{"data":{"id":20661,"title":"Star Citizen Monthly Report: June 2025","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20661-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20661","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20661","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":40398,"name":"pu-june-11.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/71483eae4c6df3135d2741b4dd631b9f96ea2147\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResiqSTpty8ygzt9UuBgFm5118tayP6hRRcz\/pu-june-11.webp","alt":"g-illustration","size":193680,"mime_type":"image\/webp","last_modified":"2025-07-02T21:46:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40398","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40398\/similar"},{"id":40400,"name":"pu-june-7.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/859ced2388c74b86a2b064cf61567fa4ac92c9f0\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskf19dUpCjbSgwrR1NgwSpFmYvSMwTUqGi\/pu-june-7.webp","alt":"g-illustration","size":240962,"mime_type":"image\/webp","last_modified":"2025-07-02T21:47:04+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40400","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40400\/similar"},{"id":40401,"name":"screenshot-2025-07-01-15-25-46-aea.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/8283deea40c3fc44bfba26dc2fcda63f4007ae42\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseBUwgujhNduK6eA9up2AG4LBTPrM9NmMg\/screenshot-2025-07-01-15-25-46-aea.jpg","alt":"g-illustration","size":961500,"mime_type":"image\/jpeg","last_modified":"2025-07-01T15:55:54+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40401","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40401\/similar"},{"id":40405,"name":"pu-june-5.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/973773152d4910fc65d730eeabb3904db83cb594\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResiizQbRSxKigKfuY7qwA9vTdsGtKwKGuNW\/pu-june-5.png","alt":"g-illustration","size":29569902,"mime_type":"image\/png","last_modified":"2025-07-01T12:25:22+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40405","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40405\/similar"}],"images_count":14,"translations":{"en_EN":"PU Monthly Report\nJune 2025\nJune was a busy month at CIG, with most teams making final updates toward Alpha 4.2 and upcoming content. Read on for all the details of last month\u2019s development, including the latest from the Ships, AI Tech, and Core Gameplay teams.\n\nAI Content\nJune saw AI Content meeting with the directors and Combat AI team to keep pushing the development of the updated combatant wildline script. This new line set covers both FPS and dogfighting NPCs and provides a much-needed update to the enemies players have been fighting for years.\n\nThe team is currently looking into leveraging dynamic conversations (while keeping the line sets concise enough) to potentially offer gang-specific voicepacks. However, conversations and prototyping are required before they can begin capturing this content.\n\nOutside of combat, the team updated civilian behaviors to utilize additional lines that haven\u2019t been used yet and to make them feel more reactive in more environments. Finally, AI Tech supported the integration of new mission providers into upcoming content.\n\nAI (Features)\nLast month, AI Features completed their tasks for the irradiated valakkar, which made its debut in the PU. This was the culmination of months of hard work by cross-disciplinary teams, including AI Features and Tech, Animation, Gameplay Programming, Art, VFX, Audio, Design, and Weapons.\n\n\u201cWe\u2019re really enjoying the lovely feedback that the community has given fighting this giant. It\u2019s making us very excited for future creatures and encounters to come.\u201d AI Features\n\nThe latter part of the month was focused on bug fixing, including edge cases where valakkar didn\u2019t emerge, despawned too soon, or failed to spit during its emerge animation.\n\nImprovements were also made to the juvenile and adult valakkar, including changes to their positioning to prevent overlap and the better handling of unreachable targets. This also informed a fix for kopion chasing targets that become unreachable. The team then continued to develop upcoming creatures, the details of which will be shared in the coming months.\n\nMajor and minor bugs were fixed for Human combat alongside additional behavior work. This included aiming improvements to consider what part of the enemy is visible. For example, aiming specifically at the head if the chest is obstructed. Support was also added for NPCs using advanced weapon types, such as beam weapons or lasers that can overheat.\n\nUpdates were made to NPCs searching and looting ammo and weapons, the medical animation flow was polished to remove \u2018pops,\u2019 and more control was given to the designers over friendly-fire parameters.\n\nFixes were made to perception, audio propagation, combat investigation, and grenades. For the latter, updates were made to the targeting cooldown timer and collision checks when throwing grenades, while a fix was made to ensure that dropped grenades always explode.\n\nAI (Game Intelligence Development Team)\nThe Game Intelligence Development team started the month with meetings relating to StarScript, Mission System 2.0, the commentator model, the density profiler, entity scripting, Mannequin, and the animation system.\n\nProgress was also made on the prototype for Mission System v2 - implementation of the outline header and dashboard began. The visuals are evolving and adapting gradually to the limitations of Qt programming. As part of this, more icons were created to represent each mission component.\n\nAdditionally, the team continued to fix small bugs and work on some of the features requested by the game designers to improve StarScript.\n\nAI (Tech)\nThroughout June, the AI tech team provided bug fixes and support for the Alpha 4.2 release, including optimizing how navigation-mesh regeneration accounts for navigation links.\n\nSince last year, the \u2018island\u2019 calculation (a way to determine which areas are reachable from the perspective of an NPC) was split into chunks for use by the planetary navmesh. Related bugs were investigated that caused some NPCs to not be able to find a path from an individual zone to planetary terrain. They also massively optimized the searching of navmesh around a point.\n\nAI Tech converted the internal data structure that points at exclusion volumes or cost modifiers into AABBTree to quickly access and exclude unnecessary elements from the queries.\n\nThey then increased the radius used by NPCs to generate navmesh on planets to provide a better valakkar fight experience. For example, each variant of the creature needs to be able to move large distances around the world, with the recent amends providing improved generation granularity.