{"data":{"id":20753,"title":"Star Citizen Monthly Report: August 2025","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20753-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20753","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20753","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":42114,"name":"art-ships-4-aug-2025-pu-report.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/ed970178bd7f7487a4d1546ad88b0b2e1cbb213d\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseBdY1MadiMv8BfGbrv5ZC3JETQYqExKdG\/art-ships-4-aug-2025-pu-report.webp","alt":"g-illustration","size":756132,"mime_type":"image\/webp","last_modified":"2025-09-04T11:16:03+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42114","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42114\/similar"},{"id":42115,"name":"art-ships-2-aug-2025-pu-report.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/aa0f5c3fd9118eb2df2a78bea1960dd3bbf2fc3c\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResepY39gLG1hqNJgXzTPo7KmSe4kE9B5F2v\/art-ships-2-aug-2025-pu-report.png","alt":"g-illustration","size":2712576,"mime_type":"image\/png","last_modified":"2025-09-03T14:09:21+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42115","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42115\/similar"},{"id":42117,"name":"1920-1080-ss-winner-1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/1611f742c7574c14480b8ea25dc57e67a9e6d961\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskkVrLu7XF1xVHbDJi6rKgKTtaW1Cdgovv\/1920-1080-ss-winner-1.jpg","alt":"g-illustration","size":1450390,"mime_type":"image\/jpeg","last_modified":"2025-09-02T18:06:12+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42117","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42117\/similar"},{"id":42120,"name":"gamescom-bar-citizen.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/206554fb71b25f600e5b4616516438f70e5b19e2\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjCQ5MorxTQTWgCVwjSSeQGo1dXw7z91LA\/gamescom-bar-citizen.webp","alt":"g-illustration","size":940398,"mime_type":"image\/webp","last_modified":"2025-09-04T11:16:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42120","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42120\/similar"},{"id":42122,"name":"16x9-cgp-ui-aug-2025-pu-report.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/05f2a886c221afdb6e0e26123f617b9cafb28b26\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskNArKThGwhj275NfJfya3aVEUQJBU6nCW\/16x9-cgp-ui-aug-2025-pu-report.webp","alt":"g-illustration","size":1863048,"mime_type":"image\/webp","last_modified":"2025-09-04T11:16:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42122","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42122\/similar"},{"id":42123,"name":"august-2025-monthly-report-banner.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/2abea2ec01610965b5288eac86838315bb845e1a\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseprGJKmJB4qz8UypEEsy7qhTToHBt8Fbt\/august-2025-monthly-report-banner.png","alt":"g-banner-advanced","size":3342415,"mime_type":"image\/png","last_modified":"2025-09-02T17:54:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42123","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42123\/similar"}],"images_count":14,"translations":{"en_EN":"PU Monthly Report\nAugust 2025\nFrom Ship Showdown 2955 to Alpha 4.3: Dark Territory, August was packed with action and adventure. Read on for all the details on what was done to finalize last month\u2019s content alongside ongoing progress on the wealth of new vehicles, locations, missions, and features coming in the near and not-so-near future.\n\nAI Content\nAI Content continued to progress with several ongoing initiatives, including refactoring one of the NPC archetypes important to landing-zone infrastructure. When complete, it will provide additional character to the various landing zones around the \u2019verse. AI Content are currently working closely with Core Gameplay to ensure there are contingencies in case the system fails while live.\n\nDevelopment continued on a new set of voice packs to refine what was learned from the dynamic conversations added throughout the year. The team also looked into developing new behavior types and re-examined existing behaviors to look for improvements.\n\nFinally, they looked into the upcoming environments to make sure they\u2019re properly set up for AI populations.\n\nAI (Features)\nThe AI Features team began the month by improving NPC weapon overheating, a feature initially developed for Squadron 42. Alongside this, a new firing validator was also introduced for charged weapons, the logic for trigger control was reworked, and various issues were fixed. A pre-firing stage was also added for NPCs using weapons, as previously, they would only use charged weapons while in cover. A fix was also submitted to tackle an issue preventing NPCs from shooting after their first trigger pull.\n\nVarious behavioral combat improvements were made, including the implementation and bug fixing of reactions to weak-spot destruction and distortion damage. The team are also improving the overall experience for the kopion, starting with fixes to stabilize the \u2018flee\u2019 behavior.\n\nCommunication-channel improvements were then implemented to allow for the better coordination of NPC groups with leaders. The devs also added improvements to automatically calculate when an NPC is alone or not to better filter what they can say and when.\n\nA bug was fixed for NPCs executing audio triggers when dead. This is not yet available in PU builds but will be integrated soon.\n\nAI (Tech)\nThe AI Tech team progressed with cross-navigation volume pathfinding. Previously, this used a heuristic approach to predict which navigation volumes would be used for pathfinding followed by multiple pathfinding steps, with one for each navigation volume. However, they now use a single pathfinder step through all navigation volumes to guarantee the shortest path. Navigation links will be temporarily disabled after failed use to prevent NPCs from repeatedly trying to use them, which would result in them getting stuck.\n\nGeneral improvements to Ship AI behaviors were made, including when the AI is within a defend area but the target falls outside of it. In this case, the AI will actively find a position in range to target them.\n\nThe team also polished the \u2018punishidle\u2019 behavior. Instead of statically circling the target, the AI will perform more maneuvers, particularly when targeted. In addition, bug fixes were done for NPCs flying in formations and following at distance, while detailed investigations were made into the current state of AI ship combat. Following this, the team improved AI ship combat tactic commitments for the \u2018strafer\u2019 and \u2018jouster\u2019 behaviors.\n\nFor turrets, a vision adapter specialized for unmanned turrets was added, which allows vision perception to be enabled for security systems.\n\nFor the usable builder, several improvements were made. For example, the helper geo code was changed to fix collision issues. The team also made the usable group coordinator (UGC) not reset when \u2018none\u2019 was selected as the end condition. Usable data was added for links via the UGC editor, additional fixes were made to some debug GUI issues, and the string input was changed to a dropdown list of tags. Finally, the devs implemented a way to load layouts in the usable builder.\n\nDedicated work began on the voxel-based 3D pathfinder, starting with preliminary refactoring for the path follower that will support both the simple and new pathfinder.\n\nOn the tech side, bug fixing was done for StarScript to ensure developers can use the tool as fruitfully as possible. The team also optimized the Subsumption initialization of AI actors and made further improvements to scripted control for the flowgraph, such as adding functionality to mark global function availability.\n\nAI (Game Intelligence Development Team)\nIn August, the Game Intelligence Development team continued to work on the density profiler, developing new IMGUI control. They also improved the visuals of the Mission System v2 UI prototype and outlined the properties design.\n\nIn pursuit of the team\u2019s goals of unifying the overall scripting tool language, they also began working on the design of the new entity scripting UX.