Update:Star Citizen Alpha 3.0.0

Star Citizen Alpha 3.0.0 marks the next major step forward in realizing the vision of the Star Citizen Persistent Universe. As you’ll see from the sections below, there’s a lot of new content and underlying tech being worked on for this release which will enhance the experience of our players.

Planetary Landings

 * Seamlessly land on and explore procedurally generated planets and moons in the Stanton system. Initially, players will be able to land on the three new moons Yela, Cellin, Daymar with Delamar as a stretch goal.

Persistent Universe Content

 * A new planetoid, Delamar with the Levski landing zone (stretch goal), mission givers, mission givers, derelict ships, debris fields, and three new moons with outposts.

Item 2.0 Part 1

 * A new back-end item system that allows greater interactions between the players and objects in the universe. Includes fueling/refueling, controlling power supplies, radar systems, quantum drives, and seats. Also allows players to manually interact with cargo to for loading/unloading

Subsumption

 * Initial release of the foundation Artificial Intelligence system. Controls AI NPCs, missions, dynamic content, and conversational logic.

Cargo

 * Implementation of commodities, trading, automated cargo buy/sell kiosks, and, indirectly, piracy. Also initial subset of Diffusion, a service architecture dealing with supply/demand of retail products, resources, and services.

Network improvements

 * Physics serialization, network binding/unbinding, and a new message queue reduces average bandwidth and latency.

User Interface

 * Addition of kiosk UI, new Item 2.0 Multi-Function displays in ship cockpits, Field of View sliders, and a Unified Visor for seamless FPS/ Ship transitions, Mega Map for seamless transitions in/out of the Persistent Universe

Character Customisation

 * Players can customize character heads, hair, eye color and skin color

Ship and gun updates

 * Adds Dragonfly, Constellation Aquila, Ursa. Prospector and reworked Cutlass Black. Adds P8-SC SMG, Scourge rail gun, reworked Gallant Energy Rifle, Arrowhead Energy Rifle, and Devastator-12 Energy Shotgun

Yela
Yela is the most frigid of the Crusader moons. Those bold (or careless) enough to step outside without a spacesuit will be killed instantly by its freezing temperatures. If the cold doesn’t kill you, than any of the treacherous crevasses that crisscross the planet might. Cyrovolcanos have been known to erupt unexpectedly from such crevasses, so be wary when flying at low altitudes. Despite all its danger, there is much beauty to be found on Yela, like the underwater caves hidden beneath the moon’s crust.



Cellin
Burning with volcanic activity, Cellin is the counter to her icy sister. Although the volcanoes have been dormant for hundreds of years, the surface is dotted with thermal geysers that erupt without notice. The largest of such geysers can destroy heavy vehicles. Highly corrosive clouds of gas are regularly released from the moon’s surface, creating low visibility and damaging anything caught outside.



Daymar
Daymar’s surface is like a harmonic blend of Yela and Cellin. It’s mountainous surface is reminiscent of Cellin’s volcanoes, while its craters share a warm likeness to Yela’s frozen crevessases. Known for its dense atmosphere, thick fog and a loose dirt surface makes travel difficult. Lightning storms can help illuminate the fog, just don’t get struck by their flash.

Art

 * Cloth and Clothing simulation on various assets old and new
 * Updated helmet interiors and exterior for updated art, FOV tech and standardization
 * Armor converted to work within modular customization structure
 * Finalized delivery of ALL facial assets from 3lateral.

New Assets

 * Heavy Marine Armor
 * Explorer Suit Armor

Moons

 * We are adding 3 new moons to the Crusader system; Yela, Cellin, and Daymar

Surface Outposts

 * The new moons will also have outposts on their surface for you to explore

Mission Givers

 * We’re introducing Miles Eckhart (first seen in the Gamescom video)and Ruto to provide missions to players

Derelict Ships

 * Derelict ships will be added to the system for extra points of interest and exploration

Debris Fields

 * To accompany the derelict ships, there will also be debris fields within the system

Delamar / Levski (Stretch Goal)

 * We are adding the planet Delamar and the landing zone, Levski

Gameplay

 * Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0

Subsumption

 * This is the initial release of the foundational technology that drives all of the AI, mission, dynamic content, and conversational logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.

Pick Up & Carry

 * As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.

Item 2.0 Ship Conversion – Part 1

 * We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay.

Item 2.0

 * Operator Seats.
 * Radar System
 * Light Control System.
 * Fuel / Refuel.
 * Power Supply / Pipes.
 * Quantum Drive.

Insurance

 * This will be an alpha version of the insurance system where if your current ship becomes damaged beyond repair, you will be able to request a replacement ship (with basic loadout) from the insurance provider.

Stamina

 * We are introducing the concept of stamina into 3.0.0, this will mean that actions will have consequences. For instance, continuing to sprint will drain the stamina of your character, causing loss of breath and difficulty in aiming a weapon.

