{"data":{"id":20581,"title":"Star Citizen Monthly Report: April 2025","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20581-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20581","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20581","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":39576,"name":"triggerfish.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/df4965dfbb8e37320254fab674bd49a0c043a9dd\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskJAQoHtBFevmfjNCqDMVPdw3MiUxcspPp\/triggerfish.webp","alt":"g-illustration","size":490154,"mime_type":"image\/webp","last_modified":"2025-05-07T19:01:05+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39576","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39576\/similar"},{"id":39578,"name":"monthly-report-banner-april-2025.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/c5986bc3d3b122a3f84e35c6e89b812d23afe304\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskutwKPLLbGguA4VpUixHDmw52YCnV7z2S\/monthly-report-banner-april-2025.webp","alt":"g-banner-advanced","size":415094,"mime_type":"image\/webp","last_modified":"2025-05-07T19:01:06+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39578","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39578\/similar"}],"images_count":6,"translations":{"en_EN":"PU Monthly Report\nApril 2025\nWelcome to April\u2019s PU Monthly Report! With the UEEN Invictus fleet currently preparing to make the jump to Stanton, most teams touched on the upcoming festivities throughout the month. However, a lot of work was also done toward features and content coming later this year - read on for more details.\n\nAI (Content)\nAI Content spent the majority of April preparing the release of Alpha 4.1.1, including the communications that players can now receive from mission givers. Although seemingly straightforward, the underlying tech required to implement this within the various connected systems was highly complicated. The team also supported this development by preparing the captured audio and animation files in DataForge so the designers could implement them into the mission logic.\n\nIn keeping with the general directive of looking for more ways to convey the PU\u2019s overarching stories, the team worked on a new approach that, when implemented, will be an exciting new way to update players on storylines and events.\n\nAI Content also continued to refine NPC behavior packs and prototype lines for Design to incorporate into future mission events. Once refined, these scripts will be approved for capture.\n\nAI (Features)\nLast month, AI Features focused on refining the juvenile valakkar. Improvements included changes to its idle roam behavior and navigation mesh to reduce the likelihood of it getting stuck. A cooldown was added to its melee attacks, with the creature now reevaluating targets during the cooldown. Issues were fixed with the valakkar not looking at its target when emerging from the ground too.\n\nTechnology developed for the juvenile valakkar also proved useful throughout April. Now, values can be set up in DataForge (general purpose data editing tool) and passed to Subsumption (behavior scripting engine). Previously, these values would be set up in Subsumption itself, meaning that it was hard for the designers to adjust the setup and create variations. By exposing more behavior values, such as attack ranges, timeouts, and the use of specific melee and projectile attacks, the designers can rapidly create variants for specific scenarios and gameplay needs.\n\nFor Human combat AI, focus was on first reactions and escalation, including resolving bugs with the new system, adding and refining new reaction wildlines, and implementing new methods for controlling which events NPCs respond to. The latter is useful for specific combat scenarios where NPCs are required to focus on a particular task rather than getting drawn into combat.\n\nRefinement and polish continued on compromised cover reactions, while new prototype technology was implemented to lower weapons when friendly fire is detected.\n\nAI (Game Intelligence Development Team)\nIn April, the Game Intelligence Development (GID) team worked on various StarScript improvements, including allowing users to \u2018right click\u2019 task-extension links and search for an existing task to connect it to. They also added edge scrolling to the editor when dragging links and implemented the ability to add a task between two others without manually reconnecting them.\n\nFor StarScript, the first pass on MasterGraph visualization and editing was completed.\n\nGID also delivered their vision for a new tool currently called the \u2018density profiler.\u2019 This prototype will help validate the visual presentation of the tool, the use of thresholds on metrics, and how to interact with multi-resolutions.\n\nFinally, the team continued their research discussions on the \u2018mission system.\u2019 The objective remains to provide the designers with tools to help them easily create entertaining missions for players.\n\nAI (Tech)\nAI Tech progressed with the pathfinder system, making various improvements and cleaning up requests involving multiple start and end locations. Based on a path\u2019s start orientation, the devs can now readjust the initial animation for better continuation when exiting a usable.\n\nFor the movement system, AI Tech are improving \u2018chase target\u2019 requests to allow the chasing of ground-vehicle targets alongside NPCs. The challenge with this is that the position of a ground vehicle could be outside of a navigation mesh triangle.\n\nMultiple improvements were also made to both triangle mesh-based navigation and voxel 3D-based navigation. For triangle mesh, triangle generation issues were fixed that were propagating problems into pathfinding and navigation raycasts. For 3D voxel-based navigation, the team began utilizing the resulted voxels and mesh to improve Ship AI collision avoidance.\n\nOn the Subsumption side, the team continued to create a synchronizing and serializing Subsumption behavior state and behavior variables.\n\nVarious bugs were fixed for Ship AI (some relating to newly exposed functionality, like Flight Mode) and the spawning\/despawning of boids.\n\nImprovements were made to cover generation too, such as excluding door entities from the cover-generation process and reducing the amount generated for long walls. The team is currently checking ground surface inclination to discard cover in areas that are not almost flat.\n\nA new \u2018NavSpline creator\u2019 tool was implemented that will allow the designers to record player ship movements and transform the captured data into a nav spline that can be utilized by Ship AI. StarScript functionality was also extended as requested by the designers creating new missions and behaviors.\n\nAnimation\nLast month, the Animation team continued to support the studio-wide initiative of focusing on content for the PU. They also progressed with the valakkar, supported various new mission givers and world NPCs, and began working on a new creature.\n\nArt (Ships)\nIn the EU, the team focused on closing out tasks for Invictus Launch Week, including three new ships planned for release at the event. The MISC Starlancer TAC was also completed for its upcoming flyable release.\n\nProgress was also made on four unannounced vehicles. The first is progressing through whitebox toward full production, while the second is approaching its greybox review and LOD0-complete. The third, which was briefly shown on a recent episode of Inside Star Citizen, is progressing through concept. The fourth vehicle, the first in a while from an existing manufacturer, has been formally kicked off.