{"data":{"id":19576,"title":"Star Citizen Monthly Report: October 2023","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19576-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19576","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19576","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":32728,"name":"community.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/ed531933c6a27de8a12a90d6f86ef03dfece8ee9\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseGrQbN3hERqFxFXVrWb2X8geNWhJ775sL\/community.jpg","alt":"g-illustration","size":912048,"mime_type":"image\/jpeg","last_modified":"2023-11-02T00:01:12+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32728","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32728\/similar"},{"id":32730,"name":"community-2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/ec07e02ad479d62970e59336a0093d37f0e9e734\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseBYq2dPHeufJEVt756G5AFh6cuqy7ahYz\/community-2.jpg","alt":"g-illustration","size":1162177,"mime_type":"image\/jpeg","last_modified":"2023-11-02T00:01:13+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32730","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32730\/similar"},{"id":32732,"name":"community-3.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/4ac79a50448f14d7a3d50bc5896f7e6f47b2fe19\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskTPxxrRU3wrUkAJe9Tk526Y7itKiC8Sir\/community-3.jpg","alt":"g-illustration","size":417982,"mime_type":"image\/jpeg","last_modified":"2023-11-02T00:01:14+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32732","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32732\/similar"},{"id":32734,"name":"community-4.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/ea82e4c28c80b26b7f78b24911b6ea9bc5c1d7d9\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskCecac5qStvznWEdyuqvTySsaKQG6Pdx2\/community-4.jpg","alt":"g-illustration","size":445406,"mime_type":"image\/jpeg","last_modified":"2023-11-02T00:01:15+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32734","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32734\/similar"},{"id":32737,"name":"locations2.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/193f23b391bdbfab780d6d18a38b56ff7366883d\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResk27fRVG4HAGDCQVMFpRRhDVUyhiddMTMQ\/locations2.webp","alt":"g-illustration","size":474602,"mime_type":"image\/webp","last_modified":"2023-11-02T00:01:18+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32737","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32737\/similar"},{"id":32738,"name":"locations1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/dd37ae383fb314fabe71b354321e24b18f1478a6\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResidfZBuVG8QzQjTQfVEVcE3CmyBg21UYeJ\/locations1.jpg","alt":"g-illustration","size":1083789,"mime_type":"image\/jpeg","last_modified":"2023-11-02T00:01:19+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32738","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32738\/similar"}],"images_count":16,"translations":{"en_EN":"PU Monthly Report\nOctober 2023\nWith Alpha 3.21 and CitizenCon us, many development teams diverted their attention to the upcoming patch releases closing out the year.\n\nRead on for all the latest updates on ships, locations, missions, and more coming soon and into 2024.\n\nAI (Features)\nLast month, AI Features focused on bringing AI combat functionality from Squadron 42 to the PU for the Alpha 3.22 release. This involved introducing SQ42\u2019s accuracy calculation, perception reactions, ammo management, hazard avoidance, medic behaviors, and combat tactics.\n\n\u201cWe\u2019re really looking forward to you getting your hands on the updated AI combat and providing us feedback on it!\u201d AI Features Team\n\nThe team also ramped up bug fixing, which included improving firing validation to allow multiple \u201cobservable points\u201d. This allows NPCs to fire at the player if they're behind chest-high cover. Before, they would only validate towards the aiming position but now extend to the first visible observable position that validates successfully.\n\nIssues with AI not reloading in cover, medic AI not correctly aligning with characters when healing, and AI not shooting while strafing were also fixed along with a crash caused by navigation link raycasts.\n\nA new structure for AI combat dialogue and wildlines was implemented, and the flow of first reactions before combat when standing in a usable was closed off. The team continued to polish the retargeted animations for Pyro\u2019s female combatants and civilians too.\n\nAI (Tech)\nIn October, the AI Tech team continued work on the boids system and Apollo Subsumption tool alongside optimizations and improvements for the wider PU, Pyro, and CitizenCon.\n\nFor the boids system, they began by fixing issues relating to spawning and unspawning and moving properties for agents. They then iterated on and improved the rules for flying groups and updated the separation rule for a better rapport between distance and strength in relation to other agents. Functionality for adjusting position during animation transitions was also added so that, for example, landing animations appear smoother. The logic for spawning agents on navigation mesh was updated too. The next step for boids is to iterate on death states and how they transition into ragdoll.\n\nOctober saw the Apollo Subsumption tool receive numerous improvements alongside bug fixing. For example, new functionalities were implemented to allow conversion between conversation activity and secondary conversation activity. The team also updated the sorting functionality for variables to allow manual reordering and refactored variable data to use less memory.\n\nSeveral AI systems were updated too: For collision avoidance, the team improved how they change collision resolution mode between NPCs standing, moving, and sitting in a vehicle. They also updated collision avoidance logic for cases when NPCs are part of a conversation so that, when computing nearby agents and obstacles, they can also account for conversation members and ignore them. They then updated collision avoidance parameters to give better results for cases like NPCs pushing a trolley and multiple NPCs in a conversation (either moving along a path or staying still).\n\nOn the behavior side, multiple improvements and integrations were completed for both ship AI and NPCs to add the same functionality from SQ42.\n\nAI Tech also continued the process of adding navigation anchors to more of their systems, which allows them to be more efficient in calculating and keeping track of where a position is on the nav mesh. Last month, navigation anchors were added to the pathfinder (for requests) and the movement system component (to keep information about which navigation triangle an NPC is on).\n\nVarious bugs were also fixed throughout October, including with how cover locations are calculated based on the simplified cover path, as the team found a bug in the calculation that could have led to the creation of unnecessary cover and therefore excessive memory usage. They also fixed a scenario where planetary navigation mesh tiles were created and wrongly destroyed even though there were still NPCs around the area.\n\nAnimation\nThe Animation team spent the month delivering facial animations for combat AI, including female combatants, and various background characters. They also planned out the required actions for some new creatures.\n\nArt (Characters)\nIn October, the Character Art team began work on a racing flightsuit and its helmet, started new creature models, and prepared for CitizenCon. Alongside this, the Character Concept Art team further explored ideas for fauna and medical outfits.