\n\nA way to mark up brushes (geometries that aren\u2019t entities) was implemented to ensure they aren\u2019t walkable for NPCs. This was necessary to avoid the use of unnecessary navigation exclusion volumes when artists want to prevent NPCs from walking over specific objects.\n\nOngoing work continued to update 3D pathfinding to use the new voxelizer approach. Alongside this, the team now has full support for quantum-boosting energy usage to efficiently use speeds when flying in space.\n\nFor StarScript, the \u2018export as image\u2019 functionality now supports exporting multiple graphs at the same time. Numerous other features progressed that will eventually be used directly in StarScript too.\n\nIn other work, the ability for NPCs to react to radar pings was added. Now, they will either consider a ping as a disturbance to investigate or an active event to bring them into combat.\n\nFinally for AI Tech, fixes for NPCs driving vehicles were added, which is a feature the team hope to add to the PU at some point.\n\nAnimation\nAnimation spent the month supporting the irradiated valakkar alongside another new creature for later this year. They also progressed with animations for pre-combat and social-area usables that will promote more stealth gameplay opportunities against NPCs.\n\nFacial Animation supported multiple releases throughout June. They began by finalizing the content required for Alpha 4.2.1, including new lines for Stows, Walton, and the additional NPCs in the defend-location missions. They then worked alongside the Narrative and Mo-cap teams to capture new mission-giver content for Alpha 4.3 and 4.3.1. The team are currently processing the recorded content as the release dates approach.\n\nArt (Ships)\nIn the UK, the Anvil Paladin continued through greybox, with additional artists being moved onto it as their other tasks were completed to help prepare for its July gate review.\n\nPre-production began on the Gatac Railen, which will continue between other tasks ahead of the ship officially entering production later this year.\n\nSome of the team moved onto the Drake Ironclad, with some areas receiving layout alterations to improve traversal alongside refinement to the modular Drake kit.\n\nWork progressed on five unannounced vehicles: two completed their whitebox phase and are now well into greybox, with focus on details around the hull. Another is in the final stages of production and is receiving the finishing touches and bug fixes ahead of its release. Another vehicle from a prominent manufacturer entered production and is currently approaching its whitebox review. A new variant also entered pre-production, which the team states \u201cmay have the record for the fastest vehicle through the production pipeline.\u201d\n\nIn North America, the RSI Apollo Medivac and Triage reached the LOD0 phase, with the devs ensuring the modular medical bays swap out and behave as expected.\n\nFollowing the release of the Esperia Prowler Utility, the team tackled some bugs, with fixes due to land in Alpha 4.2.1.\n\nThe RSI Perseus approached its greybox gate review. As such, a lot of work was done to prepare anything that animates, such as the torpedo launchers, for the downstream teams.\n\nLastly for Ships, the Drake Kraken entered pre-production, with the team identifying areas from the original concept that need further attention to bring to modern standards. Full production will begin later this year.\n\nCommunity\nJune began with a celebration of diversity and culture as the team launched Show Us Your Colors 2025. This was followed by support for Alien Week 2955, which included a Q&A for the Esperia Prowler Utility and the Wikelo\u2019s Nine Tastes Contest, where players embraced Banu culinary traditions through imaginative alien-inspired dishes.\n\nThe team also supported the launch of Alpha 4.2, publishing a Patch Watch to spotlight important updates not covered on the Roadmap along with a catch-all post.\n\nJune also marked International Bar Citizen Weekend, where the team celebrated with the community across Frankfurt, Montreal, Austin, and Manchester. Attendees received this year's exclusive Bar Citizen gift, the Holographic Vanduul Skull. This exclusive in-game gift will be available at every Bar Citizen World Tour stop later this year.\n\n\u201cA huge thank you to everyone who joined us! Meeting so many passionate and creative members in person was truly inspiring. Your stories and support continue to drive us forward.\u201d Community Team\n\nBar Citizen World Tour then made stops in Lyon, Toronto, and Copenhagen, as the team continued to meet and engage with local communities around the globe. The team also collected and reviewed CitizenCon Direct Watch Party submissions from those planning to host a watch party on October 11. More details will be shared soon as the list is finalized.\n\nEvergreen tasks continued, including This Week in Star Citizen, the Roadmap Update and Roundup, the Arena Commander schedule update, and collating several mountains of feedback and ensuring they were delivered to appropriate developers. The team also completed tasks to prepare for the Foundation Festival and Ship Showdown, both set to begin in July, alongside ongoing work for CitizenCon Direct this October. In addition, submissions were collected for the Org Spotlight Comm-Link, which highlights player organizations during Foundation Festival.\n\nCore Gameplay\nWith the new Storm Breaker content, the Core Gameplay teams added several updates to radiation, hazard areas, and damage-over-time handling. New IFCS logic was also added for storm clouds.\n\nMost of the teams contributed to the apex valakkar encounter, including its appearance and how it interacts with the players. The teams were also involved in the new Argo ATLS IKTI, including enabling freight elevators to support the various power suit variants.\n\nThe recently added points of interest uncovered several unexpected issues during internal playtests and the PTU, though the teams worked hard to resolve them for release. One major challenge was managing the new locations\u2019 population and corpse control without causing a significant impact on performance.\n\nSeveral freight elevator fixes were made across multiple missions, while improvements and bug fixes were made for radiation.\n\nMission Design\nLast month, Mission Design worked to close out the Storm Breaker sandbox activity for release.\n\nFor the upcoming Alpha 4.2.1 patch, they expanded the \u2018infiltrate and defend\u2019 suite to only use Foxwell as the mission giver and expanded its location pool. They also fixed the \u2018recover cargo\u2019 archetype and created an FPS version.\n\nElsewhere, the team are looking to expand the \u2018ship battles\u2019 mission suite with a new escort-based archetype. For this, players will either escort a ship to a hangar or from a hangar to a safe range where it can quantum jump.\n\nWork then continued on content for upcoming patches, including moving generic contracts over to guilds and factions, which is needed for Reputation v2.