Doors & Airlocks

 * We are starting to update the doors and airlocks within the game to be more intelligent. In time, this would mean that the door would ‘know’ if a room beyond them is depressurised and would stay shut for safety

Cargo

 * Commodities bought using the kiosk will be transportable in the cargo holds of vehicles, to be sold in another location.

Commodities

 * Implementing items to represent units of tradeable cargo.

Kiosk Support

 * Support UI on kiosks for buying and selling of cargo.

Atmospheric Entry Support

 * Adding VFX and Turbulence to atmospheric entry

Persistent Damage, Ammo and Missiles

 * Persistence ensures that your vehicle state is saved between sessions.

Repair

 * Improvements to our repair system to support our persistence model.

Inventory System Support

 * The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns.

Core Tech

 * New Radar Databank
 * Various Performance improvements
 * Planetary Physics Grid to support orbiting and rotating planets
 * MFD implementation for Item 2.0 Components on ships
 * IFCS improvements to support AI & Takeoff System
 * Object Distribution
 * Terrain / Object blending for soft natural transition of objects intersecting with the ground
 * Video codec updated to Bink2, providing higher fidelity at lower bitrate
 * Vehicles No Longer Use


 * This is a huge step forward on the code side.


 * Skeleton Extension support for Item Port Offset overrides per item
 * Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.
 * Destructible component for items, props and environment assets
 * Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
 * Physics simulation gravity vector now respects planetary gravity
 * Modular loadouts rule sets and support for up to five loadouts
 * Animation driven facial audio implemented
 * Updated Sandbox Editor Python integration.
 * Zone culling on all character assets and layers, system complete and mesh markup complete supplemented with tools to easily support new assets.


 * Modular Room System for procedural generation of planetary outposts
 * Official Outpost Spawning System ready for mission designers
 * Integrated Outpost distribution to PlanetEd
 * Single outpost Object Preset
 * Cluster of Outposts
 * Crash site mission
 * Interface to hand place modules and save to Layer
 * Interface to teleport the camera to the closest outpost
 * Area boxes created by artists (all room sizes are now usable in the outpost procedural system)
 * Entrance Room system working (stairs and ramps are now available as initial rooms)
 * Rooftop Prop system working for Solar panel
 * Wall prop system working for additional prop variations
 * Material Wear/Dirt on props using Layer Blend done and actually working
 * Developed Outpost “feet” system
 * Set random rotation and offset caps on planet editor
 * Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors)
 * Support Aircon/solar panel system on outposts
 * Added color tinting to Outposts
 * Added color tinting interface to Planet Ed
 * Created material distinction for interior / exteriors
 * Group elements offset in Planet Object Preset to be able to offset landing pads

Performance

 * New Light Controller for runtime light switches
 * New network message queue (current in QATR) to reduce network bandwidth and network thread time.
 * Light Entity Render node merging.
 * Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations.
 * Highly optimized vertex and position format for all geometry
 * Texture memory usage reduced across the project
 * Unified material libraries for use across all departments
 * Comparing and finding all duplicated normal maps and albedo maps in the LayerBlend texture library
 * Clean up LayerBlend Material Libraries, Resolution Adjustments, Renames to Lower Case
 * Follow-ups on list of unused textures and materials
 * Massively improved  computation and average face sizes for ships
 * Shared hair assets (instead of bespoke asset per head) for character creation
 * Automated facial asset LODs, skinning algorithm per LOD updated.
 * Reworked mesh setup of facial assets for optimal performance and reduced drawcalls.
 * Unified helmet and character mesh into singular render proxy for better performance and visuals.
 * Various portal and culling improvements.
 * Improved Animation Data Base collection and build process for optimized animation data streaming also added external tools to manage this.
 * Deprecated thousands of legacy and test assets including animations, geometry, libraries and more for reduced build size.
 * Automatic Asset Error collection and tracking.
 * Reworked itemport layout for characters and character items
 * Updated all assets using HumanSkin to highly optimized HumanSkinv2 shader. This saves upwards of a 100 megs of texture memory per face.
 * Vastly improved memory allocator which allowed massive reduction in runtime allocation count
 * Several significant optimizations to entity update code

Crusader Converted to Object Container Setup

 * With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System

Mega Map for Persistent Universe

 * Mega Map tech (also used in Crusader for seamless loading between different gamemodes) is now possible in the new PU map, which is setup in the solar system editor. This allows the utilization of Mega Map technology.

Planetary Tech

 * The Physics Grid for planets and the modular space stations.

Solar System Editor Tool

 * A tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc.

Entity Update Component Scheduler

 * Will allow lower priority entities (i.e. those further away from players) to be updated less frequently, which should improve the overall framerate and allow us to add more content to the universe.

