Star Citizen Alpha 3.13.1g PTU.7419525 Patch Notes
Star Citizen Alpha 3.13.1f PTU.7413748 Patch Notes
Reputation System AMA Recap
This time, we welcomed four guests from different departments who answered players’ questions on how we want to further iterate the Reputation System and provided insights into the decisions we’ve made.Luke Pressley – Lead Designer William Weissbaum – Lead Writer Rob Reininger – Lead Systems Designer Ben Dorsey – Senior Systems Designer
This AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!
We are looking to gate many things in the game, both items as well as ships, behind the reputation system.
We have to remember that without a leveling system, reputation is one of our more significant progression in our game, if not THE most, so now that it’s in, we will be looking to get this hooked into all forms of rewards mechanisms moving forward.
As for what happens with people that already have these ships, you will always have access to these ships through the ASOP.
However, what you will likely see as we move forward is that mission content (which will ultimately include large scale hauling missions), will likely be gated behind reputation and/or org membership.
This is correct. The topic of org membership is not finalized, so I’d prefer to wait until we can share more concrete plans for this without causing any speculation or confusion about the matter. What’s important right now is that we built the system with any permutation of this concept in mind, so the system will be able to support whatever way we decide to utilize this feature. (Although to be 100% clear, this is not implemented in the current game/release as of this moment.)
What we have been talking a lot about lately is exactly “what rewards will be associated with each org/reputation track” and “at which ranks we see these types of things being rewarded.” One of the things we’ve discussed is things like unlocking an org’s paint/tint colors for use on particular item types at some of the higher ranks. (Which I think generally covers what you’re talking about with this question.) The answer is yes, we are 100% looking at the best way to incorporate a much broader use of the paint/tinting system into the game and reputation will be a significant delivery mechanism for this type of reward. As to how I see this working, if you say unlock the “microTech” colors, you would have to go back to New Babbage to a local shop in order to paint/color your item/ship with that tint. For factions/orgs that don’t have as clear of a “home base” as say microTech does, we will have to figure out 1, where we could potentially unlock this feature, and 2, if it’s a smaller org within the game, is their colors something we want to release. But generally yes, this is where we’re going in the future.
As for shops specifically, we plan on having the items in the shops with purchasable requirements shown to players when we revamp the shopping experience. So you’d see the “reputation specific item” in the inventory, but as an example, you’d see “Required – microTech Rep Rank 8”
Yes, this is a correct assumption. I mean that when you get to Rank “X” within Crusader Security org on a particular career track, you might unlock the Crusader Security color scheme. (Maybe available as say, Orison.) Since an organization might have several career paths, this might be the kind of thing that is seen as a reward on all of the careers at a given rank, or potentially their “core” career path. (Of which i mean, if it’s a policing organization, maybe only the bounty hunting track has it available there.) But we have complete flexibility to dole things out at any level within reputation. So if we wanted to offer it at rank 5 in one track, but rank 7 in another, that would be a possibility. The point is, we have the ability do associate these things where we feel it’s appropriate. Later iterations of the reputation manager has a “Rewards” tab that we’d like to add that will catalog the entire org’s set of rewards in one place so you don’t have to click on each rank to see what the benefits are. What you’ve currently got unlocked, etc. As USPU is an extremely busy team, I can’t say for sure when this “Rewards” tab will make an appearance though. Know that it’s “on the list” of stuff we’d like to do to enhance the system though. ;) )
All reputations will decay towards neutral over time, positive and negative. That said, the worse the reputation the longer it will take for people to forget about just how awful you are.
We plan to make things more diegetic than just saying “No you can’t go here until you hit Reputation X”.
We instead have plans to make it so that an area is heavily patrolled/guarded by Organization X, or a Jump Point is controlled by Organization Y. Then it becomes potentially interesting gameplay to try to deal with those obstacles (which would sometimes be as insurmountable as we can make them).
Our current thinking is that you will only be able to see missions you are eligible for or close to being eligible for. This will provide players with a glimpse to the missions available just beyond their current standing for instance.
We will definitely be adding levels of success to missions wherever possible. These may be advertised or hidden from the player. We want to try this first with a variant of the time-sensitive delivery mission where players are to deliver as much cargo as possible – gambling that they can load, travel and unload in time. The more you deliver, the bigger the reward in UEC and Rep.
So there’s a few things to unpack here. Yes, we will be adding “profession” specific missions. The first of which will likely be cargo hauling. What I mean by that is you are being paid to transport an existing set of cargo FOR a company from one place to another. The idea with other professions, say for exploration, might be to find new celestial bodies or new locations, etc. But yes, as we refactor the cargo system as a whole, we would like to change the current commodity trading such that players can lock in contracts to deliver “X” amount of cargo type “Y” to location “Z” for a guaranteed price per unit. Things of this nature. And other professions will fall in line with similar types of missions as they relate to each profession’s key gameplay goals. As for profession specific reputations, just as we have a generic “Bounty Hunters Guild”, we will have a specific reputation for each profession. This will be a key contributor for when you go to new locations and the types of missions you will see there. (Basically giving you access with a specific org’s mission track without doing some of the beginner missions.)
We’ve discussed two primary interactions between Player Orgs and Reputation quite heavily.
The first is Player Orgs having a reputation (much like a player can) with other NPC Orgs and NPCs. The answer to this one is a resounding yes. Barring unforseen future complications, the framework we have implemented allows for this and we plan to do this. The other interaction is allowing for Player Orgs to set up their own rules for a reputation that players can earn. While the reputation system is built to allow for it, at current we don’t plan to do this. It was heavily debated, and I can’t rule anything out forever, but the current feeling was that the cons outweighed the pros (most of the cons revolved around removing or reducing player interactions and community-building that we want to encourage).
