{"data":{"id":20620,"title":"Star Citizen Monthly Report: May 2025","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20620-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20620","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20620","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":40075,"name":"community-contest-may.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/d4b36a5ec8530d3de4359ff0daa6d300d3d8911a\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResipDidHiDSZ73noFTz4oSgskxp6MS8nLEr\/community-contest-may.jpg","alt":"g-illustration","size":1109437,"mime_type":"image\/jpeg","last_modified":"2025-06-03T14:10:02+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40075","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40075\/similar"},{"id":40077,"name":"beijing-bar-citizen.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/9342123002302f6033238e9acb9fb17e8fad7791\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseBxUC91xbj3W8w1pcQHyrsBmFgJDNH1Uz\/beijing-bar-citizen.jpg","alt":"g-illustration","size":1688636,"mime_type":"image\/jpeg","last_modified":"2025-06-03T14:15:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40077","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40077\/similar"},{"id":40079,"name":"medbed.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/0fd542f28a7a5ede31eb31e9bcede6f3387d35dc\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResk6Jmn22HDfg8cD51s7tcCpWfRCuvcvnqU\/medbed.jpg","alt":"g-illustration","size":1202369,"mime_type":"image\/jpeg","last_modified":"2025-06-04T18:41:47+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40079","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40079\/similar"},{"id":40081,"name":"lighting.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/0223844bf1bd2d9069c5ce5430ba32350608fc6f\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResepdA6QP6DpNReu1SRshz8GEsVmV9zuvht\/lighting.jpg","alt":"g-illustration","size":1740179,"mime_type":"image\/jpeg","last_modified":"2025-06-03T14:16:08+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40081","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40081\/similar"},{"id":40083,"name":"locations.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/25bc71909c05e27d731b64470177e7d40aeec86f\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseBbABm1X6YtchfAoADPq1wBnsAYUkXrTY\/locations.jpg","alt":"g-illustration","size":2379805,"mime_type":"image\/jpeg","last_modified":"2025-06-03T14:16:33+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40083","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40083\/similar"},{"id":40086,"name":"ui2.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/83632ebfaa6858f2b860072f2eee9622f2189bf5\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjw54dzjRdVEjXx9Khaer4pSjeB1TTV4fY\/ui2.webp","alt":"g-illustration","size":727232,"mime_type":"image\/webp","last_modified":"2025-06-04T20:16:44+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40086","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40086\/similar"},{"id":40089,"name":"may-2025-monthly-report-banner.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/7c8eeaa7f4c48b69de81e0ff69ccf42d90bafc79\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskkEEN5yyPuhR5QTobEwoZNRrBhnsp9zjp\/may-2025-monthly-report-banner.jpg","alt":"","size":1127315,"mime_type":"image\/jpeg","last_modified":"2025-06-03T14:09:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40089","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40089\/similar"}],"images_count":16,"translations":{"en_EN":"PU Monthly Report\nMay 2025\nAlpha 4.2: Storm Breaker is live in the Public Test Universe! There\u2019s still a lot to do behind the scenes as the new content gets pushed to the breaking point in preparation for Live release. Alongside patch fixes and other various changes, many teams touched on tech, locations, and updates coming later this year. Read on for all the latest info.\n\nAI Content\nAI Content continued to support Star Citizen\u2019s monthly release cadence.\n\n\u201cIt was exciting to see the comms calls start to make their way into the game as well as finally unveiling the NewsFlash content around the landing zones. These little updates will help provide players updates about the events happening around the \u2019verse.\u201d AI Content Team\n\nAs they continued to develop these features, the devs requested additional functionality to allow for new features, such as scheduling, as well as scope-out work to make things like channels.\n\nAI Content also continued to support the Mission teams as they integrated new comms content alongside new lines for Wikelo.\n\nOn larger-scale initiatives, the team worked alongside Combat AI to devise a new collection of wildline triggers for combatants and how they could (or whether they should) plug into the proposed line set for generic population NPCs.\n\nThe team also reviewed and standardized the trigger list used by behaviors across the game to ensure that there\u2019s a single list of context words that everyone is operating with. This will prevent confusion when building behaviors or structuring missions.\n\nAI (Features)\nIn May, AI Features ensured Human combat is in an optimal state in several key areas: ammo management and behavior, cover usage, first reactions and perception, attack and defend areas, investigations, grenade use, tactics, and medical behavior. The main focus is to stabilize and reach \u2018gold standard\u2019 for each.\n\nIn pursuit of the above, various issues were fixed, including NPCs looting ammo too close to hostiles, NPCs handling light switch disruption, and first reactions triggering simultaneously and putting the AI into an unresponsive state. A bug was also fixed that caused NPCs to incorrectly count ammo and evaluate remaining resources, causing them to loot more than necessary.\n\nVarious improvements were made too, including how NPCs select and use cover for shooting. They also made it easier to add new information to the AIWeaponComponent debug, and improved the \u2018investigate\u2019 flow to work better over a range of conditions with multiple NPCs at different awareness levels.\n\nThe devs also customized the friendly-fire check so that it can be balanced to give NPCs the desired behavior and prevent them from shooting when players feel they shouldn\u2019t.\n\nThe wildlines setup channel was updated to enable the devs to mute and suppress already queued lines after the death of an NPC.\n\nDefend-area and combat-movement queries were also updated to ensure NPCs don\u2019t get stuck in spawn closets. For example, if too many NPCs are set to enter a 3m x 6m area, they will get stuck.\n\nNew tech and features were implemented too, including logic to prevent low-to-medium priority wildlines from triggering during TrackView sequences that NPCs are involved in.\n\nLogic was also added for switching the aim target location to the visible element of the body while considering aiming priority (torso then head).\n\nAI Features also finished work to ensure NPCs animatedly react to compromised cover, cleaned up the NPC-medic flow to make it more robust and improve the visuals, added additional debugging to balance first reaction times for audio and visual events, and added \u2018trait debugging\u2019 to prevent conflicting behavior traits.\n\nA fix was added for placed dead bodies to prevent them from causing the AI to react when, from a story perspective, they already exist in the world.\n\nFinally for AI Features, the team added audio proc clips to takedown animations so that nearby AI are alerted. They also added debug logging to disturbance events to prevent AI from reacting before the level has started properly.\n\nAI (Game Intelligence Development Team)\nIn May, the Game Intelligence Development team began work on the UI prototype for Mission System v2; specifically the \u2018outline header\u2019 design, including the mission object properties design, the outline infrastructure, and a generic outline panel. This also involved creating UI visuals for the outline with all its components.\n\nAlongside this, the team also fixed small bugs and worked on features requested by the game designers to improve StarScript.