Entity Owner Manager

 * The Entity Owner Manager will track entities that are moved around the universe, making sure we spawn and unspawn them at the correct time

UI

 * Unified Visor for seamless Ship 2.0 / FPS transition
 * HUD/Visor integration for new Radar Databank

Kiosk UI

 * Kiosk shopping will allow players to buy and sell various commodities with the gameworld to vendors throughout the universe

Item 2.0 Multi Function Displays

 * MFDs are being converted to work in the new item 2.0 system to give pilots even more control of their ships

Field of View Slider

 * This will allow players to narrow or widen the field of view to their liking

Character Customization

 * Players will now be able to customize their characters heads, hair, eye color, and skin color

Personal Manager App

 * This App will allow players to review their inventory and customize various aspects of their suit and weapons

Mission Manager App

 * This is a redesign of the mission App that is currently available within mobiGlas and is the next step in allowing players more control over their mission tracking

Cargo Manifest App

 * After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest.

Inventory System

 * Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory.

Mission Board App

 * The mission board allows players to see the service beacons that have been set up around the universe by other players calling for assistance

StarMap App

 * The Starmap will be introduced to allow players to view the PU at large and select planets to QT to

UI Owner Component

 * This is an underlying framework that will be used for the player manager App, cargo, and the Kiosk

Cargo UI

 * UI interface for the cargo system

MobiGlas Overhaul (Stretch Goal)

 * The UI team are planning an overhaul of the mobiGlas system so that it better reads what the gamecode is doing. This change will make the mobiGlas system as a whole easier to maintain for the UI team

Mission System

 * The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc.

AI Turrets

 * We are adding the ability for AI to operate turrets in Crusader, so we are working to make sure that they track and fire upon the correct targets.

Graphics

 * RenderTarget refactor
 * This saves over 50% of the video memory previously used for dynamic textures.
 * Physically based area lights
 * Shadow map caching system
 * This allows for many more shadow casting lights at once and avoids the need for baking shadows.
 * Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations

Shadow System refactor

 * This is more efficient and allows for planetary scale shadows.

Render to Texture

 * This will have many uses going forwards, but our focus for now is to improve UI rendering and to introduce live rendering of video communications. We’re aiming to improve rendering performance by rendering as much of the UI ahead of a frame. For video communications, this will mean that we don’t have to pre-render the comms and store those files on the hard drive, as is the case with most games, allowing us to maintain fidelity and save hard drive space.

Environment Probe

 * This allows for bounced lighting and reflections to be updated dynamically and will result in better lighting visuals.

Atmospheric Entry

 * With 3.0.0 players will have the chance to land on astral bodies, which, in some cases, will involve passing through the atmosphere. Our graphics team are working on the tech that will make this feel as satisfying as possible for the player piloting the ship.

Diffusion Subset for 3.0.0

 * Diffusion is our second-generation cloud-oriented back-end service architecture. It dramatically simplifies the effort required to implement, maintain, and interact with services, while simultaneously providing major enhancements in the areas of scalability and redundancy.

Solar System Shop Service

 * The Solar System Shop Service dictates what retail products, natural resources, and services shops are willing to buy and sell. It also decides their current level of inventory and prices, all of which may vary over time. It acts as an intermediary between the game and the back end simulation/rule set.

Solar System Mission Service

 * The Solar System Mission Service dictates what missions are being offered at various locations and at what price. It is also responsible for specifying when and where dynamic content should be instantiated and how it should be customized. That way, the reality players see matches what it should in that area, based on hints provided by the back-end simulation/rule set. This service will split into two for 3.1, with the latter functionality becoming the responsibility of a dedicated Dynamic Content Service.

New Message Queue

 * Now that all our message are strictly ordered we’ve been able to really streamline the processing, allowing us to send and receive messages with less overhead. The new message queue also has a few extra features to better handle packet loss and jitter, helping reduce average bandwidth and latency.

Physics Serialization

 * This will fix a few long-standing threading issues between then network and physics code. Improves separation of physics and netcode for better maintainability.

Network Bind/Unbind (Stretch Goal)

 * Eliminate network updates for entities far away from clients. Should greatly reduce the amount of work the netcode has to do, helping improve server performance. A greater proportion of client bandwidth will be spent on entities close to the client.

Ships & Weapons

 * New Skinning and Rigging tools for landing gear on ships.

Constellation

 * Cargo Bay/Elevator extensions

Drake Dragonfly

 * A short-range open canopy craft capable of space and ground flight.

Drake Cutlass Black

 * Rework of the legacy ship

RSI Constellation Aquila

 * The newest available flight-ready variant of the Constellation series.

RSI Ursa Rover

 * Ground exploration vehicle.

MISC Prospector

 * Single-seater mining craft.

Behring P8-SC

 * An SMG for mid-range fighting that provides a high rate of fire.

Apocalypse Arms Scourge Rail Gun

 * A shoulder mounted railgun capable of providing high levels of damage at a long range.

Klaus and Werner Gallant Rifle

 * Rework of the legacy weapon.

Arrowhead Sniper Rifle

 * Rework of the legacy weapon.

KSAR Devastator-12 Shotgun

 * Rework of the legacy weapon.