\n\nGame Intelligence Development also continued to fix some small bugs and worked on features requested and suggested by the game designers to improve StarScript.\n\nAnimation\nThroughout August, Animation worked on improvements to the kopion as well as a new creature. They also created assets for the upcoming MedGel dispenser and made a pass on death reactions to ensure they appear as expected.\n\nFacial Animation worked alongside Mo-cap and Narrative to capture additional content for releases coming soon and into early next year. They also worked through previously captured dialogue that will soon be available in-game, including for brand-new mission givers and additional lines for Amelia Boyd.\n\nIn addition, they continued to support the Narrative team with SSN Newsflash reports that will be visible in-game during timed events.\n\nArt (Characters)\nLast month, the Character Art team progressed with armor for a new gang and supported requests for subscriber flair items and CitizenCon Direct. They also continued to work on variants for gameplay rewards and store items.\n\nThe Concept Art team started the exploration phase for new heavy armor.\n\nArt (Ships)\nIn the UK, three unannounced ships progressed throughout August. All are currently in various stages within the greybox phase: one is approaching its final review, one is receiving improvements to component accessibility, and the other recently entered following its whitebox gate review.\n\nFor announced ships, the Anvil Paladin progressed into the LOD0 stage, having had feedback from the greybox gate review actioned. The exterior, which was slightly behind the interior, has now caught up, allowing for further refinement between the two.\n\nThe Kruger L-21 Wolf was released, with the team excited to see the reception to the new ship. They also continued to bug-fix issues found during the release, such as the glass shader being excessively worn, alongside implementing the component bays.\n\nThe Drake Ironclad and Ironclad Assault progressed toward their whitebox reviews, with the team finalizing the asset kit that will be used across this and other Drake ships.\n\nWork on the RSI Aurora and Aegis Hammerhead kicked off to bring them up to current standards, focusing first on their cockpit and dashboard views as well as physicalizing components.\n\nThe MISC Hull B entered pre-production following the approval of its updated concept.\n\nIn North America, the RSI Apollo Medivac and Triage continued to be prepared for release, with testing and bug fixing being the focus. Ships also supported the Gameplay teams with medical gameplay adjustments.\n\nSome of the team then moved onto a related-but-unannounced ship.\n\nThe RSI Perseus was prepared for its LOD0 gate review, with additional lighting and detail passes being done across both the interior and exterior.\n\nThe Drake Kraken\u2019s pre-production phase continued too.\n\nCommunity\nThroughout August, the Community team continued to capture community sentiment, track feedback, and relay it to development teams, ensuring that player input continues to inform future updates. The team also carried on with their evergreen publishing tasks, including This Week in Star Citizen, the Roadmap Update and Roundup, the Arena Commander schedule update, and Monthly Reports like this one. Alongside this, the team delivered a steady flow of content and communications across channels, highlighting important beats and spotlighting community-driven moments. This included preparing messaging for development updates, amplifying announcements, supporting player-organized events (both online and in real life), and keeping the community informed and connected.\n\nA primary focus last month involved ongoing work on upcoming improvements to Spectrum and other web tools. The team collaborated closely with colleagues in Montreal to revisit the suite of applications available on the website, ensuring they remain effective, intuitive, and aligned with player needs.\n\nFurther, the Community team supported Ship Showdown 2955, which began with creative submissions rallying behind the players\u2019 favorite ships. A dedicated contest was also hosted during this phase. The community once again exceeded expectations with their creativity, and the team showcased the top submissions as the battle transitioned to live voting in head-to-head matchups. The Live Showdown commenced with an announcement of the Top 16 vehicles. The team celebrated each phase of the competition through the Elite Eight and Free Fly, the Final Four, and ultimately announced the RSI Polaris as the Ship Showdown 2955 Champion.\n\nCommunity also supported the release of Alpha 4.3: Dark Territory, including publishing an FAQ on the sprawling new Onyx facilities. The patch also marked the flyable release of the Kruger L-21 Wolf, which was accompanied by a comprehensive Q&A.\n\nPreparation for CitizenCon Direct 2955, scheduled for October 11, 2025, is well underway. As part of the lead-up, the team kicked off a machinima-style video contest that resulted in many incredibly creative submissions, with the top videos set to be showcased during the event. Key members of CIG staff will also be attending CitizenCon Direct Watch Parties across North America and Europe to experience the event live with the community.\n\nFinally, the Bar Citizen World Tour continued with two stops in August: Gamescom in Cologne, Germany, and PAX West in Seattle, Washington.\n\nCore Gameplay\nThroughout August, the Core Gameplay teams were heavily involved in the Alpha 4.3 release, though they also made significant progress across many large gameplay systems.\n\nThe team\u2019s focus continued on freight elevators, with further fixes to the issues that put them into an unusable state as well as improvements to the debug tooling. They\u2019re continuing to look into a large range of other widely reported issues, such as unreliable medical beacons and physics exploits.\n\nImprovements to medical ship functionality are in progress, including the addition of MedGel, which will be required to allow respawning. This will further differentiate the utility of the various medical vehicles in the game. These improvements also prompted some general improvements to the respawn flow.\n\nThe devs are working to close out the functionality required to support a new creature\u2019s unique behaviors and attack moves.\n\nThe engineering screen was then updated to show the rate of heat change for components and fixed various bugs.\n\nFor item recovery, the team added the ability to disable components for ships that have been claimed. Additionally, items will now display a timer until they become \u2018bricked\u2019 after they\u2019ve been claimed by the original owner. This is also displayed to the player as part of a notification when an item is bricked and a player attempts to use it.\n\nFor crafting, the team implemented an offline version of the Blueprint service, which is used as a stand-in to support the player-bound Blueprint Library until the actual service starts development. They also finished the first playable prototype of crafting in a multiplayer environment.\n\nFor Control Surfaces, improvements to the aerodynamic simulation were implemented, which should address jittering observed at low frame rates. Support for g-limiter was added to the new atmospheric flight mode, and NPCs now fly using Control Surfaces when in atmosphere. Internally, the team integrated the necessary work from Squadron 42 to conduct an internal playtest with various changes. These, in turn, prompted additional tuning improvements and bug fixes.\n\nIFCS saw further support work for Maelstrom. Destroyed parts will now reduce thrust effectiveness, which also addresses a common exploit where non-critical ship parts are destroyed to improve acceleration. This also helps Design in better defining when a ship is considered inoperable, even when not fully destroyed.\n\nCockpit dashboards will now support the ability to physically animate and vibrate based on various factors, adding another level of fidelity and realism. Examples of triggers include spaceships shooting their weapons or maneuvering at high angles of attack.\n\nFor quantum travel, the team worked on various bug-fix and polish tasks, such as NPCs not being able to perform solo jumps.\n\nQuantum interdiction saw further improvements to address the reliability of the system, especially in situations where new quantum-interdiction fields appear or disappear after the initial jump has been initiated. Interdicted ships will also now have markers on them to make them more obvious to players who are performing the interdiction.