the Theaters of War location Crossroads of Crime to help estimate restoration efforts.\n\nThe team also addressed a large collection of feedback from the Evocati and PTU regarding the frontend and game modes. The frontend game mode selection now shows which modes are new, which have REC multipliers, and which have achievements associated with them. Design also progressed with the spawn-screen UI for in-game vehicle selection, which began internal testing.\n\nFinally, the team helped create several new game modes requested by other teams, including a 2v2 mode that will host Fight or Flight at CitizenCon.\n\nFeatures (Characters & Weapons)\nAugust saw the Characters & Weapons Feature team working on weapon poses. Currently, when a player approaches a collision surface, their equipped weapon is raised to avoid clipping through the geometry. The team explored alternatives where the weapon is lowered, moved to the bottom of the first-person view, and rotated toward the body so that it lies diagonally across the abdomen. This is more natural in certain situations, limits clipping, and ensures the majority of the player's view is unobscured, particularly when interacting with screens in the environment.\n\nProcedural recoil also progressed last month. To ensure that the feel of each weapon can be tweaked to make it feel unique, a large number of curves were exposed to the content creators.\n\n\u201cThese curves allow multiple layers of subtle movement and rotation to be overlaid to create a wide range of interesting results. It is a bit of a manual process and requires significant attention to detail, but it can add a lot to the personality of a weapon.\u201d Features Team\n\nFeatures (Gameplay)\nGameplay Features continued their ongoing work on the vehicle tractor beam feature, readying it for testing by QA. They also progressed with the Resource Network mentioned in last month\u2019s report and supported the upcoming patch release.\n\nFeatures (Mission)\nThe Mission Feature team spent the month working through their upcoming deliverables and bug fixing for Alpha 3.20.\n\nAway from the upcoming patch, Siege of Orison received various improvements ahead of a future release, with the main focus being keeping players together. Development of Blockade Runner (which will replace Nine Tails Lockdown) continued too, with various technical issues considered and planned for.\n\nSignificant improvements were made to the existing Destroy Drug Stash missions to ensure mission-critical items are spawned when the player arrives. They also made great progress in modularizing the New Player Experience so that it can be used in any landing zone with the correct markup.\n\nThe Steal Evidence at Kareah and Retrieve Consignment missions entered the polish phase, with reputation being hooked up. Work also began on ship-restoration missions, which will require players to restore ships to a saleable condition. Data Heist passed another gate review and will enter internal playtesting to ensure the objectives are clear.\n\n\u201cThe Ship Cargo Steal\/Recover Hauling mission has been taken as far as it can until further cargo features are developed. In the meantime, we will make a \u2018courier\u2019 version in which small items are the objective.\u201d Mission Feature Team\n\nThe team progressed with reputation-based hostility, devising a mission that allows players to work for the Nine Tails gang. Once completed, they\u2019ll convert most of the nameless criminal missions to Nine Tails until further gangs are added.\n\nCode work was completed on the highlighting and filtering of mission-critical items in the inventory. This was handed to UI for their pass. Finally, tasks for Ship Trespass progressed, with \u2018nested trespassing\u2019 being the main thing holding it back.\n\nFeatures (Vehicle)\nLast month, the team assisted with bug fixing and stability for Alpha 3.20 and beyond, including getting the MISC Hull C ready for release and completing smaller feature work for upcoming ship releases.\n\nThe designers then tuned how racing ships perform in-atmosphere to bring them closer together and converted more ground vehicles to the new physics model, which allows for more realistic behavior than before.\n\nThe mass of Size 1, 2, and 3 items were rebalanced for better consistency across ship loadouts and to improve the tractor beam gameplay of removing and replacing items. Smaller vehicle and weapon balance tweaks were also made.\n\nGraphics, VFX Programming & Planet Tech\nIn August, improvements were made to the internal implementation of Temporal Super Resolution.\n\nFurther progress was made on water, with the shader gaining improved lighting and foam. Work on the simulation continued too, with foam propagation and bullet-impact support being added.\n\nThe prototype of the glint shading model was completed and comes in three versions with different performance characteristics. The team are now investigating whether they can take one of these into production. Distant lights are now drawn as tiny bright glows that pass through the existing post-effect system, with the aim of replacing the more traditional 'composite flare' system that can't support post-effects.\n\nOn the tooling side, the streaming debugger was expanded and now provides a powerful tool to track the detailed history of any asset or group to diagnose issues and facilitate optimizations. The Mesh Setup Editor was also expanded to allow finer-grained control of how animated meshes are imported.\n\nThe Vulkan sub-team added new extensions, including Synchronization2, Maintenance4, and TimelineSemaphore, to improve various aspects of the backend. Focus is now shifting to unblocking progress on Global Illumination, as the ray-tracing component is Vulkan-only.\n\nThe VFX Programming team implemented smoke spawning on fire along with various other quality improvements to bring the feature to a visually complete and \u201crather impressive\u201d state.\n\nFinally, further improvements to lightning effects were made, which will be used in the future within gas clouds.