\n\nThe Consolidated Outland Pioneer continued through the pre-production and whitebox phases. The modular kits were solidified alongside some structural changes to improve the flow and movement through the ship. The team also continued to define the core visual elements to inject the Consolidated Outland art style.\n\nNumerous paints were also created for new and existing ships for release in coming events.\n\nThe North American Content team began closing out two new variants with polishing and bug fixing. An all-new ship progressed too, with recent decisions being made on cargo capacity and tractor-beam placement.\n\nThe RSI Apollo continued through the greybox phase, with new concepts for the med-bay area and bridge.\n\nFinally for Ships, work continued on the RSI Perseus to define the interior look and feel and ensure it functions as intended.\n\nCommunity\nThe Community team began April supporting Triggerfish, including the parody patch notes for the scaled-down EZ Hab Arena Commander Map. They also supported the Spring Celebration and Free Fly.\n\nThey then published the Alpha 4.0 Test Universe Champions, honoring the players whose testing efforts made the greatest impact during the PTU phase. The team then announced the first in a series of PTU Stress Tests, which provided valuable feedback to development as progress continued on the next major update. CitizenCon Direct was also announced, which will take the place of our traditional in-person event. The team is currently focused on planning and preparing for this exciting event alongside a variety of other events. Community continues to collaborate closely with Development, analyzing feedback from across channels and forwarding valuable insights to the appropriate teams. Meanwhile, efforts continue to provide general publishing support, ensuring cohesive messaging, consistency across public-facing channels, and the timely delivery of key beats.\n\nIn addition to evergreen tasks, such as This Week in Star Citizen, bi-weekly Roadmap Updates and Roundups, and the monthly refresh of the Arena Commander Schedule, the team also supported the ongoing System 7 race series presented by ATMO Esports.\n\nFinally, Community supported the Squadron 42 Newsletter\u2019s Vanduul Interpreter Contest, which yielded some truly creative (and terrifying) submissions as participants offered their best renditions of the Vanduul language.\n\nCore Gameplay\nSeveral of the Core Gameplay teams spent the month stabilizing and improving the new space-themed missions in Alpha 4.1.1. This included closing out the first iteration of several new features, such as communication notifications and new mission rewards.\n\nOutside of new content, the team continued to monitor feedback from the PTU to address community concerns as quickly as possible.\n\n\u201cAs always, we are infinitely thankful to the players who take their time to contribute to testing leading up to a release.\u201d Core Gameplay Team\n\nRecent tasks following feedback included investigating new issues with quantum travel and reoccurring problems with freight elevators, ship claiming, and inventory flow.\n\nElsewhere, the teams analyzed performance captures, seeing where gains could be made for both client and server frame rates, especially focusing on new content.\n\nThere are several more ongoing initiatives across the Core Gameplay teams that are either for the next few releases, longer-term, or for Squadron 42. However, much of the work done for Squadron 42 will also be relevant to Star Citizen, so these teams work across both projects.\n\nElsewhere, Core Gameplay added updates to the engineering UI screen, including countdown warnings for catastrophic explosions, and reinstated and advanced the diagnostic screen MFD.\n\nFurther improvements were then made to ship death. For example, fatal damage behaviors now require a significant impact. In addition, catastrophic misfires can now be triggered by nearby items failing due to severe damage. Improvements to deactivating soft death were also completed and its effects can be enabled separately.\n\nFor flight experience, the team enabled the new space flight mode in their feature streams. They\u2019re currently resolving bugs related to AI ship motion alongside outstanding work on the takeoff and landing experience. Several new game modes were added to allow them to test the new flight model in the future. Due to the data setup, both the new and existing models can be tested separately without affecting each other.\n\nAn overhaul of control-surface tech began. As such, flying in atmosphere and especially gliding is now much more realistic thanks to believable aerodynamic behaviors, such as the nose falling in turns or accurate drag on large AOAs, especially in regards to changing atmospheric densities. There's still outstanding work on the control systems and interaction with thrusters and the AI systems.\n\nApril also saw an update to the new quantum tech. In addition to adding a slow-speed variant of quantum boosting, the devs resolved several bugs and improved reliability and performance. It also features improved ways for the mission designers to control the flow for AI ships. Further work will focus on improving the current experience and make it compatible with multiplayer.\n\nCore Gameplay optimized the ScanWave mechanic to be as responsive as possible, with focus on overwhelming contact environments where hundreds or thousands of contacts are processed in a short period.\n\nAlongside this, the team continued to polish FPS Radar & Scanning gameplay via regular playtests. April\u2019s work included adjusting the detection formula, highlighting visuals, and disabling the \u2018influence signature\u2019 system to improve it to better serve the intended gameplay.\n\nThe team then made improvements to inclusion checks, such as adding a mechanic to skip checks for radar contacts within the same room. This allows for a smoother-flowing experience when searching for items or objectives out of direct line of sight, which would previously require a fully charged scan to detect.\n\nLastly, the team iterated on the boxout display for radar contacts, optimizing and refining the marker placement. Design also began setting up which objects will be detectable by radar and scanning in the PU.\n\nSeveral major bugs were fixed, including one causing the MISC Hull C to spawn with its spindle extended, which prevented flight in certain ports. A commodities issue stopping ships being selectable as a destination was fixed too.\n\nFor refineries, the team added the location inventory to the list of sources and destinations, while refining no longer consumes the ore bag so that it can be reused. For cargo, items placed on grids now take item pivot into consideration if the data is available.\n\nEconomy\nLast month, the Economy team were involved in the new content coming in Alpha 4.1.1, including items and vehicles for Invictus.\n\nThey also supported the design of several new mission archetypes, some of which have the chance to impact the universe in a more permanent manner.\n\nThe team then began looking into making the economy more dynamic, testing various things.\n\n\u201cWe are studying different economic models from history and fiction to get a better impression of how the economy will feel when it is fully fledged.\u201d Economy Team\n\nThe team also discussed the next iteration of Item Recovery and how it will influence the prices and exclusivity of different items. Work then continued on the backend shop refactor that will provide the tools to start building a better shopping experience.\n\nFinally, the Economy and Data Solution teams continued to create a comprehensive data plan to provide better and faster information about what players like the most.