Ares - Scrubland Paint- Paints / Prix : 12.28 EUR
We’re offering you the first look at capital-ship gameplay and the nearly finished Aegis Idris interior… but you’re gonna have to take it from us first.
Star Citizen Alpha 184.108.40.20672370 LIVE Patch Notes
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
CitizenCon 2954: Save the Date!
We had quite a bit of a tumultuous end to January here at Iron Gate, with our Discord server unfortunately getting hacked. The server has been built back up again and we once more invite you to join us there[discord.com], though we’re sad to say that most of the chat history is now gone due to the hackers deleting almost all of the channels. Still, so many of you reached out to us to offer your support and well-wishes, and it means a lot to us to have such a caring community. You’re the best!
But now on to the fun stuff: In case you’ve missed it, we are currently collaborating with Heroic Replicas! They have created some incredible Valheim replicas, both large and small, which you can now get your hands on. Check out their Kickstarter campaign, which is live for another couple of days. Book your items before February 26th while you have the chance!
The best part about the Kickstarter is that it’s run entirely by Heroic Replicas, so it hasn’t impacted the Ashlands development at all! We’d of course like to continue to give you some sneak peeks of what we’re working on, and for that we’d like to start off with the third and final Walk & Talk episode. We hope you’ve appreciated the series!
But of course we have some good old fashioned still images for you as well! The Ashlands is a hostile place, even for the creatures that live there. You’ll be able to stumble upon the corpses of some of them on your travels. Just be careful of whatever killed them in the first place…
The skulls of the very same creatures can also be used to create this fancy-looking wreath, which is both decorative and useful. Can you guess what for?
We also want to give you a clearer view of something from the Walk & Talk episode. We go into a bit of detail about the weapon customisation you’ll be able to experiment with in the Ashlands, and how you’ll use gems to give special properties to your items. This sword, for example, is the same sword that we’ve already shown you a lightning version of, but this is what it will look like if you upgrade it with a bloodstone instead:
Build of the Month
Even though we’re yearning for spring, we couldn’t resist this dreamy winter castle by Chicken_Phobia. Well done! If you want your creation to be featured in this section, use the hashtag #ValheimBotM on Twitter, Instagram or Facebook. Due to changes in the tagging system on Facebook and Instagram, please also send us a DM with a link to your entry as well as using the hashtag if you post there! You can view previous builds in this thread on Steam.
Ready your swords!
/The Iron Gate team
If you’d like to discuss the content of this post, please visit our Discord, or our forums on Reddit and Steam, or make a comment on social media!
Star Citizen Alpha 3.22.1 EPTU.9072370 Patch Notes
Hey everyone, the Frigate is coming… Get ready for a new week full of content, as we prepare for the release of 3.22.1, and share about the upcoming changes to 3.23: Master Modes, Precision Targeting, and Gimbal Weapons changes.
400i - Polar Paint- Paints / Prix : 12.28 EUR
RRS Morozov-SH “Red Alert” Armor- Gear / Prix : 15.62 EUR
100 series - Slate Camo Paint- Paints / Prix : 5.58 EUR
Vanguard - Timberline Paint- Paints / Prix : 8.38 EUR
Cutlass - Cypress Paint- Paints / Prix : 7.81 EUR
Star Citizen Alpha 3.22.1 EPTU.9069975 Patch Notes
Star Citizen Alpha 3.22.1 EPTU.9067934 Patch Notes
Evocati Patch Notes - A New Home
Star Citizen Alpha 3.22.1 EPTU.9065683 Patch Notes
Star Citizen Alpha 3.22.1 EPTU.9063902 Patch Notes
In an effort to predict the future of warfare, Anvil spent years compiling data and then fed it into a supercomputer. The results inspired Anvil to develop the Valkyrie.
In early spring 2802, a delegation of engineers, theoreticians, and computer scientists working for Anvil Aerospace booked three weeks of supercomputer array time at the Levindosk Institute on Terra. By this point, Anvil had long-secured its position as the go-to aerospace corporation for both military-contracted weaponry and private combat spacecraft. Equipped with a large war chest owed to the success of the civilian F7C Hornet launch, Anvil was ready and willing to invest in more speculative products rather than adapting further government contracts for domestic use. But before that could happen, the company’s long-term planners were eager to answer a difficult question: what next? The team dispatched to Levindosk had an intriguing proposal for how to answer this question. They would conduct a large-scale wargaming simulation that would hopefully allow them to predict the United Empire of Earth’s future vehicular needs rather than wait for future contracts to be offered.