As for the near future part of your question? These are more long-term plans. The best method of tracking our progress on this will be on the Public Roadmap. It’s not currently slated for this year.
Yes. We’ve planned out multiple additional iterations on the Reputation app (for when more content and systems come online). Two of the things those future versions would add are a filtering system and a sorting system that would allow for grouping similar Organizations and Contacts together.
These would supplement the Favorite system that we have in the current implementation (clicking the star to the left of an Org/Contact to sort reputations you want to keep an eye on at the top of your list).
Reputation will be one of the main progression gates meaning to get the biggest rewards you will likely have to work your way up through the ranks. You are always free to mine, trade, salvage, etc, but if you build reputation with orgs you may be able to sell for more or skip the queue, etc.
And there will be plenty of content found out in the sandbox which will provide opportunities outside of quests and such. Things like encounters players can come across which may have nothing to do with their reputation or may be affected by their reputation. Take for example coming across a Covalex convoy attacked by NineTails. You might instinctively try to protect the convoy and unwittingly receive reputation with the org for doing so, whilst also taking a rep hit with the NineTails. Next time you come across this encounter, due to your low rep with the NineTails they might prioritise you as a target.
If I understand your question correctly, this is what we have the global “Bounty Hunters Guild” reputation for. When you go to a new planet and want to partake in bounty hunting career missions for a specific faction (say Crusader Security’s Bounty Hunting missions), they will consider your BHG’s reputation as to what level of missions you’ll see available from them. While we don’t want this to completely circumvent the career ranks, this will give you access to higher level missions from the start, which should allow you to bypass the lower level ranks fairly quickly. (Which is another incentive to move around the system(s) and participate in content outside of your starting zone.)
This is a tricky one, since grind has one heck of a negative connotation (rightfully so in most cases), but I’ve been wanting to elaborate on this ever since the Reputation video was posted.
The reputation system is built to have very long-term goals, which does mean you will need to play the game for a long time to achieve higher tiers, and that’s sort of a grind. We want players to have long-term goals they can work towards.
Our goal thus isn’t to avoid any grind, it’s to avoid a bad one. What I mean by a bad grind is anything that forces you to do boring, repetitive gameplay. To avoid this in the future (what we have in the game right now is definitely repetitive, we know) we have a few different things planned:
the various sandbox elements of the game allowing different solutions to the same mission encouraging more player interactions (both friendly and foe) by having missions collide more dynamically created missions that pick from a pool of mission pieces so that even the base mission is different most of the time allowing you to build reputation by working for an ally
All of these are intended to make it so that even if you are “grinding” reputation with Organization X for weeks, it should stay interesting and engaging. You would be earning reputation for things you already want to do.
Yes, there is a rudimentary version of the Enemies and Allies system in-game right now, but it isn’t driving much content yet (You can see a bit of it with the Bounty Hunter guild gaining reputation when you do Bounty Hunter missions for other affiliated Orgs). We have plans to expand upon this system heavily.
Yes, in certain cases.
Some Orgs/Contacts will have interactions where they would normally act in X way because your Reputation is below X threshold, but they might temporarily overlook that reputation if you immediately give them something. Common example: slipping a bouncer some money to get into a club.
There also are plans to allow you to gain reputation by bringing an Org/Contact something they like (though it should be something more gameplay-interesting than just money). We drew on a few different game types for inspiration when developing the system, and among them were social simulators.
With the Ally and Rivalry system, we want to have it so you will need to make decisions regarding who you want to earn reputation with. Working for an organization’s rival will impact your standing with that group.
Reputation is currently only represented in bounty hunting which is a high risk, high reward field of work. Personally I cut more slack to newer, less experienced employees learning the ropes and expect more from more experienced ones. Failure at a higher level hurts the company more. I get your line of thought totally, but if I was sending employees out to take on bounties and they were bested over and over, I’d definitely feel they were out of their depth and quickly drop them down a level.
Reputation with bounty hunting guilds will, I hope, allow for even more exciting things like being able to carry a non-lethal weapon inside rest stops and such, but yes it will allow you to enter some trespass areas. I should say though that the current implementation of trespass zones is temporary – we currently have to give a CrimeStat for security and defences there to turn hostile and put up a fight. We are working on a security system which, amongst many more things, will allow for players to trespass in a zone and only receive a CrimeStat if spotted/arrested/killed there, while being attacked by the defences.
Yes, there is decay built into the system and we will be using it. We can decay to the bottom of the current standing and no further or all the way back to zero. The rate of decay will be something controllable between orgs. There is also a decay back to zero should you go into the negative which means even orgs who hate you will be approachable after a time.
We are working on having a wide breadth of organizations to cover most of the gameplay activities that we want players to engage in, ranging from food delivery companies to roadside assistance (i.e. spaceside assistance). The basic idea is that there will smaller local companies that service a planetary system, medium companies that service entire solar systems, and larger companies that service multiple star systems.
This is absolutely something we are looking to expand. Our “rewards” system in general is something that we want to evolve as we move forward. If you haven’t already seen it appear on the roadmap, there is an epic called “Org/Perks Benefits”. This epic task is going to start giving access to a multitude of things. Not only do we want to add the ability to give items as rewards in missions, but we also want to be able to offer things like (but not specifically limited to):
- Lower expedite fees for ships - Discounts at shops - Hiring extra workers to repair ships (which will ultimately take time, resources, people, etc) - Free landing services at location “X” (can always repair/restock/refuel for free at ArcCorp) - Ship rental time extensions or reduction in prices. - Access to items gated at rep level at shop - Refining job priority. (Currently it depends on the queue in front of you.) - Free upgrade at refinery for what “method” is used to refine goods.