\n\nAI (Tech)\nLast month, AI Tech continued to improve how navigation links connect to external zones. The team are currently updating links that utilize motion warp, such as mantle or jumping down, to rely on specific metrics, which will enable them to be utilized by different categories of creatures. Updates were also made to the chase movement request to allow multiple destinations around bigger targets, like ground vehicles or apex creatures.\n\nThe first stage of ongoing improvements to 3D navigation was completed. This involved voxelizing custom areas and allowing them to define granularity. Currently, the voxelization data is being used to improve collision avoidance during AI ship flight.\n\nThe core work for serializing Subsumption variables was completed, which is used for network synchronization and the save-and-load mechanism.\n\nFor the Subsumption conversation feature, a clustering algorithm was added to split participants into more meaningful groups. This group data will be used to create avoidance obstacles, meaning NPCs will be able to avoid others already in a conversation group.\n\nOn the tools side, multiple usability improvements were made to StarScript, such as allowing bulk node deletion and the discarding of invalid sub-platforms when loading a platform or marking a document as modified when re-ordering variables.\n\nAnimation\nThe Facial Animation team recorded and processed content for upcoming releases for both new and existing mission givers, including Wikelo. They also continued to provide new voice packs that will populate generic NPCs throughout the \u2018verse and began supporting the recently added NewsFlash content. Animations were developed for an upcoming creature, too.\n\nArt (Characters)\nMay saw the Character Art team progress with new creatures, a heavy armor, and gameplay rewards. They also kicked off a light armor.\n\nThe Concept Art team prepared handoff sheets and explored future in-game armor rewards.\n\nArt (Ships)\nAs usual, May was extremely busy for the Vehicle Content teams as they supported new releases, progressed with upcoming vehicles, and kicked off projects for the next year or so.\n\nIn Europe, four unannounced ships progressed. The first officially entered production, while the second progressed toward its upcoming whitebox review gate. The third continued down the production pipeline, with the artists currently awaiting feedback from the LOD0 review. The fourth received considerable attention during its whitebox phase, particularly around the cockpit entry requirements, as it will receive entirely new enter and exit animations (something rarely done to this level).\n\nFor already announced ships, the Anvil Paladin progressed through greybox, benefiting from the recent work on the Asgard to help speed up its creation.\n\nThe Consolidated Outland Pioneer continued its long and extensive whitebox phase.\n\n\u201cThe sheer scale and complexity of this ship mean this is a longer-than-normal phase!\u201d Vehicle Content Team\n\nThen, after a short pause to help close out the Invictus ships, work resumed on the Ironclad, with a focus on blocking out every room with the appropriate Drake kits.\n\nWith the Guardian MX live, the North American teams moved onto closing out an upcoming variant for its impending release, with the ship successfully passing its final review. Another unannounced vehicle passed its whitebox review following minor adjustments to one of its key mechanics.\n\nThe RSI Apollo Medivac and Triage passed their greybox reviews, with a focus on ensuring each med-bed module tier is distinct without being disruptively different to use. The RSI Perseus continued through greybox ready for its gate review early this month.\n\nCommunity\nThe Community team spent much of May breaking down Community feedback\/sentiment across all platforms and ensuring its delivery to the right teams internally. The team published the Save the Date announcement for Invictus Launch Week 2955, as well as providing Spectrum support with an informative guide and FAQ. They also advised the community of the new opportunity for Idris owners to name their ship, and made players aware of the changes introduced with Alpha 4.1.1.\n\nSupport for Invictus and the accompanying Free Fly also included multiple Comm-Links, such as the manufacturer schedule, a referral bonus promotion, and Q&As for the Greycat MTC, Mirai Guardian MX and Anvil Asgard. The team also supported a social media selfie screenshot contest, which allowed players to show off their best looks at a variety of exotic locales around the \u2018verse.\n\nThroughout May, the team connected with the community as part of the 2025 Bar Citizen World Tour. This included venues in the United States, Korea, China, Spain, Germany, and France. The team published an invitation to the upcoming International Bar Citizen Weekend 2025, and have plans to visit additional locations throughout the year. Correspondingly, submissions were announced for CitizenCon Direct Watch Parties that will pair the camaraderie of Bar Citizen with the energy of CitizenCon! The team is currently deep in planning for this year's event, which is shaping up to be a fun one!\n\nFinally, alongside evergreen tasks such as This Week in Star Citizen, the bi-weekly Roadmap Updates and Roundups, Monthly Reports (like this one!) and the monthly refresh of the Arena Commander Schedule, the Community team supported the epic conclusion to the System 7 race series presented by ATMO esports.\n\nCore Gameplay\nCore Gameplay are currently working through a long list of weapon improvements to further modernize the FPS experience for both Squadron 42 and Star Citizen, including tweaking how disruptive weapon raising is to the flow of combat. Engineering and Design collaborated to iterate on these improvements and provide more polished combat gameplay.\n\nWork on hacking continued, which involved highlighting suggested abilities for certain gameplay situations. Abilities are also now disabled when they\u2019re not applicable in a specific situation to better explain hacking gameplay. The hacking terminal now also supports color-coded terminal output for better clarity.\n\nThe team also wrapped up work on the new Argo ATLS IKTI and GEO IKTI, both of which support weapons instead of their utility attachments. Additional bug fixes and polish are underway, but the team is excited to further expand the ATLS platform and provide players with more options on the battlefield.\n\nFor Engineering, the team reviewed feedback and outstanding work before dividing the feature into smaller milestones. The first milestone primarily covers core gameplay mechanics, such as the engineering screen and its ability to manipulate power distribution and item states. A recent internal review provided feedback and polish that will be addressed before the feature reaches players. The diagnostics screen also received new functionality and utility.\n\nAs part of the ongoing quality-of-life initiative, Core Gameplay are working on improvements to the harvestable and loot systems. This is to address various performance issues and, more importantly, give the designers more control over how harvestables and loot are spawned.\n\nFor Alpha 4.1.1 the devs enabled the ability for players to quantum travel to their own vehicles, which was received positively by the community.\n\nItem Recovery is currently progressing, with tasks for tier 1 progressing.\n\nAs part of the space combat-focused content in Alpha 4.1.1, Core Gameplay supported Design in tweaking and tuning recoil for vehicle weapons. In collaboration with SFX, VFX, and Vehicle Content, they made a concerted push to polish the combat experience in cockpits and turrets and are hoping to expand this to more weapons soon.\n\nAs an additional stepping stone toward the new vehicle radar and scanning system, changes were made to the information available to players before a ship is scanned. The team are currently reviewing the feedback that came from this change and are looking to implement improvements that smooth out that flow.\n\nQuantum interdiction is also being reworked to be more compatible with Server Meshing, leveraging tech developed for Alpha 4.1 to communicate across different volumes on different servers. This rework is primarily about reliability, not the mechanic itself.\n\n\u201cWe recognize that there\u2019s an imbalance between lawful and unlawful gameplay and want to ensure players on both ends have the tools needed to contend with the other.