\n\nTurret weapons are now prevented from firing when aimed at the host vehicle. This will reduce the need for complex turret angle maps, which have caused turrets to aim up and down erratically as players rotated around.\n\nFor Radar & Scanning, the team worked on various improvements and polish tasks, such as improved UI information about targets and better positioning of the scan information for very large targets.\n\nTransport also made good progress toward feature parity with the legacy transit system. This included bringing it at parity with the current behaviors for instanced hangars, scripting support for Design, and also making necessary preparations for Dynamic Server Meshing. Part of this initiative involves moving away from interpolated movement to utilize the physics system, which saw a first-pass implementation.\n\nThe inventory rework is progressing well too, with the team implementing proximity looting, which will allow players to loot from multiple nearby inventory containers simultaneously. The new UI has also had filters and search implemented.\n\nAn upcoming event was given additional support to improve existing mission archetypes and better support mission availability scaling.\n\nEconomy\nLast month, the Economy team progressed with the new iteration of the economy based on data they recently gathered. They\u2019re currently looking into changes to the buy and sell prices of FPS weapons, armor, and consumables. They\u2019re also updating profit margins for salvage vehicles (including components) and the effort vs. reward algorithm.\n\nThis is being done as part of an ongoing initiative to ensure crafting is profitable, revitalize the salvage of vehicle components, and prevent exploits.\n\nMission Design\nThe Mission team worked hard toward the release of Alpha 4.3, including the new ASD Onyx facilities.\n\nThey also continued their initiative to improve the mission-generation system to help ease the current pain points that affect both the Mission team and players.\n\n\u201cThis work is ongoing but is very exciting already.\u201d Missions Team\n\nThe devs also continued their work to bring existing missions back to older locations, which will expand the pool of available locations for players and bring back various interesting encounters.\n\nNarrative\nWith the release of ASD\u2019s Onyx facilities, the Narrative team turned their focus to polishing the next round of content that players will discover there. The team also wrote and captured several new mission characters that will be making their debut later this year as they continue to focus on improving storytelling across Star Citizen. This month\u2019s performance-capture session also saw the return of an already-released character to pick up some additional lines. While not yet captured, Narrative began writing new scripts for NPCs to help flesh out the lore of specific areas in the game. The hope is that they will continue to expand the collection of conversations that players can overhear across the \u2019verse.\n\nThe team also continued to work on developing a new hostile faction that will be making its debut in a later patch, establishing its unique voice and supporting the Branding and Character Art teams.\n\nLast month, the team also worked with Design on updating the text of a few older contracts to align with improved gameplay flows as well as tutorial missions that will help players understand a new gameplay mechanic being introduced in a future patch. The team additionally crafted a new fiction piece for this month\u2019s subscriber Jump Point magazine that expands upon the current happenings in the empire.\n\nOnline Technology\nIn August, the Online Services team collaborated with QA to test the stow-context API. Item Imprint v1 development continued as expected.\n\nWith the Blueprint Library development done on the service side, related API development began. Online Technology also started the discovery phase for the instancing feature. The team is currently working on making the Inventory API only accept calls if they affect a specific inventory ID. This is being done ahead of the EntityGraph global database sharding.\n\nRegarding the Lazy Inventory Creation project, the team worked on updating calls that could handle it and changed the API accordingly. Essentially, the team wants inventories to be created if needed on certain calls.\n\nAs usual, the Online Services team worked on various bug fixes and improvements, including items for the mission system and for trace\/analytics.\n\nMeanwhile, Live Tools continued to enhance their internal support tool.\n\n\u201cThese improvements will help our support staff monitor activity within the tool more effectively, ensuring fair play and a better experience for everyone.\u201d Live Tools Team\n\nThe team also kicked off the discovery and early design of a new entitlement service within the Hex NOC entitlements module. This service will support item recovery workflows by tracking entitlement history, status, and source, making it easier to resolve issues quickly and accurately.\n\nLive Tools also began restructuring the error reporting system. This upgrade aims to significantly boost the speed and volume of crash processing. As part of this, they\u2019re migrating to a new framework that\u2019s more scalable and easier to maintain.\n\nFinally, in August, the Network team progressed with bug fixing and maintenance alongside support for Online Services' item imprinting tasks.\n\nThey also focused on mapping out their path toward instancing and Dynamic Server Meshing.\n\nR&D\nIn August, the R&D team\u2019s focus remained on analyzing performance and optimizing engine and game code.\n\nVFX\nMultiple locations, props, and gameplay elements integral to the entire Alpha 4.3\/4.3.1 flow required VFX support, which resulted in incredible visuals that the community have already given great feedback on. Support was also given to the Vehicle and Creature teams.","de_DE":"PU-Monatsbericht\nAugust 2025\nVon Ship Showdown 2955 bis Alpha 4.3: Dark Territory - der August war vollgepackt mit Action und Abenteuer. Lies weiter, um zu erfahren, was im letzten Monat getan wurde und wie es mit den vielen neuen Fahrzeugen, Schaupl\u00e4tzen, Missionen und Features weitergeht, die in naher und nicht so naher Zukunft kommen werden.\n\nKI-Inhalte\nDie KI-Inhalte wurden mit mehreren laufenden Initiativen weiterentwickelt, darunter die \u00dcberarbeitung eines NSC-Archetyps, der f\u00fcr die Infrastruktur der Landezone wichtig ist. Wenn er fertig ist, wird er den verschiedenen Landezonen im Verse zus\u00e4tzlichen Charakter verleihen. AI Content arbeitet derzeit eng mit Core Gameplay zusammen, um sicherzustellen, dass f\u00fcr den Fall, dass das System w\u00e4hrend des Betriebs ausf\u00e4llt, entsprechende Vorkehrungen getroffen werden.\n\nDie Entwicklung einer neuen Reihe von Sprachpaketen wurde fortgesetzt, um die Erkenntnisse aus den dynamischen Gespr\u00e4chen, die im Laufe des Jahres hinzugef\u00fcgt wurden, zu verfeinern. Das Team hat sich auch mit der Entwicklung neuer Verhaltenstypen befasst und bestehende Verhaltensweisen auf Verbesserungen hin \u00fcberpr\u00fcft.\n\nUnd schlie\u00dflich haben sie sich mit den kommenden Umgebungen besch\u00e4ftigt, um sicherzustellen, dass sie f\u00fcr die KI-Populationen richtig eingerichtet sind.\n\nKI (Funktionen)\nDas Team f\u00fcr KI-Features begann den Monat mit der Verbesserung der \u00dcberhitzung von NSC-Waffen, einer Funktion, die urspr\u00fcnglich f\u00fcr Squadron 42 entwickelt wurde. Au\u00dferdem wurde eine neue Feuerpr\u00fcfung f\u00fcr geladene Waffen eingef\u00fchrt, die Logik der Abzugskontrolle wurde \u00fcberarbeitet und verschiedene Probleme wurden behoben. Au\u00dferdem wurde f\u00fcr NSCs, die Waffen benutzen, eine Phase vor dem Abfeuern hinzugef\u00fcgt, da sie bisher nur geladene Waffen benutzen konnten, wenn sie in Deckung waren. Au\u00dferdem wurde ein Problem behoben, das verhinderte, dass NSCs nach ihrem ersten Abzug schie\u00dfen konnten.\n\nVerschiedene Verbesserungen im Verhaltenskampf wurden vorgenommen, darunter die Implementierung und Fehlerbehebung von Reaktionen auf Schwachstellen-Zerst\u00f6rung und Verzerrungsschaden. Das Team verbessert auch das Gesamterlebnis f\u00fcr den Kopion, beginnend mit Korrekturen zur Stabilisierung des \"Fluchtverhaltens\".