\n\nMission Design\nWith most of their recent fundamental tech work complete, the team focused on improving mission quality. For example, players in the PTU will see the return of comms notifications. While the previous system (used for XenoThreat and Siege of Orison) was difficult to update and maintain, it\u2019s now a lot easier to implement content into the game. The team are planning to slowly roll out this update across the game to globally improve mission quality.\n\nAlpha 4.1.1 will see new mission types focused on PVE ship battles. These include \u2018ambush,\u2019 which sees players set up a trap to kill a priority target, and \u2018patrol,\u2019 where players travel between different coordinates and take on activities at each point.\n\nWork on these missions also allowed the team to find and fix longstanding issues with spawning ship-based reinforcements, so \u2018ship wave\u2019 missions should now function better.\n\nIn April, a few of the designers began fixing missions that missed the Alpha 4.0 release.\n\n\u201cHopefully some of these will be in a good enough state for a release soon, but we are committed to the quality and stability of the missions.\u201d Mission Design\n\nUpdates were also made to Wikelo, including the things they are willing to trade. To prevent the farming of rare components, ships rewarded by Wikelo will now only feature their unique paint, while the components will be added to the Emporium.\n\nNarrative\nIn April, the Narrative team\u2019s main focus was on a suite of new missions and support for Invictus Launch Week.\n\nLooking ahead, the team prepared for their next capture session, which involved confirming trigger lists with Design, writing scripts, casting actors, and coordinating with the various downstream departments tasked with processing the captured material. They will also be recording unique dialogue for an upcoming event as well as adding a new NPC archetype for use across multiple missions.\n\nThe team also entered the polish phase on locations that will be arriving later this year, improving the narrative flow of the area and helping the Branding team with the final signage pass to create a more immersive environment. Additionally, they continued to work on two new location archetypes, guiding the design and art with backstory elements to help drive the tone as well as establishing story details. Also, with 2025 well underway, the team dedicated time to progressing their 2026 planning, including new story opportunities.\n\nFinally, the Narrative team made an appearance on Star Citizen Live to answer questions about this year\u2019s ongoing storylines.\n\nOnline Technology\nIn April, the Live Tools team worked on various features, including new sanction types and improvements to scheduling global system messages.\n\nThe Network Team delivered the \u2018entity teleport\u2019 feature, which is used to move replicated entities that may or may not be streamed out. This enables systems, like respawn, to directly reparent a player to a medical bed without needing to wait for it to stream in, streamlining and simplifying the respawn process. The team is currently finalizing the related API.\n\nR&D\nIn April, various improvements were made to the lightning evaluation that's part of the cloud and atmosphere raymarch. As such, the energy fall-off function was generalized and an extra highlight was added to separate the center of bright lightning from much dimmer long-range impact.\n\nFor dynamic weather, the temporal stability of the CPU-accessible weather map was improved, extra helpers for CPU weather queries were implemented, and robustness was improved when creating query contexts.\n\nWork also began on adding texture streaming support for volumetric cloud and ground-fog rendering. Sun disc rendering behind sufficiently dense planetary clouds was improved and should result in softer transitions than before. Similarly, the sun disc behind gas clouds should occlude correctly again. This fix corrects animated noise and banding that was observable when looking at dense clouds with the sun shining through.\n\nUI\nLast month, the UI team worked to implement unique UI styles for several upcoming vehicles. They also supported upcoming events and created environmental UI to support the gameplay and storytelling.\n\nVFX\nLast month, VFX worked toward completing their tasks on vehicles and weapons for Invictus Launch Week.\n\nPre-production VFX work also began for an upcoming major release, including locations, creatures, and weather.","de_DE":"PU-Monatsbericht\nApril 2025\nWillkommen zum PU-Monatsbericht f\u00fcr April! Da sich die UEEN Invictus-Flotte derzeit auf den Sprung nach Stanton vorbereitet, haben sich die meisten Teams im Laufe des Monats mit den bevorstehenden Feierlichkeiten besch\u00e4ftigt. Es wurde aber auch viel an den Features und Inhalten gearbeitet, die sp\u00e4ter in diesem Jahr kommen werden - lies weiter, um mehr zu erfahren.\n\nAI (Inhalt)\nDas Team f\u00fcr KI-Inhalte verbrachte den gr\u00f6\u00dften Teil des Aprils mit den Vorbereitungen f\u00fcr die Ver\u00f6ffentlichung von Alpha 4.1.1, einschlie\u00dflich der Kommunikation, die Spieler\/innen jetzt von Missionsgebern erhalten k\u00f6nnen. Auch wenn es auf den ersten Blick einfach erscheint, war die zugrundeliegende Technik, die ben\u00f6tigt wird, um dies in den verschiedenen verbundenen Systemen zu implementieren, sehr kompliziert. Das Team unterst\u00fctzte diese Entwicklung auch, indem es die aufgenommenen Audio- und Animationsdateien in DataForge vorbereitete, damit die Designer sie in die Missionslogik einbauen konnten.\n\nIm Einklang mit der allgemeinen Richtlinie, nach mehr M\u00f6glichkeiten zu suchen, um die \u00fcbergreifenden Geschichten des PU zu vermitteln, arbeitete das Team an einem neuen Ansatz, der, wenn er umgesetzt ist, eine aufregende neue Art sein wird, die Spieler\/innen \u00fcber Handlungsstr\u00e4nge und Ereignisse zu informieren.\n\nDas Team f\u00fcr KI-Inhalte arbeitete au\u00dferdem an der Verfeinerung von NSC-Verhaltenspaketen und Prototypen f\u00fcr Design, die in zuk\u00fcnftige Missionsereignisse integriert werden sollen. Sobald diese Skripte verfeinert sind, werden sie f\u00fcr die Aufnahme freigegeben.\n\nKI (Features)\nIm letzten Monat lag der Schwerpunkt der KI-Features auf der Verbesserung des jungen Valakkar. Unter anderem wurden sein Verhalten im Leerlauf und sein Navigationsnetz verbessert, um die Wahrscheinlichkeit zu verringern, dass er stecken bleibt. Seine Nahkampfangriffe haben jetzt eine Abklingzeit, w\u00e4hrend der die Kreatur ihre Ziele neu einsch\u00e4tzt. Au\u00dferdem wurde das Problem behoben, dass der Valakkar sein Ziel nicht anschaut, wenn er aus dem Boden auftaucht.\n\nDie f\u00fcr den jugendlichen Valakkar entwickelte Technologie erwies sich im April ebenfalls als n\u00fctzlich. Jetzt k\u00f6nnen Werte in DataForge (Allzweckwerkzeug zur Datenbearbeitung) eingestellt und an Subsumption (Verhaltensskript-Engine) weitergegeben werden. Zuvor wurden diese Werte in Subsumption selbst festgelegt, was bedeutete, dass es f\u00fcr die Designer\/innen schwierig war, die Einstellungen anzupassen und Variationen zu erstellen. Durch die Offenlegung von mehr Verhaltenswerten, wie z. B. Angriffsreichweiten, Zeit\u00fcberschreitungen und die Verwendung bestimmter Nahkampf- und Projektilangriffe, k\u00f6nnen die Designer\/innen schnell Varianten f\u00fcr bestimmte Szenarien und Spielbed\u00fcrfnisse erstellen.\n\nBei der menschlichen Kampf-KI lag der Schwerpunkt auf den ersten Reaktionen und der Eskalation, einschlie\u00dflich der Behebung von Fehlern mit dem neuen System, dem Hinzuf\u00fcgen und Verfeinern neuer Reaktions-Wildlines und der Implementierung neuer Methoden zur Steuerung der Ereignisse, auf die NSCs reagieren. Letzteres ist n\u00fctzlich f\u00fcr bestimmte Kampfszenarien, in denen sich NSCs auf eine bestimmte Aufgabe konzentrieren m\u00fcssen, anstatt in einen Kampf hineingezogen zu werden.