\n\nArt (Ships)\nIn October, the Crusader A1 and C1 Spirit both reached the end of final art, while an all-new ship reached final art, with its final reviews approaching soon.\n\nWhitebox work for the RSI Polaris increased as more artists were freed up from other projects. Last month, the team focused on the habitation areas at the front of the ship, working their way back to ensure that everything is set up and ready for Design to make a pass. The exterior whitebox is nearly finished, with elements like turrets in progress.\n\nThe team also worked on changes to the Aegis Reclaimer to support structural salvage, including altering the claw and interior salvage stations.\n\nA new variant mentioned in last month\u2019s report continued through greybox, with all vehicle components being added. Once these geometry changes have been completed, it will receive a damage pass.\n\nFinally, on the run-up to CitizenCon, the team completed a pass on the Crusader A2 Hercules to add relays for the Resource Network demo as well as creating the relay asset itself.\n\nCommunity\nOctober was CitizenCon month, with the team traveling to Los Angeles to lead all of the various initiatives surrounding the convention.\n\nThe team supported the community booths, volunteers, the ATMO Esports tournament, the cosplay contest, as well as overseeing the event itself. Additionally, they supported the launch of the Preview Channel, putting the Pyro system into the hands of players at home after the show had concluded.\n\nOctober also brought Day of the Vara, 2953\u2019s Halloween equivalent. The team brought back the fan-favorite pumpkin-carving contest as well as a new video contest challenging the filmmakers in the community to create a one-minute horror machinima video within Star Citizen.\n\nLastly, the team assisted with the flyable launch of the Anvil F8C Lightning. Alongside the Live QA and Player Experience teams, Community launched the gold and platinum ticket events, where players engaged with developers for a chance to take home an F8C of their own.\n\nEconomy\nIn October, the Economy team continued balancing the profitability of commodities for Pyro and Stanton.\n\nThey also began reviewing and balancing the aUEC prices of vehicles, identifying various criteria to help inform how they should be priced to better reflect their current potential. Similarly, they started balancing the prices of armor using an algorithmic approach based on information pulled from live game data. Vehicle and armor price balancing feeds into the team\u2019s goal to holistically balance effort vs. reward across the game and provide other teams with guidelines on how to price items in the future.\n\nEconomy also supported other teams on gameplay features, including the vehicle tractor beam, salvage contracts, and the profitability of loot found in vehicle wrecks.\n\nAdditional support was provided for various events, including CitizenCon, the Intergalactic Aerospace Expo (IAE), the F8C hunt, and Day of the Vara.\n\nEngine\nThe majority of the Engine team\u2019s work last month involved preparing for CitizenCon.\n\n\u201cAll teams were hands on deck to deliver features and support other teams on work related to what we showed at CitizenCon. This is always an interesting time, as it is very stressful but also rewarding when everything comes together due to the focused effort.\u201d Engine Team\n\nThe Core Engine team primarily worked on bug fixes for the live release, including some long-standing memory leaks on the live server.\n\nThe Physics team focused on delivering improvements to the Maelstrom destruction system and cloth and hair tech.\n\nLastly, the Entity System Tech team supported the Online team to deliver the Server Meshing demo while continuing to work on editor entity streaming.\n\nFeatures (Arena Commander)\nOctober saw the Arena Commander Feature team finishing support for Alpha 3.21. They also supported several things shown at CitizenCon and continued to polish various features.\n\nThe Engineering team primarily focused on the development of multi-crew gameplay and spawn locations, adding features such as locking and unlocking vehicles for spawning and seat selection within vehicles.\n\nAnother primary focus was on custom matches. The team connected the remaining service code to the game code and began adding the final hooks into the UI, utilizing the new custom lobby UI created by Design. They also created a new game mode featuring Master Modes and added various quality-of-life improvements and bug fixes for Alpha 3.22, including a rework of the friendly-fire system.\n\nThey also enabled the \u2018award service\u2019 in the PU, which was most recently used for the Anvil F8C hunt and 999th Test Squadron badge reward. Finally for engineering, work was completed on the solar-flare hazard, which was featured in the Pyro Playground at CitizenCon.\n\nDesign continued work on multi-crew gameplay and spawn locations alongside Engineering. They also created the custom lobby UI, made various improvements to existing UIs, and completed work on multiple new FPS and atmospheric flight locations.\n\nAnother pass over all of Star Citizen's vehicles was done, which involved hooking up seats and tags with the information needed to enable multi-crew gameplay. For example, they updated scoring to account for multi-crew and better-defined ship classes to include some that weren\u2019t previously featured due to requiring a crew to work as intended.\n\nA successful go\/no-go was also achieved for various game modes and locations coming in Alpha 3.22.\n\nFeatures (Gameplay)\nLast month, the Features team made significant progress on Engineering gameplay, including the UI. They also progressed with structural salvage and are currently in the final phase of their vehicle tractor-beam work.\n\nFeatures (Mission)\nMission Feature\u2019s work on data heist intensified, with the mission making it past its third gate review and entering the QATR stage; QA are currently testing the mission alongside a dedicated designer who is fixing bugs as they\u2019re found. The mission received its narrative pass too, so all the text is now complete, while various UI screens were brought up to the desired quality.\n\n\u201cAn interesting addition has been new dialogue SFX, which the servers play to give players important feedback of their current cooling states.\u201d Mission Features Team\n\nWork continued on the Blockade Runner Global Event, with focus given to deciding which commodity is to be transported. Improvements were also made to the scenarios that occur when a player is interdicted during the event and important work on the event backend means it can now be scheduled better.\n\nMission Features worked alongside Economy to more accurately balance the cargo manifest seen in salvage, bounty, and assassination missions to ensure they don\u2019t break the economy.\n\nThe steal and recover courier missions saw their first whitebox playthrough with the start-to-finish flow complete. The team are now switching to the polish stage and building variants.\n\nThe ship-trespass feature passed its go\/no-go and was integrated for the next release. The team are currently investigating nonviolent means to remove trespassers from ships.\n\nMission Features continued their previously unrevealed work supporting Pyro, including new bombing-run and destroy-vehicle missions. These use a variant of the \u2018DestroyItems\u2019 module used in the destroy-drugs mission. The team also began setting up and implementing the SQ42 AI trait system shown at CitizenCon.\n\nThe updated Siege of Orison Global Event and New Babbage\u2019s New Player Experience are currently going through the QATR and final-polish stages. Designs for future content also progressed.