Star Citizen Alpha 3.6.0
- 1 Locations
- 2 Gameplay
- 2.1 Ship Purchasing Kiosk
- 2.2 Black Market Economy
- 2.3 Hover Mode
- 2.4 Weapon Attachments
- 2.5 Ship Rentals
- 2.6 Player Free Look
- 2.7 Ragdoll Improvements
- 2.8 Player Jump v2
- 2.9 Ship System: Degradation Improvements v2
- 2.10 System: Misfires
- 2.11 Player Carriables v2
- 2.12 Transit Systems v2
- 2.13 Law System v1
- 3 Ships and Vehicles
- 4 Weapon and Items
- 5 Core Dev Tech and Systems
- 6 See Also
Rest Stop Space Stations: Exterior Variations
Expanding the size and diversity of core space station exterior components, along with thematic variations for Rest Stops.
Ship Purchasing Kiosk
Designated kiosks now offer the ability to purchase vehicles. The inventory available will differ based on location.
Black Market Economy
Security forces will search for stolen and illicit items and respond appropriately, while NPCs and shops will be able to distinguish between legitimate and stolen merchandise.
Hover mode will vastly improve the behavior of ships flying at low speeds in gravity and atmosphere. Players will be able to manually control the state of VTOL thrusters as ships enter a special mode in which players must focus on balancing the ship as it hovers. This will make hovering more realistic and add depth to atmospheric flight gameplay.
Implementation of player controlled customization for personal weapons which includes adding different attachments to guns, such as scopes and grips. This feature will allow the customization of the player's FPS arsenal in real time.
Enable players to rent ships from selected shops for limited periods of time.
Player Free Look
Introducing the ability for the player to look away from where their weapon is aiming, giving them more situational awareness while keeping their weapon trained on a known threat.
Improving ragdoll properties such as joint limits, collision, and other physical parameters to make the simulation react appropriately and accurately in all situations, including zero-g.
Player Jump v2
Improving the look and feel of the current jump mechanic (including falling and landing) with new animation time-warping tech that reduces the number of individual animations.
Ship System: Degradation Improvements v2
Improvements to degradation gameplay tying misfire rates to the amount of wear on an item. Includes visualizing the wear/degradation on items.
Adding momentary misfire events which can cause items to cease working or perform unexpectedly. Overheated and degraded items have a higher chance of misfire.
Player Carriables v2
Developing the look, feel, and depth of player item handling. Includes the creation of a carriable tool, setting up key carriable items (e.g. helmets), and setting up dynamic grips so the player can correctly hold several types of object.
Transit Systems v2
Improvements to the systems that allow players to transfer between various map sections such as doors, elevators, and airlocks.
Law System v1
A hierarchical jurisdictional system that allow areas to be associated with a set of laws, each of which may specify a variety of penalties. Detection and dispatch mechanics will, in turn, accordingly enable local security and bounty hunters to make living a life of crime a dicey, if potentially lucrative, proposition.
Ships and Vehicles
AEGIS Vanguard Warden Update
Implementing and balancing the updated base model of the Aegis Vanguard Warden.
Kruger Intergalactic P-72 Archimedes
Building, balancing, and implementing Kruger's snub craft into the game.
Origin 890 Jump
Building, balancing, and implementing Origin's biggest and most luxurious ship into the game.
Kruger P52 Merlin Improvements
Building, balancing, and implementing the improved Kruger P52 Merlin into the game. Work includes general improvements to the landing gear compression.
Weapon and Items
Behring S38 Pistol
MaxOx Neutron Repeaters
Klaus & Werner Lumin V
Core Dev Tech and Systems
Client to Server Actor Networking Rework
Improvements to the upstream part of the actor networking responsible for communicating player actions from the local client to the server. This will pave the way for downstream improvements and solve a variety of validation issues.
Asynchronous Disconnection Refactor
This refactor aims to improve efficiency and usability of the asynchronous disconnection code. Refactoring this will clean-up a lot of bugs such as infinite loading screens, server crashes, and client crashes, while also helping to assure that more of these issues don't occur in the future.
Distribution and Ecosystem Improvements
Several distribution and ecosystem pipeline improvements. Unification of terrain and distribution maps, ecosystem modeling at a global planetary level and several improvements to terrain blending.
Shield Systems Tech Replacement
Replacement of the legacy shield setup system with the new Signed Distance Field tech to allow for the future implementation of more dynamic, form-fitting visuals and effects, as well as improved performance for collision.
Harvestable Entity Spawning
Underlining tech development to allow for an automated system to spawn harvestable entities on planets, moons, and asteroid fields.
General optimization and engine improvements to increase stability and performance for the players. This includes continued transition of gameplay systems to Item 2.0 as well as investigation and resolution of possible memory leaks and performance spikes.