{"data":{"id":20424,"title":"Star Citizen Monthly Report: January 2025","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20424-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20424","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20424","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":38154,"name":"star-citizen-mastergraph-2025-4k-logo.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/e6ea658c8e9b0f65c9e19596fe3af29832780253\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjNwKLBqNP2S1L3CsgsSeaXJCDqJpTfXcJ\/star-citizen-mastergraph-2025-4k-logo.jpg","alt":"g-illustration","size":405182,"mime_type":"image\/jpeg","last_modified":"2025-02-04T16:43:55+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38154","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38154\/similar"},{"id":38156,"name":"star-citizen-lunanewyear-2025-4k-logo.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/cb5a5cb47ae1d60f3c6f244f0d4a0f1be1de587f\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjvbpkcfJsUK8mxUKeiHgSwMqSABzuMgXY\/star-citizen-lunanewyear-2025-4k-logo.jpg","alt":"g-illustration","size":1522121,"mime_type":"image\/jpeg","last_modified":"2025-02-04T16:44:03+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38156","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38156\/similar"},{"id":38159,"name":"community-1.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/d5734c8038d86a05883ffdc6e7e57362f4dce6b0\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjZuQDRzp1BWUGUdPSR1NMNHsKLPfypETQ\/community-1.webp","alt":"g-illustration","size":777450,"mime_type":"image\/webp","last_modified":"2025-04-17T15:26:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38159","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38159\/similar"},{"id":38160,"name":"star-citizen-fightforpyro-2025-4k-logo.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/36912182b530a43b6d93816e785edf73254560cf\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjqUghjvUeJT5zfe4bcmmkx3Mh1MKq94Bx\/star-citizen-fightforpyro-2025-4k-logo.jpg","alt":"g-illustration","size":964110,"mime_type":"image\/jpeg","last_modified":"2025-02-04T16:44:12+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38160","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38160\/similar"}],"images_count":12,"translations":{"en_EN":"PU Monthly Report\nJanuary 2025\nWelcome to January\u2019s PU Monthly Report! Hot on the heels of the recent November\/December report, we\u2019re back detailing everything done for the Persistent Universe at the beginning of 2025. Read on for all the latest updates on AI, core gameplay, missions, narrative, and much more.\n\nAI (Content)\nThe AI Content team began the year prototyping an upcoming NPC that will utilize an amalgamation of several behavior types. Work was done on a proprietary tool that will allow the designers to generate a script of the in-engine dialogue flow to ensure the lines work as intended. This will allow for much more efficiency in the writing and capturing of future characters.\n\nThe team then began updating Stanton\u2019s landing zones with bespoke air traffic controllers that better represent the city. While there is still some required technical validation, these characters will start appearing soon.\n\nFinally, the designers continued their ongoing review of Stanton, this time focusing on Grim HEX to refactor the population to ensure it\u2019s using the correct behaviors and acting appropriately.\n\nAI (Features)\nIn January, AI Feature\u2019s primary focus was split between bug fixes and creature-behavior improvements.\n\nFor example, the code for throwing grenades was updated to unify some of the code paths. This gives more consistent functionality between cover and open-space launches.\n\nFor Human combat behavior, friendly-fire checks were updated to not consider the large bounding boxes of vehicles as 'friendly,' which could block firing.\n\nFor creatures, the team focused on improving the valakkar\u2019s behavior.\n\n\u201cWe are working hard to make sure this creature arrives in your hands in the best possible way!\u201d AI Features Team\n\nThe devs are currently expanding the \u2018group\u2019 system to be more dynamic and better support dynamically spawned entities. The first use case is the Quasi grazer, as having a better understanding of the group they belong to will improve the look and behavior of the herd.\n\nAI Features also continued to sync their work between projects to ensure that the improvements made for Squadron 42 are available for use in the Persistent Universe as quickly as possible.