Computer wargaming is by no means a radical invention; humans have been using advanced computers to attempt to predict future trends for the entire millennia and such devices have existed with varying degrees of success across generations. Indeed, the UEE military conducts electronic wargaming continually using even more powerful technology than those available to civilian researchers. However, it is exceedingly rare that such analyses are ever declassified and, when they are, they tend to concern past events of very little value to the civilian aerospace sector. Additionally, the rarely available UEE wargaming results are largely concerned with worst case scenarios and are offered to the public as propaganda. Anvil’s executives were interested in a different approach, developing only those scenarios in which day-to-day business continues.
The Anvil team that arrived at Levindosk had been preparing for the moment for seven years, more time than it would ultimately take the engineering team to develop the resulting ship. The process involved massive data gathering and organization on a scale not previously attempted in the private sector. Decades of data that could help the supercomputers imagine the current state of the UEE had been collected and organized, ranging from simple census statistics to observed fleet movements and spectrum usage metrics. The engineering team worked tirelessly to create a statistical portrait of the UEE in 2802 to allow the supercomputers to process viable outcomes. The immediate result, which would take some thirty-eight months to properly examine, was thousands of different possible scenarios that might impact the need for armed spacecraft in five, ten, twenty, and thirty years. Next, the results were moved to an undisclosed location aboard a fleet of data runners protected by corporate-owned Hornet escort fighters. The data in hand, a second team of expert analysts settled in for the long-haul of connecting these possibilities to future market trends.
As Anvil’s analysts processed the results, they were quick to move past the obvious findings that the Vanduul conflict and future wars would require faster, more maneuverable, and more powerful frontline spacecraft. Instead, they focused on roles for support craft; what might be the next Crucible? Although most of the group’s findings remain proprietary, interviews have since made it a matter of public record that their first realization was that every future scenario involving a Vanduul defeat would require a significant advancement in landing craft. For example, should the Empire move to retake systems like Orion and Virgil, an Anvil-designed troopship solution could easily lead the way. So, both the technology behind the ships and the ability to mass produce them for future large-scale amphibious operation were certainly worth investigating.
Prior to the introduction of the Valkyrie, Human amphibious assault craft were divided into two types: smaller, more expensive dropships intended to deploy individual squads for specialized operations and larger, more expendable spacecraft designed to deploy entire companies or mechanized artillery units. The Valkyrie’s design team aimed to split the difference down the middle by creating a mass-produced spacecraft capable of transporting both a platoon of soldiers and an armored support vehicle. Anvil’s supercomputer predictions suggested that future war planners would need to rethink the traditional amphibious assault process for future attacks on Vanduul-held worlds. While smaller strike units backed with the threat of orbital bombardment have typically been effective in recent centuries of warfare fought against Humans, mass attacks with additional firepower would be needed for the theoretical taking of a Vanduul planet. To address this challenge, the team attempted to make up the difference between the Aegis Dynamics Redeemer used to insert special operations teams and the larger freighters/landing craft used for logistical support.
The new armored landing craft, officially designated a heavy dropship, would carry both the sophisticated defenses of a Redeemer-style vehicle while still maintaining some of the size and deployment capabilities of a starlifter. An array of twenty sophisticated g-couches would keep individual soldiers harnessed during the ride to the surface (landing injuries being another problem with more disposable landing craft) and VTOL thrusters would allow the ship to land and quickly deploy troops and equipment on rough terrain no larger than the ship’s own base (plus area to deploy a vehicle if needed). The spacecraft’s name, Valkyrie, was chosen early on as a tribute to a UEEN pilot who flew under the same callsign who had recently been killed on a reconnaissance mission that identified a Vanduul destroyer (though Anvil’s marketing team would eventually promote it as referring to the ship’s ability to carry soldiers screaming into battle like the Valkyries of myth).
The design process quickly resulted in a prototype and then a production prototype, all before the idea was ever presented to the military. Anvil opted to keep the test program completely secret, leading to a series of leaked photographs that aerospace watchers incorrectly theorized might be proof that the company was developing another deep space fighter in the style of the Vanguard. It is impossible to know whether similar UEE analyses generated an identical future prediction or if Anvil happened upon an incredibly lucky coincidence, but in 2810 a joint request of the UEE Army and Navy requested a heavy dropship capable of deploying larger combat teams quickly. Anvil was able to present the Valkyrie with its testing complete, already flying, and ready for production. A modified no-bid contract quickly followed and Anvil’s factories began turning out the first military model for active service in 2812.