\n\nIn-Game Branding\nThe In-Game Branding team continued to progress with the underground facility exteriors. They\u2019re also working closely with EU Locations 2 on an upcoming event and progressed with some event-related add-ons.\n\nInteractables\nLast month saw the Interactables team create new assets for Pyro\u2019s rundown station alongside various Flair items.\n\nLighting\nThe Lighting team continued to contribute to Pyro, working on tasks for the colonialism outposts and rundown station. They also worked on an upcoming event.\n\nLive Tools\nIn August, the Live Tools team released a new version of the crash-handling pipeline, which is now in the maintenance phase.\n\nFor Hex\u2019s Network Operation Center, they worked on general navigation to improve the quality of life for its main users; this included redesigning elements of the discipline module and Entity Graph.\n\nLocations (EU)\nThe Locations team progressed across various areas last month, including the rundown station and colonialism outposts for Pyro. They also worked on signage and dioramas for an upcoming event.\n\nThe Organics team continued to build Pyro\u2019s planets, including foliage, while the Sandbox team moved the new underground facilities through greybox.\n\nNarrative\nThe Narrative team continued to focus on Pyro, writing multiple missions and crafting strings to populate new locations with everything from signage to food items. In Stanton, several new mission types were worked on and improvements were made to existing content.\n\nAlongside the evergreen tasks of naming and describing various in-game items and wearables, Narrative worked with Interactables on interesting ideas for future additions.\n\nThe Narrative Design team worked on NPC behaviors for Pyro and continued to explore how to make NPC behaviors feel unique across the various landing zones.\n\nOn the website, several interesting pieces of lore were published, including an excerpt from \u201cLife\/Labor: The Secret History of Hurston Dynamics,\u201d a \u201cWhitley\u2019s Guide to the Constellation Phoenix,\u201d and several new Galactapedia entries.\n\nThe Narrative team will have a new installment of Loremaker\u2019s Community Questions coming up soon, so don\u2019t hesitate to ask your questions in the team\u2019s dedicated Spectrum channel.\n\nOnline Services\nIn August, the Online Service team worked toward finalizing the design and approach for updating several legacy backend social services to gRPC.\n\nAs a quality-of-life update, the team added new Social menu options, with players now able to enable or disable friend requests and friend-request notifications, and choose who they receive party invite notifications and currency transfers from.\n\nUpdates were also made to the discipline service, which is necessary for future anti-cheat enforcement and sanction updates.\n\nR&D\nIn August, work on the temporal render mode for atmosphere and volumetric clouds continued; various methods to rectify or reject frame history were experimented with.\n\nFurthermore, a new disocclusion detection system to reject history was implemented that, in spirit, is similar to the general up-sampling solution.\n\nAdditionally, various code was updated to work with recent Gen12 improvements.\n\nUI\nAs part of the development of Pyro, the UI team created fluff screens and converted flash animations into fluff screens. They also supported Mission Features on Data Heist by uplifting the screen style.\n\nVFX\nLast month, the VFX team continued working on various Pyro locations, including some with animated machinery.","de_DE":"PU-Monatsbericht\nAugust 2023\nW\u00e4hrend wir uns dem Live-Release von Alpha 3.20 n\u00e4hern, schlie\u00dfen viele Teams ihre Arbeit an den verschiedenen neuen Funktionen des Patches ab. Neben dem Patch gibt es auch gro\u00dfe Fortschritte bei den Inhalten, die im Laufe des Jahres kommen werden, also lies weiter f\u00fcr die neuesten Informationen.\n\nKI (Features)\nIm letzten Monat wurde die Wahrnehmung der KI \u00fcberpr\u00fcft, um Probleme zu beheben, bei denen NSCs nicht richtig erkannten, dass ein Ziel gestorben war oder dass sie eine Situation schon einmal gesehen hatten. Diese Probleme f\u00fchrten zu verschiedenen Fehlern, z. B. dass die KI st\u00e4ndig nach Sanit\u00e4tern rief oder im Kampf blieb, nachdem dieser bereits beendet war.\n\nAu\u00dferdem wurde die Nutzung der Deckung \u00fcberarbeitet und verschiedene Funktionen und Animationen verbessert, um sicherzustellen, dass die Funktion in verschiedenen Situationen und Umgebungen funktioniert.\n\nAuch am taktischen Punktesystem, das die Bewegungen der KI bestimmt, wurden \u00c4nderungen und Korrekturen vorgenommen. So l\u00e4sst sich leichter erkennen, was angepasst werden muss, wenn man den Kampf an neuen Orten \u00fcberpr\u00fcft.\n\nDer Munitionsverbrauch der KI wurde angepasst, wobei die Nachlade- und Munitionsfindungsfunktionen beibehalten wurden, um realistisches und neues Verhalten und neue Spielsituationen zu erm\u00f6glichen.\n\nDas Team \u00fcberpr\u00fcfte, \u00fcberarbeitete und polierte die K\u00e4mpfe weiter, einschlie\u00dflich der Nachladeanimationen f\u00fcr verschiedene Waffen in niedriger und hoher Deckung und der Animationen f\u00fcr Frauen, die aus den m\u00e4nnlichen Assets umgewandelt wurden. Sie begannen auch mit der Entwicklung von Animationen f\u00fcr die Handsignale der Marinesoldaten, um Gruppenbewegungen und K\u00e4mpfe zu verkaufen.\n\nKI (Tech)\nLetzten Monat hat AI Tech das Apollo Subsumption Tool um eine Undo-and-Redo-Funktion erweitert. Au\u00dferdem wurde die Validierung der Subsumption-Daten verbessert, um eine bessere Darstellung und deutlichere Validierungsfehler zu erreichen. Dadurch k\u00f6nnen die Designer bei der Erstellung oder Anpassung von Missionen und Verhaltensweisen schneller iterieren.\n\nF\u00fcr das im letzten Bericht erw\u00e4hnte Boids-Feature hat AI Tech die Implementierung der Basisfunktionalit\u00e4t fortgesetzt, die es Agenten (Ratten, V\u00f6geln usw.) erm\u00f6glicht, verschiedene Zust\u00e4nde einzunehmen, z. B. wandern, faulenzen oder fliehen, und zwischen diesen zu wechseln. Derzeit wird nach einer kosteng\u00fcnstigen L\u00f6sung gesucht, um die Agenten auf dem Boden zu halten, w\u00e4hrend sie sich bewegen.