\n\nFinally for Mission Design, the devs are investigating an issue with mission generation where it appears that there are not enough contracts for everyone, which is likely caused by Server Meshing.\n\nNarrative\nFollowing Alpha 4.2\u2019s release, the Narrative team focused on the next two upcoming patches, which will feature a variety of new missions. This included creating new contracts, mission-provider dialogue, and environmental story detail for a narrative-rich gameplay location.\n\nThe team held a performance-capture session to record mission dialogue and numerous audio logs to be discovered by players. Additionally, the team supported the mission designers in adding several new combat contracts along with a refactor of several older missions.\n\nLonger term, Narrative have been solidifying the next major story arc as the mission content comes more into focus - the team are striving to ensure that the stories the players will experience align closely with the gameplay objectives. Part of this new story will introduce a unique hostile faction.\n\nIn support of Alien Week, Narrative released a handful of new and expanded Galactapedia articles that focused on the strange fauna and lifeforms found in the PU.\n\nOnline Technology\nThe Online Services team continued to work on the \u2018item imprint system\u2019- design aspects are being discussed, technical documentation is being written, and service development began.\n\nThe team also began preliminary discussions for the upcoming \u2018instancing service\u2019 in collaboration with other teams. They\u2019re currently defining the objectives and high-level technical details to estimate and plan the work properly.\n\nFurthermore, the team discussed Inventory ID Enforcement on the Inventory API. The idea of this project is to ensure that the Inventory API only accepts calls that affect a specific inventory ID. This would set up the foundation for the upcoming Entitygraph Global Database Sharding.\n\nThe team also worked on various improvements and bug fixes to provide a better experience for players.\n\nThe Live Tools team reworked the filtering and sorting functionality of the moderation tool, significantly enhancing the overall user experience. They also addressed technical debt and introduced quality-of-life improvements, such as quick access to various tools linked directly to game instances.\n\nIn parallel, testing began for the new MTL development infrastructure, which offloads computational load from individual developer machines, making day-to-day work smoother and more efficient. Additionally, improvements continued for the crash handler, making it more reliable and less prone to errors.\n\nThe Network team focused on bug fixing and stability updates. Steady progress is currently being made toward Dynamic Server Meshing, which is also crucial for the successful implementation of instancing.\n\nR&D\nGas cloud rendering was further refined based on the improvements implemented in March. To get additional detail and improve distance read, support for an extra erosion layer was added. Controls were also added to boost intermediate cloud density during the shaping and erosion process to prevent clouds from thinning out too much. The goal is to preserve the overall shape of the original VDB as much as possible with details added at the cloud interface. The previous density blending step was replaced by a new merging step that combines shaped and original VDB density. This fixes visual artifacts caused by the blending step and helps to preserve details. Lastly, edge albedo control was made aware of the cloud's density environment to limit darkening to shaped regions without the presence of density coming from the original VDB. All improvements were made available to both the PU and Squadron 42.\n\nElsewhere, the performance of planet cloud rendering for cameras in orbit was increased. Also, night-sky rendering was improved. Previously, it incorrectly included Mie scattering with regards to the fully occluded sun and produced undesired fake halos (especially when looking at the night sky from orbit). This is now fixed.\n\nFurthermore, help was provided to fix the reflection of atmosphere content on water surfaces that was too dark under some conditions.\n\nVFX\nThe VFX Code and Art teams worked on several things for Alpha 4.2. For example, the irradiated valakkar received bespoke animation and new irradiated VFX, while the weather VFX was refined and increased to make the event even more tense. The Argo ATLS IKTI also received new impact and surface effects.","de_DE":"PU-Monatsbericht\nJuni 2025\nDer Juni war ein arbeitsreicher Monat bei CIG, in dem die meisten Teams letzte Updates f\u00fcr Alpha 4.2 und kommende Inhalte vornahmen. Lies weiter, um alle Details \u00fcber die Entwicklung des letzten Monats zu erfahren, einschlie\u00dflich der Neuigkeiten aus den Teams Schiffe, KI-Technologie und Core Gameplay.\n\nKI-Inhalt\nIm Juni trafen sich die KI-Inhalte mit den Direktoren und dem Kampf-KI-Team, um die Entwicklung des aktualisierten Wildline-Skripts f\u00fcr K\u00e4mpfer voranzutreiben. Dieses neue Line-Set umfasst sowohl FPS- als auch Dogfighting-NSCs und bietet ein dringend ben\u00f6tigtes Update f\u00fcr die Feinde, gegen die die Spieler\/innen seit Jahren k\u00e4mpfen.\n\nDas Team pr\u00fcft derzeit, ob es dynamische Konversationen nutzen kann (wobei die Line-Sets \u00fcbersichtlich genug bleiben), um m\u00f6glicherweise gruppenspezifische Voicepacks anzubieten. Bevor sie jedoch mit der Aufnahme dieser Inhalte beginnen k\u00f6nnen, sind Gespr\u00e4che und Prototypen erforderlich.\n\nAu\u00dferhalb des Kampfes aktualisierte das Team das Verhalten von Zivilisten, um zus\u00e4tzliche, bisher nicht genutzte S\u00e4tze zu verwenden und sie in mehr Umgebungen reaktionsf\u00e4higer zu machen. Schlie\u00dflich unterst\u00fctzte AI Tech die Integration neuer Missionsanbieter in kommende Inhalte.\n\nKI (Features)\nIm letzten Monat haben die KI-Features ihre Aufgaben f\u00fcr den bestrahlten Valakkar abgeschlossen, der sein Deb\u00fct in der PU gab. Dies war der H\u00f6hepunkt monatelanger harter Arbeit von interdisziplin\u00e4ren Teams, darunter AI Features und Tech, Animation, Gameplay-Programmierung, Kunst, VFX, Audio, Design und Waffen.\n\n\"Wir freuen uns sehr \u00fcber das tolle Feedback, das uns die Community beim Kampf gegen diesen Giganten gegeben hat. Das macht uns sehr gespannt auf die kommenden Kreaturen und Begegnungen.\" KI-Merkmale\n\nIn der zweiten H\u00e4lfte des Monats haben wir uns auf die Behebung von Fehlern konzentriert. Dazu geh\u00f6rten F\u00e4lle, in denen Valakkar nicht auftauchte, zu fr\u00fch despawnte oder w\u00e4hrend seiner Auftauchanimation nicht spuckte.