\n\nDie Reaktionen auf kompromittierte Deckungen wurden weiter verfeinert, und es wurde ein neuer Prototyp implementiert, mit dem Waffen gesenkt werden k\u00f6nnen, wenn freundliches Feuer entdeckt wird.\n\nKI (Game Intelligence Development Team)\nIm April arbeitete das Game Intelligence Development (GID)-Team an verschiedenen StarScript-Verbesserungen, u. a. an der M\u00f6glichkeit, mit der rechten Maustaste auf die Links von Aufgabenerweiterungen zu klicken und nach einer bestehenden Aufgabe zu suchen, um sie damit zu verbinden. Au\u00dferdem wurde der Editor beim Ziehen von Links um einen Randscroller erweitert und die M\u00f6glichkeit eingef\u00fchrt, eine Aufgabe zwischen zwei anderen hinzuzuf\u00fcgen, ohne sie manuell neu zu verbinden.\n\nF\u00fcr StarScript wurde der erste Durchgang der Visualisierung und Bearbeitung des MasterGraphs abgeschlossen.\n\nDie GID stellte auch ihre Vision f\u00fcr ein neues Werkzeug vor, das derzeit als \"Dichteprofiler\" bezeichnet wird. Dieser Prototyp wird dazu beitragen, die visuelle Darstellung des Tools, die Verwendung von Schwellenwerten f\u00fcr Metriken und die Interaktion mit Mehrfachaufl\u00f6sungen zu validieren.\n\nSchlie\u00dflich setzte das Team seine Forschungsdiskussionen \u00fcber das \"Missionssystem\" fort. Ziel ist es, den Designern Werkzeuge an die Hand zu geben, mit denen sie auf einfache Weise unterhaltsame Missionen f\u00fcr die Spieler erstellen k\u00f6nnen.\n\nKI (Tech)\nDie KI-Techniker haben das Pfadfindersystem weiterentwickelt, indem sie verschiedene Verbesserungen vorgenommen und Anfragen mit mehreren Start- und Endpunkten bereinigt haben. Basierend auf der Startausrichtung eines Pfades k\u00f6nnen die Entwickler jetzt die Anfangsanimation anpassen, damit es beim Verlassen eines nutzbaren Pfades besser weitergeht.\n\nF\u00fcr das Bewegungssystem verbessern die KI-Entwickler die \"Verfolgungsziel\"-Anfragen, um die Verfolgung von Bodenfahrzeugzielen neben NSCs zu erm\u00f6glichen. Die Herausforderung dabei ist, dass die Position eines Bodenfahrzeugs au\u00dferhalb des Dreiecks eines Navigationsnetzes liegen kann.\n\nAu\u00dferdem wurden mehrere Verbesserungen sowohl an der dreieckigen Mesh-basierten Navigation als auch an der Voxel-3D-basierten Navigation vorgenommen. Bei der Dreiecksvermaschung wurden Probleme bei der Dreiecksgenerierung behoben, die sich auf die Pfadfindung und die Navigationsstrahlen auswirkten. Bei der voxelbasierten 3D-Navigation begann das Team, die entstandenen Voxel und das Mesh zu nutzen, um die Kollisionsvermeidung der SchiffskI zu verbessern.\n\nIm Bereich Subsumption arbeitete das Team weiter an der Synchronisierung und Serialisierung von Subsumption-Verhaltenszust\u00e4nden und Verhaltensvariablen.\n\nVerschiedene Fehler wurden bei der SchiffskI behoben (einige im Zusammenhang mit neuen Funktionen wie dem Flugmodus) und beim Spawnen\/Despawning von Boids.\n\nAuch die Deckungsgenerierung wurde verbessert, z. B. durch den Ausschluss von Toren von der Deckungsgenerierung und die Reduzierung der generierten Menge f\u00fcr lange W\u00e4nde. Das Team pr\u00fcft derzeit die Neigung der Bodenoberfl\u00e4che, um die Deckung in Bereichen zu verwerfen, die nicht fast eben sind.\n\nEs wurde ein neues Tool \"NavSpline Creator\" implementiert, mit dem die Designer die Bewegungen der Spielerschiffe aufzeichnen und die erfassten Daten in einen Nav-Spline umwandeln k\u00f6nnen, der von der SchiffskI genutzt werden kann. Auch die StarScript-Funktionalit\u00e4t wurde auf Wunsch der Designer erweitert, um neue Missionen und Verhaltensweisen zu erstellen.\n\nAnimation\nIm letzten Monat hat das Animationsteam die studioweite Initiative, sich auf Inhalte f\u00fcr das PU zu konzentrieren, weiter unterst\u00fctzt. Au\u00dferdem wurden Fortschritte bei der Valakkar gemacht, verschiedene neue Missionsgeber und Welt-NSCs unterst\u00fctzt und die Arbeit an einer neuen Kreatur begonnen.\n\nKunst (Schiffe)\nIn der EU konzentrierte sich das Team darauf, die Aufgaben f\u00fcr die Invictus Launch Week abzuschlie\u00dfen, darunter drei neue Schiffe, die auf dem Event ver\u00f6ffentlicht werden sollen. Das MISC Starlancer TAC wurde ebenfalls f\u00fcr die bevorstehende Ver\u00f6ffentlichung fertiggestellt.\n\nAuch bei vier unangek\u00fcndigten Fahrzeugen wurden Fortschritte erzielt. Das erste ist auf dem Weg von der Whitebox zur vollen Produktion, w\u00e4hrend das zweite kurz vor der Greybox-\u00dcberpr\u00fcfung steht und LOD0-fertig ist. Das dritte Fahrzeug, das k\u00fcrzlich in einer Episode von Inside Star Citizen kurz gezeigt wurde, befindet sich in der Konzeptphase. Das vierte Fahrzeug, das erste seit l\u00e4ngerer Zeit von einem bestehenden Hersteller, wurde offiziell gestartet.\n\nDer Consolidated Outland Pioneer durchlief die Vorproduktions- und Whitebox-Phase. Die modularen Bauk\u00e4sten wurden zusammen mit einigen strukturellen \u00c4nderungen gefestigt, um den Fluss und die Bewegung durch das Schiff zu verbessern. Das Team hat au\u00dferdem die wichtigsten visuellen Elemente festgelegt, um den Stil der Consolidated Outland zu pr\u00e4gen.\n\nAu\u00dferdem wurden zahlreiche Anstriche f\u00fcr neue und bestehende Schiffe erstellt, die in den kommenden Events ver\u00f6ffentlicht werden.\n\nDas nordamerikanische Content-Team begann mit der Fertigstellung von zwei neuen Varianten, die poliert und von Fehlern befreit wurden. Auch die Entwicklung eines v\u00f6llig neuen Schiffes schritt voran, wobei k\u00fcrzlich Entscheidungen \u00fcber die Ladekapazit\u00e4t und die Platzierung des Traktorstrahls getroffen wurden.\n\nDie RSI Apollo durchlief die Greybox-Phase mit neuen Konzepten f\u00fcr den Med-Bay-Bereich und die Br\u00fccke.\n\nBei den Schiffen schlie\u00dflich wurde die Arbeit an der RSI Perseus fortgesetzt, um die Innenausstattung zu definieren und sicherzustellen, dass sie wie vorgesehen funktioniert.\n\nCommunity\nDas Community-Team unterst\u00fctzte im April Triggerfish, einschlie\u00dflich der Parodie-Patch Notes f\u00fcr die verkleinerte EZ Hab Arena Commander Map. Au\u00dferdem unterst\u00fctzten sie das Fr\u00fchlingsfest und Free Fly.\n\nDann wurden die Alpha 4.0 Test Universe Champions ver\u00f6ffentlicht, die die Spieler\/innen ehren, die w\u00e4hrend der PTU-Phase am meisten getestet haben. Dann k\u00fcndigte das Team den ersten einer Reihe von PTU-Stresstests an, die den Entwicklern wertvolles Feedback f\u00fcr die Entwicklung des n\u00e4chsten gro\u00dfen Updates lieferten. Au\u00dferdem wurde die CitizenCon Direct angek\u00fcndigt, die unser traditionelles pers\u00f6nliches Event abl\u00f6sen wird. Das Team konzentriert sich derzeit auf die Planung und Vorbereitung dieses aufregenden Ereignisses sowie auf eine Vielzahl anderer Veranstaltungen. Die Community arbeitet weiterhin eng mit der Entwicklungsabteilung zusammen, analysiert das Feedback aus allen Kan\u00e4len und leitet wertvolle Erkenntnisse an die entsprechenden Teams weiter. In der Zwischenzeit wird weiterhin allgemeine Unterst\u00fctzung bei der Ver\u00f6ffentlichung geleistet, um eine koh\u00e4rente Nachrichten\u00fcbermittlung, Konsistenz auf allen \u00f6ffentlichkeitswirksamen Kan\u00e4len und die rechtzeitige Bereitstellung wichtiger Informationen zu gew\u00e4hrleisten.\n\nNeben immer wiederkehrenden Aufgaben wie \"Diese Woche in Star Citizen\", zweiw\u00f6chentlichen Roadmap-Updates und Roundups sowie der monatlichen Aktualisierung des Arena Commander Schedule unterst\u00fctzte das Team auch die laufende System 7 Rennserie, die von ATMO Esports pr\u00e4sentiert wurde.\n\nUnd schlie\u00dflich unterst\u00fctzte die Community den Vanduul-Dolmetscher-Wettbewerb des Squadron 42 Newsletters, der einige wirklich kreative (und erschreckende) Beitr\u00e4ge hervorgebracht hat, in denen die Teilnehmer ihre beste Wiedergabe der Vanduul-Sprache zum Besten gaben.