\n\nFeatures (Vehicle)\nIn October, the Vehicle Gameplay team focused on bug fixing and quality-of-life improvements for Alpha 3.21 and CitizenCon.\n\nThey also improved the handling of ground vehicles across different terrains to make them more predictable and tweaked various other ship systems to improve gameplay balance. A tuning pass began for various upcoming ships and vehicles too.\n\nGraphics, VFX Programming & Planet Tech\nFor the Graphics, Planet Tech, and VFX Programming teams, the majority of October was spent polishing the many features demonstrated at CitizenCon, including the water simulation, global illumination, Maelstrom, fire, and rifle scopes.\n\nThe Vulkan sub-team continued tackling the remaining performance and stability issues, which all need to be addressed before a public beta test can be considered.\n\nInteractables\nLast month, the Interactables team worked towards CitizenCon, producing assets included in the Digital Goodies Pack.\n\nThey also supported the new underground facilities, pushing the boundaries to create new and interesting props, and worked towards Pyro, helping to close out areas for dressing in multiple locations.\n\nLighting\nAlongside CitizenCon, the Lighting team worked to close out multiple locations across Pyro.\n\nLive Tools\nThe Live Tools team worked on new features in support of CitizenCon and the Server Meshing demo. Tasks also began to improve the usability of tools within the Network Operation Center; this is progressing well and new modules are currently being designed for future implementation.\n\nLocations (EU)\nLast month, the Locations team progressed with Pyro\u2019s rundown stations, and added improvements to New Babbage.\n\nThe Sandbox team continued to work on Pyro\u2019s settlements and the new underground facilities. Alongside this, the Organics team worked on planets and some smaller features for Pyro.\n\n\n\nNarrative\nOctober saw a flurry of activity for the Narrative team as they worked towards finalizing content for CitizenCon. While Narrative didn\u2019t have a presentation at this year\u2019s show, they supported other teams and worked hard to get content polished and ready for the Pyro showcase, which featured numerous new missions from brand-new factions.\n\nThe Narrative Design team spent time polishing AI behaviors in the system to ensure its NPC population has the right look and feel. Additionally, they joined in on internal Pyro playtests, where they helped spot and address last-minute bug fixes. The team also supported the release of Alpha 3.21 with new missions, items, and locations.\n\nLooking ahead, Narrative dedicated time to future improvements, such as evaluating how to improve the stability of the game\u2019s various mission givers, as well as long-term planning of additional future content with more narrative focus.\n\nLast month also saw the release of a Whitley\u2019s Guide on the 600i, a Portfolio on the Unification Wars, an updated Galactic Guide for the Pyro system, and a host of new Galactapedia entries.\n\nR&D\nIn October, time was dedicated to cloud-shaping improvements for use in Alpha 3.21 and beyond, which will allow the team to author more varied cloud content. For example, it is now easier to break up cloud fronts. The improvements also provide more flexibility in blending shape noise at height. As a result, the consistency of short vs. long-distance reads was improved and tiling from orbit is less noticeable. More improvements are planned, particularly with regards to improving details at cloud fringes.\n\nThe first iteration of ground fog was also made available to the content teams, which follows terrain up to a specified height per location and fully integrates into the atmosphere. As a result, it receives volumetric shadows from both clouds and terrain along with dampening direct and indirect light scattered through the atmosphere into the view ray.\n\nMoreover, support was added to cast volumetric shadows from clouds into the atmosphere. This includes various optimizations to sample and evaluate volumetric cloud shadows. As a byproduct, volumetric cloud shadows now also update lazily to further reduce cost when the camera or sun isn't moving significantly. Cloud shadow quality at low sun angles was also improved by compressing the available space in the shadow map to allow for more details around the camera. Additionally, a few long-standing issues with cloud rendering have been fixed. For example, the ghost lines on clouds that were occasionally visible when looking at them and towards the virtual planet horizon were fixed, and the setup of LOD constants for cloud-shaping-related texture lookups was updated to avoid excessive blurring when rendering clouds at half resolution.\n\nLastly, work on ground fog resulted in various optimizations as well as a fix for subsample-sized holes in planet terrain height maps. These height maps are used for various purposes, such as building planet terrain shadows or spawning GPU particles on the ground. The latter was especially subject to those holes as they could cause infrequently erratic spawning of particles.\n\nLooking forward, work on the new temporal cloud render mode will commence in November.\n\nVFX\nLast month, the VFX team completed their work on Pyro in preparation for Pyro transitioning into player hands.\n\nThey also worked on the all-new water simulation and effects alongside the Graphics team and provided VFX support for various other teams' CitizenCon presentations.","de_DE":"PU-Monatsbericht\nOktober 2023\nNachdem die Alpha 3.21 und die CitizenCon hinter ihnen liegen, haben viele Entwicklerteams ihre Aufmerksamkeit auf die kommenden Patches gelenkt, die das Jahr abschlie\u00dfen.\n\nLies weiter, um die neuesten Updates zu Schiffen, Orten, Missionen und mehr zu erfahren, die bald und bis 2024 erscheinen.\n\nKI (Features)\nIm letzten Monat konzentrierten sich die KI-Features darauf, die KI-Kampffunktionalit\u00e4t von Squadron 42 f\u00fcr die Ver\u00f6ffentlichung der Alpha 3.22 in die PU zu bringen. Dazu geh\u00f6rte die Einf\u00fchrung der Genauigkeitsberechnung, der Wahrnehmungsreaktionen, des Munitionsmanagements, der Gefahrenvermeidung, des Verhaltens der Sanit\u00e4ter und der Kampftaktiken von SQ42.\n\n\"Wir freuen uns sehr darauf, dass du den aktualisierten KI-Kampf in die H\u00e4nde bekommst und uns Feedback dazu gibst!\" KI-Features-Team\n\nDas Team hat auch die Fehlerbehebung vorangetrieben und unter anderem die Feuervalidierung verbessert, um mehrere \"beobachtbare Punkte\" zu erm\u00f6glichen. Dadurch k\u00f6nnen NSCs auf den Spieler schie\u00dfen, wenn sie sich hinter brusthoher Deckung befinden. Bisher wurde nur auf die Zielposition geschossen, aber jetzt wird auch auf die erste sichtbare Position geschossen, die erfolgreich best\u00e4tigt wurde.\n\nAu\u00dferdem wurden Probleme behoben, bei denen die KI in der Deckung nicht nachlud, die Sanit\u00e4ter-KI sich beim Heilen nicht korrekt an den Charakteren ausrichtete und die KI beim Ausweichen nicht schoss, sowie ein Absturz, der durch Navigationslink-Strahlen verursacht wurde.\n\nEine neue Struktur f\u00fcr KI-Kampfdialoge und Wildlinien wurde implementiert, und der Fluss der ersten Reaktionen vor dem Kampf, wenn man in einer nutzbaren Stellung steht, wurde geschlossen. Das Team feilte auch weiter an den Animationen f\u00fcr Pyros weibliche K\u00e4mpferinnen und Zivilisten, die neu ausgerichtet wurden.\n\nKI (Tech)\nIm Oktober arbeitete das KI-Tech-Team weiter an dem Boids-System und dem Apollo Subsumption Tool sowie an Optimierungen und Verbesserungen f\u00fcr die weitere PU, Pyro und CitizenCon.