Star Citizen Alpha 3.10.0 is a patch released on 2020-08-05.
Locations
Feature | Description |
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New Babbage: Shop Additions | Additional shop locations in New Babbage
Introducing a novelty Kiosk in the New Babbage spaceport interior which will sell souvenirs and knick-knacks. Also coming to the spaceport is The Factory Line, a flagship store for microTech, which sells their top of the line products, such as mobiGlas, simpods and various computer related items |
GrimHEX Improvements | Improving the GrimHEX environment
Finalizing GrimHEX, making it a complete landing zone. Main changes will include new location-branded utilitarian hangars accessible by the main hub, a scramble race feature, and additional content. |
AI
Feature | Description |
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FPS Combat: Weapon Types | The ability for the combat AI to engage the player using a wider arsenal of weaponry
Updating current combat AI to make them act more realistic and tactical. Adding new behaviors that will allow AI to utilize wider range of weaponry |
FPS: Cover Usage v1 | The ability for NPCs to use environmental elements as partial cover when engaging an enemy
Expanding the tactic selection for the NPC-Human Combat to analyse the environment and detect, in absence of full cover, possible positions where they can engage enemies without being fully exposed to them. This includes objects such as small crates, which could potentially provide partial cover. |
NPC Improvements: Bartender | Improvement of the bartender NPC to allow for additional behavior
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. |
Gameplay
Feature | Description |
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Player Trading | Allowing players to send currency to each other for a minimal service fee
The player trading app in its tier 0 form, (called "mo.Trader"), will allow players to send each other currency for a minimal service fee. Players can easily select people from their current party or friends list. Players can also use a filtered search to trade with someone outside of those parameters. |
Law System v2: Impoundment | Further improvements to vehicle impoundment
Impoundment has been developed so that infractions can have different fines and durations, allowing light penalties for blocking pads versus harsher penalties for pad ramming. Players lingering over landing areas without permission will now see a countdown timer warning them of imminent impoundment, should they not withdraw. |
Electron Damage | Implementing a new weapon damage type
Electron is comprised of energy, distortion and stun damage. Targets hit by an electron projectile will retain a charge for a brief amount of time, and if hit again will discharge damage in the area. |
Turret and Gunnery Improvements | Improving general turret and fixed gunnery gameplay.
New controls and functional UI will be added for turrets. Fixed weapons (on ships and turrets) get more computer assists, which will make them viable choices, especially for multicrew. Additionally, tweaks to PIP calculation improve the stability for hitting targets in all aiming modes. |
Thruster Efficiency Curves | Implementing new ship aerodynamics and behaviors for thrusters in atmosphere
Thruster efficiency curves will drastically change the way thrusters work in atmospheres. The work will include a major update to aerodynamics for ships, resulting in far more dynamic and believable behavior for ships in atmospheres. |
New Targeting Methodology | An updated method of targeting
Fundamental changes to how targets are tracked on and off your screen, with UI updates to improve the visibility of locked and tracked targets, and the return of pinned targets. |
Body Dragging | Enabling a character to pull another prone character
Implementing initial functionality for the player to move an incapacitated or dead NPC by dragging the body around an environment. |
High Speed Combat | Changing the way ship components behave at high speeds
Ship systems will suffer the strains of traveling at high speeds, with maximum velocity resulting in the restriction of some player options in the cockpit, creating a vulnerability that will push players into engagement at lower speeds. |
Ship HUD Rework | Re-designing and rebuilding the ship HUD using our new Building Blocks UI tech
Rebuilding our ship HUDs to use the new building blocks UI system ahead of further redesigning the look of the UI. We will also take the time to improve some of the functionality of ship HUDs. |
Restricted Area Rework | Vastly improving the behavior of restricted areas with a more natural, less obtrusive system
Refactoring and fixing many internal issues regarding restricted areas to make them easier to setup and use. This will include landing splines, allowing ATC to open up paths for players to enter the restricted area and fly to a landing pad with guidance. These areas will become more natural and won't require obtrusive materials to show their presence. |
Ships and Vehicles
Feature | Description |
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Kruger Intergalactic P-72 Archimedes Emerald | Implementing the Kruger Intergalactic P-72 Archimedes Emerald into the game
Implementing the Archimedes Emerald skin into the game. |
Origin m50 Improvements | Implementing the revised m50 into the game
Implementing and balancing the reworked base model of Origin's m50 racer to make it flight-ready in the game. Work on this task will include improvements to landing gear compression and updating the cockpit UI metrics to improve pilot experience. |
Weapons and Items
Feature | Description |
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Lightning Bolt Co. Atzkav Electron Sniper Rifle | Creation and implementation of the new FPS weapon
Designing and creating the Lightning Bolt Co. Atzkav Electron Sniper Rifle. Includes asset creation, animation, and balancing. |
Gemini C54 Ballistic SMG | Creation and implementation of new FPS weapon
Designing and creating Gemini's C54 SMG for use by characters in-game. Work covers concept completion, asset creation, passes by Animation, Audio and VFX, as well as Design input on weapon balance. |
Lightning Bolt Co. Yubarev Electron Pistol | Creation and implementation of new FPS weapon
Designing and creating Lightning Bolt Co. Yubarev pistol for use by characters in-game. Work covers concept completion, asset creation, passes by Animation, Audio and VFX, as well as Design input on weapon balance. |
Klaus & Werner Sledge Mass Driver | Updating the ship weapon to latest version
Covers all tasks associated with updating the Klaus & Werner Sledge Series Mass Driver (S1-3). |
Core Tech
Feature | Description |
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Ocean Shader Improvements | New shader features to improve the realism of oceans
Adding support for in-game oceans to react to flares and local lights using screen-space and cubemap reflection. Upgraded shading to include a Fresnel component and Sub-surface scattering term, and new shader features, to enhance the realism of oceans with improved refraction and additional detail layers |
Heightmap Improvements | Planet heightmap improvements
Updates are being made to all the heightmaps used on planets and moons to fully take advantage of their higher resolution. This will mean more detail can be utilized during the painting process |