Although the Valkyrie has not yet been used for a mass invasion, the design has already repeatedly proven itself in combat in frontier regions. After-action reports specifically praise the ability to immediately deploy an armored vehicle, itself a great improvement over smaller gunships. The ship has become a favorite of UEEN ground pilots and is considered the “best way to travel” by soldiers deploying into hostile situations. Military orders from the design have increased each quarter and, if the long-term computer analysis is any indication, Anvil expects to almost double production of the Valkyrie each year for the foreseeable future. To this end, the company has made investments on no fewer than five worlds to add additional factory capacity for producing Valkyries in greater numbers. If a future massed planetary assault occurs, it will be even more of a windfall for Anvil stockholders.
In 2948, Anvil expanded the Valkyrie line with the not-unexpected addition of a civilian variant. Since the Valkyrie was not developed using government funds, the company was free to adapt it for the civilian market more quickly than previous designs like the Hornet. The civilian conversion team found the design process especially quick, with only limited fittings intended for specific UEEA equipment needing to be removed due to classification. The civilian Valkyrie is otherwise indistinguishable from the military equivalent and is even produced on the same factory floor.
Civilian Valkyries are now operated by local militia and police units on frontier worlds where deploying heavier weapons across great distances is especially important. The design has also found unexpected favor with prospectors and other explorers who have found great use of the ship’s ability to maintain and deploy a ground vehicle on rough terrain with a small footprint. Individual explorers can set down a Valkyrie at one claim site, dispatch a buggy or a small crew of workers and then jump ahead to another location. The process has greatly sped up mining surveys on some worlds by allowing a single work team to cover three to five sites at once. Anvil’s forecasters are keen to see if further uses develop in the asteroid mining or the science-support disciplines.
Happy Monday, everyone! The Coramor and Red Festival celebrations are well underway, Inside Star Citizen takes a final look at Distribution Centers, and Star Citizen Live will answer your questions about EVA, PIE, and Default Item Actions.
Spectrum Maintenance - February 11, 2024
Star Citizen Alpha 3.22.1 EPTU.9059093 Patch Notes
Star Citizen Alpha 3.22.1 EPTU.9057408 Patch Notes
LUNAR NEW YEAR
Happy Lunar New Year to everyone! This year, we celebrate the Year of the Dragon.
In Chinese culture, the dragon is a symbol of courage, power, and majesty.
And to help everyone get in the spirit, we have added both new and old Lunar New Year items to the Steam item store.
But don't forget to decorate your bases with trees (symbolizing wealth and good luck) and wearing this year's lucky colours (yellow and red)!
Prim locked? This magnificent Chinese spear is for the fearless primitive warriors of Rust. This spear is a skin replacement for the wooden spear. Crafted with precision and adorned with intricate engravings, this weapon is not just a tool for battle. It's a work of art that tells a story of power and elegance.
To celebrate the Year of the Dragon, we have created a beautiful dragon themed rocket launcher with both unique visuals and sound effects.
Differing from Western culture, the Dragon in Chinese mythology is auspicious and supreme. Dragons have the great power to control weather elements, but most importantly, soar through the skies - much like your ejecting rockets.
The dragon rocket launcher is a reskin of the rocket launcher.
NEW YEAR STORE ITEMS
There's a variety of community-made Lunar New Year items on the Steam store as well!
Join us for a month full of festivities: Coramor, Free Fly, and Red Festival 2954!
Greycat Harvester Armor Set- Gear / Prix : 16.74 EUR
Nomad - Cherry Blossom Paint- Paints / Prix : 4.46 EUR
RAFT - Hazard Paint- Paints / Prix : 5.03 EUR
MPUV Personnel- Standalone Ship / Prix : 44.64 EUR
Don’t let trillions of miles and a collapsed jump point keep you from your true love this Coramor.
It’s Coramor season! Whether it’s your partner-in-crime, an org-mate, or your trusty co-pilot, Star Citizen is better together. We’ve put together a few tips and activities that can be done with a co-pilot by your side.
Ring in the Lunar New Year with auspicious paint schemes, red hot referral bonuses, an Arena Commander takeover, and more.
Resolved a memory leak affecting some servers Fixed a server crash involving an interaction with pillars and ceiling pieces
Fixed an item duplication exploit
Spit Roast Campfire now has a thrall slot
Avatars once again take damage as intended
Fixed an issue where the camera was incorrectly snapping to a dead target after they had been killed while locked on
Backpacks have been one of Rust's most highly requested additions for several years, and what is a survival game without backpacks? This month, we're excited to bring you the small and large backpack, allowing players to carry more loot.
Inventory space has become more scarce as more items have been added to Rust over the years.