\n\nAI (Game Intelligence Development Team)\nThe Game Intelligence Development (GID) team continued their work on StarScript, with January\u2019s goal being the implementation of the \u2018views\u2019 feature. This was requested by the designers, who consider it a significant feature of the tool.\n\nWork involved creating the \u2018views object\u2019 and \u2018views folder\u2019 in the Smart Outline, managing views functionalities, ordering and deleting views, and grouping graphs. It also involved presenting views and its header in the script graph and implementing back and forward functionality.\n\nOnce complete, GID began implementing StarScript's new MasterGraph design, which will be presented in a sectioned format rather than a global display as in Apollo. This means it will be viewed from the perception of a selected state (this visual design will be created for each hierarchical state).\n\nA visual improvement was also made to the automatic parenting groups for parallel and selector nodes, making the graph appear less crowded.\n\nQA are currently testing the tool to identify any issues following procedures.\n\nAI (Tech)\nAI Tech began the year fixing bugs, improving features, and kicking off new tech.\n\nFor the latter, work began on a new 3D-pathfinding implementation that will give better results in tight spaces or areas with concave shapes. This will also be utilized by ship AI when traversing complex asteroids or space stations and can also be used by NPCs when EVAing inside ships.\n\nThe internal StartScript tool received multiple usability improvements for creating new behaviors and missions.\n\nAI Tech also finalized December\u2019s work on the \u2018chase\u2019 and \u2018melee attack\u2019 movement requests, which delivers a boost in both performance and visual fidelity compared to the previous implementation.\n\nThe \u2018conversation\u2019 system also received updates to how avoidance bubbles are computed so that NPCs don\u2019t disturb an ongoing conversation.\n\nFor Alpha 4.0.1, fixes were made to the navigation and boids systems.\n\nAlongside this, planning was done for the work still required to fully synchronize AI components with the Server Meshing authority transition and other features and systems planned for development this year.\n\nAnimation\nThe Gameplay Animation team began the year working on the kopion hound and various sizes of the valakkar.\n\nThey also created facial animations for various PU characters and events and worked alongside the AI designers on more robust social-AI behaviors.\n\nAI for the \u2018spec ops\u2019 set, alongside two others, is currently underway to add more challenge to combat.\n\nArt (Characters)\nIn January, the Character team continued working on StarWear art debt. They also modified the Duster armor, progressed with a stealth armor, designed a new backpack, and developed additional creature variants for future patch releases.\n\nThe Concept art team explored ideas for various new items and are currently looking into paint schemes for existing armors.\n\nCommunity\nThe Community team kicked off the year by announcing the winners of the Gift that Keeps on Giving video contest. To showcase what was coming up, they released An Epic Month Ahead Comm-link, which previewed the events and activities planned for the rest of January and into February.\n\nThe team also managed the first revamped Squadron 42 Newsletter, alongside launching a contest that offered the chance to win a page of sheet music from the Squadron 42 score. They also supported the Fight for Pyro Global Event with miscellaneous publishing tasks and a comprehensive information post.\n\nLastly, but most importantly, the team carried on with evergreen tasks related to gathering\/distributing feedback directly to development, and is already deep in discussion on how they can shed more light on the details of any ongoing issues the community may be encountering.\n\nThe team continued to support Red Festival 2955, including a catch-all post, the Envelop the 'Verse in Kindness screenshot contest, a referral bonus, and an updated Arena Commander Schedule.\n\nAdditionally, they supported ATMO Esports\u2019 Daymar Rally 2955 and began finalizing plans for this year\u2019s Bar Citizen World Tour, alongside a variety of other event-related initiatives.\n\n\"We\u2019re eagerly looking forward to meeting you all across the globe as we continue the Bar Citizen World Tour in 2025. We welcome your input on future locations, whether you're interested in a large gathering or a smaller meetup, we want to hear your suggestions. Check out full details here.