{"data":{"id":19869,"title":"Star Citizen Monthly Report: March 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/19869-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19869","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19869","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":34711,"name":"stella-fortuna-bannermonium-winner.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/4a41014f9e107bf5b28e46cd022bff67c8b06f9e\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResizqVZBX58mw7GsADsxCrsRZuK3Uw3hfF4\/stella-fortuna-bannermonium-winner.png","alt":"g-illustration","size":4146671,"mime_type":"image\/png","last_modified":"2024-04-10T23:00:30+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34711","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34711\/similar"},{"id":34722,"name":"lighting.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/a213940f9f78cd9b05421b59fd42298a8524f914\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseH1616wnXRX7y4moBjtpU85pkf4RUJdUa\/lighting.webp","alt":"g-illustration","size":491340,"mime_type":"image\/webp","last_modified":"2024-04-10T23:00:40+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34722","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34722\/similar"},{"id":34724,"name":"location.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/0080618540d69ef9839db73f92cef096c4026f6a\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResk7cLWVE98MKda4oRENtTAAjLAUdi7Jv4W\/location.webp","alt":"g-illustration","size":551732,"mime_type":"image\/webp","last_modified":"2024-04-10T23:00:41+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34724","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34724\/similar"},{"id":34726,"name":"banner.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/a921bfb702da94f08a017036422ed6044f0e5a07\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResecvptYykUriw4VKjz9RBsi9zfgrnKPMve\/banner.webp","alt":"g-banner-advanced","size":921806,"mime_type":"image\/webp","last_modified":"2024-04-10T23:00:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34726","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/34726\/similar"}],"images_count":20,"translations":{"en_EN":"PU Monthly Report\nMarch 2024\nWelcome to the latest PU Monthly Report, this time detailing all the development progress made throughout March. With Alpha 3.23 looming, CitizenCon on the horizon, and Pyro inching ever closer, there\u2019s a lot to look forward to this year. Read on for everything done in pursuit of these endeavors and more.\n\nAI (Features)\nIn March, AI Features continued to fix bugs and make improvements to Human combat and other AI behaviors.\n\n\u201cOne particular bug threatened to become our new \u2018standing on chairs\u2019 issue (a bug that has a lot of individual causes so can keep cropping up in different situations). So, like with that issue, we adopted a belt-and-braces approach that should eliminate it, even if new causes crop up in the future.\u201d AI Features\n\nAI (Tech)\nLast month, AI Tech focused on finalizing and polishing features for Alpha 3.23 alongside optimizations for existing systems.\n\nFor example, work on planetary navigation was completed, with the team now able to generate navigation mesh over entire planets. To achieve this, the devs used the same concepts the Physics and Planetary Tech teams used for representing planet terrain patches. Compared to the previous implementation, where planet navigation tiles were represented as a cube\/parallelepiped (as used in traditional navigation volumes), the new method uses a volume with a skewed square\/rhombus base. While this brings new challenges, such as how two neighboring triangular navigation tiles will connect, it allows navigation mesh to be generated everywhere and on all types of planets and moons.\n\nFor boids, the team continued to implement new rules and finalized synchronization between the server and clients. They also worked on additional iterations with Design and polished the feature for release.\n\nAI Tech iterated on new ship behaviors with Design, with the aim of greatly improving the AI combat experience. Substantial improvements were made to the aiming-control system for ships and turrets and to perception thanks to the addition of support for missile detection.\n\nElsewhere, improvements were made to the navigation-links system to reduce the computation cost over a frame by better utilizing the new Navigation Anchors concept. Subsumption loading logic improvements were also submitted that will more clearly show possible problems with the data so the designers can fix them sooner.\n\nOn the AI tools side, the team continued to improve and iterate on Apollo. This included implementing a new version of the \u2018sticky\u2019 header tree that shows a better representation of files\/folders with behaviors and missions.\n\nAnimation\nThe Animation team has been working on the \u201cSpace Cow\u201d, a medium-sized bird, a predator wolf-like creature, as well as several new vehicles entrance animations.\n\nArt (Characters)\nIn March, the Character Art team completed a range of branded racing flightsuits and continued working on outfits for the Headhunters gang. The Character Concept Art team began exploring specialist armors and worked on handoff sheets.\n\nArt (Ships)\nMarch saw progress on the RSI Zeus - greybox was completed and all functionality has been validated, with the ship currently in the \u2018beauty and polish\u2019 stage. Habitation and the central hallways made significant progress and are approaching completion, while the cargo hold continues to progress with the loading ramp\u2019s main piston structure improving rapidly as well as the ramp interior and exterior. The landing gear is nearly complete and the overall exterior continues to progress too.\n\nThe Anvil Legionnaire is whitebox complete, with the team currently waiting on gameplay validation and for artists to free up before they send it to full development.\n\nThe team\u2019s work on the Resource Network began, with 10 ships nearing completion, some of which received the updated list of ship items. Following gameplay validation, relay locations will be polished.\n\nUpdate work on a legacy ship continued too, with updates to the dash, cockpit, and some exterior housings.\n\nCommunity\nThe Community team kicked off March supporting the Overdrive Initiative and Stella Fortuna, the latter with a banner design contest challenging participants to craft logos for in-game or fictional competitive racing or combat teams. Check out the incredible entries on the Community Hub.\n\nThe team also spent time helping prepare the RSI Launcher 2.0 for live release, alongside a myriad other support tasks to prepare for Alpha 3.23, 4.0, and beyond!\n\n\n\n\nIn the latest Roadmap Roundup, more details were shared about the upcoming Alpha 3.23 patch, while Alpha 3.22\u2019s Test Universe Champions recognized outstanding players who dedicated their time and effort to the current patch\u2019s testing phases.\n\nThe team also supported various community events:\n\n\u201cWe started March with a LOT of energy thanks to the recent Bar Citizen Manchester in which nearly 200 of you came to hang out with devs, org mates, and good friends. Thanks to everyone for stopping by, we can\u2019t wait to do it again soon! Talking about events, the System Seven ground racing league from ATMO Esports is still ongoing, watching all these elite racers zoom by live gave us the biggest goosebumps! We also enjoyed the Crux Cup from Anzia Racing, in which our teams took part once more and tried to race our way to the top scores!\u201d Community Team\n\nThe Community team continued detailing the weekly schedules with This Week in Star Citizen, a series of comm-links that inform the community about Star Citizen\u2019s developments and initiatives while also highlighting creations from the community. This month, the team added a new weekly chapter featuring four top creations from the Community Hub.\n\nCitizenCon preparations are still underway with the show layout\/general activations taking form. The team is excited about what's already shaping up to be our biggest and best event to date. They also published a variety of post posts regarding all things CitizenCon, such as the CitizenCon FAQ, to better help players plan their travels and attendance.\n\nFinally, Community updated the Arena Commander Schedule, which keeps players up to date with Arena Commander\u2019s rotating game modes.\n\nCore Gameplay\nLast month, the Gameplay Features team successfully passed the go\/no-go gates for procedural recoil, new scopes, dynamic crosshairs, and reload improvements. Further bug fixing is currently ongoing for these deliverables.\n\nProgress was also made on ammo repooling, including network optimization and bug fixing. The looting UI was also updated to support the way ammo is repooled, while reload animations now play at the correct time following the \u2018rummage\u2019 animation.\n\nWork continued on preproduction for base building, with Gameplay Features working closely with Art and Design to refine requirements and define metrics.\n\nThe team then added different colored loot screens depending on whether the player is looting an enemy, friendly, or neutral entity. They also added a button to go from the inventory to the loot screen and a pop-up window when an item swap can\u2019t be performed. They also allowed for separate loot-screen styles between the visor and lens. Regarding the visor and lens, the conversion of on-screen chat to Building Blocks was completed.\n\nThe team then converted more markers to the new system, including navigation, ships, player, party members, missions, and landing pads.\n\nFor EVA, the devs unblocked animation content to support weapon customization and two-handed carry to work with the new EVA system. They also provided support for backward and sideways flying animation content. EVA thruster packs now relate correctly to the layer of equipment players are wearing, meaning VFX will come from the thruster nozzles on armor pieces or backpacks instead of the undersuit.\n\nImprovements were made to how shop items are highlighted when players look at them, and the positioning of AR cards was updated to account for mannequins and vehicles based on Design\u2019s feedback. The team completed buy and rent interactions for physical shopping too.\n\nGameplay Features made further improvements to prone locomotion, while additional support was provided to Animation to unlock animation asset production.\n\nFor Master Modes, improvements to aiming and targeting for the gunnery system were completed, and ESP saw further improvements, including smoother response to player input.\n\nThroughout March, development continued on the Resource Network. As part of this, electromagnetic emissions are now based on power consumption and infrared emissions are based around coolant and heat generation.\n\nThe team also improved various debug tools, fixed bugs, and supported the ongoing testing of an experimental Arena Commander mode.\n\nA temporary solution for ship-hull penetration was added until Maelstrom is ready to support physical ship armor.