And so much more that we’ll add as we expand gameplay functionality. The bottom line is that all of our gameplay systems should be built in a way where we can easily add their functionality as an available option for some level of perk. (Which could be tied to much more than reputation, but rather to the rewards system as a whole.)
The feature we are most looking forward to is getting AI hostility to be driven by reputation. There’s a bunch of moving parts to that, but it’s one of the core elements that will allow the system to create the kind of engaging gameplay we really want.
We are definitely planning on expanding to more mission types and organizations. What is in-game now was us taking first steps. Rather than waiting to have all the organization done at once, we will be doing a slower rollout to bring the older contracts into the system. Our long-term hope is that if you are doing a mission for most organizations that you will almost always be earning reputation. There will be some exceptions, but we are trying to incorporate as many as makes sense.
We love the idea of temporarily spoofing your reputation to trick someone. It has been discussed, but not planned heavily out.
The answers accurately reflect development’s intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall.
SCL Gamedev: Invictus Historical Uniforms (5/14 @ 12pm Pacific)
Alpha 19.5 Experimental is out and it comes with our first version of Twitch integration, performance improvements, bug fixes and more!
Here is how to opt in:
1. right click on the game in steam
2. click on properties
3. click the "betas" tab
4. the drop down menu will have "latest_experimental - unstable build" available ← you want THAT
5. select that and wait for the game to download.
Forum Release Thread[community.7daystodie.com]
Twitch Integration Guide[7daystodie.com]
Official Alpha 19.5 B48 Release Notes
First version of Twitch Integration.
Voxel mesh pooling
Chunk decal and model dither fading
Distant terrain decreases mesh detail when farther
gfx dtmaxlod console command
Allow selection of steering mode on controllers by pressing DPad down Changed
FindTagInChilds does not make garbage
Improved Show Stability colors
Distant POIs to use a shared material
Improved chunk LOD update
Optimized chunk object handling and frame timings
Optimized terrain mesh generation
Optimized terrain control textures to not update with every mesh update
Optimized distant terrain tile size
Optimized VoxelMesh AddMesh
Optimized distant terrain render order Fixed
Zfighting at barn_02 (window/loot container)
Dedi servers fail to update bedroll locations after pickup
Block previews have differences in shading at night
Block preview for normal blocks leaking a mesh on each update
ItemClassBlock CreateMesh having to destroy unneeded colliders
Empty voxel meshes were being created
Distant POI mesh and material leaks
Distant POIs could load and leak extra invisible objects
Chunk LOD update not using XZ center for distance
Star Citizen Alpha 3.13.1e PTU.7398642 Patch Notes
What you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).
Thanks to the work of dedicated field agents and operatives, we’ve uncovered information on Vanduul combat, Screaming Galsons, and gas clouds.
The information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.
UEE Naval High Command
Throughout April, AI Content focused on completing the first pass of the security, tourist, and tour guide behaviors, polishing animations from recent mocap sessions and adjusting the related behaviors.
They also implemented the first version of the landing officer, one of the deck crew that will be used in hangars, landing zones, and capital ships. The landing officer gives players clear directions on how to position their ships in relation to the pad for perfect decents.
Work also continued on the hygiene behavior, with the team completing setups for the toilet and shower cubicles and their relative blockout animations. For sleep behaviors, new animations for beds were set up to support physicalized sheets, and the process of standardizing the proper usage of bed shutters began.
They also progressed with the ongoing goal of propagating vendor behaviors to as many shops as possible. They’re currently designing and blocking out the different elements that will make up the various locations (coffee shops, differing food stalls, etc.) and are enabling the available kiosks to use the hawker behavior too.
Good day, today we have a fine selection of fixes and tweaks for you guys to enjoy, including some much needed sparkling visual updates on a few of our older creatures. We also made some changes to the harpoon mechanics to make it less rubberband-y and more rope-y. Enjoy!
* Fixed smelter issue when a very long time has passed since visiting (10000 days)
* 30s Pre world save warning added
* Stone stair physics fix
* Inventory screen gamepad focus fix
* Large-creature visual overhaul (troll, boss-2 & boss-3)
* Troll ragdoll material fix
* Harpoon mechanics overhauled
* Engine updated (some stability improvements)
* Draugr archer visual fixes (1 & 2 star draugrs sometimes got the wrong material)
* Fixed issues when crafting station is destroyed while in use
* Creature group spawning adjusted to avoid spawning over total limit (in some cases)
* Credits updated
* Localization updates
After boarding the wrong ship, Cellin, Daymar, and Yela must find a way to convince the hostile captain to change course so they can make it safely to Baba’s.
Greycat Industrial ROC-DS- Standalone Ship / Prix : 108$ TTC
Happy Monday everyone,
To give you a little more time to prepare for Fleet Week, we’ve extended the Alpha 3.13 Referral Bonus! Bring a new player into the ‘verse before the 17th and you’ll both zoom away with RSI’s iconic allrounder, the Aurora ES, for free!
Last week, we took a look at the month ahead, as there’s plenty of action going on in the ‘verse throughout May. Of course, the UEE Navy’s annual show of military might is taking the top spot. And if you haven’t yet, you should check out the Invictus Launch Week 2951 teaser trailer to get you in the mood for 12 days of military ships, test flights, and more!