\n\nAu\u00dferdem wurden Verbesserungen an den jugendlichen und erwachsenen Valakkar vorgenommen, einschlie\u00dflich \u00c4nderungen an ihrer Positionierung, um \u00dcberschneidungen zu vermeiden, und eine bessere Handhabung von unerreichbaren Zielen. Dies beinhaltete auch einen Fix f\u00fcr Kopion, der Ziele jagt, die unerreichbar werden. Das Team hat dann weiter an der Entwicklung neuer Kreaturen gearbeitet, deren Details in den kommenden Monaten bekannt gegeben werden.\n\nF\u00fcr den menschlichen Kampf wurden kleinere und gr\u00f6\u00dfere Fehler behoben und zus\u00e4tzliche Verhaltens\u00e4nderungen vorgenommen. Dazu geh\u00f6rten Verbesserungen beim Zielen, die ber\u00fccksichtigen, welcher Teil des Gegners sichtbar ist. So kannst du zum Beispiel gezielt auf den Kopf zielen, wenn die Brust verdeckt ist. Au\u00dferdem wurden NSCs unterst\u00fctzt, die fortschrittliche Waffentypen verwenden, wie z. B. Strahlenwaffen oder Laser, die \u00fcberhitzen k\u00f6nnen.\n\nDie NPCs, die Munition und Waffen suchen und pl\u00fcndern, wurden \u00fcberarbeitet, der Ablauf der medizinischen Animationen wurde verbessert, um \"Knackger\u00e4usche\" zu entfernen, und die Designer erhielten mehr Kontrolle \u00fcber die Parameter f\u00fcr den Beschuss durch eigene Truppen.\n\nAu\u00dferdem wurden Verbesserungen an der Wahrnehmung, der Audio\u00fcbertragung, der Kampferkundung und den Granaten vorgenommen. Bei letzteren wurden die Abklingzeit beim Zielen und die Kollisionspr\u00fcfung beim Werfen von Granaten aktualisiert, w\u00e4hrend sichergestellt wurde, dass fallen gelassene Granaten immer explodieren.\n\nKI (Game Intelligence Development Team)\nDas Team f\u00fcr die Entwicklung der Spielintelligenz begann den Monat mit Sitzungen zu StarScript, dem Missionssystem 2.0, dem Kommentatormodell, dem Dichteprofiler, dem Entity-Scripting, Mannequin und dem Animationssystem.\n\nAuch beim Prototyp f\u00fcr Mission System v2 wurden Fortschritte gemacht - mit der Implementierung der Kopfzeile und des Dashboards wurde begonnen. Die Grafik entwickelt sich weiter und passt sich allm\u00e4hlich an die Grenzen der Qt-Programmierung an. In diesem Zusammenhang wurden weitere Icons f\u00fcr die einzelnen Missionskomponenten erstellt.\n\nAu\u00dferdem hat das Team weiterhin kleine Fehler behoben und an einigen Funktionen gearbeitet, die von den Spieldesignern gew\u00fcnscht wurden, um StarScript zu verbessern.\n\nKI (Technik)\nDen ganzen Juni \u00fcber hat das KI-Team Fehler behoben und Support f\u00fcr die Alpha 4.2 geleistet, u. a. durch die Optimierung der Regeneration von Navigationsmaschen f\u00fcr Navigationslinks.\n\nSeit dem letzten Jahr wurde die \"Insel\"-Berechnung (eine Methode, um zu bestimmen, welche Gebiete aus der Perspektive eines NSCs erreichbar sind) in Teile aufgeteilt, die vom planetarischen Navmesh verwendet werden. Au\u00dferdem wurden Fehler behoben, die dazu f\u00fchrten, dass manche NSCs keinen Weg von einer einzelnen Zone zum planetarischen Gel\u00e4nde finden konnten. Au\u00dferdem wurde die Suche im Navmesh um einen Punkt herum massiv optimiert.\n\nAI Tech hat die interne Datenstruktur, die auf Ausschlussvolumina oder Kostenmodifikatoren hinweist, in AABBTree umgewandelt, um schnell darauf zugreifen und unn\u00f6tige Elemente aus den Abfragen ausschlie\u00dfen zu k\u00f6nnen.\n\nDann haben sie den Radius vergr\u00f6\u00dfert, den die NSCs zur Erzeugung von Navmesh auf Planeten verwenden, um ein besseres Valakkar-Kampferlebnis zu bieten. Zum Beispiel muss jede Variante der Kreatur in der Lage sein, sich \u00fcber gro\u00dfe Entfernungen auf der Welt zu bewegen, wobei die j\u00fcngsten \u00c4nderungen eine verbesserte Granularit\u00e4t der Generierung erm\u00f6glichen.\n\nEs wurde eine M\u00f6glichkeit implementiert, Brushes (Geometrien, die keine Entit\u00e4ten sind) zu markieren, um sicherzustellen, dass sie f\u00fcr NSCs nicht begehbar sind. Dies war notwendig, um die Verwendung von unn\u00f6tigen Navigationsausschl\u00fcssen zu vermeiden, wenn K\u00fcnstler\/innen verhindern wollen, dass NSCs \u00fcber bestimmte Objekte laufen.\n\nEs wurde weiter daran gearbeitet, die 3D-Pfadfindung auf den neuen Voxelizer-Ansatz umzustellen. Au\u00dferdem hat das Team jetzt volle Unterst\u00fctzung f\u00fcr den Quantenboosting-Energieverbrauch, um die Geschwindigkeit beim Fliegen im Weltraum effizient zu nutzen.\n\nBei StarScript unterst\u00fctzt die Funktion \"Als Bild exportieren\" jetzt den gleichzeitigen Export mehrerer Diagramme. Zahlreiche andere Funktionen wurden weiterentwickelt, die sp\u00e4ter auch direkt in StarScript verwendet werden k\u00f6nnen.\n\nAu\u00dferdem wurde die F\u00e4higkeit der NSCs hinzugef\u00fcgt, auf Radar-Pings zu reagieren. Jetzt betrachten sie einen Ping entweder als eine St\u00f6rung, die sie untersuchen m\u00fcssen, oder als ein aktives Ereignis, das sie in den Kampf f\u00fchrt.\n\nIm Bereich der KI-Technik schlie\u00dflich wurden Korrekturen f\u00fcr NSCs vorgenommen, die Fahrzeuge fahren - eine Funktion, die das Team irgendwann in die PU einbauen m\u00f6chte.\n\nAnimation\nDie Animationsabteilung hat den Monat damit verbracht, den verstrahlten Valakkar und eine weitere neue Kreatur zu unterst\u00fctzen, die sp\u00e4ter in diesem Jahr erscheinen soll. Au\u00dferdem wurde an den Animationen f\u00fcr die Vor-Kampf- und Sozialbereiche gearbeitet, die f\u00fcr mehr Stealth-M\u00f6glichkeiten gegen NSCs sorgen werden.\n\nDie Gesichtsanimation unterst\u00fctzte im Juni mehrere Ver\u00f6ffentlichungen. Sie begannen mit der Fertigstellung der f\u00fcr Alpha 4.2.1 ben\u00f6tigten Inhalte, einschlie\u00dflich neuer Zeilen f\u00fcr Stows, Walton und die zus\u00e4tzlichen NSCs in den Verteidigungsmissionen. Anschlie\u00dfend arbeiteten sie mit den Teams f\u00fcr die Erz\u00e4hlung und das Mo-Cap zusammen, um neue Inhalte f\u00fcr die Missionsgeber in Alpha 4.3 und 4.3.1 aufzunehmen. Das Team bearbeitet derzeit die aufgenommenen Inhalte, w\u00e4hrend die Ver\u00f6ffentlichungstermine n\u00e4her r\u00fccken.\n\nKunst (Schiffe)\nIn Gro\u00dfbritannien wurde der Anvil Paladin in der Greybox weiter bearbeitet, wobei zus\u00e4tzliche K\u00fcnstler mit der Fertigstellung anderer Aufgaben betraut wurden, um sich auf die \u00dcberpr\u00fcfung im Juli vorzubereiten.\n\nDie Vorproduktion der Gatac Railen hat begonnen und wird zwischen anderen Aufgaben fortgesetzt, bevor das Schiff sp\u00e4ter in diesem Jahr offiziell in Produktion geht.\n\nEin Teil des Teams arbeitete an der Drake Ironclad, bei der einige Bereiche ge\u00e4ndert wurden, um die Durchfahrt zu verbessern und den modularen Drake-Bausatz zu verfeinern.\n\nDie Arbeit an f\u00fcnf unangek\u00fcndigten Fahrzeugen schritt voran: Zwei schlossen ihre Whitebox-Phase ab und befinden sich nun in der Greybox-Phase, wobei der Schwerpunkt auf den Details rund um den Rumpf liegt. Ein weiteres Fahrzeug befindet sich in der Endphase der Produktion und erh\u00e4lt vor seiner Ver\u00f6ffentlichung den letzten Schliff und Fehlerbehebungen. Ein weiteres Fahrzeug eines bekannten Herstellers ist in Produktion gegangen und n\u00e4hert sich derzeit der Whitebox-Pr\u00fcfung. Eine neue Variante ist ebenfalls in die Vorproduktion gegangen, die laut dem Team \"den Rekord f\u00fcr das schnellste Fahrzeug in der Produktionspipeline halten k\u00f6nnte\".