\u201d Core Gameplay Team\n\nThe recent work on control surfaces reached a major milestone, with most of the atmospheric flight model behaviors now in first-pass implementation. As part of this, ships will now more accurately reflect the expected flight behavior based on lift, drag, angle of attack, and other factors. Thrusters currently activate smoothly to compensate for different atmospheric densities, while hovering feels more natural.\n\nThe Core Gameplay team fixed numerous issues related to cargo crates intersecting with each other alongside the ability to retrieve multiple vehicles from a hangar. Players now also receive a warning when their ship accumulates distortion damage.\n\nFor upcoming gameplay, medical beds now heal radiation damage. A pass was also done to ensure players receive proper visual feedback on radiation in the environment.\n\nThe transit rework (internally referred to as the \u2018transport system\u2019) continued toward the first playable version for internal validation. The team moved transport from \u2018push system\u2019 to \u2018serialized variables\u2019 on the Transport Manager for improved reliability. To validate the new system, Design trialed the transport system in the New Babbage habs. They\u2019re currently addressing feedback and issues resulting from the test.\n\nFor the Apex Valakkar, Core Gameplay supported the Character and AI teams on multiple fronts. For example, the irradiated Apex Valakkar\u2019s projectiles will now spawn hazard volumes that damage the player over time. The apex creature also spawns a \u201cmole hill\u201d wherever it exits or enters the ground.\n\nFPS radar and scanning also progressed. The devs can now specify if contacts should remain visible for extended periods after they have been first scanned, which is useful to the designers in curated situations. Additionally, they can now reduce the signature of a contact if it\u2019s considered dead. For example, dead NPCs are no longer detectable from the same distances as living ones.\n\nAs part of the upcoming patch release, a lot of feedback was received around the reliability and quality of the new comms notifications. As a result, the team is working through various improvements to ensure mission givers appear at their best and don\u2019t awkwardly look at players.\n\nFinally for Core Gameplay, the team are currently supporting an upcoming Global Event, including new ways to track and display player progress.\n\nLighting\nLighting supported all recent and upcoming patch releases, including adding environmental and dynamic lighting to interactable event locations in Pyro.\n\nLocations\nThe Locations teams continued to support the ongoing monthly content releases. Last month, there was a particular focus on Invictus Launch Week, with the devs looking forward to releases in July and August alongside updates to Wikelo.\n\nNarrative\nMay brought with it a flurry of activity for the Narrative team. The top of the month saw them tackling bugs found in Alpha 4.1.1 PTU in preparation for the patch\u2019s full release. Simultaneously, members of the team finalized new content that will be heavily narrative focused and even feature audio recordings for players to discover.\n\nBeyond that, dozens of new mission contracts were created for upcoming gameplay to not only provide players with critical information but a sense of character as well. The writers also worked on scripts for new mission providers who will be making an appearance later this year.\n\n\u201cBecause of the time involved with writing, recording, and processing performances, there\u2019s an interesting balance of locking down a script while allowing for the Design team to continue refining the gameplay as they continue development. This often means that we record alternate lines that would be useful in case the scope or design of a new mission needs to be adjusted closer to release.\u201d Narrative Team\n\nFinally, the team solidified the story plans for next year, taking the initial high-level outline and pulling in more details to help other teams continue with their planning.\n\nOnline Technology\nIn May, the Network team continued work on Dynamic Server Meshing, separating the DGS assignment from the territory manager. The objective is to base territory runtime redistribution on several factors, including entity and player distribution and overall shard occupancy. Subsequent work will remove territories from the equation altogether, allowing compute resources to be deployed exactly where they're needed.\n\nThe Live Tools team worked on improving moderation tools to provide a better user experience for everyone. They also improved the solution that allows the Publishing team to schedule in-game messages and continued to add smaller improvements to the various tools used across development. New infrastructure was deployed to better handle game crashes and errors too.\n\nOnline Services continued work on the Item Imprint system, including the design aspects, and progressed with diffusion removal to lay the groundwork for the social refactor. Online Services also continued to help fix various issues that were discovered by players alongside minor improvements to the mission-system tools.\n\nUI\nIn May, the team completed the UI for an upcoming event, creating various screens to support the narrative and gameplay. Once completed, the Design teams kicked off plans for the next one.\n\nThe new Mirai UI was also finished, which the team kept quiet until the launch of the Guardian MX.\n\n\u201cMirai uses vibrant colors and dynamic shapes, which were great fun to work on and mark an interesting departure from the retro sci-fi look of our other styles, like Drake and Aegis.\u201d UI Team\n\nThe new layout and shapes were a challenge to implement with the existing setup. So, the team assessed the problems and rewrote the UI core to make it easier to create more interesting styles in the future.\n\nElsewhere, performance improvements continued, with the team investigating spreading UI processing across multiple cores. Visual prototypes were also worked on for some interesting but currently confidential 3D interactive UIs to replace one of the older systems in the game.","de_DE":"PU-Monatsbericht\nMai 2025\nAlpha 4.2: Storm Breaker ist im \u00f6ffentlichen Testuniversum live! Hinter den Kulissen gibt es noch eine Menge zu tun, denn die neuen Inhalte werden in Vorbereitung auf die Live-Ver\u00f6ffentlichung bis zum \u00c4u\u00dfersten getrieben. Neben Patch-Fixes und anderen \u00c4nderungen haben viele Teams auch \u00fcber Technologien, Orte und Updates gesprochen, die noch in diesem Jahr erscheinen werden. Lies weiter, um die neuesten Informationen zu erhalten.\n\nKI-Inhalte\nDie KI-Inhalte unterst\u00fctzen weiterhin die monatliche Ver\u00f6ffentlichungsrate von Star Citizen.\n\n\"Es war aufregend zu sehen, wie sich die Kommunikationsanrufe ihren Weg ins Spiel bahnten und wie die NewsFlash-Inhalte in den Landezonen enth\u00fcllt wurden. Diese kleinen Updates werden den Spielern helfen, sich \u00fcber die Ereignisse im Verse zu informieren.\" KI-Inhaltsteam\n\nIm Zuge der Entwicklung dieser Features haben die Entwickler zus\u00e4tzliche Funktionen angefordert, um neue Features wie die Zeitplanung zu erm\u00f6glichen und um Dinge wie Kan\u00e4le zu erstellen.\n\nDas AI Content Team unterst\u00fctzte die Missionsteams auch weiterhin bei der Integration neuer Kommunikationsinhalte und neuer Zeilen f\u00fcr Wikelo.\n\nBei gr\u00f6\u00dferen Initiativen arbeitete das Team mit der Kampf-KI zusammen, um eine neue Sammlung von Wildline-Ausl\u00f6sern f\u00fcr K\u00e4mpfer zu entwickeln und zu \u00fcberlegen, wie sie in das vorgeschlagene Line-Set f\u00fcr allgemeine Bev\u00f6lkerungs-NSCs integriert werden k\u00f6nnen (oder sollten).\n\nDas Team hat au\u00dferdem die Liste der Ausl\u00f6ser, die von den Verhaltensweisen im gesamten Spiel verwendet werden, \u00fcberpr\u00fcft und vereinheitlicht, um sicherzustellen, dass es eine einzige Liste von Kontextw\u00f6rtern gibt, mit denen alle arbeiten. So wird Verwirrung bei der Erstellung von Verhaltensweisen oder der Strukturierung von Missionen vermieden.