On Tuesday, the Narrative Team continue “A Gift for Baba.” Read up on Part 1 here before you dive into the follow-up of the 25th-century children’s tale that inspired the names of Crusader’s moons, Cellin, Daymar, and Yela.
On Wednesday, we post the monthly Squadron 42 report (that was recently sent out via newsletter) as a Comm-Link.
Thursday, Inside Star Citizen will check in with the Vehicle Experience Team and take a closer look at the upcoming projectile rework and Missile Operator Mode as well as capacitor gameplay! Also on Thursday, we’ll host a Spectrum AMA with the developers answering YOUR questions about the Reputation System! The AMA on Spectrum starts at 5pm UTC (10 am Pacific).
On Friday, you’ll see an update to the Subscriber Vault and the weekly RSI Newsletter delivered to your inbox. Last but not least, we’ll welcome a new episode of Star Citizen Live, which will broadcast on our Star Citizen Twitch channel at 7pm UTC (12pm Pacific). This week will be a Gamedev episode with Associate Art Director Jeremiah Lee as we explore the sequel to our Invictus-themed historical UEE Fleet Uniform series, this time going all the way back to the beginnings of the original United Planets of Earth.
Have a great week, everyone!
Lead Community Manager
Screenshot by CMD-Wazo
Star Citizen Alpha 3.13.1d PTU.7390409 Patch Notes
The past few years have been an incredible journey - from our humble roots in Early Access, to our official launch in 2018, and now navigating these challenging times as we all wonder just what’s around the corner at every turn.
But Crom made us strong, and you’ve made us stronger still.
We know it’s been a little bumpy at times, and to that we offer our deepest appreciation for your support, your passion, and your patience over the years. We wouldn’t be here without YOU: The modders, the builders, the artists, the slayers, the roleplayers, the adventurers; the community.
You, Exiles, are who we are truly grateful for. Thank you!!
It doesn’t just stop at text this humble Community Manager wrote, either! A bunch of developers wanted to give their personal thanks - even the most camera-shy of us came out of the woodwork for this one! Meet some of the team across Durham, Oslo, Lisbon, and everywhere between:
Additionally, some incredible artists in the Conan Exiles community are here to share their creations in celebration of our 3rd Anniversary!
We reached out to Aayndre, IndustryThirteen, Kevin Catalan, Yojimbe, and ProzacGirl, and asked each of them to create an illustration based on a prompt.
Behold, the fruits of their talent and tablets, and thank you all for your amazing work (and for putting up with our nitpicking)!
Click on an image for the full view! Each artist has their Twitter or Instagram linked.
Yojimbe (Twitter: @artyojimbe)
IndustryThirteen (Twitter: @iNDUSTRY13)
ProzacGirl (Twitter: @DrawingProzac)
Kevin Catalan (Instagram: @KevinCatalan[www.instagram.com])
Aayndre (Twitter: @aayndre)
And to close us out, another personal thank-you from our Project Director, Scott Junior:
Just like in the video, I'd like to personally thank you all for joining us in this trying year, and I hope we could offer some much needed levity and escapism for everyone out there. Thank you to our moderators, private server admins, and mod makers for bringing so much life to our game and community.
Thanks again for everything this past year, and here's to the coming year and many more after!"
May your wits be keen, your shelter stand strong, and your thirst always quenched. We’ll let you decide how. ;)
Stay safe and stay excellent to each other, Exiles. We’ll see you on the other side.
The Conan Exiles team
Star Citizen Alpha 3.13.1c PTU.7388528 Patch Notes
Star Citizen Live: Radar and Scanning Q&A (5/7 @ 1pm Pacific)
Did you catch today's Twitch Gaming Show? We had some very exciting news to share.
First, we announced that Isle of Siptah will be leaving Early Access on PC and launch on all platforms on May 27th!
And, of course, what better place to announce that we are also adding Twitch Drops to Conan Exiles for the first time ever? That's right, when Isle of Siptah launches, watching live streams on Twitch will yield some cool in-game rewards that we can't wait to show you.
We also announced that Conan Exiles is coming to Xbox and Windows GamePass! Keep your eyes peeled for more info on that.
Finally, we premiered a video that summarized the changes Isle of Siptah has undergone since Early Access launch. It gives you a good look at the visual and content changes and explaining it all is Project Director Scott Junior and Senior Art Director Gavin Whelan.
You can also drop by https://www.twitch.tv/twitchgaming to take a look or revisit any favorite part.
A Whole New World
This month Rust has received a huge visual update, the biggest to date! From new terrain, trees, rocks, cliffs, decor, grass, monument reworks and so much more.
This is the culmination of work by several people that took place on and off over the last couple of years. It greatly improves how the game feels and gives it a fresh look.
Most of the new visuals were developed alongside the transition of the game to the High Definition Render Pipeline of Unity (HDRP) that we subsequently dropped after unsatisfactory performance results. We didn’t want to waste the efforts made to make the game look better during that time and ported them to the current version of the game instead.
We also took the opportunity in the last two months leading up to this update to fix a vast amount of long-standing issues revolving around monuments, world procedural generation, and exploits.
For example, you'll find cliffs, road, terrain, river generation much improved.
We re-worked some monuments completely such as the Junkyard, Satellite dish and integrated many of them inside the procedurally generated world more seamlessly than before. For example, you'll now see larger monuments and hubs now have bespoke subway tunnel entrances within their perimeter.
When it comes to performance, we did our best to keep the current status quo or improve upon it in some areas of the game. But since this update adds more content than it removes, we do not expect a major improvement in performance overall.
