Star Citizen Wiki
Star Citizen Wiki
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{{Patch Header
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|game =Star Citizen
| date =Q2 2021 (Not Confirmed)
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|date =Q2 2021 (anticipated)
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|patches =Star Citizen patches
| previous=[[Star Citizen Alpha 3.13.0]]
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|previous=[[Alpha 3.13.1c]]
| next =[[Star Citizen Alpha 3.15.0]]
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|next =[[Alpha 3.15.0]]
 
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'''Features announced for the upcoming Alpha 3.14.0'''
   
 
==Locations==
 
==Locations==
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==Gameplay==
 
==Gameplay==
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Thruster Capacitors
FPS Radar & Scanning
 
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*Players will have the ability to manage the amount of extra energy that goes into the thrusters, making critical decisions on the distribution of energy in order to defend, attack or just run away.
*Includes an improved signature system that supports much greater distances and the dampening of signatures by environmental interference and larger entities. This feature will be available to players in ships, in ground vehicles, and on foot.
 
   
Weapon Charge/Drain T0 - Tech
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Weapon Capacitors
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*Players will have the ability to manage the amount of extra energy that goes into the weapons, making critical decisions on the distribution of energy in order to defend, attack or just run away.
*All back-end tech tasks related to creating the first pass of the charge/drain feature that will be used in future location and mission updates.
 
   
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Shield Capacitors
Actor Feature - Physical Inventory
 
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*Players will have the ability to manage the amount of extra energy distributed to shields, allowing them to choose between maximizing defenses or using that power to attack or escape.
*When implemented, players will physically store weapons, gadgets, consumables, healing items, and more on their person and in vehicles via backpacks, pockets, and containers. This utilizes the new iCache for persistence wherever players travel.
 
   
 
Radar, Scanning, and Ping
 
Radar, Scanning, and Ping
 
*Radar is used to passively locate and track contacts, and display their whereabouts to the player. Scanning is used to obtain information about a specific entity. Ping actively finds additional contacts, or highlights volumes of space to investigate weak signatures, both of which are displayed via the radar and its AR HUD elements.
 
*Radar is used to passively locate and track contacts, and display their whereabouts to the player. Scanning is used to obtain information about a specific entity. Ping actively finds additional contacts, or highlights volumes of space to investigate weak signatures, both of which are displayed via the radar and its AR HUD elements.
   
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Missiles - Guidance & Control Rework
Tech - Healing T0
 
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*Convert missiles to use the IFCS guidance and control systems. This will improve missile performance and tracking ability, enabling greater control over general missile behaviors.
*Includes all back-end tasks related to the initial implementation of the Healing feature, that will be used in future location and mission updates.
 
   
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Missile Operator Mode
Hacking - Tech
 
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*Missiles will now be controlled under a dedicated missile operator mode, which gives players the option to select and fire specific missiles while operating in ships that allow for different types of missiles and torpedoes.
*All back-end tech tasks related to creating the first pass of the hacking feature that will be used in future location and mission updates. When implemented in-game this feature will be used to access systems and areas that have been previously closed to the player. The hacking process will be represented via a minigame that is displayed on the player's HUD visor.
 
   
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Law System v2: Surrender
NPC Healing
 
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*To allow players to be arrested without losing their life, they will be able to surrender by coming to a halt and powering down their ships when ordered to by security. Security will halt their attack and arrest criminal players (and impound the ship if owned by a criminal).
*Enables players to heal other players and NPCs. This will allow players to use items with healing properties, such as the MedPen, on other player characters and NPCs.
 
   
 
==Ships and Vehicles==
 
==Ships and Vehicles==
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==Core Tech==
 
==Core Tech==
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Planetary Volumetric Clouds v1
Migrating Legacy Vehicle XMLs to Datacore
 
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*Initial version of a bespoke system to convincingly render multi layered, volumetric clouds of varying scale within planetary atmospheres.
*Updating XML vehicle data to be stored in a new optimized location and format.
 
 
Vehicle Module Swapping
 
*System support enabling players to swap vehicle rooms and modules via VMA (and allows designers to specify vehicle setup at run time in SQ42).
 
   
Shield Systems Tech Replacement
 
*Adapt shields code to determine shield hits based off of dynamically contoured shield meshes for more accurate combat gameplay, and to eliminate possible weak spots in shields. This also extends shield tech to entities beyond just vehicles.
 
 
=References=
 
=References=
 
{{Reflist}}
 
{{Reflist}}

Revision as of 15:40, 17 June 2021

Star Citizen – Alpha 3.14.0

Alpha 3.13.1c • • • • • List of Patches • • • • • Alpha 3.15.0

Q2 2021 (anticipated)

Features announced for the upcoming Alpha 3.14.0

Locations

Planet - Crusader

  • All tasks relating to the creation of the planet Crusader, including points of interest. This beautiful-yet-dangerous gas giant is home to the Orison landing zone, a picturesque city floating on orbital latticework.

Orison Landing Zone

  • Comprised of a latticework of platforms suspended in mid-atmosphere, Orison is considered one of the most picturesque locations in Stanton. This task includes creating all areas of the landing zone, including shipyards, habs, gardens, and spaceport.

Gameplay

Thruster Capacitors

  • Players will have the ability to manage the amount of extra energy that goes into the thrusters, making critical decisions on the distribution of energy in order to defend, attack or just run away.

Weapon Capacitors

  • Players will have the ability to manage the amount of extra energy that goes into the weapons, making critical decisions on the distribution of energy in order to defend, attack or just run away.

Shield Capacitors

  • Players will have the ability to manage the amount of extra energy distributed to shields, allowing them to choose between maximizing defenses or using that power to attack or escape.

Radar, Scanning, and Ping

  • Radar is used to passively locate and track contacts, and display their whereabouts to the player. Scanning is used to obtain information about a specific entity. Ping actively finds additional contacts, or highlights volumes of space to investigate weak signatures, both of which are displayed via the radar and its AR HUD elements.

Missiles - Guidance & Control Rework

  • Convert missiles to use the IFCS guidance and control systems. This will improve missile performance and tracking ability, enabling greater control over general missile behaviors.

Missile Operator Mode

  • Missiles will now be controlled under a dedicated missile operator mode, which gives players the option to select and fire specific missiles while operating in ships that allow for different types of missiles and torpedoes.

Law System v2: Surrender

  • To allow players to be arrested without losing their life, they will be able to surrender by coming to a halt and powering down their ships when ordered to by security. Security will halt their attack and arrest criminal players (and impound the ship if owned by a criminal).

Ships and Vehicles

RSI Constellation Taurus

  • Implementing and balancing RSI's hauling variant of the Constellation, the Taurus, as a flight ready ship in the game.

Core Tech

Planetary Volumetric Clouds v1

  • Initial version of a bespoke system to convincingly render multi layered, volumetric clouds of varying scale within planetary atmospheres.

References