\n\nKI (Features)\nIm Mai haben die KI-Features daf\u00fcr gesorgt, dass sich der menschliche Kampf in mehreren Schl\u00fcsselbereichen in einem optimalen Zustand befindet: Munitionsmanagement und -verhalten, Deckungsnutzung, erste Reaktionen und Wahrnehmung, Angriffs- und Verteidigungsbereiche, Untersuchungen, Granateneinsatz, Taktik und medizinisches Verhalten. Das Hauptaugenmerk liegt auf der Stabilisierung und dem Erreichen des \"Goldstandards\" f\u00fcr jeden Bereich.\n\nZu diesem Zweck wurden verschiedene Probleme behoben, z. B. dass NSCs Munition zu nah an Gegnern pl\u00fcndern, dass NSCs mit Lichtschalterunterbrechungen umgehen und dass erste Reaktionen gleichzeitig ausgel\u00f6st werden und die KI in einen reaktionslosen Zustand versetzen. Au\u00dferdem wurde ein Fehler behoben, der dazu f\u00fchrte, dass NSCs die Munition falsch z\u00e4hlten und die verbleibenden Ressourcen falsch bewerteten, wodurch sie mehr pl\u00fcnderten als n\u00f6tig.\n\nAu\u00dferdem wurden verschiedene Verbesserungen vorgenommen, z. B. wie NSCs Deckung zum Schie\u00dfen ausw\u00e4hlen und nutzen. Au\u00dferdem wurde es einfacher, dem AIWeaponComponent-Debug neue Informationen hinzuzuf\u00fcgen, und der Erkundungsablauf wurde verbessert, damit er unter verschiedenen Bedingungen mit mehreren NSCs auf unterschiedlichen Bewusstseinsstufen besser funktioniert.\n\nDie Entwickler haben auch den Friendly-Fire-Check angepasst, damit er so ausbalanciert werden kann, dass NSCs das gew\u00fcnschte Verhalten zeigen und nicht schie\u00dfen, wenn die Spieler meinen, dass sie es nicht sollten.\n\nDer Einrichtungskanal f\u00fcr Wildnislinien wurde aktualisiert, damit die Entwickler nach dem Tod eines NSCs bereits anstehende Linien stummschalten und unterdr\u00fccken k\u00f6nnen.\n\nDie Abfragen zum Verteidigungsbereich und zur Kampfbewegung wurden ebenfalls aktualisiert, um sicherzustellen, dass NSCs nicht in Spawn-Schr\u00e4nken feststecken. Wenn z.B. zu viele NSCs einen 3m x 6m gro\u00dfen Bereich betreten sollen, bleiben sie stecken.\n\nEs wurden auch neue Technologien und Funktionen implementiert, darunter eine Logik, die verhindert, dass Wildlinien mit niedriger bis mittlerer Priorit\u00e4t w\u00e4hrend TrackView-Sequenzen ausgel\u00f6st werden, an denen NSCs beteiligt sind.\n\nAu\u00dferdem wurde eine Logik hinzugef\u00fcgt, mit der die Zielposition auf das sichtbare K\u00f6rperelement umgestellt wird, wobei die Zielpriorit\u00e4t ber\u00fccksichtigt wird (Torso vor Kopf).\n\nDie KI-Features haben au\u00dferdem daf\u00fcr gesorgt, dass NSCs animiert auf gef\u00e4hrdete Deckung reagieren. Au\u00dferdem wurde der Fluss zwischen NSC und Medikus aufger\u00e4umt, um ihn robuster zu machen und die Optik zu verbessern, und zus\u00e4tzliches Debugging hinzugef\u00fcgt, um die ersten Reaktionszeiten f\u00fcr Audio- und visuelle Ereignisse auszugleichen.\n\nEs wurde ein Fix f\u00fcr platzierte Leichen hinzugef\u00fcgt, um zu verhindern, dass sie die KI zu einer Reaktion veranlassen, wenn sie aus Sicht der Story bereits in der Welt existieren.\n\nBei den KI-Features schlie\u00dflich hat das Team Audio-Proc-Clips zu Takedown-Animationen hinzugef\u00fcgt, damit die KI in der N\u00e4he gewarnt wird. Au\u00dferdem wurde ein Debug-Logging f\u00fcr St\u00f6rungsereignisse hinzugef\u00fcgt, um zu verhindern, dass die KI reagiert, bevor der Level richtig begonnen hat.\n\nKI (Game Intelligence Development Team)\nIm Mai begann das Game Intelligence Development Team mit der Arbeit am UI-Prototyp f\u00fcr das Missionssystem v2, insbesondere mit dem Entwurf des \"Outline Headers\", einschlie\u00dflich des Entwurfs der Missionsobjekteigenschaften, der Outline-Infrastruktur und eines allgemeinen Outline-Panels. Dazu geh\u00f6rte auch die Erstellung von UI-Visualisierungen f\u00fcr die Gliederung mit all ihren Komponenten.\n\nDaneben hat das Team auch kleine Fehler behoben und an Funktionen gearbeitet, die von den Spieldesignern zur Verbesserung von StarScript gew\u00fcnscht wurden.\n\nKI (Tech)\nIm letzten Monat hat die KI-Abteilung weiter daran gearbeitet, die Verbindung zwischen Navigationslinks und externen Zonen zu verbessern. Das Team aktualisiert derzeit Links, die den Bewegungs-Warp nutzen, wie z. B. den Mantel oder den Absprung, so dass sie auf bestimmten Metriken beruhen, die es erm\u00f6glichen, dass sie von verschiedenen Kategorien von Kreaturen genutzt werden k\u00f6nnen. Au\u00dferdem wurde die Anforderung zur Verfolgungsbewegung aktualisiert, um mehrere Ziele in der N\u00e4he gr\u00f6\u00dferer Ziele, wie Bodenfahrzeuge oder Apex-Kreaturen, zu erm\u00f6glichen.\n\nDie erste Phase der laufenden Verbesserungen der 3D-Navigation wurde abgeschlossen. Dabei wurden benutzerdefinierte Bereiche voxelisiert und die Granularit\u00e4t festgelegt. Derzeit werden die Voxelisierungsdaten verwendet, um die Kollisionsvermeidung w\u00e4hrend des KI-Schiffsflugs zu verbessern.\n\nDie Kernarbeit zur Serialisierung von Subsumption-Variablen wurde abgeschlossen, die f\u00fcr die Netzwerksynchronisation und den Speichern-und-Laden-Mechanismus verwendet wird.\n\nF\u00fcr die Subsumption-Konversationsfunktion wurde ein Clustering-Algorithmus hinzugef\u00fcgt, um die Teilnehmer\/innen in sinnvollere Gruppen einzuteilen. Diese Gruppendaten werden verwendet, um Vermeidungshindernisse zu schaffen, d.h. NSCs k\u00f6nnen andere, die sich bereits in einer Gespr\u00e4chsgruppe befinden, vermeiden.\n\nAuf der Seite der Tools wurden mehrere Verbesserungen an der Benutzerfreundlichkeit von StarScript vorgenommen, z. B. die M\u00f6glichkeit, Knoten in gro\u00dfen Mengen zu l\u00f6schen und ung\u00fcltige Unterplattformen zu verwerfen, wenn eine Plattform geladen wird, oder ein Dokument als ge\u00e4ndert zu markieren, wenn Variablen neu angeordnet werden.\n\nAnimation\nDas Team f\u00fcr Gesichtsanimation hat Inhalte f\u00fcr kommende Ver\u00f6ffentlichungen f\u00fcr neue und bestehende Missionsgeber, einschlie\u00dflich Wikelo, aufgenommen und bearbeitet. Au\u00dferdem wurden neue Sprachpakete erstellt, die generische NSCs im gesamten Verse bev\u00f6lkern werden, und es wurde mit der Unterst\u00fctzung der k\u00fcrzlich hinzugef\u00fcgten NewsFlash-Inhalte begonnen. Au\u00dferdem wurden Animationen f\u00fcr eine neue Kreatur entwickelt.\n\nKunst (Charaktere)\nIm Mai hat das Character Art Team neue Kreaturen, eine schwere R\u00fcstung und Gameplay-Belohnungen entwickelt. Au\u00dferdem haben sie eine leichte R\u00fcstung entwickelt.\n\nDas Concept Art Team bereitete \u00dcbergabeb\u00f6gen vor und erforschte zuk\u00fcnftige Belohnungen f\u00fcr R\u00fcstungen im Spiel.\n\nKunst (Schiffe)\nWie immer war der Mai f\u00fcr die Teams f\u00fcr Fahrzeuginhalte sehr arbeitsreich, denn sie unterst\u00fctzten neue Ver\u00f6ffentlichungen, arbeiteten an kommenden Fahrzeugen und starteten Projekte f\u00fcr das n\u00e4chste Jahr.\n\nIn Europa wurden vier unangek\u00fcndigte Schiffe weiterentwickelt. Das erste ging offiziell in die Produktion, w\u00e4hrend das zweite sich auf die bevorstehende Whitebox-Pr\u00fcfung vorbereitete. Das dritte befand sich weiter in der Produktionspipeline und die K\u00fcnstler\/innen warten derzeit auf das Feedback des LOD0-Reviews. Dem vierten Schiff wurde in der Whitebox-Phase viel Aufmerksamkeit gewidmet, insbesondere den Anforderungen an den Cockpit-Einstieg, da es v\u00f6llig neue Ein- und Ausstiegsanimationen erhalten wird (etwas, das auf diesem Niveau selten gemacht wird).\n\nWas die bereits angek\u00fcndigten Schiffe angeht, so hat der Anvil Paladin die Greybox-Phase durchlaufen und von der j\u00fcngsten Arbeit an der Asgard profitiert, um ihre Erstellung zu beschleunigen.\n\nDer Consolidated Outland Pioneer setzte seine lange und umfangreiche Whitebox-Phase fort.\n\n\"Aufgrund des Umfangs und der Komplexit\u00e4t dieses Schiffes dauert diese Phase l\u00e4nger als \u00fcblich! Fahrzeug-Content-Team\n\nNach einer kurzen Pause zur Fertigstellung der Invictus-Schiffe wurde die Arbeit an der Ironclad fortgesetzt, wobei der Schwerpunkt darauf lag, jeden Raum mit den entsprechenden Drake-Kits auszustatten.\n\nNachdem die Guardian MX in Betrieb genommen wurde, machten sich die nordamerikanischen Teams daran, eine neue Variante f\u00fcr die bevorstehende Ver\u00f6ffentlichung fertig zu stellen, und das Schiff bestand erfolgreich die letzte Pr\u00fcfung. Ein weiteres unangek\u00fcndigtes Fahrzeug hat die Whitebox-Pr\u00fcfung bestanden, nachdem kleinere Anpassungen an einer der wichtigsten Mechaniken vorgenommen wurden.