\n\nCore Gameplay\nMehrere Teams des Core Gameplay-Teams haben den Monat damit verbracht, die neuen Weltraum-Missionen in Alpha 4.1.1 zu stabilisieren und zu verbessern. Dazu geh\u00f6rte auch die Fertigstellung der ersten Iteration mehrerer neuer Funktionen, wie Kommunikationsbenachrichtigungen und neue Missionsbelohnungen.\n\nAu\u00dferhalb der neuen Inhalte verfolgte das Team weiterhin das Feedback der PTU, um sich so schnell wie m\u00f6glich um die Anliegen der Community zu k\u00fcmmern.\n\n\"Wie immer sind wir den Spielerinnen und Spielern unendlich dankbar, dass sie sich die Zeit nehmen, zu den Tests im Vorfeld einer Ver\u00f6ffentlichung beizutragen.\" Core Gameplay Team\n\nZu den j\u00fcngsten Aufgaben, die auf das Feedback folgten, geh\u00f6rte die Untersuchung neuer Probleme mit der Quantenreise und wiederkehrender Probleme mit Lastenaufz\u00fcgen, Schiffsanspr\u00fcchen und dem Inventarfluss.\n\nAu\u00dferdem analysierten die Teams die Leistungsdaten, um herauszufinden, wo die Frameraten auf dem Client und dem Server verbessert werden k\u00f6nnen, und konzentrierten sich dabei besonders auf neue Inhalte.\n\nIn den Core Gameplay-Teams gibt es noch einige weitere laufende Initiativen, die entweder f\u00fcr die n\u00e4chsten Versionen, l\u00e4ngerfristig oder f\u00fcr Squadron 42 geplant sind. Ein Gro\u00dfteil der Arbeit, die f\u00fcr Squadron 42 geleistet wird, ist jedoch auch f\u00fcr Star Citizen relevant, sodass diese Teams an beiden Projekten arbeiten.\n\nAn anderer Stelle hat Core Gameplay die Benutzeroberfl\u00e4che der Ingenieure aktualisiert, einschlie\u00dflich der Countdown-Warnungen f\u00fcr katastrophale Explosionen, und den Diagnosebildschirm MFD wiederhergestellt und verbessert.\n\nWeitere Verbesserungen wurden am Schiffstod vorgenommen. Zum Beispiel ist f\u00fcr t\u00f6dlichen Schaden jetzt ein erheblicher Aufprall erforderlich. Au\u00dferdem k\u00f6nnen katastrophale Fehlz\u00fcndungen jetzt dadurch ausgel\u00f6st werden, dass Gegenst\u00e4nde in der N\u00e4he aufgrund von schweren Sch\u00e4den ausfallen. Die Deaktivierung des sanften Todes wurde ebenfalls verbessert und seine Auswirkungen k\u00f6nnen separat aktiviert werden.\n\nF\u00fcr das Flugerlebnis hat das Team den neuen Weltraumflugmodus in den Feature Streams aktiviert. Neben der noch ausstehenden Arbeit am Start- und Landeerlebnis werden derzeit Bugs im Zusammenhang mit der Bewegung der KI-Schiffe behoben. Mehrere neue Spielmodi wurden hinzugef\u00fcgt, damit sie das neue Flugmodell in Zukunft testen k\u00f6nnen. Aufgrund des Datenaufbaus k\u00f6nnen das neue und das bestehende Modell getrennt voneinander getestet werden, ohne sich gegenseitig zu beeinflussen.\n\nEine \u00dcberarbeitung der Kontrollfl\u00e4chentechnologie wurde begonnen. So ist das Fliegen in der Atmosph\u00e4re und vor allem das Gleiten jetzt viel realistischer dank glaubw\u00fcrdiger aerodynamischer Verhaltensweisen, wie z. B. das Fallen der Nase in Kurven oder der genaue Luftwiderstand bei gro\u00dfen AOAs, vor allem im Hinblick auf wechselnde atmosph\u00e4rische Dichten. An den Steuersystemen und der Interaktion mit den Triebwerken und den KI-Systemen muss noch gearbeitet werden.\n\nIm April gab es auch ein Update f\u00fcr die neue Quantentechnologie. Die Entwickler haben nicht nur eine langsame Variante des Quanten-Boostings hinzugef\u00fcgt, sondern auch mehrere Fehler behoben und die Zuverl\u00e4ssigkeit und Leistung verbessert. Au\u00dferdem wurden die M\u00f6glichkeiten f\u00fcr Missionsdesigner verbessert, den Fluss der KI-Schiffe zu kontrollieren. Weitere Arbeiten werden sich darauf konzentrieren, die aktuelle Erfahrung zu verbessern und sie mit dem Multiplayer kompatibel zu machen.\n\nCore Gameplay optimierte die ScanWave-Mechanik, um so reaktionsschnell wie m\u00f6glich zu sein. Der Fokus liegt dabei auf \u00fcberw\u00e4ltigenden Kontaktumgebungen, in denen Hunderte oder Tausende von Kontakten in kurzer Zeit verarbeitet werden.\n\nParallel dazu hat das Team das FPS-Radar- und Scanning-Gameplay in regelm\u00e4\u00dfigen Playtests weiter verfeinert. Im April wurde unter anderem die Erkennungsformel angepasst, die Grafik hervorgehoben und das \"Einfluss-Signatur\"-System deaktiviert, um es f\u00fcr das beabsichtigte Gameplay zu verbessern.\n\nDas Team hat dann Verbesserungen an den Einschlusspr\u00fcfungen vorgenommen, wie z. B. das Hinzuf\u00fcgen einer Mechanik zum \u00dcberspringen von Pr\u00fcfungen f\u00fcr Radarkontakte innerhalb desselben Raums. Dies erm\u00f6glicht ein fl\u00fcssigeres Spielerlebnis bei der Suche nach Gegenst\u00e4nden oder Zielen, die sich au\u00dferhalb der direkten Sichtlinie befinden und f\u00fcr deren Entdeckung bisher ein voll aufgeladener Scan erforderlich war.\n\nSchlie\u00dflich hat das Team die Anzeige f\u00fcr Radarkontakte \u00fcberarbeitet und die Platzierung der Marker optimiert und verfeinert. Au\u00dferdem wurde festgelegt, welche Objekte durch Radar und Scannen in der PU aufgesp\u00fcrt werden k\u00f6nnen.\n\nMehrere gr\u00f6\u00dfere Fehler wurden behoben, darunter einer, der dazu f\u00fchrte, dass der MISC Rumpf C mit ausgefahrener Spindel spawnen konnte, was den Flug in bestimmten H\u00e4fen verhinderte. Au\u00dferdem wurde ein Fehler behoben, der verhinderte, dass Schiffe als Ziel ausgew\u00e4hlt werden konnten.\n\nBei Raffinerien f\u00fcgte das Team das Standortinventar zur Liste der Quellen und Ziele hinzu, und beim Raffinieren wird der Erzsack nicht mehr verbraucht, sodass er wiederverwendet werden kann. Bei Fracht werden Gegenst\u00e4nde, die auf Gittern platziert werden, jetzt mit dem Gegenstandspivot ber\u00fccksichtigt, wenn die Daten verf\u00fcgbar sind.\n\nWirtschaft\nIm letzten Monat war das Wirtschaftsteam an den neuen Inhalten der Alpha 4.1.1 beteiligt, darunter Gegenst\u00e4nde und Fahrzeuge f\u00fcr Invictus.\n\nAu\u00dferdem haben sie an der Gestaltung mehrerer neuer Missionsarchetypen mitgewirkt, von denen einige die Chance haben, das Universum dauerhaft zu beeinflussen.\n\nDann begann das Team damit, die Wirtschaft dynamischer zu gestalten und testete verschiedene Dinge.\n\n\"Wir studieren verschiedene Wirtschaftsmodelle aus der Geschichte und der Fiktion, um einen besseren Eindruck davon zu bekommen, wie sich die Wirtschaft anf\u00fchlen wird, wenn sie voll ausgereift ist.\" Wirtschaftsteam\n\nDas Team besprach auch die n\u00e4chste Iteration der Item Recovery und wie sie die Preise und die Exklusivit\u00e4t der verschiedenen Gegenst\u00e4nde beeinflussen wird. Anschlie\u00dfend wurde die Arbeit an der \u00dcberarbeitung des Backend-Shops fortgesetzt, der die Werkzeuge f\u00fcr ein besseres Einkaufserlebnis bereitstellen wird.\n\nSchlie\u00dflich arbeiteten die Teams f\u00fcr Wirtschaft und Datenl\u00f6sungen weiter an einem umfassenden Datenplan, um bessere und schnellere Informationen dar\u00fcber zu erhalten, was die Spieler\/innen am meisten m\u00f6gen.\n\nMission Design\nNachdem die meisten der grundlegenden technischen Arbeiten abgeschlossen waren, konzentrierte sich das Team auf die Verbesserung der Missionsqualit\u00e4t. Zum Beispiel werden die Spieler\/innen in der PTU die R\u00fcckkehr der Komm-Benachrichtigungen erleben. W\u00e4hrend das vorherige System (das f\u00fcr XenoThreat und Siege of Orison verwendet wurde) schwierig zu aktualisieren und zu pflegen war, ist es jetzt viel einfacher, Inhalte in das Spiel zu implementieren. Das Team plant, dieses Update langsam im ganzen Spiel einzuf\u00fchren, um die Qualit\u00e4t der Missionen insgesamt zu verbessern.\n\nIn der Alpha 4.1.1 wird es neue Missionstypen geben, die sich auf PVE-Schiffsgefechte konzentrieren. Dazu geh\u00f6ren der \"Hinterhalt\", bei dem die Spieler\/innen eine Falle aufstellen, um ein vorrangiges Ziel zu t\u00f6ten, und die \"Patrouille\", bei der die Spieler\/innen zwischen verschiedenen Koordinaten hin- und herreisen und an jedem Punkt Aktivit\u00e4ten \u00fcbernehmen.