{"data":{"id":20252,"title":"Roadmap Roundup - October 30, 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20252-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20252","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20252","channel":"Spectrum Dispatch","category":"Lore","series":"Roadmap Roundup","images":[],"images_count":2,"translations":{"en_EN":"Roadmap Roundup\n10\/30\/2024 - 8:00 PM\n\nHappy Wednesday, everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nWith that said, let\u2019s go ahead and dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\n\nStar Citizen 1.0\nFollowing the reveal of Star Citizen 1.0 at CitizenCon 2954, we\u2019re excited to introduce a new addition to Release View in the Public Roadmap. This column outlines the high-level objectives for the 1.0 persistent universe, offering a clear vision of where we\u2019re headed. While it\u2019s not a comprehensive list of every feature, it highlights the core goals that will shape the 1.0 experience.\n\nThis new column represents our development journey toward 1.0, allowing us to continuously release features and content ahead of, and leading into, the official 1.0 launch. As features\/content are completed and ready for the next Live patch, they\u2019ll migrate from the Star Citizen 1.0 column into a dedicated patch-specific column. This approach lets us deliver regular updates to Live servers while giving you a clearer picture of what to expect from the 1.0 experience overall.\n\nHead over to Release View to see the full overview, and don\u2019t miss the final panel of CitizenCon for an in-depth look at the path to Star Citizen 1.0.\n\n\n\nNotable Changes for October 30, 2024\nRelease View\nThe following cards have been added to the Alpha 3.24 column on Release View:\n\nMISC Starlancer MAX\nBuilding, balancing, and implementing MISC's large multi-crew cargo ship, the MISC Starlancer MAX, into the game.\n\nArgo CSV-SM\nBuilding, balancing, and implementing Argo's flatbed hauling ground vehicle, the Argo CSV-SM, into the game.\n\nRSI Polaris\nBuilding, balancing, and implementing RSI's corvette, the Polaris, into the game.\n\nAnvil Hornet F7C-R Tracker MkII\nBuilding, balancing, and implementing Anvil's pathfinding fighter, the Hornet F7C-R Tracker MkII, into the game.\n\nAnvil Hornet F7C-S Ghost MkII\nBuilding, balancing, and implementing Anvil's stealth fighter, the Hornet F7C-S Ghost MkII, into the game.\n\nAcidic Caves\nImplementing the acidic cave archetype, coming to both the Pyro and Stanton systems. Adorned with luminous pools of water and dramatic stalactites and stalagmites, these caves provide a captivating setting for exploration, FPS missions, missing person missions, and more.\n\nRock Caves\nImplementing the rock cave archetype, coming to both the Pyro and Stanton systems. Illuminated by bioluminescent mushrooms, these caves provide a unique atmosphere for exploration, FPS missions, missing person missions, and more.\n\nAdditional Player Customization\nFollowing the release of the new character customizer in Alpha 3.23, this update adds additional hair and facial hair options, as well as face piercings.\n\nMulti-Tool Updates\nBringing the multi-tool in line with Squadron 42, including adding additional functionality like cutting (for specific scenarios), repair, and updates like improved handling, integrated UI, and the use of batteries to operate it.\n\n________________\n\nUpon review of the support required for Server Meshing, Pyro and general stability of 4.0, we made the choice to temporarily remove several deliverables from the 4.0 release to free up necessary Engineering bandwidth to prepare for launch. This list includes Engineering Gameplay, Life Support, Fire Hazards & Fire Extinguishers, Charge and Drain and Transit Refactor. We're aware that many of you are looking forward to these features, especially Engineering Gameplay, but rest assured that we're committed to pulling these back in as soon as possible.