\n\nDann wurden Verbesserungen der Kommunikationskan\u00e4le implementiert, um eine bessere Koordination von NSC-Gruppen mit Anf\u00fchrern zu erm\u00f6glichen. Die Entwickler haben auch Verbesserungen eingebaut, um automatisch zu berechnen, ob ein NSC allein ist oder nicht, um besser zu filtern, was er sagen kann und wann.\n\nEin Fehler wurde behoben, der dazu f\u00fchrte, dass NSCs Audio-Trigger ausf\u00fchrten, wenn sie tot waren. Dieser Fehler ist in den PU-Builds noch nicht verf\u00fcgbar, wird aber bald integriert werden.\n\nKI (Tech)\nDas KI-Tech-Team hat die Pfadfindung zwischen den Navigationsbereichen weiterentwickelt. Bisher wurde ein heuristischer Ansatz verwendet, um vorherzusagen, welche Navigationsvolumina f\u00fcr die Pfadfindung verwendet werden, gefolgt von mehreren Pfadfindungsschritten, einen f\u00fcr jedes Navigationsvolumen. Jetzt wird jedoch ein einziger Pfadfindungsschritt durch alle Navigationsb\u00e4nde verwendet, um den k\u00fcrzesten Weg zu garantieren. Navigationslinks werden nach einer fehlgeschlagenen Benutzung vor\u00fcbergehend deaktiviert, um zu verhindern, dass NSCs wiederholt versuchen, sie zu benutzen, was dazu f\u00fchren w\u00fcrde, dass sie stecken bleiben.\n\nEs wurden allgemeine Verbesserungen am Verhalten der SchiffskI vorgenommen, z. B. wenn sich die KI innerhalb eines Verteidigungsbereichs befindet, das Ziel aber au\u00dferhalb dieses Bereichs liegt. In diesem Fall sucht die KI aktiv nach einer Position in Reichweite, um sie anzugreifen.\n\nDas Team hat auch das \"punishidle\"-Verhalten verbessert. Anstatt das Ziel statisch zu umkreisen, f\u00fchrt die KI nun mehr Man\u00f6ver aus, vor allem wenn sie angegriffen wird. Au\u00dferdem wurden Fehlerbehebungen f\u00fcr NSCs vorgenommen, die in Formationen fliegen und auf Distanz folgen, w\u00e4hrend der aktuelle Stand des KI-Schiffskampfes genau untersucht wurde. Anschlie\u00dfend verbesserte das Team die KI-Schiffskampf-Taktikverpflichtungen f\u00fcr die Verhaltensweisen \"Strafer\" und \"Jouster\".\n\nF\u00fcr Gesch\u00fctzt\u00fcrme wurde ein spezieller Sichtadapter f\u00fcr unbemannte Gesch\u00fctzt\u00fcrme hinzugef\u00fcgt, mit dem die Sichtwahrnehmung f\u00fcr Sicherheitssysteme aktiviert werden kann.\n\nF\u00fcr den Usable Builder wurden mehrere Verbesserungen vorgenommen. So wurde zum Beispiel der Geo-Helfer-Code ge\u00e4ndert, um Kollisionsprobleme zu beheben. Das Team hat au\u00dferdem daf\u00fcr gesorgt, dass der Koordinator der nutzbaren Gruppe (UGC) nicht zur\u00fcckgesetzt wird, wenn \"keine\" als Endbedingung ausgew\u00e4hlt wurde. \u00dcber den UGC-Editor wurden brauchbare Daten f\u00fcr Links hinzugef\u00fcgt, einige Probleme mit der Debug-GUI wurden behoben und die String-Eingabe wurde in eine Dropdown-Liste mit Tags ge\u00e4ndert. Schlie\u00dflich haben die Entwickler eine M\u00f6glichkeit implementiert, Layouts in den Usable Builder zu laden.\n\nDie Arbeit am voxelbasierten 3D-Pfadfinder begann mit einer ersten \u00dcberarbeitung des Pfadverfolgers, der sowohl den einfachen als auch den neuen Pfadfinder unterst\u00fctzen wird.\n\nAuf der technischen Seite wurden Fehler in StarScript behoben, um sicherzustellen, dass die Entwickler das Tool so fruchtbar wie m\u00f6glich einsetzen k\u00f6nnen. Au\u00dferdem optimierte das Team die Subsumption-Initialisierung von KI-Akteuren und nahm weitere Verbesserungen an der Skriptsteuerung f\u00fcr den Flowgraph vor, z. B. das Hinzuf\u00fcgen von Funktionen zum Markieren der Verf\u00fcgbarkeit globaler Funktionen.\n\nKI (Game Intelligence Development Team)\nIm August arbeitete das Game Intelligence Development Team weiter am Density Profiler und entwickelte eine neue IMGUI-Steuerung. Au\u00dferdem verbesserten sie die Optik des Mission System v2 UI-Prototyps und skizzierten das Design der Eigenschaften.\n\nUm das Ziel der Vereinheitlichung der gesamten Skriptsprache zu erreichen, begann das Team auch mit der Gestaltung der neuen UX f\u00fcr das Entity-Skripting.\n\nGame Intelligence Development hat au\u00dferdem einige kleine Fehler behoben und an Funktionen gearbeitet, die von den Spieldesignern gew\u00fcnscht und vorgeschlagen wurden, um StarScript zu verbessern.\n\nAnimation\nIm August arbeitete die Abteilung Animation an Verbesserungen am Kopion und an einer neuen Kreatur. Au\u00dferdem wurden die Assets f\u00fcr den kommenden MedGel-Spender erstellt und die Todesreaktionen \u00fcberarbeitet, um sicherzustellen, dass sie wie erwartet erscheinen.\n\nFacial Animation arbeitete mit Mo-cap und Narrative zusammen, um zus\u00e4tzliche Inhalte f\u00fcr die kommenden Ver\u00f6ffentlichungen zu Beginn des n\u00e4chsten Jahres aufzunehmen. Sie arbeiteten auch an bereits aufgenommenen Dialogen, die bald im Spiel verf\u00fcgbar sein werden, unter anderem f\u00fcr brandneue Missionsgeber und zus\u00e4tzliche S\u00e4tze f\u00fcr Amelia Boyd.\n\nAu\u00dferdem unterst\u00fctzten sie das Narrative-Team weiterhin mit SSN Newsflash-Berichten, die w\u00e4hrend zeitlich begrenzter Ereignisse im Spiel zu sehen sein werden.\n\nKunst (Charaktere)\nIm letzten Monat hat das Character Art Team die R\u00fcstung f\u00fcr eine neue Gang weiterentwickelt und Anfragen f\u00fcr Abonnenten-Flair-Gegenst\u00e4nde und CitizenCon Direct unterst\u00fctzt. Au\u00dferdem arbeiteten sie weiter an Varianten f\u00fcr Spielbelohnungen und Ladengegenst\u00e4nde.\n\nDas Concept Art Team begann mit der Erkundungsphase f\u00fcr eine neue schwere R\u00fcstung.\n\nKunst (Schiffe)\nIn Gro\u00dfbritannien wurden im August drei unangek\u00fcndigte Schiffe weiterentwickelt. Alle befinden sich derzeit in verschiedenen Stadien der Greybox-Phase: Eines steht kurz vor der abschlie\u00dfenden Pr\u00fcfung, eines erh\u00e4lt Verbesserungen f\u00fcr die Zug\u00e4nglichkeit der Komponenten und das andere wurde k\u00fcrzlich nach der Whitebox-Gate-Pr\u00fcfung eingereicht.\n\nBei den angek\u00fcndigten Schiffen ist der Anvil Paladin in die LOD0-Phase eingetreten, nachdem das Feedback aus dem Greybox-Gate-Review umgesetzt wurde. Das \u00c4u\u00dfere, das etwas hinter dem Inneren zur\u00fcckgeblieben war, hat nun aufgeholt und erm\u00f6glicht weitere Verbesserungen zwischen den beiden.\n\nDie Kruger L-21 Wolf wurde ver\u00f6ffentlicht und das Team ist gespannt, wie das neue Schiff ankommt. Das Team war begeistert von der Resonanz auf das neue Schiff. Au\u00dferdem wurden weitere Fehler behoben, die bei der Ver\u00f6ffentlichung aufgetreten waren, z. B. dass der Glasshader zu stark abgenutzt war, und die Komponentensch\u00e4chte implementiert.\n\nDie Drake Ironclad und Ironclad Assault machten Fortschritte bei ihren Whitebox-Reviews und das Team stellte das Asset-Kit fertig, das f\u00fcr diese und andere Drake-Schiffe verwendet werden soll.\n\nDie Arbeiten an der RSI Aurora und der Aegis Hammerhead begannen, um sie auf den neuesten Stand zu bringen, und konzentrierten sich zun\u00e4chst auf die Cockpit- und Dashboard-Ansichten sowie die physische Gestaltung der Komponenten.\n\nDer MISC Rumpf B ging nach der Genehmigung seines aktualisierten Konzepts in die Vorproduktion.\n\nIn Nordamerika wurden die RSI Apollo Medivac und Triage weiter f\u00fcr die Ver\u00f6ffentlichung vorbereitet, wobei der Schwerpunkt auf Tests und Fehlerbehebung lag. Au\u00dferdem unterst\u00fctzten die Schiffe die Gameplay-Teams bei der Anpassung des medizinischen Gameplays.\n\nEin Teil des Teams wechselte dann zu einem verwandten, aber noch nicht angek\u00fcndigten Schiff.\n\nDie RSI Perseus wurde f\u00fcr ihre LOD0-Gate-Pr\u00fcfung vorbereitet, wobei zus\u00e4tzliche Beleuchtungs- und Detail\u00fcberg\u00e4nge im Innen- und Au\u00dfenbereich durchgef\u00fchrt wurden.\n\nAuch die Vorproduktionsphase der Drake Kraken wurde fortgesetzt.\n\nCommunity\nDen ganzen August \u00fcber hat das Community-Team die Stimmung in der Community erfasst, Feedback gesammelt und an die Entwicklungsteams weitergeleitet, um sicherzustellen, dass der Input der Spieler auch in zuk\u00fcnftige Updates einflie\u00dft. Das Team setzte auch seine immer wiederkehrenden Ver\u00f6ffentlichungen fort, wie z.B. \"Diese Woche in Star Citizen\", das Roadmap-Update und die Zusammenfassung, die Aktualisierung des Zeitplans f\u00fcr den Arenakommandanten und monatliche Berichte wie diesen. Dar\u00fcber hinaus lieferte das Team einen stetigen Fluss an Inhalten und Mitteilungen \u00fcber alle Kan\u00e4le hinweg, um wichtige Ereignisse hervorzuheben und die Community in den Mittelpunkt zu r\u00fccken. Dazu geh\u00f6rte auch die Vorbereitung von Nachrichten f\u00fcr Entwicklungs-Updates, die Verst\u00e4rkung von Ank\u00fcndigungen, die Unterst\u00fctzung von von Spielern organisierten Events (sowohl online als auch im echten Leben) und das Informieren und Verbinden der Community.