\n\nF\u00fcr die Audiowahrnehmung der NSCs hat das Team neue Funktionen f\u00fcr die Weitergabe von Audiostimuli implementiert. Dabei werden das Raumsystem und die Art, wie R\u00e4ume miteinander verbunden sind, genutzt, um zu bestimmen, ob ein Audio-Ereignis geh\u00f6rt werden soll.\n\nAu\u00dferdem haben sie die Navigationslinks weiter verbessert. Erstens die Art und Weise, wie Links die Navigationsdreiecke aus verschiedenen Zonen verbinden, was nicht wie vorgesehen funktionierte. Zweitens wurde die Art und Weise korrigiert, wie Animationen abgespielt werden, wenn sie in verschiedenen Zonen beginnen und enden. Zum Beispiel, wenn NSCs aus einem schwebenden Schiff auf den Boden springen.\n\nSchlie\u00dflich wurden Leistungsprobleme im Zusammenhang mit dem Navigationssystem und dem Pfadfinder untersucht.\n\nAnimation\nIm August arbeiteten die Animatoren an einer Reihe von Verhaltenslinien f\u00fcr die Hintergrundatmosph\u00e4re und den Flug. Au\u00dferdem unterst\u00fctzten sie Tech Animation bei der Erstellung von Kreaturenskeletten, die sp\u00e4ter in der PU verwendet werden sollen.\n\nKunst (Charaktere)\nIm letzten Monat wurden im Bereich Character Art Inhalte f\u00fcr verschiedene bevorstehende Events und Assets f\u00fcr die Headhunters-Gang erstellt.\n\nAu\u00dferdem haben die Konzeptk\u00fcnstler zus\u00e4tzliche Ideen f\u00fcr die Headhunters erforscht und an einem medizinischen Outfit und \u00dcbergabeb\u00f6gen f\u00fcr einen neuen Fluganzug gearbeitet.\n\nKunst (Schiffe)\nIm letzten Monat haben die Schiffsk\u00fcnstler ihre Arbeit am Tumbril Storm abgeschlossen, obwohl sie sich derzeit auf Probleme mit den Trittfl\u00e4chen und deren Aussehen konzentrieren. Au\u00dferdem wurden zwei neue Varianten eines bestehenden Fahrzeugs fertiggestellt.\n\nEin komplett neues Schiff hat die Whitebox durchlaufen und dabei verschiedene Bereiche aufgedeckt, die gegen\u00fcber dem Konzept aktualisiert werden m\u00fcssen, darunter eine Vergr\u00f6\u00dferung des Innenraums.\n\nDie Aopoa San'tok.y\u0101i ist fast LOD0-komplett; letzte Aktualisierungen sind im Gange, darunter das Polieren des Pilotenraums. Der Schadenspass ist ebenfalls in Arbeit, w\u00e4hrend der Rest der LOD0-Aufgaben abgeschlossen wird. Sobald dies abgeschlossen ist, wird das Team zu den Lackierungen \u00fcbergehen.\n\nDie Origin X1 wartet derzeit auf die \u00dcberpr\u00fcfung der Whitebox, obwohl bereits erhebliche \u00c4nderungen an den Positionen der Gegenst\u00e4nde vorgenommen wurden, um den Platz zu maximieren. Auch die Modellierung der Greybox-Geometrie hat begonnen.\n\nCommunity\nIm August fand wieder der Ship Showdown statt, ein j\u00e4hrliches, einmonatiges Event, bei dem die Community ihre Lieblingsfahrzeuge vorstellt, indem sie originelle Kreationen im Community Hub und in den sozialen Medien teilt. Das Community-Team veranstaltete zur Unterst\u00fctzung des Events zwei Wettbewerbe, bei denen die 10 besten Einsendungen im Community Hub und die drei kreativsten Videos auf dem offiziellen TikTok-Kanal belohnt wurden. Nach t\u00e4glichen Kopf-an-Kopf-Schlachten zwischen den 16 besten Schiffen wurde die Drake Corsair zum ultimativen Champion des Ship Showdown 2953 gekr\u00f6nt. Die Community unterst\u00fctzte auch das Free Fly Event, ver\u00f6ffentlichte Updates im New Player Guide und kuratierte Medien im Welcome Hub.\n\nAnfang August fand der Screenshot-Wettbewerb der Arlington Gang statt, bei dem Spieler\/innen nach dem Start der Mission Spotlight-Serie Screenshots einreichten.\n\nDas Community-Team unterst\u00fctzte das 22-j\u00e4hrige Jubil\u00e4um von Tobii sowie zahlreiche von der Community organisierte Events, darunter die Intergalaktische Industrie- und Handelsmesse und das ATMO esports Fight or Flight-Turnier, das auf der CitizenCon 2953 live zu sehen sein wird.\n\nIm August wurden die Vorbereitungen f\u00fcr die CitizenCon 2953 vorangetrieben, um die Details der verschiedenen Pr\u00e4sentationen, das Layout und Design des Veranstaltungsortes, den Cosplay-Wettbewerb, die Community-St\u00e4nde und vieles mehr festzulegen.\n\n\"Es ist vier lange Jahre her, dass wir eine CitizenCon veranstaltet haben. Egal, ob du in Los Angeles dabei bist oder von zu Hause aus zuschaust, wir k\u00f6nnen es kaum erwarten, am 21. und 22. Oktober mit dir unser gemeinsames Universum zu feiern! Haltet die Augen offen, denn wir arbeiten noch an einigen Details und werden bald mehr Informationen mit euch teilen!\" Community-Team\n\nDas Team unterst\u00fctzte weiterhin Dutzende von immergr\u00fcnen Ver\u00f6ffentlichungen (wie diesen Monatsbericht, den Postmortem usw.) und plante eine Vielzahl von zuk\u00fcnftigen In- und Out-of-Game-Engagements.\n\nAu\u00dferdem nahm das Team an der Gamescom und drei Bar Citizen-Events in K\u00f6ln teil.\n\n\"Der Andrang war unglaublich und hat unsere bisherigen Gamescom-Events in den Schatten gestellt. Wir haben uns sehr gefreut, so viele von euch zu treffen, sowohl altgediente Unterst\u00fctzer als auch neue Piloten. Wir hoffen, euch alle bald wiederzusehen!\"\n\nWirtschaft\nDas neue Wirtschaftsteam plante seine n\u00e4chsten Ziele, darunter die Neuausrichtung der Fracht und die damit verbundene Erfahrung. Au\u00dferdem begannen sie mit der Entwicklung eines Tools zur Untersuchung des aktuellen Zustands der Fracht, das auf andere Bereiche der Wirtschaft im Spiel ausgeweitet werden k\u00f6nnte.\n\nFeatures (Arena Commander)\nDas Team f\u00fcr die Arena-Befehlshaber-Features polierte und unterst\u00fctzte die Alpha 3.20 und begann mit der zweiten Phase des Plans zur Wiederbelebung des Arena-Befehlshabers.\n\nNeben den Patch-Arbeiten unterst\u00fctzte das Technik-Team auch das neue Top-Heads-up-Display, das ab Alpha 3.20 in allen Spielmodi zu sehen sein wird.