\n\nDie RSI Apollo Medivac und Triage haben ihre Greybox-Reviews bestanden, wobei der Schwerpunkt darauf lag, sicherzustellen, dass sich die einzelnen Ebenen der Med-Bett-Module voneinander unterscheiden, ohne dabei st\u00f6rend aufzufallen. Der RSI Perseus durchlief die Greybox-Pr\u00fcfung und ist bereit f\u00fcr die Gate-Pr\u00fcfung Anfang des Monats.\n\nCommunity\nDas Community-Team verbrachte einen Gro\u00dfteil des Monats Mai damit, das Feedback der Community auf allen Plattformen zu analysieren und sicherzustellen, dass es intern an die richtigen Teams weitergeleitet wird. Das Team ver\u00f6ffentlichte die Ank\u00fcndigung des Termins f\u00fcr die Invictus Launch Week 2955 und unterst\u00fctzte Spectrum mit einem informativen Leitfaden und einer FAQ. Au\u00dferdem informierte das Team die Community \u00fcber die neue M\u00f6glichkeit f\u00fcr Idris-Besitzer, ihrem Schiff einen Namen zu geben, und machte die Spieler auf die \u00c4nderungen aufmerksam, die mit Alpha 4.1.1 eingef\u00fchrt wurden.\n\nDer Support f\u00fcr Invictus und die begleitende Free Fly umfasste auch mehrere Comm-Links, wie z.B. den Herstellerplan, eine Empfehlungsbonus-Aktion und Q&As f\u00fcr die Greycat MTC, Mirai Guardian MX und Anvil Asgard. Das Team unterst\u00fctzte auch einen Selfie-Screenshot-Wettbewerb in den sozialen Medien, bei dem die Spieler\/innen ihr bestes Aussehen an einer Reihe von exotischen Orten rund um das Verse zeigen konnten.\n\nDen ganzen Mai \u00fcber war das Team im Rahmen der 2025 Bar Citizen World Tour mit der Community in Kontakt. Die Tour fand in den Vereinigten Staaten, Korea, China, Spanien, Deutschland und Frankreich statt. Das Team hat eine Einladung f\u00fcr das kommende internationale Bar Citizen Weekend 2025 ver\u00f6ffentlicht und plant, im Laufe des Jahres weitere Orte zu besuchen. Au\u00dferdem wurden Einreichungen f\u00fcr CitizenCon Direct Watch Parties bekannt gegeben, die die Kameradschaft der Bar Citizen mit der Energie der CitizenCon verbinden werden! Das Team steckt derzeit mitten in den Planungen f\u00fcr die diesj\u00e4hrige Veranstaltung, die ein gro\u00dfer Spa\u00df werden soll!\n\nNeben immer wiederkehrenden Aufgaben wie Diese Woche in Star Citizen, den zweiw\u00f6chentlichen Roadmap-Updates und Roundups, den monatlichen Berichten (wie diesem hier!) und der monatlichen Aktualisierung des Arena Commander Schedule hat das Community-Team auch den epischen Abschluss der System 7 Rennserie unterst\u00fctzt, die von ATMO esports pr\u00e4sentiert wurde.\n\nCore Gameplay\nDas Core Gameplay-Team arbeitet derzeit an einer langen Liste von Waffenverbesserungen, um das FPS-Erlebnis sowohl f\u00fcr Squadron 42 als auch f\u00fcr Star Citizen weiter zu modernisieren, u.a. um den Einfluss von Waffenerh\u00f6hungen auf den Kampfablauf zu optimieren. Technik und Design haben gemeinsam an diesen Verbesserungen gearbeitet, um ein ausgefeilteres Kampf-Gameplay zu erm\u00f6glichen.\n\nDie Arbeit am Hacking wurde fortgesetzt, indem vorgeschlagene F\u00e4higkeiten f\u00fcr bestimmte Spielsituationen hervorgehoben wurden. F\u00e4higkeiten werden jetzt auch deaktiviert, wenn sie in einer bestimmten Situation nicht anwendbar sind, um das Hacking-Gameplay besser zu erkl\u00e4ren. Das Hacking-Terminal unterst\u00fctzt jetzt auch farbcodierte Terminalausgaben f\u00fcr mehr Klarheit.\n\nDas Team hat au\u00dferdem die Arbeit an den neuen Argo ATLS IKTI und GEO IKTI abgeschlossen, die beide Waffen anstelle ihrer Hilfsmittelaufs\u00e4tze unterst\u00fctzen. Das Team freut sich darauf, die ATLS-Plattform weiter auszubauen und den Spielern mehr M\u00f6glichkeiten auf dem Schlachtfeld zu bieten.\n\nF\u00fcr die Technik hat das Team das Feedback und die ausstehenden Arbeiten gepr\u00fcft, bevor es das Feature in kleinere Meilensteine aufgeteilt hat. Der erste Meilenstein betrifft vor allem zentrale Spielmechaniken wie den Ingenieursbildschirm und die M\u00f6glichkeit, die Energieverteilung und den Status von Gegenst\u00e4nden zu manipulieren. Eine k\u00fcrzlich durchgef\u00fchrte interne \u00dcberpr\u00fcfung lieferte Feedback und Verbesserungsvorschl\u00e4ge, die vor der Ver\u00f6ffentlichung des Features an die Spieler\/innen weitergegeben werden. Auch der Diagnosebildschirm erhielt neue Funktionen und Nutzen.\n\nAls Teil der laufenden Initiative zur Verbesserung der Lebensqualit\u00e4t arbeitet Core Gameplay an Verbesserungen des Ernte- und Beutesystems. Damit sollen verschiedene Leistungsprobleme behoben werden und, was noch wichtiger ist, den Designern mehr Kontrolle dar\u00fcber geben, wie Erntegut und Beute gespawnt werden.\n\nF\u00fcr die Alpha 4.1.1 haben die Entwickler die M\u00f6glichkeit geschaffen, dass Spieler\/innen mit Quanten zu ihren eigenen Fahrzeugen reisen k\u00f6nnen, was von der Community positiv aufgenommen wurde.\n\nDie Wiederbeschaffung von Gegenst\u00e4nden macht derzeit Fortschritte, wobei die Aufgaben f\u00fcr Stufe 1 voranschreiten.\n\nAls Teil der auf den Weltraumkampf ausgerichteten Inhalte in Alpha 4.1.1 unterst\u00fctzte Core Gameplay das Design bei der Optimierung des R\u00fccksto\u00dfes von Fahrzeugwaffen. In Zusammenarbeit mit SFX, VFX und Vehicle Content wurde das Kampferlebnis in Cockpits und Gesch\u00fctzt\u00fcrmen optimiert und wir hoffen, dies bald auf weitere Waffen ausweiten zu k\u00f6nnen.\n\nAls weiterer Schritt in Richtung des neuen Fahrzeugradar- und Scansystems wurden die Informationen, die den Spielern zur Verf\u00fcgung stehen, bevor ein Schiff gescannt wird, ge\u00e4ndert. Das Team pr\u00fcft derzeit die R\u00fcckmeldungen zu dieser \u00c4nderung und will Verbesserungen einf\u00fchren, um den Spielfluss zu verbessern.\n\nDie Quantum Interdiction wird au\u00dferdem \u00fcberarbeitet, um besser mit dem Server Meshing kompatibel zu sein. Dabei wird die f\u00fcr Alpha 4.1 entwickelte Technologie genutzt, um zwischen verschiedenen Volumes auf verschiedenen Servern zu kommunizieren. Bei dieser \u00dcberarbeitung geht es in erster Linie um die Zuverl\u00e4ssigkeit, nicht um die Mechanik selbst.\n\n\"Wir sind uns bewusst, dass es ein Ungleichgewicht zwischen legalem und illegalem Spiel gibt und wollen sicherstellen, dass Spieler\/innen auf beiden Seiten die n\u00f6tigen Werkzeuge haben, um gegen die jeweils andere Seite anzutreten. Core Gameplay Team\n\nDie j\u00fcngste Arbeit an den Steuerfl\u00e4chen hat einen wichtigen Meilenstein erreicht: Die meisten Verhaltensweisen des atmosph\u00e4rischen Flugmodells sind nun im ersten Durchgang implementiert. Dadurch werden die Schiffe das erwartete Flugverhalten basierend auf Auftrieb, Widerstand, Anstellwinkel und anderen Faktoren genauer widerspiegeln. Die Schubd\u00fcsen werden jetzt sanft aktiviert, um unterschiedliche atmosph\u00e4rische Dichten auszugleichen, und der Schwebeflug f\u00fchlt sich nat\u00fcrlicher an.\n\nDas Core Gameplay-Team hat zahlreiche Probleme behoben, die damit zusammenhingen, dass sich Frachtkisten \u00fcberschnitten haben und dass man mehrere Fahrzeuge aus einem Hangar holen konnte. Au\u00dferdem erhalten die Spieler\/innen jetzt eine Warnung, wenn ihr Schiff Verzerrungsschaden anh\u00e4uft.\n\nF\u00fcr das kommende Gameplay heilen medizinische Betten nun Strahlungssch\u00e4den. Au\u00dferdem wurde eine \u00dcberarbeitung vorgenommen, um sicherzustellen, dass die Spieler\/innen ein angemessenes visuelles Feedback zur Strahlung in der Umgebung erhalten.\n\nDie \u00dcberarbeitung des Transports (intern als \"Transportsystem\" bezeichnet) wurde zur internen Validierung in Richtung der ersten spielbaren Version fortgesetzt. Das Team stellte das Transportsystem von \"Push-System\" auf \"serialisierte Variablen\" im Transportmanager um, um die Zuverl\u00e4ssigkeit zu verbessern. Um das neue System zu validieren, testete Design das Transportsystem in den New Babbage Habs. Das Team arbeitet derzeit an den R\u00fcckmeldungen und Problemen, die sich aus dem Test ergeben haben.\n\nF\u00fcr die Apex Valakkar unterst\u00fctzte Core Gameplay das Charakter- und KI-Team an mehreren Fronten. Zum Beispiel spawnen die Geschosse des verstrahlten Apex Valakkar jetzt Hazard-Volumes, die dem Spieler mit der Zeit Schaden zuf\u00fcgen. Die Apex-Kreatur erzeugt au\u00dferdem \u00fcberall dort, wo sie den Boden verl\u00e4sst oder betritt, einen \"Maulwurfsh\u00fcgel\".