New Features
General
- Added a logout timer when logging out in range of other players.
- Implemented the Character Customizer.
- Players will be required to create a character when attempting to access the "Universe" menu.
- Available to customize: Head, eye color, hairstyle, hair color, and skin tone.
- Once selections are made, players can "accept" or "revert" back to default.
- After a custom character is created, that character will be used for all game modes.
- Character's can be changed after being accepted via the "Character Customization" tab on the "Universe" menu.
Universe
- Safe/persistent
logout locations: Major stations (Levski, GrimHex, Port Olisar). Note:
These logout locations should persist between sessions.
- Added the ability to earn virtue reputation for killing NPC pirates.
- AI
pilots interdicting players can now carry interdiction dampening
devices. Those ships must be destroyed before the player can QT away.
- Implemented service beacons.
Ships and Vehicles
- Added: Tumbril Cyclone.
- Added: Aegis Reclaimer.
- Added: Anvil Terrapin.
- Added: MISC Razor.
- Added: Nox Kue.
- Added: PRAR Distortion Scattergun including size 4(Salvation), size 5(Absolution), size 6(Condemnation).
- Added: APAR Ballistic Scattergun including size 1(Havoc), size 2 (Hellion), and size 3 (Predator).
- Added: KBAR 10-Series Greatsword (size 2).
- Added: Omnisky IX Laser Cannon.
- Added: GATS Yellowjacket Ballistic Gatling (size 1).
- Added: CF-557 Galdereen Repeater (size 5).
UI
- Added visual change to better indicate when the player is in "focus mode" of interaction mode.
- Replaced old combat markers with new 3D markers including target brackets, hit indication, and missile locks.
- Added outline and further polish to target/self visor screens including additional hit effects for shields and hull areas.
- Added an additional MFD screen to customize the view angles of the target/self visor screens.
Star Marine
- Added: KSAR Custodian.
- Added: Gemini R97 Shotgun.
Feature Updates
General
- Removed the port modification system from all vehicles.
- There is now an interaction trigger to exit a usable (seat, stool, ect.).
- Reduced the sideways sway of the camera during breathing.
- Minor adjustments to options menu text to increase readability.
- AI pilot behavior has been moved to subsumption with updates to accuracy, flight, and engagement.
- Updated loading screens.
Universe
- Expanded the interactable seating in GrimHex.
- Increased the brightness of the interaction highlight on GrimHex's elevator buttons.
- Lock on interactions during quantum travel to prevent passengers from climbing out mid-travel.
- Improved GrimHex audio ambience.
- Expanded seating usables and updated some interaction points in Port Olisar.
- Lowered the virtue cost for ramming and removed the virtue pentalyt for illegal parking.
- Updated lighting within Levski hangars.
- Updated the various shopkeepers with additional performance capture and dialogue.
- Updated surface textures and topography of Crusader's moons.
- Expanded the "00" landing pad at Port Olisar to accommodate the Reclaimer.
- Additional environmental missions added.
- AI pilots may be feeling a bit chatty.
- Updates to helmet lighting.
Missions
- Polish to admin NPC animations.
- When first opening the MobiGlas the contract maanger should now display the first mission.
- When accepting a mission, the MobiGlas contract manager automatically displays that missions objectives.
- Updated missions with additional dialogue.
- Reduced the virtue penalty for criminal missions and added virtue reward for killing criminal players.
- Expanded environmental missions.
FPS
- Improved the planetside audio effects for all first person weapons.
- Removed UI shake from weapon recoil animations.
UI
- Updated visual set-up of the MobiGlas.
- Various menu and MobiGlas audio fixes and improvements.
- Updates and polish to visor displays including the addition of IR/EM signature.
- Reworked the VMA and PMA along with Star marine and Arena Commander loadout managers.
- The VMA should now function while in the hangar.
- VMA and PMA now use RTT.
- Improved character lighting, color, and brightness for the PMA.