\n\nMeanwhile, several features that were planned for Alpha 4.0 have been pulled forward into Alpha 3.24.2, such as the new Vehicle HUDs and MFDs, Network, Additional Player Customization and the Multi-Tool updates, as those were far along enough for us to bring them to you all sooner, rather than later. Additionally, the addition of Resource Network allowed us to partially deliver on some of the core Engineering Gameplay functionality in the form of the updated Power Management MFDs, with more to come.\n\nTherefore, the following cards have been removed from the Alpha 4.0 columns and will reappear in an incremental patch once we have more details on their timing.\n\nLife Support\nImplementing the first iteration of onboard life support systems in ships, which entails a ship component that generates breathable gas when turned on, and management of said life support component within the vehicle loadout manager.\n\nEngineering\nAllows players to manage, maintain and repair various ship systems. Players can assume different roles that each provide a unique gameplay loop. With Engineering Gameplay, players have to contend with item degradation, malfunctions, and power management.\n\nFire Hazard\nImplementing the Fire Hazard system, which tracks fire & temperature on static and dynamic objects. For the initial release, fire will be set up on a select few vehicles.\n\nFire Extinguisher\nAll tasks required to implement functioning fire extinguishers in-game. This feature will work alongside the fire hazard system.\n\nSolar Burst\nSolar Bursts are dangerous natural disasters that happen regularly around older stars like Pyro. In these instances, the sun erupts with an high energy particle wave, generated from its surface, traveling at 15% the speed of light through the entire star-system. This dangerous high energy particle wave can be avoided by hiding behind other objects that are big enough.\n\nCharge\/Drain\nAdding the ability for players to drain, store, and charge objects with power using the multi-tool. Includes the ability to overcharge objects and also remove distortion damage.\n\nTransit System Refactor\nReworking the Transit System used for trams and elevators.\n\n\n\n\nThat's all for this week! Join the discussion on Spectrum.","de_DE":"Roadmap-Roundup\n10\/30\/2024 - 8:00 UHR\n\nEinen sch\u00f6nen Mittwoch w\u00fcnsche ich Ihnen!\n\nAlle zwei Wochen begleiten wir das Roadmap-Update mit einer kurzen Erl\u00e4uterung, um Ihnen einen Einblick in die Entscheidungsfindung zu geben, die zu den \u00c4nderungen gef\u00fchrt hat. Dies ist Teil unserer Bem\u00fchungen, unsere Kommunikation transparenter, spezifischer und aufschlussreicher f\u00fcr Sie alle zu gestalten, die Sie dabei helfen, Star Citizen und Squadron 42 m\u00f6glich zu machen.\n\nIn diesem Sinne, lassen Sie uns mit dem Roadmap Roundup von dieser Woche beginnen!\n\n-CIG Community Team\n\n\n\n\nStar Citizen 1.0\nNach der Enth\u00fcllung von Star Citizen 1.0 auf der CitizenCon 2954 freuen wir uns, eine neue Erg\u00e4nzung zur Release-Ansicht in der Public Roadmap vorzustellen. Diese Kolumne umrei\u00dft die \u00fcbergeordneten Ziele f\u00fcr das persistente Universum 1.0 und bietet eine klare Vorstellung davon, wohin wir uns bewegen. Es handelt sich zwar nicht um eine umfassende Liste aller Funktionen, aber sie hebt die Kernziele hervor, die das 1.0-Erlebnis pr\u00e4gen werden.\n\nDiese neue Rubrik stellt unsere Entwicklungsreise in Richtung 1.0 dar und erm\u00f6glicht es uns, kontinuierlich Funktionen und Inhalte vor dem offiziellen 1.0-Launch zu ver\u00f6ffentlichen und diesen vorzubereiten. Sobald die Funktionen und Inhalte fertiggestellt sind und f\u00fcr den n\u00e4chsten Live-Patch zur Verf\u00fcgung stehen, werden sie aus der Star Citizen 1.0 Kolumne in eine eigene Patch-spezifische Kolumne verschoben. Auf diese Weise k\u00f6nnen wir die Live-Server regelm\u00e4\u00dfig mit Updates versorgen und Ihnen gleichzeitig einen besseren \u00dcberblick dar\u00fcber verschaffen, was Sie von der 1.0-Erfahrung insgesamt erwarten k\u00f6nnen.