\n\nIn Nordamerika haben der RSI Apollo Medivac und der Triage die LOD0-Phase erreicht, wobei die Entwickler sicherstellen, dass die modularen medizinischen Buchten austauschbar sind und sich wie erwartet verhalten.\n\nNach der Ver\u00f6ffentlichung des Esperia Prowler Utility nahm das Team einige Fehler in Angriff, die in der Alpha 4.2.1 behoben werden sollen.\n\nDer RSI Perseus n\u00e4herte sich der \u00dcberpr\u00fcfung seines Greybox-Gates. Daher wurde viel Arbeit geleistet, um alles, was sich animieren l\u00e4sst, wie z. B. die Torpedowerfer, f\u00fcr die nachgelagerten Teams vorzubereiten.\n\nBei den Schiffen schlie\u00dflich ging die Drake Kraken in die Vorproduktion, wobei das Team Bereiche des urspr\u00fcnglichen Konzepts identifizierte, die noch weiter bearbeitet werden m\u00fcssen, um sie an moderne Standards anzupassen. Die vollst\u00e4ndige Produktion wird sp\u00e4ter in diesem Jahr beginnen.\n\nGemeinschaft\nDer Juni begann mit einem Fest der Vielfalt und Kultur, als das Team das Projekt Show Us Your Colors 2025 startete. Darauf folgte die Unterst\u00fctzung der Alien-Woche 2955, die eine Frage und Antwort f\u00fcr das Esperia Prowler Utility und den Wikelo's Nine Tastes Contest beinhaltete, bei dem die Spieler\/innen die kulinarischen Traditionen der Banu durch fantasievolle, von Aliens inspirierte Gerichte kennenlernten.\n\nDas Team unterst\u00fctzte auch den Start der Alpha 4.2, indem es einen Patch Watch ver\u00f6ffentlichte, in dem es auf wichtige Aktualisierungen hinwies, die nicht in der Roadmap enthalten waren, sowie einen \u00dcbersichtspost.\n\nIm Juni fand auch das internationale Bar Citizen Weekend statt, bei dem das Team mit der Community in Frankfurt, Montreal, Austin und Manchester feierte. Die Teilnehmer\/innen erhielten das diesj\u00e4hrige exklusive Bar Citizen-Geschenk, den holografischen Vanduul-Sch\u00e4del. Dieses exklusive Ingame-Geschenk wird im Laufe des Jahres bei jedem Stopp der Bar Citizen World Tour erh\u00e4ltlich sein.\n\n\"Ein gro\u00dfes Dankesch\u00f6n an alle, die dabei waren! So viele leidenschaftliche und kreative Mitglieder pers\u00f6nlich zu treffen, war wirklich inspirierend. Eure Geschichten und eure Unterst\u00fctzung treiben uns weiter voran.\" Community Team\n\nDie Bar Citizen World Tour machte dann in Lyon, Toronto und Kopenhagen Halt, wo das Team weiterhin lokale Gemeinschaften auf der ganzen Welt traf und sich mit ihnen austauschte. Das Team sammelte und \u00fcberpr\u00fcfte auch die Anmeldungen f\u00fcr die CitizenCon Direct Watch Party von denjenigen, die am 11. Oktober eine Watch Party veranstalten wollen. Weitere Details werden bald bekannt gegeben, sobald die Liste fertiggestellt ist.\n\nDas Team setzte seine Arbeit an den \"Evergreens\" fort, wie z.B. \"Diese Woche in Star Citizen\", das Roadmap-Update und das Roundup, die Aktualisierung des Zeitplans f\u00fcr den Arenakommandanten und das Zusammentragen mehrerer Berge von Feedback, um sicherzustellen, dass diese an die zust\u00e4ndigen Entwickler weitergeleitet werden. Das Team erledigte auch Aufgaben zur Vorbereitung des Foundation Festivals und des Ship Showdowns, die beide im Juli beginnen werden, sowie die laufenden Arbeiten f\u00fcr die CitizenCon Direct im Oktober. Au\u00dferdem wurden Beitr\u00e4ge f\u00fcr den Org Spotlight Comm-Link gesammelt, mit dem Spielerorganisationen w\u00e4hrend des Foundation Festivals vorgestellt werden.\n\nKern-Gameplay\nMit den neuen Storm Breaker-Inhalten f\u00fcgten die Core Gameplay-Teams mehrere Updates f\u00fcr Strahlung, Gefahrenbereiche und die Handhabung von Schaden \u00fcber Zeit hinzu. Au\u00dferdem wurde eine neue IFCS-Logik f\u00fcr Sturmwolken hinzugef\u00fcgt.\n\nDie meisten Teams haben an der Begegnung mit dem Apex Valakkar mitgewirkt, einschlie\u00dflich seines Aussehens und wie er mit den Spielern interagiert. Die Teams waren auch an der neuen Argo ATLS IKTI beteiligt, einschlie\u00dflich der Aktivierung von Lastenaufz\u00fcgen zur Unterst\u00fctzung der verschiedenen Power Suit-Varianten.\n\nDie k\u00fcrzlich hinzugef\u00fcgten Points of Interest brachten w\u00e4hrend der internen Spieltests und der PTU einige unerwartete Probleme ans Tageslicht, an deren L\u00f6sung die Teams jedoch bis zur Ver\u00f6ffentlichung hart gearbeitet haben. Eine gro\u00dfe Herausforderung war es, die Bev\u00f6lkerung der neuen Orte und die Leichenkontrolle zu verwalten, ohne die Leistung erheblich zu beeintr\u00e4chtigen.\n\nMehrere Lastenaufz\u00fcge wurden in mehreren Missionen behoben, w\u00e4hrend Verbesserungen und Fehlerkorrekturen f\u00fcr die Strahlung vorgenommen wurden.\n\nMissionsdesign\nIm letzten Monat arbeitete das Missionsdesign daran, die Sandbox-Aktivit\u00e4t Storm Breaker f\u00fcr die Ver\u00f6ffentlichung abzuschlie\u00dfen.\n\nF\u00fcr den kommenden Alpha 4.2.1-Patch wurde die \"Infiltrieren und Verteidigen\"-Suite so erweitert, dass nur noch Foxwell als Missionsgeber verwendet wird und der Standortpool erweitert wurde. Au\u00dferdem wurde der Archetyp \"Fracht bergen\" verbessert und eine FPS-Version erstellt.\n\nAu\u00dferdem will das Team das Missionspaket \"Schiffsgefechte\" um einen neuen Eskorten-Archetyp erweitern. Dabei eskortieren die Spieler\/innen entweder ein Schiff zu einem Hangar oder von einem Hangar zu einem sicheren Bereich, wo es einen Quantensprung machen kann.\n\nDie Arbeit an den Inhalten f\u00fcr die kommenden Patches wurde fortgesetzt, einschlie\u00dflich der \u00dcbertragung allgemeiner Vertr\u00e4ge auf Gilden und Fraktionen, die f\u00fcr Ruf v2 ben\u00f6tigt werden.\n\nBeim Missionsdesign schlie\u00dflich untersuchen die Entwickler ein Problem bei der Missionsgenerierung, bei dem es anscheinend nicht gen\u00fcgend Vertr\u00e4ge f\u00fcr alle gibt, was wahrscheinlich durch das Server Meshing verursacht wird.\n\nNarrative\nNach der Ver\u00f6ffentlichung von Alpha 4.2 konzentrierte sich das Narrative-Team auf die n\u00e4chsten beiden Patches, die eine Vielzahl neuer Missionen enthalten werden. Dazu geh\u00f6rten neue Vertr\u00e4ge, Dialoge mit den Missionsanbietern und Details aus der Umgebung f\u00fcr einen erz\u00e4hlerisch reichen Spielort.\n\nDas Team hielt eine Performance-Capture-Session ab, um Missionsdialoge und zahlreiche Audioprotokolle aufzunehmen, die von den Spielern entdeckt werden k\u00f6nnen. Au\u00dferdem unterst\u00fctzte das Team die Missionsdesigner beim Hinzuf\u00fcgen mehrerer neuer Kampfauftr\u00e4ge und bei der \u00dcberarbeitung mehrerer \u00e4lterer Missionen.\n\nL\u00e4ngerfristig hat Narrative den n\u00e4chsten gro\u00dfen Storybogen ausgearbeitet, w\u00e4hrend die Missionsinhalte immer mehr in den Fokus r\u00fccken - das Team will sicherstellen, dass die Geschichten, die die Spieler erleben werden, eng mit den Spielzielen \u00fcbereinstimmen. Ein Teil dieser neuen Geschichte wird eine einzigartige feindliche Fraktion einf\u00fchren.