The Bandit Town is known for one if not the worst performance area, and this gave us the perfect opportunity to address this. We reduced the number of NPCs, reduced the forest density and completely remodelled the huts.
This is only touching the surface of changes, and you'll find many more changes and new additions while playing.
Junkyard Revamp & Crane
The Junkyard monument has received a complete overhaul, our original vision just didn't work out as well as we hoped. Once we adding flight into Rust it only made things worse. The revamp should hopefully resolve all the commonly complained about issues and make it a hotspot for action.
Not only did the Junkyard receive a complete overhaul we've also added a driveable crane that can pick up vehicles and drop them in the shredder located at the centre of the yard. Dropping cars into the shredder will yield scrap.
- Moving the crane too far away from the Junkyard will destroy the crane
Since the HDRP content backport comes with much nicer foliage, we noticed during playtesting that bushes got in the way when building a base a lot more than with the old foliage. To counteract this, bushes are now removed when building on top of them. Of course bushes won't be gone forever and will automatically respawn in suitable locations around the map.
This uses the same system as trees, which guarantees that a nice and even coverage across the map will be preserved and we don't end up with large areas that don't have any bushes at all.
Nvidia Reflex is now available! Reflex can be enabled via the options menu for all Nvidia users using GeForce GTX 900 Series or newer. Enabling Reflex has shown up to 38% reduced input latency within Rust.
Improvements & Fixes Highlights
Gesture while on horses, boats, seats, etc
Restored 3rd person feedback when a player is alt looking
Multiple poker table fixes and improvements
Bandit Camp Recycler
Due to popular demand the Bandit camp now has an extra recycler
Hitch & Trough Improvments
Doubled health recovered by horses and decay time reset after eating food
Public carlift can now be used at the revamped Junkyard
Check out the changelog for more changes.
As of this update, the servers that were moved temporarily due to the fire at the OVH datacenter in Strasbourg have now been moved to a permanent home, we'll be moving all the player blueprints etc. over so the affected servers may be delayed by a few minutes starting back up.
The following EU servers have moved to new IP:
Facepunch EU3 - 188.8.131.52:28015
Facepunch EU4 - 184.108.40.206:28020
Facepunch EU Small 1 - 220.127.116.11:28025
Facepunch EU Large 1 - 18.104.22.168:28015
Facepunch EU5 - 22.214.171.124:28020
Facepunch EU Softcore 1 - 126.96.36.199:28015
Facepunch EU Softcore 2 - 188.8.131.52:28020
Facepunch EU11 - 184.108.40.206:28015
Facepunch EU12 - 220.127.116.11:28020
Facepunch EU Small 2 - 18.104.22.168:28015
Facepunch EU Small 3 - 22.214.171.124:28020
Facepunch EU Small 4 - 126.96.36.199:28025
Facepunch EU13 - 188.8.131.52:28015
Facepunch EU14 - 184.108.40.206:28020
Facepunch EU Small 9 - 220.127.116.11:28025
Facepunch EU17 - 18.104.22.168:28015
Facepunch EU18 - 22.214.171.124:28020
Facepunch EUS10 - 126.96.36.199:28025
Facepunch EU Softcore 3 - 188.8.131.52:28020
Facepunch EU Softcore 4 - 184.108.40.206:28025
Facepunch EU Softcore 5 - 220.127.116.11:28015
Please note due to these servers moving they'll no longer display within your history or favourites list.
Hapis Island Temporary Removed
Due to the huge world revamp Hapis Island is currently removed from the map pool while Petur works on bringing the map up to date with the new visuals. We expect these changes will be completed within a few weeks, we'll keep you updated on Hapis Island progress.
Facepunch Hapis Islands servers will stay online but will now run a procedural map for the time being.
Starting from today till May 13th 18:00UTC Twitch drops are enabled for Rust Twitch streamers. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.
We've teamed up with Abe, Tacularr, Spoon kid, Shiphtur, PeterParkTV, Masayoshi,imPheetus, Enardo, Brit, Big Chase, Berne and Fuslie to bring you special unique drops which can only be earned by watching their channels.
Learn more at http://twitch.facepunch.com
Community Map Making Contest
Later this month in the community update post we'll be announcing details for the first community map-making contest. If you're interested keep an eye out!