The small handmade backpack provides 12 slots & can be crafted for 50 cloth and five sewing kits at a T1 workbench. It is a default blueprint and will take 30 seconds to craft.
The military-grade backpack carries a whopping 28 storage slots and is uncraftable, found in military loot.
How To Use
Both are worn in the backpack slot and drop off your character on death. They can be looted on the ground (be careful if dropping one in a safe zone!) or from inside your own inventory. They take 3 seconds to pickup off the ground and despawn slower when filled with valuable items (up to 2 hours).
Currently, there are no negative effects from using a backpack.
NEW PLAYER REMAINS BACKPACK
To help differentiate regular player remains from the new backpack models we’ve given the player remains a visual refresh. This new model has a new open and closed visual state so you can tell at a glance if a bag has been opened by anyone. There is also some visual debris around an opened bag if the bag has more than 3 items in it.
The new metal detector allows you to find metal objects hidden beneath the ground.
Use the green lights to find the general area of an object, then when the green lights are all fully lit, hold the right mouse button to start sweeping the ground more closely and illuminate the yellow lights.
When all the yellow lights are also lit up, a flag will be placed. Dig this flag up with any melee tool and grab your treasure!
Different areas of the world will yield different types of loot, for example, what you may find on the beach will be different than what you find at the roadside or fields.
I've modified the animations for the SAP/SAR and they should feel a bit less floaty and more snappy when reloading and aiming. I've also reduced the additional recoil added while moving when using the SAP. Over the coming months I plan to take a look at each and every weapon and do another pass at balancing them. This means timings, handling, recoil, and aimcone. I'm not saying the changes will be drastic but I'm aware there are elements that need changing. Stay tuned.
IMPROVEMENTS & FIXES HIGHLIGHTS
Legacy Shelter LimitPlayers can now only have one shelter placed at any one time
Safezone WarningWhen attempting to log out in a safe zone a warning now appears
Compass Death MarkerDeath marker now appears on the compass UI
Repair Cost FixSome deployables such as the autoturret were unintentionally expensive to repair, this is now fixed.
Rotate DoorsDoors, hatches and embrasures can now be rotated while being deployed using R
Ripe RipenessIncreased all plants ripe stage duration from 4h to 14h
MILDER SCREEN POST PROCESSING
A recurring community comment is the on-screen hurt, cold, warm and radioactive post-processing is hash, it impacts the screen too much. To address the comments we have made the post-processing more mild.
Above are a few examples, you can find more here[commits.facepunch.com].
REDUCING SERVER SIDE ENTITY COUNTS
As mentioned in our start of the year blog post[rust.facepunch.com], memory usage is a key area of concern this year. One aspect I’ve been looking at lately is entity counts. Anything that gets networked in a Rust server is an entity, so every tree, building block, player, vehicle, etc. What might seem counterintuitive is that many Items in your inventory are also entities, specifically an entity we call a Planner. This is the blue sheet your player visually equips when they are deploying something (eg. a sleeping bag). Any Item that can be deployed in your inventory will have a corresponding Planner entity. This entity is created when the item is created, and will exist on the server (typically in the players hands or at the world origin if they are in a container) until that item is used or destroyed. We need this entity as it handles all the logistics of spawning the deployed version of the item.
To illustrate how many entities this creates we looked a list of entities on Facepunch EU2 towards the end of the November wipe last year. Out of 362,299 entities, 32,455 of them were Planners and are the largest count of entity (the next largest was Walls at 26,015). Since Planners are technically only needed when the player has the item equipped on their belt, this is a big waste of memory and processing time as well as needlessly bloating server save files.
This month we’ve rolled out a change that will only spawn a Planner for these Items once the Item is in a players inventory, then delete the entity when it is moved back into an inventory. This should dramatically cut down on the number of entities taking up memory for no real reason.
We also applied this change to Syringes and Bandages, specifically because these item types also don’t need an Entity if they aren’t in the players inventory and are often stored in large quantities (5,769 and 1,206 respectively in the above EU2 sample). Syringes in particular have been a performance bottleneck for the Industrial system due to the need to create and destroy an Entity every time the item is moved, so this change should have flow on server performance improvements there as well.
We think this change should reduce entity counts on the server by roughly 6-9% but we’ll be monitoring the results over time.
We received reports from several servers this month with Industrial performance issues. After investigating we found some extremely complex conveyor systems moving large amounts of Syringes as the culprit. The above changes to Entity counts will largely solve the issue, but I’ve also added a new convar (Server.industrialTransferStrictTimeLimits) to better handle time budgeting in these situations. While the Industrial system is time budgeted per frame (eg. Only process three conveyors per frame) it struggled if one conveyor took an excessive amount of time (eg. One conveyor takes 15x the allocated budget).