\n\nZur Unterst\u00fctzung der Alien-Woche hat Narrative eine Handvoll neuer und erweiterter Galactapedia-Artikel ver\u00f6ffentlicht, die sich mit der seltsamen Fauna und den Lebensformen in der PU besch\u00e4ftigen.\n\nOnline-Technologie\nDas Team der Online-Dienste hat die Arbeit am \"Item Imprint System\" fortgesetzt - Designaspekte werden diskutiert, die technische Dokumentation wird geschrieben und die Entwicklung der Dienste hat begonnen.\n\nAu\u00dferdem hat das Team in Zusammenarbeit mit anderen Teams erste Gespr\u00e4che \u00fcber den kommenden \"Instanzierungsdienst\" gef\u00fchrt. Derzeit werden die Ziele und technischen Details festgelegt, um die Arbeit richtig einsch\u00e4tzen und planen zu k\u00f6nnen.\n\nAu\u00dferdem diskutierte das Team \u00fcber die Durchsetzung der Inventar-ID in der Inventar-API. Mit diesem Projekt soll sichergestellt werden, dass die Inventory API nur Aufrufe akzeptiert, die eine bestimmte Inventar-ID betreffen. Dies w\u00fcrde die Grundlage f\u00fcr das kommende Entitygraph Global Database Sharding bilden.\n\nDas Team hat au\u00dferdem an verschiedenen Verbesserungen und Fehlerbehebungen gearbeitet, um den Spielern ein besseres Erlebnis zu bieten.\n\nDas Team der Live-Tools \u00fcberarbeitete die Filter- und Sortierfunktionen des Moderationstools und verbesserte damit die Benutzerfreundlichkeit erheblich. Au\u00dferdem wurden technische M\u00e4ngel behoben und Verbesserungen der Lebensqualit\u00e4t eingef\u00fchrt, wie z. B. der schnelle Zugriff auf verschiedene Tools, die direkt mit Spielinstanzen verkn\u00fcpft sind.\n\nParallel dazu begannen die Tests f\u00fcr die neue MTL-Entwicklungsinfrastruktur, die die Rechner der einzelnen Entwickler entlastet und so die t\u00e4gliche Arbeit reibungsloser und effizienter macht. Au\u00dferdem wurde der Crash-Handler weiter verbessert, um ihn zuverl\u00e4ssiger und weniger fehleranf\u00e4llig zu machen.\n\nDas Netzwerkteam konzentrierte sich auf die Behebung von Fehlern und die Aktualisierung der Stabilit\u00e4t. Stetige Fortschritte werden derzeit beim Dynamic Server Meshing gemacht, das auch f\u00fcr die erfolgreiche Implementierung von Instanzierung entscheidend ist.\n\nF&E\nDas Rendering der Gaswolke wurde auf der Grundlage der im M\u00e4rz eingef\u00fchrten Verbesserungen weiter verfeinert. Um zus\u00e4tzliche Details zu erhalten und die Abstandsanzeige zu verbessern, wurde die Unterst\u00fctzung f\u00fcr eine zus\u00e4tzliche Erosionsschicht hinzugef\u00fcgt. Au\u00dferdem wurden Kontrollen hinzugef\u00fcgt, um die Zwischendichte der Wolken w\u00e4hrend des Form- und Erosionsprozesses zu erh\u00f6hen, damit die Wolken nicht zu sehr ausd\u00fcnnen. Ziel ist es, die Gesamtform der urspr\u00fcnglichen VDB so weit wie m\u00f6glich zu erhalten, wobei die Details an der Wolkenschnittstelle hinzugef\u00fcgt werden. Der fr\u00fchere Schritt der Dichtevermischung wurde durch einen neuen Schritt der Zusammenf\u00fchrung ersetzt, der die geformte und die urspr\u00fcngliche VDB-Dichte kombiniert. Dadurch werden visuelle Artefakte, die durch den Mischungsschritt verursacht wurden, behoben und die Details bleiben erhalten. Schlie\u00dflich wurde die Albedo-Kontrolle an den R\u00e4ndern an die Dichteumgebung der Wolke angepasst, um die Verdunkelung auf die geformten Regionen zu begrenzen, ohne dass die Dichte aus der urspr\u00fcnglichen VDB vorhanden ist. Alle Verbesserungen wurden sowohl der PU als auch dem Geschwader 42 zur Verf\u00fcgung gestellt.\n\nAn anderer Stelle wurde die Leistung des Renderings der Planetenwolken f\u00fcr Kameras in der Umlaufbahn verbessert. Auch das Rendering des Nachthimmels wurde verbessert. Bisher wurde die Mie-Streuung in Bezug auf die vollst\u00e4ndig verdeckte Sonne nicht korrekt ber\u00fccksichtigt, was zu unerw\u00fcnschten falschen Halos f\u00fchrte (vor allem bei der Betrachtung des Nachthimmels aus dem Orbit). Das ist jetzt behoben.\n\nAu\u00dferdem wurde die Reflexion von Atmosph\u00e4reninhalten auf Wasseroberfl\u00e4chen behoben, die unter bestimmten Bedingungen zu dunkel war.\n\nVFX\nDie VFX Code- und Art-Teams haben f\u00fcr Alpha 4.2 an mehreren Dingen gearbeitet. Zum Beispiel erhielt der verstrahlte Valakkar ma\u00dfgeschneiderte Animationen und neue verstrahlte VFX, w\u00e4hrend die Wetter-VFX verfeinert und erh\u00f6ht wurde, um das Ereignis noch spannender zu machen. Die Argo ATLS IKTI erhielt au\u00dferdem neue Aufprall- und Oberfl\u00e4cheneffekte.","zh_CN":"PU Monthly Report\nJune 2025\nJune was a busy month at CIG, with most teams making final updates toward Alpha 4.2 and upcoming content. Read on for all the details of last month\u2019s development, including the latest from the Ships, AI Tech, and Core Gameplay teams.\n\nAI Content\nJune saw AI Content meeting with the directors and Combat AI team to keep pushing the development of the updated combatant wildline script. This new line set covers both FPS and dogfighting NPCs and provides a much-needed update to the enemies players have been fighting for years.\n\nThe team is currently looking into leveraging dynamic conversations (while keeping the line sets concise enough) to potentially offer gang-specific voicepacks. However, conversations and prototyping are required before they can begin capturing this content.\n\nOutside of combat, the team updated civilian behaviors to utilize additional lines that haven\u2019t been used yet and to make them feel more reactive in more environments. Finally, AI Tech supported the integration of new mission providers into upcoming content.\n\nAI (Features)\nLast month, AI Features completed their tasks for the irradiated valakkar, which made its debut in the PU. This was the culmination of months of hard work by cross-disciplinary teams, including AI Features and Tech, Animation, Gameplay Programming, Art, VFX, Audio, Design, and Weapons.\n\n\u201cWe\u2019re really enjoying the lovely feedback that the community has given fighting this giant. It\u2019s making us very excited for future creatures and encounters to come.\u201d AI Features\n\nThe latter part of the month was focused on bug fixing, including edge cases where valakkar didn\u2019t emerge, despawned too soon, or failed to spit during its emerge animation.\n\nImprovements were also made to the juvenile and adult valakkar, including changes to their positioning to prevent overlap and the better handling of unreachable targets. This also informed a fix for kopion chasing targets that become unreachable. The team then continued to develop upcoming creatures, the details of which will be shared in the coming months.\n\nMajor and minor bugs were fixed for Human combat alongside additional behavior work. This included aiming improvements to consider what part of the enemy is visible. For example, aiming specifically at the head if the chest is obstructed. Support was also added for NPCs using advanced weapon types, such as beam weapons or lasers that can overheat.\n\nUpdates were made to NPCs searching and looting ammo and weapons, the medical animation flow was polished to remove \u2018pops,\u2019 and more control was given to the designers over friendly-fire parameters.