\n\nBei der Arbeit an diesen Missionen konnte das Team auch langj\u00e4hrige Probleme mit dem Spawnen von schiffsbasierter Verst\u00e4rkung finden und beheben, so dass \"Schiffswellen\"-Missionen jetzt besser funktionieren sollten.\n\nIm April begannen einige der Designer mit der Korrektur von Missionen, die in der Alpha 4.0 nicht ver\u00f6ffentlicht wurden.\n\n\"Wir hoffen, dass einige dieser Missionen bald in einem Zustand sind, der f\u00fcr eine Ver\u00f6ffentlichung ausreicht, aber wir setzen uns f\u00fcr die Qualit\u00e4t und Stabilit\u00e4t der Missionen ein. Missionsdesign\n\nAuch Wikelo wurde \u00fcberarbeitet, einschlie\u00dflich der Dinge, die sie zu tauschen bereit sind. Um das Farmen von seltenen Komponenten zu verhindern, werden Schiffe, die von Wikelo belohnt werden, nur noch mit ihrer einzigartigen Farbe versehen, w\u00e4hrend die Komponenten dem Emporium hinzugef\u00fcgt werden.\n\nNarrative\nIm April lag das Hauptaugenmerk des Narrative-Teams auf einer Reihe neuer Missionen und der Unterst\u00fctzung der Invictus Launch Week.\n\nDas Team bereitete sich auf die n\u00e4chste Aufnahmesitzung vor, bei der es darum ging, die Triggerlisten mit dem Design abzustimmen, Drehb\u00fccher zu schreiben, Schauspieler zu casten und sich mit den verschiedenen nachgelagerten Abteilungen abzustimmen, die das aufgenommene Material verarbeiten sollen. Au\u00dferdem werden sie einzigartige Dialoge f\u00fcr ein bevorstehendes Event aufnehmen und einen neuen NSC-Archetyp hinzuf\u00fcgen, der in mehreren Missionen eingesetzt werden kann.\n\nDas Team begann auch mit dem Feinschliff von Orten, die sp\u00e4ter in diesem Jahr erscheinen werden, verbesserte den Erz\u00e4hlfluss des Gebiets und unterst\u00fctzte das Branding-Team beim letzten Durchgang der Beschilderung, um eine noch eindringlichere Umgebung zu schaffen. Au\u00dferdem arbeiteten sie weiter an zwei neuen Ortsarchetypen, wobei sie das Design und die Kunst mit Elementen der Hintergrundgeschichte unterst\u00fctzten, um den Ton zu bestimmen und Details der Geschichte festzulegen. Da das Jahr 2025 bereits in vollem Gange ist, widmete sich das Team auch der Planung f\u00fcr das Jahr 2026, einschlie\u00dflich neuer Storym\u00f6glichkeiten.\n\nZum Schluss war das Narrative Team bei Star Citizen Live zu Gast, um Fragen zu den laufenden Handlungsstr\u00e4ngen dieses Jahres zu beantworten.\n\nOnline-Technologie\nIm April arbeitete das Live-Tools-Team an verschiedenen Funktionen, darunter neue Sanktionstypen und Verbesserungen bei der Planung globaler Systemmeldungen.\n\nDas Netzwerk-Team lieferte die Funktion \"Entity Teleport\", mit der replizierte Entit\u00e4ten, die gestreamt werden k\u00f6nnen oder auch nicht, verschoben werden k\u00f6nnen. Dies erm\u00f6glicht es Systemen wie dem Respawn, einen Spieler direkt in ein medizinisches Bett zu bringen, ohne darauf warten zu m\u00fcssen, dass der Stream hereinkommt, und vereinfacht so den Respawn-Prozess. Das Team arbeitet derzeit an der Fertigstellung der entsprechenden API.\n\nF&E\nIm April wurden verschiedene Verbesserungen an der Blitzauswertung vorgenommen, die Teil des Wolken- und Atmosph\u00e4renstrahls ist. So wurde die Funktion des Energieabfalls verallgemeinert und ein zus\u00e4tzliches Highlight hinzugef\u00fcgt, um das Zentrum des hellen Blitzes von dem viel schw\u00e4cheren Ferneinschlag zu unterscheiden.\n\nF\u00fcr das dynamische Wetter wurde die zeitliche Stabilit\u00e4t der f\u00fcr die CPU zug\u00e4nglichen Wetterkarte verbessert, zus\u00e4tzliche Helfer f\u00fcr CPU-Wetterabfragen wurden implementiert und die Robustheit beim Erstellen von Abfragekontexten wurde verbessert.\n\nAu\u00dferdem wurde damit begonnen, Textur-Streaming-Unterst\u00fctzung f\u00fcr volumetrisches Wolken- und Bodennebel-Rendering hinzuzuf\u00fcgen. Das Rendering der Sonnenscheibe hinter ausreichend dichten planetarischen Wolken wurde verbessert und sollte zu weicheren \u00dcberg\u00e4ngen als bisher f\u00fchren. Ebenso sollte die Sonnenscheibe hinter Gaswolken wieder korrekt verdeckt werden. Diese Korrektur behebt animiertes Rauschen und Banding, das beim Betrachten von dichten Wolken mit durchscheinender Sonne zu beobachten war.\n\nUI\nIm letzten Monat hat das UI-Team daran gearbeitet, einzigartige UI-Stile f\u00fcr mehrere neue Fahrzeuge zu implementieren. Au\u00dferdem haben sie anstehende Ereignisse unterst\u00fctzt und eine Umwelt-UI erstellt, die das Gameplay und die Erz\u00e4hlung unterst\u00fctzt.\n\nVFX\nIm letzten Monat arbeitete das VFX-Team an der Fertigstellung der Fahrzeuge und Waffen f\u00fcr die Invictus Launch Week.\n\nAu\u00dferdem begannen die VFX-Arbeiten in der Vorproduktion f\u00fcr eine bevorstehende gro\u00dfe Ver\u00f6ffentlichung, darunter Orte, Kreaturen und Wetter.","zh_CN":"PU Monthly Report\nApril 2025\nWelcome to April\u2019s PU Monthly Report! With the UEEN Invictus fleet currently preparing to make the jump to Stanton, most teams touched on the upcoming festivities throughout the month. However, a lot of work was also done toward features and content coming later this year - read on for more details.\n\nAI (Content)\nAI Content spent the majority of April preparing the release of Alpha 4.1.1, including the communications that players can now receive from mission givers. Although seemingly straightforward, the underlying tech required to implement this within the various connected systems was highly complicated. The team also supported this development by preparing the captured audio and animation files in DataForge so the designers could implement them into the mission logic.\n\nIn keeping with the general directive of looking for more ways to convey the PU\u2019s overarching stories, the team worked on a new approach that, when implemented, will be an exciting new way to update players on storylines and events.\n\nAI Content also continued to refine NPC behavior packs and prototype lines for Design to incorporate into future mission events. Once refined, these scripts will be approved for capture.\n\nAI (Features)\nLast month, AI Features focused on refining the juvenile valakkar. Improvements included changes to its idle roam behavior and navigation mesh to reduce the likelihood of it getting stuck. A cooldown was added to its melee attacks, with the creature now reevaluating targets during the cooldown. Issues were fixed with the valakkar not looking at its target when emerging from the ground too.\n\nTechnology developed for the juvenile valakkar also proved useful throughout April. Now, values can be set up in DataForge (general purpose data editing tool) and passed to Subsumption (behavior scripting engine). Previously, these values would be set up in Subsumption itself, meaning that it was hard for the designers to adjust the setup and create variations. By exposing more behavior values, such as attack ranges, timeouts, and the use of specific melee and projectile attacks, the designers can rapidly create variants for specific scenarios and gameplay needs.\n\nFor Human combat AI, focus was on first reactions and escalation, including resolving bugs with the new system, adding and refining new reaction wildlines, and implementing new methods for controlling which events NPCs respond to. The latter is useful for specific combat scenarios where NPCs are required to focus on a particular task rather than getting drawn into combat.\n\nRefinement and polish continued on compromised cover reactions, while new prototype technology was implemented to lower weapons when friendly fire is detected.\n\nAI (Game Intelligence Development Team)\nIn April, the Game Intelligence Development (GID) team worked on various StarScript improvements, including allowing users to \u2018right click\u2019 task-extension links and search for an existing task to connect it to. They also added edge scrolling to the editor when dragging links and implemented the ability to add a task between two others without manually reconnecting them.