\n\nBeim Boids-System wurden zun\u00e4chst Probleme im Zusammenhang mit dem Spawnen und Unspawning und den Bewegungseigenschaften von Agenten behoben. Dann haben sie die Regeln f\u00fcr fliegende Gruppen \u00fcberarbeitet und verbessert und die Trennungsregel aktualisiert, um ein besseres Verh\u00e4ltnis zwischen Entfernung und St\u00e4rke im Verh\u00e4ltnis zu anderen Agenten herzustellen. Au\u00dferdem wurde eine Funktion zum Anpassen der Position bei Animations\u00fcberg\u00e4ngen hinzugef\u00fcgt, damit z. B. Landeanimationen fl\u00fcssiger erscheinen. Die Logik f\u00fcr das Spawnen von Agenten auf dem Navigationsnetz wurde ebenfalls aktualisiert. Der n\u00e4chste Schritt f\u00fcr Boids ist die \u00dcberarbeitung der Todeszust\u00e4nde und wie sie in eine Stoffpuppe \u00fcbergehen.\n\nIm Oktober erhielt das Apollo Subsumption Tool neben Fehlerbehebungen auch zahlreiche Verbesserungen. So wurden zum Beispiel neue Funktionen implementiert, um die Umwandlung zwischen Gespr\u00e4chsaktivit\u00e4ten und sekund\u00e4ren Gespr\u00e4chsaktivit\u00e4ten zu erm\u00f6glichen. Das Team aktualisierte auch die Sortierfunktion f\u00fcr Variablen, um eine manuelle Neuordnung zu erm\u00f6glichen, und \u00fcberarbeitete die Variablendaten, um weniger Speicher zu verwenden.\n\nMehrere KI-Systeme wurden ebenfalls aktualisiert: Bei der Kollisionsvermeidung verbesserte das Team den Wechsel des Kollisionsaufl\u00f6sungsmodus zwischen NSCs, die stehen, sich bewegen oder in einem Fahrzeug sitzen. Au\u00dferdem wurde die Logik zur Kollisionsvermeidung f\u00fcr F\u00e4lle aktualisiert, in denen NSCs Teil einer Unterhaltung sind, damit sie bei der Berechnung von Agenten und Hindernissen in der N\u00e4he auch Gespr\u00e4chsteilnehmer ber\u00fccksichtigen und ignorieren k\u00f6nnen. Au\u00dferdem wurden die Parameter f\u00fcr die Kollisionsvermeidung aktualisiert, um bessere Ergebnisse zu erzielen, wenn z. B. NSCs einen Wagen schieben oder mehrere NSCs an einer Unterhaltung teilnehmen (die sich entweder auf einem Weg bewegen oder stillstehen).\n\nAuf der Verhaltensseite wurden mehrere Verbesserungen und Integrationen sowohl f\u00fcr die Schiffs-KI als auch f\u00fcr NSCs vorgenommen, um die gleiche Funktionalit\u00e4t wie in SQ42 zu erhalten.\n\nDie KI-Techniker\/innen f\u00fcgten au\u00dferdem weiteren Systemen Navigationsanker hinzu, die es ihnen erm\u00f6glichen, effizienter zu berechnen und zu verfolgen, wo sich eine Position im Navigationsnetz befindet. Letzten Monat wurden Navigationsanker zum Pfadfinder (f\u00fcr Anfragen) und zur Komponente des Bewegungssystems (um Informationen dar\u00fcber zu erhalten, auf welchem Navigationsdreieck sich ein NSC befindet) hinzugef\u00fcgt.\n\nIm Oktober wurden au\u00dferdem verschiedene Fehler behoben, u. a. bei der Berechnung von Deckungsorten auf der Grundlage des vereinfachten Deckungspfads, da das Team einen Fehler in der Berechnung gefunden hat, der zur Erstellung unn\u00f6tiger Deckungen und damit zu einer \u00fcberm\u00e4\u00dfigen Speichernutzung f\u00fchren konnte. Au\u00dferdem wurde ein Szenario behoben, bei dem Mesh-Kacheln f\u00fcr die Planetennavigation erstellt und f\u00e4lschlicherweise zerst\u00f6rt wurden, obwohl sich noch NSCs in dem Gebiet befanden.\n\nAnimation\nDas Animationsteam hat den Monat damit verbracht, Gesichtsanimationen f\u00fcr die Kampf-KI, einschlie\u00dflich der weiblichen K\u00e4mpfer, und verschiedene Hintergrundcharaktere zu erstellen. Au\u00dferdem planten sie die erforderlichen Aktionen f\u00fcr einige neue Kreaturen.\n\nKunst (Charaktere)\nIm Oktober begann das Character Art Team mit der Arbeit an einem Rennfluganzug und dessen Helm, begann mit neuen Kreaturenmodellen und bereitete sich auf die CitizenCon vor. Au\u00dferdem erforschte das Character Concept Art Team weitere Ideen f\u00fcr die Fauna und die medizinische Ausr\u00fcstung.\n\nKunst (Schiffe)\nIm Oktober erreichten die Crusader A1 und die C1 Spirit das Ende der endg\u00fcltigen Gestaltung, w\u00e4hrend ein ganz neues Schiff die endg\u00fcltige Gestaltung erreichte, dessen endg\u00fcltige Bewertungen bald anstehen.\n\nDie Whitebox-Arbeiten f\u00fcr die RSI Polaris nahmen zu, da mehr K\u00fcnstler von anderen Projekten freigestellt wurden. Im letzten Monat konzentrierte sich das Team auf die Wohnbereiche an der Vorderseite des Schiffes und arbeitet sich nun zur\u00fcck, um sicherzustellen, dass alles eingerichtet und bereit f\u00fcr das Design ist, um es in Angriff zu nehmen. Die \u00e4u\u00dfere Whitebox ist fast fertig, und Elemente wie die T\u00fcrme sind in Arbeit.\n\nDas Team arbeitete auch an \u00c4nderungen am Aegis Reclaimer, um die strukturelle Bergung zu unterst\u00fctzen, einschlie\u00dflich der \u00c4nderung der Klaue und der inneren Bergungsstationen.\n\nEine neue Variante, die im letzten Bericht erw\u00e4hnt wurde, wurde in der Greybox fortgesetzt, wobei alle Fahrzeugkomponenten hinzugef\u00fcgt wurden. Sobald diese Geometrie\u00e4nderungen abgeschlossen sind, wird sie einen Schadenspass erhalten.\n\nSchlie\u00dflich hat das Team im Vorfeld der CitizenCon einen Durchgang f\u00fcr den Crusader A2 Hercules abgeschlossen, um Relais f\u00fcr die Ressourcennetzwerk-Demo hinzuzuf\u00fcgen und das Relais-Asset selbst zu erstellen.\n\nCommunity\nDer Oktober war der Monat der CitizenCon, in dem das Team nach Los Angeles reiste, um die verschiedenen Initiativen rund um die Convention zu leiten.\n\nDas Team unterst\u00fctzte die Community-St\u00e4nde, Freiwillige, das ATMO Esports-Turnier, den Cosplay-Wettbewerb und beaufsichtigte die Veranstaltung selbst. Au\u00dferdem unterst\u00fctzten sie den Start des Preview Channels, der das Pyro-System nach der Messe in die H\u00e4nde der Spieler\/innen zu Hause brachte.\n\nIm Oktober fand auch der Day of the Vara statt, das Halloween-Pendant von 2953. Das Team brachte den bei den Fans beliebten K\u00fcrbisschnitzwettbewerb zur\u00fcck und veranstaltete einen neuen Videowettbewerb, bei dem die Filmemacher der Community aufgefordert wurden, ein einmin\u00fctiges Horror-Maschinima-Video in Star Citizen zu drehen.\n\nSchlie\u00dflich unterst\u00fctzte das Team den flugf\u00e4higen Start der Anvil F8C Lightning. Zusammen mit den Live-QA- und Player Experience-Teams hat die Community die Gold- und Platin-Ticket-Events ins Leben gerufen, bei denen die Spieler mit den Entwicklern ins Gespr\u00e4ch kamen und die Chance hatten, eine eigene F8C mit nach Hause zu nehmen.\n\nWirtschaft\nIm Oktober hat das Wirtschaftsteam die Rentabilit\u00e4t von Rohstoffen f\u00fcr Pyro und Stanton weiter ausbalanciert.\n\nAu\u00dferdem wurde damit begonnen, die AUEC-Preise von Fahrzeugen zu \u00fcberpr\u00fcfen und auszugleichen. Dabei wurden verschiedene Kriterien ermittelt, die dabei helfen sollen, die Preise so zu gestalten, dass sie ihr aktuelles Potenzial besser widerspiegeln. Ebenso begannen sie, die Preise f\u00fcr R\u00fcstungen mithilfe eines algorithmischen Ansatzes auszugleichen, der auf Informationen aus den Live-Spieldaten basiert. Die Preisanpassung f\u00fcr Fahrzeuge und R\u00fcstungen ist Teil des Ziels des Teams, das Verh\u00e4ltnis zwischen Aufwand und Belohnung im gesamten Spiel auszugleichen und anderen Teams Richtlinien zu geben, wie sie die Preise f\u00fcr Gegenst\u00e4nde in Zukunft gestalten k\u00f6nnen.\n\nEconomy unterst\u00fctzte auch andere Teams bei Gameplay-Features wie dem Traktorstrahl f\u00fcr Fahrzeuge, Bergungsvertr\u00e4gen und der Rentabilit\u00e4t von Beute, die in Fahrzeugwracks gefunden wird.\n\nWeitere Unterst\u00fctzung gab es bei verschiedenen Veranstaltungen, darunter die CitizenCon, die Intergalactic Aerospace Expo (IAE), die F8C-Jagd und der Day of the Vara.\n\nMotor\nDer gr\u00f6\u00dfte Teil der Arbeit des Engine-Teams bestand im letzten Monat in der Vorbereitung der CitizenCon.