\n\nAu\u00dferdem unterst\u00fctzten sie die laufende Untersuchung zur R\u00fcckkehr der Kriegsschaupl\u00e4tze. Dabei ging es darum, die notwendigen Schritte zu identifizieren, um das neue Spawning-Modul mit mehreren einzigartigen Theaters of War-Features (wie Spawn-Orte und Multicrew) zu aktualisieren und in andere Spielmodi zu bringen.\n\nDie Arbeit an der neuen Funktion \"Benutzerdefinierte Lobbys\" (fr\u00fcher \"Private Matches\") wurde fortgesetzt, und es wurden mehrere erfolgreiche Tests durchgef\u00fchrt. Das Team konzentriert sich derzeit auf die Fertigstellung des UI-Designs und die Verkn\u00fcpfung der verschiedenen Interaktionen. Die Entwickler haben auch mit der Wiederherstellung des Zuschauermoduls begonnen, mit dem Spieler\/innen Spiele in benutzerdefinierten Lobbys und anderen Modi verfolgen k\u00f6nnen. Zum Beispiel k\u00f6nnen sie einem Spieler zuschauen, der in einem PvE-Spielmodus alle Respawns verloren hat.\n\nDas Design hat mehrere Entw\u00fcrfe f\u00fcr kommende Updates verbessert und Schaupl\u00e4tze in der PU und dar\u00fcber hinaus f\u00fcr die Verwendung in Arena Commander ausgekundschaftet. Au\u00dferdem begannen sie mit der Erkundung des Kriegsschauplatzes \"Kreuzweg des Verbrechens\", um die Wiederherstellungsarbeiten einzusch\u00e4tzen.\n\nDas Team hat au\u00dferdem eine gro\u00dfe Anzahl von R\u00fcckmeldungen der Evocati und PTU zum Frontend und den Spielmodi bearbeitet. Die Spielmodusauswahl im Frontend zeigt nun an, welche Modi neu sind, welche REC-Multiplikatoren haben und welche Erfolge mit ihnen verbunden sind. Die Entwicklung der Spawn-Bildschirm-Oberfl\u00e4che f\u00fcr die Fahrzeugauswahl im Spiel wurde ebenfalls vorangetrieben und intern getestet.\n\nSchlie\u00dflich half das Team bei der Entwicklung mehrerer neuer Spielmodi, die von anderen Teams angefordert wurden, darunter ein 2v2-Modus, der auf der CitizenCon f\u00fcr Fight or Flight genutzt wird.\n\nFeatures (Charaktere & Waffen)\nIm August arbeitete das Team f\u00fcr Charaktere und Waffen an den Waffenposen. Wenn sich ein Spieler einer Kollisionsfl\u00e4che n\u00e4hert, wird die ausger\u00fcstete Waffe angehoben, damit sie nicht durch die Geometrie schneidet. Das Team untersuchte Alternativen, bei denen die Waffe gesenkt, an den unteren Rand der Ego-Perspektive verschoben und in Richtung des K\u00f6rpers gedreht wird, so dass sie diagonal \u00fcber dem Bauch liegt. Das ist in bestimmten Situationen nat\u00fcrlicher, schr\u00e4nkt die Beschneidung ein und sorgt daf\u00fcr, dass der Gro\u00dfteil der Sicht des Spielers frei bleibt, vor allem wenn er mit Bildschirmen in der Umgebung interagiert.\n\nAuch der prozedurale R\u00fccksto\u00df wurde im letzten Monat weiterentwickelt. Um sicherzustellen, dass sich jede Waffe einzigartig anf\u00fchlt, wurde eine gro\u00dfe Anzahl von Kurven an die Inhaltsersteller\/innen weitergegeben.\n\n\"Diese Kurven erm\u00f6glichen es, mehrere Ebenen subtiler Bewegung und Drehung zu \u00fcberlagern, um eine Vielzahl interessanter Ergebnisse zu erzielen. Es ist ein manueller Prozess, der viel Liebe zum Detail erfordert, aber er kann die Pers\u00f6nlichkeit einer Waffe stark beeinflussen.\" Eigenschaften Team\n\nFeatures (Gameplay)\nDas Team Gameplay Features hat seine Arbeit am Fahrzeug-Traktorstrahl fortgesetzt und ihn f\u00fcr die Tests der QA vorbereitet. Au\u00dferdem haben sie das im letzten Bericht erw\u00e4hnte Ressourcennetzwerk weiterentwickelt und den bevorstehenden Patch-Release unterst\u00fctzt.\n\nFeatures (Mission)\nDas Missions-Feature-Team hat den Monat damit verbracht, die anstehenden Aufgaben und Fehlerbehebungen f\u00fcr Alpha 3.20 zu erledigen.\n\nAbseits des kommenden Patches wurden an der Belagerung von Orison verschiedene Verbesserungen vorgenommen, wobei der Schwerpunkt auf dem Zusammenhalt der Spieler lag. Die Entwicklung von Blockade Runner (das Nine Tails Lockdown ersetzen wird) wurde ebenfalls fortgesetzt, wobei verschiedene technische Probleme ber\u00fccksichtigt und geplant wurden.\n\nDie bestehenden Missionen \"Zerst\u00f6re das Drogenlager\" wurden erheblich verbessert, um sicherzustellen, dass missionskritische Gegenst\u00e4nde bei der Ankunft der Spieler\/innen gespawnt werden. Au\u00dferdem wurden gro\u00dfe Fortschritte bei der Modularisierung der New Player Experience gemacht, so dass sie in jeder Landezone mit dem richtigen Markup verwendet werden kann.\n\nDie Missionen \"Beweise stehlen in Kareah\" und \"Sendung zur\u00fcckholen\" gingen in die Feinschliff-Phase, in der der Ruf aufpoliert wurde. Au\u00dferdem wurde mit der Arbeit an den Schiffsrestaurierungsmissionen begonnen, bei denen die Spieler\/innen Schiffe in einen verkaufsf\u00e4higen Zustand versetzen m\u00fcssen. Data Heist hat ein weiteres Gate Review bestanden und wird nun intern getestet, um sicherzustellen, dass die Ziele klar sind.\n\n\"Die Mission Schiffsladungsdiebstahl\/Schiffswiederbeschaffung wurde so weit wie m\u00f6glich vorangetrieben, bis weitere Frachtfunktionen entwickelt werden. In der Zwischenzeit werden wir eine 'Kurier'-Version erstellen, in der kleine Gegenst\u00e4nde das Ziel sind.\" Mission Feature Team\n\nDas Team ist mit der rufbasierten Feindseligkeit vorangekommen und hat eine Mission entwickelt, in der die Spieler\/innen f\u00fcr die Nine Tails Gang arbeiten k\u00f6nnen. Sobald sie fertiggestellt sind, werden sie die meisten namenlosen kriminellen Missionen in Nine Tails umwandeln, bis weitere Banden hinzugef\u00fcgt werden.\n\nDer Code f\u00fcr die Hervorhebung und Filterung von missionskritischen Gegenst\u00e4nden im Inventar wurde fertiggestellt. Dies wurde an UI zur Freigabe \u00fcbergeben. Schlie\u00dflich wurden die Arbeiten an Ship Trespass vorangetrieben, wobei das \"verschachtelte Eindringen\" das gr\u00f6\u00dfte Hindernis darstellte.\n\nFunktionen (Fahrzeug)\nIm letzten Monat hat das Team an der Fehlerbehebung und Stabilit\u00e4t f\u00fcr Alpha 3.20 und dar\u00fcber hinaus gearbeitet, u. a. an der Fertigstellung der MISC-H\u00fclle C und an kleineren Features f\u00fcr kommende Schiffsversionen.\n\nDann haben die Designer das Verhalten von Rennschiffen in der Atmosph\u00e4re angepasst, um sie n\u00e4her zusammenzubringen, und mehr Bodenfahrzeuge auf das neue Physikmodell umgestellt, das ein realistischeres Verhalten als bisher erm\u00f6glicht.