\n\nEin Hauptaugenmerk lag im vergangenen Monat auf der Arbeit an den bevorstehenden Verbesserungen von Spectrum und anderen Webtools. Das Team arbeitete eng mit den Kollegen in Montreal zusammen, um die auf der Website verf\u00fcgbaren Anwendungen zu \u00fcberarbeiten und sicherzustellen, dass sie weiterhin effektiv und intuitiv sind und den Bed\u00fcrfnissen der Spieler entsprechen.\n\nAu\u00dferdem unterst\u00fctzte das Community-Team den Schiffs-Showdown 2955, der mit kreativen Beitr\u00e4gen begann, die sich hinter den Lieblingsschiffen der Spieler\/innen versammelten. In dieser Phase wurde auch ein spezieller Wettbewerb veranstaltet. Die Community \u00fcbertraf mit ihrer Kreativit\u00e4t wieder einmal die Erwartungen, und das Team pr\u00e4sentierte die besten Einsendungen, als der Kampf in die Live-Abstimmung \u00fcberging. Der Live-Showdown begann mit der Bekanntgabe der Top 16 Fahrzeuge. Das Team feierte jede Phase des Wettbewerbs, von den Elite Eight und Free Fly bis hin zu den Final Four, und verk\u00fcndete schlie\u00dflich den RSI Polaris als Ship Showdown 2955 Champion.\n\nDie Community unterst\u00fctzte auch die Ver\u00f6ffentlichung von Alpha 4.3: Dark Territory und ver\u00f6ffentlichte unter anderem eine FAQ zu den weitl\u00e4ufigen neuen Onyx-Anlagen. Mit dem Patch wurde auch die Kr\u00fcger L-21 Wolf flugf\u00e4hig gemacht, zu der es eine ausf\u00fchrliche Frage und Antwort gab.\n\nDie Vorbereitungen f\u00fcr die CitizenCon Direct 2955, die f\u00fcr den 11. Oktober 2025 geplant ist, sind in vollem Gange. Im Vorfeld hat das Team einen Videowettbewerb im Machinima-Stil gestartet, bei dem viele unglaublich kreative Beitr\u00e4ge eingereicht wurden, von denen die besten Videos w\u00e4hrend der Veranstaltung gezeigt werden. Die besten Videos werden w\u00e4hrend der Veranstaltung gezeigt. Wichtige Mitarbeiter\/innen von CIG werden au\u00dferdem an CitizenCon Direct Watch Parties in Nordamerika und Europa teilnehmen, um das Event live mit der Community zu erleben.\n\nSchlie\u00dflich wurde die Bar Citizen World Tour mit zwei Stopps im August fortgesetzt: Gamescom in K\u00f6ln, Deutschland, und PAX West in Seattle, Washington.\n\nCore Gameplay\nW\u00e4hrend des gesamten Augusts waren die Core Gameplay-Teams stark mit der Ver\u00f6ffentlichung der Alpha 4.3 besch\u00e4ftigt, obwohl sie auch bei vielen anderen gro\u00dfen Gameplay-Systemen gro\u00dfe Fortschritte gemacht haben.\n\nDas Team konzentrierte sich weiterhin auf die Lastenaufz\u00fcge und behob die Probleme, die sie unbrauchbar machten, sowie die Verbesserungen der Debugging-Tools. Das Team arbeitet weiterhin an einer Reihe anderer h\u00e4ufig gemeldeter Probleme, wie unzuverl\u00e4ssige medizinische Baken und Physik-Exploits.\n\nDie Funktionalit\u00e4t des Sanit\u00e4tsschiffs wird derzeit verbessert, u. a. durch die Einf\u00fchrung von MedGel, das f\u00fcr das Respawning ben\u00f6tigt wird. Dies wird den Nutzen der verschiedenen medizinischen Fahrzeuge im Spiel weiter differenzieren. Diese Verbesserungen haben auch zu einigen allgemeinen Verbesserungen des Respawn-Flows gef\u00fchrt.\n\nDie Entwickler arbeiten an der Fertigstellung der Funktionen, die erforderlich sind, um die einzigartigen Verhaltensweisen und Angriffsbewegungen einer neuen Kreatur zu unterst\u00fctzen.\n\nDer Konstruktionsbildschirm wurde aktualisiert, um die W\u00e4rmever\u00e4nderungsrate von Bauteilen anzuzeigen und verschiedene Fehler zu beheben.\n\nF\u00fcr die Wiederherstellung von Gegenst\u00e4nden f\u00fcgte das Team die M\u00f6glichkeit hinzu, Komponenten f\u00fcr Schiffe zu deaktivieren, die erobert wurden. Au\u00dferdem zeigen Gegenst\u00e4nde jetzt einen Timer an, bis sie \"gebrickt\" werden, nachdem sie vom urspr\u00fcnglichen Besitzer eingefordert wurden. Dies wird dem Spieler auch als Teil einer Benachrichtigung angezeigt, wenn ein Gegenstand gebrannt ist und ein Spieler versucht, ihn zu benutzen.\n\nF\u00fcr das Crafting hat das Team eine Offline-Version des Blaupausen-Dienstes implementiert, die als Ersatz f\u00fcr die spielergebundene Blaupausen-Bibliothek dient, bis die Entwicklung des eigentlichen Dienstes beginnt. Au\u00dferdem wurde der erste spielbare Prototyp f\u00fcr Crafting in einer Multiplayer-Umgebung fertiggestellt.\n\nF\u00fcr Control Surfaces wurden Verbesserungen an der aerodynamischen Simulation vorgenommen, die das bei niedrigen Bildraten beobachtete Zittern beheben sollen. Der neue atmosph\u00e4rische Flugmodus wurde um die Unterst\u00fctzung f\u00fcr den G-Limiter erweitert, und NSCs fliegen jetzt mit Control Surfaces in der Atmosph\u00e4re. Intern hat das Team die notwendige Arbeit aus Squadron 42 integriert, um einen internen Spieltest mit verschiedenen \u00c4nderungen durchzuf\u00fchren. Diese wiederum f\u00fchrten zu zus\u00e4tzlichen Tuning-Verbesserungen und Fehlerbehebungen.\n\nIm IFCS wurden weitere Unterst\u00fctzungsarbeiten f\u00fcr Maelstrom durchgef\u00fchrt. Zerst\u00f6rte Teile verringern nun die Effektivit\u00e4t des Schubs, was auch einen h\u00e4ufigen Exploit beseitigt, bei dem unkritische Schiffsteile zerst\u00f6rt werden, um die Beschleunigung zu verbessern. Dies hilft auch dabei, besser zu definieren, wann ein Schiff als funktionsunf\u00e4hig gilt, selbst wenn es nicht vollst\u00e4ndig zerst\u00f6rt ist.\n\nDie Cockpit-Dashboards k\u00f6nnen nun in Abh\u00e4ngigkeit von verschiedenen Faktoren physisch animiert werden und vibrieren, was eine weitere Ebene der Realit\u00e4tsn\u00e4he und des Realismus darstellt. Beispiele f\u00fcr Ausl\u00f6ser sind Raumschiffe, die ihre Waffen abfeuern oder in einem hohen Angriffswinkel man\u00f6vrieren.\n\nBei der Quantenreise hat das Team an verschiedenen Bugfixes und Optimierungen gearbeitet, z. B. daran, dass NSCs keine Solospr\u00fcnge ausf\u00fchren k\u00f6nnen.\n\nDie Quanten-Interdiction wurde weiter verbessert, um die Zuverl\u00e4ssigkeit des Systems zu verbessern, insbesondere in Situationen, in denen neue Quanten-Interdiction-Felder auftauchen oder verschwinden, nachdem der erste Sprung eingeleitet wurde. Schiffe, die unter Quantensperre stehen, haben jetzt auch Markierungen, damit sie f\u00fcr Spieler\/innen, die die Quantensperre durchf\u00fchren, besser erkennbar sind.\n\nGesch\u00fctzturmwaffen werden jetzt daran gehindert zu feuern, wenn sie auf das Wirtsfahrzeug gerichtet sind. Dadurch werden weniger komplexe Turmwinkelkarten ben\u00f6tigt, die dazu f\u00fchrten, dass die Gesch\u00fctzt\u00fcrme unregelm\u00e4\u00dfig nach oben und unten zielten, wenn die Spieler\/innen sich drehten.\n\nIm Bereich Radar & Scanning hat das Team an verschiedenen Verbesserungen und Optimierungen gearbeitet, wie z. B. verbesserte UI-Informationen \u00fcber Ziele und eine bessere Positionierung der Scan-Informationen f\u00fcr sehr gro\u00dfe Ziele.\n\nIm Bereich Transport wurden ebenfalls gute Fortschritte bei der Angleichung der Funktionen an das alte Transitsystem gemacht. Dazu geh\u00f6rten die Angleichung an die aktuellen Verhaltensweisen f\u00fcr instanzierte Hangars, die Skriptunterst\u00fctzung f\u00fcr Design und die notwendigen Vorbereitungen f\u00fcr Dynamic Server Meshing. Teil dieser Initiative ist die Abkehr von der interpolierten Bewegung hin zur Nutzung des Physiksystems, das in einem ersten Durchgang implementiert wurde.\n\nDie \u00dcberarbeitung des Inventars kommt ebenfalls gut voran. Das Team hat die Nahbeute eingef\u00fchrt, mit der Spieler\/innen aus mehreren nahe gelegenen Inventarbeh\u00e4ltern gleichzeitig pl\u00fcndern k\u00f6nnen. Die neue Benutzeroberfl\u00e4che wurde au\u00dferdem mit Filtern und Suchfunktionen ausgestattet.\n\nEin bevorstehendes Ereignis erhielt zus\u00e4tzliche Unterst\u00fctzung, um bestehende Missionsarchetypen zu verbessern und die Skalierung der Missionsverf\u00fcgbarkeit besser zu unterst\u00fctzen.\n\nWirtschaft\nIm letzten Monat hat das Wirtschaftsteam auf der Grundlage der k\u00fcrzlich gesammelten Daten die neue Version der Wirtschaft weiterentwickelt. Derzeit werden \u00c4nderungen an den Kauf- und Verkaufspreisen von FPS-Waffen, R\u00fcstungen und Verbrauchsg\u00fctern untersucht. Au\u00dferdem werden die Gewinnspannen f\u00fcr Bergungsfahrzeuge (einschlie\u00dflich Komponenten) und der Algorithmus f\u00fcr Aufwand und Belohnung aktualisiert.