Difference between revisions of "Star Citizen Alpha 3.7.0"
The revision slider is loading.
Alistair3149 (talk | contribs) m |
|||
Line 1: | Line 1: | ||
− | {{PatchData|version=3.7.0|publishdate=2019-09-30|futurerelease=yes|Prev=Star Citizen Alpha 3.6. | + | {{PatchData|version=3.7.0|publishdate=2019-09-30|futurerelease=yes|Prev=Star Citizen Alpha 3.6.2|Next=Star Citizen Alpha 3.8.0}} |
'''Star Citizen Alpha 3.7.0''' is an upcoming [[Star Citizen]] update planned to be released around September 2019 (Q3). As per the [https://robertsspaceindustries.com/roadmap roadmap], the content in the update is subject to change. | '''Star Citizen Alpha 3.7.0''' is an upcoming [[Star Citizen]] update planned to be released around September 2019 (Q3). As per the [https://robertsspaceindustries.com/roadmap roadmap], the content in the update is subject to change. |
Revision as of 00:36, 24 August 2019
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.
Contents
Characters
Bounty Hunter Armor
Implementing the armor set traditionally associated with bounty hunters and their ilk.
Character Customization System v2
Improvements to the character customization feature which includes iterations on the facial blending system and significant updates to the user interface and experience.
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.
FPS: Cover Usage v1
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.
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.