\n\n\"Alle Teams hatten alle H\u00e4nde voll zu tun, um Features zu liefern und andere Teams bei der Arbeit an dem zu unterst\u00fctzen, was wir auf der CitizenCon gezeigt haben. Das ist immer eine interessante Zeit, denn sie ist sehr stressig, aber auch sehr lohnend, wenn durch die konzentrierte Arbeit alles zusammenkommt.\" Engine-Team\n\nDas Core-Engine-Team arbeitete vor allem an der Behebung von Fehlern f\u00fcr die Live-Ver\u00f6ffentlichung, einschlie\u00dflich einiger langj\u00e4hriger Speicherlecks auf dem Live-Server.\n\nDas Physikteam konzentrierte sich auf die Verbesserung des Zerst\u00f6rungssystems des Mahlstroms und der Kleidungs- und Haartechnologie.\n\nSchlie\u00dflich unterst\u00fctzte das Entity System Tech-Team das Online-Team bei der Bereitstellung der Server-Meshing-Demo und arbeitete weiter am Streaming von Entit\u00e4ten im Editor.\n\nFeatures (Arena Commander)\nIm Oktober hat das Arena Commander Feature Team die Unterst\u00fctzung f\u00fcr Alpha 3.21 abgeschlossen. Au\u00dferdem unterst\u00fctzten sie einige Dinge, die auf der CitizenCon gezeigt wurden, und feilten weiter an verschiedenen Features.\n\nDas Engineering-Team konzentrierte sich vor allem auf die Entwicklung des Multi-Crew-Gameplays und der Spawn-Positionen und f\u00fcgte Funktionen wie das Sperren und Entsperren von Fahrzeugen f\u00fcr den Spawn und die Sitzplatzauswahl in Fahrzeugen hinzu.\n\nEin weiterer Schwerpunkt waren die benutzerdefinierten Spiele. Das Team verband den verbleibenden Servicecode mit dem Spielcode und begann damit, die letzten Hooks in die Benutzeroberfl\u00e4che einzubauen, wobei die neue, von Design entworfene Benutzeroberfl\u00e4che f\u00fcr die Lobby verwendet wurde. Au\u00dferdem wurde ein neuer Spielmodus mit Meistermodi erstellt und verschiedene Verbesserungen der Lebensqualit\u00e4t und Fehlerkorrekturen f\u00fcr die Alpha 3.22 hinzugef\u00fcgt, darunter eine \u00dcberarbeitung des Friendly-Fire-Systems.\n\nAu\u00dferdem haben sie den \"Belohnungsdienst\" in der PU aktiviert, der zuletzt f\u00fcr die Jagd auf die Anvil F8C und die 999th Test Squadron Abzeichenbelohnung genutzt wurde. Im Bereich Technik wurde die Arbeit an der Sonneneruptionsgefahr abgeschlossen, die auf dem Pyro Playground auf der CitizenCon zu sehen war.\n\nNeben der Technik wurde auch die Arbeit am Multi-Crew-Gameplay und den Spawn-Orten fortgesetzt. Au\u00dferdem haben sie die benutzerdefinierte Lobby-UI erstellt, verschiedene Verbesserungen an bestehenden UIs vorgenommen und die Arbeit an mehreren neuen FPS- und atmosph\u00e4rischen Flugpl\u00e4tzen abgeschlossen.\n\nEin weiterer Durchlauf aller Fahrzeuge in Star Citizen wurde durchgef\u00fchrt, bei dem Sitze und Anh\u00e4nger mit den Informationen versehen wurden, die f\u00fcr das Multicrew-Gameplay ben\u00f6tigt werden. So wurde zum Beispiel die Punktevergabe aktualisiert, um die Mehrbesatzung zu ber\u00fccksichtigen, und die Schiffsklassen wurden besser definiert, so dass auch solche dabei sind, die bisher nicht enthalten waren, weil sie eine Besatzung ben\u00f6tigen, um wie vorgesehen zu funktionieren.\n\nEin erfolgreiches Go\/No-Go wurde auch f\u00fcr verschiedene Spielmodi und Orte in der Alpha 3.22 erreicht.\n\nFeatures (Gameplay)\nIm letzten Monat hat das Features-Team bedeutende Fortschritte beim Gameplay der Ingenieurskunst gemacht, einschlie\u00dflich der Benutzeroberfl\u00e4che. Au\u00dferdem wurden Fortschritte bei der strukturellen Bergung gemacht und die Arbeit am Traktorstrahl f\u00fcr Fahrzeuge befindet sich in der letzten Phase.\n\nFeatures (Mission)\nDie Arbeit an der Mission \"Data Heist\" wurde intensiviert: Die Mission hat das dritte Gate-Review hinter sich gelassen und befindet sich nun in der QATR-Phase; die Qualit\u00e4tssicherung testet die Mission derzeit zusammen mit einem engagierten Designer, der die gefundenen Fehler behebt. Die Mission hat auch ihren narrativen Pass erhalten, d.h. der gesamte Text ist jetzt vollst\u00e4ndig, w\u00e4hrend verschiedene UI-Bildschirme auf die gew\u00fcnschte Qualit\u00e4t gebracht wurden.\n\n\"Eine interessante Erg\u00e4nzung sind die neuen Dialog-SFX, die von den Servern abgespielt werden, um den Spielern ein wichtiges Feedback \u00fcber ihren aktuellen K\u00fchlungszustand zu geben.\" Team Missionsmerkmale\n\nDie Arbeit am Blockade Runner Global Event wurde fortgesetzt, wobei der Schwerpunkt auf der Entscheidung lag, welche Ware transportiert werden soll. Au\u00dferdem wurden die Szenarien verbessert, die eintreten, wenn ein Spieler w\u00e4hrend des Events aufgehalten wird, und wichtige Arbeiten am Event-Backend sorgen daf\u00fcr, dass es jetzt besser geplant werden kann.\n\nDie Missionsfunktionen wurden zusammen mit der Wirtschaft angepasst, um das Frachtmanifest bei Bergungs-, Kopfgeld- und Attentatsmissionen besser auszubalancieren und sicherzustellen, dass sie die Wirtschaft nicht kaputt machen.\n\nDie Missionen \"Kurier stehlen\" und \"Kurier bergen\" wurden zum ersten Mal in der Whitebox durchgespielt, und zwar von Anfang bis Ende. Das Team geht jetzt in die Phase des Feinschliffs \u00fcber und baut Varianten.\n\nDie Schiffs\u00fcberfall-Funktion hat ihr Go\/No-Go bestanden und wurde f\u00fcr die n\u00e4chste Version integriert. Das Team untersucht derzeit gewaltfreie Methoden, um Eindringlinge von Schiffen zu entfernen.\n\nDie Missionsfunktionen setzten ihre bisher unver\u00f6ffentlichte Arbeit zur Unterst\u00fctzung von Pyro fort, einschlie\u00dflich neuer Missionen f\u00fcr Bombenangriffe und Fahrzeugzerst\u00f6rung. Diese nutzen eine Variante des Moduls \"DestroyItems\", das in der Mission \"Destroy Drugs\" verwendet wird. Au\u00dferdem begann das Team mit der Einrichtung und Implementierung des SQ42-KI-Eigenschaftssystems, das auf der CitizenCon vorgestellt wurde.\n\nDas aktualisierte Siege of Orison Global Event und New Babbage's New Player Experience durchlaufen derzeit die QATR- und Final-Polishing-Phase. Auch die Entw\u00fcrfe f\u00fcr zuk\u00fcnftige Inhalte wurden weiterentwickelt.\n\nFeatures (Fahrzeug)\nIm Oktober konzentrierte sich das Fahrzeug-Gameplay-Team auf die Behebung von Fehlern und die Verbesserung der Lebensqualit\u00e4t f\u00fcr Alpha 3.21 und CitizenCon.\n\nAu\u00dferdem wurde das Fahrverhalten von Bodenfahrzeugen auf verschiedenen Terrains verbessert, um sie berechenbarer zu machen, und verschiedene andere Schiffssysteme wurden optimiert, um die Spielbalance zu verbessern. Au\u00dferdem wurde ein Tuning-Pass f\u00fcr verschiedene zuk\u00fcnftige Schiffe und Fahrzeuge gestartet.\n\nGrafik, VFX-Programmierung und Planet Tech\nDie Teams f\u00fcr Grafik, Planet Tech und VFX-Programmierung haben den Gro\u00dfteil des Oktobers damit verbracht, die vielen auf der CitizenCon vorgestellten Funktionen zu verbessern, darunter die Wassersimulation, die globale Beleuchtung, den Mahlstrom, das Feuer und die Zielfernrohre.\n\nDas Vulkan-Subteam k\u00fcmmerte sich weiterhin um die verbleibenden Leistungs- und Stabilit\u00e4tsprobleme, die alle behoben werden m\u00fcssen, bevor ein \u00f6ffentlicher Betatest in Betracht gezogen werden kann.\n\nInteractables\nIm letzten Monat hat das Interactables-Team auf die CitizenCon hingearbeitet und Assets f\u00fcr das Digital Goodies Pack produziert.\n\nAu\u00dferdem unterst\u00fctzten sie die neuen unterirdischen Anlagen, indem sie neue und interessante Requisiten erstellten, und arbeiteten an Pyro, indem sie dabei halfen, die Bereiche f\u00fcr die Verkleidung an verschiedenen Orten zu schlie\u00dfen.\n\nBeleuchtung\nNeben der CitizenCon arbeitete das Beleuchtungsteam auch an der Fertigstellung mehrerer Standorte in Pyro.\n\nLive Tools\nDas Live-Tools-Team arbeitete an neuen Funktionen zur Unterst\u00fctzung der CitizenCon und der Server-Meshing-Demo. Au\u00dferdem wurde damit begonnen, die Benutzerfreundlichkeit der Tools im Network Operation Center zu verbessern; dies macht gute Fortschritte und neue Module werden derzeit f\u00fcr die zuk\u00fcnftige Implementierung entworfen.