\n\nDie Masse von Gegenst\u00e4nden der Gr\u00f6\u00dfen 1, 2 und 3 wurde neu ausbalanciert, um die Konsistenz der Schiffsausr\u00fcstungen zu verbessern und das Traktorstrahl-Gameplay beim Entfernen und Ersetzen von Gegenst\u00e4nden zu optimieren. Au\u00dferdem wurden kleinere \u00c4nderungen an der Fahrzeug- und Waffenbalance vorgenommen.\n\nGrafik, VFX-Programmierung und Planetentechnologie\nIm August wurden Verbesserungen an der internen Implementierung von Temporal Super Resolution vorgenommen.\n\nWeitere Fortschritte wurden beim Wasser gemacht, indem der Shader eine verbesserte Beleuchtung und Schaum erhielt. Auch die Arbeit an der Simulation wurde fortgesetzt, wobei die Schaumausbreitung und die Unterst\u00fctzung von Geschosseinschl\u00e4gen hinzugef\u00fcgt wurden.\n\nDer Prototyp des Glint-Shading-Modells wurde fertiggestellt und liegt in drei Versionen mit unterschiedlichen Leistungsmerkmalen vor. Das Team pr\u00fcft nun, ob es eine davon in die Produktion \u00fcbernehmen kann. Entfernte Lichter werden jetzt als winzige helle Gl\u00fchw\u00fcrmchen gezeichnet, die das bestehende Post-Effekt-System durchlaufen, mit dem Ziel, das traditionellere \"Composite Flare\"-System zu ersetzen, das keine Post-Effekte unterst\u00fctzen kann.\n\nAuf der Werkzeugseite wurde der Streaming-Debugger erweitert und bietet nun ein leistungsstarkes Werkzeug, um den detaillierten Verlauf eines Assets oder einer Gruppe zu verfolgen, um Probleme zu diagnostizieren und Optimierungen zu erleichtern. Der Mesh-Setup-Editor wurde ebenfalls erweitert und erm\u00f6glicht nun eine feinere Kontrolle dar\u00fcber, wie animierte Meshes importiert werden.\n\nDas Vulkan-Subteam f\u00fcgte neue Erweiterungen hinzu, darunter Synchronization2, Maintenance4 und TimelineSemaphore, um verschiedene Aspekte des Backends zu verbessern. Der Schwerpunkt liegt jetzt darauf, den Fortschritt bei Global Illumination freizugeben, da die Raytracing-Komponente nur f\u00fcr Vulkan verf\u00fcgbar ist.\n\nDas VFX-Programmierungsteam hat das Spawnen von Rauch bei Feuer zusammen mit verschiedenen anderen Qualit\u00e4tsverbesserungen implementiert, um das Feature auf einen visuell vollst\u00e4ndigen und \"ziemlich beeindruckenden\" Stand zu bringen.\n\nSchlie\u00dflich wurden weitere Verbesserungen an den Blitzeffekten vorgenommen, die in Zukunft in Gaswolken zum Einsatz kommen werden.\n\nIn-Game Branding\nDas In-Game Branding-Team arbeitete weiter an den Au\u00dfenbereichen der unterirdischen Anlagen. Au\u00dferdem arbeiten sie eng mit EU Locations 2 an einem bevorstehenden Event zusammen und haben einige Event-bezogene Add-ons entwickelt.\n\nInteractables\nIm letzten Monat hat das Interactables-Team neue Assets f\u00fcr Pyros heruntergekommenen Bahnhof und verschiedene Flair-Gegenst\u00e4nde erstellt.\n\nBeleuchtung\nDas Beleuchtungsteam hat weiter an Pyro gearbeitet und Aufgaben f\u00fcr die Kolonialismus-Au\u00dfenposten und die heruntergekommene Station \u00fcbernommen. Au\u00dferdem arbeiteten sie an einem bevorstehenden Event.\n\nLive Tools\nIm August ver\u00f6ffentlichte das Live-Tools-Team eine neue Version der Crash-Handling-Pipeline, die sich jetzt in der Wartungsphase befindet.\n\nF\u00fcr das Network Operation Center von Hex arbeiteten sie an der allgemeinen Navigation, um die Lebensqualit\u00e4t der Hauptnutzer zu verbessern; dazu geh\u00f6rte die Neugestaltung von Elementen des Disziplin-Moduls und des Entity Graph.\n\nStandorte (EU)\nDas Locations-Team hat im letzten Monat in verschiedenen Bereichen Fortschritte gemacht, darunter der heruntergekommene Bahnhof und die Kolonialismus-Au\u00dfenposten f\u00fcr Pyro. Au\u00dferdem arbeiteten sie an der Beschilderung und den Dioramen f\u00fcr ein bevorstehendes Event.\n\nDas Organics-Team baute weiter an den Planeten von Pyro, einschlie\u00dflich des Laubes, w\u00e4hrend das Sandbox-Team die neuen unterirdischen Anlagen in die Greybox brachte.\n\nNarrative\nDas Narrative-Team konzentrierte sich weiterhin auf Pyro, schrieb mehrere Missionen und bastelte Strings, um neue Orte mit allem M\u00f6glichen zu best\u00fccken, von Schildern bis hin zu Lebensmitteln. In Stanton wurde an mehreren neuen Missionstypen gearbeitet und bestehende Inhalte wurden verbessert.\n\nNeben der immer wiederkehrenden Aufgabe, verschiedene Gegenst\u00e4nde und Kleidungsst\u00fccke im Spiel zu benennen und zu beschreiben, arbeitete Narrative mit Interactables an interessanten Ideen f\u00fcr zuk\u00fcnftige Erweiterungen.\n\nDas Narrative Design Team arbeitete an den NSC-Verhaltensweisen f\u00fcr Pyro und untersuchte weiter, wie man das Verhalten der NSCs in den verschiedenen Landezonen einzigartig gestalten kann.\n\nAuf der Website wurden mehrere interessante Informationen ver\u00f6ffentlicht, darunter ein Auszug aus \"Life\/Labor: The Secret History of Hurston Dynamics\", einen \"Whitley's Guide to the Constellation Phoenix\" und mehrere neue Galactapedia-Eintr\u00e4ge.\n\nDas Narrative Team wird in K\u00fcrze eine neue Folge der Loremaker's Community Questions ver\u00f6ffentlichen, also z\u00f6gere nicht, deine Fragen im speziellen Spectrum-Kanal des Teams zu stellen.\n\nOnline-Dienste\nIm August hat das Team der Online-Dienste daran gearbeitet, das Design und die Vorgehensweise f\u00fcr die Aktualisierung mehrerer alter Backend-Sozialdienste auf gRPC abzuschlie\u00dfen.\n\nAls Qualit\u00e4tsverbesserung f\u00fcgte das Team neue Optionen f\u00fcr das Sozialmen\u00fc hinzu. Spieler\/innen k\u00f6nnen nun Freundschaftsanfragen und Benachrichtigungen \u00fcber Freundschaftsanfragen aktivieren oder deaktivieren und ausw\u00e4hlen, von wem sie Benachrichtigungen \u00fcber Partyeinladungen und W\u00e4hrungstransfers erhalten.\n\nAu\u00dferdem wurde der Disziplinierungsdienst aktualisiert, der f\u00fcr zuk\u00fcnftige Anti-Cheat- und Sanktions-Updates ben\u00f6tigt wird.\n\nF&E\nIm August wurde die Arbeit am temporalen Rendermodus f\u00fcr Atmosph\u00e4re und volumetrische Wolken fortgesetzt; es wurden verschiedene Methoden zur Korrektur oder Ablehnung des Frameverlaufs ausprobiert.