\n\n\u201cThe system is subject to change as development and testing progresses, but currently all projectiles can deplete armor health. However, only ballistic weapons can penetrate the hull and damage internal components.\u201d Gameplay Features\n\nFor life support, the team optimized the dynamic room atmosphere system and made it network compatible. Various improvements and refactors were also made to the room system, and various debug tools were greatly improved to allow the team to test the system before the player-facing UI is complete.\n\nFor transit, the team\u2019s primary focus in March was supporting cargo elevators and instanced hangars. Alongside general refactoring, this required adding hangar destination exporting, communication between the transit and instance managers for available hangars, the ability to dynamically add destinations to transit carriages, requests for the creation of hangars, and support for capturing peripherals in dynamically added hangars.\n\nOnce complete, the team moved on to planning and architecting a refactor of the whole transit system to prepare it for the future.\n\nFor radar and scanning, the team updated radar zone queries to use new zone query time splice tech to improve performance.\n\nAdditionally, work began on \u2018signature categories,\u2019 which allow the team to apply different signature detections based on emitters. This can be used to independently detect components on a ship with higher emissions. For example, thrusters compared to offline shield generators.\n\nSupport was also provided for the item-port editor tool with a refactor of default item loadouts, including defining them directly in the item-port parameters within the item-port container in DataCore.\n\nAdditionally, the team supported the restoration of several core analytics and the reporting of additional key information to better understand player activity across the game.\n\nFor Arena Commander, focus was on closing out deliverables for Alpha 3.23, most notably custom lobbies and the initial selection of custom settings.\n\nGameplay Features then continued to improve the multi-crew experience by adding access selection. Now, rather than either having multi-crew enabled or disabled, players can choose to enable the feature for friends and\/or squad members only.\n\nEngineering refactored the team-balancing system, removing layers of complexity that they had experimented with for Alpha 3.21 and 3.22. The new system has a simple balancing logic that prioritizes keeping squads together (with an exception in cases of extreme imbalance). A short delay has been added before balancing to allow for more players to connect.\n\nThe team also improved loadout definitions, allowing them to create and edit slots for different ammo types, including consumables and utility ammo. They also created a variant of the salvage and repair MultiTool with filled canisters for use in the Engineering Experimental Modes. This work also allows players to use their PU characters in Arena Commander; players who have a customized character will now utilize that rather than the default actor previously used.\n\nFor design, the team focused on supporting the Engineering Experimental Modes and a selection of new maps and modes. They also continued to work on the frontend UI\/UX pass, which looks to establish a style for Arena Commander going forward.\n\nFinally, the devs supported a new system for Gun Rush, allowing them to have multiple weapon lists that can be toggled on and off throughout a patch cycle. This provides more variety and the ability to test new weapon sets without waiting for a new patch.\n\nMarch saw progress on reputation-based hostility, with the team fixing several issues with the new reputation system. Changes were also made to the trespass behavior. Now, all factions will defend a trespass zone if it\u2019s owned by them, and factions with the appropriate settings will also be able to defend allied trespass zones.\n\nFor the mobiGlas, work continued on the redesigned Contract Manager. Last month\u2019s work included adding a button to read\/unread mission info and a toggle to switch between legal and illegal missions. The devs also completed payment validation for beacons and fixed several bugs, including making the contract timer reduce in consistent increments.\n\nThe team then made Journal compatible with the new mobiGlas and updated the Home screen, including adding visuals for recent notifications, active missions, and the player\u2019s current jurisdiction and CrimeStat level.\n\nSupport was also added for the legacy Comm-Link and VMS Flash apps, and visual updates were made to the Wallet and Assets apps.\n\nFor missions, Gameplay Features provided a new data structure to Mission Design so they could start setting up hauling missions. The overall framework for the offline version of the Mission Service progressed, while \u2018MissionService debugGUI\u2019 was extended to Server Meshing.\n\nImproved debug tools were added to cargo-hauling missions too, such as the ability to debug complete parts of the hauling order to simulate collecting or delivering via freight elevators.\n\nMarch saw progress on hangars, including the Instanced Interior Manager that handles instancing logic and reserves gateways for transitioning between the outside world and hangar. Now, players calling an elevator or retrieving a ship in supported locations will create an instanced hangar that the transit, air traffic control, and law systems correctly respond to.\n\nImprovements were also made to the freight elevator kiosk, including the layout, branding, tooltips, delivery screen, and platform handling. The devs are currently integrating the kiosk with the personal inventory framework. The item bank is now functional and correctly uses the storage locker and updated delivery\/selection logic, and improvements were made to the warehouse system to support missions too.\n\nFor the commodity kiosk, updates were made to the design along with the packing behavior and autoloading display.\n\nSupport was given to the Lighting and VFX Content teams toward ship-loading platforms too.\n\nEconomy\nLast month, the Economy team continued rebalancing commodities, making sure they have a scalable algorithm that will work with other systems, like crafting.\n\nMission rewards are being rebalanced according to the difficulty and time required to complete them. As part of this, the team are working to better understand how much effort and time is required to perform specific activities in-game. In-game pricing is currently underway for new harvestables and hangar flair too.\n\nEconomy are currently involved in the design of reputation and org progression and are starting to balance the time and cost of autoloading freight elevators. They also provided support for cargo missions.\n\nFinally, a comprehensive list of all intended resource sources, transformers, and sinks were created to help ensure the economy is stable for the long haul.\n\nGraphics, VFX Programming & Planet Tech\nThroughout March, much of the department\u2019s focus was on bug fixing the various deliverables for Alpha 3.23.\n\nPerformance-scaling options were added to the water simulation to ensure it can scale to all hardware, while various improvements were made to water-boundary shading and visor wetness to achieve a seamless effect as players enter water. Support for distance-field collisions was also completed for more accurate collisions from vehicles.\n\nThe Vulkan team worked through several performance issues as they moved closer to matching D3D performance.\n\n\u201cThis precedes the enabling of multi-threading for the next release to hopefully smash D3D performance levels on the CPU (GPU performance should remain similar). However, some performance issues currently remain. So, depending on the location\/context, players may see worse performance, hence the BETA label on Vulkan. But the aim is for us to get widespread testing in Alpha 3.23 so that we can enable Vulkan by default in the following release.\u201d Graphics, VFX & Programming Team\n\nAlongside this, the team are currently reworking shaders to reduce the total number of PSOs (shaders) that need compiling when the game starts.\n\nWork on Global Illumination continued too, with a focus on performance as the team move toward an internal rollout of the first version for testing by the art teams.\n\nThe Planet Tech team started work on Planet Tech v5, with initial focus on the groundwork required to set up spatial partitioning. They\u2019re currently deciding how this will work with Server Meshing and server-crash recovery. The devs also introduced the concept of \u2018default planets\u2019 for the internal editor so that it\u2019s trivial for anyone to create and use a planet for testing.\n\nOn the VFX-programming side, in addition to water improvements, the team continued with networking support for the fire simulation. They\u2019re also making changes to the augmented-reality render layer to enable support for holographic weapons (e.g. muzzle flashes, projectiles, enemies, and impacts).\n\nIn-Game Branding\nIn-Game Branding and Locations worked together on Invictus Launch Week, with work approaching completion.\n\nThe branding work for cargo containers and additional signage for various locations is also nearly finished.\n\nInteractables\nLast month, item banks (now called gear storage) were finished, including a heavily worn version for Grim HEX. They were then placed around the \u2018verse for convenient access.\n\nExplosive containers were reworked and now replace static meshes in levels so they will now explode if players shoot them.\n\nFire extinguisher recharge cabinets progressed through greybox and are currently being taken to final, while cargo hover trolleys are being finalized in preparation for the cargo hangar update.\n\nLighting\nAlongside tasks for instanced hangars, freight elevators, and distribution centers, Lighting worked on Invictus Launch Week.\n\nThey also supported the upcoming Character Customizer, including addressing community feedback to solve some long-standing issues.\n\nLocations\nLast month saw the Locations team polishing content for Alpha 4.0. They also closed out the upcoming distribution centers, adding content and quality to give players the best possible experience on launch. They also kicked off preproduction for new mandates officially beginning in Q2.\n\nThe Landing Zone team finalized art for instanced hangars and prepared them for implementation across the \u2018verse.\n\nMission Design\nLast month, the Mission Feature team was restructured, becoming the Mission Design team. Despite the name change, the team will continue to build scalable, modular content for the PU.\n\nFollowing feedback on the Overdrive Initiative event, the team is revisiting the standard data heist missions. Currently, these missions are locked to a single player (who then can share the mission with their friends), which causes a bottleneck for the missions and locations. In response, the team are trialing a change that will allow a singular version of the mission to be accepted by four players who will play together as contractors. This is an effort to free up missions and locations and create a similar effect to Overdrive Initiative where people who usually play solo are part of a team, potentially building friendships and enhancing the MMO feeling.