There are new rivers on microTech & Hurston in 3.18 and river tech has improved too with visuals looking better than ever, new cliff edges around some areas of the river, additional rocks and asset distribution, refined spines allowing for more organic looking and smoother river paths. There will be various eliminate target / s missions. The various floating islands around Orison will be host to some Missions in 3.18 when the Siege Event isn’t running. They are going to be making the Sand Nomads the NPCs here (but it will be the NineTails for 3.18). The Cave with the crashed 600i is there but nothing else in there atm, they are integrating 3 mission types at the Daymar Crash Site Kill a Specific Target, Kill All Targets and Delivery. There’s a Blackspot / New Mission which is all working, there are some new routes and areas.ĭaymar Crash Site – Saw LOD improvements, the missions there were too easy so they added some more AI, with improved pathfinding for them too. Prison – NPCs are actively walking around and in the mining area, they have lootable items that may be useful. You can also use the Fine Terminals to “surrender” to Law Enforcement, which will give you a 20% off time served for your prison sentence. You’ll be able to land at LZs and pay off these with fines. Low CS so level 1 & 2 will no longer make you a public enemy. SPK has seen a lot of interna changes, new assets, paint job, branding and gameplay. Players don’t bring a buggy to the racecourse, they spawn on the side and you then bring them to the starting line… destroyed buggies will respawn back in the side area. Cars were going off the track, breaking out of the areas, taking short cuts that weren’t intended, so these needed to be appropriately fenced off. The greycat buggy track has seen improvements and bug fixes. You will be able to salvage player and NPC ships as well as “fresh” derelict sites that will spawn around asteroid fields, lagrange points ect… they are effectively minables for salvage, allowing for salvage without combat. It basically replenishes the health of the hull. The Repair mechanics with the multi-tool will only be able to patch up holes in the hull and not repair lost wings or parts. The Salvage beam will not work thru a targets shields… so if shields are down you can use it offensively. T1 in the future however will see munching of salvage too and the Reclaimer will be able to do that a much larger scale than the Vulture. Hull Scraping – What’s the Difference between the Reclaimer and Vulture in 3.18 for Salvage – The Reclaimer has 2 turrets and more space to store RMC than the Vulture so not a huge amount of difference in this implementation of Salvage. The Inside Star Citizen this week was Q3 Follow Up and expanded out how features have evolved and changed for the patch and what’s new with them: So evocati release could literally be any day now… The Evocati release is being evaluated daily, and we’ll update once we’re ready for prime time. Persistent Entity Streaming is a massive technological endeavor, and we thank all of you for bearing with us. We greatly appreciate your patience as we get through this process. Therefore, until we get these last few issues sorted out, it will be hard to utilize the valuable feedback we typically get from Evocati. We are working on fixing a couple of recently discovered low-level network bugs causing instability in the Game Server to Entity Graph communication, which in turn can cause a large array of additional issues that are only exacerbated with additional players. We’ve been testing heavily with our internal QA groups across our studios with great results, with a quick turnaround on bugs being tracked down during general server behavior. We wanted to give a quick update on the current status of 3.18, as we’re all eagerly awaiting the first build to be released to Evocati. CI dropped a Star Citizen Alpha 3.18 Status Update with JakeAcappella CIG posting on Reddit & Spectrum
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