\n\nSchauen Sie auf Release View vorbei, um die vollst\u00e4ndige \u00dcbersicht zu sehen, und verpassen Sie nicht das letzte Panel der CitizenCon, um einen detaillierten Einblick in den Weg zu Star Citizen 1.0 zu erhalten.\n\n\n\nBemerkenswerte \u00c4nderungen f\u00fcr den 30. Oktober 2024\nAnsicht der Ver\u00f6ffentlichung\nDie folgenden Karten wurden in der Spalte Alpha 3.24 in der Release-Ansicht hinzugef\u00fcgt:\n\nMISC Starlancer MAX\nBau, Balancierung und Implementierung des gro\u00dfen Multi-Crew-Frachtschiffs der MISC, der MISC Starlancer MAX, in das Spiel.\n\nArgo CSV-SM\nBau, Balancierung und Implementierung des Argo CSV-SM, des Tieflader-Transportfahrzeugs von Argo, in das Spiel.\n\nRSI Polaris\nBau, Balancing und Implementierung von RSIs Korvette, der Polaris, in das Spiel.\n\nAnvil Hornet F7C-R Ghost MkII\nBau, Balancierung und Implementierung des Tarnkappenj\u00e4gers Hornet F7C-R Ghost MkII von Anvil in das Spiel.\n\nAnvil Hornet F7C-S Tracker MkII\nBau, Balancing und Implementierung von Anvils Pfadfinder-J\u00e4ger, der Hornet F7C-S Tracker MkII, in das Spiel.\n\nSaure H\u00f6hlen\nImplementierung des Archetyps der sauren H\u00f6hle, die sowohl in das Pyro- als auch in das Stanton-System kommt. Diese mit leuchtenden Wasserbecken und dramatischen Stalaktiten und Stalagmiten geschm\u00fcckten H\u00f6hlen bieten eine fesselnde Kulisse f\u00fcr Erkundungen, FPS-Missionen, Vermisstenmissionen und mehr.\n\nFelsenh\u00f6hlen\nDie Umsetzung des Archetyps der Felsenh\u00f6hle, die sowohl im Pyro- als auch im Stanton-System zu finden ist. Diese von biolumineszierenden Pilzen beleuchteten H\u00f6hlen bieten eine einzigartige Atmosph\u00e4re f\u00fcr Erkundungen, FPS-Missionen, Vermisstenmissionen und mehr.\n\nZus\u00e4tzliche Spieleranpassung\nNach der Ver\u00f6ffentlichung des neuen Charakteranpassungsprogramms in Alpha 3.23 f\u00fcgt dieses Update zus\u00e4tzliche Haar- und Gesichtsbehaarungsoptionen sowie Gesichtspiercings hinzu.\n\nMulti-Tool Aktualisierungen\nAnpassung des Multi-Tools an Squadron 42, einschlie\u00dflich der Hinzuf\u00fcgung zus\u00e4tzlicher Funktionen wie Schneiden (f\u00fcr bestimmte Szenarien), Reparieren und Aktualisierungen wie verbesserte Handhabung, integrierte Benutzeroberfl\u00e4che und die Verwendung von Batterien zum Betrieb des Tools.\n\n________________\n\nNach einer \u00dcberpr\u00fcfung der erforderlichen Unterst\u00fctzung f\u00fcr Server Meshing, Pyro und die allgemeine Stabilit\u00e4t von 4.0 haben wir uns entschlossen, mehrere Produkte vor\u00fcbergehend aus der Version 4.0 zu entfernen, um die n\u00f6tige technische Bandbreite f\u00fcr die Vorbereitung der Markteinf\u00fchrung freizugeben. Diese Liste umfasst Engineering Gameplay, Life Support, Fire Hazards & Fire Extinguishers, Charge and Drain und Transit Refactor. Wir sind uns bewusst, dass viele von Ihnen sich auf diese Funktionen freuen, insbesondere auf das Engineering Gameplay, aber seien Sie versichert, dass wir uns bem\u00fchen, diese so bald wie m\u00f6glich wieder einzubauen.\n\nIn der Zwischenzeit wurden mehrere Features, die f\u00fcr Alpha 4.0 geplant waren, in Alpha 3.24.2 vorgezogen, wie z.B. die neuen Fahrzeug-HUDs und MFDs, das Netzwerk, die zus\u00e4tzliche Spieleranpassung und die Multi-Tool-Updates, da diese so weit fortgeschritten waren, dass wir sie Ihnen eher fr\u00fcher als sp\u00e4ter zur Verf\u00fcgung stellen konnten. Dar\u00fcber hinaus konnten wir durch die Hinzuf\u00fcgung des Ressourcennetzwerks einen Teil der Kernfunktionalit\u00e4t des technischen Gameplays in Form der aktualisierten Energiemanagement-MFDs bereitstellen, und es wird noch mehr kommen.\n\nDaher wurden die folgenden Karten aus den Alpha 4.0 Spalten entfernt und werden in einem inkrementellen Patch wieder auftauchen, sobald wir mehr Details \u00fcber ihr Timing haben.\n\nLebenshilfe\nImplementierung der ersten Iteration von Lebenserhaltungssystemen an Bord von Schiffen. Dazu geh\u00f6rt eine Schiffskomponente, die Atemgas erzeugt, wenn sie eingeschaltet wird, und die Verwaltung dieser Lebenserhaltungskomponente innerhalb des Fahrzeug-Lademanagers.