Star Citizen Alpha 3.7.0

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Star Citizen Alpha 3.7.0 is an upcoming Star Citizen update planned to be released around September 2019 (Q3). As per the roadmap, the content in the update is subject to change.

Characters

Bounty Hunter Armor

Implementing the armor set traditionally associated with bounty hunters and their ilk.

Glass Visor and HUD Improvements

An overhaul to visor and helmet HUDs to provide a more intuitive and immersive experience.

Locations

Rest Stop Space Station: Interior Variants

Expanding the interior module and archetype libraries to achieve wider diversity for the interiors of space stations.

AI

NPC Improvements: Shopkeeper

Improvements to the Shopkeeper AI archetype, including additional interactions for the player as well as other NPCs. This will include passes from animation and audio.

Ship AI: 3D Pathfinding v2

Building the foundational technology that allows AI to navigate in 3D space by utilizing the physics grid. The path search will be hierarchical and will use other factors alongside the physical data, such as the graph connection of QT points. The system will scale to the size of the universe and accommodate all content, including asteroid fields, planets, and space stations.

FPS Combat: Weapon Types

Adding the ability for combat AI to engage the player using a wider variety of weaponry, react dynamically to both player behavior and the environment, and engage strategically and realistically.

Advanced Gunship Defensive Maneuvers

Implementation and balancing of defensive maneuvers that gunship pilots will perform on detecting fire to prevent extensive damage to their vessel.

NPC Improvements: Bartender

Improvements to the Bartender AI archetype, including additional interactions for the player as well as other NPCs. This will include passes from animation and audio.

NPC Improvements: Civilian

Improvements to the Civilian AI archetype, including additional interactions for the player as well as other NPCs. This will include passes from animation and audio.

Gameplay

Refueling: Fuel Scooping

Improvements to how hydrogen intakes regenerate fuel. Takes into account environmental density and flight vectors when formulating the regeneration amount.

Death Animation Improvements

Combining updated ragdoll properties with the animation system to make the death reactions of players and NPCs more realistic. This will be achieved by blending death animations with physical ragdoll simulation.

Power System v2

Expanding the existing power system to provide systemic connected gameplay in environments and vehicles. Includes connecting the door, lighting, and lift systems to power and dealing with the impacts of EMP.

PvP Bounties

Additions to gameplay to allow players to hunt other players with bounties on their heads.

Repair/Refuel/Restock Kiosks v1

The service kiosk will receive a more flexible interface for players looking to purchase services and maintenance, including the repair, refueling, and restocking of their ships.

Bounty Mission NPC Improvements

Additions to the space bounty mission type that allow hunted NPCs to use quantum travel to evade the player.

Physical Inventories

Design and implementation of a localized physical inventory system (with persistence and limitations), allowing for a more immersive and realistic experience.

Ships and Vehicles

AEGIS Vanguard Harbinger

Building, balancing, and implementing the Vanguard Harbinger into the game.

AEGIS Vanguard Sentinel

Building, balancing, and implementing the Vanguard Sentinel into the game.

Drake Cutlass Red Rework

Building, balancing, and implementing the medical variant into the game.

Weapon and Items

Apocalypse Arms Animus Missile Launcher

Designing and creating the Apocalypse Arms Animus Missile Launcher. Includes asset creation, animation, and balancing.

Behring GP-33 Grenade Launcher

Designing and creating the Behring GP-33 Grenade Launcher. Includes asset creation, animation, and balancing.

Hedeby Salvo Frag Pistol

Designing and creating the Hedeby Salvo Frag Pistol. Includes asset creation, animation, and balancing.

Kroneg FL-33 Laser Cannon

Designing and creating the Kroneg FL-33 Laser Cannon ship weapon. Includes asset creation, animation, and balancing.

Core Dev Tech and Systems

Procedural Asteroids v2

Continued development of the underlying tech that determines the shape, distribution, and appearance of asteroid fields. Adding volumetric fog elements, mineable entities, and ring patterns.

Large-Scale Shadow Improvements

Improvements to the shadow system to allow multiple large-scale shadow maps as opposed to the single large-scale map we currently use. Includes support for large-scale shadows to be dynamic for use on capital ships.

Planetary Ground Fog Tech

Planetary ground fog will create varying layers of fog on top of planetary terrain to further intensify local ambiance and create a sense of visual depth.

Performance Optimization

General optimization and engine improvements to increase stability and performance for players. Includes the investigation and resolution of possible memory leaks and performance spikes.

'Improved Terrain Shadows

Large scale terrain shadows will significantly increase the range in and over which shadows from terrain are being cast. In addition, it will allow rendering of soft terrain shadows and penumbra areas which is important to capture sun sets. The shadow algorithm provides data in a way that will allow fairly efficient integration into other rendering algorithms at a later stage to further improve quality and realism.

Atmosphere Tech Improvements

Improvements to the atmosphere will include various stability improvements to reduce certain artifacts that are currently visible at different view position. Includes incorporation of additional density layers to capture effects like an ozone layer at high altitudes that will result in more natural looking skies at sun set on planets. General improvements in color reproduction will also be investigated.

See Also