\n\nFixes were made to perception, audio propagation, combat investigation, and grenades. For the latter, updates were made to the targeting cooldown timer and collision checks when throwing grenades, while a fix was made to ensure that dropped grenades always explode.\n\nAI (Game Intelligence Development Team)\nThe Game Intelligence Development team started the month with meetings relating to StarScript, Mission System 2.0, the commentator model, the density profiler, entity scripting, Mannequin, and the animation system.\n\nProgress was also made on the prototype for Mission System v2 - implementation of the outline header and dashboard began. The visuals are evolving and adapting gradually to the limitations of Qt programming. As part of this, more icons were created to represent each mission component.\n\nAdditionally, the team continued to fix small bugs and work on some of the features requested by the game designers to improve StarScript.\n\nAI (Tech)\nThroughout June, the AI tech team provided bug fixes and support for the Alpha 4.2 release, including optimizing how navigation-mesh regeneration accounts for navigation links.\n\nSince last year, the \u2018island\u2019 calculation (a way to determine which areas are reachable from the perspective of an NPC) was split into chunks for use by the planetary navmesh. Related bugs were investigated that caused some NPCs to not be able to find a path from an individual zone to planetary terrain. They also massively optimized the searching of navmesh around a point.\n\nAI Tech converted the internal data structure that points at exclusion volumes or cost modifiers into AABBTree to quickly access and exclude unnecessary elements from the queries.\n\nThey then increased the radius used by NPCs to generate navmesh on planets to provide a better valakkar fight experience. For example, each variant of the creature needs to be able to move large distances around the world, with the recent amends providing improved generation granularity.\n\nA way to mark up brushes (geometries that aren\u2019t entities) was implemented to ensure they aren\u2019t walkable for NPCs. This was necessary to avoid the use of unnecessary navigation exclusion volumes when artists want to prevent NPCs from walking over specific objects.\n\nOngoing work continued to update 3D pathfinding to use the new voxelizer approach. Alongside this, the team now has full support for quantum-boosting energy usage to efficiently use speeds when flying in space.\n\nFor StarScript, the \u2018export as image\u2019 functionality now supports exporting multiple graphs at the same time. Numerous other features progressed that will eventually be used directly in StarScript too.\n\nIn other work, the ability for NPCs to react to radar pings was added. Now, they will either consider a ping as a disturbance to investigate or an active event to bring them into combat.\n\nFinally for AI Tech, fixes for NPCs driving vehicles were added, which is a feature the team hope to add to the PU at some point.\n\nAnimation\nAnimation spent the month supporting the irradiated valakkar alongside another new creature for later this year. They also progressed with animations for pre-combat and social-area usables that will promote more stealth gameplay opportunities against NPCs.\n\nFacial Animation supported multiple releases throughout June. They began by finalizing the content required for Alpha 4.2.1, including new lines for Stows, Walton, and the additional NPCs in the defend-location missions. They then worked alongside the Narrative and Mo-cap teams to capture new mission-giver content for Alpha 4.3 and 4.3.1. The team are currently processing the recorded content as the release dates approach.\n\nArt (Ships)\nIn the UK, the Anvil Paladin continued through greybox, with additional artists being moved onto it as their other tasks were completed to help prepare for its July gate review.\n\nPre-production began on the Gatac Railen, which will continue between other tasks ahead of the ship officially entering production later this year.\n\nSome of the team moved onto the Drake Ironclad, with some areas receiving layout alterations to improve traversal alongside refinement to the modular Drake kit.\n\nWork progressed on five unannounced vehicles: two completed their whitebox phase and are now well into greybox, with focus on details around the hull. Another is in the final stages of production and is receiving the finishing touches and bug fixes ahead of its release. Another vehicle from a prominent manufacturer entered production and is currently approaching its whitebox review. A new variant also entered pre-production, which the team states \u201cmay have the record for the fastest vehicle through the production pipeline.\u201d\n\nIn North America, the RSI Apollo Medivac and Triage reached the LOD0 phase, with the devs ensuring the modular medical bays swap out and behave as expected.\n\nFollowing the release of the Esperia Prowler Utility, the team tackled some bugs, with fixes due to land in Alpha 4.2.1.\n\nThe RSI Perseus approached its greybox gate review. As such, a lot of work was done to prepare anything that animates, such as the torpedo launchers, for the downstream teams.\n\nLastly for Ships, the Drake Kraken entered pre-production, with the team identifying areas from the original concept that need further attention to bring to modern standards. Full production will begin later this year.\n\nCommunity\nJune began with a celebration of diversity and culture as the team launched Show Us Your Colors 2025. This was followed by support for Alien Week 2955, which included a Q&A for the Esperia Prowler Utility and the Wikelo\u2019s Nine Tastes Contest, where players embraced Banu culinary traditions through imaginative alien-inspired dishes.\n\nThe team also supported the launch of Alpha 4.2, publishing a Patch Watch to spotlight important updates not covered on the Roadmap along with a catch-all post.\n\nJune also marked International Bar Citizen Weekend, where the team celebrated with the community across Frankfurt, Montreal, Austin, and Manchester. Attendees received this year's exclusive Bar Citizen gift, the Holographic Vanduul Skull. This exclusive in-game gift will be available at every Bar Citizen World Tour stop later this year.\n\n\u201cA huge thank you to everyone who joined us! Meeting so many passionate and creative members in person was truly inspiring. Your stories and support continue to drive us forward.\u201d Community Team\n\nBar Citizen World Tour then made stops in Lyon, Toronto, and Copenhagen, as the team continued to meet and engage with local communities around the globe. The team also collected and reviewed CitizenCon Direct Watch Party submissions from those planning to host a watch party on October 11. More details will be shared soon as the list is finalized.