\n\nStandorte (EU)\nIm letzten Monat hat das Locations-Team die heruntergekommenen Bahnh\u00f6fe von Pyro weiterentwickelt und Verbesserungen an New Babbage vorgenommen.\n\nDas Sandbox-Team arbeitete weiter an den Siedlungen von Pyro und den neuen unterirdischen Anlagen. Au\u00dferdem hat das Organics-Team an Planeten und einigen kleineren Features f\u00fcr Pyro gearbeitet.\n\n\n\nNarrative\nIm Oktober war das Narrative-Team sehr aktiv und arbeitete an der Fertigstellung der Inhalte f\u00fcr die CitizenCon. Narrative hatte zwar keine Pr\u00e4sentation auf der diesj\u00e4hrigen Messe, aber sie unterst\u00fctzten andere Teams und arbeiteten hart daran, die Inhalte f\u00fcr den Pyro-Showcase fertigzustellen, der zahlreiche neue Missionen von brandneuen Fraktionen enthielt.\n\nDas Narrative Design Team verbrachte viel Zeit damit, das KI-Verhalten im System zu verbessern, um sicherzustellen, dass die NPCs das richtige Aussehen und Gef\u00fchl haben. Au\u00dferdem nahmen sie an internen Pyro-Spieltests teil, bei denen sie dabei halfen, Fehler in letzter Minute zu finden und zu beheben. Das Team unterst\u00fctzte auch die Ver\u00f6ffentlichung der Alpha 3.21 mit neuen Missionen, Gegenst\u00e4nden und Orten.\n\nMit Blick auf die Zukunft widmete sich Narrative zuk\u00fcnftigen Verbesserungen, wie z. B. der Frage, wie die Stabilit\u00e4t der verschiedenen Missionsgeber des Spiels verbessert werden kann, sowie der langfristigen Planung zus\u00e4tzlicher zuk\u00fcnftiger Inhalte mit st\u00e4rkerem erz\u00e4hlerischen Fokus.\n\nIm letzten Monat wurden au\u00dferdem ein Whitley's Guide \u00fcber die 600i, ein Portfolio \u00fcber die Vereinigungskriege, ein aktualisierter Galaktischer Leitfaden f\u00fcr das Pyro-System und eine Reihe neuer Galactapedia-Eintr\u00e4ge ver\u00f6ffentlicht.\n\nF&E\nIm Oktober wurde viel Zeit in die Verbesserung der Wolkengestaltung f\u00fcr Alpha 3.21 und dar\u00fcber hinaus investiert, die es dem Team erm\u00f6glicht, vielf\u00e4ltigere Wolkeninhalte zu erstellen. Zum Beispiel ist es jetzt einfacher, Wolkenfronten aufzubrechen. Die Verbesserungen bieten auch mehr Flexibilit\u00e4t beim \u00dcberblenden von Formrauschen in der H\u00f6he. Dadurch wurde die Konsistenz von Kurz- und Langstreckendaten verbessert und das Kacheln aus der Umlaufbahn ist weniger auff\u00e4llig. Weitere Verbesserungen sind geplant, insbesondere im Hinblick auf die Verbesserung der Details an Wolkenfronten.\n\nDie erste Iteration des Bodennebels wurde den Content-Teams ebenfalls zur Verf\u00fcgung gestellt. Er folgt dem Terrain bis zu einer bestimmten H\u00f6he pro Ort und ist vollst\u00e4ndig in die Atmosph\u00e4re integriert. Dadurch erh\u00e4lt er volumetrische Schatten sowohl von Wolken als auch vom Gel\u00e4nde und d\u00e4mpft direktes und indirektes Licht, das durch die Atmosph\u00e4re in den Sichtstrahl gestreut wird.\n\nAu\u00dferdem wurde die M\u00f6glichkeit geschaffen, volumetrische Schatten von Wolken in die Atmosph\u00e4re zu werfen. Dazu geh\u00f6ren verschiedene Optimierungen, um volumetrische Wolkenschatten zu erfassen und auszuwerten. Als Nebenprodukt werden volumetrische Wolkenschatten jetzt auch tr\u00e4ge aktualisiert, um die Kosten weiter zu senken, wenn sich die Kamera oder die Sonne nicht wesentlich bewegt. Die Qualit\u00e4t der Wolkenschatten bei niedrigen Sonnenwinkeln wurde ebenfalls verbessert, indem der verf\u00fcgbare Platz in der Schattenkarte komprimiert wurde, um mehr Details rund um die Kamera zu erm\u00f6glichen. Au\u00dferdem wurden einige seit langem bestehende Probleme mit dem Wolkenrendering behoben. So wurden z. B. die Geisterlinien auf den Wolken behoben, die gelegentlich sichtbar waren, wenn man auf sie und den virtuellen Planetenhorizont blickte, und die Einstellung der LOD-Konstanten f\u00fcr wolkenformbezogene Texturen wurde aktualisiert, um \u00fcberm\u00e4\u00dfige Unsch\u00e4rfe zu vermeiden, wenn Wolken mit halber Aufl\u00f6sung gerendert werden.\n\nSchlie\u00dflich wurden bei der Arbeit am Bodennebel verschiedene Optimierungen vorgenommen und L\u00f6cher in den H\u00f6henkarten f\u00fcr das Planetengel\u00e4nde behoben. Diese H\u00f6henkarten werden f\u00fcr verschiedene Zwecke verwendet, z. B. um Schatten auf dem Planetengel\u00e4nde zu erzeugen oder GPU-Partikel auf dem Boden zu spawnen. Letzteres war besonders anf\u00e4llig f\u00fcr diese L\u00f6cher, da sie zu unregelm\u00e4\u00dfigem Spawnen von Partikeln f\u00fchren konnten.\n\nDie Arbeit am neuen Rendermodus f\u00fcr temporale Wolken wird im November beginnen.\n\nVFX\nIm letzten Monat hat das VFX-Team seine Arbeit an Pyro abgeschlossen, um den \u00dcbergang von Pyro in die H\u00e4nde der Spieler\/innen vorzubereiten.\n\nZusammen mit dem Grafikteam arbeitete es au\u00dferdem an der v\u00f6llig neuen Wassersimulation und den Effekten und leistete VFX-Unterst\u00fctzung f\u00fcr die CitizenCon-Pr\u00e4sentationen verschiedener anderer Teams.","zh_CN":"PU Monthly Report\nOctober 2023\nWith Alpha 3.21 and CitizenCon us, many development teams diverted their attention to the upcoming patch releases closing out the year.\n\nRead on for all the latest updates on ships, locations, missions, and more coming soon and into 2024.\n\nAI (Features)\nLast month, AI Features focused on bringing AI combat functionality from Squadron 42 to the PU for the Alpha 3.22 release. This involved introducing SQ42\u2019s accuracy calculation, perception reactions, ammo management, hazard avoidance, medic behaviors, and combat tactics.\n\n\u201cWe\u2019re really looking forward to you getting your hands on the updated AI combat and providing us feedback on it!\u201d AI Features Team\n\nThe team also ramped up bug fixing, which included improving firing validation to allow multiple \u201cobservable points\u201d. This allows NPCs to fire at the player if they're behind chest-high cover. Before, they would only validate towards the aiming position but now extend to the first visible observable position that validates successfully.\n\nIssues with AI not reloading in cover, medic AI not correctly aligning with characters when healing, and AI not shooting while strafing were also fixed along with a crash caused by navigation link raycasts.\n\nA new structure for AI combat dialogue and wildlines was implemented, and the flow of first reactions before combat when standing in a usable was closed off. The team continued to polish the retargeted animations for Pyro\u2019s female combatants and civilians too.\n\nAI (Tech)\nIn October, the AI Tech team continued work on the boids system and Apollo Subsumption tool alongside optimizations and improvements for the wider PU, Pyro, and CitizenCon.\n\nFor the boids system, they began by fixing issues relating to spawning and unspawning and moving properties for agents. They then iterated on and improved the rules for flying groups and updated the separation rule for a better rapport between distance and strength in relation to other agents. Functionality for adjusting position during animation transitions was also added so that, for example, landing animations appear smoother. The logic for spawning agents on navigation mesh was updated too. The next step for boids is to iterate on death states and how they transition into ragdoll.\n\nOctober saw the Apollo Subsumption tool receive numerous improvements alongside bug fixing. For example, new functionalities were implemented to allow conversion between conversation activity and secondary conversation activity. The team also updated the sorting functionality for variables to allow manual reordering and refactored variable data to use less memory.