Ships and Vehicles
- Updated
glass shader on MFDs for the following ships: Vanguard, Cutlass,
Prospector, 85x, Hornet F7C, Nox, Dragonfly, 300 series, M50,
Prospector, Gladius, Freelancer, Starfarer.
- Increased the power draw of the EMP when charging, increased the cooldown after use, lowered distortion damage.
- Added new distortion values to all ship items capable of taking that kind of damage.
- Increased the self-destruct timer length on ships that require multiple interactions to exit.
- Increased
the EM and IR signatures on countermeasures altered ship countermeasure
sizes and loadouts to better reflect their relative signatures.
- Reduces
shield health, updates shields to operate as independent faces for
regen, increased setback, lower regen and regen acceleration.
- Adjusted countermeasure signal decay to reduce the need to spam CMs to divert missiles.
- 300
series: Increased the hardpoint size of all gun mounts: 325A: Nose S4,
wing S3. Other 300 series except the 350r: All mounts S3. Updated fuel
usage and retuned atmospheric flight.
- Updates to Glaive and 325a health.
- Decreased the spread on the Sawbuck repeaters.
- Ships now have variable radar ranges based on size and role.
- Adjusted the effects of ESP.
- Reorganized the default MFD screen layout on the Reliant.
- Updates and polish to ship destruction VFX.
- Art rework of the Omnisky series of laser cannons.
Arena Commander
- Removed ejection ability from multiplayer modes.
- Allowed the Prospector to be selected in race modes.
- Players will now periodically gain lives during swarm modes.
- Removed the interaction nodes for open/close exterior and lock/unlock ship in competitive multiplayer.
- Reduced the health of Vanduul scavengers.
- The Scorpion Gatling is can now be mounted on any size compatable hardpoint.
- Increased ammo box round counts.
- Rebalancing ammo drops around increased ammo box counts.
- Vanduul swarm now has 9 waves and has had waves reworked.
Comments
Tumbril races through the canyons ... with canyon jumping for those with balls of steel ;-)
Have fun
PS: Delta Patcher FTW ;-)
Good to see they've got it out to live.
Months ago we dropped Ursus rovers from orbit ... one survived intact back then ;-)
Have fun
I'm using the new service beacons as Space Uber
I was thinking of the demo and the wheels rolling down the hill but I had also seen this
https://www.reddit.com/r/starcitizen/comments/88cl2w/wore_out_the_cyclone_tires_in_less_than_6_km/?st=jfgcmgtz&sh=f2464800
Sounds like you'd have trouble even making it to the canyon
Not anymore.
Have fun
It's crashing quite a lot, really quite unstable tbh, the framerate has increased but so has stuttering (due to trying to load in assets faster).
And we did a lot of things to these cars ;-) Crash car derbies FTW.
Game crashes very rarely for me. But crashes do happen. Having a lot of RAM and an SSD seems to help in my experience. That also makes asset loading much smoother.
Have fun
Have fun
Optimizing your trading for Profit!
Source: https://docs.google.com/spreadsheets/d/1QeyPiQycUAc_6OwRRgLUzzs75ovy9a5bCxJVeIraZtE/edit#gid=844711360
* ships are only limited editions for as long as we deem necessary. Which is usually until it’s been long enough that we can sell it again with the excuse that we want to offer it to those who missed it the first time.
**ships do not actually sell out as they are a digital resource but we like to make people think there is a limited quantity to pressure them into buying now!
..Cake..
Either way it will have to be heavily balanced to be way cheaper until there is more content and especially "higher tier" more rewarding content so cost can cope with earnings.
I ask because I know in Freelancer I ended up eventually just figuring out which run gave the best profit-per-minute and running that run unless the piracy got too thick on that route. Would be nice to see the "best" run change a bit from day to day.
But it has been said many times the economy is meant to fluctuate depending on supply/demand and other events, so that effect you talk about will clearly be a thing, having a degree of player influence on the economy will make trade routes and piracy rather dynamic adapting to what's presently most rewarding.