\" Community Team\n\nCore Gameplay\nThroughout January, the Core Gameplay teams investigated and improved many issues found during Alpha 4.0 Live Preview. Some of these proved difficult to reproduce and resolve, leading to a few false positive fixes. The teams are currently expanding their debugging tools and logging to better understand future problems and ensure the correct solutions are applied.\n\nCore Gameplay also began planning for the rest of the year, laying the groundwork for upcoming patches and planned features and content.\n\nAlongside this, technical documentation was created for fundamental improvements or rewrites to some of the core systems, including the transit and hangar flows. This involved cross-team collaboration to ensure that improvements are not solely on the game side but also support content setup and the latest engine features.\n\nEconomy\nThe Economy team kicked off the year gathering feedback and data regarding the changes they implemented in Alpha 4.0. They then tweaked commodity prices and fixed several issues identified in Pyro.\n\nMission Design\nMission Design spent time fixing bugs for Fight For Pyro, ensuring it was ready for release. Following this, they continued the ongoing mission refactor and shared an update on the status of some old missions on Spectrum.\n\nThey also continued to create new, unannounced content that will improve the quality of all missions, including retroactively improving all existing missions.\n\nNarrative\nThe Narrative team began 2025 meeting with multiple disciplines to solidify new ways of delivering in-game narrative content. They also focused on increasing the number of characters that players will meet in the \u2019verse. Through these efforts, their hope is that they will expand on the storytelling opportunities that players will be able to experience and discover in upcoming patches.\n\nIn addition, the team fixed any remaining issues for the Alpha 4.0.1 patch and generated mission text, location strings, and item records for the new content coming in upcoming releases.\n\nOnline Technology\nIn January, the Live Tools team released a new major feature to manage access and permissions in a more granular and versatile way. They\u2019re currently gathering feedback from the different users to discuss future improvements.\n\nFollowing the holiday break, the Online Services team continued to add various improvements to the ongoing mission-system refactor, including Global Events and new features. Furthermore, the social and entity-subscription services also received various improvements.\n\nIn the last week of January, both teams met in the Montreal office to establish and plan their 2025\/2026 roadmaps.\n\n\u201cThis planning session resulted in more surprises we will share with you in the coming months!\u201d Online Technology Team\n\nR&D\nThe R&D team began January investigating rare PU crashes inside the planet-spawning code. A bug was found inside the serialization framework causing a concurrency issue with on-demand type ID generation. A fix was made that is now live in the PU.\n\nMoreover, work started on prototyping a new method for large-scale soft-terrain shadow generation. This will improve quality while reducing the fairly high cost of generating the needed shadow maps.\n\nAs mentioned in October\u2019s report, work on rain volumes inspired a prototype for improved ground-fog rendering. This will be cheaper to evaluate and render and improve the modeling aspect of ground fog and its lighting by self-shadowing and casting shadows (like rain volumes and clouds). Work began on transforming the prototype into production code.\n\nVFX\nFor Alpha 4.0.1, the VFX team worked on the MISC Fortune and elements of another vehicle, which will be shared soon.\n\nA big push was also made on previous location work that hadn\u2019t been ready for polish at the time of Alpha 4.0\u2019s release.","de_DE":"PU-Monatsbericht\nJanuar 2025\nWillkommen zum PU-Monatsbericht f\u00fcr den Januar! Im Anschluss an den November\/Dezember-Bericht berichten wir wieder \u00fcber alles, was Anfang 2025 im Persistent Universe passiert ist. Lies weiter und erfahre alles \u00fcber die neuesten Updates zu KI, Gameplay, Missionen, Erz\u00e4hlung und vielem mehr.\n\nKI (Inhalt)\nDas KI-Inhaltsteam begann das Jahr mit der Entwicklung eines Prototyps f\u00fcr einen neuen NSC, der eine Mischung aus verschiedenen Verhaltensweisen nutzen wird. Es wurde an einem propriet\u00e4ren Tool gearbeitet, mit dem die Designer\/innen ein Skript des Dialogflusses in der Engine erstellen k\u00f6nnen, um sicherzustellen, dass die Zeilen wie vorgesehen funktionieren. Dies wird das Schreiben und Erfassen zuk\u00fcnftiger Charaktere wesentlich effizienter machen.