\n\nDies geschieht im Rahmen einer laufenden Initiative, die sicherstellen soll, dass Crafting profitabel ist, die Bergung von Fahrzeugteilen wiederbelebt und Exploits verhindert.\n\nMissionsdesign\nDas Missions-Team hat hart an der Ver\u00f6ffentlichung von Alpha 4.3 gearbeitet, einschlie\u00dflich der neuen ASD Onyx-Einrichtungen.\n\nAu\u00dferdem wurde die Initiative zur Verbesserung des Missionserstellungssystems fortgesetzt, um die aktuellen Probleme des Missionsteams und der Spieler\/innen zu l\u00f6sen.\n\n\"Diese Arbeit ist noch nicht abgeschlossen, aber sie ist schon jetzt sehr spannend. Missions-Team\n\nDie Entwickler setzten auch ihre Arbeit fort, um bestehende Missionen an \u00e4ltere Orte zur\u00fcckzubringen, was den Pool an verf\u00fcgbaren Orten f\u00fcr die Spieler erweitern und verschiedene interessante Begegnungen zur\u00fcckbringen wird.\n\nNarrative\nMit der Ver\u00f6ffentlichung der Onyx-Einrichtungen von ASD konzentrierte sich das Narrative Team auf die n\u00e4chste Runde von Inhalten, die die Spieler\/innen dort entdecken werden. Das Team hat au\u00dferdem mehrere neue Missionscharaktere geschrieben und eingefangen, die im Laufe des Jahres ihr Deb\u00fct feiern werden, um das Storytelling in Star Citizen weiter zu verbessern. Bei der Performance-Capture-Session in diesem Monat kehrte auch ein bereits ver\u00f6ffentlichter Charakter zur\u00fcck, um ein paar zus\u00e4tzliche Zeilen aufzunehmen. Auch wenn er noch nicht gefangen genommen wurde, hat Narrative begonnen, neue Skripte f\u00fcr NSCs zu schreiben, um die Geschichte bestimmter Gebiete im Spiel zu vertiefen. Die Hoffnung ist, dass sie die Sammlung von Gespr\u00e4chen, die die Spieler\/innen im Verse belauschen k\u00f6nnen, weiter ausbauen werden.\n\nDas Team arbeitete auch weiter an der Entwicklung einer neuen feindlichen Fraktion, die in einem sp\u00e4teren Patch ihr Deb\u00fct geben wird, um ihre einzigartige Stimme zu etablieren und das Branding- und Charakterdesign-Team zu unterst\u00fctzen.\n\nIm letzten Monat arbeitete das Team au\u00dferdem zusammen mit dem Design-Team an der Aktualisierung einiger \u00e4lterer Vertr\u00e4ge, um sie an den verbesserten Spielfluss anzupassen, sowie an Tutorial-Missionen, die den Spielern helfen werden, eine neue Spielmechanik zu verstehen, die mit einem zuk\u00fcnftigen Patch eingef\u00fchrt wird. Au\u00dferdem hat das Team einen neuen Artikel f\u00fcr das Abonnentenmagazin Jump Point verfasst, der die aktuellen Geschehnisse im Imperium n\u00e4her beleuchtet.\n\nOnline-Technologie\nIm August arbeitete das Team der Online-Dienste mit der Qualit\u00e4tssicherung zusammen, um die Stow-Context-API zu testen. Die Entwicklung von Item Imprint v1 wurde wie erwartet fortgesetzt.\n\nNachdem die Entwicklung der Blueprint Library auf der Serviceseite abgeschlossen war, begann die damit verbundene API-Entwicklung. Die Online-Technologie begann auch mit der Entdeckungsphase f\u00fcr die Instanzierungsfunktion. Das Team arbeitet derzeit daran, dass die Inventar-API nur dann Aufrufe akzeptiert, wenn sie eine bestimmte Inventar-ID betreffen. Dies geschieht noch vor dem Sharding der globalen EntityGraph-Datenbank.\n\nWas das Projekt \"Lazy Inventory Creation\" betrifft, hat das Team daran gearbeitet, die Aufrufe zu aktualisieren, die damit umgehen k\u00f6nnen, und die API entsprechend ge\u00e4ndert. Im Wesentlichen m\u00f6chte das Team, dass die Best\u00e4nde bei bestimmten Aufrufen bei Bedarf erstellt werden.\n\nWie \u00fcblich arbeitete das Team der Online-Dienste an verschiedenen Fehlerkorrekturen und Verbesserungen, u. a. f\u00fcr das Missionssystem und f\u00fcr Trace\/Analytics.\n\nIn der Zwischenzeit haben die Live Tools ihr internes Support-Tool weiter verbessert.\n\n\"Diese Verbesserungen werden unseren Support-Mitarbeitern helfen, die Aktivit\u00e4ten innerhalb des Tools effektiver zu \u00fcberwachen, um ein faires Spiel und eine bessere Erfahrung f\u00fcr alle zu gew\u00e4hrleisten.\" Live Tools Team\n\nDas Team hat au\u00dferdem mit der Entwicklung eines neuen Berechtigungsdienstes innerhalb des Hex NOC Berechtigungsmoduls begonnen. Dieser Dienst wird die Arbeitsabl\u00e4ufe bei der Wiederherstellung von Gegenst\u00e4nden unterst\u00fctzen, indem er den Verlauf, den Status und die Quelle von Anspr\u00fcchen nachverfolgt und so die schnelle und pr\u00e4zise L\u00f6sung von Problemen erleichtert.\n\nLive Tools hat au\u00dferdem mit der Umstrukturierung des Fehlerberichtssystems begonnen. Dieses Upgrade zielt darauf ab, die Geschwindigkeit und den Umfang der Fehlerbearbeitung deutlich zu erh\u00f6hen. In diesem Zusammenhang wird auf ein neues Framework umgestellt, das skalierbarer und einfacher zu warten ist.\n\nSchlie\u00dflich hat das Netzwerkteam im August die Fehlerbehebung und Wartung sowie die Unterst\u00fctzung der Online-Dienste f\u00fcr das Einpr\u00e4gen von Artikeln vorangetrieben.\n\nAu\u00dferdem konzentrierten sie sich darauf, den Weg zu Instanzierung und Dynamic Server Meshing zu ebnen.\n\nF&E\nIm August konzentrierte sich das F&E-Team weiterhin auf die Analyse der Leistung und die Optimierung von Engine und Spielcode.\n\nVFX\nZahlreiche Schaupl\u00e4tze, Requisiten und Gameplay-Elemente, die Teil der Alpha 4.3\/4.3.1 sind, erforderten VFX-Unterst\u00fctzung, was zu unglaublichen visuellen Effekten f\u00fchrte, die von der Community bereits sehr positiv bewertet wurden. Auch die Teams f\u00fcr Fahrzeuge und Kreaturen wurden unterst\u00fctzt.","zh_CN":"PU Monthly Report\nAugust 2025\nFrom Ship Showdown 2955 to Alpha 4.3: Dark Territory, August was packed with action and adventure. Read on for all the details on what was done to finalize last month\u2019s content alongside ongoing progress on the wealth of new vehicles, locations, missions, and features coming in the near and not-so-near future.\n\nAI Content\nAI Content continued to progress with several ongoing initiatives, including refactoring one of the NPC archetypes important to landing-zone infrastructure. When complete, it will provide additional character to the various landing zones around the \u2019verse. AI Content are currently working closely with Core Gameplay to ensure there are contingencies in case the system fails while live.\n\nDevelopment continued on a new set of voice packs to refine what was learned from the dynamic conversations added throughout the year. The team also looked into developing new behavior types and re-examined existing behaviors to look for improvements.\n\nFinally, they looked into the upcoming environments to make sure they\u2019re properly set up for AI populations.\n\nAI (Features)\nThe AI Features team began the month by improving NPC weapon overheating, a feature initially developed for Squadron 42. Alongside this, a new firing validator was also introduced for charged weapons, the logic for trigger control was reworked, and various issues were fixed. A pre-firing stage was also added for NPCs using weapons, as previously, they would only use charged weapons while in cover. A fix was also submitted to tackle an issue preventing NPCs from shooting after their first trigger pull.\n\nVarious behavioral combat improvements were made, including the implementation and bug fixing of reactions to weak-spot destruction and distortion damage. The team are also improving the overall experience for the kopion, starting with fixes to stabilize the \u2018flee\u2019 behavior.\n\nCommunication-channel improvements were then implemented to allow for the better coordination of NPC groups with leaders. The devs also added improvements to automatically calculate when an NPC is alone or not to better filter what they can say and when.\n\nA bug was fixed for NPCs executing audio triggers when dead. This is not yet available in PU builds but will be integrated soon.\n\nAI (Tech)\nThe AI Tech team progressed with cross-navigation volume pathfinding. Previously, this used a heuristic approach to predict which navigation volumes would be used for pathfinding followed by multiple pathfinding steps, with one for each navigation volume. However, they now use a single pathfinder step through all navigation volumes to guarantee the shortest path. Navigation links will be temporarily disabled after failed use to prevent NPCs from repeatedly trying to use them, which would result in them getting stuck.\n\nGeneral improvements to Ship AI behaviors were made, including when the AI is within a defend area but the target falls outside of it. In this case, the AI will actively find a position in range to target them.