\n\nEvergreen tasks continued, including This Week in Star Citizen, the Roadmap Update and Roundup, the Arena Commander schedule update, and collating several mountains of feedback and ensuring they were delivered to appropriate developers. The team also completed tasks to prepare for the Foundation Festival and Ship Showdown, both set to begin in July, alongside ongoing work for CitizenCon Direct this October. In addition, submissions were collected for the Org Spotlight Comm-Link, which highlights player organizations during Foundation Festival.\n\nCore Gameplay\nWith the new Storm Breaker content, the Core Gameplay teams added several updates to radiation, hazard areas, and damage-over-time handling. New IFCS logic was also added for storm clouds.\n\nMost of the teams contributed to the apex valakkar encounter, including its appearance and how it interacts with the players. The teams were also involved in the new Argo ATLS IKTI, including enabling freight elevators to support the various power suit variants.\n\nThe recently added points of interest uncovered several unexpected issues during internal playtests and the PTU, though the teams worked hard to resolve them for release. One major challenge was managing the new locations\u2019 population and corpse control without causing a significant impact on performance.\n\nSeveral freight elevator fixes were made across multiple missions, while improvements and bug fixes were made for radiation.\n\nMission Design\nLast month, Mission Design worked to close out the Storm Breaker sandbox activity for release.\n\nFor the upcoming Alpha 4.2.1 patch, they expanded the \u2018infiltrate and defend\u2019 suite to only use Foxwell as the mission giver and expanded its location pool. They also fixed the \u2018recover cargo\u2019 archetype and created an FPS version.\n\nElsewhere, the team are looking to expand the \u2018ship battles\u2019 mission suite with a new escort-based archetype. For this, players will either escort a ship to a hangar or from a hangar to a safe range where it can quantum jump.\n\nWork then continued on content for upcoming patches, including moving generic contracts over to guilds and factions, which is needed for Reputation v2.\n\nFinally for Mission Design, the devs are investigating an issue with mission generation where it appears that there are not enough contracts for everyone, which is likely caused by Server Meshing.\n\nNarrative\nFollowing Alpha 4.2\u2019s release, the Narrative team focused on the next two upcoming patches, which will feature a variety of new missions. This included creating new contracts, mission-provider dialogue, and environmental story detail for a narrative-rich gameplay location.\n\nThe team held a performance-capture session to record mission dialogue and numerous audio logs to be discovered by players. Additionally, the team supported the mission designers in adding several new combat contracts along with a refactor of several older missions.\n\nLonger term, Narrative have been solidifying the next major story arc as the mission content comes more into focus - the team are striving to ensure that the stories the players will experience align closely with the gameplay objectives. Part of this new story will introduce a unique hostile faction.\n\nIn support of Alien Week, Narrative released a handful of new and expanded Galactapedia articles that focused on the strange fauna and lifeforms found in the PU.\n\nOnline Technology\nThe Online Services team continued to work on the \u2018item imprint system\u2019- design aspects are being discussed, technical documentation is being written, and service development began.\n\nThe team also began preliminary discussions for the upcoming \u2018instancing service\u2019 in collaboration with other teams. They\u2019re currently defining the objectives and high-level technical details to estimate and plan the work properly.\n\nFurthermore, the team discussed Inventory ID Enforcement on the Inventory API. The idea of this project is to ensure that the Inventory API only accepts calls that affect a specific inventory ID. This would set up the foundation for the upcoming Entitygraph Global Database Sharding.\n\nThe team also worked on various improvements and bug fixes to provide a better experience for players.\n\nThe Live Tools team reworked the filtering and sorting functionality of the moderation tool, significantly enhancing the overall user experience. They also addressed technical debt and introduced quality-of-life improvements, such as quick access to various tools linked directly to game instances.\n\nIn parallel, testing began for the new MTL development infrastructure, which offloads computational load from individual developer machines, making day-to-day work smoother and more efficient. Additionally, improvements continued for the crash handler, making it more reliable and less prone to errors.\n\nThe Network team focused on bug fixing and stability updates. Steady progress is currently being made toward Dynamic Server Meshing, which is also crucial for the successful implementation of instancing.\n\nR&D\nGas cloud rendering was further refined based on the improvements implemented in March. To get additional detail and improve distance read, support for an extra erosion layer was added. Controls were also added to boost intermediate cloud density during the shaping and erosion process to prevent clouds from thinning out too much. The goal is to preserve the overall shape of the original VDB as much as possible with details added at the cloud interface. The previous density blending step was replaced by a new merging step that combines shaped and original VDB density. This fixes visual artifacts caused by the blending step and helps to preserve details. Lastly, edge albedo control was made aware of the cloud's density environment to limit darkening to shaped regions without the presence of density coming from the original VDB. All improvements were made available to both the PU and Squadron 42.\n\nElsewhere, the performance of planet cloud rendering for cameras in orbit was increased. Also, night-sky rendering was improved. Previously, it incorrectly included Mie scattering with regards to the fully occluded sun and produced undesired fake halos (especially when looking at the night sky from orbit). This is now fixed.\n\nFurthermore, help was provided to fix the reflection of atmosphere content on water surfaces that was too dark under some conditions.\n\nVFX\nThe VFX Code and Art teams worked on several things for Alpha 4.2. For example, the irradiated valakkar received bespoke animation and new irradiated VFX, while the weather VFX was refined and increased to make the event even more tense. The Argo ATLS IKTI also received new impact and surface effects."},"links_count":0,"comment_count":0,"created_at":"2025-07-02T23:00:00+00:00","created_at_human":"10 months ago"},"meta":{"processed_at":"2026-05-07 22:21:07","valid_relations":["images","links"],"prev_id":20657,"next_id":20663}}