Changelog New generation cliff placement and cliff visuals
New terrain visuals
New terrain clutter visuals
New terrain foliage visuals
New cliffs and rocks visuals
New roadside junkpiles
New forest populations
New Satellite Dish Monument
New Junkyard monument
New workshop scene
New ice sheets visuals and spawn rules
New young and dead pine tree variants
Updated Sewer Branch monument
Updated Dome monument visuals and puzzle
Updated Trainyard monument middle and north sections for improved cover/flow, better visuals
Updated all monuments road connections to procedural roads to be more seamless
Larger monuments and hubs now have bespoke subway tunnel entrances within their perimeter
Biome dependant foliage, foliage at monuments will display the right type for the biome they are in
Updated colliders of large hero trees in the swamps to be more accurate, easier to build around
Fixed areas of the Military Tunnels not inflicting any radiation
Fixed several monuments sometimes being flooded
Fixed a large amount of stairs colliders that were stee-through but not shoot-through
Fixed puzzle bypasses at Trainyard
Fixed a large amount of 'low object quality settings' visual exploits around monuments
Fixed the 'red pipe of death' at Launch Site, where velocity could kill you
Fixed Launch Site south puzzle door exploit
Fixed exploit where you could jump inside vents at various monuments to gain peak advantage
Fixed some props that allowed exploitable one way shooting (oilrig in particular)
Fixed getting stuck inside Outpost/Compound decor by the way of roofs
Fixed an issue whereby dropping items on the floor in Water Treatment Plant would not let you pick them up
Fixed an exploit at Water Treatment Plant allowing to skip green card puzzle steps
Fixed Out of Bounds/fly hack violations issues around Water Treatment Plant sewer tunnels
Fixed Out of Bounds/fly hack violations issues inside Launch Site tunnels happenning on certain seeds
Fixed exploits at both oilrigs whereby players would swim up pipes to gain advantage
Fixed being unable to harvest trees around some monuments
Fixed Giant Excavator mining the wrong resource when mining Metal Fragments
Fixed dropped items falling into Bandit Camp shop keepers cabins
Roadside props LOD distances now cull later, preventing revealing players hiding behind them
Extended cover props LOD distances at Airfield to ensure players remain hidden behind them
Various fixes for poker gameplay
Electrical counter font size now scales smaller when the number doesn't fit
When dismounting the Work Cart train seat, sometimes the player's view angle would be incorrect. This is now fixed
Fixed horse trough sometimes not affecting decay time when a horse eats from it
Fixed belt items sometimes being visible in a players hand even if the item wasn't equipped
Fixed tree billboards sometimes getting stuck and sticking around forever
Fixed first person lights/particle effects still being visible when gesturing
Improved procedural terrain generation, ring road generation also improved as a result
Improved terrain grass displacement
Improved dynamic foliage to reduce floating over terrain
Improved lighting volumes inside Military Tunnels, no more shadow clip in the distance
Improved distant LODs for Oilrigs
Improved lighthouse visuals at night
Improved monuments 'fading' into procedural map, better looking player paper map visuals
Improved a large amount of colliders around which gun fight occurs whereby bullets were blocked before
Improved visuals at Bandit Camp
Optimized decor at Bandit Camp
Most of static art now uses shadow proxies for improved performance
Harbors only spawn on mainland
Bushes hide when building on top of them
Poker players are no longer obliged to show their hand at the end of the round unless they're the winner in a showdown. Anyone can optionally show their hand by pressing R
It's not possible to still see what cards you had after you've folded
Can now use gestures while mounted (with some exceptions)
Restored 3rd person feedback when a player is alt looking
Improved tree and bush billboards
Improved visuals for fallen logs and wood stump pickups
Improved contact shadows settings, enabling will no longer create black outlines around grass
Star Citizen Alpha 3.13.1b PTU.7369595 Patch Notes
Happy Wednesday, everyone!
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.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
The following deliverables have been added to the Progress Tracker:
Building, balancing, and implementing Drake Interplanetary’s multi-crew explorer, the Corsair, into the game.
Vehicle Door Improvements
Updates to the underlying implementation of vehicle door setup that will allow for more advanced interactions, including ramps aligning to terrain and other ship-specific behaviors.
Life Support T0
Implementing the first iteration of onboard life support systems in ships, which entails a ship component that generates air when turned on, and management of said life support component within the vehicle loadout manager.
Previously marked as Unannounced, these deliverables have now been revealed on the Progress Tracker:
Building, balancing, and implementing the Merchantman, the Banu-made trading vessel, into the game.
Building, balancing, and implementing Aopoa’s medium fighter, the San’tok.yāi, into the game.
Building, balancing, and implementing Drake Interplanetary’s light salvage ship, the Vulture, into the game.
The following deliverables have been removed temporarily from the Progress Tracker as schedules are being finalized following planning meetings, in addition to allowing room for the Life Support T0 and Vehicle Door Improvements deliverables mentioned above.MultiGrid SDF – Capital Ship Destruction Culling/Streaming Exterior/Interior Ships Animated Dashboard State M50 Engine Swap
These deliverables have successfully passed their final review. For this reason, we have updated the label on their cards to “Committed” and changed their color to blue.Ship to Station Docking Missions – Spawn Closets
We’re aiming to extend the horizon of both the Progress Tracker and Release View to Q1 2022 with our next publish, on May 19th. This publish will include only the upstream teams’ schedules for the time being. As a reminder, downstream teams are reactive to upstream, so their schedules won’t show the entire year. Therefore downstream’s schedule will be updated to Q3 2021 shortly thereafter in a following publish.
That’s all for this week! Join the discussion on Spectrum
Security professional Irina Arkadova became obsessed with weapon design after a new rifle malfunctioned during a firefight. This interest in design and her real-world experience inspired Arkadova to found Lightning Bolt Company.
Dependable, effective, and visually distinct. Since 2921, Lightning Bolt Company has carved out a unique roster of weapons around these core principles and garnered a legion of loyal customers across the Empire. The company’s success is typically credited to the exacting eye of CEO Irina Arkadova. While she infamously stopped the initial run of Korolev shotguns from shipping after becoming convinced the safety should be moved millimeters to provide a better user response time, these tales of meticulousness are often eclipsed by more scandalous stories.
“I’ve heard lots of interesting things about myself,” Arkadova disclosed to Total Defense in their July 2939 issue, “Unfortunately, far too few of them are true.” However, despite publicly denying the veracity of these tales, some believe that Lightning Bolt Co. intentionally allows these stories to spread for the sake of notoriety. Though Arkadova dislikes discussing specifics, there’s one thing she freely admits: she used to kill people for a living.