\n\nThe team also polished the \u2018punishidle\u2019 behavior. Instead of statically circling the target, the AI will perform more maneuvers, particularly when targeted. In addition, bug fixes were done for NPCs flying in formations and following at distance, while detailed investigations were made into the current state of AI ship combat. Following this, the team improved AI ship combat tactic commitments for the \u2018strafer\u2019 and \u2018jouster\u2019 behaviors.\n\nFor turrets, a vision adapter specialized for unmanned turrets was added, which allows vision perception to be enabled for security systems.\n\nFor the usable builder, several improvements were made. For example, the helper geo code was changed to fix collision issues. The team also made the usable group coordinator (UGC) not reset when \u2018none\u2019 was selected as the end condition. Usable data was added for links via the UGC editor, additional fixes were made to some debug GUI issues, and the string input was changed to a dropdown list of tags. Finally, the devs implemented a way to load layouts in the usable builder.\n\nDedicated work began on the voxel-based 3D pathfinder, starting with preliminary refactoring for the path follower that will support both the simple and new pathfinder.\n\nOn the tech side, bug fixing was done for StarScript to ensure developers can use the tool as fruitfully as possible. The team also optimized the Subsumption initialization of AI actors and made further improvements to scripted control for the flowgraph, such as adding functionality to mark global function availability.\n\nAI (Game Intelligence Development Team)\nIn August, the Game Intelligence Development team continued to work on the density profiler, developing new IMGUI control. They also improved the visuals of the Mission System v2 UI prototype and outlined the properties design.\n\nIn pursuit of the team\u2019s goals of unifying the overall scripting tool language, they also began working on the design of the new entity scripting UX.\n\nGame Intelligence Development also continued to fix some small bugs and worked on features requested and suggested by the game designers to improve StarScript.\n\nAnimation\nThroughout August, Animation worked on improvements to the kopion as well as a new creature. They also created assets for the upcoming MedGel dispenser and made a pass on death reactions to ensure they appear as expected.\n\nFacial Animation worked alongside Mo-cap and Narrative to capture additional content for releases coming soon and into early next year. They also worked through previously captured dialogue that will soon be available in-game, including for brand-new mission givers and additional lines for Amelia Boyd.\n\nIn addition, they continued to support the Narrative team with SSN Newsflash reports that will be visible in-game during timed events.\n\nArt (Characters)\nLast month, the Character Art team progressed with armor for a new gang and supported requests for subscriber flair items and CitizenCon Direct. They also continued to work on variants for gameplay rewards and store items.\n\nThe Concept Art team started the exploration phase for new heavy armor.\n\nArt (Ships)\nIn the UK, three unannounced ships progressed throughout August. All are currently in various stages within the greybox phase: one is approaching its final review, one is receiving improvements to component accessibility, and the other recently entered following its whitebox gate review.\n\nFor announced ships, the Anvil Paladin progressed into the LOD0 stage, having had feedback from the greybox gate review actioned. The exterior, which was slightly behind the interior, has now caught up, allowing for further refinement between the two.\n\nThe Kruger L-21 Wolf was released, with the team excited to see the reception to the new ship. They also continued to bug-fix issues found during the release, such as the glass shader being excessively worn, alongside implementing the component bays.\n\nThe Drake Ironclad and Ironclad Assault progressed toward their whitebox reviews, with the team finalizing the asset kit that will be used across this and other Drake ships.\n\nWork on the RSI Aurora and Aegis Hammerhead kicked off to bring them up to current standards, focusing first on their cockpit and dashboard views as well as physicalizing components.\n\nThe MISC Hull B entered pre-production following the approval of its updated concept.\n\nIn North America, the RSI Apollo Medivac and Triage continued to be prepared for release, with testing and bug fixing being the focus. Ships also supported the Gameplay teams with medical gameplay adjustments.\n\nSome of the team then moved onto a related-but-unannounced ship.\n\nThe RSI Perseus was prepared for its LOD0 gate review, with additional lighting and detail passes being done across both the interior and exterior.\n\nThe Drake Kraken\u2019s pre-production phase continued too.\n\nCommunity\nThroughout August, the Community team continued to capture community sentiment, track feedback, and relay it to development teams, ensuring that player input continues to inform future updates. The team also carried on with their evergreen publishing tasks, including This Week in Star Citizen, the Roadmap Update and Roundup, the Arena Commander schedule update, and Monthly Reports like this one. Alongside this, the team delivered a steady flow of content and communications across channels, highlighting important beats and spotlighting community-driven moments. This included preparing messaging for development updates, amplifying announcements, supporting player-organized events (both online and in real life), and keeping the community informed and connected.\n\nA primary focus last month involved ongoing work on upcoming improvements to Spectrum and other web tools. The team collaborated closely with colleagues in Montreal to revisit the suite of applications available on the website, ensuring they remain effective, intuitive, and aligned with player needs.\n\nFurther, the Community team supported Ship Showdown 2955, which began with creative submissions rallying behind the players\u2019 favorite ships. A dedicated contest was also hosted during this phase. The community once again exceeded expectations with their creativity, and the team showcased the top submissions as the battle transitioned to live voting in head-to-head matchups. The Live Showdown commenced with an announcement of the Top 16 vehicles. The team celebrated each phase of the competition through the Elite Eight and Free Fly, the Final Four, and ultimately announced the RSI Polaris as the Ship Showdown 2955 Champion.\n\nCommunity also supported the release of Alpha 4.3: Dark Territory, including publishing an FAQ on the sprawling new Onyx facilities. The patch also marked the flyable release of the Kruger L-21 Wolf, which was accompanied by a comprehensive Q&A.\n\nPreparation for CitizenCon Direct 2955, scheduled for October 11, 2025, is well underway. As part of the lead-up, the team kicked off a machinima-style video contest that resulted in many incredibly creative submissions, with the top videos set to be showcased during the event. Key members of CIG staff will also be attending CitizenCon Direct Watch Parties across North America and Europe to experience the event live with the community.\n\nFinally, the Bar Citizen World Tour continued with two stops in August: Gamescom in Cologne, Germany, and PAX West in Seattle, Washington.\n\nCore Gameplay\nThroughout August, the Core Gameplay teams were heavily involved in the Alpha 4.3 release, though they also made significant progress across many large gameplay systems.\n\nThe team\u2019s focus continued on freight elevators, with further fixes to the issues that put them into an unusable state as well as improvements to the debug tooling. They\u2019re continuing to look into a large range of other widely reported issues, such as unreliable medical beacons and physics exploits.\n\nImprovements to medical ship functionality are in progress, including the addition of MedGel, which will be required to allow respawning. This will further differentiate the utility of the various medical vehicles in the game. These improvements also prompted some general improvements to the respawn flow.\n\nThe devs are working to close out the functionality required to support a new creature\u2019s unique behaviors and attack moves.