\n\nDer FPS-Radar und das Scannen wurden ebenfalls verbessert. Die Entwickler k\u00f6nnen jetzt festlegen, ob Kontakte nach dem ersten Scannen noch l\u00e4ngere Zeit sichtbar bleiben sollen, was f\u00fcr die Designer in kurvigen Situationen n\u00fctzlich ist. Au\u00dferdem k\u00f6nnen sie jetzt die Signatur eines Kontakts reduzieren, wenn er als tot gilt. Zum Beispiel sind tote NSCs nicht mehr aus denselben Entfernungen erkennbar wie lebende.\n\nIm Rahmen der bevorstehenden Patch-Ver\u00f6ffentlichung gab es viel Feedback zur Zuverl\u00e4ssigkeit und Qualit\u00e4t der neuen Komm-Benachrichtigungen. Daher arbeitet das Team an verschiedenen Verbesserungen, um sicherzustellen, dass die Missionsgeber in Bestform erscheinen und die Spieler\/innen nicht unbeholfen ansehen.\n\nIm Bereich Core Gameplay unterst\u00fctzt das Team derzeit ein bevorstehendes globales Event, das neue M\u00f6glichkeiten zur Verfolgung und Anzeige des Spielerfortschritts beinhaltet.\n\nBeleuchtung\nDie Beleuchtung unterst\u00fctzt alle aktuellen und kommenden Patches, einschlie\u00dflich der Hinzuf\u00fcgung von Umgebungs- und dynamischer Beleuchtung f\u00fcr interaktive Ereignisorte in Pyro.\n\nOrte\nDie Locations-Teams haben weiterhin die laufenden monatlichen Inhaltsver\u00f6ffentlichungen unterst\u00fctzt. Im letzten Monat lag ein besonderer Schwerpunkt auf der Invictus Launch Week. Die Entwickler freuen sich auf die Ver\u00f6ffentlichungen im Juli und August sowie auf die Updates f\u00fcr Wikelo.\n\nNarrative\nIm Mai gab es f\u00fcr das Narrative-Team eine Menge zu tun. Zu Beginn des Monats wurden Bugs in der Alpha 4.1.1 PTU behoben, um die Ver\u00f6ffentlichung des Patches vorzubereiten. Gleichzeitig haben die Teammitglieder neue Inhalte fertiggestellt, die sich stark auf die Erz\u00e4hlung konzentrieren und sogar Audioaufnahmen enthalten, die die Spieler\/innen entdecken k\u00f6nnen.\n\nDar\u00fcber hinaus wurden Dutzende von neuen Missionsvertr\u00e4gen f\u00fcr das kommende Gameplay erstellt, die den Spielern nicht nur wichtige Informationen liefern, sondern auch ein Gef\u00fchl f\u00fcr den Charakter vermitteln. Die Autoren arbeiteten auch an Skripten f\u00fcr neue Missionsanbieter, die sp\u00e4ter in diesem Jahr auftauchen werden.\n\n\"Aufgrund des hohen Zeitaufwands f\u00fcr das Schreiben, Aufnehmen und Bearbeiten von Performances gibt es ein interessantes Gleichgewicht zwischen der Fixierung eines Skripts und der M\u00f6glichkeit f\u00fcr das Designteam, das Gameplay im Laufe der Entwicklung weiter zu verfeinern. Das bedeutet oft, dass wir alternative Zeilen aufnehmen, die n\u00fctzlich sind, falls der Umfang oder das Design einer neuen Mission kurz vor der Ver\u00f6ffentlichung angepasst werden muss.\" Narrative Team\n\nSchlie\u00dflich hat das Team die Storypl\u00e4ne f\u00fcr das n\u00e4chste Jahr gefestigt, indem es den ersten groben Entwurf in weitere Details zerlegt hat, um den anderen Teams bei ihrer Planung zu helfen.\n\nOnline-Technologie\nIm Mai setzte das Netzwerkteam die Arbeit am Dynamic Server Meshing fort und trennte die DGS-Zuweisung vom Gebietsmanager. Ziel ist es, die Umverteilung der Gebiete zur Laufzeit auf mehrere Faktoren zu st\u00fctzen, darunter die Verteilung von Entit\u00e4ten und Spielern und die Gesamtbelegung der Shards. Sp\u00e4tere Arbeiten werden die Territorien ganz aus der Gleichung entfernen, so dass die Rechenressourcen genau dort eingesetzt werden k\u00f6nnen, wo sie gebraucht werden.\n\nDas Live-Tools-Team hat an der Verbesserung der Moderationswerkzeuge gearbeitet, um ein besseres Benutzererlebnis f\u00fcr alle zu schaffen. Au\u00dferdem wurde die L\u00f6sung verbessert, mit der das Ver\u00f6ffentlichungsteam In-Game-Nachrichten planen kann, und es wurden weitere kleinere Verbesserungen an den verschiedenen Tools vorgenommen, die in der Entwicklung eingesetzt werden. Au\u00dferdem wurde eine neue Infrastruktur eingerichtet, um Spielabst\u00fcrze und Fehler besser zu behandeln.\n\nDie Online-Dienste setzten die Arbeit am Item-Impressum-System fort, einschlie\u00dflich der Design-Aspekte, und machten Fortschritte bei der Entfernung von Diffusionen, um die Grundlage f\u00fcr den sozialen Refactor zu schaffen. Die Online-Dienste halfen auch weiterhin bei der Behebung verschiedener Probleme, die von Spielern entdeckt wurden, und verbesserten die Werkzeuge des Missionssystems.\n\nUI\nIm Mai stellte das Team die Benutzeroberfl\u00e4che f\u00fcr ein bevorstehendes Event fertig, indem es verschiedene Bildschirme zur Unterst\u00fctzung der Erz\u00e4hlung und des Gameplays erstellte. Nach der Fertigstellung begannen die Designteams mit der Planung f\u00fcr das n\u00e4chste Event.\n\nAuch die neue Mirai-Benutzeroberfl\u00e4che wurde fertiggestellt, die das Team bis zum Start der Guardian MX geheim hielt.\n\n\"Mirai verwendet leuchtende Farben und dynamische Formen, an denen zu arbeiten viel Spa\u00df gemacht hat und die eine interessante Abkehr vom Retro-Sci-Fi-Look unserer anderen Stile wie Drake und Aegis darstellen. UI-Team\n\nDas neue Layout und die neuen Formen waren eine Herausforderung f\u00fcr die Umsetzung mit dem bestehenden System. Das Team analysierte die Probleme und schrieb den UI-Kern um, damit es in Zukunft einfacher wird, interessantere Stile zu erstellen.\n\nAn anderer Stelle wurde die Leistung weiter verbessert, indem das Team untersuchte, wie die UI-Verarbeitung auf mehrere Kerne verteilt werden kann. Au\u00dferdem wurde an visuellen Prototypen f\u00fcr einige interessante, aber derzeit noch vertrauliche interaktive 3D-Benutzeroberfl\u00e4chen gearbeitet, die eines der \u00e4lteren Systeme im Spiel ersetzen sollen.","zh_CN":"PU Monthly Report\nMay 2025\nAlpha 4.2: Storm Breaker is live in the Public Test Universe! There\u2019s still a lot to do behind the scenes as the new content gets pushed to the breaking point in preparation for Live release. Alongside patch fixes and other various changes, many teams touched on tech, locations, and updates coming later this year. Read on for all the latest info.\n\nAI Content\nAI Content continued to support Star Citizen\u2019s monthly release cadence.\n\n\u201cIt was exciting to see the comms calls start to make their way into the game as well as finally unveiling the NewsFlash content around the landing zones. These little updates will help provide players updates about the events happening around the \u2019verse.\u201d AI Content Team\n\nAs they continued to develop these features, the devs requested additional functionality to allow for new features, such as scheduling, as well as scope-out work to make things like channels.\n\nAI Content also continued to support the Mission teams as they integrated new comms content alongside new lines for Wikelo.\n\nOn larger-scale initiatives, the team worked alongside Combat AI to devise a new collection of wildline triggers for combatants and how they could (or whether they should) plug into the proposed line set for generic population NPCs.\n\nThe team also reviewed and standardized the trigger list used by behaviors across the game to ensure that there\u2019s a single list of context words that everyone is operating with. This will prevent confusion when building behaviors or structuring missions.\n\nAI (Features)\nIn May, AI Features ensured Human combat is in an optimal state in several key areas: ammo management and behavior, cover usage, first reactions and perception, attack and defend areas, investigations, grenade use, tactics, and medical behavior. The main focus is to stabilize and reach \u2018gold standard\u2019 for each.\n\nIn pursuit of the above, various issues were fixed, including NPCs looting ammo too close to hostiles, NPCs handling light switch disruption, and first reactions triggering simultaneously and putting the AI into an unresponsive state. A bug was also fixed that caused NPCs to incorrectly count ammo and evaluate remaining resources, causing them to loot more than necessary.\n\nVarious improvements were made too, including how NPCs select and use cover for shooting. They also made it easier to add new information to the AIWeaponComponent debug, and improved the \u2018investigate\u2019 flow to work better over a range of conditions with multiple NPCs at different awareness levels.\n\nThe devs also customized the friendly-fire check so that it can be balanced to give NPCs the desired behavior and prevent them from shooting when players feel they shouldn\u2019t.\n\nThe wildlines setup channel was updated to enable the devs to mute and suppress already queued lines after the death of an NPC.