\n\nTechnik\nErm\u00f6glicht es den Spielern, verschiedene Schiffssysteme zu verwalten, zu warten und zu reparieren. Die Spieler k\u00f6nnen verschiedene Rollen einnehmen, die jeweils einen einzigartigen Spielablauf bieten. Beim Engineering Gameplay m\u00fcssen sich die Spieler mit dem Abbau von Gegenst\u00e4nden, Fehlfunktionen und dem Energiemanagement auseinandersetzen.\n\nFeuergefahr\nWir implementieren das Fire Hazard System, das Feuer und Temperatur an statischen und dynamischen Objekten verfolgt. In der ersten Version wird das Feuer auf einige wenige Fahrzeuge beschr\u00e4nkt sein.\n\nFeuerl\u00f6scher\nAlle Aufgaben, die erforderlich sind, um funktionierende Feuerl\u00f6scher im Spiel zu implementieren. Diese Funktion wird mit dem Feuergefahrensystem zusammenarbeiten.\n\nSonnensturm\nSonnenausbr\u00fcche sind gef\u00e4hrliche Naturkatastrophen, die regelm\u00e4\u00dfig um \u00e4ltere Sterne wie Pyro auftreten. In diesen F\u00e4llen bricht die Sonne mit einer hochenergetischen Teilchenwelle aus, die von ihrer Oberfl\u00e4che ausgeht und sich mit 15% der Lichtgeschwindigkeit durch das gesamte Sternensystem bewegt. Diese gef\u00e4hrliche hochenergetische Teilchenwelle kann vermieden werden, indem Sie sich hinter anderen Objekten verstecken, die gro\u00df genug sind.\n\nAufladen\/Entleeren\nHinzuf\u00fcgen der M\u00f6glichkeit f\u00fcr Spieler, Objekte mit Hilfe des Multi-Tools mit Energie zu entladen, zu speichern und aufzuladen. Au\u00dferdem k\u00f6nnen Sie Objekte \u00fcberladen und Verzerrungssch\u00e4den entfernen.\n\n\u00dcberarbeitung des Transit-Systems\n\u00dcberarbeitung des Transit-Systems, das f\u00fcr Stra\u00dfenbahnen und Aufz\u00fcge verwendet wird.\n\n\n\n\nDas war's f\u00fcr diese Woche! Beteiligen Sie sich an der Diskussion auf Spectrum.","zh_CN":"Roadmap Roundup\n10\/30\/2024 - 8:00 PM\n\nHappy Wednesday, everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nWith that said, let\u2019s go ahead and dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\n\n\n\nStar Citizen 1.0\nFollowing the reveal of Star Citizen 1.0 at CitizenCon 2954, we\u2019re excited to introduce a new addition to Release View in the Public Roadmap. This column outlines the high-level objectives for the 1.0 persistent universe, offering a clear vision of where we\u2019re headed. While it\u2019s not a comprehensive list of every feature, it highlights the core goals that will shape the 1.0 experience.\n\nThis new column represents our development journey toward 1.0, allowing us to continuously release features and content ahead of, and leading into, the official 1.0 launch. As features\/content are completed and ready for the next Live patch, they\u2019ll migrate from the Star Citizen 1.0 column into a dedicated patch-specific column. This approach lets us deliver regular updates to Live servers while giving you a clearer picture of what to expect from the 1.0 experience overall.\n\nHead over to Release View to see the full overview, and don\u2019t miss the final panel of CitizenCon for an in-depth look at the path to Star Citizen 1.0.\n\n\n\nNotable Changes for October 30, 2024\nRelease View\nThe following cards have been added to the Alpha 3.24 column on Release View:\n\nMISC Starlancer MAX\nBuilding, balancing, and implementing MISC's large multi-crew cargo ship, the MISC Starlancer MAX, into the game.\n\nArgo CSV-SM\nBuilding, balancing, and implementing Argo's flatbed hauling ground vehicle, the Argo CSV-SM, into the game.\n\nRSI Polaris\nBuilding, balancing, and implementing RSI's corvette, the Polaris, into the game.\n\nAnvil Hornet F7C-R Tracker MkII\nBuilding, balancing, and implementing Anvil's pathfinding fighter, the Hornet F7C-R Tracker MkII, into the game.\n\nAnvil Hornet F7C-S Ghost MkII\nBuilding, balancing, and implementing Anvil's stealth fighter, the Hornet F7C-S Ghost MkII, into the game.