\n\nSeveral AI systems were updated too: For collision avoidance, the team improved how they change collision resolution mode between NPCs standing, moving, and sitting in a vehicle. They also updated collision avoidance logic for cases when NPCs are part of a conversation so that, when computing nearby agents and obstacles, they can also account for conversation members and ignore them. They then updated collision avoidance parameters to give better results for cases like NPCs pushing a trolley and multiple NPCs in a conversation (either moving along a path or staying still).\n\nOn the behavior side, multiple improvements and integrations were completed for both ship AI and NPCs to add the same functionality from SQ42.\n\nAI Tech also continued the process of adding navigation anchors to more of their systems, which allows them to be more efficient in calculating and keeping track of where a position is on the nav mesh. Last month, navigation anchors were added to the pathfinder (for requests) and the movement system component (to keep information about which navigation triangle an NPC is on).\n\nVarious bugs were also fixed throughout October, including with how cover locations are calculated based on the simplified cover path, as the team found a bug in the calculation that could have led to the creation of unnecessary cover and therefore excessive memory usage. They also fixed a scenario where planetary navigation mesh tiles were created and wrongly destroyed even though there were still NPCs around the area.\n\nAnimation\nThe Animation team spent the month delivering facial animations for combat AI, including female combatants, and various background characters. They also planned out the required actions for some new creatures.\n\nArt (Characters)\nIn October, the Character Art team began work on a racing flightsuit and its helmet, started new creature models, and prepared for CitizenCon. Alongside this, the Character Concept Art team further explored ideas for fauna and medical outfits.\n\nArt (Ships)\nIn October, the Crusader A1 and C1 Spirit both reached the end of final art, while an all-new ship reached final art, with its final reviews approaching soon.\n\nWhitebox work for the RSI Polaris increased as more artists were freed up from other projects. Last month, the team focused on the habitation areas at the front of the ship, working their way back to ensure that everything is set up and ready for Design to make a pass. The exterior whitebox is nearly finished, with elements like turrets in progress.\n\nThe team also worked on changes to the Aegis Reclaimer to support structural salvage, including altering the claw and interior salvage stations.\n\nA new variant mentioned in last month\u2019s report continued through greybox, with all vehicle components being added. Once these geometry changes have been completed, it will receive a damage pass.\n\nFinally, on the run-up to CitizenCon, the team completed a pass on the Crusader A2 Hercules to add relays for the Resource Network demo as well as creating the relay asset itself.\n\nCommunity\nOctober was CitizenCon month, with the team traveling to Los Angeles to lead all of the various initiatives surrounding the convention.\n\nThe team supported the community booths, volunteers, the ATMO Esports tournament, the cosplay contest, as well as overseeing the event itself. Additionally, they supported the launch of the Preview Channel, putting the Pyro system into the hands of players at home after the show had concluded.\n\nOctober also brought Day of the Vara, 2953\u2019s Halloween equivalent. The team brought back the fan-favorite pumpkin-carving contest as well as a new video contest challenging the filmmakers in the community to create a one-minute horror machinima video within Star Citizen.\n\nLastly, the team assisted with the flyable launch of the Anvil F8C Lightning. Alongside the Live QA and Player Experience teams, Community launched the gold and platinum ticket events, where players engaged with developers for a chance to take home an F8C of their own.\n\nEconomy\nIn October, the Economy team continued balancing the profitability of commodities for Pyro and Stanton.\n\nThey also began reviewing and balancing the aUEC prices of vehicles, identifying various criteria to help inform how they should be priced to better reflect their current potential. Similarly, they started balancing the prices of armor using an algorithmic approach based on information pulled from live game data. Vehicle and armor price balancing feeds into the team\u2019s goal to holistically balance effort vs. reward across the game and provide other teams with guidelines on how to price items in the future.\n\nEconomy also supported other teams on gameplay features, including the vehicle tractor beam, salvage contracts, and the profitability of loot found in vehicle wrecks.\n\nAdditional support was provided for various events, including CitizenCon, the Intergalactic Aerospace Expo (IAE), the F8C hunt, and Day of the Vara.\n\nEngine\nThe majority of the Engine team\u2019s work last month involved preparing for CitizenCon.\n\n\u201cAll teams were hands on deck to deliver features and support other teams on work related to what we showed at CitizenCon. This is always an interesting time, as it is very stressful but also rewarding when everything comes together due to the focused effort.\u201d Engine Team\n\nThe Core Engine team primarily worked on bug fixes for the live release, including some long-standing memory leaks on the live server.\n\nThe Physics team focused on delivering improvements to the Maelstrom destruction system and cloth and hair tech.\n\nLastly, the Entity System Tech team supported the Online team to deliver the Server Meshing demo while continuing to work on editor entity streaming.\n\nFeatures (Arena Commander)\nOctober saw the Arena Commander Feature team finishing support for Alpha 3.21. They also supported several things shown at CitizenCon and continued to polish various features.\n\nThe Engineering team primarily focused on the development of multi-crew gameplay and spawn locations, adding features such as locking and unlocking vehicles for spawning and seat selection within vehicles.\n\nAnother primary focus was on custom matches. The team connected the remaining service code to the game code and began adding the final hooks into the UI, utilizing the new custom lobby UI created by Design. They also created a new game mode featuring Master Modes and added various quality-of-life improvements and bug fixes for Alpha 3.22, including a rework of the friendly-fire system.\n\nThey also enabled the \u2018award service\u2019 in the PU, which was most recently used for the Anvil F8C hunt and 999th Test Squadron badge reward. Finally for engineering, work was completed on the solar-flare hazard, which was featured in the Pyro Playground at CitizenCon.\n\nDesign continued work on multi-crew gameplay and spawn locations alongside Engineering. They also created the custom lobby UI, made various improvements to existing UIs, and completed work on multiple new FPS and atmospheric flight locations.\n\nAnother pass over all of Star Citizen's vehicles was done, which involved hooking up seats and tags with the information needed to enable multi-crew gameplay. For example, they updated scoring to account for multi-crew and better-defined ship classes to include some that weren\u2019t previously featured due to requiring a crew to work as intended.\n\nA successful go\/no-go was also achieved for various game modes and locations coming in Alpha 3.22.\n\nFeatures (Gameplay)\nLast month, the Features team made significant progress on Engineering gameplay, including the UI. They also progressed with structural salvage and are currently in the final phase of their vehicle tractor-beam work.