\n\nAu\u00dferdem wurde ein neues System zur Erkennung von Ausschl\u00fcssen implementiert, das im Prinzip der allgemeinen Up-Sampling-L\u00f6sung \u00e4hnelt.\n\nAu\u00dferdem wurden verschiedene Codes aktualisiert, damit sie mit den j\u00fcngsten Verbesserungen von Gen12 funktionieren.\n\nUI\nIm Rahmen der Entwicklung von Pyro hat das UI-Team Fluff-Screens erstellt und Flash-Animationen in Fluff-Screens umgewandelt. Au\u00dferdem unterst\u00fctzten sie die Missionsfunktionen bei Data Heist, indem sie den Bildschirmstil verbesserten.\n\nVFX\nIm letzten Monat hat das VFX-Team die Arbeit an verschiedenen Orten in Pyro fortgesetzt, darunter auch einige mit animierten Maschinen.","zh_CN":"PU Monthly Report\nAugust 2023\nAs we close in on Alpha 3.20\u2019s Live release, many teams are finalizing their work on the patch\u2019s various new features. Beyond the patch, significant progress is being made on content coming later in the year, so read on for the latest.\n\nAI (Features)\nLast month, AI reviewed perception to fix issues where NPCs wouldn\u2019t correctly recognize that a target had died or that they\u2019d seen a situation before. These issues led to various bugs, including the AI constantly calling for med-pens or remaining in combat after it had finished.\n\nThey also revisited cover usage, polishing various functionality and animations to ensure the feature works across a range of situations and environments.\n\nChanges and fixes were also made to the tactical point system, which is used to drive where the AI moves. This will help identify what needs to be adjusted when reviewing combat in new locations.\n\nBalancing was done for AI ammunition usage while maintaining reload and ammo-finding functionality to provide realistic and emergent behaviors and gameplay situations.\n\nThe team continued to review, revisit, and polish combat, including low and high-cover reload animations for different weapons and female animations converted from male assets. They also began developing animations for marine squad hand signals to sell group movement and combat.\n\nAI (Tech)\nLast month, AI Tech added undo-and-redo functionality to the Apollo Subsumption tool. They also began improving Subsumption data validation for better presentation and more explicit validation errors. This will allow the designers to iterate faster when creating or adjusting missions and behaviors.\n\nOn the boids feature mentioned in last month\u2019s report, AI Tech continued implementing base functionality to allow agents (rats, birds, etc.) to adopt different states, such as wandering, idling, or fleeing, and transition between them. They\u2019re currently looking for a low-cost solution to keep agents on terrain while moving.\n\nFor NPC audio perception, the team implemented new functionality for how audio stimuli is propagated. This involves using the room system and how rooms are connected to determine whether an audio event should be heard.\n\nThey also continued to improve navigation links. Firstly, how links connect navigation triangles from different zones, which wasn\u2019t working as intended. Secondly, they fixed how animations play when they begin and finish in different zones. For example, when NPCs jump to the ground from a hovering ship.\n\nFinally, investigation began into performance issues relating to the navigation system and pathfinder.\n\nAnimation\nIn August, the animators worked through a number of behavioral lines for background ambiance and flight. They also supported Tech Animation on creature skeletons that will eventually be used in the PU.\n\nArt (Characters)\nLast month, Character Art progressed with content for various upcoming events and assets for the Headhunters gang.\n\nAlongside this, the concept artists explored additional ideas for the Headhunters and worked on a medical outfit and handoff sheets for a new flightsuit.\n\nArt (Ships)\nLast month, Ship Art completed their work on the Tumbril Storm, though they\u2019re currently focussing on ongoing issues with the treads and how they appear. Two new variants of an existing vehicle were completed too.\n\nAn all-new ship progressed through whitebox, revealing various areas that require updating from the concept, including an increase to the interior space.\n\nThe Aopoa San'tok.y\u0101i is almost LOD0-complete; final updates are underway, including polishing the pilot compartment. The damage pass is also in progress while the rest of the LOD0 tasks are closed out. Once complete, the team will move on to paints.\n\nThe Origin X1 is currently awaiting whitebox review, though significant changes to item locations have already been made to maximize space. Modeling of the greybox geometry began too.\n\nCommunity\nAugust saw the return of Ship Showdown, an annual month-long event where the community champions their favorite vehicles by sharing original creations on the Community Hub and social media. The Community team hosted two contests in support of the event, rewarding the top 10 submissions from the Community Hub and the top three most creative videos on the official TikTok channel. After daily head-to-head battles between the top 16 ships, the Drake Corsair was crowned the Ultimate Champion of Ship Showdown 2953. Community also supported the Free Fly event, posted updates on the New Player Guide, and curated media on the Welcome Hub.\n\nEarly August saw the conclusion of the Arlington Gang Screenshot contest, where players submitted screenshots following the launch of the Mission Spotlight series.\n\nThe Community team then supported Tobii\u2019s 22nd anniversary alongside numerous community-driven events, including the Intergalactic Industry & Trade Fair, and the ATMO esports Fight or Flight tournament, which will conclude live at CitizenCon 2953.\n\nWith CitizenCon 2953 approaching, much of August was also spent ramping up preparations, with a focus on finalizing the details of the various presentations, venue layout and design, Cosplay Contest, Community Booths, and much more.