\n\nWork progressed on the upcoming cargo hauling missions, with players being tasked with hauling tracked goods from one location to another as requested by a shipping company. With a consistent payout of roughly 20% of the cargo\u2019s value, a hauler\u2019s income will be more stable than that of a commodity trader (who buys low and sells high as the market fluctuates). Still, once a cargo hauler gets comfortable with the profession, they might try their luck at commodity trading.\n\nWhile the player is legally allowed to transport the goods, they do not own them. As a result, lawful stores across Stanton will not buy these commodities. To sell the shipment rather than delivering it, the player must navigate to a fence - a no-questions-asked shop often located in an unmonitored area of Stanton. However, due to its tracked nature, this cargo fetches a significantly lower price than ordinary sandbox commodities.\n\nWith the upcoming addition of wildlife to the PU, Mission Design began working on related content, building three mission variants:\n\nKill \u2018X\u2019 Amount: This extermination\/population control mission tasks players with killing a predetermined number of animals on a planet. Players must locate the animals themselves\n\nClear Location: This will be a specific location that requires having its animal population dealt with\n\nKill and Collect: This is one of the first resource-collection mission types where players must locate animals and collect their resources\n\nFollowing a recent hire, some older mission modules were refactored. As such, the Destroy Illegal Satellites mission received a small facelift.\n\nFollowing further testing of Blockade Runner, a small change was made to ensure the event stays fun and engaging for all players. Work on the XenoThreat Global Events continued too alongside freight elevators.\n\nNarrative\nLast month, Narrative continued to work closely with Design to support a variety of content, from revising existing missions like the New Player Experience to outlining new missions being developed to support upcoming gameplay.\n\nThe team continued to iterate on future narrative initiatives designed to bring more character and stories to the universe. This resulted in a series of proposals that they\u2019ve been reviewing with Design. They also continued to outline ways to improve AI behaviors to sell more of the Star Citizen lore. Narrative also met with some of the gameplay teams to talk over the \u2018lorification\u2019 of upcoming systems.\n\nAnother group of posts went up on the website as well, including a Whitley\u2019s Guide for the 890 Jump. The Narrative team also tackled a handful of questions from the forums in a new edition of Loremakers alongside another batch of Galactapedia articles.\n\nOnline Technology\nIn March, the Online Services Team worked toward refactoring the social services backend. This involves porting the services to gRPC as well as making updates for Server Meshing.\n\nThe team are currently working to reduce EAC Anti-Cheat false positives in preparation of enabling sanction enforcement.\n\nLastly, Online Services finished off long-term persistence work for the Character Customizer, enabling players to save their characters between patches.\n\nR&D\nIn March, work continued on the temporal render mode. Tracking movement of objects moving through clouds was improved so that history can be rejected or kept as correctly as possible. A novel method was developed because typical disocclusion algorithms only work for opaque scenes, but the team want objects to fly through transparent clouds, be partially occluded by clouds and fog, etc. The generation and blending of soft depth for clouds and atmosphere was improved. This depth information is crucial to properly handling history rejection when moving through clouds.\n\nThe team also supported the Gen12\/Vulkan endeavor by analyzing the current list of pipeline state objects (PSOs) used to render the game and suggested several ways to reduce it. These suggestions are being worked on by the Render team and will result in a shortened shader pre-cache phase the first time players start the game (precaching is done to avoid shader-activation-related hitches during gameplay).\n\nTech Design\nTech Design supported various areas of development to prepare for Alpha 3.23 and beyond. This included item banks, with the team making a new rundown variant entity, setting up state machines and animations, and iterating on the main screen and player interaction points and flow.\n\nHangars were supported alongside ship flight, including iteration on new AI behaviors to make them more responsive to player actions. Master Modes received polish too.\n\nSupport was given to QA for visual scripting automation, and nodes were added for getting and setting player stats.\n\nFor UI, Tech Design worked on test-level setup and FPS crosshairs and hit markers, updating and polishing animations and fixing bugs. General bugfixing was also done and various tools and workflows received improvements.\n\nUI\nLast month, the Montreal-based UI team worked closely with the Core Gameplay and UI teams on the new cargo gameplay updates. This effort encompasses the development of the new freight elevator kiosk, commodity kiosk, and item bank.\n\nThey also began preparing mandates coming later this year, including the Resource Network and jump points.\n\nThe UK-based team focused on adding the new player-facing UI to the game. The new version of the mobiGlas was made fully functional in time to get player feedback, with visual polish still ongoing.\n\nThe new visor and lens received visual improvement while the last functionality elements were ported over by the Programming team. UI also continued to polish the new shopping UI and Character Customizer ready for release.\n\nVFX\nLast month, the VFX team finished their work on distribution centers and freight elevators. They also completed tasks for several upcoming vehicles.\n\nProgress continued on jump point effects, including concepting based on new gameplay considerations that became apparent during testing.\n\nThe team took another look at water effects to coincide with the Graphics team\u2019s plans to release some of the water improvements that were shown at CitizenCon.","de_DE":"PU-Monatsbericht\nM\u00e4rz 2024\nWillkommen zum neuesten PU-Monatsbericht, in dem wir \u00fcber alle Entwicklungsfortschritte im M\u00e4rz berichten. Mit der bevorstehenden Alpha 3.23, der CitizenCon am Horizont und dem immer n\u00e4her r\u00fcckenden Pyro gibt es in diesem Jahr eine Menge, worauf du dich freuen kannst. Lies weiter, um zu erfahren, was f\u00fcr diese und weitere Vorhaben getan wurde.\n\nKI (Features)\nIm M\u00e4rz wurden in den KI-Features weiterhin Fehler behoben und Verbesserungen am menschlichen Kampf und anderen KI-Verhaltensweisen vorgenommen.\n\nEin bestimmter Fehler drohte sich zu unserem neuen \"Stehen auf St\u00fchlen\"-Problem zu entwickeln (ein Fehler, der viele individuelle Ursachen hat und daher in verschiedenen Situationen immer wieder auftauchen kann). Wie bei diesem Problem haben wir einen Ansatz gew\u00e4hlt, der dieses Problem beseitigen sollte, auch wenn in Zukunft neue Ursachen auftauchen.\" KI-Funktionen\n\nKI (Tech)\nIm letzten Monat konzentrierte sich die KI-Abteilung auf die Fertigstellung und den Feinschliff der Funktionen f\u00fcr Alpha 3.23 sowie auf Optimierungen f\u00fcr bestehende Systeme.\n\nSo wurde zum Beispiel die Arbeit an der Planetennavigation abgeschlossen, so dass das Team jetzt in der Lage ist, ein Navigationsnetz \u00fcber ganze Planeten zu erstellen. Um dies zu erreichen, haben die Entwickler dieselben Konzepte verwendet, die auch die Teams f\u00fcr Physik und Planetentechnologie f\u00fcr die Darstellung von Planetengel\u00e4ndemustern genutzt haben. Im Vergleich zur vorherigen Implementierung, bei der die Navigationskacheln eines Planeten als W\u00fcrfel\/Parallelepiped dargestellt wurden (wie bei den traditionellen Navigationsvolumina), verwendet die neue Methode ein Volumen mit einer schr\u00e4gen Quadrat-\/Rhombusbasis. Das bringt zwar neue Herausforderungen mit sich, z. B. die Frage, wie zwei benachbarte dreieckige Navigationskacheln miteinander verbunden werden k\u00f6nnen, aber es erm\u00f6glicht die Erstellung von Navigationsnetzen \u00fcberall und auf allen Arten von Planeten und Monden.\n\nF\u00fcr Boids hat das Team weiterhin neue Regeln implementiert und die Synchronisierung zwischen Server und Clients abgeschlossen. Au\u00dferdem arbeitete es an weiteren Iterationen mit Design und polierte die Funktion f\u00fcr die Ver\u00f6ffentlichung.\n\nAI Tech arbeitete zusammen mit Design an neuen Schiffsverhaltensweisen, um das KI-Kampferlebnis deutlich zu verbessern. Das Ziel war es, die KI-Kampferfahrung deutlich zu verbessern. Das Zielsteuerungssystem f\u00fcr Schiffe und Gesch\u00fctzt\u00fcrme sowie die Wahrnehmung wurden durch die Unterst\u00fctzung der Raketenerkennung erheblich verbessert.\n\nAn anderer Stelle wurden Verbesserungen am System der Navigationsverbindungen vorgenommen, um die Rechenkosten \u00fcber einen Frame zu reduzieren, indem das neue Konzept der Navigationsanker besser genutzt wird. Au\u00dferdem wurden Verbesserungen an der Logik f\u00fcr das Laden von Unterpunkten eingereicht, die m\u00f6gliche Probleme mit den Daten deutlicher anzeigen, damit die Designer sie fr\u00fcher beheben k\u00f6nnen.\n\nWas die KI-Tools angeht, so hat das Team Apollo weiter verbessert und weiterentwickelt. Dazu geh\u00f6rte die Implementierung einer neuen Version des \"klebrigen\" Kopfbaums, der eine bessere Darstellung von Dateien\/Ordnern mit Verhaltensweisen und Missionen zeigt.\n\nAnimation\nDas Animationsteam hat an der \"Weltraumkuh\", einem mittelgro\u00dfen Vogel, einer r\u00e4uberischen, wolfs\u00e4hnlichen Kreatur sowie an mehreren neuen Eingangsanimationen f\u00fcr Fahrzeuge gearbeitet.\n\nKunst (Charaktere)\nIm M\u00e4rz hat das Character Art Team eine Reihe von gebrandeten Rennanz\u00fcgen fertiggestellt und weiter an den Outfits f\u00fcr die Headhunters-Gang gearbeitet. Das Character Concept Art Team begann mit der Erforschung von Spezialr\u00fcstungen und arbeitete an \u00dcbergabeb\u00f6gen.\n\nKunst (Schiffe)\nIm M\u00e4rz gab es Fortschritte bei der RSI Zeus - die Greybox wurde fertiggestellt und alle Funktionen wurden validiert; das Schiff befindet sich jetzt in der \"Sch\u00f6nheits- und Polierphase\". Die Wohnr\u00e4ume und die zentralen G\u00e4nge haben erhebliche Fortschritte gemacht und n\u00e4hern sich der Fertigstellung, w\u00e4hrend der Frachtraum weiter voranschreitet und die Hauptkolbenstruktur der Laderampe sowie das Innere und \u00c4u\u00dfere der Rampe rasch verbessert werden. Das Fahrwerk ist fast fertig und auch das \u00c4u\u00dfere des Schiffes schreitet weiter voran.