\n\nThe engineering screen was then updated to show the rate of heat change for components and fixed various bugs.\n\nFor item recovery, the team added the ability to disable components for ships that have been claimed. Additionally, items will now display a timer until they become \u2018bricked\u2019 after they\u2019ve been claimed by the original owner. This is also displayed to the player as part of a notification when an item is bricked and a player attempts to use it.\n\nFor crafting, the team implemented an offline version of the Blueprint service, which is used as a stand-in to support the player-bound Blueprint Library until the actual service starts development. They also finished the first playable prototype of crafting in a multiplayer environment.\n\nFor Control Surfaces, improvements to the aerodynamic simulation were implemented, which should address jittering observed at low frame rates. Support for g-limiter was added to the new atmospheric flight mode, and NPCs now fly using Control Surfaces when in atmosphere. Internally, the team integrated the necessary work from Squadron 42 to conduct an internal playtest with various changes. These, in turn, prompted additional tuning improvements and bug fixes.\n\nIFCS saw further support work for Maelstrom. Destroyed parts will now reduce thrust effectiveness, which also addresses a common exploit where non-critical ship parts are destroyed to improve acceleration. This also helps Design in better defining when a ship is considered inoperable, even when not fully destroyed.\n\nCockpit dashboards will now support the ability to physically animate and vibrate based on various factors, adding another level of fidelity and realism. Examples of triggers include spaceships shooting their weapons or maneuvering at high angles of attack.\n\nFor quantum travel, the team worked on various bug-fix and polish tasks, such as NPCs not being able to perform solo jumps.\n\nQuantum interdiction saw further improvements to address the reliability of the system, especially in situations where new quantum-interdiction fields appear or disappear after the initial jump has been initiated. Interdicted ships will also now have markers on them to make them more obvious to players who are performing the interdiction.\n\nTurret weapons are now prevented from firing when aimed at the host vehicle. This will reduce the need for complex turret angle maps, which have caused turrets to aim up and down erratically as players rotated around.\n\nFor Radar & Scanning, the team worked on various improvements and polish tasks, such as improved UI information about targets and better positioning of the scan information for very large targets.\n\nTransport also made good progress toward feature parity with the legacy transit system. This included bringing it at parity with the current behaviors for instanced hangars, scripting support for Design, and also making necessary preparations for Dynamic Server Meshing. Part of this initiative involves moving away from interpolated movement to utilize the physics system, which saw a first-pass implementation.\n\nThe inventory rework is progressing well too, with the team implementing proximity looting, which will allow players to loot from multiple nearby inventory containers simultaneously. The new UI has also had filters and search implemented.\n\nAn upcoming event was given additional support to improve existing mission archetypes and better support mission availability scaling.\n\nEconomy\nLast month, the Economy team progressed with the new iteration of the economy based on data they recently gathered. They\u2019re currently looking into changes to the buy and sell prices of FPS weapons, armor, and consumables. They\u2019re also updating profit margins for salvage vehicles (including components) and the effort vs. reward algorithm.\n\nThis is being done as part of an ongoing initiative to ensure crafting is profitable, revitalize the salvage of vehicle components, and prevent exploits.\n\nMission Design\nThe Mission team worked hard toward the release of Alpha 4.3, including the new ASD Onyx facilities.\n\nThey also continued their initiative to improve the mission-generation system to help ease the current pain points that affect both the Mission team and players.\n\n\u201cThis work is ongoing but is very exciting already.\u201d Missions Team\n\nThe devs also continued their work to bring existing missions back to older locations, which will expand the pool of available locations for players and bring back various interesting encounters.\n\nNarrative\nWith the release of ASD\u2019s Onyx facilities, the Narrative team turned their focus to polishing the next round of content that players will discover there. The team also wrote and captured several new mission characters that will be making their debut later this year as they continue to focus on improving storytelling across Star Citizen. This month\u2019s performance-capture session also saw the return of an already-released character to pick up some additional lines. While not yet captured, Narrative began writing new scripts for NPCs to help flesh out the lore of specific areas in the game. The hope is that they will continue to expand the collection of conversations that players can overhear across the \u2019verse.\n\nThe team also continued to work on developing a new hostile faction that will be making its debut in a later patch, establishing its unique voice and supporting the Branding and Character Art teams.\n\nLast month, the team also worked with Design on updating the text of a few older contracts to align with improved gameplay flows as well as tutorial missions that will help players understand a new gameplay mechanic being introduced in a future patch. The team additionally crafted a new fiction piece for this month\u2019s subscriber Jump Point magazine that expands upon the current happenings in the empire.\n\nOnline Technology\nIn August, the Online Services team collaborated with QA to test the stow-context API. Item Imprint v1 development continued as expected.\n\nWith the Blueprint Library development done on the service side, related API development began. Online Technology also started the discovery phase for the instancing feature. The team is currently working on making the Inventory API only accept calls if they affect a specific inventory ID. This is being done ahead of the EntityGraph global database sharding.\n\nRegarding the Lazy Inventory Creation project, the team worked on updating calls that could handle it and changed the API accordingly. Essentially, the team wants inventories to be created if needed on certain calls.\n\nAs usual, the Online Services team worked on various bug fixes and improvements, including items for the mission system and for trace\/analytics.\n\nMeanwhile, Live Tools continued to enhance their internal support tool.\n\n\u201cThese improvements will help our support staff monitor activity within the tool more effectively, ensuring fair play and a better experience for everyone.\u201d Live Tools Team\n\nThe team also kicked off the discovery and early design of a new entitlement service within the Hex NOC entitlements module. This service will support item recovery workflows by tracking entitlement history, status, and source, making it easier to resolve issues quickly and accurately.\n\nLive Tools also began restructuring the error reporting system. This upgrade aims to significantly boost the speed and volume of crash processing. As part of this, they\u2019re migrating to a new framework that\u2019s more scalable and easier to maintain.\n\nFinally, in August, the Network team progressed with bug fixing and maintenance alongside support for Online Services' item imprinting tasks.\n\nThey also focused on mapping out their path toward instancing and Dynamic Server Meshing.\n\nR&D\nIn August, the R&D team\u2019s focus remained on analyzing performance and optimizing engine and game code.\n\nVFX\nMultiple locations, props, and gameplay elements integral to the entire Alpha 4.3\/4.3.1 flow required VFX support, which resulted in incredible visuals that the community have already given great feedback on. Support was also given to the Vehicle and Creature teams."},"links_count":0,"comment_count":0,"created_at":"2025-09-04T13:00:00+00:00","created_at_human":"8 months ago"},"meta":{"processed_at":"2026-05-08 19:02:46","valid_relations":["images","links"],"prev_id":20750,"next_id":20754}}