\n\nDann begann das Team damit, die Landezonen von Stanton mit ma\u00dfgeschneiderten Fluglotsen zu aktualisieren, die die Stadt besser repr\u00e4sentieren. Diese Charaktere m\u00fcssen zwar noch technisch validiert werden, werden aber schon bald zu sehen sein.\n\nSchlie\u00dflich setzten die Designer ihre laufende \u00dcberpr\u00fcfung von Stanton fort, wobei sie sich dieses Mal auf Grim HEX konzentrierten, um die Bev\u00f6lkerung zu \u00fcberarbeiten und sicherzustellen, dass sie das richtige Verhalten an den Tag legt und sich angemessen verh\u00e4lt.\n\nKI (Features)\nIm Januar lag der Schwerpunkt bei den KI-Features auf der Behebung von Fehlern und der Verbesserung des Verhaltens der Kreaturen.\n\nSo wurde zum Beispiel der Code f\u00fcr das Werfen von Granaten aktualisiert, um einige der Codepfade zu vereinheitlichen. Das sorgt f\u00fcr eine einheitlichere Funktionalit\u00e4t beim Werfen aus der Deckung und im offenen Raum.\n\nF\u00fcr das Kampfverhalten der Menschen wurden die Checks f\u00fcr den Beschuss durch eigene Truppen aktualisiert, damit die gro\u00dfen Begrenzungsk\u00e4sten von Fahrzeugen nicht mehr als \"eigene Truppen\" betrachtet werden, die den Beschuss blockieren k\u00f6nnen.\n\nBei den Kreaturen konzentrierte sich das Team auf die Verbesserung des Verhaltens der Valakkar.\n\n\"Wir arbeiten hart daran, dass diese Kreatur auf die bestm\u00f6gliche Art und Weise in deinen H\u00e4nden ankommt! KI-Funktionen-Team\n\nDie Entwickler bauen derzeit das Gruppensystem aus, damit es dynamischer wird und dynamisch gespawnte Wesen besser unterst\u00fctzt. Der erste Anwendungsfall ist der Quasi-Weider, da ein besseres Verst\u00e4ndnis der Gruppe, zu der er geh\u00f6rt, das Aussehen und Verhalten der Herde verbessern wird.\n\nDie KI-Features haben ihre Arbeit zwischen den Projekten weiter synchronisiert, um sicherzustellen, dass die Verbesserungen f\u00fcr Squadron 42 so schnell wie m\u00f6glich f\u00fcr das Persistent Universe zur Verf\u00fcgung stehen.\n\nAI (Game Intelligence Development Team)\nDas Team f\u00fcr die Entwicklung der Spielintelligenz (Game Intelligence Development, GID) setzte seine Arbeit an StarScript fort und implementierte im Januar die Funktion \"Ansichten\". Diese wurde von den Designern gew\u00fcnscht, die sie als wichtige Funktion des Tools ansehen.\n\nDie Arbeit umfasste die Erstellung des \"Ansichten-Objekts\" und des \"Ansichten-Ordners\" in der Smart Outline, die Verwaltung der Ansichten-Funktionen, das Ordnen und L\u00f6schen von Ansichten und das Gruppieren von Diagrammen. Au\u00dferdem ging es darum, die Ansichten und ihre \u00dcberschrift im Skriptdiagramm darzustellen und eine Vor- und Zur\u00fcck-Funktion zu implementieren.\n\nNach der Fertigstellung begann GID mit der Implementierung von StarScripts neuem MasterGraph-Design, das in einem abgetrennten Format und nicht wie in Apollo in einer globalen Anzeige dargestellt wird. Das bedeutet, dass es aus der Sicht eines ausgew\u00e4hlten Zustands betrachtet wird (dieses visuelle Design wird f\u00fcr jeden hierarchischen Zustand erstellt).\n\nAuch die automatischen Elterngruppen f\u00fcr Parallel- und Selektorknoten wurden optisch verbessert, so dass der Graph weniger \u00fcberladen wirkt.\n\nDie Qualit\u00e4tssicherung testet das Tool derzeit, um eventuelle Probleme mit den Verfahren zu identifizieren.\n\nKI (Technik)\nDie KI-Abteilung hat das Jahr damit begonnen, Fehler zu beheben, Funktionen zu verbessern und neue Technologien einzuf\u00fchren.\n\nIm letzteren Fall wurde mit der Arbeit an einer neuen 3D-Wegfindung begonnen, die in engen R\u00e4umen oder Gebieten mit konkaven Formen bessere Ergebnisse liefern wird. Diese Funktion wird auch von der SchiffskI genutzt, wenn sie komplexe Asteroiden oder Raumstationen durchquert, und kann auch von NSCs genutzt werden, wenn sie sich in Schiffen fortbewegen.\n\nDas interne StartScript-Tool wurde mehrfach verbessert, um neue Verhaltensweisen und Missionen zu erstellen.\n\nAu\u00dferdem hat die KI-Abteilung im Dezember die Arbeit an den Bewegungsanforderungen \"Verfolgung\" und \"Nahkampfangriff\" abgeschlossen, die sowohl die Leistung als auch die visuelle Darstellung im Vergleich zur vorherigen Implementierung verbessert haben.\n\nDas \"Gespr\u00e4chssystem\" wurde ebenfalls \u00fcberarbeitet, damit NSCs eine laufende Unterhaltung nicht st\u00f6ren.\n\nF\u00fcr die Alpha 4.0.1 wurden Korrekturen an den Navigations- und Boids-Systemen vorgenommen.\n\nAu\u00dferdem wurden die Arbeiten geplant, die noch erforderlich sind, um die KI-Komponenten vollst\u00e4ndig mit der Umstellung auf die Server-Meshing-Beh\u00f6rde und anderen f\u00fcr dieses Jahr geplanten Funktionen und Systemen zu synchronisieren.