\n\nDer Anvil Legionnaire ist in der Whitebox fertiggestellt. Das Team wartet jetzt auf die Validierung des Gameplays und darauf, dass die K\u00fcnstler frei werden, bevor sie ihn in die volle Entwicklung schicken.\n\nDas Team hat mit der Arbeit am Ressourcennetzwerk begonnen. 10 Schiffe stehen kurz vor der Fertigstellung, von denen einige die aktualisierte Liste der Schiffsgegenst\u00e4nde erhalten haben. Nach der Gameplay-Validierung werden die Relaisstandorte aufpoliert.\n\nAuch die Aktualisierungsarbeiten an einem alten Schiff wurden fortgesetzt, wobei das Armaturenbrett, das Cockpit und einige Au\u00dfengeh\u00e4use aktualisiert wurden.\n\nCommunity\nDas Community-Team unterst\u00fctzte im M\u00e4rz die Overdrive-Initiative und Stella Fortuna mit einem Bannerwettbewerb, bei dem die Teilnehmer\/innen Logos f\u00fcr das Spiel oder fiktive Renn- oder Kampfteams entwerfen sollten. Schau dir die unglaublichen Beitr\u00e4ge im Community Hub an.\n\nDas Team hat au\u00dferdem Zeit damit verbracht, den RSI Launcher 2.0 f\u00fcr die Live-Ver\u00f6ffentlichung vorzubereiten. Au\u00dferdem gab es unz\u00e4hlige andere Aufgaben zur Vorbereitung der Alpha 3.23, 4.0 und dar\u00fcber hinaus!\n\n\n\n\nIm letzten Roadmap Roundup wurden weitere Details \u00fcber den kommenden Alpha 3.23 Patch bekannt gegeben, w\u00e4hrend die Test Universe Champions der Alpha 3.22 herausragende Spieler\/innen auszeichneten, die ihre Zeit und M\u00fche in die Testphasen des aktuellen Patches investiert haben.\n\nAu\u00dferdem hat das Team verschiedene Community-Events unterst\u00fctzt:\n\n\"Wir sind mit viel Energie in den M\u00e4rz gestartet, dank des Bar Citizen Manchester, zu dem fast 200 von euch gekommen sind, um mit Entwicklern, Org-Kollegen und guten Freunden abzuh\u00e4ngen. Vielen Dank an alle, die vorbeigekommen sind, wir k\u00f6nnen es kaum erwarten, das bald wieder zu tun! Apropos Events: Die System Seven Bodenrennliga von ATMO Esports l\u00e4uft immer noch. All diese Elite-Racer live vorbeiziehen zu sehen, hat uns eine G\u00e4nsehaut beschert! Au\u00dferdem haben wir den Crux Cup von Anzia Racing genossen, an dem unsere Teams wieder einmal teilgenommen und versucht haben, sich den Weg zu den Top-Scores zu bahnen!\" Community Team\n\nDas Community-Team hat die Wochenpl\u00e4ne mit This Week in Star Citizen fortgesetzt, einer Reihe von Comm-Links, die die Community \u00fcber die Entwicklungen und Initiativen von Star Citizen informieren und auch die Kreationen der Community hervorheben. Diesen Monat f\u00fcgte das Team ein neues w\u00f6chentliches Kapitel hinzu, das vier Top-Kreationen aus dem Community Hub vorstellt.\n\nDie Vorbereitungen f\u00fcr die CitizenCon sind noch im Gange und das Layout der Show und die allgemeinen Aktivierungen nehmen Form an. Das Team freut sich schon darauf, dass es unser bisher gr\u00f6\u00dftes und bestes Event werden wird. Au\u00dferdem hat das Team eine Reihe von Posts rund um die CitizenCon ver\u00f6ffentlicht, wie z.B. die CitizenCon-FAQ, um den Spielern die Planung ihrer Reise und Teilnahme zu erleichtern.\n\nSchlie\u00dflich hat die Community den Arena Commander-Zeitplan aktualisiert, der die Spieler \u00fcber die wechselnden Spielmodi des Arena Commanders auf dem Laufenden h\u00e4lt.\n\nKern-Gameplay\nIm letzten Monat hat das Team f\u00fcr Gameplay-Features die Freigabe f\u00fcr den prozeduralen R\u00fccksto\u00df, neue Zielfernrohre, dynamische Fadenkreuze und Verbesserungen beim Nachladen erfolgreich bestanden. Weitere Fehlerbehebungen werden derzeit f\u00fcr diese Produkte durchgef\u00fchrt.\n\nAuch bei der Munitionsr\u00fcckf\u00fchrung wurden Fortschritte erzielt, einschlie\u00dflich Netzwerkoptimierung und Fehlerbehebung. Die Beute-UI wurde ebenfalls aktualisiert, um die Art und Weise zu unterst\u00fctzen, wie Munition wiederverwendet wird, und die Nachladeanimationen werden jetzt zum richtigen Zeitpunkt nach der \"St\u00f6bern\"-Animation abgespielt.\n\nDie Arbeit an der Vorproduktion f\u00fcr den Basenbau wurde fortgesetzt, wobei die Gameplay Features eng mit Art und Design zusammenarbeiteten, um die Anforderungen zu verfeinern und Metriken zu definieren.\n\nDann f\u00fcgte das Team verschiedenfarbige Beutebildschirme hinzu, je nachdem, ob der Spieler eine feindliche, befreundete oder neutrale Einheit pl\u00fcndert. Au\u00dferdem f\u00fcgten sie eine Schaltfl\u00e4che hinzu, mit der man vom Inventar zum Beutebildschirm wechseln kann und ein Pop-up-Fenster, wenn ein Gegenstandstausch nicht m\u00f6glich ist. Au\u00dferdem wurde ein separater Beutebildschirm f\u00fcr das Visier und die Linse erstellt. Bei Visier und Linse wurde die Umwandlung des Bildschirmchats in Bausteine abgeschlossen.\n\nAnschlie\u00dfend hat das Team weitere Markierungen auf das neue System umgestellt, darunter Navigation, Schiffe, Spieler, Gruppenmitglieder, Missionen und Landepl\u00e4tze.\n\nF\u00fcr EVA haben die Entwickler Animationen freigeschaltet, um die Waffenanpassung und das beidh\u00e4ndige Tragen zu unterst\u00fctzen, damit sie mit dem neuen EVA-System funktionieren. Au\u00dferdem wurden die Animationen f\u00fcr das R\u00fcckw\u00e4rts- und Seitw\u00e4rtsfliegen verbessert. EVA-Schubd\u00fcsenpakete beziehen sich jetzt korrekt auf die Ausr\u00fcstungsschicht, die die Spieler\/innen tragen, d.h. die VFX kommen von den Schubd\u00fcsen der R\u00fcstungsteile oder Rucks\u00e4cke und nicht von der Unterkleidung.\n\nDie Hervorhebung von Gegenst\u00e4nden in Gesch\u00e4ften wurde verbessert und die Positionierung von AR-Karten wurde auf der Grundlage des Feedbacks von Designern aktualisiert, um Schaufensterpuppen und Fahrzeuge zu ber\u00fccksichtigen. Das Team hat auch die Kauf- und Mietinteraktionen f\u00fcr physische Eink\u00e4ufe vervollst\u00e4ndigt.\n\nDie Gameplay Features haben weitere Verbesserungen an der Fortbewegung von Gefangenen vorgenommen, w\u00e4hrend die Animation zus\u00e4tzliche Unterst\u00fctzung erhalten hat, um die Produktion von Animations-Assets freizuschalten.\n\nIn den Hauptmodi wurden Verbesserungen am Zielsystem vorgenommen und das ESP wurde weiter verbessert, u. a. durch eine fl\u00fcssigere Reaktion auf Spielereingaben.\n\nIm M\u00e4rz wurde die Entwicklung des Ressourcennetzwerks fortgesetzt. So basieren die elektromagnetischen Emissionen jetzt auf dem Stromverbrauch und die Infrarotemissionen auf der K\u00fchlmittel- und W\u00e4rmeerzeugung.\n\nAu\u00dferdem verbesserte das Team verschiedene Debugging-Tools, beseitigte Bugs und unterst\u00fctzte die laufenden Tests des experimentellen Arena Commander-Modus.\n\nEine tempor\u00e4re L\u00f6sung f\u00fcr die Durchdringung von Schiffsr\u00fcmpfen wurde hinzugef\u00fcgt, bis Maelstrom bereit ist, physische Schiffspanzerung zu unterst\u00fctzen.\n\n\"Das System kann sich im Laufe der Entwicklung und der Tests noch \u00e4ndern, aber derzeit k\u00f6nnen alle Geschosse die Panzerung aufbrauchen. Allerdings k\u00f6nnen nur ballistische Waffen den Rumpf durchdringen und interne Komponenten besch\u00e4digen.\" Gameplay-Funktionen\n\nF\u00fcr die Lebenserhaltung optimierte das Team das dynamische Raumatmosph\u00e4rensystem und machte es netzwerkf\u00e4hig. Au\u00dferdem wurden verschiedene Verbesserungen und Refactors am Raumsystem vorgenommen und verschiedene Debug-Tools stark verbessert, damit das Team das System testen kann, bevor die spielerseitige Benutzeroberfl\u00e4che fertiggestellt ist.\n\nBeim Transit konzentrierte sich das Team im M\u00e4rz vor allem auf die Unterst\u00fctzung von Lastenaufz\u00fcgen und instanzierten Hangars. Neben allgemeinen \u00dcberarbeitungen wurden der Export von Hangarzielen, die Kommunikation zwischen Transit- und Instanzmanagern f\u00fcr verf\u00fcgbare Hangars, die M\u00f6glichkeit, dynamisch Ziele zu Transitwagen hinzuzuf\u00fcgen, Anfragen zur Erstellung von Hangars und die Unterst\u00fctzung f\u00fcr die Erfassung von Peripherieger\u00e4ten in dynamisch hinzugef\u00fcgten Hangars hinzugef\u00fcgt.\n\nNach der Fertigstellung ging das Team dazu \u00fcber, ein Refactoring des gesamten Transitsystems zu planen und durchzuf\u00fchren, um es f\u00fcr die Zukunft vorzubereiten.\n\nF\u00fcr Radar und Scanning aktualisierte das Team die Radarzonenabfragen und nutzte die neue Technologie f\u00fcr den Time Splice von Zonenabfragen, um die Leistung zu verbessern.\n\nAu\u00dferdem wurde mit der Arbeit an \"Signaturkategorien\" begonnen, die es dem Team erm\u00f6glichen, verschiedene Signaturerkennungen auf der Grundlage von Emittern anzuwenden. Auf diese Weise k\u00f6nnen Komponenten eines Schiffes mit h\u00f6heren Emissionen unabh\u00e4ngig voneinander erkannt werden. Zum Beispiel Triebwerke im Vergleich zu Offline-Schildgeneratoren.\n\nAu\u00dferdem wurde das Item-Port-Editor-Tool unterst\u00fctzt, indem die Standard-Item-Loadouts \u00fcberarbeitet wurden und direkt in den Item-Port-Parametern innerhalb des Item-Port-Containers in DataCore definiert werden.\n\nAu\u00dferdem unterst\u00fctzte das Team die Wiederherstellung mehrerer zentraler Analysen und die Erstellung von Berichten mit zus\u00e4tzlichen Schl\u00fcsselinformationen, um die Spieleraktivit\u00e4ten im Spiel besser zu verstehen.\n\nBei Arena Commander lag der Schwerpunkt auf dem Abschluss der Alpha 3.23, insbesondere auf benutzerdefinierten Lobbys und der ersten Auswahl an benutzerdefinierten Einstellungen.\n\nDie Gameplay-Features verbesserten das Multi-Crew-Erlebnis durch das Hinzuf\u00fcgen der Zugangsauswahl. Anstatt die Multi-Crew entweder zu aktivieren oder zu deaktivieren, k\u00f6nnen die Spieler\/innen nun w\u00e4hlen, ob sie die Funktion nur f\u00fcr Freunde und\/oder Squad-Mitglieder aktivieren wollen.\n\nDie Entwickler haben das System f\u00fcr das Team-Balancing \u00fcberarbeitet und die komplexen Ebenen entfernt, mit denen sie in Alpha 3.21 und 3.22 experimentiert hatten. Das neue System verf\u00fcgt \u00fcber eine einfache Balancing-Logik, die darauf abzielt, dass Squads zusammenbleiben (mit einer Ausnahme in F\u00e4llen extremen Ungleichgewichts). Vor dem Balancing wurde eine kurze Verz\u00f6gerung eingebaut, damit sich mehr Spieler\/innen anschlie\u00dfen k\u00f6nnen.\n\nDas Team hat au\u00dferdem die Ausr\u00fcstungsdefinitionen verbessert, so dass es nun m\u00f6glich ist, Slots f\u00fcr verschiedene Munitionstypen zu erstellen und zu bearbeiten, darunter auch Verbrauchsmaterial und Versorgungsmunition. Au\u00dferdem haben sie eine Variante des Bergungs- und Reparatur-MultiTools mit gef\u00fcllten Kanistern f\u00fcr den Einsatz in den Experimentalmodi der Technik erstellt. Diese Arbeit erm\u00f6glicht es den Spieler\/innen auch, ihre PU-Charaktere im Arena Commander zu verwenden. Spieler\/innen, die einen angepassten Charakter haben, nutzen diesen nun anstelle des zuvor verwendeten Standarddarstellers.\n\nBeim Design konzentrierte sich das Team auf die Unterst\u00fctzung der Engineering Experimental Modes und eine Auswahl neuer Karten und Modi. Au\u00dferdem wurde die Arbeit am Frontend-UI\/UX-Pass fortgesetzt, der den Stil von Arena Commander f\u00fcr die Zukunft festschreiben soll.\n\nSchlie\u00dflich haben die Entwickler ein neues System f\u00fcr Gun Rush unterst\u00fctzt, das es ihnen erm\u00f6glicht, mehrere Waffenlisten zu haben, die w\u00e4hrend eines Patch-Zyklus ein- und ausgeschaltet werden k\u00f6nnen. Das sorgt f\u00fcr mehr Abwechslung und erm\u00f6glicht es, neue Waffensets zu testen, ohne auf einen neuen Patch warten zu m\u00fcssen.