\n\nAcidic Caves\nImplementing the acidic cave archetype, coming to both the Pyro and Stanton systems. Adorned with luminous pools of water and dramatic stalactites and stalagmites, these caves provide a captivating setting for exploration, FPS missions, missing person missions, and more.\n\nRock Caves\nImplementing the rock cave archetype, coming to both the Pyro and Stanton systems. Illuminated by bioluminescent mushrooms, these caves provide a unique atmosphere for exploration, FPS missions, missing person missions, and more.\n\nAdditional Player Customization\nFollowing the release of the new character customizer in Alpha 3.23, this update adds additional hair and facial hair options, as well as face piercings.\n\nMulti-Tool Updates\nBringing the multi-tool in line with Squadron 42, including adding additional functionality like cutting (for specific scenarios), repair, and updates like improved handling, integrated UI, and the use of batteries to operate it.\n\n________________\n\nUpon review of the support required for Server Meshing, Pyro and general stability of 4.0, we made the choice to temporarily remove several deliverables from the 4.0 release to free up necessary Engineering bandwidth to prepare for launch. This list includes Engineering Gameplay, Life Support, Fire Hazards & Fire Extinguishers, Charge and Drain and Transit Refactor. We're aware that many of you are looking forward to these features, especially Engineering Gameplay, but rest assured that we're committed to pulling these back in as soon as possible.\n\nMeanwhile, several features that were planned for Alpha 4.0 have been pulled forward into Alpha 3.24.2, such as the new Vehicle HUDs and MFDs, Network, Additional Player Customization and the Multi-Tool updates, as those were far along enough for us to bring them to you all sooner, rather than later. Additionally, the addition of Resource Network allowed us to partially deliver on some of the core Engineering Gameplay functionality in the form of the updated Power Management MFDs, with more to come.\n\nTherefore, the following cards have been removed from the Alpha 4.0 columns and will reappear in an incremental patch once we have more details on their timing.\n\nLife Support\nImplementing the first iteration of onboard life support systems in ships, which entails a ship component that generates breathable gas when turned on, and management of said life support component within the vehicle loadout manager.\n\nEngineering\nAllows players to manage, maintain and repair various ship systems. Players can assume different roles that each provide a unique gameplay loop. With Engineering Gameplay, players have to contend with item degradation, malfunctions, and power management.\n\nFire Hazard\nImplementing the Fire Hazard system, which tracks fire & temperature on static and dynamic objects. For the initial release, fire will be set up on a select few vehicles.\n\nFire Extinguisher\nAll tasks required to implement functioning fire extinguishers in-game. This feature will work alongside the fire hazard system.\n\nSolar Burst\nSolar Bursts are dangerous natural disasters that happen regularly around older stars like Pyro. In these instances, the sun erupts with an high energy particle wave, generated from its surface, traveling at 15% the speed of light through the entire star-system. This dangerous high energy particle wave can be avoided by hiding behind other objects that are big enough.\n\nCharge\/Drain\nAdding the ability for players to drain, store, and charge objects with power using the multi-tool. Includes the ability to overcharge objects and also remove distortion damage.\n\nTransit System Refactor\nReworking the Transit System used for trams and elevators.\n\n\n\n\nThat's all for this week! Join the discussion on Spectrum."},"links_count":0,"comment_count":0,"created_at":"2024-10-30T23:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-10 00:37:27","valid_relations":["images","links"],"prev_id":20248,"next_id":20254}}