\n\nAnimation\nDas Gameplay-Animationsteam begann das Jahr mit der Arbeit am Kopion-Hund und verschiedenen Gr\u00f6\u00dfen des Valakkar.\n\nAu\u00dferdem erstellten sie Gesichtsanimationen f\u00fcr verschiedene PU-Charaktere und Ereignisse und arbeiteten zusammen mit den KI-Designern an robusteren sozialen KI-Verhaltensweisen.\n\nDie KI f\u00fcr das \"Spec Ops\"-Set ist zusammen mit zwei anderen in Arbeit, um den Kampf noch herausfordernder zu gestalten.\n\nKunst (Charaktere)\nIm Januar hat das Charakterteam die Arbeit an der StarWear-Kunstschuld fortgesetzt. Au\u00dferdem haben sie die Duster-R\u00fcstung \u00fcberarbeitet, eine Stealth-R\u00fcstung entwickelt, einen neuen Rucksack entworfen und zus\u00e4tzliche Kreaturenvarianten f\u00fcr zuk\u00fcnftige Patches entwickelt.\n\nDas Konzeptkunst-Team erforschte Ideen f\u00fcr verschiedene neue Gegenst\u00e4nde und pr\u00fcft derzeit die Farbgebung f\u00fcr bestehende R\u00fcstungen.\n\nCommunity\nDas Community-Team hat das Jahr mit der Bekanntgabe der Gewinner des Videowettbewerbs \"Gift that Keeps on Giving\" begonnen. Um zu zeigen, was alles auf uns zukommt, ver\u00f6ffentlichten sie den Comm-Link An Epic Month Ahead, der eine Vorschau auf die f\u00fcr den Rest des Januars und den Februar geplanten Events und Aktivit\u00e4ten enth\u00e4lt.\n\nDas Team k\u00fcmmerte sich auch um den ersten \u00fcberarbeiteten Squadron 42 Newsletter und startete ein Gewinnspiel, bei dem man eine Seite mit Noten aus der Squadron 42 Partitur gewinnen konnte. Au\u00dferdem unterst\u00fctzten sie das Fight for Pyro Global Event mit verschiedenen Ver\u00f6ffentlichungsaufgaben und einem umfassenden Informationsbeitrag.\n\nZu guter Letzt, aber am wichtigsten, hat das Team die immergr\u00fcnen Aufgaben im Zusammenhang mit dem Sammeln\/Verteilen von Feedback direkt an die Entwickler fortgesetzt und ist bereits in Diskussionen dar\u00fcber vertieft, wie sie mehr Licht in die Details von Problemen bringen k\u00f6nnen, die in der Community auftauchen k\u00f6nnten.\n\nDas Team hat das Rote Fest 2955 weiter unterst\u00fctzt, u.a. mit einem \u00dcbersichtspost, dem Screenshot-Wettbewerb \"Envelop the 'Verse in Kindness\", einem Empfehlungsbonus und einem aktualisierten Arenakommandantenplan.\n\nAu\u00dferdem unterst\u00fctzte das Team die Daymar Rally 2955 von ATMO Esports und begann mit der Planung der diesj\u00e4hrigen Bar Citizen World Tour sowie mit einer Reihe anderer eventbezogener Initiativen.\n\n\"Wir freuen uns darauf, euch auf der ganzen Welt zu treffen, wenn wir die Bar Citizen World Tour im Jahr 2025 fortsetzen. Wir freuen uns auf deine Vorschl\u00e4ge f\u00fcr zuk\u00fcnftige Veranstaltungsorte, egal ob du an einer gro\u00dfen Versammlung oder einem kleineren Treffen interessiert bist. Alle Details findest du hier.\" Community Team\n\nCore Gameplay\nIm Januar haben die Core Gameplay Teams viele Probleme untersucht und verbessert, die w\u00e4hrend der Alpha 4.0 Live Preview aufgetreten sind. Einige davon erwiesen sich als schwierig zu reproduzieren und zu beheben, was zu einigen falsch positiven Korrekturen f\u00fchrte. Die Teams erweitern derzeit ihre Debugging-Tools und die Protokollierung, um zuk\u00fcnftige Probleme besser zu verstehen und sicherzustellen, dass die richtigen L\u00f6sungen angewendet werden.\n\nCore Gameplay hat au\u00dferdem mit der Planung f\u00fcr den Rest des Jahres begonnen, um die Grundlage f\u00fcr kommende Patches und geplante Funktionen und Inhalte zu schaffen.\n\nParallel dazu wurde die technische Dokumentation f\u00fcr grundlegende Verbesserungen oder \u00dcberarbeitungen einiger Kernsysteme, wie z. B. der Transit- und Hangarabl\u00e4ufe, erstellt. Dabei wurde team\u00fcbergreifend zusammengearbeitet, um sicherzustellen, dass die Verbesserungen nicht nur das Spiel betreffen, sondern auch den Aufbau der Inhalte und die neuesten Funktionen der Engine unterst\u00fctzen.\n\nWirtschaft\nZu Beginn des Jahres sammelte das Wirtschaftsteam Feedback und Daten zu den \u00c4nderungen, die sie in Alpha 4.0 eingef\u00fchrt hatten. Anschlie\u00dfend wurden die Rohstoffpreise angepasst und mehrere in Pyro festgestellte Probleme behoben.\n\nMissionsdesign\nDas Missionsdesignteam verbrachte einige Zeit damit, Fehler in Fight For Pyro zu beheben, um sicherzustellen, dass es bereit f\u00fcr die Ver\u00f6ffentlichung war. Danach setzten sie die laufende \u00dcberarbeitung der Missionen fort und gaben ein Update zum Status einiger alter Missionen auf Spectrum.\n\nAu\u00dferdem wurden neue, noch unangek\u00fcndigte Inhalte erstellt, die die Qualit\u00e4t aller Missionen verbessern werden, einschlie\u00dflich der r\u00fcckwirkenden Verbesserung aller bestehenden Missionen.