\n\n\u201cIt's been four long years since we've had a physical CitizenCon, so whether you're joining us in Los Angeles or watching from home, we can't wait to celebrate our shared universe with you on October 21 and 22! Keep your eyes peeled, as we\u2019re finalizing some details and will share more information with you very soon!\u201d Community Team\n\nThe team continued to support dozens of evergreen publishes (such as this Monthly Report, the postmortem, etc.) alongside planning for a variety of future in and out-of-game engagements to come.\n\nLastly, the team attended Gamescom and a trio of Bar Citizen events in Cologne, Germany.\n\n\u201cThe turnout was unbelievable, eclipsing our Gamescom events in the past. We were so happy to meet so many of you, veteran backers and fresh pilots alike. We hope to see you all again soon!\u201d\n\nEconomy\nThe new Economy team planned their upcoming goals, including rebalancing cargo and the related experience. They also began building a tool to investigate the current state of cargo, which could be expanded to other areas of the in-game economy.\n\nFeatures (Arena Commander)\nThe Arena Commander Feature team polished and supported Alpha 3.20 while beginning stage two of the Arena Commander revitalization plan.\n\nAlongside patch work, the Engineering team supported the new top heads-up display, which will feature in all game modes from Alpha 3.20.\n\nThey also assisted the ongoing investigation into the return of Theaters of War. This involved identifying the steps needed to update the new spawning module with several unique Theaters of War features (such as spawn locations and multicrew) and bring them into other game modes.\n\nWork continued on the new Custom Lobbies feature (previously Private Matches), with several successful tests conducted. The team are currently focussing on finalizing the UI design and hooking up the various interactions. Engineering began restoring the Spectator Module too, which will allow players to spectate matches in Custom Lobbies and other modes. For example, spectating a player who has lost all their respawns in a PvE game mode.\n\nDesign enhanced several outlines for upcoming updates and scouted locations from the PU and beyond for use in Arena Commander. They also began investigating the Theaters of War location Crossroads of Crime to help estimate restoration efforts.\n\nThe team also addressed a large collection of feedback from the Evocati and PTU regarding the frontend and game modes. The frontend game mode selection now shows which modes are new, which have REC multipliers, and which have achievements associated with them. Design also progressed with the spawn-screen UI for in-game vehicle selection, which began internal testing.\n\nFinally, the team helped create several new game modes requested by other teams, including a 2v2 mode that will host Fight or Flight at CitizenCon.\n\nFeatures (Characters & Weapons)\nAugust saw the Characters & Weapons Feature team working on weapon poses. Currently, when a player approaches a collision surface, their equipped weapon is raised to avoid clipping through the geometry. The team explored alternatives where the weapon is lowered, moved to the bottom of the first-person view, and rotated toward the body so that it lies diagonally across the abdomen. This is more natural in certain situations, limits clipping, and ensures the majority of the player's view is unobscured, particularly when interacting with screens in the environment.\n\nProcedural recoil also progressed last month. To ensure that the feel of each weapon can be tweaked to make it feel unique, a large number of curves were exposed to the content creators.\n\n\u201cThese curves allow multiple layers of subtle movement and rotation to be overlaid to create a wide range of interesting results. It is a bit of a manual process and requires significant attention to detail, but it can add a lot to the personality of a weapon.\u201d Features Team\n\nFeatures (Gameplay)\nGameplay Features continued their ongoing work on the vehicle tractor beam feature, readying it for testing by QA. They also progressed with the Resource Network mentioned in last month\u2019s report and supported the upcoming patch release.\n\nFeatures (Mission)\nThe Mission Feature team spent the month working through their upcoming deliverables and bug fixing for Alpha 3.20.\n\nAway from the upcoming patch, Siege of Orison received various improvements ahead of a future release, with the main focus being keeping players together. Development of Blockade Runner (which will replace Nine Tails Lockdown) continued too, with various technical issues considered and planned for.\n\nSignificant improvements were made to the existing Destroy Drug Stash missions to ensure mission-critical items are spawned when the player arrives. They also made great progress in modularizing the New Player Experience so that it can be used in any landing zone with the correct markup.\n\nThe Steal Evidence at Kareah and Retrieve Consignment missions entered the polish phase, with reputation being hooked up. Work also began on ship-restoration missions, which will require players to restore ships to a saleable condition. Data Heist passed another gate review and will enter internal playtesting to ensure the objectives are clear.\n\n\u201cThe Ship Cargo Steal\/Recover Hauling mission has been taken as far as it can until further cargo features are developed. In the meantime, we will make a \u2018courier\u2019 version in which small items are the objective.\u201d Mission Feature Team\n\nThe team progressed with reputation-based hostility, devising a mission that allows players to work for the Nine Tails gang. Once completed, they\u2019ll convert most of the nameless criminal missions to Nine Tails until further gangs are added.\n\nCode work was completed on the highlighting and filtering of mission-critical items in the inventory. This was handed to UI for their pass. Finally, tasks for Ship Trespass progressed, with \u2018nested trespassing\u2019 being the main thing holding it back.