Happy Wednesday, everyone!
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for February 7, 2024
Testing continues for this important update to the persistent universe’s back end database. This release will remain fluid in regards to timing as edge cases are solved and performance is optimized. With this publish, we’re moving this card to the Alpha 3.23 column, but keep an eye on Spectrum and the Tech Preview channel for the latest on the Replication Layer.
The following card has been added to Release View, targeting a release in the Alpha 3.22 patch cycle:
Introducing a new Experimental Mode to Arena Commander featuring Grav-lev vehicles racing through 5 new maps: The Snake Pit, The Snake Pit (Reverse), Clio Islands, Rivers Edge & Shifting Sands.
The following cards have been added to Release View, targeting a release in the Alpha 3.23 patch cycle, currently slated for April 2024:
Implementing the new and improved Starmap with improved visuals and usability, including easier search and trip planning functionality.
Reworking the mobiGlas system to use Building Blocks, which will also allow for easier development of mobiGlas apps. This update includes reworked Home, Maps, Contract Manager, and Journal apps.
Implementing a minimap for the HUD as well as interior maps for FPS gameplay, helping players stay oriented in close-quarter encounters.
Creating new tech that creates an instance of the player’s hangar to allow for uninterrupted management of cargo, inventory, and vehicles. Personal hangars are found at the player’s home location and allow for customization and organization of the hangar interior.
Implementation of systems and content for players to physically load and unload cargo to and from their ships by conveying cargo to and from hangars, landing pads, garages, and docking collars.
Adding Item Bank kiosks to the persistent universe, allowing players to retrieve and store FPS items at multiple locations. This addition will also allow players to retrieve lost account-bound items, such as subscriber flair.
Making use of the Freight Elevators feature, this mission type will have players hauling large quantities of cargo to earn both aUEC and reputation.
Combat helmets now support the dynamic crosshair which allows for quicker target acquisition in close-quarter situations.
Improved EVA controls and animations for smoother traversal in Zero-G. Introduces limited EVA fuel and encourages the use of zero-G push/pull and the Multi-Tool’s tractor beam.
Introducing a new screen for looting critical items quickly, allowing for more reliable inventory management in tense situations.
Implementing an overhaul of the player character creator for Star Citizen, including a new user interface and additional customization options.
Converting the Visor and Lens systems to Building Blocks for improved performance and flexibility.
Creating new traversable areas offering gameplay opportunities in corporate industrial environments. This initial release includes the surface levels of the facilities, with underground areas coming in a later update.
Introducing a new dynamic event that involves a criminal faction (Nine Tails) locking down an LEO and L1/L2 rest stops. Players must run the blockade and purchase and sell a percentage of Quantanium before time runs out.
Adding a new feature to the Reputation system where players will encounter AI that are either friendly or hostile based on their reputation with the organization the AI belong to. This also includes different friendly-fire thresholds and defense responses.
Implementing the updated Player Interaction Experience; a holistic array of complimentary features and systems, all related directly to the player. Player status, item status, environment status, as well as interactions with both the game world and the objects within it, are covered under these systems.
Implementing new modes to vehicles to manage their speed, components, and role-specific functions. This release introduces the NAV and SCM modes, as well as a complete re-tuning of all ships.
That’s all for this week! No Progress Tracker updates this week as work continues on long-term planning.
Join the discussion below, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap: https://robertsspaceindustries.com/comm-link/transmission/18532-The-Public-Roadmap-Companion