\n\nNarrative\nDas Narrative Team traf sich ab 2025 mit verschiedenen Disziplinen, um neue Wege f\u00fcr die Bereitstellung von narrativen Inhalten im Spiel zu finden. Au\u00dferdem konzentrierten sie sich darauf, die Anzahl der Charaktere zu erh\u00f6hen, denen die Spieler\/innen im Verse begegnen werden. Sie hoffen, dass sie damit die Erz\u00e4hlm\u00f6glichkeiten, die die Spieler\/innen in den kommenden Patches erleben und entdecken k\u00f6nnen, erweitern k\u00f6nnen.\n\nDar\u00fcber hinaus hat das Team alle verbleibenden Probleme f\u00fcr den Alpha 4.0.1-Patch behoben und Missionstexte, Ortsangaben und Gegenstandsdatens\u00e4tze f\u00fcr die neuen Inhalte in den kommendas Verseionen erstellt.\n\nOnline-Technologie\nIm Januar hat das Live-Tools-Team eine neue wichtige Funktion ver\u00f6ffentlicht, mit der sich Zugriffsrechte und Berechtigungen noch detaillierter und vielseitiger verwalten lassen. Derzeit wird das Feedback der verschiedenen Nutzer\/innen gesammelt, um zuk\u00fcnftige Verbesserungen zu besprechen.\n\nNach der Weihnachtspause hat das Team der Online-Dienste die \u00dcberarbeitung des Missionssystems fortgesetzt und verschiedene Verbesserungen vorgenommen, darunter Global Events und neue Funktionen. Dar\u00fcber hinaus wurden auch die sozialen Dienste und die Abonnementdienste f\u00fcr Entit\u00e4ten verbessert.\n\nIn der letzten Januarwoche trafen sich beide Teams im B\u00fcro in Montreal, um ihre Roadmaps 2025\/2026 zu erstellen und zu planen.\n\n\"Diese Planungssitzung f\u00fchrte zu weiteren \u00dcberraschungen, die wir in den kommenden Monaten mit dir teilen werden!\" Online Technologie Team\n\nF&E\nDas F&E-Team untersuchte im Januar seltene PU-Abst\u00fcrze im Code f\u00fcr das Spawnen von Planeten. Es wurde ein Fehler im Serialisierungs-Framework gefunden, der ein Gleichzeitigkeitsproblem bei der On-Demand-Typ-ID-Generierung verursachte. Es wurde eine Korrektur vorgenommen, die jetzt in der PU verf\u00fcgbar ist.\n\nAu\u00dferdem wurde mit der Entwicklung eines Prototyps f\u00fcr eine neue Methode zur Erzeugung von Soft-Terrain-Schatten in gro\u00dfem Ma\u00dfstab begonnen. Dies wird die Qualit\u00e4t verbessern und gleichzeitig die relativ hohen Kosten f\u00fcr die Erstellung der ben\u00f6tigten Shadow Maps senken.\n\nWie bereits im Oktoberbericht erw\u00e4hnt, hat die Arbeit an der Regenmenge zu einem Prototyp f\u00fcr ein verbessertes Rendering von Bodennebel gef\u00fchrt. Dieser wird billiger zu evaluieren und zu rendern sein und den Modellierungsaspekt von Bodennebel und dessen Beleuchtung durch Selbstschattierung und Schattenwurf (wie bei Regenvolumina und Wolken) verbessern. Die Arbeit an der Umsetzung des Prototyps in Produktionscode hat begonnen.\n\nVFX\nF\u00fcr Alpha 4.0.1 arbeitete das VFX-Team an der MISC Fortune und an Elementen eines weiteren Fahrzeugs, die bald ver\u00f6ffentlicht werden sollen.\n\nAu\u00dferdem wurde die Arbeit an fr\u00fcheren Drehorten vorangetrieben, die zum Zeitpunkt der Ver\u00f6ffentlichung von Alpha 4.0 noch nicht fertiggestellt waren.","zh_CN":"PU Monthly Report\nJanuary 2025\nWelcome to January\u2019s PU Monthly Report! Hot on the heels of the recent November\/December report, we\u2019re back detailing everything done for the Persistent Universe at the beginning of 2025. Read on for all the latest updates on AI, core gameplay, missions, narrative, and much more.\n\nAI (Content)\nThe AI Content team began the year prototyping an upcoming NPC that will utilize an amalgamation of several behavior types. Work was done on a proprietary tool that will allow the designers to generate a script of the in-engine dialogue flow to ensure the lines work as intended. This will allow for much more efficiency in the writing and capturing of future characters.\n\nThe team then began updating Stanton\u2019s landing zones with bespoke air traffic controllers that better represent the city. While there is still some required technical validation, these characters will start appearing soon.\n\nFinally, the designers continued their ongoing review of Stanton, this time focusing on Grim HEX to refactor the population to ensure it\u2019s using the correct behaviors and acting appropriately.\n\nAI (Features)\nIn January, AI Feature\u2019s primary focus was split between bug fixes and creature-behavior improvements.\n\nFor example, the code for throwing grenades was updated to unify some of the code paths. This gives more consistent functionality between cover and open-space launches.\n\nFor Human combat behavior, friendly-fire checks were updated to not consider the large bounding boxes of vehicles as 'friendly,' which could block firing.\n\nFor creatures, the team focused on improving the valakkar\u2019s behavior.