\n\nFor StarScript, the first pass on MasterGraph visualization and editing was completed.\n\nGID also delivered their vision for a new tool currently called the \u2018density profiler.\u2019 This prototype will help validate the visual presentation of the tool, the use of thresholds on metrics, and how to interact with multi-resolutions.\n\nFinally, the team continued their research discussions on the \u2018mission system.\u2019 The objective remains to provide the designers with tools to help them easily create entertaining missions for players.\n\nAI (Tech)\nAI Tech progressed with the pathfinder system, making various improvements and cleaning up requests involving multiple start and end locations. Based on a path\u2019s start orientation, the devs can now readjust the initial animation for better continuation when exiting a usable.\n\nFor the movement system, AI Tech are improving \u2018chase target\u2019 requests to allow the chasing of ground-vehicle targets alongside NPCs. The challenge with this is that the position of a ground vehicle could be outside of a navigation mesh triangle.\n\nMultiple improvements were also made to both triangle mesh-based navigation and voxel 3D-based navigation. For triangle mesh, triangle generation issues were fixed that were propagating problems into pathfinding and navigation raycasts. For 3D voxel-based navigation, the team began utilizing the resulted voxels and mesh to improve Ship AI collision avoidance.\n\nOn the Subsumption side, the team continued to create a synchronizing and serializing Subsumption behavior state and behavior variables.\n\nVarious bugs were fixed for Ship AI (some relating to newly exposed functionality, like Flight Mode) and the spawning\/despawning of boids.\n\nImprovements were made to cover generation too, such as excluding door entities from the cover-generation process and reducing the amount generated for long walls. The team is currently checking ground surface inclination to discard cover in areas that are not almost flat.\n\nA new \u2018NavSpline creator\u2019 tool was implemented that will allow the designers to record player ship movements and transform the captured data into a nav spline that can be utilized by Ship AI. StarScript functionality was also extended as requested by the designers creating new missions and behaviors.\n\nAnimation\nLast month, the Animation team continued to support the studio-wide initiative of focusing on content for the PU. They also progressed with the valakkar, supported various new mission givers and world NPCs, and began working on a new creature.\n\nArt (Ships)\nIn the EU, the team focused on closing out tasks for Invictus Launch Week, including three new ships planned for release at the event. The MISC Starlancer TAC was also completed for its upcoming flyable release.\n\nProgress was also made on four unannounced vehicles. The first is progressing through whitebox toward full production, while the second is approaching its greybox review and LOD0-complete. The third, which was briefly shown on a recent episode of Inside Star Citizen, is progressing through concept. The fourth vehicle, the first in a while from an existing manufacturer, has been formally kicked off.\n\nThe Consolidated Outland Pioneer continued through the pre-production and whitebox phases. The modular kits were solidified alongside some structural changes to improve the flow and movement through the ship. The team also continued to define the core visual elements to inject the Consolidated Outland art style.\n\nNumerous paints were also created for new and existing ships for release in coming events.\n\nThe North American Content team began closing out two new variants with polishing and bug fixing. An all-new ship progressed too, with recent decisions being made on cargo capacity and tractor-beam placement.\n\nThe RSI Apollo continued through the greybox phase, with new concepts for the med-bay area and bridge.\n\nFinally for Ships, work continued on the RSI Perseus to define the interior look and feel and ensure it functions as intended.\n\nCommunity\nThe Community team began April supporting Triggerfish, including the parody patch notes for the scaled-down EZ Hab Arena Commander Map. They also supported the Spring Celebration and Free Fly.\n\nThey then published the Alpha 4.0 Test Universe Champions, honoring the players whose testing efforts made the greatest impact during the PTU phase. The team then announced the first in a series of PTU Stress Tests, which provided valuable feedback to development as progress continued on the next major update. CitizenCon Direct was also announced, which will take the place of our traditional in-person event. The team is currently focused on planning and preparing for this exciting event alongside a variety of other events. Community continues to collaborate closely with Development, analyzing feedback from across channels and forwarding valuable insights to the appropriate teams. Meanwhile, efforts continue to provide general publishing support, ensuring cohesive messaging, consistency across public-facing channels, and the timely delivery of key beats.\n\nIn addition to evergreen tasks, such as This Week in Star Citizen, bi-weekly Roadmap Updates and Roundups, and the monthly refresh of the Arena Commander Schedule, the team also supported the ongoing System 7 race series presented by ATMO Esports.\n\nFinally, Community supported the Squadron 42 Newsletter\u2019s Vanduul Interpreter Contest, which yielded some truly creative (and terrifying) submissions as participants offered their best renditions of the Vanduul language.\n\nCore Gameplay\nSeveral of the Core Gameplay teams spent the month stabilizing and improving the new space-themed missions in Alpha 4.1.1. This included closing out the first iteration of several new features, such as communication notifications and new mission rewards.\n\nOutside of new content, the team continued to monitor feedback from the PTU to address community concerns as quickly as possible.\n\n\u201cAs always, we are infinitely thankful to the players who take their time to contribute to testing leading up to a release.\u201d Core Gameplay Team\n\nRecent tasks following feedback included investigating new issues with quantum travel and reoccurring problems with freight elevators, ship claiming, and inventory flow.\n\nElsewhere, the teams analyzed performance captures, seeing where gains could be made for both client and server frame rates, especially focusing on new content.\n\nThere are several more ongoing initiatives across the Core Gameplay teams that are either for the next few releases, longer-term, or for Squadron 42. However, much of the work done for Squadron 42 will also be relevant to Star Citizen, so these teams work across both projects.\n\nElsewhere, Core Gameplay added updates to the engineering UI screen, including countdown warnings for catastrophic explosions, and reinstated and advanced the diagnostic screen MFD.\n\nFurther improvements were then made to ship death. For example, fatal damage behaviors now require a significant impact. In addition, catastrophic misfires can now be triggered by nearby items failing due to severe damage. Improvements to deactivating soft death were also completed and its effects can be enabled separately.\n\nFor flight experience, the team enabled the new space flight mode in their feature streams. They\u2019re currently resolving bugs related to AI ship motion alongside outstanding work on the takeoff and landing experience. Several new game modes were added to allow them to test the new flight model in the future. Due to the data setup, both the new and existing models can be tested separately without affecting each other.