\n\nIm M\u00e4rz wurden Fortschritte bei der rufbasierten Feindseligkeit erzielt, indem das Team mehrere Probleme mit dem neuen Rufsystem behoben hat. Auch am Verhalten bei Hausfriedensbruch wurden \u00c4nderungen vorgenommen. Jetzt verteidigen alle Fraktionen eine unerlaubte Zone, wenn sie ihnen geh\u00f6rt, und Fraktionen mit den entsprechenden Einstellungen k\u00f6nnen auch verb\u00fcndete unerlaubte Zonen verteidigen.\n\nIm MobiGlas wurde die Arbeit am \u00fcberarbeiteten Vertragsmanager fortgesetzt. Im letzten Monat wurde u.a. eine Schaltfl\u00e4che zum Lesen\/Unlesen von Missionsinformationen und ein Schalter zum Umschalten zwischen legalen und illegalen Missionen hinzugef\u00fcgt. Au\u00dferdem haben die Entwickler die Zahlungsvalidierung f\u00fcr Baken abgeschlossen und mehrere Fehler behoben, u.a. dass der Vertragstimer in gleichm\u00e4\u00dfigen Schritten abl\u00e4uft.\n\nDas Team machte das Journal mit dem neuen mobiGlas kompatibel und aktualisierte den Startbildschirm, indem es unter anderem die letzten Benachrichtigungen, die aktiven Missionen sowie die aktuelle Zust\u00e4ndigkeit und das CrimeStat-Level des Spielers anzeigte.\n\nAu\u00dferdem wurden die alten Apps Comm-Link und VMS Flash unterst\u00fctzt und die Apps Wallet und Assets wurden optisch aktualisiert.\n\nF\u00fcr Missionen wurde dem Missionsdesigner mit den Gameplay Features eine neue Datenstruktur zur Verf\u00fcgung gestellt, damit er mit dem Einrichten von Hauling-Missionen beginnen kann. Das allgemeine Framework f\u00fcr die Offline-Version des Missionsdienstes wurde weiterentwickelt, w\u00e4hrend die 'MissionService debugGUI' auf das Server Meshing erweitert wurde.\n\nVerbesserte Debugging-Werkzeuge wurden auch f\u00fcr Frachttransportmissionen hinzugef\u00fcgt, z. B. die M\u00f6glichkeit, komplette Teile des Transportauftrags zu debuggen, um das Einsammeln oder Ausliefern \u00fcber Lastenaufz\u00fcge zu simulieren.\n\nIm M\u00e4rz gab es Fortschritte bei den Hangars, einschlie\u00dflich des Instanced Interior Managers, der die Instanzierungslogik verwaltet und Gateways f\u00fcr den \u00dcbergang zwischen der Au\u00dfenwelt und dem Hangar reserviert. Wenn Spieler\/innen nun einen Aufzug rufen oder ein Schiff an unterst\u00fctzten Orten abholen, wird ein instanzierter Hangar erstellt, auf den die Transit-, Flugsicherungs- und Rechtssysteme korrekt reagieren.\n\nAuch der Kiosk f\u00fcr den Lastenaufzug wurde verbessert, einschlie\u00dflich des Layouts, des Brandings, der Tooltips, des Lieferbildschirms und der Handhabung der Plattformen. Die Entwickler sind gerade dabei, den Kiosk in das pers\u00f6nliche Inventar-Framework zu integrieren. Die Artikelbank ist jetzt funktionsf\u00e4hig und nutzt das Lagerfach und die aktualisierte Liefer-\/Auswahllogik korrekt, und auch am Lagersystem wurden Verbesserungen vorgenommen, um Missionen zu unterst\u00fctzen.\n\nF\u00fcr den Warenkiosk wurden Aktualisierungen am Design, am Packverhalten und an der automatischen Ladeanzeige vorgenommen.\n\nDie Teams f\u00fcr Beleuchtung und VFX-Inhalte wurden auch bei den Schiffsladeplattformen unterst\u00fctzt.\n\nWirtschaft\nIm letzten Monat hat das Wirtschaftsteam das Rebalancing der Rohstoffe fortgesetzt und daf\u00fcr gesorgt, dass sie einen skalierbaren Algorithmus haben, der mit anderen Systemen wie dem Crafting zusammenarbeitet.\n\nDie Belohnungen f\u00fcr Missionen wurden entsprechend der Schwierigkeit und der ben\u00f6tigten Zeit neu ausbalanciert. In diesem Zusammenhang arbeitet das Team daran, besser zu verstehen, wie viel Aufwand und Zeit f\u00fcr bestimmte Aktivit\u00e4ten im Spiel erforderlich sind. Auch die Preisgestaltung im Spiel f\u00fcr neue Ernteg\u00fcter und Hangar-Flair wird derzeit \u00fcberarbeitet.\n\nDer Bereich Wirtschaft ist derzeit an der Gestaltung des Rufs und der Org-Progression beteiligt und beginnt damit, die Zeit und die Kosten f\u00fcr das automatische Aufladen von Lastenaufz\u00fcgen auszugleichen. Sie haben auch Unterst\u00fctzung f\u00fcr Frachtmissionen geleistet.\n\nSchlie\u00dflich wurde eine umfassende Liste aller geplanten Ressourcenquellen, -umwandler und -senken erstellt, um sicherzustellen, dass die Wirtschaft auf lange Sicht stabil ist.\n\nGrafik, VFX-Programmierung & Planet Tech\nIm M\u00e4rz konzentrierte sich die Abteilung vor allem auf die Fehlerbehebung f\u00fcr die Alpha 3.23.\n\nEs wurden Optionen zur Leistungsskalierung der Wassersimulation hinzugef\u00fcgt, um sicherzustellen, dass sie f\u00fcr jede Hardware geeignet ist, w\u00e4hrend verschiedene Verbesserungen an der Schattierung der Wassergrenzen und der N\u00e4sse des Visiers vorgenommen wurden, um einen nahtlosen Effekt zu erzielen, wenn die Spieler\/innen das Wasser betreten. Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr Abstandsfeldkollisionen vervollst\u00e4ndigt, um pr\u00e4zisere Kollisionen von Fahrzeugen zu erm\u00f6glichen.\n\nDas Vulkan-Team arbeitete an mehreren Leistungsproblemen, um der D3D-Leistung n\u00e4her zu kommen.\n\n\"Dies geschieht im Vorfeld der Aktivierung von Multi-Threading f\u00fcr die n\u00e4chste Version, um hoffentlich die D3D-Leistung auf der CPU zu \u00fcbertreffen (die GPU-Leistung sollte \u00e4hnlich bleiben). Allerdings gibt es derzeit noch einige Leistungsprobleme. Je nach Standort\/Kontext kann es also sein, dass die Spieler\/innen eine schlechtere Leistung sehen, daher die BETA-Kennzeichnung von Vulkan. Unser Ziel ist es jedoch, in der Alpha 3.23 umfassende Tests durchzuf\u00fchren, damit wir Vulkan in der n\u00e4chsten Version standardm\u00e4\u00dfig aktivieren k\u00f6nnen.\" Team Grafik, VFX & Programmierung\n\nAu\u00dferdem \u00fcberarbeitet das Team derzeit die Shader, um die Gesamtzahl der PSOs (Shader) zu reduzieren, die beim Start des Spiels kompiliert werden m\u00fcssen.\n\nAuch die Arbeit an der globalen Beleuchtung wurde fortgesetzt, wobei der Schwerpunkt auf der Leistung liegt, da das Team sich auf einen internen Rollout der ersten Version zum Testen durch die Grafikteams vorbereitet.\n\nDas Planet Tech Team hat mit der Arbeit an Planet Tech v5 begonnen und konzentriert sich zun\u00e4chst auf die Grundlagen f\u00fcr die Einrichtung der r\u00e4umlichen Partitionierung. Derzeit wird entschieden, wie dies mit Server Meshing und der Wiederherstellung von Server-Crashs funktionieren soll. Die Entwickler haben au\u00dferdem das Konzept der \"Standardplaneten\" f\u00fcr den internen Editor eingef\u00fchrt, damit es f\u00fcr jeden trivial ist, einen Planeten zu erstellen und zu testen.\n\nAuf der Seite der VFX-Programmierung hat das Team neben den Verbesserungen am Wasser auch die Netzwerkunterst\u00fctzung f\u00fcr die Feuersimulation fortgesetzt. Au\u00dferdem werden \u00c4nderungen am Augmented-Reality-Rendering-Layer vorgenommen, um die Unterst\u00fctzung f\u00fcr holografische Waffen (z. B. M\u00fcndungsfeuer, Projektile, Gegner und Einschl\u00e4ge) zu erm\u00f6glichen.\n\nIn-Game Branding\nIn-Game Branding und Locations haben gemeinsam an der Invictus Launch Week gearbeitet und stehen kurz vor dem Abschluss ihrer Arbeit.\n\nDie Arbeiten am Branding der Frachtcontainer und an der zus\u00e4tzlichen Beschilderung der verschiedenen Orte sind ebenfalls fast abgeschlossen.\n\nInteractables\nLetzten Monat wurden die Gegenstandsb\u00e4nke (jetzt Ausr\u00fcstungslager genannt) fertiggestellt, einschlie\u00dflich einer stark abgenutzten Version f\u00fcr Grim HEX. Sie wurden dann im ganzen Verse verteilt, damit sie bequem erreichbar sind.\n\nExplosive Container wurden \u00fcberarbeitet und ersetzen jetzt statische Meshes in den Levels, so dass sie explodieren, wenn Spieler auf sie schie\u00dfen.\n\nDie Aufladeschr\u00e4nke f\u00fcr Feuerl\u00f6scher haben die Greybox durchlaufen und werden derzeit zur Finalisierung gebracht, w\u00e4hrend die Schwebewagen f\u00fcr den Frachthangar in Vorbereitung auf das Update fertiggestellt werden.\n\nBeleuchtung\nNeben den Aufgaben f\u00fcr instanzierte Hangars, Lastenaufz\u00fcge und Verteilungszentren hat die Beleuchtung an der Invictus Launch Week gearbeitet.\n\nSie haben auch den kommenden Character Customizer unterst\u00fctzt und sind dabei auf das Feedback der Community eingegangen, um einige seit langem bestehende Probleme zu l\u00f6sen.\n\nStandorte\nIm letzten Monat hat das Locations-Team an den Inhalten f\u00fcr Alpha 4.0 gefeilt. Au\u00dferdem haben sie die kommenden Verteilungszentren fertiggestellt, indem sie Inhalte und Qualit\u00e4t hinzugef\u00fcgt haben, um den Spielern beim Start das bestm\u00f6gliche Erlebnis zu bieten. Au\u00dferdem wurde mit der Vorproduktion f\u00fcr die neuen Mandate begonnen, die offiziell im 2.\n\nDas Landezonen-Team hat die Gestaltung der instanzierten Hangars abgeschlossen und sie f\u00fcr die Implementierung im gesamten Verse vorbereitet.\n\nMissionsdesign\nLetzten Monat wurde das Team f\u00fcr die Missionsfunktionen umstrukturiert und in Missionsdesignteam umbenannt. Trotz der Namens\u00e4nderung wird das Team weiterhin skalierbare, modulare Inhalte f\u00fcr die PU erstellen.\n\nAufgrund des Feedbacks zum Overdrive-Initiative-Event \u00fcberarbeitet das Team die Standard-Datendiebstahl-Missionen. Derzeit sind diese Missionen auf einen einzelnen Spieler beschr\u00e4nkt (der die Mission dann mit seinen Freunden teilen kann), was zu einem Engpass bei den Missionen und Orten f\u00fchrt. Als Reaktion darauf testet das Team eine \u00c4nderung, die es erm\u00f6glicht, dass eine einzelne Version der Mission von vier Spieler\/innen angenommen werden kann, die gemeinsam als Auftragnehmer\/innen spielen. Dadurch sollen Missionen und Orte freier werden und ein \u00e4hnlicher Effekt wie bei Overdrive Initiative entstehen, bei dem Leute, die normalerweise alleine spielen, Teil eines Teams sind, wodurch Freundschaften entstehen und das MMO-Gef\u00fchl verst\u00e4rkt wird.\n\nDie Arbeit an den kommenden Frachttransportmissionen wurde fortgesetzt, bei denen die Spieler\/innen die Aufgabe haben, verfolgte Waren von einem Ort zum anderen zu transportieren, wie von einer Reederei verlangt. Mit einer konstanten Auszahlung von etwa 20 % des Ladungswerts ist das Einkommen eines Spediteurs stabiler als das eines Rohstoffh\u00e4ndlers (der bei Marktschwankungen niedrig kauft und hoch verkauft). Sobald sich ein Spediteur oder eine Spediteurin in seinem\/ihrem Beruf wohl f\u00fchlt, kann er\/sie sein\/ihr Gl\u00fcck im Rohstoffhandel versuchen.\n\nDer Spieler\/die Spielerin darf die Waren zwar legal transportieren, aber sie geh\u00f6ren ihm\/ihr nicht. Aus diesem Grund werden die legalen Gesch\u00e4fte in Stanton diese Waren nicht kaufen. Um die Lieferung zu verkaufen, muss der Spieler zu einem Hehler navigieren - einem Laden, der ohne Fragen zu stellen oft in einem nicht \u00fcberwachten Bereich von Stanton liegt. Aufgrund der Tatsache, dass es sich um eine verfolgte Ware handelt, erzielt sie einen deutlich niedrigeren Preis als normale Sandbox-Waren.