Prior to founding Lightning Bolt Company, Irina Arkadova ran a private security force out of Odyssa, Magnus. Her handpicked team earned a reputation in the VIP protection industry for being effective but quick to escalate confrontations. While most of the company’s operations went unnoticed, one infamous assignment played out live across the spectrum as Odyssa residents watched Arkadova and her team defend their clients from a series of increasingly dramatic armed attacks. In the aftermath of the very public and destructive contract, Odyssa authorities launched a full investigation into the circumstances around the attack and discovered that Arkadova’s clients were linked to the notorious Otoni Syndicate. Arkadova claimed ironclad non-disclosure agreements prevented her from revealing information about her clients or the attack, so the authorities, left with no real evidence, were forced to close the case.
“Yeah, I’ve heard that one,” Arkadova told Total Defense when asked about the rumors of an Otoni connection. “If that’s true, then I’m lucky to be alive. Working for them seems like a good way to make enemies, and I’m not that hard to track down.”
The only operation Arkadova cares to discuss is the one that started her journey to becoming a weapon manufacturer. Amidst an intense firefight, Arkadova watched in horror as her new laser rifle lost power while she was pinned down. She managed to survive thanks to a little luck and the quick rescue efforts of her team. The incident shook Arkadova to her core and revealed to her a troubling question: were the people designing these guns actually firing them?
When her anger subsided, Arkadova curiously dismantled the defective weapon. Biagio Bhandari, a friend, fellow merc, and former Drake engineer diagnosed the failure while Arkadova probed him with questions. Bhandi later recounted, “She noticed everything. Why is this bolt here? Wouldn’t it be better if this thing was reversed? I remember joking that she should have been an engineer. Turns out it wasn’t much of a joke.” Other team members joined the discussion, swapping stories about legendarily terrible weapon designs and close calls caused by failures. Sure, companies like Behring and Gemini had military and security consultants on staff, but how often did their experience line up with the chaos that PMC had to deal with on a typical op? During that discussion, Arkadova came to realize something important about weapon design: knowing what not to do was half the battle.
That brush with death and the birth of her first child swayed Arkadova to be more selective with her assignments. When not active, she repaired and modified weapons, proving to be a quick study who swiftly expanded her expertise to ship weapons. Then, in 2921, Bhandari approached her with the idea that changed everything. Equally inspired by their discussion, he had designed a new electron cannon. Bhandari represented the weapon’s crackling power with a few hastily sketched lightning bolts, so Arkadova honored the artistic flourish by naming the venture Lightning Bolt Company.
For the next few years, Arkadova and Bhandari obsessed over the prototype. Arkadova described the initial version as “functional but unimpressive.” She further claimed that “Nothing about it stood out or felt special, so why go through the money and time to make it?” They tabled the project only to return to it months later after a bout of inspiration. Thus began a five-year iterative process that left Bhandari vacillating between being angered and energized by Arkadova’s obsession over every detail. Arkadova poured any extra credits she made into the weapon’s development and often crewed extra missions during particularly expensive parts of the process to help make ends meet. Finally, after clearing the safety testing and getting certified, they had everything in place to start producing their first run of Mayak electron cannons, but only enough money to make at most a few dozen models. Arkadova turned to her team and offered them shares in the company in exchange for capital. They almost all contributed. The extra credits allowed the company to double their initial production run.
Hanging by a financial thread, Arkadova sold the first run of Mayak electron cannons through word of mouth. Most went to friends and agreeable fellow mercs in Magnus. The response was overwhelmingly positive and the influx of orders required Arkadova to stop being a mercenary and become a full-time weapons manufacturer. However, Arkadova knew that her team relied on her for work and insisted she wouldn’t shutter the merc operation until she could hire and train her entire crew for positions in the new company.
That glorious day came in 2932. Those that didn’t want to walk away from the merc life worked for Lightning Bolt part time or left with a considerable care package. Those that stayed met with Arkadova every week to discuss weapon ideas and desired features. Arkadova continued to be influenced by these personal accounts of field use, such as inspiring her to add a series of heat activated vents along a sniper rifle barrel. This practical yet visually distinct flourish coincided with advances Bhandari made to the cooling system for the device that generated the electron charge. It would be these two advances that would make the Atkav sniper rifle possible.
The Atkav, Lightning Bolt Company’s first mass produced personal weapon, was released to rave reviews and strong sales. The weapon became a quick favorite among security professionals who loved it for quick and effective crowd control, utilizing one charged electron shot that could spread to nearby conductive targets. The Yubarev pistol, utilizing the same charged electron technology, arrived the following year and cemented the company’s current reputation for producing meticulously crafted, cutting-edge, and cool weapons.
Some weapon industry experts have criticized the Lightning Bolt Company for not fully capitalizing on its potential; citing the company’s slow development cycle and focus on features preferred by security professionals that alienate too many in the civilian market. Arkadova doesn’t seem to mind leaving money on the table. Her goal for Lightning Bolt Company has always been to properly pay her team and produce reliable weapons that they would actually use.
“Look, I’m such a pain in the ass about the small things because I’ve been under fire,” Arkadova admitted. “And in those moments, only two things matter: the details and whoever’s got your back.”
Show that you’re ready to ‘bug out’ with the exclusive Mandible helmet from Sakura Sun. Lightweight plating provides protection while metal fangs protrude from the front for an intimidating insectoid shape that walks the line between fun and frightening.
MISC makes a bid for the next Murray Cup with the all-new Razor. This advanced racer features an advanced composite spaceframe that puts pure speed ahead of everything else… it’s the ship for pilots who want to leave the competition in the dust.