\n\nFeatures (Vehicle)\nLast month, the team assisted with bug fixing and stability for Alpha 3.20 and beyond, including getting the MISC Hull C ready for release and completing smaller feature work for upcoming ship releases.\n\nThe designers then tuned how racing ships perform in-atmosphere to bring them closer together and converted more ground vehicles to the new physics model, which allows for more realistic behavior than before.\n\nThe mass of Size 1, 2, and 3 items were rebalanced for better consistency across ship loadouts and to improve the tractor beam gameplay of removing and replacing items. Smaller vehicle and weapon balance tweaks were also made.\n\nGraphics, VFX Programming & Planet Tech\nIn August, improvements were made to the internal implementation of Temporal Super Resolution.\n\nFurther progress was made on water, with the shader gaining improved lighting and foam. Work on the simulation continued too, with foam propagation and bullet-impact support being added.\n\nThe prototype of the glint shading model was completed and comes in three versions with different performance characteristics. The team are now investigating whether they can take one of these into production. Distant lights are now drawn as tiny bright glows that pass through the existing post-effect system, with the aim of replacing the more traditional 'composite flare' system that can't support post-effects.\n\nOn the tooling side, the streaming debugger was expanded and now provides a powerful tool to track the detailed history of any asset or group to diagnose issues and facilitate optimizations. The Mesh Setup Editor was also expanded to allow finer-grained control of how animated meshes are imported.\n\nThe Vulkan sub-team added new extensions, including Synchronization2, Maintenance4, and TimelineSemaphore, to improve various aspects of the backend. Focus is now shifting to unblocking progress on Global Illumination, as the ray-tracing component is Vulkan-only.\n\nThe VFX Programming team implemented smoke spawning on fire along with various other quality improvements to bring the feature to a visually complete and \u201crather impressive\u201d state.\n\nFinally, further improvements to lightning effects were made, which will be used in the future within gas clouds.\n\nIn-Game Branding\nThe In-Game Branding team continued to progress with the underground facility exteriors. They\u2019re also working closely with EU Locations 2 on an upcoming event and progressed with some event-related add-ons.\n\nInteractables\nLast month saw the Interactables team create new assets for Pyro\u2019s rundown station alongside various Flair items.\n\nLighting\nThe Lighting team continued to contribute to Pyro, working on tasks for the colonialism outposts and rundown station. They also worked on an upcoming event.\n\nLive Tools\nIn August, the Live Tools team released a new version of the crash-handling pipeline, which is now in the maintenance phase.\n\nFor Hex\u2019s Network Operation Center, they worked on general navigation to improve the quality of life for its main users; this included redesigning elements of the discipline module and Entity Graph.\n\nLocations (EU)\nThe Locations team progressed across various areas last month, including the rundown station and colonialism outposts for Pyro. They also worked on signage and dioramas for an upcoming event.\n\nThe Organics team continued to build Pyro\u2019s planets, including foliage, while the Sandbox team moved the new underground facilities through greybox.\n\nNarrative\nThe Narrative team continued to focus on Pyro, writing multiple missions and crafting strings to populate new locations with everything from signage to food items. In Stanton, several new mission types were worked on and improvements were made to existing content.\n\nAlongside the evergreen tasks of naming and describing various in-game items and wearables, Narrative worked with Interactables on interesting ideas for future additions.\n\nThe Narrative Design team worked on NPC behaviors for Pyro and continued to explore how to make NPC behaviors feel unique across the various landing zones.\n\nOn the website, several interesting pieces of lore were published, including an excerpt from \u201cLife\/Labor: The Secret History of Hurston Dynamics,\u201d a \u201cWhitley\u2019s Guide to the Constellation Phoenix,\u201d and several new Galactapedia entries.\n\nThe Narrative team will have a new installment of Loremaker\u2019s Community Questions coming up soon, so don\u2019t hesitate to ask your questions in the team\u2019s dedicated Spectrum channel.\n\nOnline Services\nIn August, the Online Service team worked toward finalizing the design and approach for updating several legacy backend social services to gRPC.\n\nAs a quality-of-life update, the team added new Social menu options, with players now able to enable or disable friend requests and friend-request notifications, and choose who they receive party invite notifications and currency transfers from.\n\nUpdates were also made to the discipline service, which is necessary for future anti-cheat enforcement and sanction updates.\n\nR&D\nIn August, work on the temporal render mode for atmosphere and volumetric clouds continued; various methods to rectify or reject frame history were experimented with.\n\nFurthermore, a new disocclusion detection system to reject history was implemented that, in spirit, is similar to the general up-sampling solution.\n\nAdditionally, various code was updated to work with recent Gen12 improvements.\n\nUI\nAs part of the development of Pyro, the UI team created fluff screens and converted flash animations into fluff screens. They also supported Mission Features on Data Heist by uplifting the screen style.\n\nVFX\nLast month, the VFX team continued working on various Pyro locations, including some with animated machinery."},"links_count":0,"comment_count":0,"created_at":"2023-09-13T22:00:00+00:00","created_at_human":"2 years ago"},"meta":{"processed_at":"2026-05-07 19:02:07","valid_relations":["images","links"],"prev_id":19457,"next_id":19462}}