\n\nMit der bevorstehenden Aufnahme von Wildtieren in die PU hat das Missionsdesign begonnen, an entsprechenden Inhalten zu arbeiten und drei Missionsvarianten zu erstellen:\n\nT\u00f6te 'X' Mengen: Bei dieser Ausrottungs-\/Bev\u00f6lkerungskontrollmission m\u00fcssen die Spieler\/innen eine bestimmte Anzahl von Tieren auf einem Planeten t\u00f6ten. Die Spieler m\u00fcssen die Tiere selbst ausfindig machen\n\nOrt r\u00e4umen: Dies ist ein bestimmter Ort, an dem die Tierpopulation beseitigt werden muss.\n\nT\u00f6ten und Sammeln: Dies ist eine der ersten Missionsarten zum Sammeln von Ressourcen, bei der die Spieler Tiere finden und ihre Ressourcen einsammeln m\u00fcssen.\n\nNach einer k\u00fcrzlichen Einstellung wurden einige \u00e4ltere Missionsmodule \u00fcberarbeitet. So erhielt die Mission Destroy Illegal Satellites ein kleines Facelifting.\n\nNach weiteren Tests von Blockade Runner wurde eine kleine \u00c4nderung vorgenommen, um sicherzustellen, dass das Event f\u00fcr alle Spieler\/innen unterhaltsam und fesselnd bleibt. Die Arbeit an den XenoThreat Global Events wurde neben den Lastenaufz\u00fcgen ebenfalls fortgesetzt.\n\nNarrative\nIm letzten Monat hat Narrative weiterhin eng mit Design zusammengearbeitet, um eine Vielzahl von Inhalten zu unterst\u00fctzen, von der \u00dcberarbeitung bestehender Missionen wie der New Player Experience bis hin zu neuen Missionen, die f\u00fcr das kommende Gameplay entwickelt werden.\n\nDas Team arbeitete weiter an zuk\u00fcnftigen narrativen Initiativen, um dem Universum mehr Charakter und Geschichten zu verleihen. Dies f\u00fchrte zu einer Reihe von Vorschl\u00e4gen, die mit dem Designteam besprochen wurden. Au\u00dferdem wurde \u00fcberlegt, wie das Verhalten der KI verbessert werden kann, um mehr von der Geschichte von Star Citizen zu erz\u00e4hlen. Narrative traf sich auch mit einigen der Gameplay-Teams, um \u00fcber die \"Lorifizierung\" der kommenden Systeme zu sprechen.\n\nEine weitere Gruppe von Beitr\u00e4gen wurde auf der Website ver\u00f6ffentlicht, darunter ein Whitley's Guide f\u00fcr den 890 Jump. Das Narrative-Team hat au\u00dferdem eine Handvoll Fragen aus den Foren in einer neuen Ausgabe der Loremakers beantwortet und eine Reihe von Galactapedia-Artikeln ver\u00f6ffentlicht.\n\nOnline-Technologie\nIm M\u00e4rz arbeitete das Team der Online-Dienste an der \u00dcberarbeitung des Backends der sozialen Dienste. Dazu geh\u00f6rt die Portierung der Dienste auf gRPC und die Aktualisierung des Server Meshing.\n\nDas Team arbeitet derzeit an der Reduzierung von EAC Anti-Cheat-Fehlalarmen, um die Durchsetzung von Sanktionen zu erm\u00f6glichen.\n\nSchlie\u00dflich haben die Online-Dienste die Arbeit an der Langzeitpersistenz f\u00fcr den Charakteranpassungsdienst abgeschlossen, damit die Spieler\/innen ihre Charaktere zwischen den Patches speichern k\u00f6nnen.\n\nF&E\nIm M\u00e4rz wurde die Arbeit am temporalen Rendermodus fortgesetzt. Die Verfolgung der Bewegung von Objekten, die sich durch Wolken bewegen, wurde verbessert, damit die Geschichte so korrekt wie m\u00f6glich verworfen oder beibehalten werden kann. Es wurde eine neuartige Methode entwickelt, da typische Ausschlussalgorithmen nur f\u00fcr undurchsichtige Szenen funktionieren, das Team aber m\u00f6chte, dass Objekte durch transparente Wolken fliegen, teilweise von Wolken und Nebel verdeckt werden, usw. Die Erzeugung und \u00dcberblendung von weicher Tiefe f\u00fcr Wolken und Atmosph\u00e4re wurde verbessert. Diese Tiefeninformationen sind entscheidend f\u00fcr die korrekte Handhabung der Geschichtsverweigerung bei der Bewegung durch Wolken.\n\nDas Team unterst\u00fctzte auch die Bem\u00fchungen von Gen12\/Vulkan, indem es die aktuelle Liste der Pipeline State Objects (PSOs), die zum Rendern des Spiels verwendet werden, analysierte und verschiedene M\u00f6glichkeiten vorschlug, diese zu reduzieren. Diese Vorschl\u00e4ge werden vom Render-Team bearbeitet und werden zu einer verk\u00fcrzten Shader-Pre-Cache-Phase f\u00fchren, wenn die Spieler\/innen das Spiel zum ersten Mal starten (Pre-Caching wird durchgef\u00fchrt, um Probleme bei der Shader-Aktivierung w\u00e4hrend des Spiels zu vermeiden).\n\nTechnisches Design\nDas Tech Design unterst\u00fctzte verschiedene Bereiche der Entwicklung, um die Alpha 3.23 und dar\u00fcber hinaus vorzubereiten. Dazu geh\u00f6rten die Item Banks, f\u00fcr die das Team eine neue Rundown-Variante entwickelte, die Einrichtung von Zustandsautomaten und Animationen sowie die \u00dcberarbeitung des Hauptbildschirms und der Interaktionspunkte und des Spielflusses.\n\nHangars wurden ebenso unterst\u00fctzt wie Schiffsfl\u00fcge, einschlie\u00dflich der \u00dcberarbeitung neuer KI-Verhaltensweisen, damit sie besser auf die Aktionen der Spieler reagieren. Auch die Hauptmodi wurden aufpoliert.\n\nDie QA erhielt Unterst\u00fctzung f\u00fcr die Automatisierung der visuellen Skripterstellung, und es wurden Knotenpunkte f\u00fcr die Ermittlung und Einstellung von Spielerwerten hinzugef\u00fcgt.\n\nIm Bereich UI arbeitete Tech Design an der Einrichtung der Testebene und an den FPS-Fadenkreuzen und Treffermarkierungen, aktualisierte und polierte die Animationen und beseitigte Bugs. Au\u00dferdem wurden allgemeine Fehler behoben und verschiedene Tools und Arbeitsabl\u00e4ufe verbessert.\n\nUI\nIm vergangenen Monat hat das UI-Team in Montreal eng mit dem Core Gameplay- und dem UI-Team an den neuen Gameplay-Updates f\u00fcr die Fracht gearbeitet. Diese Arbeit umfasst die Entwicklung des neuen Lastenaufzug-Kiosks, des Waren-Kiosks und der Item-Bank.\n\nAu\u00dferdem begannen sie mit der Vorbereitung von Auftr\u00e4gen, die sp\u00e4ter in diesem Jahr kommen, darunter das Ressourcennetzwerk und die Sprungpunkte.\n\nDas britische Team konzentrierte sich darauf, die neue Benutzeroberfl\u00e4che in das Spiel zu integrieren. Die neue Version des mobiGlas wurde rechtzeitig voll funktionsf\u00e4hig gemacht, um das Feedback der Spieler\/innen einzuholen, wobei der visuelle Feinschliff noch andauert.\n\nDas neue Visier und die Linse wurden optisch verbessert, w\u00e4hrend die letzten Funktionselemente vom Programmierteam portiert wurden. Auch an der UI wurde weiter gefeilt, um die neue Shopping-UI und den Character Customizer f\u00fcr die Ver\u00f6ffentlichung vorzubereiten.\n\nVFX\nIm letzten Monat beendete das VFX-Team seine Arbeit an den Verteilerzentren und Lastenaufz\u00fcgen. Au\u00dferdem wurden die Arbeiten an mehreren neuen Fahrzeugen abgeschlossen.\n\nDie Arbeiten an den Sprungpunkteffekten wurden fortgesetzt, einschlie\u00dflich der Erstellung eines Konzepts auf der Grundlage neuer Gameplay-\u00dcberlegungen, die w\u00e4hrend der Tests deutlich wurden.\n\nDas Team hat einen weiteren Blick auf die Wassereffekte geworfen, da das Grafikteam plant, einige der auf der CitizenCon gezeigten Verbesserungen am Wasser zu ver\u00f6ffentlichen.","zh_CN":"PU Monthly Report\nMarch 2024\nWelcome to the latest PU Monthly Report, this time detailing all the development progress made throughout March. With Alpha 3.23 looming, CitizenCon on the horizon, and Pyro inching ever closer, there\u2019s a lot to look forward to this year. Read on for everything done in pursuit of these endeavors and more.\n\nAI (Features)\nIn March, AI Features continued to fix bugs and make improvements to Human combat and other AI behaviors.\n\n\u201cOne particular bug threatened to become our new \u2018standing on chairs\u2019 issue (a bug that has a lot of individual causes so can keep cropping up in different situations). So, like with that issue, we adopted a belt-and-braces approach that should eliminate it, even if new causes crop up in the future.\u201d AI Features\n\nAI (Tech)\nLast month, AI Tech focused on finalizing and polishing features for Alpha 3.23 alongside optimizations for existing systems.\n\nFor example, work on planetary navigation was completed, with the team now able to generate navigation mesh over entire planets. To achieve this, the devs used the same concepts the Physics and Planetary Tech teams used for representing planet terrain patches. Compared to the previous implementation, where planet navigation tiles were represented as a cube\/parallelepiped (as used in traditional navigation volumes), the new method uses a volume with a skewed square\/rhombus base. While this brings new challenges, such as how two neighboring triangular navigation tiles will connect, it allows navigation mesh to be generated everywhere and on all types of planets and moons.\n\nFor boids, the team continued to implement new rules and finalized synchronization between the server and clients. They also worked on additional iterations with Design and polished the feature for release.\n\nAI Tech iterated on new ship behaviors with Design, with the aim of greatly improving the AI combat experience. Substantial improvements were made to the aiming-control system for ships and turrets and to perception thanks to the addition of support for missile detection.\n\nElsewhere, improvements were made to the navigation-links system to reduce the computation cost over a frame by better utilizing the new Navigation Anchors concept. Subsumption loading logic improvements were also submitted that will more clearly show possible problems with the data so the designers can fix them sooner.\n\nOn the AI tools side, the team continued to improve and iterate on Apollo. This included implementing a new version of the \u2018sticky\u2019 header tree that shows a better representation of files\/folders with behaviors and missions.\n\nAnimation\nThe Animation team has been working on the \u201cSpace Cow\u201d, a medium-sized bird, a predator wolf-like creature, as well as several new vehicles entrance animations.\n\nArt (Characters)\nIn March, the Character Art team completed a range of branded racing flightsuits and continued working on outfits for the Headhunters gang. The Character Concept Art team began exploring specialist armors and worked on handoff sheets.\n\nArt (Ships)\nMarch saw progress on the RSI Zeus - greybox was completed and all functionality has been validated, with the ship currently in the \u2018beauty and polish\u2019 stage. Habitation and the central hallways made significant progress and are approaching completion, while the cargo hold continues to progress with the loading ramp\u2019s main piston structure improving rapidly as well as the ramp interior and exterior. The landing gear is nearly complete and the overall exterior continues to progress too.\n\nThe Anvil Legionnaire is whitebox complete, with the team currently waiting on gameplay validation and for artists to free up before they send it to full development.\n\nThe team\u2019s work on the Resource Network began, with 10 ships nearing completion, some of which received the updated list of ship items. Following gameplay validation, relay locations will be polished.\n\nUpdate work on a legacy ship continued too, with updates to the dash, cockpit, and some exterior housings.\n\nCommunity\nThe Community team kicked off March supporting the Overdrive Initiative and Stella Fortuna, the latter with a banner design contest challenging participants to craft logos for in-game or fictional competitive racing or combat teams. Check out the incredible entries on the Community Hub.\n\nThe team also spent time helping prepare the RSI Launcher 2.0 for live release, alongside a myriad other support tasks to prepare for Alpha 3.23, 4.0, and beyond!