\n\n\u201cWe are working hard to make sure this creature arrives in your hands in the best possible way!\u201d AI Features Team\n\nThe devs are currently expanding the \u2018group\u2019 system to be more dynamic and better support dynamically spawned entities. The first use case is the Quasi grazer, as having a better understanding of the group they belong to will improve the look and behavior of the herd.\n\nAI Features also continued to sync their work between projects to ensure that the improvements made for Squadron 42 are available for use in the Persistent Universe as quickly as possible.\n\nAI (Game Intelligence Development Team)\nThe Game Intelligence Development (GID) team continued their work on StarScript, with January\u2019s goal being the implementation of the \u2018views\u2019 feature. This was requested by the designers, who consider it a significant feature of the tool.\n\nWork involved creating the \u2018views object\u2019 and \u2018views folder\u2019 in the Smart Outline, managing views functionalities, ordering and deleting views, and grouping graphs. It also involved presenting views and its header in the script graph and implementing back and forward functionality.\n\nOnce complete, GID began implementing StarScript's new MasterGraph design, which will be presented in a sectioned format rather than a global display as in Apollo. This means it will be viewed from the perception of a selected state (this visual design will be created for each hierarchical state).\n\nA visual improvement was also made to the automatic parenting groups for parallel and selector nodes, making the graph appear less crowded.\n\nQA are currently testing the tool to identify any issues following procedures.\n\nAI (Tech)\nAI Tech began the year fixing bugs, improving features, and kicking off new tech.\n\nFor the latter, work began on a new 3D-pathfinding implementation that will give better results in tight spaces or areas with concave shapes. This will also be utilized by ship AI when traversing complex asteroids or space stations and can also be used by NPCs when EVAing inside ships.\n\nThe internal StartScript tool received multiple usability improvements for creating new behaviors and missions.\n\nAI Tech also finalized December\u2019s work on the \u2018chase\u2019 and \u2018melee attack\u2019 movement requests, which delivers a boost in both performance and visual fidelity compared to the previous implementation.\n\nThe \u2018conversation\u2019 system also received updates to how avoidance bubbles are computed so that NPCs don\u2019t disturb an ongoing conversation.\n\nFor Alpha 4.0.1, fixes were made to the navigation and boids systems.\n\nAlongside this, planning was done for the work still required to fully synchronize AI components with the Server Meshing authority transition and other features and systems planned for development this year.\n\nAnimation\nThe Gameplay Animation team began the year working on the kopion hound and various sizes of the valakkar.\n\nThey also created facial animations for various PU characters and events and worked alongside the AI designers on more robust social-AI behaviors.\n\nAI for the \u2018spec ops\u2019 set, alongside two others, is currently underway to add more challenge to combat.\n\nArt (Characters)\nIn January, the Character team continued working on StarWear art debt. They also modified the Duster armor, progressed with a stealth armor, designed a new backpack, and developed additional creature variants for future patch releases.\n\nThe Concept art team explored ideas for various new items and are currently looking into paint schemes for existing armors.\n\nCommunity\nThe Community team kicked off the year by announcing the winners of the Gift that Keeps on Giving video contest. To showcase what was coming up, they released An Epic Month Ahead Comm-link, which previewed the events and activities planned for the rest of January and into February.\n\nThe team also managed the first revamped Squadron 42 Newsletter, alongside launching a contest that offered the chance to win a page of sheet music from the Squadron 42 score. They also supported the Fight for Pyro Global Event with miscellaneous publishing tasks and a comprehensive information post.\n\nLastly, but most importantly, the team carried on with evergreen tasks related to gathering\/distributing feedback directly to development, and is already deep in discussion on how they can shed more light on the details of any ongoing issues the community may be encountering.\n\nThe team continued to support Red Festival 2955, including a catch-all post, the Envelop the 'Verse in Kindness screenshot contest, a referral bonus, and an updated Arena Commander Schedule.