Outfitted with signature-reducing materials, the RAZOR-EX was a specialty build for the UEE Advocacy for use in surveillance and extraction operations. Although the EX was ultimately rejected for widespread use, MISC released a variation of the model for the public who were looking to keep a lower profile.
The Razor gets supercharged. The LX features an overclocked engine to unleash blazing top speeds perfect. This power comes at a cost with reduced maneuverability and armaments making it ideal for straight-shot racing. But who needs weapons when you’re leaving your competition in the dust.
Spectrum 5.0.0 Release Notes
Exciting news! On Thursday May 6th at 11:00 am PST/8:00 PM CEST at http://www.twitch.tv/TwitchGaming we will be part of the Twitch Gaming Show where some familiar faces will drop some hot news! We’ll be revealing things that should be exciting news for both PC and console players alike.
Can’t wait to see you there!
Attention! (and happy Monday, everyone!)
Last week we announced the date for Invictus Launch Week, including your chance to take your first step on a war-tested Javelin-class destroyer. So, make your way to the Announcement page to save the date (add it directly to your calendar!) and discover more details about the big event.
Yes, you heard it right, the Fleet approaches, and preparations for the event are in full swing. If you’d like to do your part in helping us launch our biggest UEEN welcome party yet, download the latest PTU version of Alpha 3.13.1, currently accessible for all backers, and start testing. Always remember that every issue council report helps defeat a bug!
Looking for a co-pilot to celebrate Invictus Launch Week with you? Take advantage of our current Alpha 3.13 referral bonus promotion before it’s gone. By recruiting a friend, you’ll both gain an Aurora ES with lifetime insurance for free, but only until May 10!
On Tuesday, you’ll learn everything about the Lightning Bolt Company and their dependable, effective, and visually very distinctive products in our Narrative Team’s Portfolio.
Furthermore, on Tuesday, Subscribers can also look forward to their monthly Comm-Link, providing all the important information about the month ahead.
Wednesday will bring you the bi-weekly Roadmap Update and Roadmap Roundup. Also, make sure to subscribe to the Squadron 42 Monthly Report here, as we’ll publish the April monthly report for Star Citizen and send out the Squadron 42’s Monthly Report per mail.
Thursday, Inside Star Citizen takes a closer look at the upcoming changes to Radar and Scanning.
On Friday, you’ll see an update to the Subscriber Vault and the weekly RSI Newsletter delivered to your inbox. Last but not least, we’ll welcome a new episode of Star Citizen Live, which will broadcast on our Star Citizen Twitch channel. We’ll follow up with time and guest details soon.
Have a great week, everyone!
Christian Schmitt aka Wayne-CIG
Screenshot by Gun_pow
Star Citizen Alpha 3.13.1 PTU.7358666 Patch Notes
Service Downtime - 5/3/2021
Attention development subscribers: the April 2021 issue of Jump Point is now available in your subscription area.
Attention development subscribers: the April issue of Jump Point is now available in your subscription area. This month features the history of the Merlin snub fighter and the first part of a visual guide covering Star Citizen’s corporations. Plus a Whitley’s Guide telling the story of the Gladiator bomber and an all-new portfolio about Tehachapi.
Interested in becoming a development subscriber? You can learn more here.
Invictus Launch Week 2951 - Prepare For Launch
Have you taken the Isle of Siptah 2.4 update for a spin yet? It includes visual improvements, new Isle of Dawn and Isle of Dusk biomes, several new camps all over the island, a new religion and avatar, and more mysteries to discover!
This is an important update for Isle of Siptah, so we wanted to bring select members of the press on an in-game tour to show off the new content and improvements. You can check out some of the impressions here:
Full launch is getting closer, and we hope you are enjoying the island experience!
THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we covered the habits of the thorshu grey, described high political offices in the UEE, covered a few more holidays, added more spacecraft, and shared information about a guild you may be familiar with, among other subjects. Join the Spectrum thread for any discussion or feedback.
Greetings exiles! Many aspects of the Isle of Siptah expansion have improved greatly during Early Access. We wish to show you some of these improvements and the very big difference they make for the island, how it looks and how they improve the gameplay on this mysterious new map.
Since the start of Early Access we have improved both the environment and lighting for Isle of Siptah. The sky has become much more blue and new clouds can be seen in the distance.
These changes make Isle of Siptah a much brighter and more colorful place to play. The improved lighting and sky are especially noticeable in the area around the tower in the middle of the island. Before this area was quite dark and gloomy.
Some of the darkness still returns when a powerful storm takes shape around the tower, but unlike before you can now build within the area of the storm and your buildings no longer draw the automatic attention of the terrible creatures of the outer void.
Though some of these locations on Isle of Siptah look very idyllic and peaceful now, don’t let the pretty colors fool you! The picture above is taken from a mountain top where monstrous and towering horned beasts hunt down anyone who dare venture too close.
Another big improvement and change has been the addition of NPC camps, adding much more life and content and providing a great new source of thralls. The island has been settled by three main factions: The Stygian Mercenaries, the Black Corsair pirates and a group known only as the Accursed, driven mad by the darkness of the outer void.
You can find a host of camps around the map, and they contain many new activities, such as freeing captured NPCs, finding rare recipes, fighting strong bosses, digging up buried treasure, swimming out to crates of flotsam and capturing unique puppies who can become your new dog pet.
The addition of the camps has changed the Isle of Siptah map in quite considerable ways. Not only do they add more content but also visually change the landscape, adding all new towers, defenses and habited areas all around the map.
We hope you enjoy these quite sweeping changes, as we make the mysterious Isle of Siptah more beautiful, filled with interesting places to explore and challenging content to test your mettle.