\n\nFeatures (Mission)\nMission Feature\u2019s work on data heist intensified, with the mission making it past its third gate review and entering the QATR stage; QA are currently testing the mission alongside a dedicated designer who is fixing bugs as they\u2019re found. The mission received its narrative pass too, so all the text is now complete, while various UI screens were brought up to the desired quality.\n\n\u201cAn interesting addition has been new dialogue SFX, which the servers play to give players important feedback of their current cooling states.\u201d Mission Features Team\n\nWork continued on the Blockade Runner Global Event, with focus given to deciding which commodity is to be transported. Improvements were also made to the scenarios that occur when a player is interdicted during the event and important work on the event backend means it can now be scheduled better.\n\nMission Features worked alongside Economy to more accurately balance the cargo manifest seen in salvage, bounty, and assassination missions to ensure they don\u2019t break the economy.\n\nThe steal and recover courier missions saw their first whitebox playthrough with the start-to-finish flow complete. The team are now switching to the polish stage and building variants.\n\nThe ship-trespass feature passed its go\/no-go and was integrated for the next release. The team are currently investigating nonviolent means to remove trespassers from ships.\n\nMission Features continued their previously unrevealed work supporting Pyro, including new bombing-run and destroy-vehicle missions. These use a variant of the \u2018DestroyItems\u2019 module used in the destroy-drugs mission. The team also began setting up and implementing the SQ42 AI trait system shown at CitizenCon.\n\nThe updated Siege of Orison Global Event and New Babbage\u2019s New Player Experience are currently going through the QATR and final-polish stages. Designs for future content also progressed.\n\nFeatures (Vehicle)\nIn October, the Vehicle Gameplay team focused on bug fixing and quality-of-life improvements for Alpha 3.21 and CitizenCon.\n\nThey also improved the handling of ground vehicles across different terrains to make them more predictable and tweaked various other ship systems to improve gameplay balance. A tuning pass began for various upcoming ships and vehicles too.\n\nGraphics, VFX Programming & Planet Tech\nFor the Graphics, Planet Tech, and VFX Programming teams, the majority of October was spent polishing the many features demonstrated at CitizenCon, including the water simulation, global illumination, Maelstrom, fire, and rifle scopes.\n\nThe Vulkan sub-team continued tackling the remaining performance and stability issues, which all need to be addressed before a public beta test can be considered.\n\nInteractables\nLast month, the Interactables team worked towards CitizenCon, producing assets included in the Digital Goodies Pack.\n\nThey also supported the new underground facilities, pushing the boundaries to create new and interesting props, and worked towards Pyro, helping to close out areas for dressing in multiple locations.\n\nLighting\nAlongside CitizenCon, the Lighting team worked to close out multiple locations across Pyro.\n\nLive Tools\nThe Live Tools team worked on new features in support of CitizenCon and the Server Meshing demo. Tasks also began to improve the usability of tools within the Network Operation Center; this is progressing well and new modules are currently being designed for future implementation.\n\nLocations (EU)\nLast month, the Locations team progressed with Pyro\u2019s rundown stations, and added improvements to New Babbage.\n\nThe Sandbox team continued to work on Pyro\u2019s settlements and the new underground facilities. Alongside this, the Organics team worked on planets and some smaller features for Pyro.\n\n\n\nNarrative\nOctober saw a flurry of activity for the Narrative team as they worked towards finalizing content for CitizenCon. While Narrative didn\u2019t have a presentation at this year\u2019s show, they supported other teams and worked hard to get content polished and ready for the Pyro showcase, which featured numerous new missions from brand-new factions.\n\nThe Narrative Design team spent time polishing AI behaviors in the system to ensure its NPC population has the right look and feel. Additionally, they joined in on internal Pyro playtests, where they helped spot and address last-minute bug fixes. The team also supported the release of Alpha 3.21 with new missions, items, and locations.\n\nLooking ahead, Narrative dedicated time to future improvements, such as evaluating how to improve the stability of the game\u2019s various mission givers, as well as long-term planning of additional future content with more narrative focus.\n\nLast month also saw the release of a Whitley\u2019s Guide on the 600i, a Portfolio on the Unification Wars, an updated Galactic Guide for the Pyro system, and a host of new Galactapedia entries.\n\nR&D\nIn October, time was dedicated to cloud-shaping improvements for use in Alpha 3.21 and beyond, which will allow the team to author more varied cloud content. For example, it is now easier to break up cloud fronts. The improvements also provide more flexibility in blending shape noise at height. As a result, the consistency of short vs. long-distance reads was improved and tiling from orbit is less noticeable. More improvements are planned, particularly with regards to improving details at cloud fringes.\n\nThe first iteration of ground fog was also made available to the content teams, which follows terrain up to a specified height per location and fully integrates into the atmosphere. As a result, it receives volumetric shadows from both clouds and terrain along with dampening direct and indirect light scattered through the atmosphere into the view ray.\n\nMoreover, support was added to cast volumetric shadows from clouds into the atmosphere. This includes various optimizations to sample and evaluate volumetric cloud shadows. As a byproduct, volumetric cloud shadows now also update lazily to further reduce cost when the camera or sun isn't moving significantly. Cloud shadow quality at low sun angles was also improved by compressing the available space in the shadow map to allow for more details around the camera. Additionally, a few long-standing issues with cloud rendering have been fixed. For example, the ghost lines on clouds that were occasionally visible when looking at them and towards the virtual planet horizon were fixed, and the setup of LOD constants for cloud-shaping-related texture lookups was updated to avoid excessive blurring when rendering clouds at half resolution.\n\nLastly, work on ground fog resulted in various optimizations as well as a fix for subsample-sized holes in planet terrain height maps. These height maps are used for various purposes, such as building planet terrain shadows or spawning GPU particles on the ground. The latter was especially subject to those holes as they could cause infrequently erratic spawning of particles.\n\nLooking forward, work on the new temporal cloud render mode will commence in November.\n\nVFX\nLast month, the VFX team completed their work on Pyro in preparation for Pyro transitioning into player hands.\n\nThey also worked on the all-new water simulation and effects alongside the Graphics team and provided VFX support for various other teams' CitizenCon presentations."},"links_count":0,"comment_count":0,"created_at":"2023-11-02T00:00:00+00:00","created_at_human":"2 years ago"},"meta":{"processed_at":"2026-05-14 06:33:18","valid_relations":["images","links"],"prev_id":19575,"next_id":19578}}