\n\nDefend-area and combat-movement queries were also updated to ensure NPCs don\u2019t get stuck in spawn closets. For example, if too many NPCs are set to enter a 3m x 6m area, they will get stuck.\n\nNew tech and features were implemented too, including logic to prevent low-to-medium priority wildlines from triggering during TrackView sequences that NPCs are involved in.\n\nLogic was also added for switching the aim target location to the visible element of the body while considering aiming priority (torso then head).\n\nAI Features also finished work to ensure NPCs animatedly react to compromised cover, cleaned up the NPC-medic flow to make it more robust and improve the visuals, added additional debugging to balance first reaction times for audio and visual events, and added \u2018trait debugging\u2019 to prevent conflicting behavior traits.\n\nA fix was added for placed dead bodies to prevent them from causing the AI to react when, from a story perspective, they already exist in the world.\n\nFinally for AI Features, the team added audio proc clips to takedown animations so that nearby AI are alerted. They also added debug logging to disturbance events to prevent AI from reacting before the level has started properly.\n\nAI (Game Intelligence Development Team)\nIn May, the Game Intelligence Development team began work on the UI prototype for Mission System v2; specifically the \u2018outline header\u2019 design, including the mission object properties design, the outline infrastructure, and a generic outline panel. This also involved creating UI visuals for the outline with all its components.\n\nAlongside this, the team also fixed small bugs and worked on features requested by the game designers to improve StarScript.\n\nAI (Tech)\nLast month, AI Tech continued to improve how navigation links connect to external zones. The team are currently updating links that utilize motion warp, such as mantle or jumping down, to rely on specific metrics, which will enable them to be utilized by different categories of creatures. Updates were also made to the chase movement request to allow multiple destinations around bigger targets, like ground vehicles or apex creatures.\n\nThe first stage of ongoing improvements to 3D navigation was completed. This involved voxelizing custom areas and allowing them to define granularity. Currently, the voxelization data is being used to improve collision avoidance during AI ship flight.\n\nThe core work for serializing Subsumption variables was completed, which is used for network synchronization and the save-and-load mechanism.\n\nFor the Subsumption conversation feature, a clustering algorithm was added to split participants into more meaningful groups. This group data will be used to create avoidance obstacles, meaning NPCs will be able to avoid others already in a conversation group.\n\nOn the tools side, multiple usability improvements were made to StarScript, such as allowing bulk node deletion and the discarding of invalid sub-platforms when loading a platform or marking a document as modified when re-ordering variables.\n\nAnimation\nThe Facial Animation team recorded and processed content for upcoming releases for both new and existing mission givers, including Wikelo. They also continued to provide new voice packs that will populate generic NPCs throughout the \u2018verse and began supporting the recently added NewsFlash content. Animations were developed for an upcoming creature, too.\n\nArt (Characters)\nMay saw the Character Art team progress with new creatures, a heavy armor, and gameplay rewards. They also kicked off a light armor.\n\nThe Concept Art team prepared handoff sheets and explored future in-game armor rewards.\n\nArt (Ships)\nAs usual, May was extremely busy for the Vehicle Content teams as they supported new releases, progressed with upcoming vehicles, and kicked off projects for the next year or so.\n\nIn Europe, four unannounced ships progressed. The first officially entered production, while the second progressed toward its upcoming whitebox review gate. The third continued down the production pipeline, with the artists currently awaiting feedback from the LOD0 review. The fourth received considerable attention during its whitebox phase, particularly around the cockpit entry requirements, as it will receive entirely new enter and exit animations (something rarely done to this level).\n\nFor already announced ships, the Anvil Paladin progressed through greybox, benefiting from the recent work on the Asgard to help speed up its creation.\n\nThe Consolidated Outland Pioneer continued its long and extensive whitebox phase.\n\n\u201cThe sheer scale and complexity of this ship mean this is a longer-than-normal phase!\u201d Vehicle Content Team\n\nThen, after a short pause to help close out the Invictus ships, work resumed on the Ironclad, with a focus on blocking out every room with the appropriate Drake kits.\n\nWith the Guardian MX live, the North American teams moved onto closing out an upcoming variant for its impending release, with the ship successfully passing its final review. Another unannounced vehicle passed its whitebox review following minor adjustments to one of its key mechanics.\n\nThe RSI Apollo Medivac and Triage passed their greybox reviews, with a focus on ensuring each med-bed module tier is distinct without being disruptively different to use. The RSI Perseus continued through greybox ready for its gate review early this month.\n\nCommunity\nThe Community team spent much of May breaking down Community feedback\/sentiment across all platforms and ensuring its delivery to the right teams internally. The team published the Save the Date announcement for Invictus Launch Week 2955, as well as providing Spectrum support with an informative guide and FAQ. They also advised the community of the new opportunity for Idris owners to name their ship, and made players aware of the changes introduced with Alpha 4.1.1.\n\nSupport for Invictus and the accompanying Free Fly also included multiple Comm-Links, such as the manufacturer schedule, a referral bonus promotion, and Q&As for the Greycat MTC, Mirai Guardian MX and Anvil Asgard. The team also supported a social media selfie screenshot contest, which allowed players to show off their best looks at a variety of exotic locales around the \u2018verse.\n\nThroughout May, the team connected with the community as part of the 2025 Bar Citizen World Tour. This included venues in the United States, Korea, China, Spain, Germany, and France. The team published an invitation to the upcoming International Bar Citizen Weekend 2025, and have plans to visit additional locations throughout the year. Correspondingly, submissions were announced for CitizenCon Direct Watch Parties that will pair the camaraderie of Bar Citizen with the energy of CitizenCon! The team is currently deep in planning for this year's event, which is shaping up to be a fun one!\n\nFinally, alongside evergreen tasks such as This Week in Star Citizen, the bi-weekly Roadmap Updates and Roundups, Monthly Reports (like this one!) and the monthly refresh of the Arena Commander Schedule, the Community team supported the epic conclusion to the System 7 race series presented by ATMO esports.\n\nCore Gameplay\nCore Gameplay are currently working through a long list of weapon improvements to further modernize the FPS experience for both Squadron 42 and Star Citizen, including tweaking how disruptive weapon raising is to the flow of combat. Engineering and Design collaborated to iterate on these improvements and provide more polished combat gameplay.\n\nWork on hacking continued, which involved highlighting suggested abilities for certain gameplay situations. Abilities are also now disabled when they\u2019re not applicable in a specific situation to better explain hacking gameplay. The hacking terminal now also supports color-coded terminal output for better clarity.\n\nThe team also wrapped up work on the new Argo ATLS IKTI and GEO IKTI, both of which support weapons instead of their utility attachments. Additional bug fixes and polish are underway, but the team is excited to further expand the ATLS platform and provide players with more options on the battlefield.