\n\nAdditionally, they supported ATMO Esports\u2019 Daymar Rally 2955 and began finalizing plans for this year\u2019s Bar Citizen World Tour, alongside a variety of other event-related initiatives.\n\n\"We\u2019re eagerly looking forward to meeting you all across the globe as we continue the Bar Citizen World Tour in 2025. We welcome your input on future locations, whether you're interested in a large gathering or a smaller meetup, we want to hear your suggestions. Check out full details here.\" Community Team\n\nCore Gameplay\nThroughout January, the Core Gameplay teams investigated and improved many issues found during Alpha 4.0 Live Preview. Some of these proved difficult to reproduce and resolve, leading to a few false positive fixes. The teams are currently expanding their debugging tools and logging to better understand future problems and ensure the correct solutions are applied.\n\nCore Gameplay also began planning for the rest of the year, laying the groundwork for upcoming patches and planned features and content.\n\nAlongside this, technical documentation was created for fundamental improvements or rewrites to some of the core systems, including the transit and hangar flows. This involved cross-team collaboration to ensure that improvements are not solely on the game side but also support content setup and the latest engine features.\n\nEconomy\nThe Economy team kicked off the year gathering feedback and data regarding the changes they implemented in Alpha 4.0. They then tweaked commodity prices and fixed several issues identified in Pyro.\n\nMission Design\nMission Design spent time fixing bugs for Fight For Pyro, ensuring it was ready for release. Following this, they continued the ongoing mission refactor and shared an update on the status of some old missions on Spectrum.\n\nThey also continued to create new, unannounced content that will improve the quality of all missions, including retroactively improving all existing missions.\n\nNarrative\nThe Narrative team began 2025 meeting with multiple disciplines to solidify new ways of delivering in-game narrative content. They also focused on increasing the number of characters that players will meet in the \u2019verse. Through these efforts, their hope is that they will expand on the storytelling opportunities that players will be able to experience and discover in upcoming patches.\n\nIn addition, the team fixed any remaining issues for the Alpha 4.0.1 patch and generated mission text, location strings, and item records for the new content coming in upcoming releases.\n\nOnline Technology\nIn January, the Live Tools team released a new major feature to manage access and permissions in a more granular and versatile way. They\u2019re currently gathering feedback from the different users to discuss future improvements.\n\nFollowing the holiday break, the Online Services team continued to add various improvements to the ongoing mission-system refactor, including Global Events and new features. Furthermore, the social and entity-subscription services also received various improvements.\n\nIn the last week of January, both teams met in the Montreal office to establish and plan their 2025\/2026 roadmaps.\n\n\u201cThis planning session resulted in more surprises we will share with you in the coming months!\u201d Online Technology Team\n\nR&D\nThe R&D team began January investigating rare PU crashes inside the planet-spawning code. A bug was found inside the serialization framework causing a concurrency issue with on-demand type ID generation. A fix was made that is now live in the PU.\n\nMoreover, work started on prototyping a new method for large-scale soft-terrain shadow generation. This will improve quality while reducing the fairly high cost of generating the needed shadow maps.\n\nAs mentioned in October\u2019s report, work on rain volumes inspired a prototype for improved ground-fog rendering. This will be cheaper to evaluate and render and improve the modeling aspect of ground fog and its lighting by self-shadowing and casting shadows (like rain volumes and clouds). Work began on transforming the prototype into production code.\n\nVFX\nFor Alpha 4.0.1, the VFX team worked on the MISC Fortune and elements of another vehicle, which will be shared soon.\n\nA big push was also made on previous location work that hadn\u2019t been ready for polish at the time of Alpha 4.0\u2019s release."},"links_count":0,"comment_count":0,"created_at":"2025-02-05T22:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-07 22:21:07","valid_relations":["images","links"],"prev_id":20423,"next_id":20425}}