\n\n\n\n\nIn the latest Roadmap Roundup, more details were shared about the upcoming Alpha 3.23 patch, while Alpha 3.22\u2019s Test Universe Champions recognized outstanding players who dedicated their time and effort to the current patch\u2019s testing phases.\n\nThe team also supported various community events:\n\n\u201cWe started March with a LOT of energy thanks to the recent Bar Citizen Manchester in which nearly 200 of you came to hang out with devs, org mates, and good friends. Thanks to everyone for stopping by, we can\u2019t wait to do it again soon! Talking about events, the System Seven ground racing league from ATMO Esports is still ongoing, watching all these elite racers zoom by live gave us the biggest goosebumps! We also enjoyed the Crux Cup from Anzia Racing, in which our teams took part once more and tried to race our way to the top scores!\u201d Community Team\n\nThe Community team continued detailing the weekly schedules with This Week in Star Citizen, a series of comm-links that inform the community about Star Citizen\u2019s developments and initiatives while also highlighting creations from the community. This month, the team added a new weekly chapter featuring four top creations from the Community Hub.\n\nCitizenCon preparations are still underway with the show layout\/general activations taking form. The team is excited about what's already shaping up to be our biggest and best event to date. They also published a variety of post posts regarding all things CitizenCon, such as the CitizenCon FAQ, to better help players plan their travels and attendance.\n\nFinally, Community updated the Arena Commander Schedule, which keeps players up to date with Arena Commander\u2019s rotating game modes.\n\nCore Gameplay\nLast month, the Gameplay Features team successfully passed the go\/no-go gates for procedural recoil, new scopes, dynamic crosshairs, and reload improvements. Further bug fixing is currently ongoing for these deliverables.\n\nProgress was also made on ammo repooling, including network optimization and bug fixing. The looting UI was also updated to support the way ammo is repooled, while reload animations now play at the correct time following the \u2018rummage\u2019 animation.\n\nWork continued on preproduction for base building, with Gameplay Features working closely with Art and Design to refine requirements and define metrics.\n\nThe team then added different colored loot screens depending on whether the player is looting an enemy, friendly, or neutral entity. They also added a button to go from the inventory to the loot screen and a pop-up window when an item swap can\u2019t be performed. They also allowed for separate loot-screen styles between the visor and lens. Regarding the visor and lens, the conversion of on-screen chat to Building Blocks was completed.\n\nThe team then converted more markers to the new system, including navigation, ships, player, party members, missions, and landing pads.\n\nFor EVA, the devs unblocked animation content to support weapon customization and two-handed carry to work with the new EVA system. They also provided support for backward and sideways flying animation content. EVA thruster packs now relate correctly to the layer of equipment players are wearing, meaning VFX will come from the thruster nozzles on armor pieces or backpacks instead of the undersuit.\n\nImprovements were made to how shop items are highlighted when players look at them, and the positioning of AR cards was updated to account for mannequins and vehicles based on Design\u2019s feedback. The team completed buy and rent interactions for physical shopping too.\n\nGameplay Features made further improvements to prone locomotion, while additional support was provided to Animation to unlock animation asset production.\n\nFor Master Modes, improvements to aiming and targeting for the gunnery system were completed, and ESP saw further improvements, including smoother response to player input.\n\nThroughout March, development continued on the Resource Network. As part of this, electromagnetic emissions are now based on power consumption and infrared emissions are based around coolant and heat generation.\n\nThe team also improved various debug tools, fixed bugs, and supported the ongoing testing of an experimental Arena Commander mode.\n\nA temporary solution for ship-hull penetration was added until Maelstrom is ready to support physical ship armor.\n\n\u201cThe system is subject to change as development and testing progresses, but currently all projectiles can deplete armor health. However, only ballistic weapons can penetrate the hull and damage internal components.\u201d Gameplay Features\n\nFor life support, the team optimized the dynamic room atmosphere system and made it network compatible. Various improvements and refactors were also made to the room system, and various debug tools were greatly improved to allow the team to test the system before the player-facing UI is complete.\n\nFor transit, the team\u2019s primary focus in March was supporting cargo elevators and instanced hangars. Alongside general refactoring, this required adding hangar destination exporting, communication between the transit and instance managers for available hangars, the ability to dynamically add destinations to transit carriages, requests for the creation of hangars, and support for capturing peripherals in dynamically added hangars.\n\nOnce complete, the team moved on to planning and architecting a refactor of the whole transit system to prepare it for the future.\n\nFor radar and scanning, the team updated radar zone queries to use new zone query time splice tech to improve performance.\n\nAdditionally, work began on \u2018signature categories,\u2019 which allow the team to apply different signature detections based on emitters. This can be used to independently detect components on a ship with higher emissions. For example, thrusters compared to offline shield generators.\n\nSupport was also provided for the item-port editor tool with a refactor of default item loadouts, including defining them directly in the item-port parameters within the item-port container in DataCore.\n\nAdditionally, the team supported the restoration of several core analytics and the reporting of additional key information to better understand player activity across the game.\n\nFor Arena Commander, focus was on closing out deliverables for Alpha 3.23, most notably custom lobbies and the initial selection of custom settings.\n\nGameplay Features then continued to improve the multi-crew experience by adding access selection. Now, rather than either having multi-crew enabled or disabled, players can choose to enable the feature for friends and\/or squad members only.\n\nEngineering refactored the team-balancing system, removing layers of complexity that they had experimented with for Alpha 3.21 and 3.22. The new system has a simple balancing logic that prioritizes keeping squads together (with an exception in cases of extreme imbalance). A short delay has been added before balancing to allow for more players to connect.\n\nThe team also improved loadout definitions, allowing them to create and edit slots for different ammo types, including consumables and utility ammo. They also created a variant of the salvage and repair MultiTool with filled canisters for use in the Engineering Experimental Modes. This work also allows players to use their PU characters in Arena Commander; players who have a customized character will now utilize that rather than the default actor previously used.\n\nFor design, the team focused on supporting the Engineering Experimental Modes and a selection of new maps and modes. They also continued to work on the frontend UI\/UX pass, which looks to establish a style for Arena Commander going forward.\n\nFinally, the devs supported a new system for Gun Rush, allowing them to have multiple weapon lists that can be toggled on and off throughout a patch cycle. This provides more variety and the ability to test new weapon sets without waiting for a new patch.\n\nMarch saw progress on reputation-based hostility, with the team fixing several issues with the new reputation system. Changes were also made to the trespass behavior. Now, all factions will defend a trespass zone if it\u2019s owned by them, and factions with the appropriate settings will also be able to defend allied trespass zones.\n\nFor the mobiGlas, work continued on the redesigned Contract Manager. Last month\u2019s work included adding a button to read\/unread mission info and a toggle to switch between legal and illegal missions. The devs also completed payment validation for beacons and fixed several bugs, including making the contract timer reduce in consistent increments.\n\nThe team then made Journal compatible with the new mobiGlas and updated the Home screen, including adding visuals for recent notifications, active missions, and the player\u2019s current jurisdiction and CrimeStat level.\n\nSupport was also added for the legacy Comm-Link and VMS Flash apps, and visual updates were made to the Wallet and Assets apps.\n\nFor missions, Gameplay Features provided a new data structure to Mission Design so they could start setting up hauling missions. The overall framework for the offline version of the Mission Service progressed, while \u2018MissionService debugGUI\u2019 was extended to Server Meshing.\n\nImproved debug tools were added to cargo-hauling missions too, such as the ability to debug complete parts of the hauling order to simulate collecting or delivering via freight elevators.\n\nMarch saw progress on hangars, including the Instanced Interior Manager that handles instancing logic and reserves gateways for transitioning between the outside world and hangar. Now, players calling an elevator or retrieving a ship in supported locations will create an instanced hangar that the transit, air traffic control, and law systems correctly respond to.\n\nImprovements were also made to the freight elevator kiosk, including the layout, branding, tooltips, delivery screen, and platform handling. The devs are currently integrating the kiosk with the personal inventory framework. The item bank is now functional and correctly uses the storage locker and updated delivery\/selection logic, and improvements were made to the warehouse system to support missions too.\n\nFor the commodity kiosk, updates were made to the design along with the packing behavior and autoloading display.\n\nSupport was given to the Lighting and VFX Content teams toward ship-loading platforms too.\n\nEconomy\nLast month, the Economy team continued rebalancing commodities, making sure they have a scalable algorithm that will work with other systems, like crafting.\n\nMission rewards are being rebalanced according to the difficulty and time required to complete them. As part of this, the team are working to better understand how much effort and time is required to perform specific activities in-game. In-game pricing is currently underway for new harvestables and hangar flair too.\n\nEconomy are currently involved in the design of reputation and org progression and are starting to balance the time and cost of autoloading freight elevators. They also provided support for cargo missions.