\n\nAn overhaul of control-surface tech began. As such, flying in atmosphere and especially gliding is now much more realistic thanks to believable aerodynamic behaviors, such as the nose falling in turns or accurate drag on large AOAs, especially in regards to changing atmospheric densities. There's still outstanding work on the control systems and interaction with thrusters and the AI systems.\n\nApril also saw an update to the new quantum tech. In addition to adding a slow-speed variant of quantum boosting, the devs resolved several bugs and improved reliability and performance. It also features improved ways for the mission designers to control the flow for AI ships. Further work will focus on improving the current experience and make it compatible with multiplayer.\n\nCore Gameplay optimized the ScanWave mechanic to be as responsive as possible, with focus on overwhelming contact environments where hundreds or thousands of contacts are processed in a short period.\n\nAlongside this, the team continued to polish FPS Radar & Scanning gameplay via regular playtests. April\u2019s work included adjusting the detection formula, highlighting visuals, and disabling the \u2018influence signature\u2019 system to improve it to better serve the intended gameplay.\n\nThe team then made improvements to inclusion checks, such as adding a mechanic to skip checks for radar contacts within the same room. This allows for a smoother-flowing experience when searching for items or objectives out of direct line of sight, which would previously require a fully charged scan to detect.\n\nLastly, the team iterated on the boxout display for radar contacts, optimizing and refining the marker placement. Design also began setting up which objects will be detectable by radar and scanning in the PU.\n\nSeveral major bugs were fixed, including one causing the MISC Hull C to spawn with its spindle extended, which prevented flight in certain ports. A commodities issue stopping ships being selectable as a destination was fixed too.\n\nFor refineries, the team added the location inventory to the list of sources and destinations, while refining no longer consumes the ore bag so that it can be reused. For cargo, items placed on grids now take item pivot into consideration if the data is available.\n\nEconomy\nLast month, the Economy team were involved in the new content coming in Alpha 4.1.1, including items and vehicles for Invictus.\n\nThey also supported the design of several new mission archetypes, some of which have the chance to impact the universe in a more permanent manner.\n\nThe team then began looking into making the economy more dynamic, testing various things.\n\n\u201cWe are studying different economic models from history and fiction to get a better impression of how the economy will feel when it is fully fledged.\u201d Economy Team\n\nThe team also discussed the next iteration of Item Recovery and how it will influence the prices and exclusivity of different items. Work then continued on the backend shop refactor that will provide the tools to start building a better shopping experience.\n\nFinally, the Economy and Data Solution teams continued to create a comprehensive data plan to provide better and faster information about what players like the most.\n\nMission Design\nWith most of their recent fundamental tech work complete, the team focused on improving mission quality. For example, players in the PTU will see the return of comms notifications. While the previous system (used for XenoThreat and Siege of Orison) was difficult to update and maintain, it\u2019s now a lot easier to implement content into the game. The team are planning to slowly roll out this update across the game to globally improve mission quality.\n\nAlpha 4.1.1 will see new mission types focused on PVE ship battles. These include \u2018ambush,\u2019 which sees players set up a trap to kill a priority target, and \u2018patrol,\u2019 where players travel between different coordinates and take on activities at each point.\n\nWork on these missions also allowed the team to find and fix longstanding issues with spawning ship-based reinforcements, so \u2018ship wave\u2019 missions should now function better.\n\nIn April, a few of the designers began fixing missions that missed the Alpha 4.0 release.\n\n\u201cHopefully some of these will be in a good enough state for a release soon, but we are committed to the quality and stability of the missions.\u201d Mission Design\n\nUpdates were also made to Wikelo, including the things they are willing to trade. To prevent the farming of rare components, ships rewarded by Wikelo will now only feature their unique paint, while the components will be added to the Emporium.\n\nNarrative\nIn April, the Narrative team\u2019s main focus was on a suite of new missions and support for Invictus Launch Week.\n\nLooking ahead, the team prepared for their next capture session, which involved confirming trigger lists with Design, writing scripts, casting actors, and coordinating with the various downstream departments tasked with processing the captured material. They will also be recording unique dialogue for an upcoming event as well as adding a new NPC archetype for use across multiple missions.\n\nThe team also entered the polish phase on locations that will be arriving later this year, improving the narrative flow of the area and helping the Branding team with the final signage pass to create a more immersive environment. Additionally, they continued to work on two new location archetypes, guiding the design and art with backstory elements to help drive the tone as well as establishing story details. Also, with 2025 well underway, the team dedicated time to progressing their 2026 planning, including new story opportunities.\n\nFinally, the Narrative team made an appearance on Star Citizen Live to answer questions about this year\u2019s ongoing storylines.\n\nOnline Technology\nIn April, the Live Tools team worked on various features, including new sanction types and improvements to scheduling global system messages.\n\nThe Network Team delivered the \u2018entity teleport\u2019 feature, which is used to move replicated entities that may or may not be streamed out. This enables systems, like respawn, to directly reparent a player to a medical bed without needing to wait for it to stream in, streamlining and simplifying the respawn process. The team is currently finalizing the related API.\n\nR&D\nIn April, various improvements were made to the lightning evaluation that's part of the cloud and atmosphere raymarch. As such, the energy fall-off function was generalized and an extra highlight was added to separate the center of bright lightning from much dimmer long-range impact.\n\nFor dynamic weather, the temporal stability of the CPU-accessible weather map was improved, extra helpers for CPU weather queries were implemented, and robustness was improved when creating query contexts.\n\nWork also began on adding texture streaming support for volumetric cloud and ground-fog rendering. Sun disc rendering behind sufficiently dense planetary clouds was improved and should result in softer transitions than before. Similarly, the sun disc behind gas clouds should occlude correctly again. This fix corrects animated noise and banding that was observable when looking at dense clouds with the sun shining through.\n\nUI\nLast month, the UI team worked to implement unique UI styles for several upcoming vehicles. They also supported upcoming events and created environmental UI to support the gameplay and storytelling.\n\nVFX\nLast month, VFX worked toward completing their tasks on vehicles and weapons for Invictus Launch Week.\n\nPre-production VFX work also began for an upcoming major release, including locations, creatures, and weather."},"links_count":0,"comment_count":0,"created_at":"2025-05-07T21:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-07 23:09:17","valid_relations":["images","links"],"prev_id":20580,"next_id":20582}}