This new convar will allow the conveyor system to stop half way through a transfer if it is taking too long. Crucially it will then resume the transfer from where it left off on the next tick, so the final results should be the same, they may just take longer in real time. From the players perspective, this may result in conveyors splitting things in unintuitive ways (eg. a conveyor splitting into three boxes might do 2 on the first tick, then the last one on the last tick) but it should eventually produce the same result. Therefore we’d recommend turning this on selectively if a server is experiencing Industrial performance issues.
As well as this new convar some general performance optimisations were made, so things should be a little faster across the board in the Industrial system.
Despite having some guards in place, asset memory can easily run ouf of control. We keep adding awesome new content and, unfortunately, it keeps increasing our memory footprint. In order to be able to sustain this rate of content expansion, memory usage has to be low and stable, regardless of world complexity. Until we can implement more aggressive and effective streaming, every once in a while we have to sit down and look at what we missed and make the necessary corrections.
On this update we nuked almost 3 GB of memory usage in shader assets, plus a few hundred MB on textures and meshes. This is a bit of a soft start, in regards to textures and meshes, but we expect to reduce memory usge by a few more gigabytes in the coming months.
We do care about memory and performance, and we're actively working on it. This is just the first stage of many that will target not only improve memory usage but also frame rate.
IMPROVED TEXTURE QUALITY
Modern games universally depend on asset compression to maximize the efficient utilization of available system memory. To justify the efforts invested in compression, developers often turn to lossy techniques, which, particularly in the realm of textures, frequently lead to a compromise in image quality. Rust was long overdue for a texture quality review. Below is a before and after.
The improvement in detail and color fidelity can be striking in some cases (right). This is an ugly texture but it's a good example of how compression can ruin a high frequency image. Regions of pixels get merged together and color shifts slightly (left).
Texture compression was being used quite aggressively and, after tweaking some settings, we were able to significantly improve image quality without sacrificing memory. In the end, because a lot of textures had untapped potential for savings, we actually ended up saving runtime memory, at the cost of disk space, while still improving overall image quality.
TEAM MARKERS WITH NV GOGGLES
These were quite mis-aligned while wearing NV Goggles, especially near the screen edges, where they would sometimes float above seemingly nothing. This has now been fixed.
IMPROVED DOOR/GATE VEHICLE BEHAVIOR
Doors and Gates have been cancelling their open/close animation when hitting a vehicle since Modular Cars were introduced, however that would sometimes lead to cases where the animation cancelling would crush vehicles if they hit the Door/Gate from the opposite side. This has been improved this month and colliding with an animated Door/Gate in the direction that it is moving will no longer cause the animation to cancel. This should lead to less cars getting crushed.
We hope you’ve all had a lovely yuletide and that you’re ready for another year in the tenth world, because we sure are! As we mentioned last time, we are aiming to release the Ashlands update sometime during the first half of this year, and we’re already hard at work to ensure that it happens.
We want to kick off the year right away with another episode of our Walk & Talk series; it seemed like a lot of you really appreciated episode one, and we hope you’ll enjoy listening to us chat once again:
Just like last time, this episode shows off some things we haven’t revealed previously. One such thing is a twitcher spawner, which you will encounter a lot of in the Ashlands. You’ll have to check out the video to hear what we have to say about them, but we’ll give you a peek of what they look like right here:
Something else we want to show you is an updated visual of the fallen valkyrie. She really has come a long way from where we started out with her, and you’d better keep an eye on the sky if you want to avoid a swift death!
While most things in the Ashlands are indeed out to get you, there are still places where you might find some rest and refuge (at least for a precious moment or two). This temple is one such place, though you still need to be on your guard in case the charred dead decide to return to their place of worship…
Build of the Month
For the first Build of the Month this year we want to highlight this lakehouse by JosephMavridis! It was a very hard choice this month, so we suspect many of you have had some extra time to build over the holidays! If you want your creation to be featured in this section, use the hashtag #ValheimBotM on Twitter, Instagram or Facebook. Due to changes in the tagging system on Facebook and Instagram, please also send us a DM with a link to your entry as well as using the hashtag if you post there! You can view previous builds in this thread on Steam.
May your new year be prosperous!
/The Iron Gate Team
If you’d like to discuss the content of this post, please visit our Discord, or our forums on Reddit and Steam, or make a comment on social media!