\n\nFinally, a comprehensive list of all intended resource sources, transformers, and sinks were created to help ensure the economy is stable for the long haul.\n\nGraphics, VFX Programming & Planet Tech\nThroughout March, much of the department\u2019s focus was on bug fixing the various deliverables for Alpha 3.23.\n\nPerformance-scaling options were added to the water simulation to ensure it can scale to all hardware, while various improvements were made to water-boundary shading and visor wetness to achieve a seamless effect as players enter water. Support for distance-field collisions was also completed for more accurate collisions from vehicles.\n\nThe Vulkan team worked through several performance issues as they moved closer to matching D3D performance.\n\n\u201cThis precedes the enabling of multi-threading for the next release to hopefully smash D3D performance levels on the CPU (GPU performance should remain similar). However, some performance issues currently remain. So, depending on the location\/context, players may see worse performance, hence the BETA label on Vulkan. But the aim is for us to get widespread testing in Alpha 3.23 so that we can enable Vulkan by default in the following release.\u201d Graphics, VFX & Programming Team\n\nAlongside this, the team are currently reworking shaders to reduce the total number of PSOs (shaders) that need compiling when the game starts.\n\nWork on Global Illumination continued too, with a focus on performance as the team move toward an internal rollout of the first version for testing by the art teams.\n\nThe Planet Tech team started work on Planet Tech v5, with initial focus on the groundwork required to set up spatial partitioning. They\u2019re currently deciding how this will work with Server Meshing and server-crash recovery. The devs also introduced the concept of \u2018default planets\u2019 for the internal editor so that it\u2019s trivial for anyone to create and use a planet for testing.\n\nOn the VFX-programming side, in addition to water improvements, the team continued with networking support for the fire simulation. They\u2019re also making changes to the augmented-reality render layer to enable support for holographic weapons (e.g. muzzle flashes, projectiles, enemies, and impacts).\n\nIn-Game Branding\nIn-Game Branding and Locations worked together on Invictus Launch Week, with work approaching completion.\n\nThe branding work for cargo containers and additional signage for various locations is also nearly finished.\n\nInteractables\nLast month, item banks (now called gear storage) were finished, including a heavily worn version for Grim HEX. They were then placed around the \u2018verse for convenient access.\n\nExplosive containers were reworked and now replace static meshes in levels so they will now explode if players shoot them.\n\nFire extinguisher recharge cabinets progressed through greybox and are currently being taken to final, while cargo hover trolleys are being finalized in preparation for the cargo hangar update.\n\nLighting\nAlongside tasks for instanced hangars, freight elevators, and distribution centers, Lighting worked on Invictus Launch Week.\n\nThey also supported the upcoming Character Customizer, including addressing community feedback to solve some long-standing issues.\n\nLocations\nLast month saw the Locations team polishing content for Alpha 4.0. They also closed out the upcoming distribution centers, adding content and quality to give players the best possible experience on launch. They also kicked off preproduction for new mandates officially beginning in Q2.\n\nThe Landing Zone team finalized art for instanced hangars and prepared them for implementation across the \u2018verse.\n\nMission Design\nLast month, the Mission Feature team was restructured, becoming the Mission Design team. Despite the name change, the team will continue to build scalable, modular content for the PU.\n\nFollowing feedback on the Overdrive Initiative event, the team is revisiting the standard data heist missions. Currently, these missions are locked to a single player (who then can share the mission with their friends), which causes a bottleneck for the missions and locations. In response, the team are trialing a change that will allow a singular version of the mission to be accepted by four players who will play together as contractors. This is an effort to free up missions and locations and create a similar effect to Overdrive Initiative where people who usually play solo are part of a team, potentially building friendships and enhancing the MMO feeling.\n\nWork progressed on the upcoming cargo hauling missions, with players being tasked with hauling tracked goods from one location to another as requested by a shipping company. With a consistent payout of roughly 20% of the cargo\u2019s value, a hauler\u2019s income will be more stable than that of a commodity trader (who buys low and sells high as the market fluctuates). Still, once a cargo hauler gets comfortable with the profession, they might try their luck at commodity trading.\n\nWhile the player is legally allowed to transport the goods, they do not own them. As a result, lawful stores across Stanton will not buy these commodities. To sell the shipment rather than delivering it, the player must navigate to a fence - a no-questions-asked shop often located in an unmonitored area of Stanton. However, due to its tracked nature, this cargo fetches a significantly lower price than ordinary sandbox commodities.\n\nWith the upcoming addition of wildlife to the PU, Mission Design began working on related content, building three mission variants:\n\nKill \u2018X\u2019 Amount: This extermination\/population control mission tasks players with killing a predetermined number of animals on a planet. Players must locate the animals themselves\n\nClear Location: This will be a specific location that requires having its animal population dealt with\n\nKill and Collect: This is one of the first resource-collection mission types where players must locate animals and collect their resources\n\nFollowing a recent hire, some older mission modules were refactored. As such, the Destroy Illegal Satellites mission received a small facelift.\n\nFollowing further testing of Blockade Runner, a small change was made to ensure the event stays fun and engaging for all players. Work on the XenoThreat Global Events continued too alongside freight elevators.\n\nNarrative\nLast month, Narrative continued to work closely with Design to support a variety of content, from revising existing missions like the New Player Experience to outlining new missions being developed to support upcoming gameplay.\n\nThe team continued to iterate on future narrative initiatives designed to bring more character and stories to the universe. This resulted in a series of proposals that they\u2019ve been reviewing with Design. They also continued to outline ways to improve AI behaviors to sell more of the Star Citizen lore. Narrative also met with some of the gameplay teams to talk over the \u2018lorification\u2019 of upcoming systems.\n\nAnother group of posts went up on the website as well, including a Whitley\u2019s Guide for the 890 Jump. The Narrative team also tackled a handful of questions from the forums in a new edition of Loremakers alongside another batch of Galactapedia articles.\n\nOnline Technology\nIn March, the Online Services Team worked toward refactoring the social services backend. This involves porting the services to gRPC as well as making updates for Server Meshing.\n\nThe team are currently working to reduce EAC Anti-Cheat false positives in preparation of enabling sanction enforcement.\n\nLastly, Online Services finished off long-term persistence work for the Character Customizer, enabling players to save their characters between patches.\n\nR&D\nIn March, work continued on the temporal render mode. Tracking movement of objects moving through clouds was improved so that history can be rejected or kept as correctly as possible. A novel method was developed because typical disocclusion algorithms only work for opaque scenes, but the team want objects to fly through transparent clouds, be partially occluded by clouds and fog, etc. The generation and blending of soft depth for clouds and atmosphere was improved. This depth information is crucial to properly handling history rejection when moving through clouds.\n\nThe team also supported the Gen12\/Vulkan endeavor by analyzing the current list of pipeline state objects (PSOs) used to render the game and suggested several ways to reduce it. These suggestions are being worked on by the Render team and will result in a shortened shader pre-cache phase the first time players start the game (precaching is done to avoid shader-activation-related hitches during gameplay).\n\nTech Design\nTech Design supported various areas of development to prepare for Alpha 3.23 and beyond. This included item banks, with the team making a new rundown variant entity, setting up state machines and animations, and iterating on the main screen and player interaction points and flow.\n\nHangars were supported alongside ship flight, including iteration on new AI behaviors to make them more responsive to player actions. Master Modes received polish too.\n\nSupport was given to QA for visual scripting automation, and nodes were added for getting and setting player stats.\n\nFor UI, Tech Design worked on test-level setup and FPS crosshairs and hit markers, updating and polishing animations and fixing bugs. General bugfixing was also done and various tools and workflows received improvements.\n\nUI\nLast month, the Montreal-based UI team worked closely with the Core Gameplay and UI teams on the new cargo gameplay updates. This effort encompasses the development of the new freight elevator kiosk, commodity kiosk, and item bank.\n\nThey also began preparing mandates coming later this year, including the Resource Network and jump points.\n\nThe UK-based team focused on adding the new player-facing UI to the game. The new version of the mobiGlas was made fully functional in time to get player feedback, with visual polish still ongoing.\n\nThe new visor and lens received visual improvement while the last functionality elements were ported over by the Programming team. UI also continued to polish the new shopping UI and Character Customizer ready for release.\n\nVFX\nLast month, the VFX team finished their work on distribution centers and freight elevators. They also completed tasks for several upcoming vehicles.\n\nProgress continued on jump point effects, including concepting based on new gameplay considerations that became apparent during testing.\n\nThe team took another look at water effects to coincide with the Graphics team\u2019s plans to release some of the water improvements that were shown at CitizenCon."},"links_count":0,"comment_count":0,"created_at":"2024-04-10T23:00:00+00:00","created_at_human":"2 years ago"},"meta":{"processed_at":"2026-05-14 11:42:51","valid_relations":["images","links"],"prev_id":19867,"next_id":19871}}