\n\nFor Engineering, the team reviewed feedback and outstanding work before dividing the feature into smaller milestones. The first milestone primarily covers core gameplay mechanics, such as the engineering screen and its ability to manipulate power distribution and item states. A recent internal review provided feedback and polish that will be addressed before the feature reaches players. The diagnostics screen also received new functionality and utility.\n\nAs part of the ongoing quality-of-life initiative, Core Gameplay are working on improvements to the harvestable and loot systems. This is to address various performance issues and, more importantly, give the designers more control over how harvestables and loot are spawned.\n\nFor Alpha 4.1.1 the devs enabled the ability for players to quantum travel to their own vehicles, which was received positively by the community.\n\nItem Recovery is currently progressing, with tasks for tier 1 progressing.\n\nAs part of the space combat-focused content in Alpha 4.1.1, Core Gameplay supported Design in tweaking and tuning recoil for vehicle weapons. In collaboration with SFX, VFX, and Vehicle Content, they made a concerted push to polish the combat experience in cockpits and turrets and are hoping to expand this to more weapons soon.\n\nAs an additional stepping stone toward the new vehicle radar and scanning system, changes were made to the information available to players before a ship is scanned. The team are currently reviewing the feedback that came from this change and are looking to implement improvements that smooth out that flow.\n\nQuantum interdiction is also being reworked to be more compatible with Server Meshing, leveraging tech developed for Alpha 4.1 to communicate across different volumes on different servers. This rework is primarily about reliability, not the mechanic itself.\n\n\u201cWe recognize that there\u2019s an imbalance between lawful and unlawful gameplay and want to ensure players on both ends have the tools needed to contend with the other.\u201d Core Gameplay Team\n\nThe recent work on control surfaces reached a major milestone, with most of the atmospheric flight model behaviors now in first-pass implementation. As part of this, ships will now more accurately reflect the expected flight behavior based on lift, drag, angle of attack, and other factors. Thrusters currently activate smoothly to compensate for different atmospheric densities, while hovering feels more natural.\n\nThe Core Gameplay team fixed numerous issues related to cargo crates intersecting with each other alongside the ability to retrieve multiple vehicles from a hangar. Players now also receive a warning when their ship accumulates distortion damage.\n\nFor upcoming gameplay, medical beds now heal radiation damage. A pass was also done to ensure players receive proper visual feedback on radiation in the environment.\n\nThe transit rework (internally referred to as the \u2018transport system\u2019) continued toward the first playable version for internal validation. The team moved transport from \u2018push system\u2019 to \u2018serialized variables\u2019 on the Transport Manager for improved reliability. To validate the new system, Design trialed the transport system in the New Babbage habs. They\u2019re currently addressing feedback and issues resulting from the test.\n\nFor the Apex Valakkar, Core Gameplay supported the Character and AI teams on multiple fronts. For example, the irradiated Apex Valakkar\u2019s projectiles will now spawn hazard volumes that damage the player over time. The apex creature also spawns a \u201cmole hill\u201d wherever it exits or enters the ground.\n\nFPS radar and scanning also progressed. The devs can now specify if contacts should remain visible for extended periods after they have been first scanned, which is useful to the designers in curated situations. Additionally, they can now reduce the signature of a contact if it\u2019s considered dead. For example, dead NPCs are no longer detectable from the same distances as living ones.\n\nAs part of the upcoming patch release, a lot of feedback was received around the reliability and quality of the new comms notifications. As a result, the team is working through various improvements to ensure mission givers appear at their best and don\u2019t awkwardly look at players.\n\nFinally for Core Gameplay, the team are currently supporting an upcoming Global Event, including new ways to track and display player progress.\n\nLighting\nLighting supported all recent and upcoming patch releases, including adding environmental and dynamic lighting to interactable event locations in Pyro.\n\nLocations\nThe Locations teams continued to support the ongoing monthly content releases. Last month, there was a particular focus on Invictus Launch Week, with the devs looking forward to releases in July and August alongside updates to Wikelo.\n\nNarrative\nMay brought with it a flurry of activity for the Narrative team. The top of the month saw them tackling bugs found in Alpha 4.1.1 PTU in preparation for the patch\u2019s full release. Simultaneously, members of the team finalized new content that will be heavily narrative focused and even feature audio recordings for players to discover.\n\nBeyond that, dozens of new mission contracts were created for upcoming gameplay to not only provide players with critical information but a sense of character as well. The writers also worked on scripts for new mission providers who will be making an appearance later this year.\n\n\u201cBecause of the time involved with writing, recording, and processing performances, there\u2019s an interesting balance of locking down a script while allowing for the Design team to continue refining the gameplay as they continue development. This often means that we record alternate lines that would be useful in case the scope or design of a new mission needs to be adjusted closer to release.\u201d Narrative Team\n\nFinally, the team solidified the story plans for next year, taking the initial high-level outline and pulling in more details to help other teams continue with their planning.\n\nOnline Technology\nIn May, the Network team continued work on Dynamic Server Meshing, separating the DGS assignment from the territory manager. The objective is to base territory runtime redistribution on several factors, including entity and player distribution and overall shard occupancy. Subsequent work will remove territories from the equation altogether, allowing compute resources to be deployed exactly where they're needed.\n\nThe Live Tools team worked on improving moderation tools to provide a better user experience for everyone. They also improved the solution that allows the Publishing team to schedule in-game messages and continued to add smaller improvements to the various tools used across development. New infrastructure was deployed to better handle game crashes and errors too.\n\nOnline Services continued work on the Item Imprint system, including the design aspects, and progressed with diffusion removal to lay the groundwork for the social refactor. Online Services also continued to help fix various issues that were discovered by players alongside minor improvements to the mission-system tools.\n\nUI\nIn May, the team completed the UI for an upcoming event, creating various screens to support the narrative and gameplay. Once completed, the Design teams kicked off plans for the next one.\n\nThe new Mirai UI was also finished, which the team kept quiet until the launch of the Guardian MX.\n\n\u201cMirai uses vibrant colors and dynamic shapes, which were great fun to work on and mark an interesting departure from the retro sci-fi look of our other styles, like Drake and Aegis.\u201d UI Team\n\nThe new layout and shapes were a challenge to implement with the existing setup. So, the team assessed the problems and rewrote the UI core to make it easier to create more interesting styles in the future.\n\nElsewhere, performance improvements continued, with the team investigating spreading UI processing across multiple cores. Visual prototypes were also worked on for some interesting but currently confidential 3D interactive UIs to replace one of the older systems in the game."},"links_count":0,"comment_count":0,"created_at":"2025-06-04T22:00:00+00:00","created_at_human":"11 months ago"},"meta":{"processed_at":"2026-05-07 20:44:49","valid_relations":["images","links"],"prev_id":20619,"next_id":20621}}